1
NEMOREN’S VAULT:
20TH ANNIVERSARY EDITION
CREDITS
NeMoren’s Vault – 2000 Edition (3e) TABLE OF CONTENTS
Design: James Bell
Development: James Bell & Todd Secord Introduction .......................................................................... 2
Editing: Michael Johnstone Preparation ............................................................................... 2
Cover Illustrator: Todd Secord Relevant History ...................................................................... 2
Interior Illustrator: Todd Secord Adventure Synopsis ................................................................ 5
Maps: Mike Johnstone Background Knowledge ......................................................... 5
Digital Manipulation: Carol Berry
Production: Jason Kempton Chapter One: NeMoren Estate ...............................................7
Technical Assistance: Christian Nielsen The Manor ................................................................................. 9
Special Thanks: Robert Mobbs, Eric Noah, Eric Rowe, Town of Weston ...................................................................... 9
Dustin Wright NeMoren’s Vault.................................................................... 10
The Outer Vault ....................................................................... 11
Quest for Amelia – 2000 Edition The Inner Vault .......................................................................17
Design: James Bell & Jason Kempton The Cavern System ................................................................ 18
Editing: Michael Johnstone The Deep Vault .......................................................................24
Illustrations: Todd Secord Aftermath ................................................................................ 32
Production: Jason Kempton
Chapter Two: Quest for Amelia ...........................................33
NeMoren’s Vault: Revised – 2006 Edition (3.5e) Preparation ............................................................................. 34
Additional Design & Editing: Scott Holden The Minotaur Woods ............................................................ 37
Cover Art: Todd Secord The Cave of the Minotaur .................................................... 38
Interior Art: Todd Secord, Claudio Pozas Aftermath ................................................................................ 39
Counter Art: Claudio Pozas
Maps: Ed Bourelle
NeMoren’s Vault: Pathfinder Roleplaying Game Edition – 2013 Appendices .......................................................................... 40
Design, Editing, & Production: Scott Holden I Variant Rules....................................................................40
II Unique NPCs ....................................................................42
NeMoren’s Vault – 20th Anniversary Edition (5e) III Generic Creatures ........................................................... 43
Design: James Bell IV New or Unique Monsters ..............................................44
Development: James Bell & Todd Secord & Jason Kempton V New Materials and Magic Items .................................45
Additional Design & Editing: Scott Holden VI Legal .................................................................................48
Graphic Designer: Todd Secord VII Maps .................................................................................49
Cover Illustrator: Todd Secord VIII Counters .......................................................................... 52
Interior Illustrators: Todd Secord, Claudio Pozas IX Handouts & Pre-Gens...................................................54
Digital Colouring: Todd Secord X Afterword ........................................................................62
Maps: John Wilson, Ed Bourelle, Rob Elliott
Counter Art: Claudio Pozas
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NeMoren's Vault is © 2020 Platinum Dragon Productions. All rights reserved. Platinum Dragon Productions makes no claim to or
challenge to any trademarks held by Wizards of the Coast™. This printing of NeMoren's Vault is done under Version 1.0a of the Open
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Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of
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Designation of Open Content: The Open Content in this product includes new monsters (but not their names) and new magic items.
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Some of the portions of this book which are delineated OGC originate from the SRD and are copyright © 2000 Wizards of the Coast, I nc.
The remainder of these OGC portions of these book are hereby added to Open Game Content and, if so used, should include the
COPYRIGHT NOTICE “NEMOREN'S VAULT, copyright © 2020 Platinum Dragon Productions, all rights reserved.”
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 1
“I have kept a dark secret during my lifetime –
a secret that I will take to my grave!”
INTRODUCTION This adventure is designed to be a good “starter” – a
scenario designed to bring disparate characters together
Can all sins be forgiven? and launch an ongoing campaign, with several hooks and
Can even death stop the thirst for revenge? story threads that can be further developed into continuing
Find out when you enter NeMoren’s Vault. adventures. Also included is the optional Alert Factor
system (see Appendix), which can help you replicated the
Baron Paytro NeMoren had left his dark past sealed for activity levels of an encounter location.
decades in the family’s underground vault. Now, three
years after his death, a group of inheritors has been If you are planning on playing in this adventure, STOP
gathered, according to his final wishes. At long last, the seal READING NOW! Subsequent material is for the GM only and
will be broken, and the secrets of the vault revealed. reading it may spoil the secrets and the fun you will have
experiencing the adventure as a player.
NeMoren’s Vault is a fantasy roleplaying adventure
designed for four or five starting characters of 1st level, but RELEVANT HISTORY
it can easily be modified to present a challenge to larger
groups or more powerful characters. On average, four 1st- It is currently year 4,800, in the Third Age of the world of
level characters who complete this adventure will gain Karathis, as time is told using the Arborian Calendar of the
enough experience to level up. elves.
This adventure takes place in the West Wood Barony, a Roughly three hundred years ago — when Ryleigh Shann
region on the borderlands between the human kingdom of was still High Sage of Arboria and Druirk Stonefist was Chief
Kalendia and the elven forest nation of Arboria. While the Engineer of the Aggerring Dwarves — the young kingdom
area plays an important role in the history of this adventure of Kalendia embarked upon its century of empire-building
and the larger world of Karathis, the region is generic with the coronation of the human King Jerrod II. Having
enough to be dropped into virtually any campaign setting. negotiated a beneficial trade agreement with the dwarves,
Feel free to modify town and character names, as well as young King Jerrod turned to the elves in the hope of gaining
historical facts, to incorporate this adventure into your own further access to the lumber-rich forests of the
campaign world. borderlands; as new settlements began sprouting across the
kingdom, building materials had quickly become scarce.
Included with this adventure are character and monster
counters, player handouts, maps, and pre-generated Unfortunately, the elves could not provide Jerrod with the
characters for “out-of-the-box” action. land he required. Several large goblin tribes had recently
taken control of what is now the West Wood region, and
PREPARATION Ryleigh Shann feared that the influence of the goblinoids
would soon make the area inhospitable. (Ironically, it was
Before running this adventure, the Game Master should human expansion that had driven the goblin tribes from
read it carefully in its entirety to gain a familiarity with its their original homes.)
layout and various features. In addition, you should be
familiar with the rules of play, with particular emphasis on In an effort to drive out the combative creatures, the human
combat, magic, and skill checks. Whether the players are and elven nations formed the Grand Alliance and put the
using their own homemade characters or the pre-generated goblin tribes to the test. A fierce war raged for several years,
group that comes with this adventure, you should know of and both sides suffered heavy casualties. Despite the elves’
any skills, feats, racial abilities, or magic items that may ancient knowledge of the forest and the vigor of their
affect game play. human allies, the sheer number of goblins simply
overwhelmed the Grand Alliance, and the forest could not
Also included are a number of player handouts. During the be reclaimed. The armies of the Grand Alliance eventually
adventure, you should give handouts to the players when withdrew, and Jerrod searched for an alternative source of
they discover a fragment of parchment, a small note, or to building material.
provide a visual clue to a mystery.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 2
Seeing the alliance withdrawal as a sign of their own warriors for his honest and just nature, and also respected
superiority, the goblin tribes moved further into the wood, by the leaders for his great cunning. In one skirmish, Kragor
even daring to attack the elven capital of Dol Runeth. With NeMoren single-handedly saved Ryleigh Shann’s daughter
most of their elite warriors not yet returned from the West during a nearly successful goblin kidnapping attempt;
Wood campaign, the poorly equipped Dol Runeth defenders further, he also managed to prevent the goblins from
were forced to protect the sacred city. Yet even as the goblin setting the forest ablaze as a last-ditch plan of escape.
army prepared to penetrate the Second Circle of the elven
defenses, a valiant group of woodsmen appeared and Almost exactly one year after his appearance at Dol Runeth,
engaged the goblin attackers. Kragor NeMoren led the charge as the Grand Alliance forces
drove the last of the goblin reserves out of the borderlands.
Though vastly outnumbered, the men showed incredible An occasional band of orcs or hobgoblins would still
tactical skill and woodland knowledge, and they were soon threaten the area, but the vast armies of the foul goblin
able to rally the elven troops to a minor victory. Together, tribes had been driven away forever. As a reward, King
the relatively small band of men and the remainder of the Jerrod, with the consent of the grateful elves of the Arborian
elven defense managed to keep the goblins at bay until the Inner Council, gave Kragor ownership of a vast portion of
main body of the elven host arrived. Catching the goblins by the lucrative forest. As well, the final royal proclamation of
surprise, the elven battlemages finally found an King Jerrod called for the promotion of Kragor NeMoren
opportunity to call forth their fierce magic, and they bathed from the common ranks to title of Baron of West Wood.
the forest in goblin blood.
In the twilight of his years, Kragor began the construction
THE FIRST BARON of a lavish mansion by the borderland town of Weston. With
the assistance of dwarven and elven crafts folk, a large
A celebration was held, and the elven Inner Council honored underground vault was constructed under the manor house.
the unassuming woodsman who led the defense forces: These stone chambers would serve as the family’s sacred
Kragor NeMoren, whose knowledge of the land rivaled that sanctuary, provide a safe haven during the occasional
of the best elven scouts. Under his direction, the Grand hobgoblin raid, and contain a mausoleum for the NeMoren
Alliance reformed, and soon the goblins were fighting a departed. The main purpose of this stone vault, however,
losing battle. NeMoren was seemingly everywhere — was to protect the Baron’s growing treasures. For several
sometimes leading the charge, sometimes planning generations after Kragor’s demise, each new NeMoren heir
strategies with the elven generals. He was beloved by the would add to the vault’s collection; moreover, each
generation would add new, elaborate defenses to protect
the family’s growing legacy.
THE LAST BARON
The most recent baron, Paytro NeMoren, born almost 50
years ago, proved to be the last of his line. Where most of his
ancestors had lived nobly and benevolently, Paytro
contented himself with a life of leisure and excess,
supported by his family’s good name and its riches. The
baron’s good fortune, though, was not to last: Just a few
short years after his festive wedding, his young bride,
Amelia, was kidnapped. Search parties were dispatched, but
they never found Amelia NeMoren. It is said that Paytro’s
heart died that day, and he immediately sequestered
himself in his family’s mansion and lived out his life as a
bitter recluse.
However, it was truly his own guilty conscience that lay
behind Paytro’s self-imposed exile. Right up to the time of
his wedding, and for several years previous, he had secretly
conducted an illicit affair with a young girl from a
neighboring town; the baron ended the relationship just
one month after his very public wedding, and forbade his
young mistress, Lisette, from ever seeing him again.
What the baron did not know was that the beautiful young
Lisette was not at all as innocent as she had seemed, but
part of a coven of outcast sorcerers and warlocks who had
made a play for control in the West Wood barony more than
fifty years before. After a seemingly accidental meeting that
had in fact been orchestrated by her coven, she quickly
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 3
became the baron’s lover. Tired of hiding their dark arts In 4,778 A.C., or 27 years ago (roughly 4 years after Lisette
from a suspicious population, the thirteen members of the and her brothers rose as ghouls), the chieftain of a small
coven hoped to use Lisette to entice the young and notably outlying tribe of displaced hobgoblins, a doughty warrior
decadent baron into an alliance. Now, however, their called Chad’hakk, discovered the old cavern system
carefully laid plans falling into ruin, the coven decided to adjacent to the NeMorens’ vault. Scarred from countless
take rather more decisive measures. battles, he was tired of battling Mogor, the leader of the
neighboring orc tribe, for dominance in the area.
One year to the day after the wedding, Amelia was
kidnapped while traveling to visit her parent’s homestead Chad’hakk secretly led his tribe, the Korush-chad (“Orc-
in the nearby village of Oxcastle Fel. Her escorts were slain, hunters”), into these empty caves on the edge of Weston.
and Amelia was taken to a small cave in the nearby hills. In Thus, removed from the constant orc threat, the Korush-
their secret lair, a cave feared by locals and said to be chad were able to regroup and recover, carrying out smaller
inhabited by a minotaur, the sorcerers imprisoned Amelia raids while planning eventual revenge.
with arcane spells, transforming her into a gaseous state
and sealing her in a crystal jar. With their magics, they After almost 11 years, however, just as Chad’hakk began to
foiled all attempts at locating the baroness. plan his emergence from the caves and his ultimate strategy
for dealing with Mogor’s orcs, a vicious chance encounter
THE BARON’S VENGEANCE with a burrowing monstrosity, newly arrived in the region,
left the Korush-chad desperately short of warriors; the
A week later, Lisette and her two brothers appeared at beast killed many hobgoblins before they drove it away.
NeMoren Manor, demanding that the baron proclaim Reeling from this terrible blow, the tribe failed to recover.
Lisette the rightful baroness — or else dreadful harm would Worse yet, this creature’s recent burrowing in the vicinity
befall the missing Amelia. The baron, though, fearing had broken into the ancient NeMoren vaults, and the
discovery and more moved by wrath and vengeance than by marauding ghouls there soon decimated what was left of
concern for his bride, invited the trio into his house under Chad’hakk’s forces.
the pretense of resolving their situation. Over dinner, he
drugged their food and then dragged their unconscious
forms into the vault below his home; finally, he ordered the
entrance sealed over, burying the three blackmailers alive.
Two servants were present during the baron’s meal with
Lisette and her brothers. While neither saw what took place,
Paytro felt it best to remove them from Weston. He gave
them each a NeMoren Vault Key (see appendix), and he then
sent them to a neighboring town to work for local
landowners. He also paid off the masons who helped seal
the entrance and relocated them to other communities.
Anyone who could not be paid off was eliminated, causing
the baron to sink further into dark deeds and ever more
drastic cover-up schemes.
When Lisette and her brothers did not return, the members
of the coven assumed the worst. Fearing for their own
safety, the dark mages fled the region before the baron, or
the Red Cloak Militia could find them. Amelia was left
imprisoned in the minotaur cave, and the baron’s betrayal
was kept secret, as it would remain for the rest of his life.
In the vault, Lisette and her two brothers tried desperately
to escape, but with no success. After weeks without food or
water, Lisette, using some powerful magic scrolls that she
found therein, made a final pact with her dark patron, and
then took her own life.
She cursed the tomb with her last breath, vowing that her
undead form would carry on to escape her confinement,
when she would ensure that her vengeance would be
complete. Lisette then afflicted her starving brothers with
her ghoul fever, so that they too now patrol the tomb.
While life ended in the vault, it progressed normally nearby
— at least for a time.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 4
For years, the hobgoblin leader was preoccupied with ADVENTURE SYNOPSIS
keeping the ghouls at bay while raiding human settlements
— always far away from NeMoren Manor so that no one Shortly after all of the characters arrive, Mayor Varnsen
might know how close the hobgoblins’ lair really lay — in reads them the baron’s will. Aniel then helps them break the
order to support his tribe. Now, years later, Chad’hakk the seal on the vault, if they wish, and the characters are left to
Younger, son of the deceased old chieftain, still plans a their own devices in the exploration of their ancient
return to the greater world for revenge against Mogor. underground property.
To complicate matters, in its flight, the creature known Chapter One: The players may wish to move through the
among the hobgoblins as the Undrathar burrowed into an vault slowly and methodically, where they can piece
underground stream, and it left several pursuing together the truth of NeMoren’s curse; or they can plow
hobgoblins to decompose in the stream’s waters. Worse, through, simply trying to gather riches and find the final
this underground stream in fact provided the primary treasure vault. At one location in the underground complex,
source of potable water for the townspeople, and the the walls have collapsed, forcing the party to follow the
viscera and contaminants in the stream soon caused rough Undrathar trail into the hobgoblin lair. They may
strange illnesses to befall the townsfolk, as well as the explore the lair, learning of the hobgoblins’ secret exit into
hobgoblins themselves, causing most of their young to die to the West Wood, or they might find another Undrathar
off. passage back into the vault. Either way, they must deal with
the token “guard post” set up against the ghouls by the
Unaware of these details, the townsfolk of Weston have hobgoblins. At any time, the Undrathar may make a surprise
long attributed the sickness and disappearances to the appearance, bursting through the wall to attack the
“NeMoren Curse,” believing that the baron’s reclusive life characters (or their enemies!).
brought their prosperity to an end. (The well for the manor,
however, lay upstream of the carnage site, so the baron Throughout the adventure, the PCs may encounter traps or
escaped the sickness. In more recent years, since the magical locks protecting special rooms. Many of these take
hobgoblin bodies have eventually washed away, the dead the form of puzzles requiring the use of logic and reason, as
bodies of the ghouls’ victims are the cause of the continuing well as game mechanics, to resolve. The final leg of the
contamination and resultant illnesses.) adventure features encounters with the ghoul brothers and
Lisette, a ghoul-sorceress. After defeating Lisette, the
Today, the ghouls do not often stray from the vault area, but fabled NeMoren treasure will lie a mere key’s turn away.
their forays into hobgoblin territory have convinced the
hobgoblins to take action to prevent further intrusions: Chapter Two: Sometime after the PCs have cleared out the
They posted a small guard unit to watch the tunnel to the vault, one of King Televar’s chief councilors, Lord
vault; moreover, to keep the ghouls’ hunger from making Llewiston, comes to Weston to re-establish the barony —
them too bold, the hobgoblins have kidnapped a citizen Llewiston has been notified of the PCs’ presence by courier,
from Weston every few months to serve as a sacrifice. the message having been sent by ever law-abiding Mayor
Varnsen. Lord Llewiston’s goals are (1) to determine
The roughly seasonal offerings are routine for the whether Amelia still lives; (2) if so, to uncover her final
hobgoblins, and they no longer worry overly much about location, or (2b) if not, to appoint a new Baron of West
the ghouls. The guard at the tunnel outpost has become a Wood; and (3) to collect the large sum of money owed to the
token force, and life has continued in this way for several crown by the NeMoren Estate.
years now.
Through further investigation, the characters may receive
Three years ago, Baron Paytro NeMoren finally died, a some clues as to Amelia’s location. Setting off to find her, or
broken, miserable man, although his body mysteriously at least her mortal remains, the party can begin the search
vanished. (Only a secret few saw him die, and the for the coven’s secret lair located in the woods nearby.
whereabouts of his body remain a mystery.) In a letter to the There, the characters may encounter a dying dryad who can
mayor of nearby Hollobrae, he laid out his final gesture of lead them to the old cave. The characters can then enter the
atonement: that is, the holders of the silver keys he gave out former lair of the minotaur and the coven, solve the mystery
to his servants many years ago are now to be gathered of Amelia’s imprisonment, and restore rightful leadership
together for the reading of his will. Mayor Kel Varnsen of to Weston and the West Wood barony.
Hollobrae has held onto the will for the past three years
while his trusted friend Aniel searched for the various key BACKGROUND KNOWLEDGE
holders. Once the half-elf had finally located all of the key
holders, Mayor Varnsen dispatched letters asking them to Before beginning play, the players can roll to receive some
gather at the manor two fortnights hence. pieces of background information regarding the NeMoren
legacy, the late Lord NeMoren, the town of Weston, and the
The adventure starts on the morning after the key holders West Wood region at large.
— that is, the player characters — arrive at Weston and the
NeMoren manor.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 5
There are three background knowledge tables, which can be INTELLIGENCE (HISTORY) TABLE
accessed using the following ability checks:
Check Knowledge Gained
• Intelligence (History) DC 8
• Intelligence (Investigation) Lord NeMoren’s wife disappeared within a month of their
• Intelligence (elf or half-elf character only) DC 12 storybook wedding. She was beautiful and much beloved by the
townsfolk. When she disappeared, the baron was so grief
For Intelligence (History) or Intelligence (Investigation) DC 15 stricken that he locked himself in his house and lived alone for
checks, only characters who are proficient in that skill can the rest of his life. He was the last of his line.
get a result of 10 or higher; non-proficient characters are
limited to a maximum check result of 10, and they cannot The last baron’s great-uncle was Sir Jaycin Three fingers, Hero
use the Help action to assist others in this check. of the Realm, who fought evil from one side of the nation to the
other. He wielded a Runesword — one of perhaps a half-dozen
Each table can be rolled upon only once by the entire party, ancient swords, each an artifact of great power — called
although if more than one player character qualifies to roll Flamesinger.
on a given table, then they may use the Help action to assist
the primary character rolling for that table. The baron’s ancestor, founder of the town, was none other than
the legendary Kragor NeMoren himself. That great warrior
A character who meets more than one requirement may single-handedly wiped the area free of goblin tribes, and won
decide which table (of those available to them) to roll upon. the land from the elves, ruling it in the name of King Jerrod II
some 300 years ago.
Results on each table are cumulative: That is, if the check
succeeds at DC 10, then the character is limited to INTELLIGENCE (INVESTIGATION) TABLE
information for the DC 10 entry; if the check succeeds at DC
15, then the character gets the DC 10 and DC 15 results; if the Check Knowledge Gained
character achieves a DC 20, then all information on that DC 8
table is gained. The town of Weston is said to be plagued by a terrible curse.
DC 12 Even if you survive the strange sickness that plagues the town,
DC 15 you are liable to disappear as a victim to the shapes in the
night!
Lord Paytro NeMoren, the former baron of Weston, lived in self
imposed exile for nearly 30 years. It is believed that his exile is
the cause of the curse that decimated the town.
It is said that the young Paytro NeMoren was something of a
profligate, squandering his fortune and courting a number of
girls before he finally announced his engagement.
INTELLIGENCE (ELVES & HALF-ELVES) TABLE
Check Knowledge Gained
DC 5
DC 10 The elves gave this area of the Arborian borderland region as a
gift to human settlers several centuries ago. The NeMoren
DC 15 dynasty has always been regarded highly by the local elves.
Goblins and foul creatures would have overrun the borderland
forest if the baron’s ancestor, Kragor NeMoren, had not helped
clear the area of their wicked kind. It is said that his woodland
lore rivaled that of the greatest elven scouts.
Kragor NeMoren once singlehandedly saved an elven princess
from a goblin band. He earned the respect of the Arborian Inner
Council and was considered an elf-friend after he helped repel
invaders from the capital city. Any Arborian elf would gladly
have laid down his life to help Kragor, as would most
contemporary Arborian elves for any of his descendants.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 6
CHAPTER ONE: ““GGaatthheerreeddttoohheeaarrmmyyffininaallwwoorrddsssshhoouullddbbee[[iinnsseerrtt
##ooffPPCCss]]pfoerotpulnea, teeacpheoppolses,eesascinhgpaossinegssleinsgilaver key.
THE NEMOREN ESTATE single silver key. How you received this key is
“uHnoimwpyoorutarencte. iIvheodptehtishakteyitiws uans igmivpeonrtuanntto. yI ohuopine
Once any relevant background information has been tthhaetsitpiwriatsthgaivteIninuintitaollyyoiuntienntdhedsp—iraitstahraetwI ianridti,ally
distributed, as described above, read the following to the inatsecnodmepde—nsaastaiorne,waas radw, aasyctoomapepnesaasteiomny, anccdutrosed
players: agpupileta. se my accursed guilt.
A few weeks ago, each of you received a letter inviting ““IInnmmyyyyoouutthh, I was a vain and ostentatious man,. I did
you to the manor of Baron NeMoren, in the town of naontdliIvdeiudpntoot tlihveeiudpeatolstohfemidyesatlastoiofnm. yWsotrasteio, nI h. ave
Weston. The letter requested your presence at the kWepotrsaed, Iahrkavseckreepttdaurdianrgkmseyclriefettdimurei,nbgumt ythleifesteicmreet,
reading of the late baron’s will. You arrived at the obfutthtahtebslaeckredteoefdthI awtilblltaackkedweeitdhImweiltlotamkye gwriathvem. Me y
manor last night, slept in a comfortable bed, and sthoammyegwrasven.oMt yalswhaymseewasaystnoohtiadlew, aynsdeIatsoyokto hide,
gathered with some others in the small drawing room darnadstIicto, toekrrdirbalestsicte, pifsnteocpersosateryct, smteypfsamtoilpyr’ostgeocot dmy
the next morning. nimamage.eTaonedamchy ogfotohdonseamwhe.oTsoueffaecrhedofsothIocsoeuwldhloive
wsuitfhfefraeldsesdoiIgcnoituyl,dIlgivaevwe iathtofkaelsne—diagnsitlvye, rI gkaevye. a
Seated behind a desk in the room is Kel Varnsen, the token — a single silver key. These keys might now
mayor of nearby Hollobrae. Standing behind the “hTahveesepaksesyesdmthigrhotungohwgehnaevreatpiaosnsse,datchrorossugbhorders,
mayor is the half-elf ranger named Aniel, the one who gaennderbaettiwonese,namcraonsys bhoarnddesr,sI,daonndobtedtwouebetn, mbuatnayt
delivered the mysterious letter to you. hlanstdtsh,eIydohanvoet bdeoeunbtg,abtuhtearetdlatsotgtehtehyerhatovefublfeiellntheir
gtarutheepruerdptoosgee.ther to fulfill their true purpose.
“In my hands,” Kel says, “I hold the Last Will and
Testament of Lord Paytro NeMoren, the former baron ““HHuunnddrreeddssooffyyeeaarrssaaggoo,,oonneeooffmmyyaanncceessttoorrss,,AAllleeyynn,,
of this region and lord of this manor. Lord NeMoren hhaadd[[##ooffPPCCss]] ssoonnss,, wwhhoommhheeggrroooommeeddttoo rruullee tthhiiss
died three years ago. When he passed into the bosom rriicchhllyyffoorreesstteeddllaannddjojoininttllyy..TToooovveerrsseeeetthheenneeww lumber
of Tera’Meta, may She bless us all, he left two lfuamciblietriefsa,ctihlietieNse,MthoereNnemMaorneonr manadniotrs amnidghittsymvaiguhltty
documents in my care: The first was a letter addressed vuanudlteruwndenertwexetnetnesxivtenesxivpeanesxipoannasniodnaaltnedraatlitoenras ttioons
to myself, outlining the baron’s final request that I tporportoetcetctthtehveatsrtehaosuaryd of thee NNeeMMoorren clan.
find [insert # of PCs] people, identifiable only by the
unique silver keys that they carry, and gather them in
a room for the reading of his will. The second
document, unopened until today, was the will itself.
“I tell you, it has not been an easy task locating you
all! I employed the services of my gifted friend, Aniel,
and still it took us three years!
But enough. Now that we are finally together, on to
the matter at hand….”
In front of the PCs, Mayor Varnsen now unlocks a leather
portfolio and withdraws a weathered document. Breaking
the seal on the papers, he opens the will and begins reading
it aloud once everyone has been seated.
“The Last Will and Testament of Paytro NeMoren,
Baron of West Wood, and sole heir to the NeMoren
Manor and all lands and estates pertaining thereto.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 7
“HHoowweevveerr,,ssootthhaatthhisisssoonnssmmigighhttaalwlwaayysswwoorrkk OF BARON NEMOREN
ttooggeetthheerr,,rraatthheerrtthhaannbbiicckkeerriinnggaannddssqquuaannddeerriinngg
tahweiaryrethsoeuirrrceesso, uArllceeysn, Bhaardo[n#AolflePyCnsh] aspde[c#iaolf kPeCyss] • Lord Paytro NeMoren was the last in the long line of noble
csrpeeactieadl,kaelylsocfrwehaitcehdaarlel onfowwhnicehedaered ntoowopneenetdheed men and women who ruled these parts for 300 years. The
vtaouolpt eanndthreevveaaulltthaendricrheveesawlitthheinr.iches within. Not family was well loved and respected, and the area always
all transpired as Alleyn had wished, but let my last prospered under their direction.
“wNoortdaslnl tortabnespairseedrmaosnAloleryanhhisatdorwyislehsesdo,nb.uStulfefticme y
ltaostsawyotrhdastn, oint btiemae,sethrmesoensiolrvearhviastuoltrykeleyssswone.re • Lord Paytro’s parents died when he was young, but the
Spuafsfisceedtdooswayn tfhroamt, ibnatriomnet,othbeasreonsi,lgveernvearautlitokneys sorrow was lessened when he met his bride, Amelia, and the
wtoergeepnaersasetidond,ouwnntiflraotmlabsatrtohneytowbearreogni,vgeennteoramteio. n town celebrated their wedding day. However, only a year
to generation, until at last they were given to me. after the wedding, Amelia disappeared and was never heard
“I had hoped to pass the keys on to my heirs, in from again. Lord NeMoren isolated himself after this tragedy,
“tIuhrna—d bhuopt eadlatso, tphaastswthaeskneoytsmoenatnotmtoybhee.irSsh,oinrtly and many believe that when he turned his back on life, the
taufrtner—mbyumt aalrarsia, tghea,tawcuarssneoftemll ueapnotntmo ybew.iSfeh,omrtyly town of Weston became cursed. After the disappearance of
anfatemrem, aynmdatrhreiaggoeo,dapceuorspelefeolfl Wupeosntomn.yIwwiafes,tmo y Lady Amelia NeMoren, a dark mood settled over the town.
nbalammee, afonrdtthhies hgoorordibpleeocpulreseo,foWfecsotuorns.e, and I knew
then that I was unworthy of the treasure my noble • The baron died just over three years ago, in the company of
“aInwcaessttoorsblhaamdegfaotrhtehriesdh.oSror,ibseleacliunrgseth, oefecnoturarsnec,e to several friends who were with him upon his passing. Per his
atnhde vault and giving away the keys to those I had wishes, his ashes were scattered about the estates he once
Iwkrnoenwgethde, nI bthaarrteIdwmays ouwnwnowrtahyytoofmthyeatnrceeassturrael my ruled.
nvoabullet aanncdetshteortsrehaasdugreasththeereredi.nS.o, sealing the
e“nNtorawn,cbeytmo tyhdeevsaigunlt, afantdeghiavsinbgroauwgahyttthheekveayusltto OF THE TOWN OF WESTON
tkheoyssehIohmade—waronndgweidt,hItbhaermre,d[#moyf oPwCsn] wfoarytutnoamtey
asnocuelssttroarlevcalualitmatnhdetlhoesttrtereaasusureres,tdheesreerinv.ing or no. • Primarily an area of forestry, Weston was always very
In the wine cellar, along the north wall, you will prosperous; it was the seat of the NeMorens’ power.
“fNinodwa, lbayrgmeysdecetsiiognn,offawtealhlatshabtroduogehstntohtemvaatuclht
ktehyesshuorrmoeun—dainngdswtoitnhe.thTeamke, [s#leodfgPeCs st]oftohritsuwnaatlle, • Several decades ago, a sickness fell upon the residents of
saonudlsbteohriencdlaitimyotuhwe lilolsftintrdetahseudreo,odrewsaeyrvtiongthoer no. Weston. Many believed it was part of a curse directed at the
NeMoren family vault. now reclusive baron. A number of folks left the area, but most
“In the wine cellar, along the north wall, you will stayed with the belief that hard work could again turn the
f“inBdeafolraerwgearsnecetdio—ntohfewvaalul ltthwatildl noeost enaostimlyayticehld town into a prosperous trade center.
tuhpe istusrrriochuensd.inGgensetorantei.oTnaskoef smleydfgaemsitloy thhaivsewall,
ainnsdtablelhedinpdriottyeocutiownilsl afinndddtheetedroreonrtwsa, ayntod tahneything • The disappearances started several years ago. Every few
NmeiMghotrehnavvaeuhlat.ppened to the structure in the many months, someone vanishes in the middle of the night, never
decades since it was sealed. to be seen again. Stories of monsters and shapes in the night
“Be forewarned — the vault may not easily yield have circulated, and many folk have moved away to escape
u“pDietespriicnhtehse. Gvaenueltrayotiuonwsilol ffimndy afarmooilmy hwaivteh [# of the “NeMoren Curse.” All that remain are a few dozen hardy
iPnCstsa]lelevdenplryostpecatcieodnskaeynhdodleeste. Irnresnertts,yaonudr kaenyysthinintog woodsmen, some stubborn old drunks, and some farmers and
mthigehrteshpaevcetihvaeplpoecknsedtotoactthievastterutchteuvreauinlttmheecmhaannyism, their families.
daencdadthees vsiansctetritewasausrseeoaflethde. NeMoren estate will be
yours. Perhaps then I will have made some amends Mayor Varnsen was asked by the baron to be the
“fDoreethpeinwtrhoengvas uI lhtayvoeucwomillmfiintdtead,roaonmd mwyithso[u#lowfill executor of the estate, for he was the recognized official
PrCesst] mevoernelypesapcaecfeudllkyetyhhaonledsid. Imnsyerlitvyinogurspkieryits.into who dwelt nearest to the NeMoren manor. Having done
these locks to activate the vault mechanism, his part, he is anxious to return home and to remove
a“nSdigtnheedv,aPsatyttrreoaNsuerMeoorfetnh.e” NeMoren estate will be himself from the “cursed house.”
yours.
f“HtToPohriesaetrnkhmhsneawaowpywesorrlreotadhnnngeoygenwsqiuIIspwehulsiatmitslviloidehtnoeacsdwovttnmehoatmmwht eathihtdadtetoeepicdssul,oagmaymivneeerendsntamsmimnayanetyshndohedouastfvlwfeweo.risll
rseescttimonosreofpbeoaxceedfutellxyt tohnatnhidsipdamgey. living spirit.
“(Signed) Paytro NeMoren.”
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 8
THE MANOR
This adventure does not focus on the manor, but rather the
catacombs below. Should the player characters decide to
investigate the manor or establish some form of
headquarters, you can design a fitting map that meets your
needs.
For now, it is enough to know that the manor overlooks the
village of Weston from a hill to the north. It is a solid three-
story building, well constructed but in need of some work,
given that it has been sitting unoccupied for about three
years. There are several smaller outbuildings, including a
stable, two barns, a tool shed, a small servants’ hut, and an
additional outdoor privy.
The mayor escorts the party down to the manor’s wine
cellar while Aniel searches the tool shed for some means to
smash through the vault wall. After providing the
characters with any last items of information they wish (to
the extent of his knowledge, as outlined above), he and
Aniel go on their way.
The PCs can move about freely in the manor itself, but it is
mostly empty of valuables. If they choose to explore the
outlying area, they find the townsfolk a tight-knit, close-
lipped bunch who are generally uncomfortable with
outsiders.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 9
NEMOREN’S VAULT RANDOM ENCOUNTER TABLE
The first parts of the vault (Areas 1 through 6) are preserved D20
in perfect condition. The air here is dry, minimal dust Result Encounter
covers the floor, and there is no chance of a random
encounter. Unless otherwise noted, all rooms in the vault 1-7 No encounter
have been carved out of the bedrock; all walls, floors, and
ceilings are of solid stone, and they show the usual signs of 8-9 Moaning, thumping, or tapping in the distance. (Perhaps the
expert stonework. The characters require light sources to wind, perhaps the Undrathar tunneling, perhaps some of the
see, however; in this initial portion of the vault, they hear NeMoren zombies wandering the halls… who knows?)
no sounds save those they produce themselves.
10-11 A small pack of rats or flight of bats (harmless, but perhaps
Deeper into the vault (after Area 6), the air becomes humid, disconcerting for the characters, especially if they’ve already
the walls are often slick with molds and slime, and thick encountered an actual swarm of such creatures)
dust covers everything. Parts of the dungeon here have
collapsed due to the Undrathar’s tunneling. The walls are 12 1d2 giant centipedes
chipped, and water has seeped into some rooms.
13 1d4 skeletons
STANDARD VAULT FEATURES
14 1d3 zombies
Skilled dwarven craftsmen carved the vault out of the
surrounding stone, supplementing with reinforced masonry 15 Undrathar (see appendix)
when the natural surroundings were earth or clay. The rooms
and corridors feature standard 10-foot-high ceilings, and 16 Swarm of bats
most bear torch sconces spaced 30 feet apart along the walls
(all are empty of torches, however). No light permeates the 17 1d3 giant rats
dungeon, so characters must bring their own light sources.
18 Swarm of rats
Several special, magically locked doors are encountered
during the adventure, but they are described fully in the 19 1d2 ghouls
appropriate encounter descriptions.
20+ 1d3 + 1 young hobgoblins (see below)
Unless otherwise noted, all doors are unlocked and easily
opened. In the deeper vault (beyond Area 6), however, some See the core rules for all creature statistics except those
doors may be stuck due to moisture expanding the heavy noted as appearing in the NeMoren’s Vault appendices.
wood. Each time the PCs come upon a new, roll 1d20; a result
of 16 or higher indicates that the door is stuck. ENCOUNTER DESCRIPTIONS
A stuck door can be opened with a successful DC 13 Strength Ghouls. Victims risen from the kidnapped villagers offered
check. If the check fails, the door is AC 14, with 15 hit points; up by the hobgoblins to Lisette and her brothers, these foul
doors have resistance to piercing damage, but vulnerability to creatures seek to devour any living being they encounter.
fire and thunder damage.
Once 4 or more ghouls have been encountered randomly,
RANDOM ENCOUNTERS re-roll all further instances of this result.
When the PCs first explore the initial portion of the dungeon Giant Centipedes. Appearing from suitably large crevices in
(up to Area 6), you do not need to roll on the random the walls, floor, or ceiling nearby, these mindless vermin
encounter chart. This area is sealed tight, and no crawl forth to attack the party.
trespassers have entered for some time.
Once 8 or more giant centipedes have been encountered
Once the PCs have penetrated into the deeper dungeon randomly, re-roll all further instances of this result.
(Area 6 and beyond) ― even if they return to the initial
portion and close the door behind them, since some other Giant Rats. These creatures come scuttling down the
creatures might have snuck through while the door at Area corridor, nearly mad with hunger. If any PC thrusts a torch
6 remained open ― roll 1d20 every hour to see if a random or other open flame at them, the rats must each make a DC
encounter occurs. 8 Wisdom saving throw, becoming frightened and fleeing
on a failed save. Otherwise, they attack.
In the deep vault (Area 19 and beyond), roll 1d20 + 2 every
hour. Skeletons. From the darkness come these ancient undead,
attacking any living creatures without hesitation.
Once 10 or more skeletons have been encountered
randomly, re-roll all further instances of this result.
Swarm of Bats. The bats move fast, but any PC with passive
Perception 12 or higher hears wild flapping and chittering
as the swarm approaches and thus are not surprised.
Fortunately, the bats are not dangerous unless provoked,
attacking only if they are attacked first. Otherwise, they
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 10
simply swoop toward the characters, seeking to move past Once 6 or more zombies have been encountered randomly,
and find their way out of the dungeon; they swirl about the re-roll all further instances of this result.
PCs for 1d3 rounds, and then move along in the direction
they were traveling when first encountered. (They may be KEYED ENCOUNTER DESCRIPTIONS
forced to turn around and come back the same way, based
on their location on the map, at your discretion.) The numbered entries herein correspond to locations
noted on the maps found on pages 50 - 52.
Swarm of Rats. Any PC with passive Perception 10 or higher Encounters with a monster list the basic information
hears the shrill squeaking of many tiny creatures as the rats needed for the encounter: the creature(s) encountered, the
approach and is thus not surprised. The swarm comes number appearing, and the creatures’ individual hit points.
pouring down the corridor the following round, hungry and For a full description of any monster’s abilities, see
ferocious (or perhaps they are panicked and fleeing some Appendix III or IV.
other danger).
THE OUTER VAULT
If any PC brandishes a torch or other open flame at them,
the rats must make a DC 10 Wisdom saving or become This first section of the vault — from Area 1 to Area 6 — has
frightened and flee. Otherwise, they attack until the swarm been sealed tight for three decades, and thus remains in
is reduced to half its hit points or fewer. good condition. The dampness and rot that plague the latter
sections are not found here, and the air, while stale, has
The Undrathar. Any PC with passive Perception 13 or higher none of the foulness of the deeper section of the vault. When
notices a slight grinding, scratching sound coming from describing this first section, use such words as smooth,
somewhere nearby, but with no discernible source. Then stark, dim, quiet, unsullied, and still.
1d3 rounds later, the Undrathar (see appendix for stats) Until the door into the inner vault (at Area 6) is breached,
bursts through a floor or wall (1d3 x 5) + 10 feet away. It roll 1d20–5 every 4 hours to see if a random encounter
might attack if it is hungry or feels threatened, but it might occurs. After the door is opened, roll 1d20 every hour to see
simply be passing through. if a random encounter occurs.
The Undrathar is a powerful monster, too deadly for most
1st- or even 2nd-level parties. However, you can have it
appear, engage the party in combat for a few rounds, and
then rush or burrow away as soon as it takes damage, even
though it is clearly not really hurt; thus, you can leave the
players fearful that it may strike again at any moment.
Since the Undrathar can appear from the walls at any time,
it is also the perfect GM’s device for “rescuing” parties
experiencing trouble battling too many ghouls or
hobgoblins at once ― in which case the Undrathar might
appear and thus distract or divide the enemy forces ― or for
countering powerful parties that are having too easy a time
with the adventure.
The Undrathar is a unique encounter (see Area 18), so record
any damage it takes during random encounters. If it is slain,
re-roll all further instances of this result.
Young Hobgoblins. Any PC with a passive Perception of 11 or
higher notices a light source bobbling about in the corridor
ahead, perhaps just around the next corner. The source of
the light appears 1 or 2 rounds later: a handful of daring
young hobgoblins (use “Korush-chad hobgoblin” stats,
Appendix III), who have decided to brave the ghouls and the
Undrathar in order to loot the vault of its ancient treasures.
The one with the most hit points, their leader, carries a
torch.
Once this encounter has occurred, re-roll all further
instances of this result.
Zombies. These mindless husks endlessly stalk the vault’s
hallways. They seek to slay any creature that might remind
them of their former lives.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 11
AREA 1: THE CELLAR DOOR Once the door is opened, read the following:
Stairs from the wine cellar lead down to a locked door that For a brief moment, air is sucked in through the
has obviously not been opened in many decades. The opening as the decades-old seal is broken. A faint light
whereabouts of the key to this door are unknown. flickers, perhaps 100 feet ahead. The walls and floor
are smooth, made of solid stone, and show signs of
AREA 2: THE SECRET CELLAR superior craftsmanship.
This long-unused cellar houses many racks that once held The faint glimmer ahead is produced by the elven orb of light
wine bottles, rolled tapestries, empty casks, and the like. set 120 feet away, at Area 6.
This room is completely paneled with wood.
Anyone with passive Investigation 15 or higher, or one who A DC 12 Intelligence (Investigation) check reveals the word
makes a DC 15 Intelligence (Investigation) check in this “BETRAYER” scrawled in blood along the east wall of the
area, notices a 10-foot section of wall paneled in a slightly vault tunnel just beyond the door; nearby lie two used
different type of wood from the rest of the room. This is the torches and a bent crowbar.
section of wall that leads to the vault.
Dense Wooden Wall: 3 in. thick; AC 15, hp 20 AREA 3: NEMOREN CHAPEL
After his search of the tool sheds, Aniel can provide the
characters with 2 heavy sledgehammers (treat each as a This 30 foot-by-30-foot room features ornate
great club dealing 1d8 bludgeoning damage). stonework; a large stone pool, roughly 2 feet high and
Climbing through the wreckage of the wooden wall reveals 10 feet in diameter, sits located centrally in the
an iron door beyond. Keeping this portal shut are a number chamber. The floor elsewhere is tiled in 2-foot marble
of locks equal to the total number of NeMoren Vault Keys (see squares. The masonry throughout is incredibly
Appendix V) held by all party members. The door can be smooth, obviously the work of a master craftsman.
smashed down with considerable effort, although it proves
much easier to use the vault keys, one per lock, to open the Positioned around the pool are four elaborately
door. carved metallic trees, each with silver trunk and
Iron Vault Door: 2 in. thick; AC 19, damage threshold 5, hp 25; golden leaves. You can also see four detailed
resistance to cold, fire, lightning, piercing, slashing tapestries, each hanging on a different wall.
Note: If the characters possess the elven orb of light from
Area 6, or are otherwise illuminating the area with a
daylight spell or its equivalent, the leaves in the tree
branches hum softly and seem to blow as if stirred by a very
gentle breeze (see “The Trees,” below).
The NeMoren clan used this room, consecrated to the
goddess Tera’Meta, as a private ceremony chamber to
anoint new barons, initiate children, and perform other
personal religious rites. This room is under the effects of a
druidic hallow spell using the Courage Effect; at one time, a
daylight spell was also tied to this effect, but the magical
light has long since expired.
The characters may examine the various features of the
room, gaining the following information and observations:
The Pool. The stonework surrounding the pool is so smooth
that the whole thing appears to be carved from one massive
block of marble. The walls of the pool are approximately 6
inches thick. About 2 inches of stagnant water fill the pool
at present. In the center of the pool, under the water, is a
small, concave depression. Carved in the Elven tongue
around the top of the pool is the sentence, “All life arises
from two components — Light & Water.”
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 12
If an elf places the elven orb of light from Area 6 in the pool’s The Trees. The craftsmanship of the trees is outstanding.
depression, a faint glow begins to build, and the water in the Clearly, elves were instrumental in the creation of these
pool swirls about for the next 2 minutes. Once the water sculptures. The bark of the four trees is made from a bright,
settles, it has been transformed into the equivalent of 9 sturdy alloy of silver, worth approximately 500 sp in total.
potions of healing. If the potions are put in stone containers However, the trees weigh more than 1,000 pounds each;
(such as the stone beakers from Area 4), they retain all thus, carrying them out as treasure is quite impractical. The
healing properties. Containers of any other material cannot players may be able to shave or break off bits of the silvery
preserve the enchantment, causing the liquid to resume its alloy, at your discretion.
normal qualities (as stale water) after 1 round.
Removing the elven orb of light before the liquid has been The leaves themselves are coated with a very thin veneer of
stored in stone containers causes the liquid — even that an ancient metal called elvish brass. (See Appendix VI for a
already stored in other sorts of containers — to transform full description of this special material.) A character who
back into tepid water. makes a DC 15 Intelligence (jeweler’s, smith’s, or tinker’s
tools) check, or any elf or half-elf PC who makes a DC 10
Any character trained in either Arcana or Religion can make Intelligence (History) check, recognizes this extremely rare
the appropriate check at DC 20 to realize the limitations of metal; if the elvish brass is exposed to sunlight or a daylight
the pool-made potion: i.e., that only stone containers can spell, it begins to hum in a pleasing manner, granting
preserve the healing magic. Otherwise, the characters must advantage to anyone making a check to identify the
learn this fact through trial and error. substance.
When the equivalent of nine potions of healing have been Each leaf has 1 silver piece’s worth of elvish brass on it, if
taken from the pool, the magic runs out, and the pool sold to an interested party, but requires a DC 15 Dexterity
generates no more magical elixirs. The only way to (jeweler’s, smith’s, or tinker’s tools) check to retrieve
reactivate it is by having a cleric of the Life or Light domain properly; a failed check reduces the resale value of the leaf
cast a bless spell upon the pool using a spell slot of 3rd level by half. A character may also break a leaf off by force with a
or higher. Each such casting of bless allows the pool to create successful DC 13 Strength check but doing so always reduces
one potion of healing per level of the spell slot used before the leaf’s value by half.
running out again; however, this “recharging” of the pool
cannot take place more often than once per week, There are approximately 500 leaves per tree, with 10 leaves
regardless. weighing one pound.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 13
THE NORTH TAPESTRY lands, was glad to add the powerful and respected NeMoren
to his court.
The north tapestry depicts some of Kragor NeMoren’s
heroic acts. The south tapestry weighs 25 pounds and is worth perhaps
75 gp.
A masterpiece, this 10-foot-by-20-foot, floor-to-ceiling
tapestry depicts the exploits of a valiant human figure THE WEST TAPESTRY
performing heroic deeds. Three apparently separate
scenes picture him battling hordes of hobgoblins, This large tapestry, fully 12 feet by 30 feet, covers the
rescuing an elven princess, and bravely carrying a west wall completely. It depicts the construction of
huddled form through a burning forest. NeMoren Manor in the developing town of Weston. The
same valiant figure appearing in the other tapestries
This tapestry weighs 30 pounds and might be worth 60 gp is shown watching the construction, but at this point
to an historian or a collector of such items. he is an old man. He consults with a much younger
man, probably one of his sons, over designs for the
THE EAST TAPESTRY house.
This smaller tapestry, roughly 6 feet high by 8 feet This tapestry weighs 40 pounds and is worth as much as 100
wide, shows the same valiant warrior kneeling in an gp to a collector.
elven throne room as the elven king presents him with
a small, elaborately carved wooden box. Behind the A character with passive Perception 15 or better, or anyone
king stands the princess shown in the first tapestry. actively searching behind this tapestry, finds the 5-foot-
The gathered elves seem to regard the man with awe wide opening leading into Area 3a.
and admiration. A gleaming ring appears on the
man’s right hand. AREA 3A: SIR JAYCIN THREEFINGERS
The central figure here is, once again, Kragor NeMoren. A Concealed behind the western tapestry, this 5 foot-by-
character who makes a DC 13 Intelligence (History) check 5-foot room contains a marble statue of an armored
(elves have advantage on this check) knows that only those warrior. The figure faces the doorway, hands resting
of elf blood may enter the throne room of the elven King of casually on the hilt of a greatsword buried point down
Arboria. Astute players may surmise that the ring depicted between his feet. A small plaque at the foot of the
in the tapestry is the key to Kragor’s presence in the statue reads, “Sir Jaycin Threefingers, Hero of the
magically guarded chamber, for it is a representation of the Realm.” There is also a small gold plaque mounted on
ring of elven blood (see Appendix V) found in Area 3a hidden the west wall behind the statue.
behind the western tapestry.
Sir Jaycin, great uncle of the late Baron Paytro NeMoren,
This tapestry weighs 10 pounds and is worth up to 50 gp to was a famous knight and adventurer who traveled with a
an historian or a collector. group called the Dragoneers. A DC 15 Intelligence (History)
check reveals that Sir Jaycin possessed a magical sword of
THE SOUTH TAPESTRY great renown: Flamesinger, one of the six fabled
Runeswords.
This floor-to-ceiling tapestry, 11 feet by 15 feet,
features a scene of the same valiant figure receiving a A passive Investigation score of 15 or higher, or a successful
writ of some kind from his human king. In attendance DC 15 Intelligence (Investigation) check, reveals two things:
are his young wife and two small boys. first, that Sir Jaycin was apparently missing the index finger
of his right hand, just before the second knuckle; and
For saving the life of the elven princess, and for other second, that a brass ring hangs from a cord around the
heroics, Kragor NeMoren received a baronetcy, along with a statue’s neck. This is a ring of elven blood (see Appendix V).
huge land grant from the elvish king, allowing NeMoren to
harvest the area bordering the ancient Arborian forest. This The small plaque behind the statue is made of gold. The
area now forms the West Wood barony—a powerful region plaque reads, “Had he twenty perfect hands, still he would
rich in natural resources that Kragor carefully parlayed into not be able to count his great deeds.”
riches, including a rise to nobility. The king, needing a
continual source of lumber to increase the growing human Just under the inscription, pressed into the stone, is a right
handprint with the index finger missing. This handprint is
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 14
a magical lock (see the “Obtaining Flamesinger” sidebar); it The scrap reads, “You stupid fool ― by the time you find
radiates Transmutation magic if examined with a detect this note, it will be too late. You’ll never have her back! And
magic spell or similar means. by the time she is returned from what we’ve done to her,
she’ll be able to visit your grave!”
Placing one’s bare right hand on this handprint causes a 1-
foot square around the handprint to glow, but nothing The giant centipedes hiding under the wreckage attack any
further ― unless the hand is missing its index finger at or characters attempting to lift the shelving unit. Also, under
before the second knuckle. If the character is missing that the unit are smashed crystal goblets and broken ceramic
index finger, then the glowing block slides open to reveal a plates. Among them, any PC with passive Investigation 13 or
10-inch-square, 6-foot deep cubbyhole. Inside this space, higher also notices 4 stone vials, sealed with corks — three
wrapped in a well-oiled canvas tarp, is Sir Jaycin’s magical are empty, and can be used to store the water from the pool
sword, Flamesinger (see Appendix V for a full description). in Area 3.
AREA 4: UNDERGROUND SHELTER The fourth vial contains a potion of diminution.
This room once served as a bunkhouse of some sort. Giant centipedes (3): hp 5, 4, 3
Ten beds are in various states of disrepair, and two
small chests have been smashed on the floor, spilling OBTAINING FLAMESINGER
their meager contents of linen and ruined silk. Three
great barrels have been broken open, and a pungent The disfigured hand of a living being can open the magical
vinegar smell fills the air. Shelves along the west wall lock in Baron NeMoren’s vault at Area 3b. A knock spell cast
have been toppled, their contents strewn across the using a spell slot of 6th level or higher also opens the lock; no
floor. The mess here seems to have been made long other action short of a wish or miracle can open it.
ago, though, for a thin layer of dust covers everything,
and the liquid from the barrels has long since Unscrupulous characters might try wicked means to open the
dehydrated, leaving dark stains on the floor. lock, such as abducting a hobgoblin (or even a villager!),
amputating their finger, and forcing the victim to open the
This room was created to provide a safe haven for the lock, but this kind of behavior could raise serious alignment
NeMoren family should their manor be attacked. Lisette and conflict issues.
her brothers spent several hungry weeks here, depleting all
the food and water supplies. Eventually, in his frustration If a PC wishes to remove their own finger, they may do so with
and anger, Lisette’s brother Evenn tore the room apart, a slashing weapon: The character takes 2 damage (which
breaking all the wooden or glass items, tearing the fabrics, cannot be avoided or reduced by any means). The character
and toppling the furniture. All items are damaged beyond then suffers permanent disadvantage on ability checks or
repair. actions using that hand, such as Sleight of Hand checks and
A successful DC 12 Intelligence (Investigation) check certain Use an Object actions, at your discretion.
uncovers a torn piece of parchment under one of the beds.
AREA 5: NEMOREN FAMILY CRYPT
(Give the Players Handout 1.)
Level with the entryway in this room lies a 5-foot
ledge, which serves as a walkway around the entirety
of the chamber. A stairway at the edge of the walkway
descends 10 feet from the entrance to the lower level.
Small doors line the upper and lower levels of this
room, each with a small brass plaque fastened to it.
Evidently, this was the NeMoren family mausoleum.
Several of the doors have been wrenched from their
hinges, and the smell of rotten flesh permeates the
air.
The small doors are spaced about 3 feet apart, and each
conceals a 7-foot-long crypt. The bodies of the NeMoren
dead rest in these vaults. The crypt doors are all labeled with
the name of the inhabitant; there are 72 crypts altogether.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 15
Starting on the upper level, at the southern wall nearest the Skeletons (2): hp 14, 12
door, are the crypts of Kragor NeMoren’s sons. The tombs Zombie (1): hp 22
then proceed through the generations, clockwise around
the room, with the last chamber in the northern wall of the The skeletons wait, silent, in the shadows of the lower level,
upper level followed by the first chamber in the southern while the zombie waits in one of the last three crypts of the
wall of the lower level. Twenty-three crypts along the northern wall on the upper level. A character with passive
western and northern walls in the lower level remain Perception 13 or higher spots movement below where the
empty, waiting for future generations of NeMorens who skeletons linger; the zombie is totally concealed when the
will assuredly never come. PCs enter.
The name on the crypt in the southwest corner of the lower If they are not noticed, the skeletons wait until the
level reads “Paytro NeMoren,” but his body does not rest characters descend the stairs to the lower level, and then
inside. Beside his lies another empty crypt, with a name that move directly up the stairs to engage the party. The zombie
once read “Amelia NeMoren”; however, her name is moves out of its crypt to attack 1 or 2 rounds after the
scratched out, and the phrase “Always Lisette” is carved on skeletons have charged.
the door instead.
If the party has a cleric of sufficient level to use Channel
Any sealed crypt door requires a DC 15 Strength check to Divinity: Turn Undead, be sure to account for the departure
open. Several of the crypts have already been forced open ― of any turned undead who flee the room. They might wind
from the inside. When Lisette turned herself into a ghoul, up wandering the vaults to be encountered again later by
she came to this room and used a powerful animate dead the characters elsewhere in the dungeon.
spell from a scroll she had found in Area 29. When the spell
took effect, two of the entombed NeMoren warriors rose up; AREA 6: THE INNER DOOR
those of the long dead became skeletons, with bits of rusty
mail still clinging to their age-old bones, while one of the A massive iron door blocks the corridor at this point;
more recently interred became a zombie. the door shows no visible keyhole or handle, and it
stretches from floor to ceiling. To the immediate left of
GM’s Note: If the party is small or not strong in combat, the door is a small niche in the wall. A small crystal
then stagger the appearance of the undead here, so that sphere sits in this tiny alcove. A dim, pleasant light
only one skeleton shows itself at first, then the next appears radiates from this sphere, giving the doorway an eerie
the following round, and then the zombie lurches slowly to glow.
attack only after another round or two.
The only sure way to open the door is to have an elf touch
For a stronger party who are having an easy time of it, you the magical orb while it remains in its resting place. The
could increase the numbers of undead, having several more sphere is an elven orb of light (see Appendix V).
skeletons and zombies show up until the PCs face a
sufficient challenge.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 16
A thin lining of elvish brass coats the bottom of the Massive Iron Door: 2 in. thick; AC 19, damage threshold 5, hp
cubbyhole and runs along the stonework surrounding the 50; resistance to cold, fire, lightning, piercing, slashing.
door. If an elf or half-elf touches the orb, it flares up to the
brightness of a light spell and activates the locking The door can also be lifted upward 1 foot with a successful DC
mechanism, which hums and vibrates gently. The heavy 20 Strength (Athletics) check, plus an additional foot for every
iron door lifts smoothly into the ceiling. The complete point above 20 on the result). In subsequent rounds, as an
retraction of the door takes 1 full minute. The light function action, the same character can hold the door open with a
of the orb must be active the entire time, or the door successful DC 10 Constitution (Athletics) check, the DC
becomes stuck partially open: Thus, a character must touch increasing by 5 each round after the first. If this check fails by
the orb for the entire minute to retract the door completely. 5 or more, the character suffers 1 level of exhaustion.
The door remains open as long as the orb stays in its socket Note: An actual light spell does not affect the door; the elven
and casts forth its light effect. Precisely 10 minutes after the orb of light is an integral part of the opening mechanism,
orb is removed or its light ends, the door slowly begins to and its presence is required. If the characters wish to return
descend back into place, sealing the corridor once more to the first part of the vault, they need the orb to activate the
over the course of 3 rounds from top to bottom (or a door. The orb is also required to activate the secret door in
commensurate amount of time if it was not fully open). Area 27 and the final door to NeMoren’s vault proper (Area
32).
On the north side of the door is another small alcove, just as
on the south side; however, the resting place for the orb THE INNER VAULT
there is empty. The opening mechanism works exactly the
same as that described in the paragraphs above. The dungeon beyond the iron door (i.e., after Area 6)
becomes a very different place. The air here is humid and
cloying, and patches of ugly fungus cover much of the walls
and other surfaces. Water drips down from the ceiling,
disturbing the dust that coats the floor. Further, as
mentioned earlier, parts of the dungeon here have collapsed
due to the Undrathar’s tunneling. The walls are chipped,
and water has seeped into some rooms.
When describing this area, use words such as dank, clammy,
dark, mildewed, rough (or rough-hewn), uneven, and decrepit.
Roll 1d20 every hour to see if a random encounter occurs.
(See the encounter table on page 9.)
AREA 7: FROG ROOM
This room smells of lichen and fungus, and a pool of
stagnant murky brown water fills most of the far end
of the room. It appears that this room was once a wine
cellar, for wine racks, many now partially or wholly
submerged, line the southern and eastern walls—but
of the few bottles left, most are broken.
Any character with passive Investigation 11 or higher who
searches the room finds 2 bottles of fine wine (each worth
10 gp) still intact in the northern racks, mixed in among
several empty or broken bottles; a character with 13 or
better passive Investigation notes a third sealed bottle,
intact but empty, save for a rolled up piece of parchment
inside.
Give the players Handout 2.
On the paper is the following note: “I have grown weary of
my imprisonment. I have no food. I drink from a dirty pool
seeping through the floor. Is this how your precious baron
treats his love? My brothers are nearly dead, and soon I will
join them. Will anyone remember me?”
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 17
On the floor are three wet torches (unusable) and a common AREA 9: PILFERED ROOM
lamp, which is quite rusty though still serviceable but is
empty of oil. This 30-foot-square room contains smashed
crates and boxes, broken chests, and ripped
The stone floor in the southeast corner has sunk about 3 to carpets. It appears as if it were once a storage
4 feet due to the weak foundation and underground water room.
system. Cracks in the floor have let the water in, creating a
stagnant pool in the corner. It is impossible to swim This room was once used to store valuable carpets,
through these cracks, a fact that has not been lost on the paintings, and other antique furnishings. Hobgoblin raiders
pool’s resident. and other wandering creatures have pilfered or destroyed
most of the items of worth.
A hungry giant frog, grown fat on the rats and bats of the
caves, hides just beneath the water’s surface. A character If the chamber is searched, a character with a passive
with passive Perception 13 or higher spots it as they Investigation of 12 or better finds an assortment of items: 2
approach the water. empty casks (3-gallon capacity each); an empty, plain scroll
case made of bone (worth 1 gp); a 1-ounce vial of common
If a character enters the water, whether or not they see the ink, still viable; a small steel mirror; and a flask of acid.
frog, it leaps to attack, possibly with advantage due to being
hidden. It attacks until it has taken 11 damage or more, at If any PC has passive Investigation 16 or better, they also
which time it attempts to retreat into the deepest part of the uncover a second bone scroll case (also worth 1 gp), this one
water (where it gains total cover) on its next turn. containing a rolled parchment. When unrolled, it reveals an
elaborate pencil sketch signed by the famed artist and
Giant frog (1): hp 22 archmage Hashladak the Vivid. The drawing is worth
around 200 gp to an art historian or some other interested
AREA 8: THE FALSE PIT buyer.
A massive pit stretches across the corridor at this THE CAVERN SYSTEM
point. It is ten feet square, leaving no space to shimmy
along between the pit and the walls. The shaft The cavern system, Areas 10–18 inclusive, contains both
disappears away into the darkness. the Korush-chad hobgoblin lair and the Undrathar’s lair.
The hobgoblins, gradually disillusioned with their lot in
This is primarily a challenge for an intruder’s inventiveness life, have become lethargic and complacent. Few of the old
and investigation skill. The “pit” here is false: A tribe remain, and those hardened veterans long for the days
programmed illusion has been cast here, making the slight of battle, yearning for each sortie that sends them out to
depression in the floor seem a bottomless pit. It is in fact raid the local human farmsteads. Harsh, guttural Goblin
only 2 feet deep. A light source will illuminate the “pit” as speech can be heard throughout these chambers, and the
usual, seemingly showing the sheer, carefully hewn sides of entire area feels very “lived in.”
a pit that extends away beyond the reach of the light. True
seeing or similar magic is required to pierce the illusion. The floors are broken and uneven, though worn quite
smooth in places by decades of hobgoblin use; the walls are
The supposed pit is not a difficult challenge for most irregular, and the height of the ceiling runs anywhere from
adventurers, of course, but you should feel free to play up 6 to 15 feet. Thus, the caverns are generally sized large
its bottomless appearance and make it seem more imposing enough for a tall human to walk without stooping.
than it is. The walls surrounding the pit can be described as
perfectly smooth, offering no footholds or handholds. Have
some fun feeding the players’ paranoia.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 18
Still, the ceilings are craggy and rough, occasionally forcing Further, due to their isolation, the younger warriors of the
one to duck under a sudden outcropping: At your discretion, tribe are less well trained than typical hobgoblins; for them,
any character over 5 feet tall who takes the Dash action in a use the “Korush-chad hobgoblin” statistics found in the
lower section of the tunnels should make a DC 8 Dexterity appendix.
save or suffer 1d4 bludgeoning damage (half damage if
wearing a helm) from a blow to the head. AREA 10: THE UNDRATHAR TUNNEL
When describing the hobgoblin caverns, use words like Ahead, a pile of fallen stone blocks the corridor. A
rough, craggy, rocky, foul-smelling, jagged, irregular, dim, rough tunnel leads through the southern wall. The
smoky, and uneven. tunnel opening is jagged, and small stones cover the
floor. You hear distant noises through the tunnel ―
While there are no random encounters in the caverns, a slow gurgling and an occasional deep rumble.
encounters with hobgoblin guards may occur here, as
explained in the table below (refer also to the Alert Factor This is the tunnel left by the Undrathar (see appendix) as it
section described in Appendix I, and to the AF notes in each fled the hobgoblins. Normally, the tunnels are filled behind
cavern area hereafter). it as the Undrathar travels through earth and soft rock, but
this tunnel and the one leading to the Undrathar’s lair are
CAVERN SYSTEM ALERT FACTOR TABLE still usable by others, even if rubble strewn.
AF Status It would take three days to dig through the rubble blocking
0 Sleepy: Starting AF during mid-day hours when most of the tribe the corridor. A successful DC 8 Wisdom (Survival) check or
a DC 10 Intelligence (Investigation) check finds humanoid
is asleep (hobgoblins being diurnal creatures). Guards on duty footprints left in the dust and stones around the entrance.
suffer disadvantage on Perception checks (and -5 to passive These are too old to be tracked to any specific location, but
Perception); all others suffer -10 to passive Perception, and they they do indicate that hobgoblin scouts have traveled
require 1d4 rounds to rouse themselves if awakened. through the tunnel occasionally.
1 Drowsy: Starting AF during the morning and evening shifts, when The vague noises ― the sound of running water and the
most residents are performing chores and simple duties. All occasional rumbling sound of hobgoblin laughter ― get
hobgoblins except those currently on guard duty suffer louder as the characters near Area 11.
disadvantage on Perception checks (-5 to passive Perception).
Alert Factor: If any loud noise or other easily noticed
4 Wide Awake: Starting AF during night-time hours. The tribe is activity takes place in or around this tunnel, the AF for Area
awake and active, but not overly cautious. 11 increases by 1.
5 Alert: Regular tasks continue, but on-duty guards are cautious and AREA 11: THE RIVER ROOM
aware; they use the Help action to give one another assistance with
Perception checks (which equates to +5 on passive Perception). The roughly hewn tunnel opens into a large
Off-duty guards and other tribe members are not as alert, but they subterranean cave. An underground river runs
are ready to take up arms at short notice. through the cavern from the slightly raised southern
end, disappearing into a hole in the northern wall.
7 High Alert: Guards actively watch the entire area, performing The river gurgles on its course, and an odd,
extended shifts, and all tribe members have been alerted. All unpleasant smell tinges the air. A small log bridge
warriors are armed and armored, even if off duty, and on-duty spans the water. The flickering, dancing light of a
guards use the Help action to give one another assistance with large torch or a campfire is visible near the eastern
Perception checks (or +5 on passive Perception). end of the cave, making shadows dance along the
walls elsewhere in the cave.
10 Attack on Sight: All soldiers are assembled and armed, all veterans
and commanders are active, and any and all defensive This is the room where the Undrathar first encountered the
preparations have been taken (including moving non-combatants hobgoblins years ago. Just past the river, on the northern
to safe areas, etc.). All warriors use the Help action to assist each wall, is another Undrathar tunnel that leads back to Area 19
other with Perception checks (+5 on passive Perception). in the NeMoren vault.
KORUSH-CHAD HOBGOBLINS The stream is fairly shallow, ranging 1 to 3 feet deep; it is
from 5 to 10 feet across at any given point along its length.
The Korush-chad are a sadly diminished tribe, poor and
isolated, and their standard equipment shows it. Where
most hobgoblins wear chain mail with shields (AC 18), most
Korush-chad wear hide armor, making them just AC 13, or
AC 15 with their wooden shields. Rather than longswords
and longbows, most wield spears and javelins, unless
otherwise noted.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 19
The current moves sluggishly, and the hole it flows through They have also put up a low barricade wall that can provide
in the northern wall is only 2 feet high (not accessible to them with half cover (see “Cover” in Chapter 9 of the PHB).
anything larger than Tiny size); it eventually reaches Area
18, and thence to Area 20. The bridge is the easiest way Korush-chad hobgoblins (4): hp 13, 11, 8, 7
across the stream here.
Treasure: One of the hobgoblin sentries is wearing a rare fur
On the far side of the cavern, a hobgoblin border patrol is on coat, stolen a few years ago from the NeMoren vaults. The
duty. Their primary responsibility is to watch the northern coat, originally worth several hundred gold pieces, will now
tunnel so that they can muster the defenses should the fetch only 1d6 + 4 gp if sold, due to the foul stench of goblin
ghouls enter their territory. it exudes.
The hobgoblins sit around a small campfire that crackles Alert Factor: If a sentry manages to flee after the second
and hisses in the large chamber. The thin smoke from the round of combat, then the AF of the entire hobgoblin tribe
fire escapes through a small fissure in the ceiling, increases by 3 and that of the hobgoblins in Area 12
eventually venting out in tiny wisps into the woods several increases by 5; if this increase brings the current AF in Area
hundred yards west of the NeMoren Manor. 12 to 8 or higher, then two of the warriors and the veteran
from that location come here in 5 (1d3 + 3) rounds, entering
If the PCs attempt to sneak into the cavern, have them make from the eastern entryway, to join the fight. Otherwise, two
Sneak checks opposed to the hobgoblins’ passive of the hobgoblin warriors from Area 12 enter after 10
Perception (modified by any Alert Factor conditions that minutes.
you have imposed). The hobgoblins gain advantage (+5
passive Perception) if the characters are carrying a light AREA 12: HOBGOBLIN READY ROOM
source openly.
More hobgoblins are here in their ready room, which they
The hobgoblins here engage in combat immediately, but use to prepare for sentry duty or to assemble before taking
they fight defensively for the first one or two rounds while the seasonal sacrifice to the ghouls.
attempting to gauge the PCs’ strength. After 2 rounds
combat, one sentry attempts to flee to Area 12 for
reinforcements.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 20
Each is armed with only a spear and no shield (AC 13, spear AREA 15: HOBGOBLIN CHAMBERS
used two-handed). However, there are 2 quivers of arrows
here (12 arrows each) and 2 unstrung shortbows; also, 10 Fur mats line the floors of this room, and a small fire burns
javelins lean against the southern wall. The hobgoblins against the southern wall. Leather clothes, armor, and
might take up any of these ranged weapons to combat the various possessions are scattered about the room. All of the
PCs or other enemies, given enough warning and the hobgoblins here fight to the death.
opportunity; they fight to the death to defend their home.
A successful DC 17 Intelligence (Investigation) check
Korush-chad hobgoblins (4): hp 12, 12, 8, 7 reveals a potion of protection from good and evil in a ceramic
vial among the sleeping furs. (This potion grants the benefit
Alert Factor: If the current AF here is 8 or higher, then two of the protection from good and evil spell for 10 minutes,
of the warriors and the veteran take 5 (1d3 + 3) rounds to without the need for concentration.) A hobgoblin once
join any combat taking place in Area 11. The third warrior looted it from a NeMoren treasure room long ago, but he
runs to Area 17 to alert the chieftain of intruders, thus was slain and carried the secret of its existence to his grave.
raising the rest of the tribe to AF 8 at once (if its AF is not Scattered about the room are 12 gp.
already that high).
Korush-chad hobgoblins (4): hp 11, 10, 9, 7
If a guard from Area 11 comes here to report intruders and
the AF here is 7 or lower, then two of the hobgoblin warriors Alert Factor: If the current AF for the tribe is 2 or lower, then
here eventually go to Area 11 after 10 minutes. The others Garul and Irikul (from Area 17) are here as well, and all are
remain here to guard against further intrusion. asleep; if the current AF is 3 or 4, then 2 of the warriors here
are awake, while the other two sleep on fur pallets nearby,
AREA 13: HOBGOBLIN COMMON ROOM and then Garul and Irikul are in Area 17. Any who are still
asleep are wearing simple clothes.
A fire pit in the center is surmounted by a large black
cauldron. Four hobgoblins are currently preparing a meal,
while two frail-looking hobgoblins carve up meat in the
corner.
The meat is venison and can be eaten by non-goblinoids
with no ill effects. The stew boiling in the cauldron is made
of the leftovers from the deer carcass. Other than the food,
there is nothing of value here.
Hobgoblin serfs (6): hp 5, 4, 4, 3, 2, 2
Alert Factor: If the current AF for the tribe is 7 or higher,
then the hobgoblins here have moved to Area 14, ready to
make their last stand or to flee out of the caverns, as
necessary.
AREA 14: HOBGOBLIN COMMON ROOM
Two young hobgoblins are mending leather clothes here,
while an old hobgoblin watches them and complains about
their skill. There is a rough tunnel, only 3 feet high in many
places, that runs out of the northern wall of this room. The
tunnel proceeds in an easterly direction for nearly 2 miles
before ending in a secluded clearing several miles from
Weston. The exterior entrance is well concealed; it can be
found only with a successful DC 20 Intelligence
(Investigation) check.
There is one hobgoblin-made suit of hide armor here, plus
several stout leather jerkins (treat as padded armor).
Hobgoblin serfs (3): hp 4, 4, 2
Alert Factor: If the current AF for the tribe is 7 or higher,
then the hobgoblins from Areas 13, 15, and 16 are all
gathered here.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 21
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 22
However, if the current AF for the tribe is 5 or higher, then Alert Factor: If the current AF for the tribe is 2 or lower, then
these hobgoblins are all awake and fully armed. If the AF is Garul and Irikul are in Area 15 and Chad’hakk is asleep; if
7 or higher, then the hobgoblins here have moved to Area the current AF is 3 or 4, then all three are here and prepared.
14, ready to make their last stand while the rest of the tribe
flees out of the caverns, as necessary. However, if the current AF is 8 or higher, then all three have
moved to Area 14, with the rest of the tribe, to coordinate
AREA 16: HOBGOBLIN CHAMBERS defense efforts and arrange an escape for the tribe, if
necessary. (In this case, Chad’hakk also has his two potions
Similar to Area 15, this is a sleeping chamber for hobgoblins on his person.)
that primarily handle domestic chores rather than raids or
combat. AREA 18A: UNDRATHAR TUNNEL ENTRANCE
Korush-chad serfs (2): hp 4, 3 The walls of the tunnel leading from Area 11 back to the
vault at Area 19 are rough and ragged. At this point in the
Treasure: Strewn about are 6 rare furs, worth 5 gp each. tunnel, the wall is very thin, with several floor-to-ceiling
Rolled up against one wall is an elaborate carpet (20 ft. by cracks. While the characters can see through to the tunnel
30 ft. unrolled, 20 lb) worth 10 gp. behind, the barrier wall must be removed before they can
fully pass through.
Alert Factor: If the current AF for the tribe is 4 or lower, the
two occupants in this room are sleeping. Stone Wall: 1-2 inches thick; AC 14, damage threshold 5,
hp 20; vulnerability to bludgeoning; resistance to cold,
If the current AF for the tribe is 7 or higher, then the fire, piercing, slashing; immunity to acid.
hobgoblins here have moved to Area 14, ready to flee out of
the caverns if necessary. AREA 18: UNDRATHAR LAIR
AREA 17: CHAD’HAKK’S CHAMBERS This room is completely dark. If the characters arrived from
Area 20 via the underground stream, their torches may be
The hobgoblins’ current leader, Chad’hakk the Younger too wet for use. Read the following only once the characters
(see Appendix IV for stats), son of the former chieftain, can examine their surroundings visually.
resides in this room. There is a rather large fur-lined bed
here, and several antique chairs against the west wall. A The thick smell in this chamber nearly overwhelms
full-length mirror leans against the north wall. you. This place is clearly the nest of a large creature,
yet dust and debris cover the cavern. The western
If the AF is not high, Chad’hakk is near the chairs discussing portion of the chamber holds a small pool of water,
some minor matter with his favored lieutenant Garul, a wily which is driven by underground currents to form a
old hobgoblin veteran, and Irikil, who was Chad’hakk’s the small whirlpool. Refuse and filth seem to occupy the
Elder’s closest friend. corner furthest from the pool. No signs of cook fires or
humanoid habitation is evident.
Tactics: Upon seeing enemies in his room, Chad’hakk
assumes at once that his entire tribe has been destroyed if This serves as the Undrathar’s lair when it is in this region.
the PCs have come this far. In that case, he uses his Reckless (See the appendix for the Undrathar’s stats.) Several
Attack every turn, throwing caution to the wind. The other collapsed tunnel entrances line the walls; the only usable
hobgoblins do not know it, but Chad’hakk keeps 2 potions of tunnel leads to Area 18a. The Undrathar makes this place its
healing hidden under his bed. If he is reduced to 10 hp or less home base as it ranges through the earth under Weston and
and sees an opening, he tries to get to the bed to drink a much of the borderlands.
potion.
To see if the Undrathar is present when the PCs arrive, roll
Chad’hakk: hp 32 (see Appendix IV) 1d20: A result of 1-4 indicates that the Undrathar is near
Hobgoblins* (2): hp 14, 12 enough to have detected the party with its tremorsense. If
this is the case, the Undrathar arrives in 2d10 rounds,
*Both Garul and Irikil should be treated as standard coming from a random direction. Erupting through the
hobgoblins (AC 18, with longsword and longbow), having wall, it is determined to drive intruders from its lair.
kept their old armor and weapons in good repair over the
years. Remember to subtract any damage the Undrathar may have
taken during any previous random encounters.
Treasure: A DC 12 Intelligence (Investigation) check is
required to discover the potions under Chad’hakk’s bed
unless his actions reveal them. The furs on the bed are
worth 5 gp. The three chairs are worth 12 gp each. The
mirror has elaborate scrollwork around the sides and is
worth 20 gp.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 23
Characters may notice that the Undrathar still has the butt THE DEEP VAULT
of a javelin protruding from its skull, just between its
smaller eyes. This wound is a result of the battle with the Beyond Area 18, the vault is similar in most ways to the
hobgoblins, and while it no longer pains the beast, it does inner vault (Areas 7–9). Due to the ghouls’ constant
hamper its ability to use its Dizzying Gaze (reducing it to a presence here, the air here is fetid and dank, in places
recharge ability rather than an action to be used each reeking of death and decay. Water drips down from the
round). ceiling in many places and has seeped into some rooms.
The tunnel presents the best opportunity for escape, but it When describing this area, use words such as foul, clammy,
is possible to dive into the pool and swim to Area 20. From dark, slimy, jagged, unhewn, and decrepit. Roll 1d20+2 every
here, a single successful DC 13 Strength (Athletics) check hour to see if a random encounter occurs in this section.
gets a character to Area 20; however, if the glass floor there
has not been broken, the characters must still break it AREA 19: GHOUL FEAST ROOM
(requiring a DC 20 Strength check).
The door to this room was smashed open long ago,
Tactics: The Undrathar pursues the characters only to the and its splintered remains lie across the open
end of the tunnel (Area 18a) or to the edge of the pool. doorway. It appears that this was once a resting area
or meeting place, for several decrepit chairs and small
Undrathar (1): hp 76 (see Appendix IV) tables are toppled to the floor. The stench of decay
hangs thickly in the air. Viscera and human remains
Treasure: If the Undrathar is defeated, a DC 14 Intelligence are smeared across the walls, and piles of torn clothes
(Investigation) check uncovers a few items left behind by a and bones cover the floor. A small pool of filthy water
previous victim: some moldering Medium studded leather fills much of the southwest corner.
armor, a rusty dagger, a grappling hook, a miner’s pick, 3
small gold bars (worth 25 gp each), and a ring of protection. .
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 24
The stench in this room is awful, and every character 10 pounds beyond this limit, that section of the floor takes
entering this room must make a DC 8 Constitution save or 1d4 damage per round.
be poisoned for as long as he or she remains and for 1d6
rounds after exiting. For example, a character weighing 200 pounds (including
equipment) can stand anywhere within the first or last 10
This is the room where the hobgoblins’ sacrificial victims, feet of the glass floor and not cause any damage. A PC
kidnapped a few times a year from among the people of weighing only 150 pounds or less with gear can walk across
Weston’s environs, are eaten by the ghouls. Closer the floor without causing any cracks to appear. However, a
inspection of the remains show that sharp claws have 160-pound character causes 1d4 damage per round while he
shredded the clothes, and teeth marks are evident on the stands on any of the middle four spaces. If a heavily
bones. Strands of rope are mixed with the remains (a fact armored fighter weighing 250 pounds tries to run across, he
indicating that the hobgoblins deliver their victims bound, causes 5d4 points of damage to the first central 5-foot
powerless to resist the flesh-eating creatures). square he treads upon, so the glass under him might well
Approximately 25 unfortunate souls have met their demise shatter immediately — and it is certainly more treacherous
in this room, their lives given to appease the undead so that for the next character even if the glass holds.
they do not grow hungry enough to hunt the hobgoblins.
A character that falls into the water can swim upstream,
Water seeps in through cracks in the floor, causing a toward Area 18, by swimming for 3 rounds, requiring three
shallow puddle to form in the sinking southwest corner. The successful DC 14 Strength (Athletics) checks; at your
water is contaminated by the gore from victims’ bodies in discretion, PCs in heavy armor or who are heavily
this room. Any character that makes a successful DC 13 encumbered might suffer disadvantage on these checks. If a
Intelligence (Nature) check realizes that this pool is most check fails, the character simply makes no progress that
likely the source of the townspeople’s mysterious sickness. round. If a check fails by 5 or more, however, the character
takes 1d4 bludgeoning damage from being hurled against
Treasure: A successful DC 15 Intelligence (Investigation) the cavern walls by the stream, and they lose 1 round of
check exposes a small brass locket worth 5 gp among the progress, being swept some distance downstream (i.e.,
bones. Inside the locket is a small ink sketch of a beautiful westward from Area 20).
woman.
A character who fails three checks by 5 or more without
AREA 20: GLASS FLOOR reaching Area 18 is swept away downstream. You should
determine the fate of characters who are swept away, but
An unusual rushing sound fills the air at this point in most likely they should simply wash up on the streambank,
the corridor. The floor here seems odd, vibrating or probably unconscious, at some distance from the manor
pulsing almost as if the stone were alive. where the stream surfaces.
Upon closer inspection, you see the floor is not made
of stone at all, but of glass! An underground stream is Other methods of crossing the floor are possible. A levitate
visible through the glass, its strong current causing or reduce person spell, or similar magical means, should
the unusual noise and movement. always allow a character to cross safely. A character wishing
to climb past the glass floor using hand- and footholds in
A single solid sheet of glass makes up the floor in this area. the masonry walls may do using Strength (Athletics)
The glass floor stretches 10 feet from wall to wall and checks.
extends for the next 30 feet. The subterranean stream is
visible under the glass, and the current is fairly strong in A character can try to jump across the weaker section of the
this area. glass floor, but in doing so, they always damage both the
square they jump from and the square they land in. Jumping
Glass Floor (per 5-foot square): 4 in. thick; AC 14, hp 16; from a square causes 1 point of damage to the glass in that
vulnerability to thunder; resistance to piercing; immunity to acid, square for each 30 pounds of the jumper (remember to
necrotic, radiant. include gear); landing causes 1 point of damage to the glass
for each 20 pounds of the character plus gear. This damage
When its hit points reach 0, the glass shatters and is drawn is in addition to any damage cause by total weight on the
away in the current, causing anyone who was standing on it weaker sections of glass.
to make a DC 12 Dexterity save. Success means that the
character dives to safety in an adjacent space (player’s Long Jump. When you make a long jump, you cover a
choice); those who fail fall into the water and are carried number of feet up to your Strength score if you move at
away to Area 18. least 10 feet on foot immediately before the jump. When
you make a standing long jump, you can leap only half that
Normally, the first 10 feet and the final 10 feet of glass can distance. Either way, each foot you clear on the jump costs
support up to 200 pounds safely. However, the middle 10- a foot of movement.
foot section can support no more than 150 pounds. For every
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 25
AREA 21: ALCHEMIST’S LAB The entire door radiates abjuration and transmutation
magic if checked. The answer is a knock at the door. If the
This room contains a workshop of some kind. Desks characters knock on the door 3 times, then after a moment,
and bookshelves line the walls, and two large tables there is an audible “click” and the door opens slowly. After
fill the center of the room. On the tables are a variety 10 minutes, it will slowly swing shut, the magical lock once
of glass beakers, ceramic jars, loose notes, and other again engaged. If the players have difficulty decoding the
scientific instruments. riddle, a DC 15 Intelligence check will provide the answer.
This chamber belonged to one of the ancient NeMorens who AREA 23: NEMOREN DISPLAY ROOM
had an interest in alchemy and the scientific arts. Two full
sets of alchemist’s supplies sit on each table, as well as This twenty-by-sixty-foot chamber was once a display
notes and writing utensils. If sold to an alchemist, the room. Several mannequins are adorned in various
collection of notes and books is worth another 50 gp. costumes, ale kegs rest on great metal stands, curio
cabinets hold special items, and a jewel case stands in
A successful DC 8 Intelligence (Investigation) check upon the center of the room.
the first table discovers a vial of antitoxin, 2 vials of acid, 1
bottle of ink, and 2 flasks of holy water. A similar check of Looking around the room, the characters find six human-
the second table uncovers 1 flask of alchemist’s fire, 2 sized mannequins dressed in the following clothing and
crystals (arcane foci), and 1 set of rune-carved sticks armor, respectively: a cleric’s vestments, a courtier’s outfit
(components for the augury spell, worth 25 gp to the right (costume clothes), a noble’s outfit (fine clothes), a
buyer). climber’s outfit (traveler’s clothes), a suit of studded
leather armor, and a suit of scale mail. All of this clothing
Several glass jars are organized on bookshelves along the and armor is in decent condition, seemingly unaffected by
walls. All are labeled, and they contain the following: the moisture in this part of the dungeon, although it is
powdered animal hoof, iron filings, bull’s dung, red sand, rather old-fashioned and can be sold for only half the
blue sand, a giant octopus tentacle, a hen’s heart, bat normal PHB value.
guano, sulfur, hummingbird feathers, grasshopper hind
legs, charcoal, white fleece, and a lodestone. There are also six kegs of ale in the room, worth 5 gp each.
Also on display are two bottles of fine wine (10 gp each), a
A character who makes a DC 15 Intelligence (Investigation) fancy lute (35 gp), a merchant’s scale, a silvered dagger (10
check while searching the desk discovers a drawer with a sp), and a large water clock that is about six hours off the
false back. Contained within are a potion of greater healing current time.
and a potion of lesser restoration.
The jewel case contains several pieces of costume jewelry,
AREA 22: MAGICAL RIDDLE LOCK worth about 100 gp in total. As well, it holds a few
noteworthy items: a silver necklace worth 75 gp; a cut
This door is locked. You see that no keyhole or lock is sapphire worth 350 gp; a set of diamond earrings (500 gp
visible on the door. An odd sign has been posted on the for the pair); and a NeMoren signet ring encrusted with tiny
door. rubies, worth 500 gp (or perhaps more to the right
collector).
The door cannot be forced open (nor picked using thieves’
tools), and it is virtually impervious to damage. The A DC 15 Intelligence (Investigation) check also turns up an
primary method of passing is to perform the activation empty keg with a false bottom: Inside is a potion of enhance
action. ability (bull’s strength), labeled in Common.
Magical Door: 5 in. thick; AC 20, damage threshold 10, hp 120; AREA 24: UNATTAINABLE TREASURE ROOM
resistance to thunder and to bludgeoning, piercing, and slashing
damage from nonmagical attacks that aren't adamantine; The Undrathar’s tunneling has collapsed all entrances to
immunity to acid, cold, fire, lightning, necrotic, radiant, thunder. this room. Roughly 200 hours of labor are required to clear
an entrance into the chamber. Even then, the roof here is
The sign was posted by a NeMoren family member who unstable: There is a good chance of a cave-in occurring if
delighted in riddles, providing a hint for himself and later the contents are disturbed: there is a non-cumulative 10
family members. Eventually, this just became known as the percent chance of a cave-in occurring each round while any
Riddle Door and part of the NeMoren heritage. character weighting more than 100 pounds moves about in
the room, dealing 6d8 damage to all in the area (DC 13
The sign reads: “I never ask questions but am often answered. Dexterity save halves). If a cave-in occurs, another 200
Be precise and repeat me thrice.”
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 26
hours of work are required to clear the way again, and the Formerly, this room held the NeMoren family’s collection
room remains unstable as before. of historical or noteworthy weapons. Each successful DC 10
This room contains several racks, which hold the following Intelligence (Investigation) check made in the room reveals
magic items: an amulet of health, bracers of armor, a ring of one of the following items buried under the bits of rotten
swimming, a staff of charming, and Kragor NeMoren’s rune- wood and rubble: a badly rusted trident (unusable), a flail
encrusted, silver vicious longsword, called “Goblinbane.” (there are actually two of these, and two separate
As well, there are 317 gold trade bars (200 gp each, for a total Investigation checks are required to find them), a lance, and
of 63,400 gp) resting on a small set of shelves in the a dwarf-made warhammer.
northeast corner. The bars weigh 8 pounds each, or 2,536
pounds in total. The two tapestries are of a good size (6 ft x 8 ft), each worth
GM’s Note: The gold and magic items here all belong to the 25 gp.
NeMoren Estate (and are on record with the Royal Excise
Office). They will be sought out by Lord Llewiston in AREA 26: PROJECTION ROOM
Chapter 2 of this adventure, so the PCs should not be
allowed to become too attached to them! It appears as if this three-sided room has been left
undisturbed for some time. A large dust- and cobweb-
AREA 25: PILFERED DISPLAY ROOM shrouded statue stands in the north corner. The entire
south wall is made of an enormous stained glass
Large shields adorned with various family crests line window. A large, empty room is dimly visible through
the walls of this room, which must have once the glass.
contained a small armory. Racks and cases, which
may have held arms, lie looted and broken on the The statue, 6 feet tall, is of an enormous man kneeling, his
floor. Two tapestries showing great armies in conflict right hand-held palm up in front of him, the other over his
adorn the walls. brow as if he were searching the distance for something. He
faces south, apparently peering at the stained glass image.
There are 12 shields in all, each bearing the crest of a knight An inscription along the base of the statue reads, “The light
who once served the NeMorens (heraldic details can be that blinds the eye can also illuminate the mind.”
improvised as needed). All are mounted on the wall and still
in good condition. The multihued glass wall is the work of a very skilled
craftsman; it features a scene of NeMoren Manor in all its
glory. Pictured standing in front of the manor are four
figures, but a DC 18 bardic knowledge check or a DC 20
Knowledge (history) check is necessary to identify the
names of these historic personages: They are Kragor
NeMoren, clad in full plate armor; elven High Sage Ryleigh
Shann; dwarven Chief Engineer Druirk Stonefist; and
Kalendian King Jerrod II.
Give the players Handout 4.
Placing the elven orb of light from Area 6 in the statue’s right
hand causes the statue itself to glow, illuminating the giant
stained-glass image and thus projecting it onto the south
wall in Area 27 (see that area, below, for details). Motes of
dust dance in the light issuing from the statue. Removing
the orb ends the statue’s incandescence.
The glass wall was crafted with great skill and magic and is
difficult to break.
Stained Glass Wall: 2 in. thick; AC 16, damage threshold 5, hp 20;
resistance to acid, necrotic, radiant.
Special: If the glass wall suffers more than 10 damage, the
characters cannot access the mystical secret door in Area
27.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 27
AREA 27: STAINED GLASS WALL ROOM These items were used by Kragor NeMoren in the Battle of
West Wood, and he placed them here should their need ever
This spacious chamber is empty. The northern wall, arise again.
rather than being built of stone, is an immense
stained-glass window. A small room is dimly visible AREA 28: GHOUL ROOM
behind the colored glass.
This room appears to have been a comfortable
As noted in Area 26, the glass here is very strong and meeting room at one time; however, any items of
difficult to damage. The glass image appears exactly as value or decoration have been destroyed. Claw marks
detailed in Area 26, except, of course, in reverse. There is no cover the walls and floor, and the smell of carrion
exit other than the one through which the characters fouls the air. Two snarling creatures with burning red
entered. Besides the north wall itself, the room contains eyes call this room home.
nothing of note ― except under certain conditions, as
explained below. Give the players Handout 3.
A magical secret door is set in the southern wall, but it is The 2 ghouls in this chamber were once Lisette’s brothers,
both rendered discernible and accessible only by creating Evenn and Taggis. Doomed by her vengeful nature, their
the correct mystical situation. The elven orb of light from own greed, and Paytro NeMoren’s pride, they now linger on
Area 6 must be placed in the hand of the statue at Area 26, as ghouls, feasting on the flesh of the living whenever the
causing the statue to radiate light. The light then shines hobgoblins provide a sacrifice. They ferociously attack any
through the stained-glass wall, projecting a vivid, almost living creature that enters their domain.
three-dimensional image of the manor’s front entrance on
the southern wall of this room. When the lifelike image of The ghouls attempt to use their special abilities to paralyze
the manor’s front doors occupies the southern wall, all enemies, seeking to finish their victims off only after the
characters may approach and open the secret door (in fact, entire group is immobilized. (Note that elves, half-elves,
they appear to open the manor doors). A small corridor and any character wearing the ring of elven blood from Area
behind these doors leads to a 10-foot-square room. 3a are immune to ghoul paralysis.)
In this room is a small stone table with one of the following Ghouls (2): hp 22, 18
magic items upon it: The first time the characters enter the
room, they discover a ring of sustenance (see Appendix V); if Development: The remains of fine furniture, as well as
they enter a second time, they discover an efficient quiver; a shredded tapestries and carpets, cover the floor. However,
third entry reveals a figurine of wondrous power (silver a DC 13 Intelligence (Investigation) check uncovers a small
raven). Each time, the characters must exit the room scrap of parchment, once part of a more complete note the
completely in order to reset the magic item available upon still-living brothers attempted to slide under the door to
re-entry. their sister, that has since been shredded by them as ghouls.
The scrap reads, in Common, “…heard you talking to
something in the room, but you still don’t let us enter. We
fear your foolishness has cost us our lives! If we had just
collected a ransom, or simply freed the girl from her glass
prison and…”
AREA 29: ANTECHAMBER
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NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 28
It was here that Lisette made her pact with whatever dark The statue in this room is of Hostis Dugan, a master of
power gave her eternal un-life. Among the books and strategy, one of Kragor’s earliest mentors. When any PC
scrolls stored here, she found a scroll that allowed her to enters the room, a voice emanates from the statue, reading
call upon an evil outsider from a distant plane. its message: Know your adversary ere meeting him in battle.
One’s enemies can oft be known by answering these three
The burnt circle was caused when the summoning portal questions: One, what is their chief desire? Two, what are they
opened. If any character examines the area around the willing to do to gain this desire? Three, what do they fear?
bookcases, a DC 8 Intelligence (Investigation) check reveals
a set of cloven hoof prints burned into the floor in front of After reading the text, the statue falls silent. If the
the bookcase. On the floor beside the burnt circle are six characters leave the room and then re-enter, the statue
empty scroll cases. recites the lesson again. Covering up the inscribed words
causes the statue to be silent until new words are presented
A DC 15 Intelligence (Investigation) check made around the for him to speak; for example, a character might put a piece
desks locates the following items buried in the drawers: a of paper over the stone scroll, and the statue would
scroll of speak with dead, a scroll of lesser restoration, and a thereafter read the words upon the paper (rather than those
potion of healing. in the stone beneath.)
The Statue: Kragor NeMoren was a fierce warrior, a At no time does the statue act as if alive, nor does it interact
woodsman without peer, a natural leader, and a master with the characters in any way. The sole magical property of
tactician. Much of his skill was a result of his five childhood the statue is to read whatever it is holding whenever any
tutors: ever a dutiful student, he sought to honor them by living creature of Small size or larger enters the room.
having magical statues crafted in their images (also see
Area 30). The properties of the statues are activated only AREA 30: LISETTE
when a living being nears their area. The statues are shown
holding scrolls. Kragor wrote out their most valuable This large room has been completely cleared of any
lessons to him and had these lessons inscribed upon the furniture it may once have held. Four statues remain,
stone scrolls in their hands, so that their lessons might be though, one in each corner. Each is an image of a
read by the statues when approached. scholarly individual holding a parchment in front of its
face. The center of the floor is blackened with ash, as
if a tremendous fire burned the very stone of the floor.
As you open the door, you hear a maniacal shriek from
the far side of the room.
These statues are of the remaining four tutors of Kragor
NeMoren, as described in Area 29. Their speech is timed so
that the statue in the northeast corner will read its lesson
first, with the others proceeding clockwise thereafter, as
explained below. Lisette has replaced NeMoren’s valuable
lessons with scrolls that she either found among the
bookcases in Area 29 or was given by her diabolic patron.
The northeast statue is of Letalis Nox, Kragor’s only female
teacher.
The southeast statue is of Violo Polluo, Kragor’s arms
teacher.
The southwest statue is of Kragor’s religion teacher,
Funestus Latro.
The northwest statue is of Fatnum Destino, the man who
taught Kragor his woodland skills.
If any character removes the scroll from the hands of any
statue (requiring the Use an Object action) before it reads
that scroll, then the statue cannot read the spell. Once the
statues cast their spells, the scrolls become blank, so they
remain silent thereafter until a new text is placed in their
hands and the next living creature enters the room.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 29
ORDER OF EVENTS AREA 31: VAULT KEYS’ REST
Round 1: As soon as the first character enters the room, the A thin band of metal forms an archway over this
statue of Letalis Nox reads its scroll of ray of enfeeblement corridor’s entrance and runs the length of the hall,
(ranged spell attack bonus +4). This spell targets the three feet above the floor, seeming to disappear into
nearest living creature to the statue. (Treat the statue as the door at the corridor’s far end. Upon closer
having taken a readied action triggered by the entry of any inspection, it becomes evident that the seemingly
living creature.) solid strip of metal is in fact broken at regular
intervals by [# of PCs] keyholes. The metal band
On her turn this round, Lisette the ghoul-sorceress (see originates to the right of the far door as a concave
Appendix IV for stats) steps into the doorway from Area 31. metal depression.
Upon seeing the characters, she says: “Ahh, at last, Paytro’s
spawn comes to claim the family treasure. No matter — his Give the players Handout 5
gold means nothing to me now. All I yearn for is living
flesh!” This magical valve leads to the vault’s final chamber. The
door is hard to damage in almost any way, and it weighs
She then casts mage armor on herself as her action. over 5,000 pounds.
Round 2: Lisette casts expeditious retreat and then tries to
move so that at least one enemy is between herself and any
other foe with obvious ranged attacks, so that she might
gain cover.
Round 3: On initiative score 20, the statue of Violo Polluo
casts bane (save DC 12) as if using a 2nd-level spell slot, thus
targeting the nearest four living creatures within 30 feet.
Round 5: On initiative score 20, the statue of Funestus Latro
casts command (halt) (save DC 12) as if using a 2nd-level
spell slot, targeting the nearest two living creatures within
30 feet of one another.
Round 7: On initiative score 20, the statue of Fatnum
Destino casts cause fear (save DC 12) as if using a 2nd-level
spell slot, targeting the nearest two living creatures.
Lisette: hp 27 (see Appendix IV)
Tactics: Anger and undead hunger drive Lisette. She
continues to attack until she is victorious or dead. After the
second round, Lisette uses her spells to damage characters
from a distance as much as possible.
The first time any PC hits her, unless she suspects the
character might have resistance to fire, she uses her
reaction to target that enemy with a hellish rebuke spell (cast
as if using a 2nd-level slot).
If characters engage her in melee, she uses her bite
against those who obviously have elven blood, always
maneuvering to damage the most foes possible; against
non-elves she prefers her claws, seeking to paralyze that
enemy.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 30
Magical Door: 9 in. thick; AC 20, damage threshold 10, hp Anyone who makes a successful DC 15 Intelligence
150; resistance to thunder and to bludgeoning, piercing, (Investigation) check discerns the glyph of warding among
and slashing damage from nonmagical attacks that aren't the runes carved on the sarcophagus. Opening the
adamantine; immunity to acid, cold, fire, lightning, sarcophagus triggers the glyph (characters may touch the
necrotic, radiant, thunder. sarcophagus safely as long as they do not try to open it).
The door cannot be opened until the final locking Glyph of Warding (Spell Glyph): bestow curse, save DC 15,
mechanism is deactivated: All of the keys must be placed in duration 8 hours; imposes disadvantage on Wisdom ability
the keyholes and turned until they click into place. The checks and saving throws
metal strip is made of elvish brass that, once the keys are
turned, completes a circuit from the small circular The sarcophagus contains the body of Kragor NeMoren,
depression around the room to the door. preserved by a permanent gentle repose spell. He is dressed
in his finest clothes and holds a fine longsword lengthwise
To open the door once the lock is deactivated, the elven orb down the front of his body.
of light from Area 6 must now be pressed into the circular
depression by a character with elven blood. If all of the keys DEFILING THE TOMB
are in place and properly engaged, a wave of energy washes
along the metal strip from the orb, down the corridor, Kragor NeMoren was a champion of good who bravely served
across the arch, and back up the corridor into the door. With both elves and humans in a time of need. Desecrating his body
an incredibly loud hum, the door begins to retract into the and raiding his tomb are at best acts of profound disrespect, if
ceiling, revealing the NeMoren treasure hoard. not outright evil. You may wish to impose meaningful
consequences upon those who act contrarily to their
Without all of the NeMoren vault keys and the elven orb of alignment.
light, the door cannot be opened.
Treasure: Piled, hung, and stacked about the room are 3
AREA 32: NEMOREN’S VAULT bolts of rare fabric (10 gp each); 2 large tapestries (15 gp
each); 3 fine paintings (35 gp each); 2 fine longswords; a
At the center of this oddly shaped room is a grand rune-carved warhammer; an elf-made longbow; 2 shields;
sarcophagus. Strange runes cover its surface, and a and a suit of full plate armor (which can be modified to fit
golden plaque engraved “Kragor NeMoren” rests at its any Medium character for just 600 gp).
foot. Around the room are locked chests, piles of coins,
rich fabrics, tapestries, paintings, weapons, and a
variety of other items.
Three wooden crates also contain Kragor’s various personal
effects. A detect magic spell cast among the fine clothes,
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 31
boots, saddles, and scroll cases uncovers a pair of boots of If the ghouls are destroyed but the hobgoblins are not
elvenkind. expelled from their lair, then Chad’hakk soon turns his
attention to the surface world and to domination of the local
Three wooden crates also contain Kragor’s various personal area. Without the undead to distract him, he is likely able to
effects. A detect magic spell cast among the fine clothes, recruit new humanoid followers with the wealth from the
boots, saddles, and scroll cases uncovers a pair of boots of NeMoren vault, train up and better equip his more
elvenkind. inexperienced warriors, and perhaps finally take a stand
against Mogor and his orc tribes. Most likely, the
A successful DC 13 Intelligence (Investigation) check townspeople of Weston will be the first victims caught in
uncovers, hidden among the other goods, a small, unlocked the crossfire of the ensuing battle.
wooden box that contains, wrapped securely in linen, a
potion of enhance ability (cat’s grace), a potion of healing, and SUCCESS
a potion of invisibility.
After the characters discover NeMoren’s treasure hoard,
There are also 5 locked chests in this room. they must still exit the vault. If the hobgoblins were not
slain or sufficiently scattered, they may yet prove to be a
Treasure Chest: AC 15, hp 15; resistance to cold, necrotic, problem. The remaining hobgoblin warriors prepares
piercing, radiant scouting parties, and they may even now be searching for
the PCs.
Chest 1: 500 sp
Also, if the Undrathar yet lives, it may provide one final
Chest 2: 20 yards of green silk (20 gp) and 6 black pearls (100 obstacle between the characters and the surface world.
gp each)
If the characters eliminated the ghouls, then the befouled
Chest 3: 20 ancient medallions made of elvish brass (2 gp water supply for the town of Weston should become
each) purified within two months. This process can be accelerated
six weeks by casting a purify food and drink spell on the pool
Chest 4: 800 cp in Area 19.
Chest 5: An ancient parchment scroll, written in both If the characters reveal the true nature of the “NeMoren
Common and Elven. This official document grants the curse,” they may restore morale to the troubled
owner the rights to forestry operations in the region known townspeople of Weston. Certainly, they quickly become
as the West Wood. It was written by elven High Sage Ryleigh very popular if they defeated the hobgoblins, stopped the
Shann’s own hand, given to Kragor NeMoren centuries ago. disappearances, and removed the ghouls responsible for
the contamination of the water supply. They may become so
Note: As in Area 24, all moneys and magic items in this popular, in fact, that Kel Varnsen asks them to take up
room belong to the NeMoren Estate and are on record with residence in the abandoned manor so that they might help
the Royal Excise Office. These valuables will be sought out him to revitalize the town into the thriving community it
by Lord Llewiston in Chapter 2 of this adventure. once was.
AFTERMATH The elven document granting land rights may prove an
interesting item: The land was granted to the holder of the
Depending on the success of the characters’ explorations of document by elves long ago. The NeMorens have always had
the vaults and caverns under NeMoren Manor, various the document in their possession and have always sworn
effects on the town of Weston are possible. fealty to the king of Kalendia. Throughout the centuries, it
was assumed that the forestry income became part of the
FAILURE kingdom’s revenue. This document has not been seen for
generations, and the current king has no knowledge of it. In
If the characters were unsuccessful in destroying Lisette, fact, the king may not even recognize its legality, believing
she seeks to exit the vault and bring her vengeance upon the that the West Wood Barony is completely under crown rule,
town of Weston. The townsfolk quickly fall to her undead regardless of what the ancient document says. The current
sorcery and are born again as an army of ghouls. She then elvish leaders, however, will support the land claim,
leads her ever-growing ghoul army against the people of possibly causing friction between the two friendly nations.
nearby Hollobrae, eventually turning south toward the
small town of Gault. Paytro’s betrayal of Lisette has left her Will the characters claim the land and its income as their
angry and vengeful, and her burning hatred will fuel her own? Will this lead to a revolt in West Wood? And whose side
during many years of conquest. will the townspeople be on: that of the king who has ruled
them their entire lives, or the group that lifted the dread
NeMoren curse?
If the characters decide not to claim West Wood as their
own, then the matter of finding a rightful noble to rule the
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 32
West Wood remains. Perhaps the king will request that the THE MYSTERY OF AMELIA
characters provide an escort for the new baron through the
sometimes savage borderlands; or possibly, the king may The characters will likely have pieced together the fact that
ask them to find a distant cousin of the NeMoren line to Lisette was responsible for the kidnapping of Amelia
assume the family’s title. NeMoren. If the bodies of the ghoul brothers are purified
with a bless spell, the characters may be able to use speak
AWARDING EXPERIENCE with dead to determine Amelia’s final fate. They learn that
Amelia was imprisoned with a special binding spell, and yet
In addition to all experience received for combat, traps, and lives in a gaseous state within a glass prison, hidden in a
roleplaying (as determined by the GM), give each hero 50 cave somewhere in the West Wood.
XP as a story award for each of the following events or
successes: In the next chapter, the characters can find Amelia and,
after freeing her from her magical prison, realize that she is
• finding and retrieving Flamesinger (in Area 3) in fact still pregnant with Paytro NeMoren’s child!
• discovering the NeMoren Vault (Area 32) but not However, as the situation develops, the West Wood is sure
disturbing the body of Kragor NeMoren to become an interesting region full of political intrigue,
excitement, and adventure!
Give each hero 100 XP as a story award for each of the
following achievements: CHAPTER TWO: QUEST
FOR AMELIA
• stopping the “NeMoren curse” by destroying all of
the ghouls in the vault In this section of the adventure, the characters attempt to
find out what really happened to Amelia and to bring her
• stopping the hobgoblin raids by defeating or back ― if she is still alive.
driving off all of the hobgoblins in the vault
caverns “Quest for Amelia” is designed for four characters of 2nd to
3rd level and takes place both in the town of Weston and in
• figuring out the facts that Lisette and her brothers the small forest located just northwest of it. This area is
kidnapped Amelia NeMoren and that Amelia may relatively easy to drop into any existing campaign, although
yet live the dryad encounter should be removed if the cave is not
located in a forested area in your game.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 33
PREPARATION THE TAX CLAIM
If the characters obtained enough experience to gain a level Of secondary, but still high importance to Lord Llewiston is
after Chapter 1, they should be allowed to update their the matter of the substantial amount of money owing from
characters before proceeding with the search for Amelia. the barony in back-taxes: To this end, he claims 62,785 gp
The final encounter with the minotaur could prove difficult in unpaid taxes from the inheritors of the barony’s recently
for 2nd-level characters or even for 3rd-level characters liberated wealth (i.e., from the player characters). The
already weakened by combat, so be sure to allow resting money, once collected, is carted away days later, guarded by
time for recuperation and spell preparation as needed. many members of the Red Cloaks and by the eight members
of the King’s Cavalry who had accompanied Lord Llewiston
A VISITOR FROM THE KING (who is, weeks later, also escorted back from Weston by the
Red Cloaks).
When Mayor Varnsen sent letters out to the keyholders,
previous to the events of Chapter 1, he also dispatched a Regardless of his claim, Llewiston is genuinely eager to
letter to the king’s Privy Council, informing them of the meet the characters, especially if they have resolved the
baron’s final wishes and of the gathering of the keyholders. dreaded “NeMoren curse” or learned the identity of
Amelia’s kidnappers. The PCs should find him to be a most
Now, a few weeks after the reading of the will, Lord agreeable and intelligent man, and he invites them to stay
Llewiston (LG human noble) arrive in Weston along with with him in NeMoren Manor even if they have declined to
his most trusted henchman, Sir Corban (LG human knight), stay there previously. (If they have taken up residence
and 8 soldiers of the King’s Cavalry (see Appendix III). If the there, they are obliged to invite him, as the king’s
characters have left Weston, they each receive a letter representative, to stay with them.)
requesting their presence as soon as possible to discuss a
matter of great urgency. Note, however, that while Lord Llewiston is generous with
his friendship, praise, and trust, he is also well aware that
Lord Llewiston has been sent to gather information the kingdom’s coffers have been sorely strained since the
regarding both the state of Weston and the baron’s legacy. baron’s death, at least in part because of the West Wood’s
For the past few years, the council has debated the idea of failure to pay its taxes for the past several years. Characters
appointing a new baron to the region. The idea has met with who try to conceal the wealth of the vaults from him are
much resistance, however, as the NeMoren legacy is bound to fail, for he has documents that carefully detail
difficult to replace. much of the barony’s wealth (see Areas 24 and 32 in the
vault); in any case, whether they immediately offer up their
For the most part, the area has run smoothly, owing largely newfound wealth or not, they are bound to pay ― “After
to the skills of Abe Tegman, head of the Forestry Guild in the all,” he says, “if you’ve inherited the baron’s treasure,
West Wood. Still, though Tegman has handled the general you’ve also inherited his debts.”
commerce admirably, the council can no longer ignore
several pressing political and economic issues. Llewiston’s However, as noted previously, in addition to making his tax
goal is to determine what effect the player characters may claim on behalf of the king, Lord Llewiston also asks for the
have on the state of the barony, and also to solve once and PCs’ assistance in solving Amelia’s kidnapping, given how
for all the kidnapping of Amelia NeMoren. resourceful they have proven themselves in clearing out the
NeMoren vaults. If the heroes agree to help Llewiston and
Llewiston originally asked Umbrath Linden, Amelia’s have paid the taxes, he offers them 500 gp each, to be given
brother, to assume the title of Baron, but Linden declined. once he receives from them any certain knowledge of
(Secretly, he believes that the title and its holder are cursed, Amelia’s fate.
so, despite himself, he wants nothing to do with it.)
However, Linden recommended his distant cousin, Simon Characters who resist handing over the unpaid taxes are
Willowdale, for the position. Willowdale has a reputation doomed to failure: Such an action would be an act of high
for intelligence and fairness, and he serves the small hamlet treason, for Lord Llewiston speaks with the king’s voice. In
of nearby Oxcastle Fel as its reeve. addition to having to face Llewiston’s cohort, Sir Corban,
and their honor guard of King’s Cavalry (see Appendices III
To complicate matters, though, Llewiston can officially and IV, respectively), the PCs would be in constant jeopardy
recommend Willowdale as the baron only if Amelia thereafter: There is no way they could transport the gold
NeMoren’s death can be verified. For many years, there away easily, and the kingdom’s forces would be brought to
have been rumors that she yet lives, imprisoned by her bear against the outlaws very swiftly.
kidnappers, or that she was sold to slavers from the wastes
beyond the elven forests. GM’s Note: The total of all treasure in the vault, not counting
magic items, should amount to just over 65,000 gp. Thus,
the PCs will have to hand over most, if not all of the
valuables they found, plus a few magic items and/or a debt
of service, perhaps, to make up the difference.
In effect, this “tax claim” stratagem allows the players to
see that the West Wood is a lucrative barony, while not
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 34
giving them far too much treasure for low-level characters. Umbrath stands, clears his throat, and begins:
Best of all, though, it allows them to keep a few of the
choicest treasures from the vault for themselves. As always, “Amelia was born and raised in Oxcastle Fel. Our
these events are just tools to use in your campaign as you family became wealthy from our participation in the
see fit. If having the characters become incredibly wealthy Forestry Guild, for my father, Kibe Linden, was a
does not upset your game, feel free to modify the taxes masterful woodsman. Under his direction, his crews
owing or treasure found as needed. would double their logging production over other
guild members in the region. Soon, everyone adopted
THE INVESTIGATION BEGINS his techniques, thereby solidifying his reputation and
giving him a position of power within the guild. He
Lord Llewiston begins gathering information about Amelia was made an Alderman under the jurisdiction of then
the day after he arrives. A meeting in the town square, Junior Guildmaster Abe Tegman, and took advantage
consisting of all the town’s residents, the player characters, of the opportunity to bring prominence to Oxcastle
and other important witnesses is arranged at which Fel.
possible theories, questions, and memories are discussed.
“Needless to say, my sister and I grew up in the forests
Under a large red tent set up in the town square, Llewiston of this region, happy and content. Our lives were
begins. Key people involved include the following: simple but prosperous, and eventually Amelia met the
love of her life, Paytro NeMoren. She was 22 and
• Umbrath Linden, the brother of Amelia and head beautiful, the pride of Oxcastle Fel; everyone was
of Linden Lumber Services; happy for her and for the future of our hamlet.
• Kel Varnsen, the mayor of nearby Hollobrae and “This hope was dashed on the day of her abduction.
executor of the NeMoren estate; Her caravan was found with no survivors and with
fewer clues as to her whereabouts. Weighed down by
• Aniel Longtrek, the famous half-elf ranger and grief, the barony became a ghost of its former self.
friend to Varnsen (his knowledge of the outlying Now, however, things have changed.
region is second to none, so he is a valuable
resource in this matter); “These heroes [he gestures to the PCs] have renewed
the hope that this barony can be strong once again.
• San Airgoth, the former Red Cloak First Sheriff With the secrets of the vault exposed, a new direction
who was in charge of the initial investigation can be taken in the solving of this mystery. What we
decades ago, now retired (he is, however, curiously are looking for today is an end to this ordeal of over
absent); twenty-five years. What we are looking for is a new
beginning to an old story.”
• Lady Follshipp of Oxcastle Fel (LN human noble),
Amelia’s former attendant and friend, whom After this speech, Llewiston begin his questioning in
Umbrath insisted should sit on the panel due to her earnest. His initial questions are directed at the characters,
close relationship with Amelia; and to see if they learned of any crucial information that may
solve the case while they were exploring the vault. If the
• the catalysts for the entire procedure, the player characters discovered the ghoul brothers’ note in Area 28 of
characters themselves. the NeMoren vault, the discussion quickly follows this
thread, while older lumberjacks recall the original search
After introducing those present to each other and to the for the baron’s missing bride. As the few elderly survivors
assembled townsfolk, Llewiston sends the two local Red of the “curse” can attest, the entire nearby forest region
Cloaks to the nearby farm of San Airgoth to retrieve the was searched, as directed by then Red Cloak leader, the
aging former First Sheriff. Llewiston asks Amelia’s brother, notably absent San Airgoth.
Umbrath, to give a brief outline of her history and her
disappearance nearly thirty years ago. The characters may have gained more direct information
from the ghoul brothers themselves. A bless spell can purify
the ghoul corpses enough to use the speak with dead spell
(such as that upon the scroll from Area 29 of the vault) to
communicate with them. In this case, the brothers tell of
the minotaur cave hidden in the forest some fifteen miles
northwest of the town.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 35
However, if this line of discussion turns up no leads, or if wanting Amelia’s parents to know of the relationship, they
the characters did not discover the clues in the vault, would rendezvous outside the old minotaur cave, using its
Llewiston questions each of the remaining vault key holders deadly reputation as cover. When Airgoth pushed for
to see if any further information can be drawn out. marriage, however, Amelia ended their romance and moved
Moments after he begins talking, however, the Red Cloaks on, becoming involved with Paytro NeMoren only a few
sent to retrieve San Airgoth return, obviously pale and months later. Airgoth then led the search for her when she
shaken. They whisper their findings to Llewiston, their went missing.
faces grave: Airgoth has been found dead in the fields
behind his house, which apparently burned to the ground CONTINUING THE INVESTIGATION
overnight.
The characters are encouraged by Llewiston to ask
Llewiston requests that all members central to the questions of the people present. He feels that their personal
investigation accompany him to Airgoth’s house to see distance from the tragedy may help them make connections
what has happened. that others might miss due to grief and old memories
resurfacing. Run the investigation as you see fit, supplying
SAN AIRGOTH’S CABIN the characters with clues and direction as they require.
As the characters approach the smoldering remains of the Eventually, the players (or their characters, with a DC 15
small house and barn, the cause of the fire seems unclear. Wisdom [Insight] or similar check) may conclude that
Nothing remains of the building, and no obvious tracks are Airgoth must have been involved with the kidnapping, thus
visible other than the ones left by Airgoth himself. His body explaining his possession of her personal jewelry. Lady
lies about 50 feet from the back door of the house, near a Follshipp’s description of their meeting place, the old
small copse of trees on his property, where he apparently minotaur cave, should prove a good place to begin
dragged himself before expiring. His body clearly shows searching.
that, in addition to terrible burns, he suffered severe trauma
to his legs and head.
Any character who makes a DC 10 Intelligence
(Investigation) check notes that Airgoth’s hand rests on a
small stone marker, barely visible under the trees. Should
the characters dig up the marker, they find a shallow grave
with a coffin. In it, the party finds not the body of Amelia,
but instead many of her belongings:
• a portrait of her, painted when she was 18 years old
• twenty love letters from Amelia to Airgoth, and
vice versa
• a silver hairbrush (40 sp)
• a blown-glass figurine of a stag
• a lady’s satin slippers
• fine reading glasses
• 2 gold bracelets (25 gp each)
• a gold ring (worth 20 gp) with “Beloved forever”
• inscribed along its inner surface
Umbrath recognizes some of these, for they belonged to his
sister; he further recalls her wearing a few of the items
when she left in the caravan from which she was abducted.
Lady Follshipp also remembers the jewelry, and the love
letters are familiar to her as well. When she reads or hears
the contents of the letters, she confirms that San and
Amelia were lovers before Amelia met Baron NeMoren. Not
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 36
THE TRUTH ENTERING THE WOODS
San Airgoth was devastated when Amelia ended their Humans do not normally travel through this part of the
relationship. His sorrow soon turned to bitterness, and his forest, and no discernible trail can be found. The woods are
quiet hatred of her new suitor, the baron, attracted others sparse, with many open areas and small meadows; the
of similar disposition. Despite a lack of sorcerous blood, fauna is plentiful and harmless, and the flora appears quite
Airgoth became a valuable ally of the secret coven, for his healthy. The best course of action is for the characters to
Red Cloak authority gave it access to secrets and alerted it travel in a northwesterly direction, per their gathered
to potential danger. information.
After 2 hours of travel, they encounter Milina, a dryad, lying
In fact, a suggestion of San Airgoth’s led to Amelia’s in pain on a bed of moss.
abduction. When the coven fled the area afterward, he was
able to cover its tracks and prevent the discovery of THE DRYAD
Amelia’s location. He secretly visited the cave from time to
time during the first few years, but eventually he stopped, A female form lies on the forest floor a hundred feet
fearing that his role in the treachery would be revealed. ahead and appears perfectly still.
As news of the vault’s opening circulated, the former Characters approaching within 30 feet hear the dryad
leaders of the coven feared that the investigation would lead moaning in anguish; she is currently prone, at 0 hit points,
to San ― and that he might crack under the weight of his and poisoned.
guilt and expose the existence of their secret organization. Milina’s oak tree is about 100 yards away, slowly dying from
Therefore, the leader of the local coven, an evil and the poisoned stream that feeds it. The dryad can be brought
paranoid warlock named Rikkator, hired a mercenary back to consciousness by jostling her lightly. Even if healed,
doppelganger named Kith to kill the retired Red Cloak, thus she is initially very mistrustful of the party, requiring a
eliminating any links to the coven or its members. successful DC 16 Charisma (Persuasion) check to get her to
stop trying to flee.
Kith arrived two days ago, tortured Airgoth the following
day, and left him for dead in his smoldering house just last
night.
Once the possibility of locating Amelia is established,
Llewiston organizes search parties, each sent out to scour
the surrounding forest for signs of the rumored minotaur
cave. Aniel can direct the characters to an area 15 miles
northwest of town, but he soon sets out on his own,
searching for the mysterious killer of San Airgoth.
GM’s Note: The business of the coven and the doppelganger
assassin are beyond the scope of this adventure and left as
dangling plot elements for you to develop for your own
games if the characters pursue these leads further.
THE MINOTAUR WOODS
A map is not provided for this section of the adventure;
aside from the minotaur, these woods are empty of
dangerous beasts aside from the occasional boar. Soon after
entering, the PCs should encounter Milina the dryad (see
below), who may help them depending on how they
roleplay the situation. Without her help, it will take them
much longer to find the cave.
As the party approaches the wood, read the following text
aloud:
A tall stand of trees stretches out to the north and
west in front of you. You cannot see any particular
path leading into these woods.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 37
Milina tries to question the characters to find out what they It is this toxic fungus that is contaminating the stream with
want within the forest. If they mention the cave, she begs its poison, which Milina’s tree is then absorbing. Killing the
them to help her find what is poisoning her tree; in return, violet fungus thus cures her oak tree, and eventually Milina
she offers to guide them to the cave (if they will carry or help as well.
her to walk there). She tells them that she has traced the
nearby stream to the cave, but she is too afraid to venture Development: If the characters enter the area and leave
any further. without destroying the fungus, it shuffles over to Area 1 to
trap them when they leave.
Milina has enjoyed a peaceful life in the Minotaur Woods for
many decades. She lives in relative safety from the nearby AREA 3: LEAPING LIZARDS
human populace due to their fear of the minotaur that once
occupied the wood. Since the coven removed that threat, The smell of stagnant water assaults you as you
she has lived more securely than ever before, and until only journey down the passageway. The tunnel opens into
recently, she has spent her free time crafting wooden an approximately 30- by 40-foot area with a pool of
sculptures of local fey creatures. water at the northwestern end. A large reptile eyes
you hungrily from the water’s edge.
THE CAVE OF THE
MINOTAUR Two giant lizards dwell here. The first leaps at the nearest
character, eager for its next meal. Its companion lurks just
Without Milina’s help, the party could spend days looking below the water’s surface (giving it advantage on Stealth
around the northwestern woods for the cave: Each day, one checks); it rushes to attack after the first round of combat.
character should make a DC 18 Wisdom (Survival) check;
other characters can use the Help action for this check. Giant lizards (2): hp 21, 17
Success reveals an unusually dense crop of vegetation that
looks out of place within the surrounding terrain. It takes a Development: Once the lizards are dealt with, a character
further 2 hours to break through to the 10-foot opening to peering into the pool can make a DC 11 Wisdom (Perception)
a passage that slopes gently down. check to notice a dark patch under the water. This is the
opening of a small tunnel about 5 feet below the murky
If Milina helps the characters, she takes them to the area surface.
within minutes; the cave is just a few hundred yards from
her oak tree. There, she speaks with the plants and This tunnel continues westward for 30 feet, filled with
convinces the vegetation to part, allowing the characters water for the entire distance, before opening into the pool
quick passage into the cave mouth (this takes only a few at Area 4. The tunnel is 8 feet in diameter and the water is
more minutes’ time). still, allowing Medium characters to swim along it with
little difficulty (DC 5 Strength [Athletics]).
Milina will not enter the cave under any circumstances; if
forced, she uses Tree Stride and her other abilities to escape. AREA 4: LOST TREASURE
AREA 1: ENTRANCE When the coven first began to use these caves, there was no
water in Areas 3 and 4; in those days, the warlocks and
Finally, a cave mouth appears in the side of the hill. It sorcerers stored some of their treasures here. Over the
is approximately ten feet in diameter, and a gently years, several rainy seasons increased the surrounding
sloping passage leads downward into the darkness. water levels and flooded these caverns. The coven removed
most items of significance except for this chest, which was
The entire cavern system is unlit. The walls appear to be overlooked in the murky waters.
natural, as is the ceiling that rises to a height of 15 feet. The
air has a dampness to it, and it is cooler inside than in the Now, small fish occasionally make their way into this pool
forest. and help to feed the lizards in Area 3, which travel regularly
between the two areas. A 5-foot-square patch of dry land is
AREA 2: FOUL FUNGUS visible at the southern end, and a badly water-logged and
blackened wooden chest rests firmly against it, half
Approaching within 10 feet of the entrance to this area cause submerged.
the shrieker just inside the opening to begin emitting its
piercing scream. This sound in turn causes the violet fungus However, the chest is still protected by a functional sleep
near the stream at the eastern end to shuffle over toward trap.
the entrance in anticipation of approaching prey.
Sleep Trap: Triggered when the chest is touched; sleep spell,
cast at 3rd level (affects 9d8 hit points).
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 38
Once the trap is bypassed or exhausted, the chest is easily Development: Amelia (NG human noble) is in a gaseous
opened, for its age and its waterlogged state make it state within one of the crystal jars, which seems to contain
extremely fragile. Inside are 2 scrolls (ray of enfeeblement, yellow-orange vapors; the other jar contains a blue-green
shatter); 50 gp; and a golden pearl (100 gp). mist ― it holds the minotaur, the original occupant of this
cave, imprisoned within. Both were the victims of the
AREA 5: THE PRISON coven’s special binding spells, metamorphosed into
gaseous states and imprisoned within the special crystal
The passageway opens into a large, cavernous area. jars.
Directly ahead, you can make out a fissure in the floor.
On the other side of this 8-foot-wide chasm is a ledge Smashing either jar releases its prisoner at once. (Roll
approximately 10 feet square. Seemingly suspended initiative immediately.) Upon being released, both Amelia
in midair, in the center of the ledge, are what appear and the minotaur are stunned for the first round, and then
to be two glowing glass jars. incapacitated for the next round.
Any character with passive Perception of 12 or better, or Amelia (1): hp 9
anyone who uses the Search action, immediately notices a Minotaur (1): hp 75
massive greataxe (sized for a Large creature) hanging from
two stout pegs on the west wall of the chamber. The minotaur attacks as soon as it is able. Its greataxe is
mounted on the wall on the west side of the cavern; its
movement while incapacitated is toward its weapon. If the
greataxe is no longer there (i.e., if a PC has already removed
it), the minotaur gores its opponents instead.
The 8-foot-wide chasm surrounding the ledge can be Amelia appears exactly as she did the day she was
jumped by most characters with a running start, but doing imprisoned, a beautiful woman in her early to mid-
so might not be advisable: The glass jars noted above are not twenties. Further, a DC 15 Wisdom (Medicine) check reveals
actually floating in midair, but are in fact suspended in the that she is nearly four months pregnant (just barely
middle of a gelatinous cube. The cube occupies the entire showing).
10-foot area and can be noticed only with a successful DC 15
Wisdom (Perception) check (DC 20 without a light source). AFTERMATH
The chasm is roughly 20 feet deep. Anyone falling in takes The results of the PCs’ search for Amelia vary widely.
2d6 points of damage from the fall. Climbing down requires
only a DC 10 Strength (Athletics) check due to the many FAILURE
hand- and footholds available. However, anyone climbing
up the far side of the chasm is attacked the following round If the characters are unsuccessful in locating and releasing
by the gelatinous cube. Amelia from her gaseous bonds, Lord Llewiston redoubles
his efforts to find her with his own search parties. His
Gelatinous cube (1): hp 84 efforts fail, however, and after several weeks it becomes
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 39
uneconomical to continue. Simon Willowdale is most likely Give each hero 100 XP as a story award for each of the
installed as the new Baron of West Wood within a few following achievements:
months’ time (unless one of the PCs is actually closely
related to the NeMorens, by GM fiat, in which case he or she • finding and rescuing Amelia
may be considered instead). • if applicable, forfeiting their own rights as
SUCCESS inheritors of the NeMoren Estate in favor of the
rightful ruler, Lady Amelia NeMoren (and thus, in
If Amelia is freed, she is terribly disoriented. She time, her unborn son)
remembers bits and pieces of the ambush on her caravan
but has only vague recollections of her imprisonment. The APPENDIX I:
identity of her captors eludes her as well. Needless to say, VARIANT RULES
she is heartbroken when she learns the truth of her capture
and imprisonment. For many weeks she falls into a deep ALERT FACTOR
depression and refuses to see anyone, save perhaps those
approved by Lady Follshipp (at your discretion). There are times when stealth and subterfuge are essential
to successfully completing an adventure — for instance,
Eventually, an announcement is made: Amelia NeMoren one does not simply walk into an enemy stronghold or a
will assume the title of Baroness of West Wood, as long as thieves’ guild. To help overworked GMs handle these sorts
she marries according to Lord Llewiston’s guidance (which of scenarios, we use the Alert Factor system.
might result in a player character marrying her and Alert Factor (AF) is a tool designed to reflect the changing
assuming the title of Baron, if you wish). This outcome conditions in a dungeon or other closed social system, such
receives the full support of the elated locals ― still as a fortress or a city: An area’s AF represents the general
overwhelmed by the tide of joyous events ― as well as the state of vigilance and preparedness of its inhabitants, which
king and his council. The baroness may have to negotiate changes over time in response to the PCs’ actions.
with the player characters, especially if they possess the
elven document granting forestry rights in the West Wood,
for that industry is the key to the barony’s finances.
A couple of months later, a second announcement is made,
this one a surprise to most: At the time of her abduction,
Lady NeMoren was about three months pregnant with
Paytro’s child, the heir to the NeMoren dynasty. (Dastardly
GM’s Note: The effects of 25 years of gaseous imprisonment
by dark magic on an unborn child, if any, are left to you to
determine.)
Regardless of the politics of the situation, Llewiston honors
his offer of a 500-gp reward to the characters for their part
in Amelia’s rescue, paying them from the newfound taxes
gained by the kingdom.
While the player characters may end up with far less
treasure than they initially thought (following Chapter 1 of
this adventure), they have gained the gratitude of many
important and influential political figures in the kingdom
of Kalendia. Also, their newfound celebrity status almost
certainly earns them ear, if not the friendship of other
prominent figures in the area.
AWARDING EXPERIENCE
In addition to all experience received for combat, traps, and
roleplaying (as you determine), give each hero 50 XP as a
story award for each of the following events or successes:
• killing the violet fungus in Area 2 and thus saving
Milina the dryad from imminent death
• defeating the dread minotaur of the Minotaur
Woods
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 40
If the characters use loud and obvious spells such as fireball, 5. Aware: Things are bustling; everyday activities are at their
the AF rises as the nearby inhabitants ready themselves for busiest.
combat; on the other hand, if the party dispatches its foes
discreetly, the area’s AF remains stable or may even be 6. Alert: Some extra security may have been added, if
reduced, as the monsters feel a sense of security and relax available, and most inhabitants are awake and alert.
their guard.
7. Eyes Peeled: Even amid the bustle of everyday activity,
Alert Factor is an objective measure that can be used to suspicious activities are watched closely.
outline significantly different locales. An AF value of 10
always indicates the highest state of readiness possible. You 8. Prepared for Attack: All are alert to news of imminent
do not need to use all of the stages in the AF scale for every attack, and all defenders are on their toes; noncombatants
structure or area. A military fortress within a nation’s may have departed to safety.
heartland might have all the stages of alert, while a border
outpost might have only states of Awake, Wide Awake, Eyes 9. Full Alert: Anything short of open battle; noncombatants
Peeled, and Full Alert. have almost certainly departed to safety, if possible.
Further, some locales may have a maximum AF value of well 10. Attack on Sight: Battle is about to commence or is
below 10. This lower value might indicate that inhabitants currently raging; strangers are assumed enemies until
are spaced well apart or separated by soundproof walls, for proven otherwise.
example, so that the entire complex is never alerted by the
activity taking place in any one part. USING THE AF SCALE
For example, imagine a dungeon in which the denizens are In general, events or circumstances such as those listed
spaced apart in chambers separated by thick stone or by below raise the AF of all affected areas by at least 1 point, at
natural features such as streams or windy crags. Those the GM’s discretion. This increase might also depend upon
creatures would have a hard time hearing anything taking whether the event takes place in the inhabitants’ immediate
place beyond their own chambers and the immediate vicinity or they are instead alerted by remote guards or
vicinity. The AF scale for such a dungeon might be only 4 messengers, etc.
(Wide Awake) or 5 (Aware) under normal circumstances
• Using loud or explosive spells such as fireball,
Each location that uses Alert Factor should feature its own knock, or thunderwave
unique AF benchmarks and ratings, tailored to its specific
inhabitants. • Starting a skirmish without using silence or some
other means of controlling its report
AF STAGES
• Having a suspicious appearance (i.e., characters
Although the numeric values of AF are unique to each area bearing symbols of an enemy religion or kingdom,
or structure, there are some generic levels of readiness that inexplicably wearing heavy armor in a wizards’
can be assigned to each stage of alert. At any given level of guild, being an elf in an orc stronghold, etc.)
readiness, you might assign advantage or disadvantage to
inhabitants’ Perception checks (equating to a +/-5 modifier • Demonstrating suspicious behavior (asking out-
to passive Perception), for instance. You should also note of-place or unsuitable questions, snooping around
the AF value at which NPCs in the area don armor, prepare in the hall outside the Guildmaster’s office, etc.)
traps, set out sentries, double the guard, load ranged or
siege weapons, etc. • Allowing defenders to set off or sound an alarm
(horn, gong, hue-and-cry, etc.)
0. Sleepy: The inhabitants are totally unprepared for battle,
likely sleeping or enjoying various passive entertainments. You can also create relevant events or circumstances based
on the specifics of a locale, such as when the PCs carry light
1. Drowsy: The inhabitants may be awake or asleep, but in sources in a complex where all the inhabitants have
any case, they are at ease and paying little heed. darkvision, or perhaps being alive in a dungeon with only
undead occupants.
2. All Is Well: Lax, even if awake enough to pay some
attention to their surroundings. Note that the AF increase for any particular set of
circumstances should be determined based on the area’s
3. Wakeful: Activity is at a minimum, although inhabitants nature and the values you set for your AF scale. For
are up and about doing simple routine chores. example, in a human warriors’ training compound, battle
sounds might well go unnoticed (at least during daylight
4. Wide Awake: Typical daily activities are taking place at an hours), while spellcasting of even the moderate kind would
average pace/intensity. likely attract attention.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 41
DETERMINING THE AF SCALE After a brief courtship filled with romance and passion,
Paytro and Amelia were wed in a ceremony celebrated by
Highly organized locations usually have more stages of many residents of the West Wood. Unfortunately, tragedy
alert, as messengers spread out news and guards pass on struck the couple only a year after the wedding, when a
reports of possible invasions. Structures in which defenders coven of evil warlock-sorcerers abducted the beautiful
do not usually communicate (such as a cavern complex young Amelia, supposedly seeking a great ransom from her
shared by unrelated creatures) might require lots of noise rich and powerful husband. However, the kidnappers’ plan
for widespread defensive measures to be taken. somehow went awry, and Amelia was left the victim of a
cruel arcane imprisonment.
When creating an AF scale, follow these four simple steps:
LORD LLEWISTON, ROYAL CHANCELLOR, LG
1. Determine the appropriate stages of the AF
scale. HUMAN NOBLE
2. Assign a starting AF value of to the lowest Lord Llewiston is one of the chief advisors to King Telavar
stage in your scale. (In many cases, this value of Kalendia and one of the most powerful men in the realm.
will be 0. However, a dungeon full of active Born to a prominent noble family in Centridell, the young
constructs might begin at a lowest value of 5, Llewiston quickly learned that he had a knack for finding
for example, an armed war camp might never information. Working his way up through political and
drop below a 2 or 3, since its guards sleep in social circles, he quickly found that knowledge was more
shifts.) valuable than gold.
While Llewiston grew to enjoy the power and prestige that
3. Compare this stage to the next and determine his knowledge could win for him, he holds largely to the
what sort of circumstances or dangers would ideals of his honorable upbringing; generally, he applies his
be sufficient to increase the alertness of the skills in a way that benefits his king and country. Thus, he
defenders to the next applicable stage. has often risked his own life and reputation to learn of plots
against the good people of Kalendia and their ruler. After
4. Proceed to the next AF stage and repeat Step 3, Llewiston foiled one such plot to overthrow the king,
and so on with the subsequent stages, until Telavar was so impressed that he invited the relatively
you have assigned the proper defensive young man to join his Privy Council as Lord Chancellor.
measures to each AF stage in your scale. Llewiston’s curiosity and skill at finding the truth made
him the ideal choice to undertake the re-investigation of
Note that AF stages need not be placed at regular intervals. Amelia NeMoren’s abduction. These days, Lord Llewiston is
For instance, a small orc stronghold might have only three a fit, confident, striking figure of a man in his early fifties,
stages: 1 (Drowsy), 5 (Aware), and 8 (Prepared for Attack). although he could easily pass for 10 years younger.
The orcs require only minor disturbances to increase, point
by point, up from AF 1 through to 5. However, the guards are
under explicit orders to not disturb the chief unless there is
a clear and present danger — i.e., the factors required to
raise the value from 5 through 8 should be significant.
APPENDIX II:
UNIQUE NPCS
AMELIA NEMOREN, NG HUMAN NOBLE
Amelia was born to the wealthy Linden family, her father a
prominent member of the West Wood Forestry Guild.
Always popular and well liked, Amelia was a romantic at
heart and fell in love often. Her first serious relationship
was with a young Red Cloak officer named San Airgoth. He
was older and more serious about their affair than Amelia,
and eventually she had to end the relationship when he
began to pressure her to make a commitment. Not long
after, however, Amelia found herself being wooed by Lord
Paytro NeMoren himself.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 42
APPENDIX III:
GENERIC CREATURES
ENEMIES + NPCS
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 43
APPENDIX IV: NEW
OR UNIQUE MONSTERS
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 44
UNDRATHAR APPENDIX V:
This great, vaguely hominid beast is somehow quite shark-like, NEW MATERIALS AND MAGIC ITEMS
with bluish-grey hide, fearsome rows of triangular teeth, and
two large, dead-black eyes on the side of its head. However, it NEW MATERIALS
is also faintly reminiscent of some huge beetle, with two
smaller, insect-like eyes in the center of its bulbous head, Elvish Brass: A product of elven mages and alchemists,
segmented limbs, and fearsome mandibles that look as if they elvish brass is a strong metal that, when finished,
might tear through even the finest full-plate armor. resembles burnished gold or polished brass but is as hard as
steel. When exposed to sunlight, however, its magical
A creature of the First Age, the Undrathar is a truly daunting nature quickly becomes apparent.
subterranean predator, hungrily pursuing creatures that Elvish brass exposed to natural sunlight (or a daylight spell)
dwell underground ― especially any humanoids unlucky reflects just a little more light than normal brass might
enough to find themselves in its path. Those goblinoids who under the same light conditions. It also vibrates almost
have lived to tell of an encounter with the Undrathar call it imperceptibly under such lighting conditions, and while
Fashien Cha (Gob. “Stone Shark”). doing so it emits a faint hum with a subtle, pleasing tone.
Anyone wearing or carrying elvish brass suffers
It is unknown whether more than one of these beasts still disadvantage on hearing-based Stealth checks made within
exist, for only one is ever seen, and that is always in the sunlight or a daylight spell.
West Wood region. How the Undrathar prowling beneath However, elvish brass is highly prized for its ability to hold
Weston survived the cataclysm that ended the First Age is a enchantments and thus for its usefulness in crafting magic
mystery. items. Metal magic items crafted of elvish brass cost only
half as much to create as their normal counterparts. Thus,
Some believe that the legendary Yendac the Sorcerer used for example, a magic longsword that normally costs 300 gp
magic to preserve many fantastic creatures even as the to make could be crafted for only 150 gp if made of elvish
cataclysm decimated their island fortress, so it may be that brass.
this creature is one of those ancient monsters saved eons This ancient metal is extremely rare, and few living elven
ago by them. craftsmen know the secret of its creation. However, forged
elvish brass can be melted down and reworked with a
successful DC 15 Intelligence (smith’s tools) check. Failing
this check means the magical properties of the metal have
been lost, though it retains its hardness and hit points.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 45
NEW MAGIC ITEMS
FLAMESINGER
Weapon (longsword), legendary (requires attunement)
This magic sword was forged on the lost Island of Sorcery
thousands of years ago. Crafted of meteoric iron with
ancient runes of elvish brass along its length, its hilts and
guard also of elvish brass, the blade hums faintly when
exposed to any bright light.
You gain a +1 bonus to attack and damage rolls made with
this weapon. (This benefit applies even if you are not
attuned to the blade.)
Attuned. If you are attuned to Flamesinger, you can use a
bonus action to cause flames to erupt from the blade. These
flames shed bright light in a 40-foot radius and dim light
for an additional 40 feet. While the sword is ablaze, it deals
an extra 1d6 fire damage to any target it hits. The flames last
until you use a bonus action to dismiss them or until you
drop or sheathe the sword.
At Higher Levels
As you gain levels (or if you are already of a sufficient level
when you become attuned to it), Flamesinger gains further
abilities.
5th Level. While you hold the sword, you can cast produce
flame at will, using Charisma as your spellcasting ability
score.
In addition, when you spend a short rest in an area of bright
light (including the light produced while Flamesinger is
ablaze), the sword’s hum can help heal you and your
companions. If you or any friendly creatures who can hear
the sword’s hum regain hit points at the end of the short
rest by spending one or more Hit Dice, each of those
creatures regains an extra 1d6 hit points.
11th Level. The damage dealt while Flamesinger is ablaze
increases to 2d6.
In addition, while you are within an area of bright light
(such as when Flamesinger is ablaze), the sword’s hum can
disrupt harmful mind-influencing effects. As an action, you
can prompt the blade to hum more loudly until the end of
your next turn. During that time, you, and any friendly
creatures within 30 feet of you have advantage on saving
throws against being frightened or charmed. A creature
must be able to hear Flamesinger to gain this benefit. The
hum ends early if you are incapacitated or silenced or if you
voluntarily end it (no action required).
17th Level. The weapon’s bonus to attack and damage rolls
increases to +2.
The range of your produce flame also increases to 60 feet,
and you can target up to two creatures within range if they
are within 5 feet of one another.
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 46
ELVEN ORB OF LIGHT RING OF ELVEN BLOOD
Wondrous item, rare (requires attunement by an elf-blooded Ring, very rare (requires attunement)
creature) This ring is made of elvish brass, so it glimmers
unnaturally, vibrates slightly, and produces a very faint
This crystal orb, roughly 4 inches in diameter, weighs about hum when it is exposed to sunlight or a daylight spell.
1 pound. It emits a continual faint glow, radiating dim light
in a 5-foot radius. While wearing this ring, you gain the following benefits:
When held by any creature having elf blood, however, the • Your Dexterity score increases by 2, to a maximum
orb’s glow intensifies, shedding bright light in a 20-foot of 20.
radius and dim light for an additional 20 feet.
• You have advantage on Charisma (Persuasion)
If you are attuned to the orb, you can use your action to checks made to interact with elves.
cause it to emanate the daylight spell. Once used, the
daylight effect cannot be used again until the next dawn. • In addition, while attuned to the ring, you have a 50
percent chance each day at dusk of losing all facial
While this daylight spell is in effect, you can also speak a hair except eyebrows, and while you wear the ring,
command word as an action to make the illuminated globe you cannot grow a mustache or beard.
rise into the air and float no more than 5 feet off the ground.
The globe hovers in this way until you or another creature • If you are not an elf, you gain the following
grasps it. If you move more than 60 feet from the hovering additional benefits while wearing the ring:
globe, it follows you until it is within 60 feet of you. It takes
the shortest route to do so. If prevented from moving, the • You have advantage on saving throws against being
globe sinks gently to the ground and becomes inactive, and charmed, and magic cannot put you to sleep.
the daylight effect ends.
• You have darkvision out to a range of 60 feet.
The orb is relatively fragile, having just 5 hit points. • You can speak, read, and write Elvish.
NEMOREN VAULT KEY RING OF SUSTENANCE
Ring, uncommon (requires attunement) Ring, uncommon (requires attunement)
You must wear this ring constantly for one full week before
This ornate silver key weighs a full pound. Only a handful of you can attune to it. Once it is removed, it becomes
these keys were made centuries ago at the request of Lord unattuned immediately.
Alleyn NeMoren. Each silvery key has two enchantments
upon it — the first designed to open the vault locks under This ring continually provides you with life-sustaining
NeMoren Manor, and the second to keep the key from nourishment, so you do not need to eat or drink. It also
falling into the hands of evildoers. refreshes the body and mind, so you need sleep only 2 hours
per day to gain the benefit of 8 hours of sleep. You still
Any evil being who grasps one of these keys must make a DC require the full 8 hours to complete a long rest, but you can
16 Wisdom saving throw. On a failed save, the creature will undertake other activity, even moderately strenuous
soon misplace and forget about the key, setting it down activity such as crafting (but not fighting or spellcasting),
absently and then forget about it, or perhaps giving it away while you are awake.
to an ally or servant for “safekeeping” and then promptly
forgetting, etc. This saving throw must be repeated every 24
hours; thus, eventually, the key will almost always be set
aside by an evil owner, who then promptly forgets they had
ever possessed it.
A NeMoren vault key is as hard as iron (AC 19, 10 hp).
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 47
APPENDIX VI: modifying or distributing, and You must add the title, the copyright
LEGAL date, and the copyright holder's name to the COPYRIGHT NOTICE
of any original Open Game Content you Distribute.
OPEN GAME LICENSE Version 1.0a
7. Use of Product Identity: You agree not to Use any Product
The following text is the property of Wizards of the Coast, Inc. and Identity, including as an indication as to compatibility, except as
is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights expressly licensed in another, independent Agreement with the
Reserved. owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark or
1. Definitions: (a)"Contributors" means the copyright and/or Registered Trademark in conjunction with a work containing Open
trademark owners who have contributed Open Game Content; Game Content except as expressly licensed in another, independent
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derivative works and translations (including into other computer Trademark. The use of any Product Identity in Open Game Content
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extension, upgrade, improvement, compilation, abridgment or Identity. The owner of any Product Identity used in Open Game
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or adapted; (c) "Distribute" means to reproduce, license, rent, Product Identity.
lease, sell, broadcast, publicly display, transmit or otherwise
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Product Identity. (e) "Product Identity" means product and any Open Game Content originally distributed under any version of
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Game Content distributed using this License. Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and
3.Offer and Acceptance: By Using the Open Game Content You Steve Townshend, based on original material by E. Gary Gygax and
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APPENDIX VII:
MAPS
NeMoren’s Vault: 20th Anniversary Edition Facebook, Twitter: @1PlatinumDragon pg. 49