Candlekeep Mysteries (v0) (SCAN-OCR) (03-2021)
Candlekeep Mysteries (v0) (SCAN-OCR) (03-2021)
Candlekeep Mysteries (v0) (SCAN-OCR) (03-2021)
ATE
CREDITS
Project Lead: Christopher Perkins D&D TABLETOP TEAM
Art Director: Kate Irwin
Writing: Graeme Barber, Bill Benham, Kelly Lynne D'Angelo, Executive Producer: Ray Winninger
Alison Huang, Mark Hulmes, Jennifer Kretchmer, Daniel Kwan, Principal Designers: Jeremy Crawford, Christopher Perkins
Adam Lee, Ari Levitch, Chris Lindsay, Sarah Madsen, Design Manager: Steve Scott
Christopher Perkins, Michael Polkinghorn, Taymoor Rehman, Design Department: Dan Dillon, Adam Lee, Ari Levitch,
Hannah Rose, Derek Ruiz, Kienna Shaw, Brandes Stoddard, Ben Petrisor, F. Wesley Schneider, James Wyatt
Amy Vorpahl, Toni Winslow-Brill Art Team Manager: Richard Whitters
Rules Development: Jeremy Crawford, Dan Dillon, Ben Petrisor, Art Department: Trystan Falcone, Kate Irwin, Emi Kuioka,
Taymoor Rehman Shawn Wood, Trish Yochum
Editing: Michele Carter, Scott Fitzgerald Gray, Kim Mohan, Senior Producer: Dan Tovar
Christopher Perkins, Hannah Rose Producers: Bill Benham, Robert Hawkey, Lea Heleotis
Lead Graphic Designer: Trish Yochum Director of Product Management: Liz Schuh
Graphic Designer: Trystan Falcone Product Managers: Natalie Egan, Chris Lindsay, Hilary Ross
Cover Illustrators: Clint Cearley, Simen Meyer
Interior Illustrators: Mark Behm, Zoltan Boros, Filip Burburan, MARKETING
Christopher Burdett, Sidharth Chaturvedi, Nikki Dawes, Wayne Director of Global Brand Marketing: Brian Perry
England, Caroline Gariba, Sam Keiser, Julian Kok, Katerina Ladon,
Global Brand Manager: Shelly Mazzanoble
Andrew Mar, Irina Nordsol, Robin Olausson, Claudio Pozas, April
Senior Marketing Communications Manager: Greg Tito
Prime, Domenico Sellaro, Ernanda Souza, Brian Valeza, Tyler
Community Manager: Brandy Camel
Walpole, Zuzanna Wuzyk, Kieran Yanner
Cartographers: Tim Hartin, Dyson Logos, Sean Macdonald, Special thanks to our hundreds of playtesters!
Mike Schley
Project Engineer: Cynda Callaway
Imaging Technician: Kevin Yee
Prepress Specialist: Jefferson Dunlap
EY;
2D
ON THE COVER ON THE ALT-COVER
Clint Cearley gives us a glimpse of two adventurers trying to Simen Meyer's cover incorporates the symbol of Candlekeep and
solve one of Candlekeep’s great mysteries, unaware of the danger various creatures into its design, creating what looks like a book
one might find in the library’s vaults.
ca C€
Disclaimer: This book has been compiled by the Avowed of Candlekeep, in accordance
620C9278000001 EN
with the wishes of the late Alaundo the Seer, whose prophecies foreshadow all events of
ISBN: 978-0-7869-6722-3 consequence in the Forgotten Realms. Alaundo warned that anyone who unravels all the
First Printing: March 2021 mysteries of this tome will be hunted down by the Time Dragons of Chronepsis, tossed
into the gaping maw of Dendar the Night Serpent, and cast into the Vortex of Ineffable
Damnation. Ha ha. What a sense of humor, that Alaundo!
983765432]
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, the dragon ampersand, Player's Handbook, Monster Manual, Dungeon Master's Guide, all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the
Coast. The materials described in this statement are protected under the copyright laws of the United States of America and around the world under international intellectual prop-
erty treaties. Any reproduction or unauthorized use of the materials contained herein or artwork contained herein is prohibited without the express written permission of Wizards of
the Coast.
Printed in the USA. ©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by: Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
Represented by: Hasbr Entree 24 1 EE Amsterdam Hasbro UK Ltd., PO Box 43 Newport, NP19 4YH, UK. ;
Conclusion 34 Under the Barn DOOT ..........ceeeemmmmmmmmmnnne 130 Nintra Siotta, Princess of
Book of the Raven 35 Conclusion 134 the Shadow Glass 196
Finding the Book 35 New Monsters 135 Nintra Siotta® 197
Map of Mystery 37 Skitterwidget* 136 Alkazaar’s Appendix...........ccccccueunnnee. 198
Chalet Brantifax 37 Kiddywidget* 136 Adventure Overview 198
Shadow Crossing 46 zikran’s Zephyrean Tome................... 137 Finding the Books 198
Wereraven* 47 Finding the Book 137 6.5 rieeens 199
Adventure Background ...........:
A Deep and Creeping Darkness.......... 48 Gazre-Azam’s Predicament.........cooeee. 137 Arriving in AnauroCh.....occcccccnnvnnee 200
Finding the Book 48 Zikran’s Laboratory 13g Travelin Anauroch 202
Maerin 49 The Cloud Peaks 140 Arrival at Haruun 203
Vermeillon 51 Cloud Giant Keep 143 Travel to the Necropolis...........c.coocueuien. 205
Re A BOOK OF BOOKS
i
cee
CANDLEKEEP MYSTERIES
Adventure Level Description
The Joy of Extradimensional Spaces | A book leads characters
on a quest to finda missing sage.
Mazfroth'’s Mighty Digressions A monstrous revelation sheds light on a book merchant's scam.
Bookhop!the Raven : A treasure map tucked inside a book beckons adventurers to a remote hill-
top chalet occupied by a secret society that shuns visitors.
A Deep and Creeping Darkness A book describing a mining disaster prompts adventurers to search for a
missing town.
Shemshime’s Bedtime Rhyme A catchy and contagious rhyme traces back to a sinister clockwork book.
The Price of Beauty A book about beauty shows the way to a secluded temple where beauty is
only skin deep.
Engraved cylinders contained within a book tell a gripping and portentious
. tale when rolled across wet clay.
| Sate of Yellogsesrs Mins | A haunted book points a ghostly finger at the perpetrators of an wisdlved:
mass killing in Waterdeep.
Adventurers become immersed in a storybook conflict involving Lurue the
Unicorn Queen and Malar the Beast Lord.
candieloes Defonseriddion A stolen book leads adventurers to a tower in Candlekeep that i is more
than what it seems.
Zikran’s Zephyrear Jos 10 A djinni trapped in a book offers a wish spell to adventurers who find a way
to release him.
The Curious Tale of Wisteria Vale 11 A book holds the key to unlocking a bard’s prison.
on Book of Inner Aieney 12 ~ A search for the missing pages of a book puts adventurers | in conflict with
the monks of the Immortal Lotus. .
The Canopic Being 13 A book brings several puzzling organ transplants to light.
The Scrivener’s Tale 14 A tome leaves its magical mark on the adventurers, dooming them unless
.
they can find a way to remove it.
Alkazaar’s Appendix 15 A book chronicles an unsolved mystery about a wandering stone golem in
the desert.
Xanthoria 16 A fell grimoire helps adventurers end a fungal plague.
fi
1
A BOOK OF BOOKS 5
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ANDLEKEEP ttl OU
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6 CANDLEKEEP
adjutant who acts as a guide and research assis- WARDS
tant for the duration of their visit. This guide has
Numerous magical defenses protect the library.
access to all the resources of the library, with the
The most innocuous include wards to protect
exception of the vaults that contain the rarest and
the library’s books from mold, weevils, and other
most dangerous works. Seekers can appeal to
threats. Other protections are more dramatic, as
higher-ranking Avowed for permission to peruse
discussed below.
these off-limits works.
Magic Restriction. Wards prevent anyone from
SECURING A GUIDE entering Candlekeep by any route other than
through the front gates. Any attempt to magically
If the adventurers require a guide, roll a d8 and bypass these gates fails. These wards do not prevent
consult the Avowed Adjutants table to determine creatures from using magic to exit Candlekeep.
the adjutant who is assigned to them, or choose one Anyone who tries to fly over the wall into Candle-
that you like. keep is stopped short. Magical flight is dispelled,
and the subject floats slowly to the ground fifty
AVOWED ADJUTANTS feet outside the gates. An intangible ward forces
d8 Description creatures that can fly naturally to either land or cir-
1 ~ Fembris Larlancer, an 18-year-old human scribe cumnavigate Candlekeep altogether. Ordinary birds
with a bright smile, a can- -do attitude, and an ob- are unaffected by this ward, and a clever wizard or
noxious need to impress others other individual can bypass the ward by assuming
the form of a Tiny bird. The Avowed don’t discuss
2 Sprig Summerfoot, a 23-year-old halfling scribe
this flaw with outsiders, but anyone who can see the
with ink-stained fingers, a small bag of cookies in
gulls flying over Candlekeep can easily reach the
one pocket, and a good memory for recipes
conclusion that certain creatures are exempt from
3 Parmak, a 25-year-old human scribe who is con- this magical restriction.
~ stantly reading a book and oeagionsll walks into Fire Suppression. Flames larger than a candle
things . are suppressed within the keep. (The fireplace in
4 Garlyth Graven. a 39-year-old dwarf scribe who the Hearth, Candlekeep’s tavern, is an exception.)
cuts off others in mid-sentence and always seems Thus, any spell that creates fire is wasted if it is cast
to know what they want or need before they do within the keep.
Theft Protection. Every book, scroll, and other
5 Nax Olossis, a 22-year-old dragonborn scribe
work considered part of Candlekeep’s collection is
| (brass dragon ancestry) who loves conversation
magically protected against theft. Any such work
6 Orrin Glass, a 67-year-old human scribe who is that is removed from the keep disappears and im-
deaf in one ear, forgetful, and easily exasperated mediately returns to its proper place in the library.
7 Vooshadi Moonriver, a stoic 87-year-old moon elf This ward also has a flaw that the Avowed don’t
scribe who is difficult to anger and doesn’t mince discuss with outsiders. If pages from a book or parts
words of a scroll are torn away, these fragments can be
removed from Candlekeep as long as the bulk of the
8 Irony, a 15-year-old tiefling scribe who follows
work remains in the library. Similarly, if a work is
the rules, never lies or steals, and aspires to be
split into pieces and entirely removed from Candle-
Keeper of Tomes one day keep, only the largest piece disappears and returns
to its proper place in the library.
DEFENSES AND DECORUM Shielding Mythal. From any location in Candle-
keep, the Keeper of Tomes (see “The Avowed” later
Candlekeep is fortified by a fifty-foot-tall, fifteen- in this section) can activate a mythal—an excep-
foot-thick, iron-reinforced stone wall with a double
tional, unbreakable magical effect—that envelops all
gate facing east. Although most of the Avowed are of Candlekeep in a protective shield through which
humble scholars, a number of potent spellcasters
nothing but air and sound can pass.
fill critical posts. If trouble occurs, the Gatewarden
(an archmage) and up to four mages arrive to inves- ORDERS OF ACCORDANCE
tigate immediately. If they can’t bring the situation
All who enter Candlekeep must agree to the Orders
under control in short order, up to four additional
of Accordance, rules set forth by the senior staff to
archmages arrive to lend assistance.
prevent misconduct. Violating one or more of these
orders results in banishment from Candlekeep, and
the banished are seldom allowed to return. The
rules are simple:
CANDLEKEEP 7
No fighting. All arguments must follow the rules of
cordial debate and discussion. Violent altercations
THE AVOWED
are not tolerated. Roughly three hundred Avowed live in Candle-
No stealing. This rule applies to all objects in the keep. The majority of them are low-level assistants,
keep, not just the library’s works. newcomers to the order, or scribes who handle the
No copying. Visitors are permitted to take notes everyday work in the keep (use the commoner stat
while studying the library’s works, but anyone block to represent them).
who wants to make a full copy of a work must pay High-ranking members of the Avowed include the
to have the manuscript created by scribes at the individuals described below.
House of the Binder.
KEEPER OF TOMES
No damaging, marking, or otherwise modifying
the works. This rule doesn’t apply to privately The Keeper is the highest-ranking member of the
owned books, scrolls, and other documents that Avowed and the governor of Candlekeep, who se-
aren't part of Candlekeep’s collection. lects scholars to fill vacant leadership positions. The
Keeper's word is law, and each Keeper's edicts are
SAGES AND MASTER SAGES recorded for the edification of future Keepers.
A Keeper of Tomes chooses their own replace-
Candlekeep’s resident lore experts are master sages
ment. If a Keeper dies or departs before making
and sages who dedicate themselves to scholarship
that choice, the council of Great Readers votes to de-
above all. Stat blocks for the master sage and the
termine who among them is elevated to the position.
sage appear on the facing page.
Tie votes are broken by the First Reader.
ai |.
In 1492 DR, the Keeper of Tomes is the human
NPC GENDER AND ALIGNMENT
archmage Janussi, a devoted follower of Deneir.
If no gender or alignment is specified for a nonplayer
character in Candlekeep, you can choose that NPC's READERS
gender identity and alignment.
The Keeper of Tomes appoints individuals to fill key
roles, as described in the sections that follow.
MASTER SAGE
Medium humanoid (any race)
REACTIONS REACTIONS
Shield (1st-Level Spell; 3/Day). When the sage is hit by an attack Shield (1st-Level Spell; 3/Day). When the sage is hit by an attack
or targeted by a magic missile spell, it calls forth an invisible or targeted by a magic missile spell, it calls forth an invisible
barrier of magical force that protects it. Until the start of its barrier of magical force that protects it. Until the start of its
next turn, the sage has a +5 bonus to AC, including against the
BR IAN VALEZA
next turn, the sage has a +5 bonus to AC, including against the
triggering attack, and it takes no damage from magic missile. triggering attack, and it takes no damage from magic missile.
————————— 0 (©
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gs ne .
FIRST READER In 1492 DR, the Chanter is a middle-aged shield
The First Reader constantly expands Candlekeep’s dwarf priest of Milil (god of poetry and song) named
literary resources and base of knowledge. Acquiring Benedora Stoneforge.
unique tomes and scrolls falls under the First Read-
er’'s purview.
GATEWARDEN
In 1492 DR, the First Reader is Bookwyrm, a The Gatewarden maintains security at the front
dragonborn master sage (see the stat block earlier gates, through which all visitors must enter.
in this section) of green dragon ancestry. Book- In 1492 DR, the Gatewarden is Kalan Strong-
wyrm'’s real name is Skoda Valanaster. branch, a human archmage.
CANDLEKEEP
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Avowed and seekers alike use this building as ning of services. Four large stone gargoyles perch
on the cornices and gaze down protectively; these
KATERINA
Ey ny CANDLEKEEP
Bells rung at dawn mark the beginning of every- as a set of immense spectral jaws whose essence
one’s daily routine, and bells rung at highsun and roils with the promise of breath weapons and spells
sundown signal the serving of lunch and dinner. of destruction.
These bells also denote the changing of the guard at Adventurers who explore the passages beneath
the eastern gatehouse and the Emerald Door. Candlekeep might encounter Miirym, who's more
interested in news of present-day Faer(in than in
BENEATH CANDLEKEEP fighting. Indeed, Miirym is an engaging conversa-
Secret staircases abound in Candlekeep, leading tionalist if one has the inclination to chat with her.
down to dusty vaults and catacombs that hold the Miirym doesn’t have a treasure hoard. Instead,
oldest books. The flooded caves at sea level are she protects the books and scrolls kept in her
haunted by all manner of strange creatures. subterranean domain. The Sentinel Wyrm can be
summoned by the Keeper of Tomes and called upon
MIIRYM THE SENTINEL WYRM to defend Candlekeep from invaders who would
Well over 1,500 years ago, the silver dragon Miirym plunder or destroy it. In her role as Candlekeep’s
broke into Candlekeep, intent on adding its riches defender, Miirym can move anywhere within the
to her hoard. She devoured scholars and destroyed library fortress, passing through walls and other
a score of irreplaceable books before she was con- solid barriers. She can’t enter extradimensional
fronted by an archmage and bound into service to spaces, since they are not on the same plane of exis-
protect Candlekeep as penance for her misdeeds. tence as Candlekeep. Miirym’s stat block appears at
The wizard passed away before Miirym’s sentence the end of this section.
had been served, and other spellcasters were unable
to break the enchantment that bound her. ECHOES OF ALAUNDO
Time passed and so did Miirym, whose corpse Shortly after Alaundo the Seer began speaking
has long since crumbled into dust. Unfortunately his prophecies, a wise novitiate devised a way to
for Miirym, the enchantment remains in effect on magically record his spoken words into prismatic
her spirit. The spectral dragon—what’s left of her— gemstones now stored in a vault beneath Candle-
dwells in the catacombs and caves under the library. keep. Only the First Reader and the Keeper of
Those who have visited the depths describe Miirym Tomes have the ability to coax audible recordings Pe
CANDLEKEEP |\ jj
. i .
MIIRYM ACTIONS
Large undead Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 34 (9d6 + 3) force damage.
Armor Class 10
Hit Points 262 (25d10 + 125) Breath Weapon (Recharge 5-6). Miirym uses one of the follow-
Speed 0 ft., fly 60 ft. (hover) ing breath weapons:
Cold Breath. Miirym exhales an icy blast in a 90-foot cone. Each
STR DEX CON INT WIS CHA creature in that area must make a DC 21 Constitution saving
17 (+3) 10 (+0) 20 (+5) 18 (+4) 15(+2) 23 (+6) throw, taking 67 (15d8) cold damage on a failed save, or half
as much damage on a successful one.
Saving Throws Dex +7, Con +12, Int +11, Wis +9, Cha +13 Necrotic Breath. Miirym exhales a bolt of necrotic energy in a
Skills Arcana +11, History +11, Perception +16, Stealth +14 120-foot line that is 10 feet wide. Each creature in that line
Damage Resistances acid, fire, lightning, thunder must make a DC 21 Dexterity saving throw, taking 82 (15d10)
Damage Immunities cold, necrotic, poison necrotic damage on a failed save, or half as much damage on
Condition Immunities charmed, exhaustion, frightened, a successful one.
grappled, paralyzed, poisoned, prone, restrained Paralyzing Breath. Miirym exhales paralyzing gas in a 90-foot
Senses blindsight 60 ft., darkvision 120 ft., passive Perception cone. Each creature in that area must succeed on a DC 21
26; see also “X-Ray Vision” below Constitution saving throw or be paralyzed for 1 minute. A
Languages Common, Draconic creature can repeat the saving throw at the end of each of its
Challenge 22 (41,000 XP) Proficiency Bonus +7 turns, ending the effect on itself on a success.
Frightful Presence. Each creature of Miirym’s choice that is
- Bound to Candlekeep. Miirym can’t leave Candlekeep and is within 120 feet of her and aware of her must succeed on a DC
~ immune to any effect that would place her in a location outside 21 Wisdom saving throw or become frightened for 1 minute. A
_ it, including an extradimensional space. If she dies, Miirym creature can repeat the saving throw at the end of each of its
- regains her form and all her hit points after 1d10 days, reap- turns, ending the effect on itself on a success. If a creature’s
pearing in the location where she died or in the nearest unoc- saving throw is successful or the effect ends for it, the creature
cupied space. is immune to Miirym’s Frightful Presence for the next 24 hours.
Regeneration. Miirym regains 40 hit points at the start of her Spellcasting. Miirym casts one of the following spells, using
turn. If Miirym takes damage from a magic weapon or a spell, Charisma as the spellcasting ability (save DC 21) and requiring
this trait doesn’t function at the start of Miirym’s next turn. no material components:
Miirym dies only if she starts her turn with 0 hit points and
doesn’t regenerate. At will: dancing lights, mage hand
3/day each: detect magic, detect thoughts, dispel magic, lo-
Incorporeal Movement. Miirym can move through other crea- cate creature
tures and objects as if they were difficult terrain. She takes 5 1/day each: dispel evil and good, wall of force
~ (1d10) force damage if she ends her turn inside an object.
LEGENDARY ACTIONS
Legendary Resistance (3/Day). If Miirym fails a saving throw,
she can choose to succeed instead. Miirym can take 3 legendary actions, choosing from the op-
tions below. Only one legendary action option can be used at
- X-Ray Vision. Miirym can see through solid matter out to a a time and only at the end of another creature’s turn. Miirym
range of 60 feet. To her, opaque creatures, objects, and obsta- regains spent legendary actions at the start of her turn.
~ cles within that distance appear transparent and don’t prevent
light from passing through them. This vision can penetrate 5 Bite. Miirym makes a bite attack.
feet of stone, 3 inches of common metal, and up to 10 feet of Teleport (Costs 2 Actions). Miirym magically teleports up to
wood or dirt. Thicker substances block this vision, as does a 120 feet to an unoccupied space she can see.
thin sheet of lead.
from these magic gemstones. Each one holds a to contact the spirits of long-dead sages that are
prophecy spoken by Alaundo himself in an anti- willing to share their insights and knowledge.
quated version of Common that is incomprehensible High-ranking members of the Avowed make use of
without the aid of magic. These gemstones came to this chamber, but few seekers know of it.
be called the echoes of Alaundo. Any creature that has an Intelligence of 8 or
Alaundo’s prophecies are easily misinterpreted, higher that spends 1 hour meditating in the cham-
which is why First Readers and Keepers of Tomes ber gains the ability to cast the contact other plane
rarely consult or take advantage of the echoes. spell once, allowing the creature to commune with
a spirit. The spell doesn’t need to be cast right away,
CHAMBER OF LOST LORE "nor does it need to be cast in the chamber. If the
Deep beneath Candlekeep, past Miirym and the spell is not cast within 24 hours, however, it is lost.
echoes, is a rough-hewn chamber lit by contin-
ual flame spells. Here, one can gain the power
) Q
16 CANDLEKEEP
AN ADVENTURE FOR 1ST-LEVEL CHARACTERS
"THE JOY OF
GES Br Snows
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~XTRADIMENSIONAL SPAC
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HE Joy OF EXTRADIMENSIONAL SPACES WAS that Fistandia requested this room each time she
donated to Candlekeep with the rest of the visited the keep. They also turned up mysterious
library of the mage Fistandia, following reports that she rarely left the room for weeks at
her untimely disappearance. In her will, a time. Rumors said that she was not even seen to
Fistandia bequeathed her collection to Candlekeep eat or sleep during her visits. She would, however,
in appreciation for the many years she spent in its go missing for hours at a time. Matreous concluded
hallowed halls. This book is a treatise on extradi- that she must have gone through the gateway during
mensional spaces similar to those created by the those absences. By searching through the books
Mordenkainen’s magnificent mansion spell. This Fistandia donated to the library, he found the com-
information alone would make it worthy of note, but mand word to open the portal and stepped inside.
Fistandia’s additions in the margins are even more
interesting. In arcane shorthand, she details how FINDING THE BOOK
she created a permanent Mordenkainen’s magnifi- The characters have come to Candlekeep seeking
cent mansion spell and records the command word aid for a stricken town, which could be the home of
to open the mansion’s doorway. one or more of them. The settlement has withered
Many researchers perused this book over the this year. Crops have failed, the livestock stands in
years it spent in Candlekeep, but knowledge of the the fields like stick figures, and the rain has dwin-
command word was useless without the location of dled. A local mage determined that a curse had
the gateway to the mansion—until a chance discov- been levied on the land and recommended that the
ery by the sage Matreous, an expert in the applica- town seek aid from a sage named Matreous. After
tion and removal of curses. Upon arriving at Candle- some inquiries, the mage found that Matreous was
keep to further his expertise, Matreous cast detect studying in Candlekeep and sent the characters
magic, as was his habit. The spell revealed a gate- to find him.
way in the very study room he had been assigned! Alternatively, the characters could discover The
Forgetting about his earlier purpose, Matreous Joy of Extradimensional Spaces while researching
asked for any knowledge of who might have created one of the following topics:
such a gateway. Research by the Avowed revealed
. Creating permanent versions of existing spells
. Demiplanes, pocket dimensions, and other spaces
that exist outside the Material Plane
Tied to The Joy of Extradimensional Spaces are
two mysteries. The first is the whereabouts of the
missing sage Matreous. The characters can resolve
this question by opening the portal to the mansion.
The larger mystery, however, is how to escape once
they are trapped inside.
Book DESCRIPTION
The Joy of Extradimensional Spaces is a heavy
tome. Its thick covers are made of ornately tooled
leather decorated with gold filigree. Of particular
interest is the illustration on the cover: the bust of
an imposing spellcaster. A character who succeeds
on a DC 12 Intelligence (Arcana or History) check
THe Jovy OF recognizes the legendary mage Mordenkainen.
EXTRADIMENSIONAL SPACES
that they'll disappear entirely in a matter of minutes. The ceiling srchiostto own hot overhend, and ong
When the characters enter the portal, they appear | hallways stretch outon either side of the foyer. Stand-
in area M1. ing in the middle of this :area is a2 midde- aged man
wearing grgray robes. oo La
FisTANDIA'S MANSION 4 En : aaa |
M3. LIBRARY
but finely made. There are four daggers, four quar- points or fewer.
KIERAN
a
attention to it, the cat waits for a short time, but then
» ANIMATED BROOM loses interest and leaves for the kitchen.
Small construct If the characters spend 30 minutes investigating
the books in this room, they discover the follow-
~ "Armor Class 15 (natural armor)
Hit Points 17 (5d6) ing facts:
Speed 0 ft., fly 50 ft. (hover) « Almost all the books in this study were written by
STR DEX CON INT WIS CHA someone named Fistandia. Most are her memoirs.
1000). 17743) 100) T(5 5¢3) 15) - Fistandia was a powerful mage as well as a priest
of Mystra. She frequented Candlekeep to further
Damage Immunities poison, psychic her studies.
¥ Condition Immunities blinded, charmed, deafened, exhaustion, « In exchange for Fistandia’s pious service and
frightened, paralyzed, petrified, poisoned, prone
Senses blindsight 120 ft. (blind beyond this radius), achievements in expanding the arts of magic, Mys-
passive Perception 7 tra granted Fistandia a permanent extradimen-
Languages — sional mansion for her to reside in when studying
Challenge Rating 1/4 (50 XP) Proficiency Bonus +2 in Candlekeep.
Fearful that a guest might become trapped in the
False Object. If the broom is motionless at the start of combat, mansion, Fistandia hid the command word to
it has advantage on its initiative roll. Moreover, if a creature open the portal to Candlekeep on the spines of
| hasn't observed the broom move or act, that creature must seven books in her mansion.
~ succeed on a DC 15 Wisdom (Perception) check to discern that
the broom is animate. Paintings. There are three paintings hanging
Flyby. The broom doesn’t provoke opportunity attacks when it
on the walls: a landscape scene with a large green
flies out of an enemy's reach. dragon emerging from a grove of pine trees, a study
of a pegasus in flight, and a portrait of a unicorn in a
ACTIONS wooded glade.
Multiattack. The broom makes two melee attacks. Secret Door. There is a secret door behind the
Broomstick. Melee Weapon Attack: +5 to hit, reach 5 ft., one left bookcase on the far wall. When the bottom left-
target. Hit: 5 (1d4 + 3) bludgeoning damage. most book in the bookcase is pulled, the bookcase
Sil slides forward to reveal the passage behind it. A
character who succeeds on a DC 10 Intelligence (In-
from one of the pegs. One wall holds diagrams of vestigation) check discovers the proper book.
attack and parry positions for wielders of staffs Puzzle Book. The puzzle book with the letter I on
and daggers. its spine is sitting on one of the armchairs.
The broom is an animated broom (see the accom-
panying stat block). If left alone, it goes about its du- M6. KITCHEN
ties cleaning the floors and ignores the characters. The door to this room is left slightly open so the cats
If a creature attempts to grab it or menace it in any can enter and exit.
way, it attacks.
come and go as they please. is filled with large tables and racks lined with hang-
ing pots, pans, and cooking utensils. Everything |is
| The entire far wall of this room is a floor-to- ceiling Sparkling clean. |
bookshelf. Even more books are resting on several 4 oe ih Hi
large scarlet armchairs and small wooden tables, and The kitchen is run by two homunculi named Cumin
there are several paintings on the walls. A fluffy black and Coriander. Most homunculi can’t speak, but
cat is curled up on one of the chairs. : these ones have the ability to speak Common. When
the characters enter the room, the homunculi greet
the new arrivals in squeaky voices:
If the characters enter the room, the cat sits up, me-
ows plaintively, and approaches. If they feed it or pet . »
it and make a successful DC 10 Wisdom (Animal With a flapping of wings, two small forms land on the
Handling) check, it follows them until they leave the nearest table. They bow low before you and ask, “How
study or venture up the stairs, at which time it heads can we be of help to our honored guests? Cooking?
to the kitchen (area M6). If the characters don’t pay Cleaning? Mending your clothes, perhaps?”
AY
20 THE JOY OF EXTRADIMENSIONAL SPACES
UPPER LEVEL
N |
7 FENworsen
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Down ToM17-M19
SAAN AEA OL a,
SILER
MIDDLE LEVEL
aT
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1 square = 5 feet
ee
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i
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[@na
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EE
The homunculi have had only the cats and the faerie . The faerie dragons in the arboretum (area M9)
dragons in area M9 to cook for or clean up after for are mischievous but harmless. Try to stay out of
ages, so they practically trip over themselves in their their way.
eagerness to provide any service to the characters. Cats. In one corner of the kitchen, several small
They pester the characters for tasks to do and insist ceramic bowls painted with stylized cats are
on serving them fresh bread and soup. filled with water and kitchen scraps. Any cats the
The duties of the homunculi are confined mostly characters have encountered in the mansion are
to the kitchen and the adjoining dining room (area found again here, along with an additional cat the
M8). They don’t know much about what happens in characters haven't yet seen. The cats are eating
the rest of the mansion, but they can answer direct
from the food bowls and occasionally batting at one
questions with the following information: another to get the choicer morsels.
. Cumin was created by Fistandia, while Coriander
says that a mage named Freyot created it.
M7. PANTRY
The shelves in this pantry are stocked with sacks
. Their masters went away a long time ago.
of flour, vegetables, preserved meats, and other
. They have been warned by their masters not to
touch any books that have single letters on their staples—all the dry goods needed to sustain a
spines. (The homunculi don’t know the signifi- household.
| |.
cance of these lettered books.)
. Fistandia used to go into the planetarium (area FisTANDIA’S AND FREYOT’Ss HOMuNcuULI
M12) and disappear for a long time afterward. A character who succeeds on a DC 15 Intelligence (Ar-
cana) check knows two vital facts about the homunculi.
. Something keeps building piles of books in the
in area M6. The first is that a master can have only one
library. (The homunculi are unaware of the swarm homunculus at a time. The second is that a homuncu-
of animated books in area M3.) lus dies when its master dies. This fact suggests that
. The imp that Fistandia summoned hasn't been Fistandia and Freyot are still alive. Characters might
PIYSEIN LEGON
the trees. They are mischievous creatures, always to which the telescopes must be pointed to open the
~N
looking for fun, but the homunculi and the cats pro- door to area M13.
vide little entertainment, so they hope to keep the Puzzle Book. The puzzle book with the letter T on
characters in the arboretum for as long as possible its spine is among the books on the middle table.
so they can play with them. Giggling incessantly,
they fly toward the characters, use their Euphoria M12. PLANETARIUM
Breath, and flit out of danger, still invisible. If they ’
.
are attacked, they disengage and retreat to a safe The door opens into a2 dark, open space offering :a
place, becoming invisible again if their concentra-
view of the starry firmament of the night sky. Five
tion is broken.
Treasure. The two glowing orbs are driftglobes. telescopes mounted on bronze plates point toward
Cumin and Coriander from area M6 periodically ac- the constellations above. In the middle of the space,
tivate the globes to provide light for the plants. a one-foot- diameter sphere of clear crystal sits in a
YANNEK
mentee BR
M16. BALCONY
are firmly affixed to the shelves by enchanted chains
and can't be freed without being destroyed.
The door thn the bedroom leads to a wrought iron.
Treasure. If the characters defeat the animated
balcony lined with slate flagstones. The greenery and
| chained library, one of its books breaks free with a
| length of chain still attached and functions as a +1 colorful flowers of the arboretum are visible below.
flail. The book is entitled Martial Attack Techniques.
Puzzle Book. The book on the reading desk is the The oppressive miasma seems to press in even
puzzle book with the letter L on its spine. closer above the mansion here than at ground level.
M14. TRoPHY ROOM M17. ALCHEMICAL LABORATORY
° Esa
Each cor
cornerrof this pleasant parlor has a scarlet arm- The air hers smells of astringent chemicals. Long
chair and a reading table piled high with books. A wooden tables stretch across the room, laden with
cheery: fire burns i in the fireplace. A pair of swords sits
Re
MAZFROTH’S
DIGRESSIONS 4
PR J
This particular gingwatzim was instructed by its the target must succeed on a DC 12 Constitution saving throw
creator to remain in book form, but it hasn't fed in or gain 1 level of exhaustion. When the target finishes a short
or long rest, the target loses every level of exhaustion gained
days. Consequently, it tries to consume the charac-
from this attack.
ters' life energy and fights until destroyed. All the
while, it terrorizes its prey with telepathic messages Change Shape. The gingwatzim changes from its true form—a >
3-foot-diameter sphere of luminous ectoplasm—into one of |
such as “Feed me!” and “Need life!” No trace of the
its two alternate forms, or from one of those forms back into *
destroyed gingwatzim remains, depriving Candle- its true form. In object form, it can’t move or make attacks but
keep of its copy of Mazfroth’s Mighty Digressions. otherwise retains its statistics, and it is indistinguishable from
the thing it is imitating. In beast form, it retains its hit points
WHAT'S GOING ON? but otherwise uses the stat block of the beast it is imitating.
When it dies, the gingwatzim reverts to its true form and
The gingwatzim that attacks the characters was
then vanishes.
created by a jackalwere named Korvala, using a
ritual taught to her by a now-deceased lamia named
Nidalia. Korvala is the leader of the Amberdune With Korvala as their new leader, the pack be-
Pack, a gang of jackalweres that sells books and gan working on a way to resurrect Nidalia. It soon
scrolls in the markets of Baldur's Gate. Korvala became clear that wouldn't be a simple task. After
commanded the gingwatzim to take the form of all, the resurrection spell requires both a diamond
Mazfroth’s Mighty Digressions, one of the more worth at least 1,000 gp and the services of a suffi-
valuable books in her collection. This ruse enabled ciently powerful spellcaster.
her to sell a copy of the book without giving up the The pack’s plan to sell books and scrolls, as well
genuine item, which Korvala is loath to part with. as gingwatzims disguised as books and scrolls,
The Amberdune Pack remains fiercely loyal proved to be more challenging than they expected.
to Nidalia, even though she has been dead for Most of their profits are spent to help them survive
months. Rather than corrupting individuals and in a city with more than its fair share of bribery and
acquiring slaves, Nidalia preferred to collect corruption. They've pinned their hopes on raising
books and scrolls. Though she was peaceful and enough money to resurrect Nidalia before someone
compassionate, she was nonetheless killed by a discovers their ruse, but they didn’t account for the
group of adventurers. The jackalweres that survived possibility that some of their gingwatzims would
fled with Nidalia’s heart and what books and scrolls end up in Candlekeep.
they could carry.
/
Pa
SHER orem nn
LN §
.
po
MONSTROUS BOOKS If asked the right questions, Yalerion discloses the
following information:
Characters interested in the mystery surround-
ing Mazfroth’s Mighty Digressions might ask the - Ten days ago, Yalerion bought the book they
Avowed of Candlekeep for information or conduct thought was Mazfroth’s Mighty Digressions from
their own investigation. a market stall in the Wide, a large and crowded
marketplace in the Upper City of Baldur's Gate.
WHAT THE AVOWED KNOW « They remember that the stall’s name had “dune”
The following information can be learned from in it, but nothing else about the place. The Wide
talking to Candlekeep’s monks and sages: was too noisy and hectic for their liking.
« They arrived at Candlekeep five days ago and in-
Mazfroth’s Mighty Digressions is the third book tend to stay for five more.
to transform into an ectoplasmic monster. The
other two books were The Dark Hunger (about a VALOR
powerful entity served by star-fearing warlocks) With broad shoulders and a permanent scowl on
and Fallen Tethyamar (about a dwarf king named her face, Valor is an intimidating, 24-year-old tief-
Ghellin who sought to reclaim his kingdom in the ling knight. Originally from Cormyr, a country to
Desertmouth Mountains). the east, she served as a Purple Dragon Knight in
All three books were used to gain entrance to the Cormyrean army. Since leaving that life behind,
Candlekeep in the past two months. she has taken up bounty hunting, which she greatly
The Avowed keep records of the seekers allowed prefers. Valor is in Candlekeep to research a partic-
into Candlekeep and the books they gifted the ularly elusive target. Her entrance gift wasn’t cheap,
library. Two seekers who gained entry with mon- and she’s annoyed that it turned out to be a mon-
strous books are still in Candlekeep: Yalerion strous fake. She is helping the Avowed with various
Highscroll (who brought Mazfroth’s Mighty Di- chores to make amends.
gressions) and Valor (who brought The Dark Hun- Valor is reshingling the roof of the Hearth during
ger). The Avowed know where to find them. the day, or pacing in the Court of Air at night. Agi-
tated and restless, she’s wary of people who want to
If the characters talk to the Avowed about the inci-
speak with her. A successful DC 15 Charisma (Per-
dent they experienced involving Mazfroth’s Mighty
suasion) check, or polite and persistent questioning,
Digressions, the monks offer them a helm of com-
convinces her to talk to the characters, if only to get
prehending languages as a reward for finding out
them to leave her presence sooner.
who is responsible for the deception.
Valor can share the following information:
QUESTIONING SEEKERS Thirteen days ago, she arrived at Candlekeep with
If the characters question Yalerion Highscroll or The Dark Hunger, a series of nearly incomprehen-
Valor about the books they used to gain entry into sible notes about Hadar, a powerful yet inscruta-
Candlekeep, use the following information to role- ble entity that lives among the stars.
play these NPCs. She purchased her book from a market stall in the
Wide, a bustling marketplace in the Upper City of
YALERION HIGHSCROLL Baldur’s Gate. She doesn’t remember much about
Yalerion is a 26-year-old human acolyte with an the stall because she didn’t want to stay in the
approachable demeanor and a relaxed posture. A Wide for too long. (If the characters ask why, she
scholar from Waterdeep, they have a never-ending says, “It reeks of greed.”) But she does remember
thirst for knowledge, especially information con- it was in “not the most reputable” corner of the
cerning the history of Toril. They made the trip to marketplace.
Candlekeep because they've read all the books con- After finding the information she needed, she
tained within the Font of Knowledge, a Waterdavian prepared to leave three days ago. That's when the
temple to Oghma, god of knowledge. Yalerion hopes Avowed informed her that her gift, The Dark Hun-
to make the best out of their tenday-long visit by ger, had revealed its true form, attacking and de-
reading rare books and meeting likeminded people. stroying a wizard’s homunculus. The wizard killed
Yalerion can be found in the House of the Binder, the monster before it could harm anyone else,
socializing with other followers of Oghma. They but not before it turned into a spider and tried to
sometimes read books in the Pillars of Pedagogy. scuttle away. When the monster died, no trace of it
As long as the characters are friendly and not con- was left behind.
frontational, Yalerion is happy to talk with them.
They are surprised to hear that Mazfroth’s Mighty
Digressions was actually a monster in disguise.
JOURNEY TO BALDUR'S GATE decadence; a nightly curfew means that those who
don’t live there must leave at nightfall each day un-
From Candlekeep, it takes five days of travel along less they have a special token.
the Coast Way to reach Baldur's Gate. Bandits and Almost anything can be found in the Wide. Ven-
thugs lurk along this road, waiting to ambush any- dors can operate here without official licenses and
one carrying rare books or other valuables. taxation, as long as their wares are legal. Even so,
the Wide is not immune to corruption: hefty bribes
LYCANTHROPE LL. OOTER
and reputations determine where every vendor is
On the fourth night of their journey, the party is situated in the marketplace.
attacked by the wererat Mushika and three giant
rats. Mushika bears nasty scars from his time in THE WATCH
the thieves’ guilds of Baldur’s Gate, and has since Ten veterans of the Watch, a military organization
turned to easier prey along the Coast Way. While that protects the citizens of the Upper City, patrol
the giant rats attack, Mushika stands back in hybrid the Wide. Though their job consists mostly of watch-
form and uses his hand crossbow. He tries to flee if ing out for pickpockets and thieves, they also break
he’s reduced to half his hit points or fewer or if all up disagreements and come to the defense of mer-
three giant rats are defeated. chants being harassed by customers.
y§
J @
2
i % 3
KORVALA
Korvala is a 32-year-old jackalwere. A tall and im-
posing figure, she has been the leader of the pack
since Nidalia died. She has an authoritative air that
instills confidence in her allies and fear in her ene-
mies. Though normally calm and composed, Kor-
vala becomes angry and combative when recalling
the struggles she and her pack have experienced,
including Nidalia’s death. Though she is a capable
leader in her own right, the burden of taking over
from Nidalia is a heavy one.
While she was alive, Nidalia taught Korvala the
ritual to create gingwatzims. The other members
of the pack know of the ritual but are never pres-
ent when Korvala performs it. Nidalia’s geas spell
forced Korvala to keep the ritual a secret, and al-
though she’s no longer under the spell’s effect, Kor-
vala refuses to divulge information about the ritual.
Personality Trait. “When I have a goal in mind, I
will do everything to be sure it gets completed.”
Ideal. “My pack should be able to live in peace.”
Bond. “Nidalia, I owe everything to you. I will
bring you back, mark my words.”
Flaw. “If | can’t benefit from it, I'm not interested.”
BLACKGATE
The jackalweres live in the northern neighborhood
of Blackgate, not far from the Wide. This district is
part of the Outer City, a sprawl of settlements that
stretch beyond the city’s actual walls. The Outer
City is home to Baldur's Gate’s poorer inhabitants, AMBERDUNE HIDEOUT
who live in ramshackle huts and flimsy tents—a The Amberdune hideout, a dilapidated hovel with
stark contrast to the opulence of the Upper City. wooden walls, is located on a narrow street tucked
Merchants with wares too meager—or too illicit—to away in a corner of the Blackgate district.
sell in the Wide make do with unregulated back al-
ley markets here. The stench of stabled horses and TIME OF DAY
other beasts of burden permeates the air. Between dawn and dusk, two of the jackalweres are
on their shift at Amberdune Books. During other
WERERAT'S REVENGE times, use the following information to help deter-
If the characters allowed the wererat Mushika to mine what the jackalweres are doing.
escape earlier in the adventure, he tries to get his re-
« Once Amberdune Books is packed up for the
venge as they make their way through Blackgate to-
day, and all the jackalweres have returned to the
ward the Amberdune hideout. But if the characters
hideout, the whole pack shares a meal together
are accompanied by one or more members of the
in area Al.
Amberdune Pack, Mushika leaves them alone. He
« The jackalweres spend their evenings as they
knows Korvala and her associates are jackalweres,
wish, before going to sleep in area A3. Korvala
and he’s heard rumors that they serve a more pow-
sleeps in area A4.
erful creature called a lamia.
« They all sleep for eight hours. Korvala and the
Mushika has assumed humanoid form and is
two jackalweres on first shift wake up just before
accompanied by a swarm of rats and two human
dawn so they can set up the stall.
thugs named Alaspar and Sufeni. Mushika has
promised to turn both thugs into wererats, but first FRIENDS
they must prove their worth by helping him slay the
If Korvala invited the characters to have a civil talk
characters. If either the swarm or the two thugs are
with her, she brings them to her office (area A4).
defeated, Mushika tries to flee the battle. Neither he
nor the thugs have any treasure.
SEE mS a
Al. ComMON RooM
The hideout’s front entrance opens into this room.
i AMBERDUNE HIDEOUT ) +
Seven mismatched chairs are scattered around this
+
mands it to.
SE
o
smothering causes Marliza, a jackalwere in hybrid
form, to run into the room from area A2, scimitar
SR
Up To Ad
PN at the ready. This jackalwere is willing to command
AEs the rug to stop if the characters explain themselves.
i
A2. KITCHEN
® AS > eis 9
When fighting in their hideout, the jackalweres in area Al prompts Marliza to investigate.
stand their ground instead of running away. When
A3. CORRIDOR DORMITORY
possible, the jackalweres gang up on one enemy at a
time. They aim to kill only if the characters are also
displaying lethal intent. More like a wide corridor than an actual room, this
long and crowded space is occupied by six nar-
HipeouT LOCATIONS rowcots. |
The following locations are keyed to the map of the
Amberdune hideout. Some of the jackalweres de-
scribed in the earlier “Amberdune Pack” section are Unless she is awakened by sounds of combat, the
present in certain rooms, but you can easily change jackalwere Avani (in humanoid form) is taking a
this information to suit your story. nap on one of the cots. Characters moving through
SEAN MACDONALD
OR :
(Stealth) check or wake her up. This check is made
with disadvantage if characters made a commotion
hangs on the wall behind the desk. There's a single « Korvala never intended her gingwatzims to show
—————
bed tucked against the western wall. up in Candlekeep. As reparations, she’s willing
ee
® ®
to surrender the original versions of Mazfroth’s
————
wrapped in a black silk cloth and resting atop a ing the books is a great setback to the jackalweres,
I
bed of 450 gp (saved up for Nidalia’s resurrection). but they can’t revive Nidalia if they're all dead.
CSE
Trunk 2 contains six books: Mazfroth’s Mighty Di- If the jackalweres are slain in this battle, and the
gressions, Fallen Tethyamar, The Dark Hunger, characters don’t know where to find the vault, see
Castanamir’s Guide to Gingwatzims (describing “Bloodbath” for assistance.
what gingwatzims are but not how to create them),
NEGOTIATIONS
Wanderings of a Humble Aasimar (a treatise on
The characters can reach a peaceful agreement
the Outer Planes), and Daughters of Graz’zt (about
with Korvala and the Amberdune Pack through civil
the origin of lamias).
conversation. For example, the party could help
RESOLVING THE MYSTERY the jackalweres come up with another way to raise
money, offer assistance with their goal to resurrect
The characters’ interactions with the Amber- Nidala, or pay a fair price for the real books. (Kor-
dune Pack affect the resolution of this section, vala expects at least 250 gp for each book, but she'll
but they can discover what happened to the real settle for less if the characters are tough negotia-
books and find the original versions regardless of tors.) If they agree on a deal, the jackalweres let the
their approach. characters take the real books back to Candlekeep.
BLOODBATH
It’s possible to kill or defeat the Amberdune Pack CONCLUSION
without ever hearing their side of the story. With no If characters return to Candlekeep with the books,
one to stop them, characters in this situation can the Avowed reward them with a helm of compre-
search the Amberdune hideout for the real books hending languages. Valor and Yalerion are grateful
and any treasure they can find. for the party's efforts to solve the mystery. Both
If the party has difficulty finding the hidden vault seekers could be useful allies in the future.
in area A6, any of the characters can make a DC Characters who successfully negotiated with the
10 Intelligence (Investigation) check. On a success, Amberdune Pack gain the support of Korvala and
they arrive at one of the realizations from the fol- the other jackalweres, as long as the characters
lowing list. If the check succeeds by 5 or more, they hold up their end of the bargain. Furthermore, if
come up with all three: the party is able to assist the pack in reviving Nida-
lia, such as by helping the jackalweres amass the
« There are keys on Korvala’s person. This means
money they need, they'll also have a lamia as an ally.
that there must be locks somewhere.
Characters who fought, but didn’t kill, any mem-
« The hideout is square. If there are any secret
bers of the Amberdune Pack have a potential enemy
nooks between the walls, they would be very shal-
once the jackalweres finish licking their wounds. If
low. It is unlikely anything would be kept there.
the Amberdune Pack becomes a recurring adver-
« Two gingwatzims defend Korvala’s office. Were
sary, consider having Korvala learn other rituals
they guarding something else as well?
or spells better suited to fighting the characters to
Characters who choose this violent path might reflect this grudge.
never uncover the pack’s motives, but they can find
the real Mazfroth’s Mighty Digressions and see the
book safely back to Candlekeep, if they so desire.
Q -Te
R A V E N .
ll) Geese
B o o k OF T H E C
cus
, Ny
i —
i
i
~~
,
ay
hh
hy
HE BOOK OF THE RAVEN ARRIVED AT CAN- If the book is left open and unattended, its pages
dlekeep, fittingly enough, by way of a flutter and rustle as though stirred by a silent wind.
raven in 1282 DR, the Year of the Many
Mists. The raven bore the book in its tal- TALE OF VISTANI KINDNESS
ons, set it on the ground within Candlekeep’s walls, The Book of the Raven is the firsthand account
and pecked at its covers until an Avowed acolyte, (written in Common) of an anonymous author who,
witnessing this act of defilement, scared it away. after falling off her horse and breaking her leg, was
The marred book quickly found its way into Candle- rescued and befriended by Vistani travelers who
keep’s archives, where it garnered little attention graciously nursed her back to health. The author
until a visitor named Anil Zasperdes rediscovered it and her horse traveled with the Vistani for three
sixty years later and hid a treasure map inside it. months, during which the author spent most of her
The treasure map is a prop around which you can time laid up in a Vistani covered wagon, where she
create your own adventure, if you choose not to run took to writing this book to pass the time. Although
the adventure described here. a dozen Vistani are colorfully described in the tome,
only two are mentioned by name: Drasha, a teen-
FINDING THE BOOK aged girl who applied bandages and poultices to the
Characters in Candlekeep might uncover this book author’s wounded leg, and Darzin, a one-armed boy
and the treasure map hidden inside it while re- with a terrible fear of wolves who sang beautiful
searching one of the following topics: songs to help the author take her mind off the pain.
The book provides a detailed account of the
« The Vistani and other planar travelers Vistani way of life, with emphasis on their food and
« Possible routes into and out of the Shadowfell music. Their overland journey is also discussed,
Alternatively, the book can be delivered to the albeit from the viewpoint of one who spent most
characters by a raven. Avoiding contact with strang- of it inside a covered wagon. The author describes
ers, it leaves the book in a place where the charac- rough roads, days of travel through impenetrable
ters are likely to find it. This raven contains the rest- mist and thick forest, crackling fires on cold nights,
less soul of a dead girl named Heluthe, who wants
to frighten away the squatters in Chalet Brantifax,
her former home. The raven can’t speak or make
its intentions clear, but it hopes the map in the book
will lead characters to the chalet, which is described
later in the adventure.
BOOK DESCRIPTION
This thin book bears no title inside or out, though
the keepers of Candlekeep cataloged it as the
Book of the Raven based on how it was received.
Its covers are cracked, unvarnished thin sheets
of black oak covered with bird scratches and little
indentations made by pecking beaks. Bound with
black wire between these covers are thirty-three
pages that have yellowed with age and wrinkled
from moisture. Each page bears tiny, blotchy brown
Book oF
script written in an unsteady hand by an unidenti- THE RAVEN
fied author.
{
7
RAVENKIND
The mystery surrounding the Book of the Raven has
to do with the map Anil Zasperdes slipped between During daylight hours, skittish ravens perch atop
its pages. It’s clear that the map was never part the chalet and alight on the tombstones in its grave-
al
of the book to begin with. You can photocopy and yard. They nervously stare and squawk at visitors
SL
distribute the accompanying handout among your but pose no threat to the characters; when night
players when their characters find the map. falls, the ravens fly off, and an eerie silence settles
is
Zasperdes was a wereraven who had a gift for over the house until sunrise, when they return.
a ag
hiding things. He was also the founder of the Scar- As the characters will discover, these birds are
let Sash, a group of wereravens known for stealing actually wereravens (see the end of the adventure
magic items from evil individuals and hiding evil for their stat block). Wereravens live and travel in
items from the world at large. He chose the Book groups called kindnesses, and this particular kind-
ness is called the Scarlet Sash.
o(@
of the Raven as a hiding place for the map because
TEE
;
==
hiding places can be found for them. Adventurers Ideal. “Freedom is the power to become a
.
who come to the chalet expecting trouble might be bird, take to the sky, and leave the world behind
NRISC58
POH
neither evil nor much of a threat. Bond. “The Scarlet Sash means everything to me.
TRC,
The Scarlet Sash has eight members currently, I'm honored to be part of this kindness and would
though it has had as few as three and as many as die to preserve it.”
twelve in the past. Four members are present when Flaw. “Wickedness ruins everything, and nothing
the characters arrive at Chalet Brantifax: Madrina I do seems to matter. I fear we're all doomed to suf-
Natterask, Taspar Hatchhill, Rennick Groka, fer the insufferable. Misery has become my bosom
and Vinique. companion.”
The oldest member of the kindness and the chalet’s The wereravens convene in area C14 of the chalet
self-appointed caretaker is a tall, timid man with and use their powers of mimicry to frighten strang-
wispy white hair and a lazy left eye. Taspar is polite ers. They can also throw their voices to make it
but nervous around strangers. He mimics the sound seem like the sounds are coming from other parts of
of a snorting hog to scare away treasure hunters. the chalet. If you're not sure how to handle this, you
Personality Trait. “Words fail me often, so I'm can roll a d6 and consult the Wereraven Mimicry
happy to let others speak on my behalf.” table to determine what sound the characters hear
Ideal. “1 would rather eat a snake than fall prey to and where it seems to be coming from. Use this ta-
the trappings of the civilized world.” ble as often as you like.
ENCOUNTER LOCATIONS
This room served as living quarters for the baron’s
Chalet Brantifax stands atop a high hill overlooking cook and the chalet’s groundskeeper. The ward-
fog-shrouded scrubland. It has brick walls, sturdy robes are empty, and anything of value in the room
wooden doors with rusty iron hinges and fittings, was removed long ago.
oak floors between levels, and clay roof tiles. The
wereravens come and go through holes in the roof C3. HAUNTED WELL
of the attic (areas C16 and C17). The chalet’s doors ° ¢
are unlocked, although the outer door (see area C4)
The only feature of this damp, cold, circular room is a
can be barred from within. Most of the windows
four-foot-diameter well in the middle of the floor. Next
are encrusted with dirt and have drapes or wooden
shutters in poor condition. to this shaft sits a wooden bucket fastened to a coiled
The elements have gained a foothold inside the length of rope.
chalet, causing plaster to peel, wood to rot, metal fix- The bottom of the shaft is veiled in darkness. From
tures to rust, and floors to bow and creak. Whatever its depths, a whispering voice says, “Brorn! Where are
grandeur the chalet possessed in its heyday is gone, you, boy?”
replaced by the sight and stench of mold and decay. 4 ®
The following locations are keyed to the map of
Chalet Brantifax. After the death of Brorn, his beloved mastiff, Baron
Brantifax was beset by spells of sleepwalking,
Cl. STORAGE CELLAR during which he would wander about the chalet
To reach this cellar, the characters must descend a looking for his lost hound. The servants mistook
flight of stone steps from area C4. his sleepwalking for temporary madness brought
® ¢ on by insomnia, and they assumed he was awake at
This cold, damp, oddly shaped cellar has an eight- the time. He was sleepwalking when he fell down
the well, and he drowned before the servants could
~ foot-high wooden ceiling and a flagstone floor. The
get him out. The haunting whispers of his restless
walls are made of rough, mortared bricks. Thick cob-
spirit terrified the staff, who fled the chalet shortly
webs cover crates, barrels, and old furniture stacked thereafter. The baron’s spirit is too weak to manifest
against the north wall. To the south are a pair of physically or cause any harm.
closed wooden doors. The door farthest from you The rough brick walls of the well shaft can be
swings open on rusty hinges, and beyond it you see a climbed with a successful DC 11 Strength (Athlet-
“smaller, almost sepulchral chamber. ics) check. The shaft descends 60 feet to a flooded
cistern 10 feet deep and 10 feet in diameter.
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Treasure. Any character who spends at least 15 Two harmless moths fly out of the cloak if the
minutes searching the bottom of the well’s cistern garment is disturbed. One of the cloak’s pockets
finds a holy symbol of Sune (god of love and beauty) contains a rusty iron key that unlocks the padlock
on a gold chain. The item is worth 25 gp and dou- in area C16.
bles as a cameo. It contains a tiny portrait of the
baron’s wife, whom the characters might recognize C5. DEN
from the larger framed portrait in area C17. If this $®
cameo is reunited with the baron (whose remains Lights enters this spacious room through a bulge
are interred in area C9), the baron’s spirit is laid “north wall, where cracked and broken windows look |
to rest, and each character responsible for this act
~outovera foggy vale. Dusty sheets cover most of the
gains a charm of heroism (see “Supernatural Gifts”
room’s furnishings. Cobwebs stretch between the ant
in the Dungeon Master's Guide).
ers, wolf heads, and other hunting trophies mou nted 5
C4. CLOAKROOM on the walls above the wainscoting. A pale metungle
The door leading outside has a wooden crossbar above the large fireplace suggests t that a2 picture or: aoS
that can be lowered into iron brackets on either side
mirror once hung there.
of the doorframe, sealing the door from the inside.
A creature can use an action to try to break down
this barred door, doing so with a successful DC 23 Baron Brantifax liked to hunt. From time to time,
Strength check. the baron invited other hunters to join him and his
hound on his merry hunts, after which they would
socialize and wait for meals here. Although the tro-
usty iron hooks line the walls of this entrance foyer.
phies testify to the baron’s hunting skills, nothing
langing from two of these hooks area shovel and in the den is particularly valuable. A painting of the
ake. A dusty cloak is draped over a hook next to 3 . baron and his wife once hung above the fireplace,
>
a
ound. topped door in the south wall. but the servants took it down and moved it to the
S=
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attic (area C17) after the baron died.
-
broken windows evenly spaced around the tower wall. The elements have eroded the lettering on the head-
|
A fireplace set into the wall i is blackened by soot. stones, so characters must be within 5 feet of one
@
to read its weather-worn inscription. From north to
south, the headstone engravings (in Common) read
A search of the room yields nothing of value. Mem-
as follows:
bers of the Scarlet Sash don’t use this room very
often, so there are no signs of traffic or other recent BARON BRANTIFAX
disturbances.
Husband, Father, Hunter
this size can be found here, including dish-filled cup- Our Pride and Joy
| boards, cleaning supplies, and cooking utensils. Mice Lost Too Soon
writing. In it, she describes her visits to the chalet, Secret Door. Characters who search the room for
which she hated, and the tribulations of her daugh- secret doors find one along the southwest wall. The
ters, whom she adored. Any character who spends bedpost closest to the secret door can be twisted
an hour reading the journal learns the following: counterclockwise; doing so causes the secret door
to swing open, revealing area C14 beyond. A charac-
« Baron Brantifax was an avid hunter and often
ter can use an action to try to open the secret door
invited guests to the chalet to hunt with him.
using thieves’ tools, doing so with a successful DC
The baroness admired his generous nature and
15 Dexterity check.
his vigor.
Cl4. BARON'S LOFT
Members of the Scarlet Sash gather in this part
of the tower to hatch their secret plans (see “The
Scarlet Sash” earlier in the adventure). If they are
here when the characters arrive, note their presence
before reading the boxed text to the players:
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HARRN MAUSOLEUM
Beyond the mausoleum’s unlocked gate lies a cen-
tral chamber strewn with the skulls and bones of
three warhorses that were entombed here with their
riders. Two of the mausoleum’s three sarcophagi
\ 1square =5 feet
are closed and contain inanimate human bones.
Gna The third is open, its lid lying broken on the floor
behind it. This sarcophagus, which once held the
corpse of Drovath Harrn, now appears to be empty.
SHADOW CROSSING Treasure. A hidden compartment in the base of
Sylphene, the baron’s deformed daughter, was a tor- the open sarcophagus can be found with a success-
tured soul. After she was interred, her grave became ful DC 13 Wisdom (Perception) check; it contains
a shadow crossing—a gateway to the Shadowfell. Drovath’s saddle of the cavalier, which he used when
To use this gate, the characters must first open he was alive. If the saddle is taken from the mau-
Sylphene’s grave and remove the coffin (see area soleum by anyone other than Drovath, the skeletal
C9). In the darkest hours of the night, fog leaches remains of the horses animate and rise as three
into the open grave and fills it. Any creature that warhorse skeletons to slay the thief.
lies down in the fog-filled grave at night is instantly
transported to a similar dug-up grave in the Shad- BACK TO THE MATERIAL PLANE
owfell. There's nothing on the Shadowfell side of Characters can use the shadow crossing to return to
the crossing as grand as Chalet Brantifax, but the Chalet Brantifax’s graveyard, but only in the gloomy
topography is similar, with a matching burial site hours of the morning. Given the chance, however,
situated in the middle of a large necropolis full of members of the Scarlet Sash take the time to fill in
open graves, tilted headstones worn bare of inscrip- Sylphene’s grave, holding no hope of the characters’
tions, and plundered mausoleums. The necropolis, return. In a darkly humorous turn of events, charac-
which is roughly circular and 300 feet in diameter, ters who use the shadow crossing to try to get back
is home to a host of creatures that attack the charac- to Chalet Brantifax might find themselves buried
ters in waves: under six feet of earth! A character can use an ac-
« Two gargoyles roost atop a stone mausoleum tion to try to crawl out of the grave, doing so with a
located 30 feet north of the shadow crossing. successful DC 13 Strength (Athletics) check.
The gargoyles have an unobstructed view of the Wereravens who are friendly toward the charac-
entire necropolis and keep a close eye on the ters are eager to hear about their experience in the
shadow crossing. Shadowfell and can also provide a hook that leads
the characters to their next adventure, depending on
SCHLEY
Armor Class 12
Hit Points 31 (7d8)
Speed 30 ft. in humanoid form; 10 ft., fly 50 ft. in raven form;
30 ft., fly 50 ft. in hybrid form
_ A DEEP AND
CYSREEPING DARKNESS_
eB mm
Lukas GROSVENOR
adds an air of oppression to the scene, seeming to The following locations are keyed to the map of
envelop the village. . Vermeillon.
RE
~ VERMEILLON
PN v3
1square = 10 feet
V1. THE WAND AND HAMMER (50 gp), two matching shortswords with platinum
Tormun and Blenyss’s shop displays a sign featuring filigree on the hilt and pommel in a similar serpent
a wand crossed with a blacksmith’s hammer. The motif (25 gp each), and a stack of ten iron bars, each
sign hangs crookedly from one hook and falls as the weighing 10 pounds (1 gp each).
characters enter through the front door. A successful DC 18 Intelligence (Investigation)
check reveals a thin platinum ring of swimming in
the dust under a workbench, where it fell and was
forgotten.
hidden in the tree can locate it with minimal search- RUNNING THE MEENLOCKS
ing. Someone unaware of the necklace must suc- The meenlocks haunting Vermeillon avoid bright light.
ceed on a DC 15 Intelligence (Investigation) check They prefer to stay in their nest until nightfall, though
to discover it. they sometimes hunt on overcast days.
The meenlocks avoid combat with a well-armed
V5. GRAVEYARD group of foes. If the characters don’t split up on their
own, the meenlocks try to divide the party using their
®
ability to create hallucinations. Their aim is to isolate
A crooked, wrought iron archway stands at the en- and paralyze one character, then drag that character
trance to the graveyard, which is overgrown like the back to their nest to be tortured and transformed into
rest of the village. Headstones sit at odd angles, a meenlock. If given the opportunity, meenlocks psy-
chically torment their prey for hours or days, breaking
some toppled completely. Small cairns, rather than in-
down their mental and emotional state to make the
scribed headstones, mark the graves toward the back. eventual transformation easier.
® é Be devious and tricksy with these foes—they’re in-
telligent creatures, not mindless monsters driven by
Characters who take time to read the inscriptions bloodlust. Hide them from the characters for as long
notice that the headstones near the cairns bear the as possible to heighten the mystery and suspense.
same death date, which is also the date of the mine
Deap Tree, OLo Hous |
aPad
heavy platinum signet ring, inscribed with a snow- Once a waiting area for villagers hoping to see the
drop blossom. mayor, this room holds little of interest. The chairs
H4. DINING ROOM are infested with rodents; mouse holes and drop-
pings are obvious with a simple glance. The desk
+ 0 on the front wall was available for public use and
This room holds a rectangular table with eight chairs. did not hold any personal papers. A few crumbling
A sideboard sits against the far wall, with dusty ce- sheets of blank parchment, a quill, and a dried-up
ramic serving dishes and bowls atop it. A fireplace is inkwell remain here.
in the far corner.
H6. UpSTAIRS LANDING
@ %
This room was used mainly for dinner parties and An open landing waits at the top of the stairs. Four - : ie
family meals. A search reveals ceramic plates,
closed doors lie before you, and a large entryway
bowls, and teacups with saucers in the sideboard
cabinets, as well as flatware and serving utensils in gapes from across the hall to the south.
HARTIN
I'M
gusts in through the gaps. | books relevant to other plots in your campaign.
Several open books lie on the table, with notes
scribbled on bits of paper stuck between their
This room belonged to the mayor’s daughter, Nia. It pages. The topics include the effects of physical and
contains nothing of interest. emotional trauma, nightmares, and mysterious dis-
appearances. Seemingly out of place in comparison
H8. MASTER BEDROOM to the other topics, a book about the Feywild and its
sundry creatures holds a single note, written in a
Adouble bed sits beneath the windows along the far shaky hand. It reads: Could this be the answer?
wall. A fireplace occupies one corner, and a window The note marks a page with an entry on meen-
locks, which includes the following information:
looks out onto the front yard.
« Meenlocks are corrupted fey creatures that spon-
taneously manifest in response to fear in places
This room belonged to Mayor Duvezin and her wife,
where the border with the Feywild is thin.
Tifra. A search of the room yields a pile of crumpled,
« Meenlocks create more of their kind by transform-
half-written letters on the fireplace mantelpiece,
ing humanoids through a process of psychic tor-
beseeching other nearby settlements for aid; among
ment that takes hours or days.
them is a completed letter addressed to the mayor
Meenlocks live in subterranean nests.
of Maerin. This letter is stuffed in an envelope and
- Meenlocks are sensitive to bright light and can
sealed shut with a bright red wax seal embossed
sense shadows and darkness.
with an ornate snowdrop blossom; sticks of sealing
wax in various colors as well as quills, ink, and pa- By the time Mayor Duvezin discovered this book,
per; and the journal of Mayor Lei Duvezin. she was already being harried by the meenlocks.
The journal chronicles the disaster at the mine They took her shortly afterward.
and the village's anguish at so many victims. The
mayor recounts the rescue efforts in the following
H10. GueEsT BEDROOM
days, and how they had to stop the search due to
fears of more cave-ins if they attempted to remove Empty except for a bed and a fireplace, this room is
any more of the rubble, even with miners still miss- cold and has an air of loneliness about it.
ing. She writes of villagers going missing in the
night, of her helplessness, and of stubbornly staying
on, determined to find the missing villagers while Intended as a guest bedroom, this chamber rarely
Tifra and their two children, Tavin and Nia, evacu- saw much use.
ated to Maerin. The last few pages speak of the may-
H1l. SoN’s BEDROOM
or’s nightmares, of her creeping fear and waking in
the night, soaked in sweat, with lingering screams . s
echoing in her ears. This bedroom has a tall chest of drawers made of dark
wood in the corner across from the door. Farther into
HY. LIBRARY
the room, a small desk sits between two windows,
with a large bedto the left of it. The sheets and blan-
Shelves filled with books line the walls of this library,
kets on the bed are rumpled. One moth-eaten pillow
and four wingback chairs sit around a low table in the
lies on the floor beside it, the other on the mattress
| center of the room. The wide bank of windows in the
where it belongs.
south wall affords a panoramic view of the dilapidated %
pillars
X = Dynamite
trigger
PLATINUM MINE The main tunnel heads into the mountain, ending
at a pile of rubble left over from the cave-in. Sec-
A gaping hole in the mountainside northeast of the
ondary hallways branch off to the left and the right.
village marks the entrance to the platinum mine.
The meenlocks, having watched the characters in
Several carts sit outside the cavern. One is filled
the village, escalate their psychic torment when the
with rock and dirt pulled from the mine, the others
characters enter the mine.
piled with large beams of wood—new supports that
Each character who enters the mine must succeed
were never installed after the collapse.
on a DC 14 Wisdom saving throw or have disadvan-
If the characters explore during the day, the first
tage on Intelligence and Wisdom checks from being
30 feet inside the mine are dimly lit, and anything
distracted by whispers, shifting movement, and
beyond 30 feet is in darkness. Cart wheels have
other hallucinations while inside the mine.
carved shallow ruts in the dirt floor leading to the
back of the mine, where the cave-in was never fully M2. SOUTHERN WING
excavated. Smaller tunnels branch off from the
main shaft. The entrance to the meenlock tunnel
opens near the site of the accident. This tunnel ends at a small chamber that holds wor y
hand carts fl ed w
The following locations are keyed to the map of picks, rusty shovels, and two a
rags. = so
the platinum mine. debris and
The meenlocks bring their victims here to be tor- takes 22 (4d10) bludgeoning damage, falls prone,
mented and transformed. The stone slabs are coated and is restrained by the rubble and unable to stand
with blood and filth—the result of mortals being laid up; on a successful save, the creature takes half
out for days of torture. Any party members taken as much damage and isn’t trapped in the rubble
by the meenlocks are here, paralyzed on one of the or knocked prone. A creature can use its action to
slabs if they haven't already been transformed (see attempt to free itself or another creature trapped
the “Telepathic Torment” sidebar at the end of the under the rubble within its reach, doing so with a
adventure). Any remaining meenlocks attack when successful DC 20 Strength (Athletics) check. Meen-
the party reaches the center of this room. locks that flee return the next night to see what
Dynamite Trap. The miners-turned-meenlocks they've caught in their trap.
used remnants of their knowledge to rig explosives Old Remains. The remnants of other victims lie
on the four pillars in this room. Attached to each on the south side of the room, decades of belong-
pillar is a stick of dynamite with a long fuse lead- ings shed by transformed meenlocks and left to
ing to a plunger trigger. Any character who has a rot. Heaped piles of bones, clothing, boots, rusted
passive Wisdom (Perception) score of 18 or higher blades, and splintered bows and arrows rest within
spots a candle-like object attached to each pillar, the recessed portions of the walls.
partially hidden beneath the moss. A character who Treasure. Most of the items in the refuse piles
closely examines a pillar spots the dynamite stick are worthless after rotting in the damp and dark
and the fuse leading from it with a successful DC for years. A thorough search reveals 50 gp, an ivory
14 Wisdom (Perception) check. A character can cut drinking horn with platinum filigree (120 gp), and a
a fuse as an action (no ability check required). If a set of goggles of night.
dynamite stick takes damage from any source, it ex-
plodes (as described below). FATE OF VERMEILLON
The meenlocks trigger the explosives as a last
If the party clears out the nest of meenlocks and
resort. If a meenlock starts its turn with 10 hit
informs the citizens of Maerin, settlers restore
points or fewer, it moves to the nearest trigger, uses
the village of Vermeillon and the mine eventually
its action to set off the explosion, and then uses its
begins production again. The new villagers treat
Shadow Teleport bonus action to escape. The pillar
the characters as local heroes. As news travels,
is destroyed in the explosion. The last meenlock
Tormun and Blenyss eventually hear of the village's
detonates any remaining pillars before it flees. Any
resurrection and return to restart their shop, unable
creature within 5 feet of an exploding dynamite
to pass up the opportunity of being so close to a
stick must make a DC 12 Dexterity saving throw,
platinum mine.
taking 10 (3d6) bludgeoning damage on a failed
If the meenlocks survive, travelers continue to
save, or half as much damage on a successful one.
go missing if they attempt to take the road through
If all four pillars are destroyed, the cavern’s ceiling
Vermeillon. The number of meenlocks in the nest
partially collapses. Each creature in the cavern
grows to eventually threaten the town of Maerin.
when the collapse occurs must make a DC 15 Dex-
terity saving throw. On a failed save, the creature
MEENLOCK
Meenlocks are cruel fey that invoke terror and seek
to destroy all that is good, innocent, and beautiful.
They primarily live in forests, although they adapt
well to urban and subterranean settings.
Fear Incarnate. Meenlocks are spawned by fear.
Whenever fear overwhelms a creature in the Fey-
wild, or in any other location where the Feywild’s
influence is strong, one or more meenlocks might
spontaneously arise in the shadows or darkness
nearby. If more than one meenlock is born, a lair
also magically forms. The earth creaks and moans
as narrow, twisting tunnels open up within it. One
of these newly formed passageways serves as the
lair’s only entrance and exit. Inside the warren,
black moss covers every surface, muffling sound. A
large central chamber serves as the meenlocks’ den,
where they torment captives.
Dark Dwellers. A meenlock shuns bright light.
It can supernaturally sense areas of darkness and
shadow in its vicinity and thus is able to teleport
from one darkened space to another—enabling
it to sneak up on its prey and run away when
MEENLOCK outmatched.
Small fey Telepathic Tormentors. Meenlocks have no form
of communication other than telepathy. They can
Armor Class 15 (natural armor) use it to project unsettling hallucinations into the
Hit Points 31 (7d6 + 7) minds of their prey. These hallucinations take the
Speed 30 ft.
form of terrible whispers or fleeting movements just
STR DEX CON INT WIS CHA at the edges of one’s peripheral vision.
6(2) 1542 121) NEO) 10 (+0) 8 (-1) During the day, meenlocks confine themselves to
their dark warrens. At night, they crawl out of their
Skills Perception +4, Stealth +6, Survival +2
tunnels to torment sleeping prey (see the “Tele-
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 14 pathic Torment” sidebar).
Languages telepathy 120 ft.
Challenge Rating 2 (450 XP) Proficiency Bonus +2 TELEPATHIC TORMENT
Up to four meenlocks can telepathically torment one
Fear Aura. Any beast or humanoid that starts its turn within 10 incapacitated creature, filling its mind with disturbing
feet of the meenlock must succeed on a DC 11 Wisdom saving sounds and dreadful imagery. Participating meenlocks
throw or be frightened until the start of the creature’s next turn. can’t use their telepathy for any other purpose during
this time, though they can move about and take ac-
Light Sensitivity. While in bright light, the meenlock has dis- tions and reactions as normal. This torment has no
advantage on attack rolls, as well as on Wisdom (Perception) effect on a creature that is immune to the frightened
checks that rely on sight. condition. If the creature is susceptible and remains
incapacitated for 1 hour, the creature must make a
ACTIONS Wisdom saving throw, taking 10 (3d6) psychic damage
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. on a failed save, or half as much damage on a success-
Hit: 7 (2d4 + 2) slashing damage, and if the target is a creature, ful one. The save DC is equal to 10 + the number of
it must succeed on a DC 11 Constitution saving throw or be meenlocks participating in the torment, considering
paralyzed for 1 minute. The target can repeat the saving throw only those that remain within sight of the victim for the
at the end of each of its turns, ending the effect on itself on entire hour and aren't incapacitated during it. The pro-
a success. cess can be repeated. A humanoid that drops to 0 hit
points as a result of this damage instantly transforms
BoNus ACTIONS into a meenlock at full health and under the DM's con-
Shadow Teleport (Recharge 5-6). The meenlock teleports to an trol. Only a wish spell or divine intervention can restore
unoccupied space within 30 feet of it, provided that both the a transformed creature to its former state.
FILIP BURBURAN
space it’s teleporting from and its destination are in dim light
~ or darkness. The destination need not be within line of sight.
HEMSHIME'S BEDTIME RHYME HAS BEEN curse. The adventure is built around a sequence of
gathering dust on its shelf in Candlekeep events that unfold when the characters are quaran-
for over six hundred years. The children’s tined in Candlekeep’s Firefly Cellar with a handful
book arrived at the library in unceremoni- of the library’s attendants, in an attempt to keep
ous fashion, though the same could not be said of Shemshime’s curse from spreading throughout the
its courier. Yowen Pilt, a procurer of rare books who entire library. The events describe Shemshime’s
did business with Candlekeep, was utterly insane growing supernatural influence and how people
when he arrived with his latest bundle. The records deal with the mounting pressure of confinement un-
of the episode are sparse, but they report that he der dangerous circumstances.
was placed in isolation for weeks after a “singing The characters must identify the curse’s source.
. madness” began to spread among the library's Their search eventually leads them to Crinkle, the
Avowed. The records contain no further mention of Firefly Cellar’s kenku caretaker, who has the book.
the book dealer. The Avowed cataloged and shelved Shemshime’s Bedtime Rhyme contains the malev-
his final delivery, which included Shemshime’s Bed- olent spirit called Shemshime, and the book holds
time Rhyme. the secret of how to stop it.
Below is an outline of the events in the order that
ADVENTURE OVERVIEW they occur:
The adventure takes place in the Firefly Cellar, a Event 1: Quarantined. The characters and NPCs
windowless basement beneath the House of Rest, are sealed in the Firefly Cellar to keep their conta-
so named because its only light comes from lamps gious curse contained.
lit by swarms of fireflies. Event 2: Ebder’s Outburst. One of the Avowed is
After spending the night here, all the characters overwhelmed by the curse, and his manic hum-
wake up in the morning with the same tune in their ming causes creepy things to happen.
heads, and each one hums it under their breath. Event 3: Singing Skull. The cursed remains of the
They soon discover that the tune has “spread” to book dealer who brought Shemshime’s Bedtime
the Firefly Cellar’s other occupants, and the Avowed Rhyme to Candlekeep are discovered when the
institute a quarantine to contain what is actually a skull begins to sing the rhyme about where it was
hidden centuries ago.
Event 4: Escape Attempt. A visiting scholar named
K’'Tulah succumbs to the mounting tension and
tries to break out of the cellar, threatening to
spread the curse throughout Candlekeep.
Event 5: Puppets. Shemshime’s magic takes con-
trol of characters trapped in the library, causing
them to violently turn on each other.
Event 6: Shemshime. The characters find the book
and must discover how to stop the curse while
confronting Shemshime.
You dictate the pace at which the events unfold.
If you want to draw out the tension of confinement,
introduce a new event only after the characters
think they have a handle on the current situation.
BOROS
SHEMSHIME'S
Alternatively, you could bombard them with one
event after the other so they can’t catch their breath.
ZOLTAN
Beorime RHYME
|7
SHEMSHIME’S BEDTIME RHYME 61 ¥
PLAYER HANDOUT: FINDING THE BOOK
Discovering the book’s whereabouts is part of the
SHEMSHIME'S RHYME adventure’s mystery. A kenku named Crinkle, one of
the Avowed and the caretaker of the Firefly Cellar,
became enamored with the book and hid it in her
quarters. Though the book is not present at the start
of the adventure, the characters must deal with the
foul magic emanating from it.
Book DESCRIPTION
This children’s book is a mechanical curiosity of
gnomish design, with a cover made of wood and
copper. The front cover bears a faded, hand-painted
rendering of a round millstone. The book is square,
eighteen inches along each edge of the cover. A
silver music box set into the book’s spine is heavily
dented at one end.
The book has no pages in the typical sense, but
it opens to reveal a pop-up cutaway illustration of a
quaint watermill made of painted panels of wood,
tin, canvas, and leather. It’s a clockwork device
designed to animate four separate scenes while a
music box built into the book’s spine plays a metallic
tune that implants a rhyme in the minds of those
who hear it (see the accompanying handout). The
mechanized scenes feature cutout figurines of mem-
bers of a family dying in a series of grisly ways as a
shadowy figure looks on. The images are as follows:
« A mother chops off the feet and ear of her husband
with a scythe.
The family dog bites off the mother’s hand.
. The son drowns in a river while washing clothes.
The final scene—which doesn’t play out until the
music box is repaired—shows the daughter defeat-
ing the shadow by crushing it under a millstone.
BACKGROUND
Centuries ago, a family living in a remote water mill
endured a string of unfortunate events. A malevolent
spirit called Shemshime attached itself to the family
and caused the “accidents.” The daughter finally de-
stroyed Shemshime by crushing it under a millstone
that had been blessed by a traveling halfling cleric
of Chauntea (god of agriculture).
The story became a local legend, a cautionary
tale meant to warn people to keep their attention on
; 0@
ple’s motives.”
CRINKLE
Chaotic neutral kenku custodian (age 55)
a
The aged kenku has lived in the Firefly Cellar for
the past twenty-two years as its custodian and
caretaker of its fireflies. She has lost many of her
feathers, and those that remain are frayed and
disheveled. She carries a long staff with a hook on
the end, which she uses to change the firefly lamps
CRINKLE that hang from the ceiling.
Crinkle has little patience for others, and she
regards Senior Scribe Varnyr’s restoration efforts
GAILBY SMALLSTONE as an invasion. Gailby Smallstone has softened the
kenku's dour disposition with her appreciation of
Lawful good human child (age 8)
interesting objects.
Gailby is an energetic kid who lives with her father, Crinkle is a kenku who has a ring of the ram that
Ebder Smallstone, in the Firefly Cellar. She loves to
has all its charges.
draw and insists on sharing her drawings with her Personality Trait. “I'm a grump who prefers to be
father before bedtime. left alone.”
She wears a yellow hooded cape that hides her Ideal. “I'm drawn to beautiful and interesting
short curly black hair and is missing one of her works of art.”
front teeth. Bond. “I cherish the stash of trinkets and trea-
Personality Trait. “I'm curious about everything.” sures I've accumulated.”
Ideal. “I'll never be bored as long as I have my Flaw. “I rub my hands together constantly, as
imagination.” though washing them.”
Bond. “1 love discovering things on my own, espe-
cially things that are off limits.”
Flaw. “I'll say anything to avoid getting in trouble.”
STARTING THE ADVENTURE
The adventure takes place in the Firefly Cellar
K'TULAH beneath the House of Rest. Characters might find
Neutral good tabaxi scholar (age 30) themselves drawn to this location for one of two
reasons. Perhaps the House of Rest has had an in-
K'Tulah is a gregarious tabaxi, a catlike humanoid.
flux of guests, and the characters are forced to stay
She arrived at Candlekeep six days ago and re-
LER WALPOLE
3 —
SHEMSHIME’S BEDTIME RHYME
the room to try to help her father, terrified by his
KX Tulah, biting her ips to keep from singing,o, tps to
behavior. Crinkle follows her and tries to console
the child, with little effect. the floor with her back against a wall and her head in
Shemshime’s influence has begun to reach into her hands. After a moment her ears flatten, and she
the world. When Ebder stops singing, roll on the springs up and takes off ata ul sprint. -
Shemshime’s Influence table to find out what ® ee
happens next.
K’Tulah runs for the hatch in the ceiling of area
HAUNTING OCCURRENCES F1. She tries to evade anyone who stands in her
After Ebder’s outburst, Shemshime’s influence man- path but fights them if necessary. If she reaches the
ifests in the Firefly Cellar in several unsettling ways. hatch, she attempts to force the door. When that
From this point forward, whenever at least half the doesn’t work, she demands that Varnyr open it, but
characters are singing Shemshime’s rhyme, roll on Varnyr refuses. Unless K'Tulah is subdued, she at-
the Shemshime’s Influence table to determine what tacks Varnyr to get the key.
happens. Add more of these rolls as you see fit, even A character can try to calm K'Tulah, doing so with
during later events. a successful DC 15 Charisma (Persuasion) check. A
calm emotions spell or similar magic also does the
EVENT 3: SINGING SKULL trick, as does giving K’'Tulah the mechanical oyster
The remains of Yowen Pilt, the book seller who from her quarters (area F13).
brought the book and its curse to Candlekeep, are
EVENT 5: PUPPETS
hidden in a secret compartment in area F4. This
event begins when his skull starts singing the words This event can occur in any area except Crinkle’s
to the rhyme. room (area F11).
° | . ® : y .
The tune continues to toe att each of your minds, The air around you feels thick. It presses | in on you
~ willing you to intone its sequence of notes. The notes from all sides, prickling your nerves. Your muscles
twitch, as though Something | is yanking e on themne S
take on the shapes. of words you’ re certain you've
a :
never heard before but are : somehow familiar to you invisible strings.
a8 lyrics.
® Sd Hi —- SHE ®
Crinkle and Gailby flee to Crinkle’s room (area F11)
Share the handout of Shemshime’s rhyme with your when this event begins.
players. The final stanza is absent from the handout. Choose half of the remaining characters, includ-
Going forward, whenever a character is compelled ing NPCs (other than Gailby and Crinkle). Those
to hum Shemshime’s rhyme, they sing the words to who are not under the effect of a protection from
the tune instead. evil and good spell or similar magic must succeed
on a DC 15 Charisma saving throw or be charmed
by Shemshime for 1 minute. While charmed in this
You become aware that the song is not only in your way, the creature is under Shemshime’s control and
head. Somewhere nearby, a deep and melodic voice is is compelled to sing Shemshime’s rhyme repeatedly
singing the words. while trying to cause physical harm to others.
Creatures whose actions and movements are
being controlled by Shemshime remain aware of
The skull continues to sing unless it’s destroyed or
what's going on around them, but they are power-
Shemshime is trapped in Shemshime’s Bedtime
less to stop themselves from causing harm in accor-
Rhyme. The skull is a Tiny object with AC 15, 4 hit
dance with Shemshime'’s wishes.
points, and immunity to poison damage.
Shemshime’s control over a creature is broken
EVENT 4: ESCAPE ATTEMPT by the break enchantment effect of a dispel evil and
good spell (magic that is probably beyond the char-
K’Tulah reaches the end of her patience with being acters’ ability to cast) or by reducing the creature
confined, and she tries to break the quarantine. This to 0 hit points. A charmed creature can repeat the
event can begin in any area. saving throw at the end of each of its turns, ending
When you're ready to begin this event, read the the effect on itself on a success. If a creature suc-
following boxed text aloud: ceeds on the saving throw or the effect ends on it,
Shemshime can’t take control of that creature again
for 24 hours.
{ (0
SHEMSHIME’S BEDTIME RHYME 67 B
SceNEs IN THE OrPenNeD Book
EVENT 6: SHEMSHIME than playing the tune all the way through, it skips
The final event revolves around interacting with near the end and starts over. The same is true for
the book and learning the last stanza of the rhyme, the pop-up scene that plays out when the book
which tells how to foil Shemshime and end the is opened.
curse. Meanwhile, Shemshime The damage to the exterior of the box is imme-
coalesces around
the book, lashing out at the characters to stop them diately noticeable to characters who inspect it. A
from thwarting its manifestation. successful DC 15 Intelligence check reveals the
As event 5 concludes, read or paraphrase: problem. Anyone proficient with jeweler’s tools or
tinker’s tools has advantage on the roll. Inside the
music box is a brass cylinder dotted with tiny pegs.
Gailby appears in the doorway, blood spattered on her When the cylinder turns, narrow bits of metal pluck
face and down the front of her clothes. She’s shaking, the pegs to produce the notes of the melody. The cyl-
with wide eyes, and holding a large, square book that inder is sitting askew, which prevents it from work-
has blood on the corner of its metal spine. ing properly. Fixing the music box requires three
successful DC 15 Dexterity checks, each check re-
quiring an action. These checks can be made by one
The book in Gailby’s possession is Shemshime’s character or multiple characters working together.
Bedtime Rhyme. Though she’s reluctant to share Characters who try to fix the music box hear
the truth, Gailby admits that she knocked Crinkle Shemshime’s maddening whispers in their heads.
unconscious with the book. Either she or Crinkle After making an ability check to fix the music box,
was possessed when it happened, but Gailby’s not regardless of whether the check succeeds or not, a
certain which. character must make a DC 13 Intelligence saving
throw, taking 14 (4d6) psychic damage on a failed
REPAIRING THE Music Box
save, or half as much damage on a successful one. A
The key feature of Shemshime’s Bedtime Rhyme
Once fixed, the music box plays its tune to the end.
is its music box, which broke centuries ago. Rather
As it does so, the words of the rhyme’s final stanza
CONFRONTATION
Singing the final stanza draws Shemshime (see the
accompanying stat block) into the room.
® @®
Once Shemshime is trapped again, Varnyr or shelves, giving the area a sweet fragrance. Alcoves
whoever has the key unlocks the hatch in area F1. are spaced at regular intervals around the perimeter
Varnyr or Ebder immediately takes the book to lock of the room. Four of them contain polished bronze
it away in one of Candlekeep’s secure vaults. statues of bespectacled scholars, and three hold
Reward. The Avowed give the characters a bag of overstuffed chairs. In the center
of the room, a brass
holding as a reward for defeating Shemshime. railing surrounds an overlook that gives a view of the
lower level of the stacks.
TROUBLESHOOTING
Hanging
from the ceiling, above the opening in the
The adventure assumes that the quarantine remains
‘intact. But there's a reasonable chance the characters | floor, is an enormous stone sculpture of an open book
in your game will want to leave the confines of the that looks as though the cover is flapping to keep it
~ Firefly Cellar
or even help K'Tulah escape. It’s up to
aloft. A spiral staircase to the east leads down, as
you whether to allow this and to consider how Candle-
keep responds. i | well as up to the trapdoor exit set into the ceiling. The
If the characters get bogged down in researching the occasional errant firefly flits about.
books on the shelves, roll on the Shemshime’s Influ- @ ®
overlook ing F2
The bookcases are 10 feet tall, and each one has a F3. SCRIPTORIUM
new rolling ladder attached to it.
0 | ’
Area F2 is visible from the balcony.
Book Lift. A rope-and-pulley mechanism with All around, fireflies float lazily about like embers :
a fraying basket at one end is fixed to the railing. caught in the air. Three writing desks sit against the
Centuries ago, the Avowed put it here to move books north wall, with a sheepskin rug beneath each one.
between floors. It’s essentially a large lidded wicker On one of the desks rests a book beside a stack of
basket that can be lowered or raised. It’s not in the paper, along with a stoppered ink jjar and a porcupine
best condition, so it holds a maximum of 50 pounds
quill pen. Another desk has a leather ccase onit. A .
without falling apart. The box is currently raised,
moldering tapestry hangs, off- center, on the west well :
and the rope is tied to the railing.
Characters who search the book lift find two small To the southeast is a wood- paneled wall with 2 closed
children’s dolls. One has a scythe with a handle “door set into it. A weak yellow glow emanates from =
made from a round paintbrush and a blade cut from under this door. .
paper. The other doll is missing its feet. é : : : %
quiet reading. The shape of the table creates six : This small r room iss awash | in the glow of thousands
individual study spaces. The table weighs around of fireflies. The luminescent insects flit around inside
300 pounds, and four rolled-up indigo rugs rest un-
: more than a dozen glass terrariums that fll shelves
derneath. Varnyr intends to use the 15-foot-long and
along the walls. A steady plinking. noise results from a
5-foot-wide carpeting as runners in the north, east,
south, and west aisles on this floor. ; their bouncir ng off the glass. Shallow wooden boxes
The bookcases are 10 feet tall. Two of them have are packed on the lowest shelves.
® : - a Re ; hd
attached rolling ladders. An unattached ladder leans
against a shelf in the southwest part of the room.
A former supply closet for the scriptorium, this
Looking up, characters can see into area F1
room was outfitted by Crinkle for raising and caring
and the enormous stone book sculpture dan-
for fireflies. The boxes on the lowest shelves contain
gling overhead.
vials of liquid nutrient for the insects.
Writing on the Floor. A successful DC 12 Wis-
dom (Perception) check reveals words scratched
into the floorboards. In manic script, the words
read, “FINISH THE RHYME.”
also stricken with the curse, killed himself to stop A dirty skillet stands out among an otherwise immac-
it from spreading. The bodies were hidden away in ulate kitchen, and the smell of bacon in the air hints at
this closet.
the skillets former contents. A door in the southeast
F5. BINDERY corner hangs open a crack.
° y 0
Leather bits, wood shavings, and paper scraps litter An oven occupies one corner; instead of being
the floor near a large workbench. Tools and con- heated by open flames, it has a coil of iron en-
traptions are organized neatly around a handful of chanted with the heat metal spell, which activates
when a toggle switch on the side of the oven is
books in different states of disrepair. Stools surround
flipped. A well-stocked pantry rests in another cor-
the bench, one of which has a leather apron draped
ner. Pots and pans hang from wall hooks above a
over it. | metal sink.
.
é : o : ®
The southeast door leads to a hallway that con-
Emre
Books in need of repair are brought to the bindery. nects to areas F8 through F14.
Varnyr loves this task, and it’s her work on display
F8. AVOWED QUARTERS
on the bench. The tools are used for bookbinding,
leatherworking, woodcarving, and painting.
A ledger rests on one of the stools. It’s open to Two beds, positioned on opposite walls, flank a wash-
a list of four book titles, each one with a “repairs basin in an otherwise bare room. Both beds are made,
needed” entry beside it. The titles and their associ- but the blanket on one of them is a bit rumpled.
ated repairs are as follows:
Festivals and Festivities of Ancient Cormyr: re- In the past, this room would have housed two
place cover Avowed, but it’s scarcely used nowadays. If the char-
Living a Dream: Three Years Among Stone Giants: acters stay in the cellar overnight, this is one of their
replace cover rooms. Otherwise, the room is unoccupied.
Shemshime’s Bedtime Rhyme: repair spine
Halfling Superstitions: rebind F9. GAILBY’S ROOM
The door to this room is open.
A character who succeeds on a DC 12 Wisdom
(Perception) or Intelligence (Investigation) check no- ® ®
tices that the books on the workbench are three of A child sleeps here. Toys are scattered on an unmade
the books on the list. Shemshime’s Bedtime Rhyme bed, and piles of clothes obscure all but a few bare
is missing. patches of the floorboards. Above a writing desk in the =
F6. THE WorM TUNNEL corner dangles a dragon marionette made from brass |
This passage is accessible by the west stairs and wood, with wings of canvas dyed red. A round
in area F2. firefly lamp hangs in the opposite corner.
® : Hh
It’s cold here. A low, barrel-vaulted ceiling crowds the Gailby has been drawing creepy pictures that depict
already narrow passage. Light from a firefly lamp that scenes from Shemshime’s Bedtime Rhyme. They're
hangs on a hook in the wall is inadequate to illuminate done in loud colored paint and in a style typical of
the entire space. a child, making them all the more unsettling. One
of the images shows a man whose feet have been
severed. Blood pours from his ankles and from
the severed feet next to him. Another shows a boy
underwater, grasping at his throat. The last one they move the toggle, a 5-foot-wide panel releases
shows a dog with a severed hand in its mouth. A and can be slid to the side to reveal a bank of small
black cloud hovers over each scene. storage spaces. Prior to event 5, Shemshime’s Bed-
time Rhyme is found here. Otherwise, the spaces
F10. EBDER'S RooM contain the following treasures: an amber ring that
belonged to Ebder’s wife (25 gp), an ornate curved
: This sparse bedroom is tidy, apart froma clay bowl dagger (25 gp), a set of four intricately shaped glass
containing the remnants of a particularly vinsgary bottles (5 gp each) with nothing in them, a potion of
gaseous form, and a potion of heroism.
meal resting ona large trunk.
F12. AVOWED QUARTERS
Other than the trunk, which holds a set of Avowed
robes and a heavy wool coat, the room is furnished A beautiful painting of Canitishesp onnthe south wel hr
with a bed, a small round table with a rickety chair, ; looms over the five beds that crowd this room. A nar-
and a mirror hanging above a washbasin. A round,
row shelf tucked into the northeast corner holds j jars
woven green rug with gray fringe covers the floor.
of fruit preserves and pickled vegetables.
Anyone who looks under the bed finds an ornate
8 ; R ®
circular box decorated with silver filigree. Inside
the box is a small glass figurine of a woman fixed If the characters stay in the cellar overnight, this be-
to a wooden stand and a post meant to hold a ring, comes one of their assigned rooms. Otherwise, the
though the ring is missing. These items are Ebder’s room is unoccupied.
keepsakes of his deceased wife, Valeshti.
F13. K'TuLAH'S Room
F111. CRINKLE’S ROOM
Crinkle has the key to this locked room. A charac-
This room is furnished with a bed, a ‘washbasin, and
ter can use an action to try to pick the lock using
thieves’ tools, doing so with a successful DC 20 a writing desk. The desk has a tiny clockwork Coys
Dexterity check, or force open the door with a suc- resting on it.
cessful DC 20 Strength (Athletics) check.
Treasure. Lying next to the clockwork oyster is a
This room is crawling with wingless, larval fireflies. metal key. If a character uses an action to wind the
Hundreds ¢of these tiny glowworms cling to every sur- mechanical oyster with the key, the oyster produces
face, shedding light throughout. A canvas hammock soothing ocean sounds for 10 minutes. This non-
magical device is worth 50 gp.
hangs between two pillars near the center of the
room. An. engraving of a goat wearing a crown leans Fl14.. VARNYR'S ROOM
; against the north wall. |
@ : ]
This bedroom could be another wing of the library
When characters enter the room for the first time for all the books packed into the shelves that line the
after event 6, add the following: | walls. Two five- foot-tall candlesticks ini the middle of
the room have magical flames flickering atop them—a
Against the far wall is Crinkle’s slumped form. The welcome reprieve from the relatively dim light of the
silence | in the room is interrupted periodically by her firefly lamps. | |
| ragged breaths. % : $
Personality Trait. “1 have made subtle insults into scribes a macabre process of stretching elven flesh
an art form.” over a frame made from blood-soaked wood.
AROLINI
Personality Trait. “1 despise the weak, and I love COVEN MINIONS
to inflict physical pain and violence when I can get The hags of the Fetid Gaze employ a number of min-
away with it.” ions to maintain the appearance that the bathhouse
Ideal. “Strength is the only thing worth is running normally. Twice a day, the hags use their
respecting.” coven spells (see the “Coven Spells” sidebar) to cast
Bond. “Dwarves burned down my home and seeming on their minions, disguising them suitably
killed my daughter long ago, and I will hate all their for their roles.
kind forever.” The following creatures serve the hags:
Flaw. “1 am terrified of fire.”
. Saeth, a cambion, was recruited by Dread Mor-
AUNTIE GREENBONES gan in exchange for a gift of unusual components
The eldest member of the Fetid Gaze, the lawful and secret rituals that he intends to put toward
evil Auntie Greenbones often defers to the other two his own evil and ambitious plans one day. Sa-
hags on decision-making. In her true form, she is eth specifically wants to learn the secrets of the
shriveled and worn, her dark green skin covered in cursed paintings, and he is happy to betray his
bark and fungus. Insects crawl across her and hide employers to obtain them. He carries a master key
in the thick braid of white hair that curls around that opens all the locks in the bathhouse and the
her shoulders like a serpent. Anyone who stares tower except the door to the tower studio (area
into her milky-white, seemingly blind eyes sees a T15). He also carries the coven’s hag eye, which is
reflection of their own face made decrepit and with- disguised as a cat’s-eye pin on his jacket. For more
ered by age. information on the hag eye, see the “Hags” section
The hag’s disguise is that of Greensong, a cheer- in the Monster Manual.
ful, rosy-cheeked wood elf who feigns blindness. . Morty, a hell hound, belongs to Auntie Green-
She wears a delicate white veil across her eyes bones and is her loyal pet. The fiend never leaves
and speaks in a singsong voice, giggling often. She her side and fights to the death to defend her. Vile
keeps her guard dog, Morty, with her at all times. Sazha hates Morty almost as much as she hates
This disguised hell hound appears as a mastiff with dwarves, and would love to see him dead.
bloodshot eyes. . Six scarecrows were created by the hags to re-
Auntie Greenbones knows how to infuse demon place the acolytes of Sune who ran the bathhouse
ichor into the paints needed to create the cursed with Sylvarie, and whom the hags murdered when
paintings that drive the coven’s evil bargains. This they took over. The scarecrows are disguised as
recipe is inscribed on the inside of Morty’s collar. attractive humanoids. They don’t speak in their
Personality Trait. “Sometimes I sing to myself roles as bathhouse staff, but they nod and smile if
when [ am distracted. It is an old song of the fey, spoken to.
about a daughter betrayed by her father and given to . Two gargoyles act as the guardians for the coven’s
the unseelie in a bargain.” lair in the tower beyond the bathhouse, disguised
Ideal. “Patience is the key to survival. She who as statues of other kinds.
laughs last laughs longest.”
ROLEPLAYING THE HAGS
Bond. “My beloved dog, Morty, is my world. Were
The hags use Sylvarie's tower as their personal
anyone to harm him, I would hunt that person
lair, but they spend their days in the bathhouse,
across all the planes if need be.”
maintaining their disguises. There, they meet with
Flaw. “Those who have pure hearts literally make
visitors and seek out potential new clients to manip-
me vomit. I mean, I can’t help but heave my bowels
ulate. At night, they retreat to the tower and torment
in their presence.”
their current victims before resting.
If any guests become suspicious of the hags or
. "COVEN SPELLS |
their minions, the hags try to use suggestion or
Each member of the Ferid Gaze has access to coven
dominate person to isolate those characters so they
spells, as described in the “Hag Covens” sidebar in the
: ~ Monster Manual. The green hags use the following list can be captured or Killed discreetly.
of spells for their Shared Spellcasting trait, replacing Once the hags become aware that the adventur-
ol ‘thees iggested spells: | ers aren't at the temple for its services, they try to
distract them by beseeching the characters for aid,
> st level “ slots): orm person, wich bolt in exchange for one of their special rituals. The hags
. 2nd level (3 slots): alter self, suggestion first try to recruit the characters to destroy Cyrena,
3rd level (3 slots): dispel magic, glyph of warding, show the naiad who is bound to the baths (area T5), claim-
4th level (3 slots): blight, polymorph
Sth level (2 slots): dominate person, seeming ing that a “capricious elemental spirit” has been
.6 evelel [ sot) Otto's irresistible dance attacking guests and trying to claim the bathhouse
as its home. If the characters appear particularly
capable or dangerous, the hags might also try to MAGIC TREATMENTS
trick them into destroying Sylvarie in the sacred The magical benefits that the hags typically offer to
pool below the abandoned shrine (area T12), hoping NPCs can take whatever form makes sense for the
that the cursed elf-turned-medusa petrifies one or story. If one or more of the characters enter into a
more of them in the process. bargain for the hags’ services (even if only to learn
The coven’s greatest weakness is the hags’ con- more of the procedure), use the following guidelines
tempt for one another. Each yearns to learn the oth- to determine the benefit to the character.
ers’ secrets for creating the cursed paintings so that
they can replace their rivals with their own daugh- Ability Enhancement. If engaging in a bargain to
ters one day. Characters who learn these secrets enhance physical or mental acuity, the character
can thus gain considerable leverage over the hags. chooses one ability. The score for that ability in-
creases by 2, as does the character's maximum for
DARK BARGAINS AND that score.
CURSED PAINTINGS Physical Transformation. A character bargaining
with the hags can choose to change their race,
The process of creating the cursed paintings that sex, or appearance in any way they desire. The
are the hallmark of the Fetid Gaze was first at- character retains their ability scores and class fea-
tributed to a night hag grandmother whose name tures, but changes their racial traits if applicable.
other hags fear to speak. The method remains Youth. A character who bargains for youth has their
shrouded in secrecy, and each member of the Fetid age reduced to one year older than the standard
Gaze knows only one part of the procedure. Each for adulthood (as noted in the traits for the charac-
hag guards her knowledge zealously, fearing that ter’s race).
giving up her secret would make her expendable to
the other hags. All such benefits last no longer than a year, and they
Disguised as elves, the hags tempt guests into end immediately if the painting of the character cre-
undergoing magical transformations. Their rituals, ated by the hags is destroyed. If a character keeps
which they call treatments, seem entirely beneficial their painting for a year or renounces the bargain,
on the surface (see “Magic Treatments” below), and you can decide what effect the curse brings about.
the hags are skilled at tricking guests into thinking A cursed character also gains the following flaw,
the benefits outweigh the cost. which suppresses any conflicting personality trait
The price for these special rituals is described the character already possesses: “My appearance
as “some small boon,” which the sisters promise to and how others perceive me is of the utmost impor-
call for within a year. Any creature that accepts the tance to me.”
bargain is taken to the studio in the temple tower
DESTROYING THE PAINTINGS
(area T15), where the sisters work together to paint
The paintings’ magic persists even if the hags are
a beautiful portrait of the creature over a period of
killed, and destroying a painting is the only way to
1 hour. At the end of that time, the magic of the por-
end its curse. Any creature that studies all three
trait alters the creature in the desired manner.
parts of the procedure for creating a cursed painting
The benefits granted by the bargain normally last
knows that the painting is impervious to damage
for a year. After that, the beneficiary suddenly expe-
unless its magic can be momentarily disrupted.
riences the opposite of the intended effect of the rit-
Without full knowledge of the procedure, it takes 1
ual, which transforms the creature into the dark re-
hour of studying a painting and a successful DC 18
flection of its initial desire. For example, those who
Intelligence (Arcana) check to determine this fact.
sought physical power are weakened to the point
A creature can use an action to try to destroy a
of helplessness, while those who sought beauty
painting, doing so with a successful DC 18 Strength
become hideous to behold. If a creature renounces
(Athletics) check. On a failed check, the creature
the hags’ gift before the year is up, this curse takes
takes 14 (4d6) psychic damage. Any character who
effect immediately.
uses an action to examine the painting knows, with
Over the last ten years, the hags have cursed hun-
a successful DC 18 Intelligence (Arcana) check, that
dreds of victims, most of whom have perished as a
the painting can also be destroyed by splashing it
result of their dark bargains.
with fresh blood from a celestial.
A compulsion placed on each cursed creature pre-
vents it from trying to destroy a cursed painting.
i
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of beverages. 8 : ; ®
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~ for2gp, 1gp, or 10 gp, respectively. The lobby is staffed by the disguised cambion Saeth
Massages can be booked for 20 gp and last (see “Coven Minions” earlier in the adventure). He
~ for an hour.
greets the characters warmly and is happy to ex-
A manicure and pedicure costs 2 sp. The pedicure
might incur an additional fee depending on the plain the treatments and services on offer (as noted
i cleanliness of the customer's feet. in the “Relaxing at the Restful Lily” sidebar). If the
characters ask about the missing Falthrax, Saeth
LS iy
Al ZI
N 1
Iq SYSREE
SHRI NE BASEMENT
TEMPLE OF THE
RESTFUL LILY
1square = 5 feet
I Epa
T13—T1T18. TOWER that she can barely hold her broom. When she sees
the characters, she desperately tries to make them
leave so she doesn’t get into trouble. In the time she
crafted stone tower rises among the trees not
has spent at the temple, she has learned what hap-
the bathhouse. A statue of a sharp- featured pened to Sylvarie and knows the layout of the tower,
d elf crouches above the front door, whose but she will not share that information unless her
bright red
ec surface is decorated with golden: swirls. fear of the characters can be overcome with role-
playing, a successful DC 20 Charisma (Persuasion)
check, or suitable magic.
The door is locked. The elf statue over the door is
Both the doors in this area are locked, and Gorba
a gargoyle servant of the hags, wrapped in illusion
does not have the keys to them.
magic (see “Coven Minions” earlier in the adven-
ture). It watches the door but makes no move unless T14:.. SAETH’S RooM
the characters go inside, whereupon it flies off to Saeth carries the key that opens the locked door to
report to one of the hags. this room.
T13. TOWER FOYER
This Lurous room nhs, a large hed coversd with rich
silk Stiests., AA wardrobe aand: a dresser with a mirrorr .
canvases and paints infused with demon ichor. A Piles ofo straw and motivator blankets have been
character who examines the canvas determines that upin this area as rough beds, and broke
it is made of humanoid skin with a successful DC 15 ‘and garbage |is scattered around. In cor trast t
Wisdom (Medicine or Perception) check. Physically | squalor, four fine paintings hang along the ¢curv
touching the canvas grants advantage on the check. | “outer wall. Each one is haus Agl bbeautiful—bu
The paints appear normal unless examined closely
strangely anening | to look upon.
by a character who has proficiency in the Arcana or ®
Religion skill, whereupon their fiendish nature be-
comes clear. Three of the victims of the hags’ curse sleep and
Treasure. The canvases are worth 200 gp each eat in this miserable chamber, forced to stare at
and the paints are worth 100 gp in total, though the paintings that have caused their downfall. The
finding a buyer for such vile materials might be a fourth painting is the one that was done for Sylvarie
challenge. Silversong ten years before. Each painting depicts
its victim as the person they sought to become
T16. TOWER KITCHEN through their bargain with the hags:
° *
A brawny, female, golden-scaled dragonborn war-
A dank scentt fills the air in this well used kitchen. rior engaged in battle (Gorba Daardenrian)
Three tables stand iin the room, one of which i is cov- . A tall male tiefling with sparkling violet eyes wear-
| ered | in various vegetables and strange-looking. cuts of ing many fine jewels (Glitter)
| meat. A wood stove burns brightly against the far wall, « A youthful male shield dwarf dancing at a feast
and a statue of : a winged elf stands i in the c corner, its (Falthrax Loderr)
A radiant female moon elf gazing upon her own
face carved into an open- mouthed smile. ee
reflection (Sylvarie)
An elderly dwarf stands before the stove, his hands
trembling. as he tries to lift a heavy | ironA pot. If the characters don’t yet know the significance of
s : : : ; : ; : So ® the paintings but have met Glitter in area T9, Gorba
in area T13, or Falthrax in area T16, any character
This kitchen is normally used by the coven’s scare- who studies the paintings recognizes that the paint-
crow minions to prepare meals for the hags and ings depict those individuals.
Saeth, but it now has a new servant in Falthrax
Loderr, the cursed Candlekeep acolyte. The central
staircase leads to the upper floors, and an unlocked
door leads to area T17.
SYLVARIE’S DECISION
Ten years under the effect of the hags’ curse have
left Sylvarie Silversong a changed person. As you
see fit, she might be determined to restore the
Temple of the Restful Lily to its former stature, re-
furbishing the shrine and making the site an even
The top floor of the tower has been turned into the stronger place for the worship of Sune. Alternatively,
lair of the Fetid Gaze. Each of the three hags has its she might decide that the temple holds too many
own disgusting bed, and the strange objects that fill dark memories for her, and that it should be up to
the crates are shared by all. others—perhaps the characters—to take charge of
Glyph of Warding. Scratched into the floor at restoring the site. Either way, Sylvarie is grateful to
the top of the stairs is a glyph created by a glyph of the characters for what they've done and becomes a
warding spell. The hags use this glyph to eliminate friend to the party for life.
intruders. It can be detected with a successful DC
13 Intelligence (Investigation) check and triggers
when any creature except the hags or their minions
passes over it. When triggered, the glyph splashes
acid in a 20-foot-radius sphere centered on it—big
enough to splatter the whole room and the cen-
tral staircase, top to bottom. This sphere spreads
i
around corners. Each creature in the area must
1
1
make a DC 13 Dexterity saving throw, taking 22
i
(5d8) acid damage on a failed save, or half as much
}
3
damage on a successful one.
Dark Mementos. The objects in the crates are
souvenirs claimed from the hags’ victims over ten
years, including weapons, clothing, personal effects,
tools, letters, trinkets, and more.
Treasure. Most of the hags’ mementos are worth-
less, but a search of the room turns up a spell scroll
of clairvoyance in a leather scroll case that has so
far escaped destruction.
CONCLUSION
Once the threat of the hags and their servants is
dealt with, the characters have a chance to rectify
the dark deeds done at the temple.
Destroying the four portraits in area T17 frees
Gorba Daardenrian, Glitter, Falthrax Loderr, and
Sylvarie Silversong from the hags’ curse. (See “De-
stroying the Paintings” earlier in the adventure for
more information.) Gorba and Glitter are eternally
grateful to the characters and might become lifelong
allies of the party, at your discretion.
ENGLAND
WAYNE
IFTEEN YEARS AGO, THE BOOK OF CYLIN- Pelk tells the characters that this news came by way
ders fell into the hands of the archivists of Mitor Jans, a ship captain who makes a living
and librarians of Candlekeep as part of transporting crab meat to Candlekeep. Pelk also
a collection of works recovered from a reveals that Jans, eager for shipments to resume,
ruined keep in Tethyr, far to the south. It describes has volunteered to take adventurers by sea to a
a conflict between a settlement of grippli (froglike trading post where they can meet with the grippli
humanoids distantly related to bullywugs) and an in- leader-in-exile, if they decide to undertake the quest
vading force of yuan-ti. The explorers who found the to help the frogfolk.
Book of Cylinders and bore it safely to Candlekeep Pelk informs the characters that the Avowed are
claimed it wasn’t a historical account, but a warning willing to pay 500 gp to each character once the
of dire events yet to unfold. threat to the grippli village is neutralized.
ers, are you not?” Pelk allows the characters to inspect the book. It is
® @
surprisingly light, and brief examination shows it to
Pelk is a dragonborn commoner of copper dragon be a cunningly contrived container. Its covering is
ancestry and a member of the Avowed. Her superi-
ors have authorized her to brief the characters on a
situation requiring their unique talents:
+ o
“Candlekeep has long relied on a community of grip-
pli to the north for fresh seafood. These frogfolk cap-
ture and raise giant crabs as livestock in an offshore
cluster of pens they have erected just outside their
village, then trade the meat and other salvageable
parts for items they can use, particularly those made
of metal or glass. Candlekeep has long been a steady
customer, but over the last several tendays the grippli
have become less and less active, and the supply of
food has been all but cut off. To make things worse,
rumors have arisen about serpent creatures being
seen near the Cloakwood and the grippli village.”
EISER
Book oF CYLINDERS
AK
SAN
The second cylinder’s story begins with serpent
creatures lurking ominously outside the grippli
village. Then the serpentfolk rush forth, captur-
ing or killing any of the frogfolk who try to stand
against them. As the village falls into disarray, the
giant crabs escape from their cages and head back
into the sea.
The third cylinder depicts, and briefly tells about,
the aftermath of the serpentfolk’s assault. The vil-
lage is vacant, most of its buildings flattened. Still
standing is the grippli’s temple to their deity, which
has been taken over by the snake creatures.
Unbeknownst to the characters at this time, the
ancient story told on the cylinders is unfolding now.
Evil yuan-ti are tormenting the grippli, and their
goal is nothing less than the obliteration of all who
stand in their way.
LEARNING MORE
After the characters have deciphered the story told
on the cylinders, they can learn more about the
context of the situation by talking to Pelk or other
members of the Avowed. The following information
can be learned:
- Before communications with the grippli tapered
off, people who returned to Candlekeep from a trip
to the grippli trading post reported that a small
WoopeN CYLINDERS
band of yuan-ti had taken up residence at an old
temple site where the grippli village used to be
located. These serpentfolk, unlike others of their
made of supple leather reinforced with thicker strips kind, are friendly toward the grippli, and the frog-
i
of hide. Opening the cover reveals three intricately folk are helping them excavate the location.
4
carved, hollow wooden cylinders and a linen bag of One of the last people from Candlekeep to depart
|
§
dry clay artfully decorated with a drop of water. from the grippli trading post reports that the place
The outside of each cylinder is covered with writ- has been overrun by frogfolk fleeing their village,
ing and simple images, apparently telling a story in which was invaded by a second group of yuan-ti.
three parts. If the characters can’t figure out what These monsters are vicious and cruel, the exact
the cylinders have to say, Pelk or another staff mem- opposite of the earlier visitors.
ber at Candlekeep can give them instructions.
The first step is to remove some of the clay from NORTHWARD Ho!
its bag and mix it with water to form a thick paste,
It should be apparent to the characters, from what-
then spread the wet clay in a thin layer on a flat
ever information they have gleaned, that the grip-
surface. Rolling one of the cylinders across this sur-
pli trading post is the first stop on their mission.
face presses the writing into the clay and makes it
The trading post is on the coast, due west of the
readable. After repeating the process for each of the
Cloakwood and roughly 90 miles north-northwest
cylinders, the characters have the full story and can
of Candlekeep by sea. They can get there either by
use that knowledge to determine what they do next.
accepting Mitor Jans’s offer of transportation, or by
The impressions in the clay are mostly characters
a longer overland route that takes them east, north,
in the Dwarvish script, combined with simple pic-
and then westward through the forest.
tographs that tell a tale about the frogfolk and the
serpentfolk. SEA VOYAGE
The first cylinder shows and explains how the
grippli became skilled at harvesting giant crabs, If the characters need further persuasion, Mitor
which are loaded onto seagoing vessels and taken Jans tells them that he and his ship, the Dog Ear,
away while the frogfolk celebrate their newly have made the trip from Candlekeep to the trading
post and back again more times than he can count.
KEISER
earned wealth.
He and his crew know exactly where to sail to avoid
SAM
Q -
BOOK OF CYLINDERS
undersea hazards and stay on the most efficient Mitor Jans and his ship remain at the dock while
route. If the characters are suspicious of Mitor’s mo- the characters go ashore. He suggests that they seek
tives, a successful DC 10 Wisdom (Insight) check is an audience with the grippli’s leader, Pond Mother,
all it takes to verify the truth of his claims. to learn firsthand about what has happened. (Fortu-
In fact, this is the faster of the two routes. The trip nately for the characters, she’s not hard to find.)
takes a day and a half (36 hours), with no encoun-
ters en route. TRADING POST
MITOR JANS
n, you ge
Neutral good half-orc : As the costal smist chu
at thee gippl tog post. Rar or
Mitor (use the bandit captain stat block, if neces-
sary) joined Candlekeep as a young acolyte but soon
found he was more suited to a life on the sea. His
greatest source of pride is the book he has written .: yourur ship pulls up toothe dod wr
about fish anatomy, which includes a detailed exam- : Weapons; are walling) to meettits p
ination of sahuagin biology. He is willing to trans- -
|
port the party, but neither he nor his crew will join |
in a fight. The central structure of the trading post is a for- |
tified stone and mud-brick edifice, decorated with |
OVERLAND VOYAGE the preserved carapaces and claws of giant crabs,
If the characters decline the sea voyage, they can where commerce is normally conducted. The
consult a map at Candlekeep that shows the safest ground around it, usually clear of construction,
and fastest overland route, starting with the Way now houses a host of makeshift dwellings, and
of the Lion, the road that leads inland (east) from business has slowed to a standstill. The place looks
Candlekeep. That road intersects with the Coast and feels more like a refugee encampment than a
Way, which runs north along the eastern edge of the trading post.
Cloakwood. About 50 miles north along the Coast The primitive shelters are the new homes of
Way is a trail that runs west into the forest and grippli who escaped when the evil yuan-ti came
eventually leads to the outskirts of the grippli vil- through the village in their search for the earlier
lage. This route, well over 100 miles in total, takes group of serpentfolk. All these individuals are
at least seven days to traverse by foot, and at the noncombatants, with no particular knowledge to be
end of it the characters will be entering the village gained by communicating with them.
before they visit the trading post. Both of those facts POND MOTHER SPEAKS
might have a marked effect on how the adventure
The village's leader, who holds the title of Pond
continues (at your discretion). In addition, you might
Mother, is an aged grippli warrior (see the end of
pit the characters against some random encounters
the adventure for her stat block). She evacuated the
along the way, to hint at the error of their ways in
village when most of the other residents did and has
turning down the sea voyage.
set up quarters inside the large building. Assuming
the characters are cooperative, the grippli guards
HerLPING THE GRIPPLI take the visitors directly to her. If the party seems
The grippli of the Cloakwood are distrustful of trustworthy, she speaks to them. She prefers Pri-
strangers but forced by circumstances to consider mordial (it’s easier on grippli vocal cords) to address
outside help. The warriors of the village and its outsiders, but she can speak Common if there are
leader, Pond Mother, are doing all they can to pro- no Primordial speakers in the group.
tect the grippli who have taken refuge at the trading She informs the party that a small band of yuan-ti
post, and they cannot mount a counterattack against arrived in the area over a month ago, claiming to
the evil yuan-ti, who have already killed several grip- be followers of a benevolent deity they called the
pli for trying to stand up to them. Scaled Mother. They were friendly, the opposite
Assuming the characters traveled by ship to reach of other yuan-ti that the grippli had encountered
the trading post, the grippli guarding the dock watch and fought with. These yuan-ti expressed interest
them carefully but don’t speak right away. Grippli in excavating and restoring the previous site of the
have difficulty voicing the language of humans, so grippli village, a mile from its present location. Pond
they speak in Primordial. (Mitor Jans has some flu- Mother saw no reason to refuse them, since their
ency in Primordial and offers to be an intermediary motives were seemingly innocent. But then, two
if needed.) As long as the characters are nonhostile, tendays afterward, another group of yuan-ti came on
the grippli will allow them to disembark. the scene. These yuan-ti attacked the village, killed
BOOK OF CYLINDERS
{ (5°
93 y
any frogfolk who tried to resist, and captured the RUNNING THE CRAB MAZE
grippli who weren't able to escape. No craft larger than a rowboat can navigate the crab
She asks the characters for help, telling them that maze because the water is too shallow and already
the yuan-ti have been eating their eggs and torment- occupied by angry giant crabs. The characters are
ing the few grippli who remain in the village. Noth- dropped off outside the maze at a point of your
ing has been heard from the friendly yuan-ti since choosing. The water is only 4 or 5 feet deep through-
the larger force of evil ones descended on the vil- out this area, but wading to shore is impossible
lage. Pond Mother fears that either they have been since the crabs are everywhere. The characters’
disposed of, or they have been imprisoned in the old goal is to get to the breakwater that separates the
temple that lies north of the village. In any event, maze from the village while avoiding the crabs as
saving the eggs, or as many of them as possible, is much as they can.
the grippli’s main concern. As the characters move, they must make a suc-
If the characters demand payment, Pond Mother cessful DC 20 Dexterity (Stealth) group check every
can offer the modest contents of the trading post's 100 feet to avoid attracting giant crabs. If any group
coffers (200 gp) for clearing out the village and safe- check fails, 1d4 + 2 giant crabs claw their way out
guarding the eggs. She points out that the charac- of their cages and attack the characters.
ters are also entitled to keep any items of value that The processing platforms, located wherever two
don’t belong to the villagers. walkways join or intersect, are safe havens. The
The trading post is about 5 miles south of the grip- platforms are high enough above the water that the
pli village, which is most easily reached by sea. (An crabs won't attack creatures atop one.
overland trip along the marshy coastline is a fool's
route, fraught with obstacles and perils.) Mitor Jans PASSING THE BREAKWATER
will transport the characters as far as he can, then After negotiating the maze, the characters come
drop them off just outside the crab maze that bor- upon a low wall that the grippli have constructed to
ders the community before turning back south. keep sea creatures away from the village and to pro-
tect the lagoon on the other side from rough water
CRAB MAZE when a storm is raging. This breakwater is made
of intertwined branches reinforced by tough vines.
Hinged on the sides and split in the middle, it can be
Columns of stone with platforms built around them, opened to allow the passage of small boats. In the
connected by rickety-looking gangways that touch closed position, as it is now, the breakwater is not
rl
the sea or disappear beneath the frothing waves, are designed to prevent entry to the village by anyone
EN
arrayed before you. In the distance you can see the who can simply climb up and over it.
ma
BOOK OF CYLINDERS
(GTN: 0 ya
VILLAGE Docks
Unlike the materials used for the crab maze,
the docks are sturdy planks of wood tightly fas-
The grippli village is set near the sea in a brackish tened together and treated to make the structure
marsh. Rising from the muck are circular, domed waterproof.
mud-brick buildings that the grippli use for homes Only a couple of small boats remain tied up at
and storage facilities. The carapaces and claws of these piers, the others having been used by the grip-
pli who retreated to the trading post.
giant crabs feature heavily in the architecture.
The yuan-ti have no interest in the small boats
that are moored here—meaning that if they re-
If the characters get to shore without causing a main undamaged, the characters could use them
conflict with the yuan-ti, they can move freely (if for transport when they decide to leave this
carefully) around the village. (The evil serpentfolk place behind.
are here for a particular purpose, and as a rule
they have no quarrel with anyone who doesn’t
PoND MOTHER'S HOME
directly threaten their plan or try to impede what The religious center of the village, this enormous
they're doing.) building made of wood and mud bricks has been
The ground throughout this area is damp and soft turned into a prison where the evil yuan-ti are hold-
at best. Staying dry is difficult to impossible. ing some of the followers of the Scaled Mother. The
The dozen or so grippli warriors (see the end of hemispherical building, 20 feet high and 50 feet
the adventure for their stat block) remaining in the in diameter, is by far the largest structure in the
village are there only to do the yuan-ti's bidding; community.
they all show signs of abuse from their treatment. The ground level contains a pool of water in the
Some are in a state of mourning, after being forced center, directly beneath an opening in the roof of
to watch the yuan-ti consume their eggs. the same size. The marshy ground around the pool
18
BOOK OF CYLINDERS
AGE.
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chambers, each about 10 feet square. Three of these nursery. In five places, built up like the sides of a
rh
rooms currently hold a total of ten wounded yuan-ti well, stand 3-foot-high mud-brick walls enclosing
-
purebloods with half their hit points remaining. 20-foot-diameter circular areas. These repositories,
These benevolent, neutral good yuan-ti are being filled with clean, fresh water, are where the grippli
guarded by four evil yuan-ti purebloods stationed lay their eggs and nurture offspring as they mature.
just outside the cells. This location is under the control of four yuan-ti
The guards remain at their stations until they purebloods and two yuan-ti malisons (any type).
hear significant sounds of activity coming from the They permit a small number of grippli to tend the
ground level, or until a character ascends one of the eggs, which is why the eggs haven't all died since
staircases and comes into their view, whereupon the arrival of the serpentfolk. This permission could
they all rush to attack. The prisoners, even if they're be an act of mercy, or it could just be that the yuan-ti
left unattended, won't leave their cells willingly like to eat the eggs: each of the malisons has been
while combat is going on. consuming at least one egg per day, and always
If the characters dispose of the guards and free within sight of one or more of the grippli for no rea-
the prisoners, the benevolent yuan-ti explain what son other than cruelty.
they know of the situation: they are allies of the grip- All six yuan-ti are languishing on the ground be-
pli who have been victimized by the evil yuan-ti that tween the pools and don't react until at least one of
invaded the village recently. They know from their them becomes aware of the characters. If one of the
captors that two of their number have been hauled malisons remains alive after 3 rounds of combat,
through the marsh northward to the location of a it pours a vial of poison into the water of one pool,
temple in the old village, where they are to be sacri- which Kills all the eggs in it. On each succeeding
ficed to the evil deity Sseth sometime soon. round, if the characters don’t prevent it, the same
creature moves to poison a different pool until it is
vanquished or until all the eggs have perished.
BOOK OF CYLINDERS
HOMES AND STORAGE
-
TEMPLE , 10-foot-high outer wall
re A 7 ea ReZe Nl)
» aa Py © a tor G3 9 so
«
ny
i.
NN 1 i fA
Grippli don’t sleep in the water, but in soft ham-
°
mocks suspended over it. Their personal effects are "EA x A
” (E; 5:
secured to the walls above the water in netting. Fur- Ft ; . 5 P #
(likewise), used on occasions when the grippli want (1 ata wall of rubble ata wall of rubble 1 ©
20. [after 15 ft. after
15 ft $=
to cook something before eating it. FZ oy
Storage huts sit on stilts that keep their thatch J 4
e
i es
floors from getting wet and thus protect the materi- 41 1] ABs - NR SIT
ll
SR SRT — RA ’
“gp
Ww
als stored there from deterioration. Wood and other ®
ty
1square = 5 feet
marsh vegetation used in construction are left here
to dry out.
courtyard. From there, the characters can approach
OLD VILLAGE AND TEMPLE the upper court (area T2), where the prisoners are.
Following the river leads the characters northeast The following locations are keyed to the map of
through the Cloakwood. The characters should re- the temple.
alize that this is the route to the grippli’s old village,
which they have heard about from Pond Mother and T1. COURTYARD
perhaps also from the yuan-ti captives. % sams
The old village was abandoned when the grippli lies an open area .
At the top of a short set of steps
realized they would fare better being closer to the
water. They relocated to where the village now
“enclosed by a ten-foot-high outer wall and paved with
stands. The only structure left in the old village is
tightly fitted stone slabs. To either side are truncated
the temple—now the site of activity once again. ramps that lead down to a lower area, still blocked a
Before the evil yuan-ti arrived, the followers of the
Scaled Mother had begun to excavate the temple ~ Ahead of you, some fifty feet away, is a nother short
ruins, hoping to find evidence of their benevolent de- staircase that leads toa ten-foot-high inner wall with of
ity. The work is continuing under the rule of the evil a door-sized opening in it that's covered by a curtain.
serpentfolk, but it's slow going. Several grippli have
Coming from beyond the doorway inside the enclosed : .
been forced to continue digging the place out, while
their masters stay inside the part that has already area, you can hear the groaning and plaintive cries of
been opened up. It’s here that preparations are be- creatures being mistreated.
ing made for the sacrifice of the yuan-ti’s prisoners. &
When the characters approach the temple, they The temple's courtyard can serve as a staging area
won't be able to escape the notice of the grippli for the characters, whose presence will not be no-
prisoners. But the frogfolk know enough to remain ticed by the yuan-ti as long as they remain here. Any
SEAN MACDONALD
silent in the face of potential rescue, and they use grippli in the courtyard when the characters arrive
hand signals to direct the characters toward the will make a hasty but silent retreat to places of
safety outside the temple.
BOOK OF CYLINDERS
T2. UPPER COURT SERPENT SCALE ARMOR
Armor (scale mail), uncommon
: The upper court of he remple has been completely This suit of magic armor is made from shimmering
cleared of debris. Six pillars support the ten- foot-high | scales. While wearing it, you can apply your full
ceiling, 2and the northern half of the enclosed area is Dexterity modifier (instead of a maximum of +2)
when determining your Armor Class. In addition,
i bathed i in bright light, making it easy for you to see the
this armor does not impose disadvantage on your
0 horrific scenee playing out in ihe for end of the room.
Dexterity (Stealth) checks.
SERPENT’S FANG
The following events are unfolding as the party
Weapon (longsword), rare
enters. Lashed to a makeshift altar are two neutral
good yuan-ti, a type 1 yuan-ti malison named Maaz This single-edged magic sword is made from
and a yuan-ti pureblood named Vorsa. They are the scrimshawed fang of a giant serpent. Its hilt
being tortured by an evil yuan-ti abomination that changes shape to adjust to the grasp of any creature
is presiding over a ritual. An enormous sarcophagus that picks it up. The weapon deals an extra 1d10
rests behind them, its exterior carved with serpents. poison damage to any target it hits.
Two yuan-ti malisons, a type 1 and a type 3, are
positioned on either side of it. Both are evil. One AFTERMATH
carries a lantern that is the source of the illumina- When the abomination and its malison minions fall,
tion, and the other one is holding up a chime and the captured yuan-ti are overcome with joy. They tell
preparing to strike it. As the characters take in the the characters that they hail from a land to the south
scene, the abomination is studying the script on the called Chult. They were called into service by the
sarcophagus intently, engrossed in what it sees. At a deity they know as the Scaled Mother and followed
gesture from the abomination, the chime is struck. her portents as they traveled north. They began ex-
As it rings out, the seam around the lid of the sar- cavating the old temple, with the grippli’s consent,
cophagus glows brightly for an instant. Then the in the expectation of finding relics left behind by the
sarcophagus comes open partway, and the bound yuan-ti that raided through this area in ages past.
prisoners howl in agony. They were unable to open the lid of the sarcophagus
Even after the evil yuan-ti notice the characters, once they unearthed it and were in the process of
their first priority is to complete the ritual, which clearing rubble from the courtyard stairs when the
opens the lid of the sarcophagus and kills the evil yuan-ti descended on the village and captured
prisoners. With fast action and accurate attacks, all the followers of the Scaled Mother.
the characters can interrupt the ritual and prevent With the threat to the area neutralized, it doesn’t
further harm to the victims. The abomination must take long for things to return to normal. When the
use two of its turns to finish performing the ritual, grippli prisoners realize that the characters have
which climaxes with one more sounding of the persevered, they waste no time getting the news
chime as the lid is thrown open. If the abomination to the village and the trading post. The refugees
takes any damage before completing the ritual, it return home, and within a tenday the frogfolk have
stops what it's doing and turns its attention to the repaired any damage to the crab pens and are back
interlopers and attacks them, ordering the malisons in business.
to join the fight. The benevolent yuan-ti, once they recover from
Treasure. The objects used by the malisons are a their wounds, might decide to continue digging out
chime of opening and a lantern of revealing (which the temple or to return to their homeland, as you see
they use as a precaution against invisible enemies). fit. If the excavation goes on, you can populate the
After the malison strikes the chime for the first lower level of the temple with treasures or traps at
time, the item has 5 uses left. The lantern has 2 your discretion.
hours of fuel remaining. If the characters journeyed by land and went di-
Assuming the characters interrupted the ritual, rectly to the temple after spending little or no time
the lid of the sarcophagus is only slightly open, and in the village, the now-freed grippli prisoners ex-
the chime must be struck once more to open the lid plain that other evil yuan-ti are stationed in the vil-
fully. Inside the sarcophagus are two items of great lage, and they too need to be dispensed with before
significance to the yuan-ti: a suit of serpent scale the grippli can reclaim their homes.
armor and a serpent’s fang (both described below).
BOOK OF CYLINDERS
GRATEFUL GRIPPLI
Having done what they came to do, the characters
are free to take their leave of the grippli anytime;
once regular traffic resumes between the trading
post and Candlekeep, the heroes have no trou-
ble finding a ship that will carry them back to
the library.
In the meantime, if the characters prevented one
or more eggs in the brood pools from being killed,
the returning grippli are so ecstatic that Pond
Mother offers to perform a ceremony for the party's
benefit, called the ritual of friend marking. If they
agree, they are brought to the pool in the center of
Pond Mother’s home at midnight. The grippli, croak-
ing sonorously, surround the characters while they
stand in the warm water and Pond Mother pours the
contents of a jar into the pool. The liquid swirls, and
motes of light begin rising up around the characters.
Any party members who have second thoughts at
this point can avoid the effect by succeeding on a
DC 15 Wisdom saving throw. Party members who
don’t resist, or who fail their saves, fall into a trance
until dawn—when they come to their senses, com-
pletely rested and healed. All party members who GRIPPLI WARRIOR
completed the ritual can speak and understand the Small humanoid (grippli)
Grippli language from now on.
Armor Class 12
Hit Points 13 (3d6 + 3)
(GRIPPLI Speed 30 ft., climb 30 ft., swim 30 ft.
At first glance or from a distance, a grippli looks like
STR DEX CON INT WIS CHA
a large frog. Its head and body are indeed those of a 10 (+0) 15(+2) 12(+1) 10 (#0) 14 (+2) 10 (+0)
frog, but its front extremities end in hands with fin-
gers that enable it to manipulate weapons and other Skills Athletics +2, Stealth +4, Survival +4
objects, and its rear legs have similar digits that it Senses passive Perception 12
Languages Grippli plus one other language (usually Common,
can use for grasping and climbing. A grippli can
Draconic, or Primordial)
move as quickly on all fours as it can on two legs. Challenge 1/4 (50 XP) Proficiency Bonus +2
Communal Effort. Grippli rely on ambushes and
guerrilla warfare to defend themselves and their
Hold Breath. The grippli can hold its breath for 20 minutes.
settlements. They can snare foes with their tongues
to make them easier targets. Grippli villages are Standing Leap. The grippli can leap 30 feet horizontally or 20
feet vertically from a standing position.
generally built from mud bricks and other natural
materials harvested from the immediate vicinity. ACTIONS
Young grippli are raised by the community rather
Multiattack. The grippli makes one attack with its tongue. If
than bya single set of parents, and all of a commu- this attack hits, the grippli can make a melee attack using its
nity’s eggs are kept in freshwater pools until they trident against the same target.
mature. Protecting their eggs is a major concern for
Tongue. Melee Weapon Attack: +4 to hit, reach 5 ft., one Me-
grippli, since lizardfolk, yuan-ti, and other creatures dium or smaller creature. Hit: The target is grappled (escape
are known to have a taste for them. DC 12). Until this grapple ends, the target is restrained, and the
Close to Nature. Most grippli care more about grippli can’t grab another creature.
survival than they do about abstract ideals such as Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
good and evil. Grippli religion is based in animism or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage,
and nature spirits; the frogfolk do not pay reverence or 6 (1d8 + 2) piercing damage if used with two hands to make
to a single deity, but they might beseech a particular a melee attack, plus 2 (1d4) piercing damage if the grippli had
nature spirit for aid from time to time. advantage on the attack roll.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage, plus 2 (1d4) pierc-
PRIME
BOOK OF CYLINDERS
AN ADVENTURE FOR 7TH-LEVEL CHARACTERS 4 \
AGE © GPs orm rire itr rire e's a 1
_ SARAH OF
YELLOWCREST MANOR.
WRITTEN BY DEREK RUIZ
DEVELOPED & EDITED BY SCOTT FITZGERALD GRAY 8
BooOK DESCRIPTION
Sarah of Yellowcrest Manor is a leather-bound book
with brass corner fittings and an intricately carved
brass clasp that holds the book shut. Embossing on
the cover depicts the same symbol seen on Sarah’s
NORDSOL
- I
SARAH OF YELLOWCREST MANOR 1093
ee” yi
rr
where the Yellowcrest businesses are located. His SPEAKING OF THE PAST
bodyguards include two cult fanatics, three thugs, As long as the characters approach in a nonthreat-
and two veterans—all on horseback. The driver ening way, Faerl is willing to talk to them, though
of the coach is an unarmed commoner. The char- his bodyguards stand close by. Faerl pretends to
acters can easily perceive that this is an unusually take an interest in any talk of the characters looking
large entourage, even for someone carrying money. into the Yellowcrest murders, calling the fact that no
one was ever charged with the crime “a terrible in-
FAERL
justice.” If asked about Lord Viallis, Faerl describes
Faerl, a neutral evil wood elf, is proud and cruel. He
him as “broken by the tragedy.” He denies that his
believes that he must be in control at all times. He
employer could have had anything to do with those
dresses in pompous finery and an oversized red hat.
terrible events if any character suggests it.
He speaks precisely, but in a volume so low that it
Faerl’s loyalty to the Burnt Tongue Cult and Lord
forces people to pay close attention to him.
Viallis is absolute, making him impervious to brib-
Faerl uses the noble stat block with the follow-
ery and intimidation attempts. If magic such as a
ing changes:
charm person spell is used to influence his attitude
« He speaks Common and Elvish. toward one or more characters, Faerl refuses to
- He has advantage on saving throws against being mention the cult, even to characters to whom he is
charmed, and magic can’t put him to sleep. friendly, so as not to incriminate himself. He calls
the City Watch if the party gives him trouble.
Personality Trait. “Others are beneath me. My
If the characters express their intention to ques-
position in the cult ensures my future.”
tion Lord Viallis, Faerl orders his bodyguards to
Ideal. “My loyalty to the cult is critical to its suc-
attack while he climbs back in the coach and tries
cess. I must lead by example.”
to leave. If he gets away, he returns to Greenfast,
Bond. “With my loyal assistance, Lord Viallis will
where the characters might encounter him again.
surely take over Waterdeep one day.”
Flaw. “My standing makes it important that noth- STREET FIGHT
ing happen to me. If it’s necessary that others sacri- If Faerl orders his bodyguards to attack, or if any
fice themselves for my security, so be it.” character attacks him or the bodyguards first, the
bodyguards do their best to protect Faerl and en-
sure that he escapes in the coach. They then lay
into the characters without mercy. The cult fanatics
cast command or hold person on melee combatants,
hoping that the veterans and the thugs can dispatch
them quickly. The thugs focus on the same target to
make use of their Pack Tactics feature.
When more than half the bodyguards have fallen,
the others surrender. All are Waterdeep mercenar-
ies on long-term contract to guard Faerl when he
visits the city. They don’t know Lord Viallis per-
sonally and know nothing of the cult, but they can
provide the following information about Faerl and
Lord Viallis:
« Faerl met Lord Viallis in Waterdeep years ago and
became his business partner. Faerl lives in the vil-
lage of Greenfast southeast of Waterdeep, where
Lord Viallis also lives now.
« The profits from the Yellowcrest businesses gener-
es
ny
SIR VECKEN
Vecken (a lawful good human knight) is a burly fig-
ure, heavily scarred but with a pleasant disposition. course of their conversation with him, Vecken can
He turned to adventuring to help him move past the reveal the following information:
death of his beloved Sarah, and he becomes notice- + After the murders, the remains of Sarah and the
ably distraught when speaking of her. other three servants were interred in the public
Personality Trait. “We all have a moral obligation cemetery, Waterdeep’s City of the Dead. The re-
to protect the weak and the innocent, and I will do mains of Lady Maria and her children were not.
so at any cost.” « Vecken remembers talk of Lord Viallis wanting
Ideal. “Good will prevail as long as the strong his wife and children to be interred near his new
stand against evil.” home, so that he need never return to Waterdeep
Bond. “My frail father needs my care. It is good to visit them.
that I gave up my adventuring life.”
Flaw. “When anger and grief take hold of me, Vecken doesn’t know that Lord Viallis has relo-
there is little I can do to control myself.” cated to Greenfast. If the characters share this in-
formation with him, he grows thoughtful, then says
DARK MEMORIES that he has heard from former compatriots of recent
Vecken is at home when the characters call, and he trouble along the roads in that area. South of Water-
is initially pleased to see them. He assumes they are deep, travelers are being robbed of valuable relics
adventurers he must have met and forgotten about and jewelry, and more than a few have disappeared,
during his earlier days. When the characters make their bodies never found.
the reason for their visit known, he grows visibly
grim but invites them into his home for tea. In the VECKEN’'S RETRIBUTION
living room, Vecken’s old helmet with its shattered If the characters ask Vecken to join their investi-
horn hangs above the fireplace hearth. gation, the warrior demurs, telling them he would
Vecken is sympathetic to the characters’ objectives rather let the past fade. In truth, he won't join the
because he still feels the pain of Sarah’s death five characters because their unexpected news has
years ago. Any talk of the characters having spoken inspired thoughts of vengeance that he wants to
NIKKI DAWES
to Sarah’s ghost reduces him to tears. Through the undertake on his own. As soon as the characters
leave him, Vecken dons his armor and weapons
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use, and the place holds nothing of importance or the area. When Viallis needs new sacrifices, the
value. (Lord Viallis has moved all his important be- cultists snatch victims along the Trade Way at night.
longings out of the village and into the cult’s temple.) (If at least one day passes between the characters
meeting Vecken and arriving in Greenfast, the cult-
G4. FAErRL'Ss HOUSE ists’ most recent expedition ended with the capture
The residence of Viallis’s overseer is a comfortable of the vengeful warrior. See area B11.)
cottage whose main room doubles as an office. The The cultists pay close attention to Faerl’s house
place is filled with business records and correspon- (area G4) and to any strangers in the village. If the
dence, all of which concern Lord Viallis’'s business characters ask them any questions about Viallis, the
and none of which appear suspicious or out of cultists respond by attacking. If they see the previ-
the ordinary. ously agreed-upon signal of a window being opened
If the characters came to Greenfast without meet- in Faerl’s house, they go there immediately, ready
ing Faerl in Waterdeep, you can have them find the for trouble.
overseer at home if you see fit. Use the details in the Use the guidelines in the “Street Fight” section
“Yellowcrest Businesses” section and the informa- earlier to run the encounter if the cultists and the
tion on Faerl there to shape the conversation. If the characters face off. Unlike the mercenaries in
characters threaten him or ask questions that indi- Waterdeep, these villains know a great deal of in-
cate they know more about the cult than Faerl likes, formation that they share if they are defeated and
the overseer makes a point of opening a window “to threatened:
get some air.” This is a signal to the cultists at the
barn (area G5) to come running. « Lord Viallis is the leader of what he calls the
Burnt Tongue Cult, and he has made Greenfast
G5. BARN the center of the cult’s activities.
Two cult fanatics and two veterans—neutral evil Viallis worships a dark entity called Gaernoo,
humans loyal to Viallis—work here by day. They whose power he channels by sacrificing prisoners.
keep an eye out for trouble and keep their ears open This otherworldly patron provides Lord Viallis
for word of nondescript travelers passing through with aberrant creatures to command.
+ Lord Viallis took over an old ruin outside the vil- TEMPLE FEATURES
lage, wanting to turn it into an estate. The work
The tower and its basement levels are of ancient
at the site is a ruse for opening up and rebuilding
AT
EN
TEMPLE OF THE
BURNT TONGUE CULT
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Lord Viallis studies magic in this room, which is off The lack of a door along the stairs to the chapel
I
limits to his cultists. The papers are covered with (area B7) means that characters going into this area
formulas and schematics, recognizable as related to or area B5 might attract the attention of the cultists
arcane magic by anyone who has proficiency in the in the chapel--or might be already in view from the
Arcana skill. foot of the stairs if Viallis has been warned of the
The book Retribution of the Ancients sits on the characters’ approach (see area B3 above).
table. In addition to describing various dark rituals,
this tome serves as Lord Viallis’s spellbook and
contains the following spells: cone of cold, contact ~ Books and trinkets are : spread across a wooden desk
other plane, counterspell, darkness, detect magic, set in this alcove chamber, which i is lit bya burning
fear, fireball, greater invisibility, fly, ice storm, mage brazier. |
armor, magic missile, misty step, polymorph, ray of
sickness, shield, and suggestion.
The trinkets are worthless, mysterious-looking
Pitfall Trap. The glowing spheres on the shelf
objects. The books appear to be registries of pur-
are two cracked driftglobes that can no longer float
chases, as well as lists of items and people. These
or give off their daylight effect. Removing either
documents, created by Faerl, have nothing to do
orb from the shelf triggers a trap. A character who
with the cult’s activities but look important at a
searches the area for traps and succeeds on a DC
glance. Lord Viallis leaves them here to test secu-
16 Wisdom (Perception) check notes a slight de-
rity; if any of them go missing, Viallis knows his
pression in the floor in front of the shelf that warns
temple has been infiltrated by a spy or a thief. A
of the trap. Triggering the trap causes any creature
character who spends at least 10 minutes examin-
standing next to the shelf to fall 20 feet, landing
ing the books can ascertain their lack of importance
prone in the north cell of area B11 and taking 7
with a successful DC 15 Wisdom (Insight) check.
(2d6) bludgeoning damage. Though the trap’s trig-
ger is magical, the floor must be lifted and set into B5. SyMBOL WORKSHOP
place again for the trap to be reset. Before the trap
is reset, a character can climb back up into this area
from area B11 with a successful DC 20 Strength A bronze oil lamp burns on one of two tables in this . :
(Athletics) check. area, both of which hold woodcarving toolsand
Secret Door. A character who searches the south Strange wooden objects.
wall for secret doors finds one with a successful
DC 15 Wisdom (Perception) check. Once found,
Cultists work here to craft the wooden symbols that
the door can be slid sideways to reveal a short pas-
mark membership in the cult—a distended tongue
sage with an identical secret door at the far end. No
with a torn root. Fifty newly carved symbols are
check is needed to find the second secret door, as
spread across both tables, hinting at the scope of
both doors are obvious to anyone in the short hall-
Viallis’s expansion plans.
way that separates areas B2 and B5.
Secret Door. The north wall contains a secret
Treasure. Inside the desk drawer are two golden
door similar to the one in area B2.
medallions worth 125 gp each. A wooden box on the
table contains a chime of opening. B6. STUDY
B3. DUNGEON ACCESS This area is set within the larger space of area B7.
Its door is unlocked.
Pits. Four pits stand in alcoves along the sides of B10. OssSUARY
the chapel. After each sacrifice, the cultists throw
———
$
the ashes and bones of the victims down these
Ee
shafts to area B13 below. This dark, dead- ond chamber holds a ound of
ng
Treasure. In addition to his robe of scintillating charred bones, desiccated body parts, and skulls scat-
colors and spell scroll of teleport, Lord Viallis car- | tered across a linen sheet. Strange red-black runes
ries the keys to area B2 and the cells in area B11. A mark the sheet’s edges, seemingly scribed ini blood.
number of objects are arranged around the altar as LC . : hs
offerings, including five gold bracelets (worth 150 gp
each) amid various worthless trinkets. On Gaernoo’s instructions, Lord Viallis and the
Secret Doors. Characters who search the room cultists have been gathering the remains of dozens
for secret doors and succeed on a DC 15 Wisdom of ritually slain victims in this area. A character who
(Perception) check find sliding wall sections to ei- has proficiency in the Arcana skill or who succeeds
ther side of the altar. These secret doors open easily on a DC 15 Intelligence (Arcana) check can inter-
and reveal passages to area B8 and area B9. pret the runes to realize that these remains are be-
ing collected to fuel a huge ritual at a later date—one
B8. SECRET VAULT that will ultimately require hundreds of victims.
A short hallway runs from the secret door in area
B7 to stairs leading down. Bll. CELLS
These two cells—one to the north and one to the
south—are closed off by locked iron-bar doors. Lord
rn wooden chests aare the only objects tobes seen in. Viallis carries the keys that unlock the doors. As an
| this dark roroom, which has a staircase leading down. action, a character can try to pick a door’s lock us-
ing thieves’ tools, doing so with a successful DC 15
Treasure. Both chests are unlocked, and they Dexterity check.
hold valuables the prisoners in area B11 had on North Cell. This cell, which lies beneath the trap
them when they were taken: a longsword, two dag- in area B2, is empty when the characters first arrive
gers, a pair of jeweled earrings worth 150 gp, and at the temple.
115 gp. If the characters are captured by the cultists South Cell. This cell holds six prisoners, includ-
and moved to either cell, their belongings end up ing Yaeda Firenni, Mayor Kara's sister. Though
here as well. she originally joined Lord Viallis willingly, Yaeda
was imprisoned after the full scope of the cult was
B9. SECRET LIBRARY revealed to her and she tried to flee. She is in poor
health; treat her as an unarmed commoner with 4
levels of exhaustion.
; This small, dark chamber holds a golden uiurn resting
If Vecken got to Greenfast ahead of the characters,
atop a small table and a bookcase stuffed with books he is also one of the prisoners. The warrior tells
and scrolls, many of them old and worn. the characters that their news inspired him to seek
his own vengeance for Sarah, but he was captured
when he took on a squad of cultists looking for
The books and scrolls contain arcane formulas, al-
victims along the Trade Way. Vecken has been re-
chemical recipes, ritual instructions, and lore about
duced to 25 hit points. Though injured, he is healthy
the Outer Planes, half of which is written in Deep
enough to escort the other prisoners to safety if the
Speech. Interspersed among the older books are
characters have more of the temple to explore.
several newer journals written by Lord Viallis.
The four remaining prisoners include three un-
Characters who spend a few minutes reading
armed commoners and a child noncombatant.
through the lore here learn any information they
Their names are Jalrax, Durz, Seffra, and Ashlan.
might have missed about the murders at Yellow-
crest Manor. Additionally, one journal reveals that They were part of a caravan attacked by the cultists
Viallis placed the cremated remains of his wife and a few days earlier. Two of their companions (the un-
fortunate victims in the chapel) were taken from the
three children in a golden urn that he sometimes
uses as a focus for his dark rituals. The golden cell a few hours earlier.
urn mentioned in this journal is the same one that
B12. AcoLYTES' TRAINING Room
rests on the table. The urn is engraved with arcane Scrolls and notes are spread across the floor of
sigils relating to the Outer Planes. It holds ashes—
this worked stone alcove. Four recent recruits of
the remains of Lady Maria and her children—and
the Burnt Tongue Cult (three cultists and one cult
radiates an aura of necromancy magic to a detect
fanatic) normally work here to learn and practice
magic spell.
spellcasting. You can make the encounter tougher
LORE OF LURUE
As the story opens, the weather in the demiplane
LORE COMES TO LIFE is brisk but not frigid, and the winter solstice is im-
A successful DC 14 Intelligence (Arcana) check con- minent. When the characters follow the course of
firms that the book is enchanted. As soon as a char- the story, they arrive at the site of the adventure’s cli-
acter opens it, a few sentences in Common appear max just before midnight on the day of the solstice.
on the first page, as if someone is writing it, word by The characters are active participants in the story,
word. As this text unfurls, read: and its events are real to them: they can defeat ene-
mies and be defeated by them. But a player charac-
ter who drops to 0 hit points while on the demiplane
is immediately teleported out of the demiplane and
back into Candlekeep where the book is located.
A teleported character reappears with 1 hit point
and loses any items they had collected on the jour-
ney so far. Explain to the player of the character that
they can rejoin the party by going through the gate
again after finishing a long rest. In the meantime,
the other party members will have moved along in
the story. Because time passes differently on the
demiplane from how it flows on the Material Plane,
When the reader turns the page, the book glows the returning character appears back with the party
briefly, as a delayed-action gate spell is activated. in the encounter area that follows the one the char-
Any creature within 10 feet of the book is pulled acter previously experienced.
into the portal and transported to a demiplane along The gate remains active until the characters’ con-
with any equipment it is wearing or carrying (see tribution to the story has come to an end (one way
the “Other Planes” section in the Dungeon Mas- or the other), whereupon the characters are ejected
ter’s Guide for more information on demiplanes). If from the demiplane and deposited around the book
other player characters are not in the vicinity when back in Candlekeep. No one other than the charac-
the gate is activated, they are free to move to and ters can use the gate, or even perceive it, while the
through the passage to join their comrades. mission is under way.
After the characters open and “enter” the book,
their literal path through the demiplane is dictated SATYRS IN DISTRESS
by the story that Ecamane Truesilver penned long
Once the characters have entered the book, read:
ago. The characters begin a short distance south
of where a meadow meets the edge of a forest. If +
- ye
LORE OF LURUE 5 y
et
“I'm Tragos ... and this is Artelio and Funagi,” he says. d20 Encounter
~ “We were out for a bit of a revel when a swarm of 14-16 Three human berserkers pass nearby while on a
wild- eyed ravens attacked us. We're in no fit state to hunt, pursuing a family of deer. If the characters
Could you perchance help us get home?” make their presence known, the berserkers attack
@ ®
them instead.
17-20 Four injured wolves come upon the party but
The satyrs want to get back to Polvarth Plateau,
keep their distance. Each has 1d8 hit points
where they can party safely. They aren't sure how
remaining. If approached, they instinctively
far they've strayed, only that the plateau lies to the
north and is a journey of a few hours by hoof. The snarl but then quickly whimper in pain. Their
satyrs pass the time by singing, drinking wine from blood-matted fur is evidence ofa recent attack
wineskins, and sharing ribald stories. on the wolves (they were wounded by hunters but
During the trip, the characters have an opportu- escaped). If a character makes a successful DC
nity to converse with the satyrs. If this happens, the 14 Wisdom (Animal Handling) check, the wolves
characters learn the following information: become calm and allow the characters to treat
. Often over the past tenday, several cracks of thun- their wounds. If they are given aid, the wolves trail
der have sounded, even when there appears to be behind the party and assist in fights if needed.
no storm brewing. At night, in places where the
canopy of trees thins to provide a clear enough
view, occasional bolts of red lightning can be seen
INTO THE WOOD
in the distance. After being guided by the satyrs through several
Strange tribesfolk, foreign to the area, have been miles of the forest, the characters ascend a gentle
wandering the forest, killing any animal they see slope as they come upon a break in the foliage.
on sight. From this elevated vantage, they behold an impres-
« There's a community of pixies and sprites near sive sight: a circular clearing beneath and around
the Polvarth Plateau called Dewlight. Tragor is the canopy of a gigantic maple tree. This is Polvarth
friends with a jovial sprite there, Wheeldoli, who Plateau, a hidden sanctuary for fey creatures.
might know more about recent happenings.
POLVARTH PLATEAU
RANDOM ENCOUNTERS As the characters approach the clearing and the
The journey with the satyrs should take at least 2 tree at the center of it, read:
hours and as long as 6 hours, at your discretion.
° | ; | +
After every hour of travel, roll a d20 and consult
Before you stands a maple tree of impossibly large
the Demiplane Encounters table to determine if the
characters have an encounter at that point. If you get size in the center of an open area nearly one hundred
a previous result (other than “no encounter”) a sec- feet in diameter. Shafts of light cut through the leafy o
ond time, that might be an appropriate spot to end canopy overhead and reflect off thin streams of water
the trip and proceed with the story. that trickle along and between the tree’ s gnarled, |
thick roots. =
DEMIPLANE ENCOUNTERS
As you pron the trunk oo the tree, the satyrs
d20 Encounter
gambol ahead of you, elated to be back in their safe
1-5 No encounter.
haven. Suddenly, the tree seems to come awake. It
6-7 Three swarms of ravens fly overhead. A successful gives offa guttural noise—and then it speaks!
DC 14 Dexterity (Stealth) group check allows the
“Pardon my rudeness for being asleep!” jtsays.
party to pass them by without being noticed. If
“It’s been a long time since I’ ve seen travelers like y you -
the group check fails, the swarms attack.
in these parts.”
8-9 Two hungry wereboars barge out of the under- ®
LORE OF LURUE
DEWLIGHT 3
LORE OF LURUE
whose curiosity outweighs his sense of caution. Af- 10-foot square of webbing has AC 10, 15 hit points,
ter a moment, he steps out from behind the stem of vulnerability to fire damage, and immunity to blud-
a mushroom and introduces himself: geoning, poison, and psychic damage.
Four cowardly ettercaps are lurking nearby, wait-
ing for their webs to snag some prey. At the sound of
€ i folk. 1, Wheeldoli, welcome you to
intruders, they scurry into the underbrush and hide,
wight and suggest you be on your way”
staying 30 feet away from the webbed path, loosely
spread out. The ettercaps are ambush hunters and
Wheeldoli is prepared to turn invisible and make run from a prolonged fight.
himself scarce at the first sign of aggressiveness,
but if the characters start by mentioning that they HAc’s HOVEL
have spoken with Feynor, or if they talk to him The characters’ path takes them into a densely for-
about the book they discovered, the sprite becomes ested area. By following a break in the trees that
friendly and contributes some additional details sends them north and west, they come upon a sign
about their situation. that this area is inhabited:
As a scholar among his kind, Wheeldoli knows
about some of the gods revered by the big folk,
E | Grarled bushes
sind dead aor diseased ttrees ssuround
and he shares his supposition about the nighttime
thunderclaps and lightning strikes in the distance.
“Signs of a battle brewing,” he says. A group of
vicious predators have been stalking through the
forest of late, and Wheeldoli fears they are disciples
of Malar the Beast Lord (see the “Cult of Malar” 2building isis aalarger —— a covered wih =
section later in the adventure). The disturbances to | creeping vines. a -
the north, he says, seem to be coming from the vi-
cinity of the Pool of Eternal Spring, a hallowed site : As you come 3 bi peloser the sound of voices sud-
associated with a lesser deity known as Lurue the
i denly. emerges. from the shack. One.
O occupant color |
Unicorn. The sprite says he would not be surprised wickedly, and two other voices s emit muffled whimpers =
to find that Malar’s minions are behind that turn of “and groans. =. i
events as well. ¢ La he is
LORE OF LURUE
1square = 5 feet
H2. HAG SHACK teach the interlopers a lesson, but if the characters
This run-down shack is the occasional home of a don’t dispose of her promptly, she does not hesitate
night hag named Lanedrie Staggersoul. When she to cut her losses and uses a plane shift spell to leave
spends time on the Material Plane, she enjoys im- their company.
prisoning and terrorizing denizens of the forest. Her The two dryads are named Trekaila and Argentia.
two “house guests” at the moment are among the If the characters free them from their bonds, the
prisoners she has taken most recently. dryads are appropriately grateful. If the characters
The only way into the shack is through the door on ask how they got here, they sheepishly explain that
the east side. When a character first peers into the the hag caught the two of them and a third dryad
room, read: named Hanah unawares while they were paying
little attention to their surroundings. Trekaila and
Argentia are quick to disclose that Hanah was taken
: The inside of the ik is in 2 terrible sstate of disre- =. .
away by the hag several hours ago, and they fear
pair. The only contents of note area ram 1, kle bed, that the worst might have happened to her. The dry-
| a scratched-up table, a warped wooden shelf with
ads tell the characters about seeing the hag return
several containers, on it, and a fireplace with wooden from someplace that lies to the east of the shack and
s spoons and ladles hanging from hooks a bove it. To i urge them to investigate.
your left, two figures are bound and gagged on the : Treasure. All of Lanedrie’s prized possessions
are sitting on the shelf. A character who makes a
| floor w while a blue-skinned hag looms over them. The L
successful DC 12 Intelligence (Arcana or Investi-
. Spies appesryto be dryads. gation) check identifies two useful items: a potion
of clairvoyance and a potion of healing (greater).
The night hag is focused on tormenting her captives As figments of the demiplane, these potions vanish
and can be taken by surprise if the characters suc- when the characters leave if they're not consumed
ceed on a DC 15 Dexterity (Stealth) group check. before then.
Lanedrie begins by using her claws and spells to wo
(( |
LORE OF LURUE
2 \©O
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H3. HAG’S MENAGERIE RIVER'S EDGE
Tucked in a clearing is a ramshackle structure 15
feet wide and three times as long. If the characters
rescued Trekaila and Argentia in area H2 before : At foot, it seems. ason though you have reached he
coming here, the dryads follow closely behind the | northern edge of the forest. The trees are fewer and
characters, eager to find their missing dryad com-
panion, Hanah. A door on the west end of the build-
ing opens easily, revealing the following:
LORE OF LURUE
1square = 5 feet
- L
LORE OF LURUE
to the characters’ presence. The berserkers fight to If any creature drinks the corrupted water from
the death until one remains. That warrior tries to re- the pool, it must make a DC 15 Charisma saving
treat to the south, hoping to alert the cult members throw. On a failed save, the creature gains a ran-
gathered at the pool (see below). domly determined form of short-term madness (see
“Madness” in the Dungeon Master's Guide).
PERIL AT THE POOL
THE CORRUPTED AVATAR
After the characters deal with the cultists at the
campsite, the way forward is obvious: lightning In normal circumstances, the avatar of Lurue is a
flashes in the sky every few minutes, seeming to be breathtaking sight; her silver, stardust-like mane,
centered over a place that’s within a couple minutes’ her shimmering hooves, and her perfectly formed
walk to the south. spiral horn elicit awe from even the most hardened
In the far distance, the sky is clear, but directly souls. As powerful and striking as she is in her true
above the pool is a black storm cloud spitting bolts form, she’s just as wicked in her alternative state.
of red lightning. When the characters arrive, stand- With necrotic energy twisting and dancing at the tip
ing at the edge of the pool are six wolf-like human- of her black horn, this corrupted avatar of Lurue is
oids, their backs to the characters. With faces raised instead a nightmare come to life.
up in supplication, they chant ominously. Read: While tainted by the influence of Malar, the avatar
of Lurue carries out the Beast Lord's will: to slaugh-
ter anything that dares to cross its path.
When the corrupted unicorn comes into being, it
does so within reach of at least one of the cult mem-
bers. If a fight has not already started, roll initiative.
On each of the avatar’s turns, and when using its
legendary actions, it randomly attacks one or more
creatures from among any targets it can reach. The
avatar prefers a wounded foe over a fresh one, but it
also singles out enemies who deal grievous injuries
In less troubling times, the Pool of Eternal Spring to it and attacks them without mercy.
was a little slice of Mount Celestia on earth. Its The cult members, briefly transfixed by the spec-
crystal-clear waters nourished the nearby lands and tacle they have just witnessed, are not immediately
fostered the most abundant plant and animal life hostile, though they defend themselves against
imaginable. The usual pleasant fragrance that wafts characters who threaten or attack them. When it be-
from the pool is now replaced by the scent of metal comes apparent to the werewolves that they are also
and blood. being targeted by the avatar, they might join forces
The cult of Malar has prepared the pool in with the characters (if the avatar is getting the upper
anticipation of the winter solstice. By filling the Pool hand) or break off and run away (if the characters
of Eternal Spring with offerings to Malar—creatures seem to be in control of things).
of the forest that have been brutally killed and slain,
then tossed into the water—the cult has tainted it as FINAL SCENE
a gesture of reverence to their deity. Unbeknownst If the characters vanquish the corrupted avatar of
to them, the arrival of the solstice triggers the final Lurue or are in danger of being vanquished them-
phase of Malar’s plan. selves, read:
The cultists at the edge of the pool are six were-
wolves. Five begin the encounter in hybrid form,
and the one leading the chant is in humanoid form.
The characters have come on the scene just in time
to witness the final stage of the ceremony, which
culminates at midnight. Before the characters can ooves, anda spiraling horn. She
do anything to prevent it, a bolt of red lightning
splits the sky and strikes the surface of the pool.
When the resulting steam cloud dissipates, the cor- 3 5
LORE OF LURUE
waiting for Malar’s plan to come to fruition so that
she might demonstrate to him the utter futility of his
desire to hold sway over the forest.)
Divine magic pours from Lurue’s horn and turns
the tainted pool back into silvery, glistening pure
water. The Pool of Eternal Spring is restored to its
former nature. A short distance away along the bank
of the pool is a narrow, spring-fed outlet stream that
leads north toward the river. The purifying effect
continues to flow into and along the stream, remov-
ing all traces of corruption that might have escaped
in the current. Her work finished, Lurue lifts her
head, regards the characters once more, and pre-
pares to take her leave.
CONCLUSION
Regardless of the outcome of the characters’ efforts,
the book's final scene ends the same:
. *
The avatar of Lurue galloped through the night, freed
from the threat of Malar. As a way of showing her grat-
itude, and ensuring that Malar and his minions would
never dare to ravage the forest again, she continued to
let the silvery spring flow, turning the place into a Pool
of Eternal Silver. These waters, forever protected by CORRUPTED AVATAR OF LURUE
Large monstrosity
her grace, lie near the site ofa city now called Silvery-
moon, which was named as such in honor of this tale. Armor Class 14 (natural armor)
® ®
Hit Points 90 (12d10 + 24)
Speed 50 ft., fly 50 ft. (hover)
As these words pass into the characters’ conscious-
ness, the book begins to pull the characters out of STR DEX CON INT WIS CHA
18(+4) 14(+2) 15(#2) 11 (+0) 17 (#3) 16 (+3)
the story. When the last line is read, the characters
return to the same spot in Candlekeep they left. Saving Throws Int +3, Wis +6, Cha +6
Lore of Lurue, closed and sealed, rests where it did Damage Immunities poison
when the characters’ experience began. Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
If the characters defeated the corrupted unicorn
Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
before Seltine intervened, and thus they feel deserv- Challenge 8 (3,900 XP) Proficiency Bonus +3
ing of a reward, they might discover that Lurue her-
self has provided them with one. Sitting on the front
cover of the book as the characters emerge from the ACTIONS
demiplane is a moonstone and opal ring. A success- Multiattack. The avatar makes two attacks: one with its hooves
ful DC 18 Intelligence (Arcana) check reveals this to and one with its horn.
be a ring of shooting stars. In addition, each charac- Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
ter is the recipient of a supernatural gift from Lurue: Hit: 32 (8d6 + 4) necrotic damage.
a charm of animal conjuring (see “Charms” in the Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Dungeon Master's Guide). Hit: 32 (8d6 + 4) necrotic damage. If the target is a humanoid,
it must succeed on a DC 13 Wisdom saving throw or be trans-
Cd
formed into a wolf under the avatar’s control. This transfor-
mation lasts for 1 hour, or until the target drops to 0 hit points
or dies. The target's game statistics are replaced by the wolf's
statistics, but it retains its hit points. The target is limited in
the actions it can perform by the nature of its wolf form, and it
can't speak, cast spells, or take any other action that requires
hands or speech. The target's gear melds into the new form,
KATERINA TADON
LORE OF LURUE
rg rae Cc
AN ADVENTURE FOR 9TH-LEVEL CHARACTERS
il
€ Rr reminisce ima n wee 59
_ KANDLEKEEP
GG )EKONSTRUKTION
A
WRITTEN BY AMY VORPAHL
DEVELOPED BY CHRISTOPHER PERKINS EDITED BY SCOTT FITZGERALD GRAY
KANDLEKEEP DEKONSTRUKTION
WHAT NEXT? EARTHQUAKE!
If the characters are alone, they can notify other Rather than halt or slow Stonky’s progress, the |
members of the Avowed about the death. Acolytes theft of Kandlekeep Dekonstruktion has inspired
remove Buron’s body, seizing the book with a firm- the gnome to accelerate his plan to launch the Barn
ness that makes it clear the dwarf should not have Door into space. Soon after the book finds its way
had it in his possession. If asked, the acolytes ex- to the characters, an earthquake rattles Candlekeep.
plain that the book came from the restricted vaults
and is not to be viewed by outsiders.
Goat Beet Stekk Half-orc cultist with darkvision 60 ft.; speaks Common and Orc
© Glynn Yamanachi Half-elf cultist with darkvision
60 ft.; speaks
Pig Wheat Neff Cunningfoot Lightfoot halfling cult fanatic; speaks Common andd Halfing
mSugxr. | Nowy Brass dragonborn cult fanatic; speaks Common and Draconic
Sheep Sweet Corn Yohn Blofrond Human cult fanatic; speaks Common
KANDLEKEEP DEKONSTRUKTION
THE BARN DOOR
1square = 5 feet
BARN DOOR LOCATIONS Chicken Peach (the rock gnome), and Cow Cotton
(the half-elf)—to guard the remaining books. The
The following locations are keyed to the map of the
three of them attack intruders at once and gladly
Barn Door.
throw away their lives for Stonky’s cause. Each
Bl. LIBRARY wields their heavy broom as a weapon, using the
The tower's front door is sealed with an arcane lock statistics for the cultist’s scimitar attack but dealing
spell, the password for which is “jeopardy.” Stonky bludgeoning damage.
and his cultists know the password. The door can After the fight, or as the characters get a better
also be opened with a knock spell or similar magic,
look at the room during the fight, add the following:
or broken down with a successful DC 30 Strength
(Athletics) check.
KANDLEKEEP DEKONSTRUKTION
arranged by color rather than some more useful sys-
tem, but characters who make a quick survey of the le top. ove! oft the B Barn C oorisis ann observatory w
shelves discover three tomes that warrant further e wide, windowed alcoves. The chamt
examination: rge telescope mounted onaa revolving dais. As
Heroes’ Feast: A Cookbook. This richly illustrated chair i is bolted to the dais under the telescope, withan
book of recipes was written by a trio of culinary iron lever jutting up from the floor next toi it, top) €
enthusiasts named Wyk Nenmael, Nojen Eptros, by a perfectly round ruby. A. ma ‘wooden steering
and Imrit Welachwe. Any creature that spends wheel attached to the chair i is adorned with glowing.
a short rest poring over the book's recipes gains numerals at its copper-plated center. .
a supernatural charm called the charm of the
Three larger chairs. along one wall have Rlowise
heroes’ feast. This charm allows you to cast the
been bolted too the floor, allifn the=tolegonpe Two. .
heroes’ feast spell as an action, no components
required. Once used, this charm goes away. See
“Supernatural Gifts” in the Dungeon Master’s
Guide for more information on how charms work.
The book teleports to a secret vault in Candlekeep
after bestowing its charm on a creature. elsecanibe retracted,ring the ee
te€ co re
Stonky Noptopper's Spells o’ Plenty. Stonky’s fat lit-
. peer into the story heavens con 1 clear nights.
tle spellbook contains the following wizard spells:
alarm, animate objects, arcane lock, banishment,
chain lightning, clairvoyance, detect magic, dispel This observatory doubles as the control room for
magic, fabricate, fireball, flesh to stone, fly, globe the rocket ship. Stonky’s chair is the small one on
of invulnerability, glyph of warding, grease, knock, the dais. The other three chairs are reserved for his
legend lore, levitate, locate creature, locate object, cult fanatics, Pig Wheat, Ram Sugar, and Sheep
mage armor, planar binding, polymorph, pro- Sweet Corn.
grammed illusion, protection from evil and good, If anyone other than Stonky tampers with the
scrying, see invisibility, sending, shield, telekine- telescope or the steering wheel, three lightning
sis, and true seeing. golems are conjured to appear next to the dais and
Trobriand’s Machinations, Vol. X. This hefty tome, attack anyone who isn’t Stonky or a member of the
written by the mad wizard Trobriand of Under- Livestock. These golems resemble humans made
mountain, describes the processes by which he of crackling lightning. They use the flesh golem
creates animated metal constructs. The book is stat block but deal lightning damage instead of
filled with the wizard'’s ravings and drawings of bludgeoning damage with their slam attacks, and
his contraptions. Characters who compare those they lack the Aversion to Fire trait. The golems can’t
drawings with Stonky’s skitterwidgets can tell leave the observatory.
where the gnome got the inspiration for his me- Lever. Stonky has placed a glyph of warding spell
chanical creations. on the red ruby atop the lever. Any character who
inspects the lever and succeeds on a DC 16 Intel-
Navigation Notes. A slip of paper tucked into
ligence (Investigation) check spots the tiny, nearly
Stonky’s spellbook is covered with the notes he
invisible glyph. If any creature other than Stonky
made while studying the possible settings for the
moves the lever, the glyph activates to fill the room
steering wheel in the observatory (see area B4). A
with magical lightning. Each creature in the room
character who examines the notes and succeeds on
must succeed on a DC 16 Dexterity saving throw,
a DC 18 Intelligence (Arcana) check discerns that
taking 36 (8d8) lightning damage on a failed save,
Stonky has identified 626 through 666 as an import-
or half as much damage on a successful one. The
ant range of numbers, but he doesn’t yet understand
glyph disappears once the spell is triggered, render-
what those numbers refer to.
ing the lever safe to use.
B4. OBSERVATORY The lever can be moved to fit into one of three
An iron door at the top of the staircase from area B2 slots, which are labeled Coop, Shed, and Stable,
leads into the observatory on the third level of the all in Common. The lever is currently in the notch
tower. The door is closed but not locked. labeled Stable. When the countdown timer in area
Read or paraphrase the following boxed text when U7 reaches zero, the rocket reacts according to the
the characters arrive here for the first time: lever’s position:
Coop. The launch is aborted when the countdown \
timer reaches zero. The engines under the tower
shut down and remain inoperable for 24 hours. \
KANDLEKEEP DEKONSTRUKTION
Shed. The countdown is paused and the Barn The staircase’s inner wall eventually gives way to
Door’s launch is delayed for as long as the lever an iron bannister, affording an unobstructed view of
remains in this position. area U2 as the characters complete their descent.
Stable. The Barn Door blasts off when the count- Wall of Stone. When the countdown timer
down timer reaches zero. reaches zero, a wall of stone magically appears on
Steering Wheel. This wheel sets the rockets the stairs at the point marked on the map, as if cre-
trajectory. Its glowing numerals currently read 646; ated by the spell of the same name. The wall seals
this number scrolls up if the wheel is turned clock- off the underlevel as the tower soars into the sky.
wise and down if the wheel is turned counterclock-
U2. ROCKET BOOSTERS
wise. Any setting from 626 to 666 is sufficient to
A four-section rocket engine is attached to the un-
launch the Barn Door into space.
derside of the tower above this area and protrudes
down through the ceiling. The embers falling from
UNDER THE BARN DOOR the rocket fill the area with bright orange light.
Stonky and his cult fanatics are in the process of
evacuating the chambers beneath the tower, having
set the Barn Door on a programmed countdown to At the bottom of the stairs, a thirty-foot-diameter
launch. But their evacuation has been delayed by an room opens up directly underneath the Barn Door
unforeseen complication: Stonky can't find his ring | tower. Four ten- foot-long. metal cylinders protrude |
of telekinesis and doesn’t know where he left it. It's from the twenty- foot-high ceiling, glowing with
a race against time to find the ring before the four intense heat and shedding bright embers that rain Sr
of them must go up to the Barn Door’s observatory,
down on the floor. Four mechanical constructs resem-
secure themselves to the chairs there, and blast into
bling wolf-sized, dog- headed cockroaches march ina.
|
space along with the rest of their cult and their col-
circle around the perimeter of the cylinders.
lection of “priceless” books.
® es ®
Before running this part of the adventure, de-
termine how much time has elapsed since the The constructs are four skitterwidgets (see the end
earthquake. That tells you how much time the char- of the adventure for their stat block). They have or-
acters have left before the 60-minute countdown ders to attack anyone approaching the double doors
timer reaches zero. What happens then depends who is not a Livestock member. They break off their
on the position of the lever in the observatory (area attack if the characters take one or more kiddywid-
B4). See that area and the “Conclusion” section gets as hostages (see “Kiddywidget Nests” below).
for details. The skitterwidgets won't do anything that might
harm their young.
UNDERLEVEL FEATURES If the characters are eager to fight the skitterwid-
The Barn Door’s underlevel is hewn from solid rock gets, run that combat now. Otherwise, describe the
and has the following features. rest of the room:
Ceilings. Ceilings are 20 feet high and flat. @
; ®
Debris. The floor in all areas was once littered with | The floor o the room is covered i in scorch marks
scraps of metal, most of which have been swept that grow darker and more intense closer to the cen- >
out of the way and piled near the walls. ter. Two sections, of wall have crumbled, one on the
Doors. Doors are made of thick iron and fitted with
staircase and one opposite it, where stone cornices,
iron fittings and handles.
Light. The underlevel is lit by oil-burning lanterns | ‘molding, and carved panels have collapsed to rub-
that hang from iron hooks embedded in the walls. ble. Near the foot of the stairs, an iron double door .
x stands closed. =. | |
UNDERLEVEL LOCATIONS
The following locations are keyed to the map of the
Cylinders. The four metal cylinders jutting from
underlevel.
the ceiling are rocket engines attached to the base
Ul. DESCENDING STAIRCASE of the Barn Door. There is 10 feet of clearance be-
tween the floor and the cylinders, which put out a
This hidden staircase can be reached by way of the
secret door in area Bl.
lot of heat. Any creature that moves into the area
beneath the cylinders for the first time on a turn or
starts its turn there takes 14 (4d6) fire damage.
As this unlitstone staircase ccurves downward, the. air Double Door. If Stonky has not yet evacuated
innthe stairwell grows: warmer. the underlevel, the iron double door to area U3 is
KANDLEKEEP DEKONSTRUKTION
LEVER df
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locked. The complex lock can be opened with a suc- Stonky has reprogrammed the illusion magic that
cessful DC 15 Dexterity check using thieves’ tools, protects this hallway, which functions similarly to a
but any such check takes 1 minute. A character can programmed illusion spell. The magic triggers when
also use an action to try to force the doors, doing so any creature except a member of the Livestock en-
with a successful DC 22 Strength (Athletics) check. ters through the double door, creating the illusion of
Kiddywidget Nests. The fallen sections of wall a giant silverfish at the east end of the hall, beyond
collapsed when the Barn Door’s rockets were test- the range of most characters’ darkvision. As one or
fired, exposing cavities behind the walls. Characters more characters enter the hall, the monster scuttles
who investigate find one kiddywidget (see the end toward them threateningly:
of the adventure for its stat block) in each cavity.
These offspring of the skitterwidgets chirp loudly if
disturbed by anyone other than their parents.
Stonky and his cultists are unaware of the kiddy-
widgets, and they would be surprised to learn that
skitterwidgets can procreate. Stonky would be even
more surprised to find that he can’t control kiddy-
widgets by using his ring of telekinesis. (See area
U5 for more information about Stonky’s ring.)
U3. UNLIT HALLWAY Have the players roll initiative for their characters.
The illusory monster acts on initiative count 15
and does nothing except approach the characters,
moving at a speed of 30 feet on each of its turns and
making no attacks. This illusion is intended to scare
away intruders, though characters might be tricked
into attacking it or wasting spells on it.
KANDLEKEEP DEKONSTRUKTION
A character can use an action to examine the crea- Treasure. Hidden amid the acid-pitted wreckage
ture, discerning its illusory nature with a successful at the bottom of the well is an undamaged ring of
DC 16 Intelligence (Investigation) check. Physical telekinesis that Stonky accidentally dropped while
interaction with the giant silverfish also betrays its working here.
true nature, since it has no substance and objects Stonky’s ring doubles as the control ring for the
pass right through it. If the illusion is not dispelled seven skitterwidgets he has created (the four in area
(DC 16), it disappears after 5 minutes. The magic U2 and the three in area U6). Without the ring, he
then resets, triggering again the next time one or can’t command them to do anything other than what
more intruders enter the hall. they're programmed to do: attack intruders on sight.
Any character who attunes to the ring gains control
U4.. FORGE
of Stonky’s creations, though the skitterwidgets
ignore commands spoken more than 30 feet away
from them. The ring cannot control the kiddywid-
gets in area U2, even if they become skitterwidgets.
A character needs to spend a short rest attuning
to the ring, and a short rest is at least 1 hour long.
This means that unless the countdown is delayed or
aborted, the Barn Door will launch before the char-
y spons are st
stacked up inathe corners of the room. acter attunes to the ring.
U6. WORKSHOP
The components of the Barn Door’s rocket engines
were built here, and Stonky made use of this room
when he and his cultists repaired the rockets.
Treasure. A quick search of the room yields
four sets of smith’s tools. Characters who spend 5
minutes exploring the room find a 4-inch-tall me-
chanical owlbear figurine (750 gp) tucked in the
pocket of a leather apron. The key used for winding
the figurine sticks out of the owlbear’s back. Using
an action to wind the figurine causes it to walk in a
straight line at a speed of 5 feet for 10 minutes. At
the end of every minute of operation, the owlbear
changes from walking on all fours to walking on its
hind legs. It turns 180 degrees whenever it hits a
barrier, reversing its course.
hat points iit toward the door. in additionstothe metalscons ructs, thre
a position
® custodial uniforms—a halflir drago bo
- human—are rawling around on the floor as
The well is 30 feet deep and contains a 10-foot-deep tho! h 4
pool of corrosive acid that Stonky uses to dispose seaschingffor something.
&
of malfunctioning skitterwidgets. Any creature that
enters the pool of acid for the first time on a turn or The insectoid creatures are three skitterwidgets
that starts its turn there takes 21 (6d6) acid damage. (see the end of the adventure for their stat block).
Pulling the lever so that it angles away from the They are programmed to attack intruders on sight.
door causes valves to open at the bottom of the well, A character attuned to Stonky’s ring (see area U5)
draining it in 1 minute. Returning the lever to its can issue commands to these skitterwidgets, which
previous position seals the valves but doesn’t refill follow those commands to the best of their ability.
the well. Once the well is emptied, it’s easy to see The figures crawling on the floor are three Live-
the corroded remains of a dead skitterwidget at the stock cult fanatics who go by the names Pig Wheat
bottom of it. (the halfling), Ram Sugar (the dragonborn), and
KANDLEKEEP DEKONSTRUKTION
Sheep Sweet Corn (the human). As a dragonborn, precious books out of the hands of all who are un-
Ram Sugar has resistance to fire damage and the worthy of such knowledge. (Stonky makes it clear
following additional action option: he considers the characters part of that group.)
Breath Weapon (Recharges after a Short or Long Rest). Ram The gnome can’t take credit for building the
Sugar exhales fire in a 30-foot-long line that is 5 feet wide. Any rocket ship, but he takes great pride in having made
creature in the line must make a DC 11 Dexterity saving throw, it operational once more. “Once the countdown
taking 7 (2d6) fire damage on a failed save, or half as much timer reaches zero, WHOOSH!” He also divulges
damage on a successful one. that the only way to abort the launch once the count-
The cult fanatics are trying to help Stonky find down has begun is to shift the lever in the tower
his ring of telekinesis, which he has lost. They fight observatory (area B4), and that he has placed a spell
alongside the skitterwidgets as soon as the char- on the lever to keep others from tampering with it.
acters enter this area, and they gladly throw away Console. The blinking red button indicates that
their lives “for Stonky!” the Barn Door is on a countdown to launch. If the
Treasure. A thorough search of the room requires timer on the console reaches zero, the tower blasts
10 minutes and yields four metal gizmos worth 250 off. Pushing the button has no effect while the
gp each. These gizmos serve no function on their countdown is in progress. If the characters delay the
own, but their value can be used toward the cost launch by using the lever in area B4, the countdown
of constructing an iron golem or a similar metal timer pauses. If the launch is aborted, the timer re-
construct. sets and the red button stops blinking.
The wireframe windows mounted above the
U7. STONKY’'S COMMAND CENTER console are magic projection screens that act as
The door to this room is sealed by an arcane lock security cameras, showing the interior of the tower
spell that members of the Livestock can bypass. The (areas Bl, B2, B3, and B4, respectively). Stonky has
door can be opened with a knock spell or similar been too busy searching for his ring to pay any at-
magic, or broken down with a successful DC 30 tention to them. Casting a dispel magic spell on the
Strength (Athletics) check. console causes these projected images to vanish, as
does destroying the console.
4This chambsr contains an Hon safe roughly fe te The console is a Large object with AC 19, 27 hit
points, and immunity to poison and psychic dam-
on a side and a low metal console with a slanted top. |
age. Destroying the console doesn't stop a launch
The safe’ s thick oor r tands open on its iron hinges. : in progress.
The console, which is securely bolted to the floor, has . Safe. The iron safe is empty. It sports a combi-
3 countdown timer and a blinking red button built into nation lock with a dial that displays tiny images of
“It Suspended above th console 2 are four wireframe farm animals in place of numerals—bull, cat, cow,
| windows, each displaying a projected mgs. dog, donkey, falcon, goat, hen, horse, llama, ox,
pig, pigeon, rabbit, rooster, sheep, and turtle. Only
Stonky knows the safe’s combination: pig, goat,
Unless the characters have already encountered llama, hen, rooster. The safe’s door locks automat-
him (see area Bl), Stonky is here. The intrepid ically when it closes and can’t be opened from the
gnome master sage (see page 9 for his stat
block) is currently crawling underneath the con- STONKY NOPTOPPER | Ce i |
sole, looking for his ring of telekinesis. (The ring is StonkyJ. Noptopper (“the J is for genius) i is chaotic
in area U5, but it hasn't yet occurred to Stonky to neutral and proud to a fault. He is particularly brag-
search there.) gadocious once the countdown to launch has begun,
If anyone knocks on the door, the distracted but once his adrenaline is pumping, he is bound to
Stonky opens it, expecting to see his cultists on panic and let his true colors show. Stonky’s main goal
is to protect the books he has collected. In his ar
the other side. As soon as he sees the characters
mind, a few deaths are a small price to pay for success.
instead, he attacks them in a panic. See the “Stonky
Personality Trait. “| don’t like most people, whic
Noptopper” sidebar for additional guidance on how why | relish the thought of spending the rest of my life
to portray him. in the cold darkness of space, Surrounded by books
Stonky carries an iron key that unlocks the double and skitterwidgets.” a
door between areas U2 and U3. See “Treasure” be- Ideal. “Knowledge is power, and most people atare .
low for his other possessions. undeserving of it. Not me, though. lam (nowiedge oo
“incarnate!” a
Stonky’s Plots. If he’s captured and interrogated,
Bond. “Won't someone please think of the books!” on
Stonky is delighted to share his master plan with Flaw. “| am burdened with the curse of being right all
his captors. That plan entails launching the Barn the time.”
Door into space, thereby keeping Candlekeep’s most
KANDLEKEEP DEKONSTRUKTION
BLasTorFF/
See the “Variant: Skills with Different Abilities” The characters can use the lever in area B4 to abort
section in the Player's Handbook for guidance on or delay the launch. If they fail to do that, you must
how one makes a Dexterity (Perception) check. determine when the launch occurs based on your
Treasure. In addition to the key in his possession, estimation of how much time has elapsed since
Stonky carries a wand he uses as a spellcasting the earthquake. If the characters take a short rest
focus, a brass locket with a broken chain (5 gp), and or otherwise waste time, the Barn Door launches
a scrap of paper. The locket contains a painted por- at the end of the 60-minute countdown. When that
trait of Stonky on one side and a sketch of a rocket happens, the entire tower flies into the sky, soaring
ship with little hearts surrounding it on the other. along its preset trajectory. It leaves behind a cloud of
Scribbled in Gnomish on the scrap of paper are the smoke large enough to engulf the entire Inner Ward
following word pairs: of Candlekeep (treat the area as heavily obscured
for 1 minute). Any creature in area Ul or area U2
Coop—Abort takes 132 (24d10) fire damage from the rocket en-
Shed—Delay gines as the tower lifts off.
Stable—Blastoff! Any creatures clinging to the outside of the tower
when it launches are shaken off, while those inside
These words provide clues to how the lever in area are borne upward at phenomenal speed. Creatures
SAM KEISER
B4 works. Stonky wrote them down as a reminder in the tower that are not tied down when it launches
= to himself. are thrown about, taking 10 (3d6) bludgeoning
)
oF , , 1
pf Sunk,
Np
134 | / KANDLEKEEP
i ——
DEKONSTRUKTION
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damage and falling prone at the start of each of their
turns until they find some way to secure themselves.
NEW MONSTERS
If the Barn Door’s trajectory is altered enough to This section provides stat blocks for the two new
prevent it from reaching outer space, it crashes and creatures encountered in the adventure: the skitter-
explodes in a remote location of your choosing, deal- widget and its offspring, the kiddywidget. The stat
ing 88 (16d10) bludgeoning damage plus 56 (16d6) blocks appear after the creatures’ descriptions.
fire damage to each creature aboard. If it reaches
SKITTERWIDGET
space, the tower begins to orbit the planet, as magi-
cal wards kick in to provide occupants with artificial A skitterwidget is made of metal and bears a pass-
gravity and a continuous supply of air and heat. ing resemblance to a giant dog-headed cockroach.
If the characters were inside the Barn Door for No two skitterwidgets look exactly alike, but all are
the launch and have come along for the ride, you surprisingly cute.
can decide what measures might allow them to re- Language of Squeals. Skitterwidgets speak their
turn to the world, from reprogramming the tower's own simple language, which is composed of high-
controls and the rocket engines, to having a spell pitched, vowel-heavy squeals.
scroll of teleportation circle found amid Stonky’s Control Ring. A skitterwidget that was created
books. If Stonky and his cultists take off alone, the is bound to a magic control ring and must obey the
tower’s supply of rations keeps them fed for a year, commands of whoever is attuned to that ring. It un-
after which they turn to cannibalism. derstands the ring wearer’s commands as though
they were spoken in the skitterwidget’s language.
LAUNCH DELAYED OR ABORTED Up to seven created skitterwidgets can be linked to
If the characters use the lever in area B4 to delay the same control ring.
or shut down the launch, they can continue explor- Protective Parents. Skitterwidgets have the abil-
ing the tower and its underlevel without fear of the ity to mate and breed, producing kiddywidgets that
Barn Door launching into space. They can also let are even cuter than their parents. A skitterwidget
the Avowed deal with Stonky and his cultists. The strives to protect nearby kiddywidgets, whether it
Avowed aren't likely to punish Stonky severely for gave birth to them or not. If it receives a command
his transgressions, since there are technically no from its master that would endanger the life of one
laws against launching rocket ships in Candlekeep. or more kiddywidgets in its care, a skitterwidget
But the gnome and his minions are forbidden from can make a DC 5 Charisma saving throw, ignoring
entering the Barn Door thereafter, and the structure the command and all other commands from its mas-
is placed under the protection of a guards and wards ter for 1 minute on a success.
spell to discourage further exploration of the place.
KIDDYWIDGET
SKITTERWIDGET PROBLEM A skitterwidget that gives birth to a kiddywidget
If any of Stonky’s skitterwidgets or their kiddywid- can't procreate for 3d6 days afterward. Still, given
get offspring were left to their own devices after that skitterwidgets are constructs with no natural
the characters’ excursion into the Barn Door, those life span, there is no telling how many kiddywidgets
constructs might become a problem for Candlekeep. a pair of skitterwidgets can produce.
Any pair of skitterwidgets—including any left unde- Growth Cycle. It takes 3d6 hours for an impreg-
stroyed in area U6, which survive even if the Barn nated skitterwidget to give birth to one kiddywidget.
Door launches into space—can mate and give birth A newborn kiddywidget magically grows into a full-
to kiddywidgets. Those tiny constructs soon grow sized skitterwidget in 10 days.
to be as big as their parents, and they can make Autonomous. Unlike skitterwidgets that are cre-
kiddywidgets of their own in turn. If the construct ated rather than born, kiddywidgets aren’t beholden
population isn’t culled, Candlekeep might one day to the wearer of a control ring, even after they grow
be overrun by the creatures. to become skitterwidgets.
Stonky’s ring allows a character to control his
original seven skitterwidgets (the four in area U2
and the three in area U6). No others, including
the offspring of the original skitterwidgets, can be
controlled using the ring. The Avowed permit skit-
terwidgets under the characters’ control to remain
in Candlekeep, but not in the Inner Ward. Stray
skitterwidgets are eventually hunted down and
destroyed.
Pou
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SKITTERWIDGET
Medium construct
it, on the condition that the book is returned to them : Aspspire of coral rrises 2fom the Ww: ust toff the coast. |
once the djinni is freed. (The Avowed are in no rush Hs base at sea level |is ten feet cross, and it tapers to :
to get the book back.) 3 point forty feet above the wal or. ;T rough the clear,
When the ghosts are defeated, the half-elves’ spir- The claw marks were made by Ashgarlyth and are
its can be laid to rest by removing the corpses from similar to the ones in area L1. |
the cave and burying them side by side in the earth. Characters must swim to cross the room, which
Treasure. After the ghosts have been dealt with, a acts as a reservoir to prevent the incoming tide from
search of the corpses yields two potions of healing flooding the rest of the cave system.
in addition to 37 gp. Leather armor worn by the
corpses is not salvageable, nor are the half-elves’
L4. ZIKRAN’S QUARTERS
weapons (two shortswords and two shortbows).
e b cen |d co
Secret Tunnel. A character who spends at least 1 This chamber appears to hav
minute searching the chamber for secret doors finds
one with a successful DC 15 Wisdom (Perception)
check. Behind this secret door is a dry, dark tunnel
above the water line. Another secret door at the
opposite end of the tunnel can be found without a
check; it pulls open to reveal area L5 beyond.
claw marks 2are visible along this li books are ship logs with daily entries; the scrolls
DYSON
IN a
the climb.
Rules for extreme cold, strong wind, and high alti- attack, it can instead damage the character’s cloth-
tude can be found in the Dungeon Master's Guide. ing, rendering it ineffective as cold weather gear
until the clothing is mended. A character with weav-
THE CLIMB er’s tools can mend the clothing while taking a short
The climb into the mountains of the Cloud Peaks rest. A mending spell also repairs the damage.
is incredibly taxing and dangerous. To reach the Shortly after nightfall or whenever the party de-
location marked on the map in Zikran’s abandoned cides to take a long rest, the characters are attacked
laboratory, the characters must climb for 3 days. by an abominable yeti, after which they are left
This time frame assumes everything goes well. The alone for the remainder of their rest.
journey is divided into three legs.
DAY 3
DAy 1 The final leg of the journey takes place under the ef-
The first leg of the journey is straightforward and fects of extreme cold, strong wind, and high altitude
takes the characters from the base of the mountain as the party nears the ruins of the cloud giant keep.
to the edge of the mountain's snow line. Few crea- The day includes another encounter with 1d4 + 3
tures will confront a party that looks well prepared. winged kobolds, plus any that were left alive after
yesterday's encounter.
DAY 2 Toward evening, the characters come to a 40-foot-
The second day of travel is hampered by extreme high, slanted cliff face that they must climb to reach
cold and high elevation. Above the snow line, nat- their destination unless they use magic to complete
ural predators are eager to make the party their the ascent. Each character must make a DC 14
prey. A group of 1d4 + 3 winged kobolds harry the Strength (Athletics) check to climb the cliff face. On
party at one point. These kobolds have resistance to a failed check, the character still makes it to the top
cold damage. Whenever one of these kobolds would but gains 1 level of exhaustion, or 2 levels of exhaus-
deal 5 or more damage to a character with a single tion if the check fails by 5 or more.
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(iron bands of Bilarro). This room was once a giant’ s bedchamber. A huge |
~ four- -poster bed stands against one wall. Other fur-
C4. Mess HALL
This room’s ceiling is mostly intact, except for a por- nishings include a desk, chair, and three wardrobes,
tion to the south. all sized for cloud giants. At the desk sits a spectral
| cloud giant wearing a fancy housecoat. It appears to
This rroom nes lorze fur carpets onothe floor and | be i in the act of writing something, but without paper
urdy tables that can seat a dozen cloud giants at or penethe aact is just a mime.
oo
14.4. ZIKRAN’S ZEPHYREAN TOME
%
Once the characters have defeated these crea-
tures, they can enter the basement.
® ®
This high-vaulted basement room is full of equipment
similar to what you saw in Zikran's abandoned labora-
tory. A bed, a chair, and a table sized for a person of
human stature occupy one corner of the room. Stone
tables arranged about the chamber are covered with
half-finished machines, and a large dais built into the
far side of the room holds a cannon mounted on a
swivel. A dull blue glow emanates from the inside of
the cannon’s barrel.
In the middle of the room is a glimmering white
crystal, eight feet tall and four feet wide. It pulses with
arcane and elemental energy, filling the room with
whipping winds and biting cold. Standing next to the
crystal is a water genasi with turquoise skin and blue
robes. He is guarded by a water elemental and an air
elemental.
@ @®
is unaware that the characters have the book, the of the book and lets out a deep sigh of relief.
NDREW
CONCLUSION
Once freed, Gazre-Azam offers to cast a wish spell
on the characters’ behalf. Unless he was treated
terribly by the characters, he is unlikely to twist the
wording of the party’s wish. If he wasn’t brought
along, he teleports to the party now that he has free
access to all his abilities.
If the party brought the djinni along and treated
him well, he suggests an alternative to the wish
spell: Gazre-Azam can imbue Zikran's Zephyrean
Tome with the properties of a censer of controlling
air elementals, except it summons only Gazre-Azam.
Altering the book in this way deprives Gazre-Azam
of the ability to cast a wish spell for one year. The
characters must weigh their decision against any
promise they made to return Zikran’s Zephyrean
Tome to Candlekeep.
CLouD GIANT GHOST magic weapon, this trait doesn’t function at the start of the
Huge undead ghost’s next turn. The ghost dies only if it starts its turn with 0
hit points and doesn’t regenerate.
Armor Class 15 (natural armor)
Hit Points 104 (16d12) ACTIONS
Speed 0 ft., fly 40 ft. (hover) Multiattack. The ghost makes two melee attacks.
STR DEX CON INT WIS CHA Spectral Weapon. Melee Weapon Attack: +12 to hit, reach 10 ft.,
27 (+8) 11 (+1) 100) 12(+1) 16 (+3) 17 (+3) one target. Hit: 21 (3d8 + 8) force damage.
Etherealness. The ghost enters the Ethereal Plane from the
Saving Throws Wis +7, Cha +7 Material Plane, or vice versa. It is visible on the Material Plane
Skills Perception +7 while it is in the Border Ethereal, and vice versa, yet it can’t af-
Damage Resistances cold
fect or be affected by anything on the other plane.
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, Spellcasting. The ghost casts one of the following spells, using
grappled, paralyzed, petrified, poisoned, prone, restrained Charisma as the spellcasting ability and requiring no material
Senses darkvision 120 ft., passive Perception 17 components:
Languages Common, Giant
At will: fog cloud
Challenge Rating 9 (5,000 XP) Proficiency Bonus +4 3/day: telekinesis
1/day: control weather
Ethereal Sight. The ghost can see 120 feet into the Ethereal Wind Howl (Recharge 6). The ghost emits a dreadful howl! that
Plane when it is on the Material Plane, and vice versa. summons a cold, biting wind. This wind engulfs up to three
Incorporeal Movement. The ghost can move through other creatures of the ghost’s choice that it can see within 60 feet
creatures and objects as if they were difficult terrain. It takes 5 of it. Each target is pulled up to 20 feet toward the ghost and
(1d10) force damage if it ends its turn inside an object. must make a DC 15 Constitution saving throw, taking 16 (3d10)
cold damage on a failed save, or half as much damage on a
Regeneration. The ghost regains 10 hit points at the start of
successful one.
its turn. If the ghost takes radiant damage or damage from a
AN ADVENTURE FOR 11ITH-LEVEL CHARACTERS
HU ramon Yo @
THE CURIOUS
WRITTEN BY KIENNA SHAW
DEVELOPED & EDITED BY CHRISTOPHER PERKINS & HANNAH ROSE
WISTERIA VALE
Wisteria Vale is a demiplane created by the Harp-
ers for one purpose: to imprison Arrant Quill while
they devise a cure for his corruption. Everything in
Wisteria Vale is bright and colorful, tailored to keep
Quill comfortable and entertained. The weather is
always mild and temperate, with just enough rainy
days to nurture crops. Wisteria blossoms are always
in full bloom amid the verdant greenery. The air is
filled with the soothing sounds of nature, from bird-
song to the chirping of crickets to gentle breezes
ruffling the leaves. Time passes differently here:
each day in Wisteria Vale equates to three days on
the Material Plane.
Because of the nature and purpose of the demi-
plane, any spells used to try to escape Wisteria Vale
fail. The only way to leave the demiplane is to termi-
nate it by curing or Killing Quill.
CONSTRUCTED COMMONERS
To populate the demiplane without endangering any
innocents, the Harpers created constructs out of CONSTRUCTED COMMONER
Medium construct
wooden mannequins to act as villagers (see the ac-
companying stat block). Magic makes them look like Armor Class 15 (natural armor)
flesh-and-blood people, and the constructs conduct Hit Points 6 (1d8 + 2)
themselves as convincingly real humanoids who Speed 25 ft.
are simply living their lives in Wisteria Vale. Detect
STR DEX CON INT WIS CHA
magic spells do not reveal their true nature, as each 100(+0) 10(+0) 15(+2) 10(+0) 10 (+0) 10 (+0)
construct is shielded by a spell that makes it seem
nonmagical. Damage Immunities poison
Though these constructed villagers can physi- Condition Immunities exhaustion, poisoned
cally interact with the environment around them Senses passive Perception 10
Languages Common
and hold lengthy conversations, a few clues to their Challenge 0 (10 XP) Proficiency Bonus +2
true nature exist. A character who observes one or
more of the commoners closely and succeeds on a
Unusual Nature. The commoner doesn’t require air, food,
DC 15 Wisdom (Perception) check notices a faint
drink, or sleep, and it gains no benefit from finishing a short
clicking sound whenever a villager touches a hard or long rest. When it drops to 0 hit points, it becomes a life-
surface. The villagers are also cold to the touch, less object.
which can be ascertained only through physical
contact. A character who succeeds on a DC 15 Wis- ACTIONS
dom (Insight) check notices that if the villagers are Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
asked about anything outside Wisteria Vale or their Hit: 2 (1d4) bludgeoning damage.
individual talents, they quickly change subjects to
A om cootnnrni
THE CURIOUS TALE OF WISTERIA VALE
small talk about the weather or gossip, and always WISTERIA VALE EVENTS
in Common regardless of their apparent origin. d8 Event
Constructed commoners don’t bleed or feel pain
like flesh-and-blood humanoids. If a villager’s hit
maemo
points drop to 0, its true form is revealed: that of a 3 Lightrain falls from a clear sky.
lifeless wooden mannequin. Overnight, the man-
nequin disappears, and a replacement villager is ning flashes in the distance,
but it doesn’t rain.
generated by the demiplane to take over the “slain” 5 An object near the characters suddenly loses its
villager’s place and role in the village a few days color and becomes gray and dull.
later. If the mannequin is disintegrated or reduced
to ashes, it is not replaced and the population of the ©6 An object near the characters suddenly beco
village permanently decreases by one. saturated with bright colors.
An incongruous smell or sound manifests.
ABERRANT EVENTS
Beholders can alter reality when they dream. Re-
cently, a beholder named Renekor entered Wisteria
Vale by dreaming itself into the demiplane. Renekor UNEXPECTED VISITORS
sees Wisteria Vale as its own creation—a very real
(if utterly bizarre) sanctuary brought into being by The villagers of Wisteria Vale are surprised to see
its dreaming mind. outsiders. Nevertheless, they welcome the charac-
Renekor’s presence warps the demiplane, causing ters with warm hospitality. The villagers are curious
erratic weather and strange phenomena. Each time about where the characters come from and why
the characters move to a new location or room, roll they're here. If the characters mention that their
on the Wisteria Vale Events table to determine what purpose is to cure Quill of his corruption, the villag-
strange effect they experience, if any. When the ers are confused, since Quill has been nothing but
characters are in the manor, closer to the beholder kind and friendly to them since his arrival.
itself, roll twice and use the higher result.
2.58
Ml. LOUNGE
the manor.
M3. DINING ROOM
| The wooden doors open into.aa dazzling, spacious
room. The polished walls gleam i in the light of ranging.
lamps shaped like celestial bodies, and the sling is
. painted with constellations. On the ea S
Torenat the Fea ob it. On the ¢ east willhangs. a arge
stage with red velvet curtains closi 1 offa2 backstage.
painting ofof ann opulent banquet.
area. A portrait of Quill posing ona chaise longue
: hangs on the north wall, though the i image is distorted
The dining table can easily seat six people, but the | 28 if someone had smeared the paint before it dried.
chair that accompanies the silver place setting is the ®
BANQUET PAINTING’S CHAMBER Candied Yams. Any creature that eats from the
plate of candied yams is targeted by a faerie fire
dé Door’s Destination
spell (save DC 15) that affects only it and lasts for
1-2 Forest (behind the painting in area M1) 1 hour or until dispelled.
3—4 Quill’s prison (behind the painting in area M6) Cheese-Stuffed Peppers. Any creature with 75 hit
5-6 Roc (behind the painting in area M9) points or fewer that eats a whole cheese-stuffed
pepper must succeed on a DC 15 Constitution
saving throw or instantly drop to O hit points and
QuiLL's PRiIsoN CHAMBER explode, leaving behind a mess plus whatever it
dé Door’s Destination was carrying and wearing.
2 | Forest (behind the painting in area M1) Jerk Frog Legs. Any creature that eats from the
3-4 Banquet (behind the painting in area M3) plate of jerk frog legs gains the benefit of a jump
spell that lasts for 1 hour or until dispelled.
5-6 Roc (behind the painting in area M9)
Salted Cockatrice Eggs. Any creature that eats a
whole salted cockatrice egg gains immunity to the
Roc PAINTING’S CHAMBER petrified condition for 1 hour.
dé Door’s Destination Stirge Burgers. Any creature that eats a whole
stirge burger gains 10 temporary hit points.
13 Forest (behind the painting in area M1)
Veggie Kabobs. Any creature that eats from the
3 4 Banquet (behind the painting in area M3) plate of veggie kabobs must make a DC 15 Consti-
5 6 Quill s prison (behind the painting in area M6) tution saving throw, taking 22 (4d10) poison dam-
age on a failed save, or half as much damage on a
successful one.
QuiLL's PRISON CHAMBER in fine attire, all having a good time. Five villagers
When the characters enter the ballroom painting, have gathered on the stage to perform instrumen-
the doors on the walls of this extradimensional tal music. This band includes a harpsichordist, a
space close and disappear. The window is fogged cellist, a violinist, a flutist, and a fiddler. Milling
over, covered in slime that prevents anyone from through the crowd are four waiters. All the guests,
exiting through it. performers, and waiters are unarmed constructed
Arrant Quill (see the accompanying stat block) commoners that do not engage in battle and flee if
is sitting in a chaise longue, protected by his mind combat erupts. |
blank spell and occupying his time by reading the Renekor can tell the real Quill from the fake one.
book he was holding in the library when he was When it notices the characters and the real Quill,
trapped in the painting two days ago. He's out- the beholder attacks, hovering just out of reach of |
wardly friendly, and he politely asks the characters melee weapons and using its lair actions when ap- |
who they are and what they're doing here. Because propriate. The two suits of animated armor stand-
he’s hungry and parched, he also kindly begs them ing guard outside the ballroom also attack at the
for some food and drink. If the Harpers are men- command of the beholder. Renekor wants to keep
tioned, Quill can barely hide his contempt. Quill alive and avoids attacking him.
As long as Quill remains in Wisteria Vale, he is The two Quills look the same. However, the fake
immune to all damage and automatically succeeds Quill can’t do anything except move and talk, and it
on all saving throws. This feature is suppressed is dispelled if it takes damage from a spell or magic
if Quill wills it (no action required) or while he is weapon. No other magic or damage affects it.
within 15 feet of Renekor the beholder.
Good roleplaying or a successful DC 19 Charisma ARRANT QUILL
(Deception or Persuasion) check convinces Quill ~ Medium humanoid (human)
that the characters are his allies and that they've
| |
come to help him escape Wisteria Vale. However, he Armor Class 14
insists that they not stab him with the magical crys- Hit Points 135 (18d8 + 54)
Speed 30 ft. b |
tal dagger until they're all back in the manor. If the
characters fail to earn his trust, Quill pretends to be STR DEX CON INT WIS CHA
agreeable but tries to escape using his teleport spell 10 (+0) 18 (+4) 16(+3) 16 (+3) 15(+2) 20 (+5)
once he escapes the painting, denying characters
the chance to stab him with the dagger. Where the ~ Saving Throws Int +7, Wis +6, Cha +9
Skills Arcana +11, Deception +9, History +7, Performance +13
teleport spell takes him is up to you, but the destina- Senses passive Perception 12
tion must be somewhere in Wisteria Vale. Languages Common, Draconic, Elvish, Undercommon
Escaping Quill’s Prison. The only way to escape Challenge 11 (7,200 XP) Proficiency Bonus +4
from this room is to damage the slime that covers
the window with a magic weapon, which causes
the slime to disappear and opens the window. Quill ACTIONS
doesn’t know this and doesn’t have a magic weapon. Multiattack. Quill makes two attacks with his dagger and uses
Supreme Mockery.
Roc Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or
Within this painting’s extradimensional space, the range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
walls, doors, and ceiling are painted to resemble Quill’s Fable (Recharge 6). Quill utters a short fable while tar-
thick clouds. The air is cold and fresh. A hostile roc geting up to five creatures within 30 feet of him that he can see. |
takes up much of the room and attacks intruders on ~ Each target that can hear Quill’s magical fable must make a DC p
sight. It's sustained by magic and is too big to leave 17 Wisdom saving throw, taking 36 (8d8) psychic damage on a
the room. If killed, the roc is not replaced. failed save, or half as much damage on a successful one.
Spellcasting. Quill casts one of the following spells using Cha-
QUILL'S PARTY risma as the spellcasting ability (save DC 17):
No matter how much time seems to have passed At will: light, mage hand, prestidigitation a
inside the painting, when Quill and the characters 3/day each: detect magic, dispel magic, faerie fire, hold monster &
Hs
1/day each: mind blank, teleport
leave the extradimensional space, they land near
the north wall of the ballroom during the party that ~ Supreme Mockery. Quill hurls a string of insults laced with
enchantments at a creature he can see within 60 feet of him.
Renekor and the fake Quill are hosting. The room
If the creature can hear Quill (though it need not understand ©
has been decorated with garlands of wisteria, and him), it must succeed on a DC 17 Wisdom saving throw or take *
small tables hold hors d'oeuvres and drinks. Rene- 66 (12d10) psychic damage and have disadvantage on the next =
kor and the fake Quill are in the middle of the room, attack roll it makes before the end of its next turn.
surrounded by a crowd of thirty villagers dressed
HE BOOK OF INNER ALCHEMY IS ONE OF THE one day it captured the attention of a monk deter-
oldest books in Candlekeep. The precise mined to bend the natural order of life to his will.
date of its curation has been lost to time,
but its origin can be attributed to three FINDING THE BOOK
masters of the Open Hand, the Ren Brothers— Characters in the Great Library of Candlekeep
Rendi (pronounced REN-dee), Renjie (REN-jee-eh), might encounter The Book of Inner Alchemy while
and Renmei (REN-may). The Way of the Open Hand researching one of the following topics:
is a monastic tradition centered on the defensive
and healing uses of ki and martial arts combat. The « The nature of ki and its uses in hand-to-hand
masters recorded their life's work in this book, de- combat and healing
scribing how they turned the traditional Open Hand « Legends pertaining to immortality
martial arts techniques into tools for achieving ever- « Monastic traditions, especially the Way of
lasting life. the Open Hand
Rumors of an ancient tome containing martial « The crafting of magic weapons
arts techniques associated with immortality circu-
BOOK DESCRIPTION
lated among the martial orders. The three masters
knew that many would seek out this power, and that At first glance, this book of moderate thickness
circulating this knowledge would bring chaos to appears to be one of the many insignificant tomes
the world. Torn between the need to preserve their that fill the shelves of the Great Library. Upon closer
secret techniques and the guilt from making use of inspection, this volume reveals itself to be of excep-
such powerful martial lore, the three masters chose tional quality. Except for minor damage to the cor-
to conceal the knowledge they discovered among ners, its olive-green covers are in perfect condition.
the vast collection in Candlekeep. Sewn into the binding with silk threads are sacred
The Book of Inner Alchemy remained unnoticed texts and medical illustrations. Text is recorded on
for centuries, its secrets hidden in plain sight, until paper pages, and illustrations are drawn on silk
sheets. The paper pages appear to have aged, but
the silk illustrations have stood the test of time, ap-
pearing as they did when the original artist first laid
a brush upon the pages.
Composed in the language of the lands to the east
of Faer{in, the text of The Book of Inner Alchemy is
written in columns that are read from top to bottom,
right to left. The comprehend languages spell can
be used to understand the text. Alternatively, many
of the Avowed can translate the text for a small fee
(no more than 100 gp). The Avowed will not make
copies of the book because it contains dangerous
knowledge.
Tue Book oF
INNER ALCHEMY
abandon the wheelbarrow and take cover behind Treasure. The dryads are grateful to the charac-
trees, hoping to draw the characters into melee ters for ridding their forest of the black puddings.
range. Perhaps foolishly, they stay and fight—ea- Each dryad presents the party with a reward: a
ger to put their new training to the test. If they are wooden vial containing a single dose of sweet sap
captured, the monks remain tight-lipped and won't that functions like a potion of healing (superior). |
divulge information willingly. A suggestion spell or Development. The dryads urge the characters to
similar magic, however, can force them to share in- follow the tracks left by the monks, saying they lead
formation about the temple's location, configuration, to a “greater evil that must be defeated.” The charac-
defenses, and leaders. ters can’t convince the dryads to accompany them,
No ability check is needed to follow the monks’ because the dryads fear the temple and avoid it.
tracks back the way they came, since the wheelbar-
row leaves a deep furrow in the earth. Characters TEMPLE OF THE
who follow these tracks arrive at area L1.
IMMORTAL LOTUS
FRIENDLY DRYADS If the characters follow the tracks leading to the
If the characters slay the black puddings as well as temple, read:
defeat the monks, five dryads appear, using their
Tree Stride ability.
SEAN MACDONALD
Steer CrRANE
STEEL CRANE Force Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Medium humanoid (human) target. Hit: 8 (1d8 + 4) force damage, and if the target is a crea-
ture, it must succeed on a DC 15 Constitution saving throw or
Armor Class 17 (Unarmored Defense) be stunned until the start of Steel Crane’s next turn.
Whip. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 6 (1d4 + 4) slashing damage or, if the target is a creature,
Steel Crane can grapple the target instead (escape DC 15).
STR DEX CON INT WIS CHA Steel Crane can’t make attacks with the whip while using it to
13 (+1) 18 (+4) 18 (+4) 13 (+1) 17(+3) 14 (+2) grapple a creature. Anytime on his turn, he can release a crea-
ture grappled by the whip (no action required).
Saving Throws Dex +7, Int +4
Skills Acrobatics +7, Deception +5, Perception +6, Stealth +7 Heal Self (Recharges after a Long Rest). Steel Crane regains
Damage Resistances poison, psychic 2d8 + 4 hit points, and all levels of exhaustion end on him.
- Senses passive Perception 16
~ Languages Common REACTIONS
~ Challenge 8 (3,900 XP) Proficiency Bonus +3 Deflect Missile. In response to being hit by a ranged weapon
attack, Steel Crane deflects the missile. The damage he takes
~ Unarmored Defense. While Steel Crane is wearing no armor from the attack is reduced by 1d10 + 10. If the damage is re-
~ and wielding no shield, his AC includes his Wisdom modifier. duced to 0, Steel Crane catches the missile if it’s small enough
to hold in one hand and Steel Crane has a hand free.
ACTIONS
Slow Descent (3/Day). When Steel Crane falls, he can slow his
Multiattack. Steel Crane makes three attacks. descent, taking no damage from the fall.
L2D. STORAGE
Adjacent to the kitchen is a modest storage space
voice from above. F that holds food, kitchen supplies, and spare robes.
“a man balanced wit Treasure. A thorough search of this room yields a
silk bag containing ten 50 gp gemstones.
L2F. GARDEN
Next to the living quarters is a well, north of which
is a small garden where the order grows its vegeta-
bles. Next to the garden is a chicken coop. As with
As Steel Crane presses his attack, the monks use all temple duties, the monks take turns maintaining
the steles for cover and leap between them to en- the garden and feeding the chickens.
gage the characters in close-quarters combat. Four Immortal Lotus monks (see the accom-
Red Key. Steel Crane carries a red wooden key panying stat block) are tending the garden and
that unlocks the door to area L3. drawing fresh water from the well. If the monks are
aware that the characters are nearby, they're stand-
L2. LIVING QUARTERS ing guard and ready to fight. These foes use their
gardening implements as weapons (use the monk’s
Members of the order live in a modest single-story
Unarmed Strike attack option but change the dam-
building built on raised posts. Its shingled roof pro-
age type to piercing or slashing, as appropriate). If
vides protection from the elements, and its sliding
two of the monks are defeated, the remaining ones
exterior wall panels can be opened and closed to
flee to the training grounds (area L4) to seek rein-
meet the needs of the order. The walls of the living
quarters are made of paper on wood frames, offer- forcements.
ing little privacy. The dwelling is within view of the
Jagged Sanctum (area LS), but far enough away to IMMORTAL LOTUS MONK
provide Bak Mei with solitude he requires. Medium humanoid
JADE TIGRESS Force Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) force damage, and if the target is a
Medium humanoid (human)
creature, it must succeed on a DC 15 Constitution saving throw
Armor Class 15 (Unarmored Defense) or be stunned until the of Jade Tigress’s next turn.
Hit Points 71 (11d8 + 21) Poisoned Dart. Ranged Weapon Attack: +5 to hit, range 20/60
Speed 40 ft.
ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (3d4)
poison damage, and the target must succeed on a DC 15 Con-
STR DEX CON INT WIS CHA
stitution saving throw or gain 1 level of exhaustion.
18 (+4) 14(+2) 15(+2) 11 (+0) 16 (+3) 11 (+0)
Heal Self (Recharges after a Long Rest). Jade Tigress regains
Saving Throws Str +7, Con +5 2d8 + 2 hit points, and all levels of exhaustion end on her.
Skills Athletics +7, Insight +6, Intimidation +3, Perception +6
Damage Resistances poison BoNus ACTIONS
Condition Immunities charmed, frightened Nimble Escape. |ade Tigress takes the Disengage or
Senses passive Perception 16
Hide action.
Languages Common
Challenge 8 (3,900 XP) Proficiency Bonus +3 REACTIONS
Deflect Missile. In response to being hit by a ranged weapon
Unarmored Defense. While Jade Tigress is wearing no armor attack, Jade Tigress deflects the missile. The damage she takes
and wielding no shield, her AC includes her Wisdom modifier. from the attack is reduced by 1d10 + 9. If the damage is re-
duced to 0, Jade Tigress catches the missile if it’s small enough
ACTIONS to hold in one hand and Jade Tigress has a hand free.
Multiattack. Jade Tigress makes three attacks.
DAWES
NIKKI
SH omens
THE BOOK OF INNER ALCHEMY
BAK MEI is a creature, it must succeed on a DC 17 Constitution saving
Medium humanoid (human) throw or be deafened and stunned until the start of Bak Mei’s
next turn.
Armor Class 17 (Unarmored Defense) Staff of Striking. Melee Weapon Attack: +9 to hit, reach 5 ft.
~ Hit Points 102 (12d8 + 48) one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) blud-
Speed 40 ft. geoning damage when used with two hands, and Bak Mei
can expend up to 3 of the staff's charges. For each expended
STR DEX CON INT WIS CHA charge, the target takes an extra 1d6 force damage.
10 (+0) 18 (+4) 18 (+4) 13 (+1) 17 (+3) 16 (+3)
Heal Self (Recharges after a Long Rest). Bak Mei regains 2d8 +
; Saving Throws Str +5, Dex +9, Con +9, Int +6, Wis +8, Cha +8 4 hit points, and all levels of exhaustion end on him.
i Skills Acrobatics +9, Athletics +5, Medicine +8, Religion +6,
Stealth +9 BoNus ACTIONS
Damage Resistances poison, thunder
Nimble Escape. Bak Mei takes the Disengage or Hide action.
Condition Immunities charmed, frightened, paralyzed
Senses passive Perception 13 REACTIONS
Languages Auran, Common
~ Challenge 13 (10,000 XP) Proficiency Bonus +5 Deflect Missile. In response to being hit by a ranged weapon
attack, Bak Mei deflects the missile. The damage he takes from
the attack is reduced by 1d10 + 12. If the damage is reduced to
| Legendary Resistance (2/Day). If Bak Mei fails a saving throw, 0, Bak Mei catches the missile if it’s small enough to hold in
he can choose to succeed instead. one hand and Bak Mei has a hand free.
Special Equipment. Bak Mei carries a staff of striking with
10 charges. LEGENDARY ACTIONS
| Unarmored Defense. While Bak Mei is wearing no armor and Bak Mei can take 3 legendary actions, choosing from the op-
tions below. Only one legendary action option can be used at
~ wielding no shield, his AC includes his Wisdom modifier.
a time and only at the end of another creature’s turn. Bak Mei
ACTIONS regains spent legendary actions at the start of his turn.
~Multiattack. Bak Mei attacks three times: twice with Thunder Crane Dance. Bak Mei moves up to 20 feet. This movement.
Strike and once with hispo s striking. does not provoke opportunity attacks.
Thunder Strike (Costs 2 Actions). Bald Mei uses Thunder Strike.
SE
NIKKI DAWES
HE (ANOPIC J3EING
“89 a a a a mean
:
%
3
gi
§
$
§
:
ee ®
N THIS ADVENTURE, THE PLAYER CHARACTERS A'lai describes the book as a treatise on dark rituals
investigate the disappearance of a Candle- and tells how it arrived at Candlekeep as a dona-
keep sage and disrupt the plans of a mad tion from a high priest of Savras. She talks of how
oracle bent on domination. Mayastan came to her, clearly bothered by some-
The Canopic Being arrived at Candlekeep nine thing she had read in The Canopic Being, and say-
months ago, wrapped in yellow cloth embroidered ing that she wanted to continue her research with
with the image of an eye. It was delivered with a the help of the oracle of the House of the All-Seeing
handwritten note reading, “As fate wills it,” signed Orb in Tashalar, east of Chult. Mayastan went there
by Xemru Thaal, a high priest of Savras, god of by way of teleportation. Shortly after Mayastan left,
divination and fate. As preservers of the teachings A’lai consulted the tome, hoping to gain some sense
of Alaundo the Seer, the Avowed of Candlekeep of what was troubling the sage.
were keen to study what they expected to be a Poon gn
book exploring the divinatory arts. When its hor- Alai pushes the book toward you, opening it to a
rific contents were revealed, The Canopic Being
page near to the end that is filled witha list of names
was relocated to the library's vaults, where it cur-
in a half-dozen different hands. Across the top of
rently resides.
The book is the record of a ritual that allows the the page in the rushed script that fills the rest of the
transplanting of a mummy lord’s organs into living book is written the legend: “Those Who Have Been
vessels to forge a dark connection between donor Bestowed—The Willing Sacrifices.” At the bottom of
and recipient. The end of the book contains a list of the page is Mayastan Sadaar’s name—followed by the
those recipients—which includes the names of all ‘names of each of you.
the characters.
é : al
Tue CaNOPIC
Being
Tashluta is the busy port-city capital of Tashalar, The figure with the bejeweled third eye is Shir
set between sea, mountains, and jungle. It is a wel- Endellion (a lawful neutral human priest), currently
coming stopover point for travelers, merchants, and the highest-ranking official in the temple. While
traders in the south. Tashalar is a land known for engaged in her divinatory studies a tenday ago, she
- warm, breezy weather, bright, flowing garments, foresaw the arrival of both Mayastan Sadaar and
and spicy, delicious foods. It is also famous for the the party, but she does not know the purpose of the
obsession its citizens have for divining the future; characters’ visit.
most Tashlutans claim to have some amount of skill If the characters join her, Shir offers them tea,
with personal prognostication. then calls for fine Tashlutan wine, pastries, and
One of the most notable sights in Tashluta, the other finger foods to be delivered to the table. The
House of the All-Seeing Orb is an immense com- priest knows the following information, which she is
pound dedicated to the study of magical divination. happy to share:
Clerics, mages, and other scholars work at the in-
stitution’s Celestial Observatory, its Library of Ulti- « Mayastan arrived yesterday, intending to speak
mate Truth, and its College of Divination. with the oracle Valin Sarnaster. The sage was
When the characters arrive at the temple, read or taken to Valin’s sanctum and has not returned.
paraphrase the following: « Valin Sarnaster is known to all who serve Savras,
and her works have long been an inspiration. She
@ 8
has lived alone for decades now, so that the influ-
The teleportation circle i is surrounded by a courtyard ence of the outside world will have no effect on her
. garden and several buildings. The day is warm, with divinatory abilities.
amild breeze. Yellow-robed sages and priests, some « If The Canopic Being is discussed, Shir doesn’t
carrying tomes or mysterious- -looking magic devices, recognize the name of the book. If its contents are
bustle about the i immense compound. The largest described, she is horrified, but she says that the
dark rituals the book describes have nothing to
| building is patterned with inscribed eyes. A larger,
do with Savras’s work. If she is told that Xemru
more detailed A oye is carved above the building's main Thaal sent the book to Candlekeep nine months
doorway. ago, she has no idea why that happened.
a... |]
« If the characters ask to see Xemru, Shir says that
The large building is the compound’s main temple, the high priest went through the portal to visit
home to the priests and oracles of Savras. Despite Valin eight months ago and has not come back.
its elaborate exterior, the interior of the temple is Messages received from him through Valin’s at-
simple, containing only an altar, modest living quar- tendant, Alessia, say that he continues to study
ters, a kitchen, and a dining area. The building's with Valin and plans to remain with her for the
only noteworthy feature is its reflecting pool, which foreseeable future. (Xemru accepted the future in
is filled with holy water. which he saw himself becoming Valin’s servant.
But a sense of misgiving caused him to send The be unlocked with a successful DC 25 Dexterity
Canopic Being to Candlekeep as evidence of what check using thieves’ tools, or forced open with a suc-
Valin had become—as Valin had already foreseen.) cessful DC 25 Strength (Athletics) check.
« Valin lives in a secret sanctum, since she would The shed holds unused gardening equipment
otherwise be sought out by too many people seek- and has a hidden trapdoor that can be found with
ing her wisdom and counsel. A portal hidden in a successful DC 18 Wisdom (Perception) check
the temple complex is the only means of reach- if not revealed by Shir. Below the trapdoor is a
ing her. The oracle sends her attendant, Alessia, 5-foot-diameter stone-walled well with a sturdy
through the portal regularly to convey and re- wooden ladder. The well descends 20 feet before
ceive messages. ll Ba
« Three other people have traveled through the por- WHAT Is AND WHAT'S TO COME
tal to seek Valin’s guidance within the past three The presence of the characters’ names in The
months: Zeren Zoradius, a human mage; Okuzor, Canopic Being points to the mummy lord oracle, Valin
a tiefling gladiator; and Mayastan Sadaar, the Can- Sarnaster, having seen them in visions of the future.
The particulars of that future and the oracle’s interest
dlekeep sage. As with Xemru Thaal, none of the
in the characters is left to your determination.
other visitors have yet returned. Valin has long plotted to usurp the role of Savras,
acquiring power through her dark rituals that will
THE ORACLE'S PORTAL enable her to become a new demigod of fate. In her
Behind the main temple stands a nondescript and visions, she has seen that the characters will thwart
locked shed, within which is the portal that leads to her plans—so she has arranged the events that cause
Valin’s sanctum. The shed is quietly watched at all them to come to her, so she can end their threat before
hours by faithful acolytes, and an alarm spell regu- it begins. In the course of their fight to expose and de-
larly cast on the door by the temple’s mages sounds stroy Valin, the characters might gain glimpses of the
CHATURVEDI
tomb). Shir and Alessia carry keys that can unlock help you foreshadow what's to come.
the door from inside or outside. The door can also
The plain gray stone of the well diffuses into a swirling CANoOPIC GOLEMS
ellipsoid of
0 blue-and-white light, edged by translucent
Three of the creatures that have received Valin’s or-
crystals. From across the room, the portal resembles gans—Okuzor, Xemru Thaal, and Zeren Zoradius—
Jan enormous oe - have been transformed into canopic golems by the
& HE &
dark rituals the oracle learned from The Canopic
This portal is a permanent magical effect set up by Being. Valin can see through these golems’ eyes and
Valin Sarnaster. It connects to the crystalline demi- can speak through them as she wishes. Mayastan
plane that serves as the mummy lord’s tomb. Sadaar, the Candlekeep sage, would have become
a golem if she had not destroyed her transplanted
organ and died. Her body is in area T7.
VALIN'S TOMB
Valin’s tomb exists on its own demiplane. The site ORGAN RECIPIENTS
was once a temple and was long abandoned until
Recipient (Location) Transplanted Organis) i
the oracle’s magic rediscovered it. It is filled with
the signs and symbols of Savras, but whether it was Alessia Baseer (area T1) Heart
built as a temple to the god or whether it was con- Okuzor (area T5) Eyes
structed by Savras when he was still a mortal, not Xemru Thaal (area T6) Nerves
even Valin has been able to determine. Zeren Zoradius (area T6) Kidneys
The former temple is built entirely of clear, spar-
Mayastan Sadaar (area 17) Pancreas (destroyed)
kling crystal. Though the complex has its own grav-
ity and is not fully transparent, moving through it
can sometimes create the unsettling sense of float- ToMB FEATURES
ing in space. Valin’s tomb has the following features:
atl Bn
VALIN’ s VICTIMS | Walls and Floors. The crystal from which the tem-
nf a creature dies after one of its vital organs is re- ple was constructed glows with a bright light that
laced by Valin’ s organs, it can be returned to life by a fills all areas, even as it allows the characters faint
spell or in one of the ways described below. glimpses of what lies beyond it. The magic of the
Rite of Reclamation. A ritual known as the rite of rec- walls obscures certain features, however, so that
~ lamation involves claiming some of the dust of Valin’s secret passages and rooms can’t be seen from
body after she has been reduced to 0 hit points. The outside them. The crystal that makes up the tomb
ritual describes a process for mixing the dust with wax
can't be damaged by any means available to the
to create a magic candle, then floating the lit candle
~ in a vessel of holy water. If a creature imbued with one characters.
of Valin’s organs spends an entire long rest within 5 Ceilings. Hallways and smaller chambers in the
feetof the candle, the candle is consumed, Valin’s tomb are 15 feet high with flat ceilings. The ceil-
organis destroyed, and the creature’s missing organ is ings in larger chambers are 20 to 30 feet high.
restored. The rite of reclamation is known to Valin and Doors. All doors in the tomb are made of crystal,
detailedon a scroll found in area T5. The characters and most of them are unlocked. A character can
might also be able to learn the ritual through research use an action to try to open a locked door, either
or aside quest.
| Replacing What's Lost. A more direct restoration by using thieves’ tools and succeeding on a DC 20
can be undertaken if the creature imbued with one Dexterity check, or by forcing open the door with
of Valin’s organs has been killed and the characters a successful DC 25 Strength (Athletics) check. A
have access to the creature’s original organ. Removing door has AC 15, 60 hit points, and immunity to
~ Valin’s organ from the creature’s body reveals it to be poison and psychic damage.
shriveled, glassy, and pulsing with unnatural life. If the Eyes of Savras. The walls of the tomb are adorned
creature’ s original organ is replaced within 1 hour of
with decorative eyes that serve as magical sen-
its death at the same time Valin’s organ is destroyed,
the creature returns to life immediately as if targeted sors, following the movements of visitors who
by: a resurrection spell. A character who removes one of explore the site. Valin Sarnaster controls the eyes,
i organs from a dead host creature and succeeds which have truesight out to a range of 120 feet and
a DC 17 Wisdom (Medicine) check intuits how this allow her to surveil the characters from anywhere
s works. in the tomb. She must maintain concentration (as
priest of Savras waring ffor you. | This room is furnished with a simple cotta Small
# 5 es $
| footlocker, a round table and chair, and aw
As the characters move around in the room, the - cupboard with one door ajar. Small figurines
eyes in the walls turn to follow them. set along the top of the cupboard are the room’ 's only
The guard is Alessia Baseer, a lawful good human decoration. A folding screen obscures the far cornerrof :
priest of Savras (see the “Alessia Baseer” sidebar). the room. .
A premonition of someone arriving through the por- ®
tal brought her here to await the characters. When
she sees them, she assumes they have been sum- Alessia’s collection of cat figurines include sculp-
moned by or have important business with Valin, tures made of glass, ceramic, and wood. She has
and she freely answers any questions put to her. collected them since childhood, though they are
Power of Disbelief. Alessia scoffs in response to a | |.
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not valuable. The footlocker holds the attendant’s the attendant leads the characters through the area,
modest personal effects, including a stuffed cat with she tells them to follow her closely, and doing so
green button eyes and a bracelet with five charms. grants them advantage on their saving throws.
One of those charms is the key that unlocks the Secret Panel. A hidden panel along one wall of
door to the antechamber (area T8). the room can be noted with a successful DC 25
Cupboard. This magic cupboard radiates an aura Wisdom (Perception) check. It slides open to reveal
of conjuration to a detect magic spell. It generates a meditation room (area T3a) that holds a number
food and drink for Alessia and any visitors to the of rotting cushions and two potions of healing
tomb. It currently contains empty glass flasks, half a (superior).
loaf of bread, and three peaches. Hidden Hallway. Any character who has a passive
If the cabinet door is closed, a bell rings. When Wisdom (Perception) score of 20 or higher, or who
the door is reopened, the previous contents are gone succeeds on a DC 20 Wisdom (Perception) check
and the cabinet’s shelves are filled with foodstuffs— while moving through the room, notices that one
fresh bread, dried meat, flasks of clear water, fruit, of the mirrors near the corner of the room has a
sweet cakes, and more. Once used, this property of shimmer in its reflections. A creature that touches
the cabinet cannot be used again for 24 hours. that mirror takes no damage and causes the mirror
Folding Screen. The folding screen in the corner to turn sideways, revealing an empty chamber (area
of the room conceals a magic self-cleaning toilet. T3b) and a hallway that leads to area T11.
This chamber was once used by the priests of the This area was once used by priests and acolytes to
temple for meditation, and its magic is still intact. sharpen their mental acuity against harmful psychic
Two-sided mirrors set along the outside walls of this energy. Valin has turned it into a formidable hiding
area reflect everything inside and outside it, causing place for a powerful weapon.
the area to appear empty from the outside. From the As soon as any character enters this area, they feel
inside, the mirrors block the eyes of Savras, prevent- a sudden pulse of psychic energy radiating from the
ing Valin from looking within. dais, which can’t be sensed from the corridors be-
The magic mirrors that cover this area and hang yond. The effect of this numbing energy causes any
as freestanding walls inside it show a super-realistic creature in the room to suffer visible tremors and
reflection of everything in the room, including the have its speed halved.
other mirrors—quickly creating a confusing cascade A creature that has a passive Wisdom (Percep-
of images. Any creature that enters the area and can tion) score of 18 or higher, or that succeeds on a DC
see normally is overwhelmed by multiple visions of 18 Wisdom (Perception) check made to observe the
itself. Each creature that passes through this area dais, spots an ornate sword hilt embedded within it
must succeed on a DC 20 Dexterity saving throw or (see “Treasure” below). The hilt can be noted auto-
accidentally make contact with a mirror. A creature matically by anyone within 5 feet of the dais.
that makes contact with a mirror for the first time Genie Guardians. Obtaining the hilt requires
on a turn or starts its turn in contact with one takes smashing through the dais, which has AC 18, 50
22 (4d10) psychic damage. hit points, and immunity to poison and psychic
A creature that passes through the area without damage. If the dais is attacked or touched by any
taking damage earns a gift of supernatural insight creature, two dao wearing bejeweled necklaces are
that lasts until it finishes a long rest. While it has conjured above it and immediately attack any crea-
this gift, the creature can roll a d8 and add the num- tures in the room.
ber rolled to one ability check, attack roll, or saving On their first turn in combat, the genies target
throw it makes. The creature can wait until after intruders with their phantasmal killer spells, main-
it rolls the d20 before deciding to use the number, taining concentration on these spells for as long as
but it must decide before the DM says whether the possible while attacking with their mauls on later
roll succeeds or fails. A creature can’t gain this gift turns. When a dao dies, its body disintegrates into
again until it finishes a long rest. crystalline powder. A slain dao leaves behind its
Creatures that have blindsight or truesight can maul and its necklace (see “Treasure” below).
move through the area normally, as can Alessia. If
CAaNopric GOLEM
Large construct
The crystalline figures guarding the pit are two
canopic golems (see the accompanying stat block) Armor Class 17 (natural armor)
who were once the high priest Xemru Thaal and Hit Points 252 (24d10 + 120)
the mage Zeren Zoradius. Zeren came to Valin hop- ‘Speed 30 ft. |
ing to become a master of divination. Instead, she
STR DEX CON INT WIS CHA
showed him a very different future. 205) 10(+0) 20(+5) 7(-2) MN (#0) 1(-5)
The golems attack intruders at once, while Valin
speaks through them to challenge the characters. Saving Throws Int +3, Wis +5, Cha +0
She arrogantly proclaims that no one will ever Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion,
break through her sarcophagus to face her, hoping
frightened, paralyzed, petrified, poisoned
to entice the characters to approach the magically Senses darkvision 120 ft., passive Perception 10
warded sarcophagus at the bottom of the pit. Languages —
Canopic Gallery. The gallery below the main Challenge 13 (10,000 XP) Proficiency Bonus +5
platform houses eight canopic jars, four on either
side of the room. It can be reached by descending Limited Spell Immunity. The golem automatically succeeds on
the steep ramps, dropping a rope down from above, saving throws against spells of 7th level or lower, and the attack |
or any other way the characters might devise. Each rolls of such spells always miss it.
canopic jar is ceramic and approximately 2 feet tall. Unusual Nature. The golem doesn’t require air, food,
Five hold organs from the servants currently under drink, or sleep.
Valin’s control, and each jar is carved with a symbol
that represents the former owner, as summarized in ACTIONS
the Canopic Jars table. Multiattack. The golem makes two attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one tar-
CANOPIC JARS get. Hit: 27 (4d10 + 5) force damage.
Symbol Organs and Former Owners Crystal Dart. Ranged Weapon Attack: +10 to hit, range 120 ft.,
Cat Heart from Alessia Baseer one target. Hit: 14 (2d8 + 5) force damage.
Sword Left eye from Okuzor REACTIONS
Spell Deflection. In response to a spell attack missing the go-
lem, it causes that spell to hit another creature within 120 feet
TYLER WALPOLE
opened, the sarcophagus vents a blast of stale air The wills of this 1room n converge i in a high ponsover- . =
and triggers its second magical warding. Each head. Through | the wall opposite tthe door, the room a
creature within 5 feet of the sarcophagus that is . beyond «can be vaguely seen—a vast, cubic chamber -
not a construct or an undead must make a DC 17
flied with shimmering POAT of light.
Charisma saving throw, taking 27 (6d8) necrotic @
fully prepared to face them for a final showdown— A woman in yellow robes floats in the mote-filled void.
but the characters might find fighting in this strange She wears a diadem that frames her third-eye tattoo,
environment to be a challenge.
which glows with a pulsing white light. “I have waited
for so long,” Valin Sarnaster says with a thin smile.
Each of the thousands of motes of light that fill this “Now we will discover if you are ready.”
cube-shaped room takes the form of a tiny eyeball, all @ @
has disadvantage on the first attack roll it makes on Dungeon Master's Guide to come up with an idea
its turn. On a successful check, the character has you can then direct the campaign toward.
Flaw. “Each future that allows a chance for my failure A large pile of clear, crystalline gems fills one cornerfof
to occur must be tracked, must be focused on, and this room, gleaming i in the light given off by the walls.
must be destroyed.”
Hovering in the middle of the room are three iets:
a six-foot-long staff made of transparent crystal, a
Fate’s Boon. All creatures in the room experience
glimpses of the immediate future flashing through shiny steel helm embossed with lidless eyes, and a
their minds. At the start of the second round, each tiny blue rhomboid about the size of a piece of candy.
creature in the room can use a bonus action to focus
on the future, granting advantage on its next attack
Treasure. Though most of the crystals piled in
roll, ability check, or saving throw. (The characters
the corner are of no value, a 10-minute search of the
are aware of the effect and the benefit it imparts. De-
pile yields ten fine gemstones worth 500 gp each.
scribe the boon to the players so that their charac-
One of these crystals radiates an aura of trans-
ters are aware of it and can use it.) Once a creature
mutation magic under the scrutiny of a detect magic
uses this boon, it can't do so again until it finishes a
spell. If this crystal is crushed (destroying it), its
long rest.
powdered remains magically coalesce into a ring of
Endgames. If Valin is reduced to 0 hit points but
spell storing that holds the spells bless and revivify.
her heart has not been destroyed, she snarls out a
The objects hovering in the middle of the room
threat before turning to dust:
cease to float as soon as they are grasped. The blue
rhomboid is an loun stone (awareness). The crystal
“|| still have lessons yet to tench you. But you will staff is a staff of fate, and the embossed steel helm is
learn. a watchful helm (see the “New Magic Items” section
for descriptions of these two items).
Unless her heart is destroyed within 24 hours of her T1l. OBSERVATORY OF HISTORY
defeat, Valin re-forms in her sarcophagus (in area
T6) after that time. See the “Conclusion” section for
The shell of this large, spherical chamber begins to
more information.
shimmer with color, forming patterns and Images,
i
If the characters destroy Valin’s heart before de-
feating her, she says the following before dying:
Creatures that enter this area feel their feet begin to
“Fate defies | me. So be it. But though you defeat me, | lift gently off the floor. As in area T9, a zero-gravity
effect grants any creature a flying speed equal to its
promise you will not survive the re have seen .
walking speed while in this chamber. Because there
is no combat in this area, characters do not need to
worry about acclimating to the unusual gravity.
TALE OF REVENGE
The Scrivener’s Tale tells the story of a selfish and
amoral archfey called the Princess of the Shadow
Glass, who is locked in a blood feud with the Queen
of Air and Darkness, the ruler of the Gloaming
Court in the Feywild. The queen is described as an
intelligent, gleaming black crystal that hovers above
a throne of twisted, petrified wood. The princess is
cast in the role of the protagonist, yet she views ev-
eryone else as a pawn in her struggle. The tale ends
with a monologue promising bloody reprisals upon
everyone the princess believes has wronged her.
Exiled to the mortal realm, the Princess of the
Shadow Glass finds a home in the land of humans,
elves, dwarves, gnomes, and halflings. They show
her true friendship, gifting her with treasures,
lands, and titles. In the end, her companions (in-
cluding the book’s narrator, known only as “the
OLALSSON
ah
THE SCRIVENER'S TALE | 18%
VOICE OF THE PRINCESS of Baldur's Gate, known as patriars, generally keep
to the Upper City, which is built on high ground.
When the characters became imbued with the scriv-
The Lower City, closer to the river, holds the middle
ener’s mark, the magic of The Scrivener’s Tale tied
classes and is the site of much of Baldur's Gate’s
them to the Princess of the Shadow Glass. After
long-simmering class conflict. The city’s poorest
the first assault by agents of the Queen of Air and
folk live in the Outer City, a series of squalid neigh-
Darkness, the princess communicates telepathically
borhoods located outside the city walls.
with a character of your choice. See the end of the
adventure for her stat block and guidance on how to RirLLyN HOUSE
portray her.
After arriving in Baldur’s Gate, the characters can
The princess, who does not reveal her true name,
make general inquiries about the retired adven-
claims to be the only one who can destroy the
turer and patriar Machil Rillyn. They learn that
Queen of Air and Darkness and free the Gloaming
Rillyn House, his noble estate, is in the Upper City.
Court from that tyrannical ruler. It’s clear that the
Their inquiries also inform the characters that
speaker’s hatred of the queen runs deep, as she’s
Machil died ten years ago (not long after gifting The
unable to keep her scorn out of her voice.
Scrivener’s Tale to Candlekeep), having built up a
The princess insists that the characters free her,
fortune as an adventurer but squandering most of it
in exchange for which she will end “the scrivener’s
before his death. His family is now led by his niece,
curse” placed upon them. The characters can't tell
Yvandre, who has only recently begun to regain her
whether she’s lying or not, since she’s nothing more
family’s former standing.
than a voice in their heads. She claims she’s being
The characters’ status as seasoned adventurers
held in the ruins where Machil Rillyn found The
means they have no difficulty entering the Upper
Scrivener’s Tale and tells the characters (truthfully)
City, finding Rillyn House, and arranging an audi-
that she doesn’t know where those ruins are. (She
ence with Yvandre Rillyn. Taresson the butler (a hu-
knows that the ghost of the scrivener, whose name
man commoner) meets them at the gate and takes
was Zyrian, still lingers where the book was found.
their message to Yvandre. If he can see the writing
She wants the characters to destroy Zyrian’s ghost
on their skin resulting from the scrivener’s mark,
so that she can free herself from The Scrivener’s
Taresson recognizes the mark from having seen it
Tale, but she doesn’t share that information yet.)
on Machil Rillyn and promptly brings the characters
If the characters require further enticement, the
to see Yvandre.
princess offers to immediately bestow upon each
of them the following supernatural charm (see the YVANDRE RILLYN
Dungeon Master's Guide for more information on The driving force behind the Rillyn family’s revival,
supernatural charms), which she can do even while Yvandre (a human veteran) is an iron-willed and
imprisoned. accomplished swordfighter as well as a rising polit-
CHARM OF THE SHADOW GLASS ical figure in Baldur's Gate. Her manner is brusque
but professional. She is happy to deal with anyone
This charm allows you to cast the shatter spell (save
who appears likely to further her family’s goals, but
DC 16) as an action, no components required. The
she can be ruthless toward those who cross her. A
next time you finish a short or long rest after cast-
former member of the Flaming Fist, she has many
ing the spell, you gain temporary hit points equal to
friends in that mercenary company who would be
double your proficiency bonus. Once it is used three
only too happy to make trouble for the characters on
times, this charm goes away.
her behalf.
If Yvandre is attacked, 1d4 guards arrive at the
BALDUR'S GATE end of each of her turns until twenty have appeared.
The city of Baldur's Gate lies some 150 miles Personality Trait. “Complicated problems are de-
north of Candlekeep. Overlooking the River Chion- feated in the same manner as overwhelming forces:
thar, it is one of the dominant trading hubs on the divide and conquer.”
Sword Coast and home to much wealth, greed, and Ideal. “The Rillyn clan must put aside its past
corruption. scandals and return to our values of honorable
A number of separate agencies keep a semblance behavior and hard work.”
of order in Baldur’s Gate. The most widely known Bond. “My family comes first, in every word
among them is the Flaming Fist, a mercenary and action.”
company that deals out violence freely to keep the Flaw. “I can’t hide my scorn for laziness, or the
middle and lower classes in line. The wealthy elite arrogance of other patriars.”
windows barely allow a view of the city beyond. Machil. The notes talk of the adventurer seeking
“the shadow glass,” which he expected to be a
ERNANDA
great treasure.
HAVEN FEATURES
A narrow spiral staircase descends fifty feet from the
The library ruins have the following features: ruins on the surface. A weathered mosaic decorates
Floors, Walls, and Ceilings. All areas of the ruins the stairwell, depicting dwarves, elves, and humans
except the cavern (area H7) are worked stone. working together to forge the Realm of Three Crowns.
Ceilings are 30 feet high, except in area H8, which The area reeks of decay, and a few birds fly out of
has a domed ceiling 50 feet high.
the shaft.
Light. Unless otherwise noted, all areas are unlit.
Golems and Mummies. Each section of wall
marked “G” or “M” on the map indicates the loca- The birds are harmless. Images of the silver cir-
tion of a hidden stone golem (G) or mummy (M) clet, the adamantine crown, and the golden crown
in stasis. A detect magic spell reveals an aura of from the characters’ dream are still recognizable in
conjuration magic emanating from that section of the mosaic.
wall. When called for in the text, the golems and Descending the crumbling stairs on foot is peril-
mummies phase out of the walls and materialize ous, and each creature doing so must make a DC 14
in the dungeon. Until then, they are hidden and Dexterity saving throw. On a failed save, a creature
can’t be harmed. either tumbles down the stairs before being able to
stop itself or pitches over the edge and falls to the
HAVEN LOCATIONS ground below, taking 14 (4d6) bludgeoning damage
The following locations are keyed to the map of the in either event.
Haven of the Red Quill. When the characters reach the bottom, they see
an open archway at the base of the stairs. Beyond
Hl. DEEP STAIRWELL this archway lies area H2.
The wall near the top of the stairs has the word
“HAVEN” and a crude picture of a quill scratched
into it, left by Machil before he made his descent.
Though this area appears dangerous at first glance, Scholars and guests of the library once worked and
a dwarf or any character who has a background taught in this area. The furniture here is of similar
or a proficiency related to stonework can tell that construction to that seen in area H3, surviving for
it’s stable. centuries in the relatively dry environment of the
Ten years earlier, Machil and his companions haven but eventually succumbing to rot.
collapsed the archway in the north wall as they left, The room is dark when the characters enter. Any
leaving it blocked. A Small character can squeeze creature in the room that speaks the command
through gaps in the rock with a successful DC 20 word “candesca” causes the three crystal hemi-
Dexterity check, but unless the characters pass the spheres in the ceiling to glow, filling the room with
barrier by magical means, it needs to be cleared. bright light. The hemipsheres go dark again as soon
For each hour of work, one character can make a as there are no longer any creatures in the room.
DC 15 Strength (Athletics) check or Intelligence Warded Door. The door in the center of the
check using mason’s tools. On a failed check, a concave wall opens by sliding into the wall, but it’s
character triggers a short rockfall and takes 7 (2d6) sealed by powerful magic. The door is airtight and
bludgeoning damage. After three successful checks, imbued with a dimensional lock that prevents char-
the archway is cleared. acters from teleporting through it. It is impervious
to damage, and its magic cannot be dispelled or dis-
H3. CENTRAL CHAMBER missed by anything short of a wish spell. Opening
®.. SE ® the door requires fitting the three key runes carried
Though a layer of debris and dead insects coats the by the haven’s stone golems (see below) into the
floor
of this area, its contents remain largely intact. three indentations on the door. Any character who
has proficiency in the Arcana skill recognizes that
Four trestle tables, a side table set with what looks
the indentations have the shape of arcane glyphs.
like cups, and two dozen chairs stand covered in dust.
Any inspection of the indentations suggests that
é é
each is meant to have an object of the same shape
Clearing the dust from the furniture shows that pressed into it.
all the pieces are constructed of heavily lacquered The first time a character tries to damage the
wood. Half are afflicted with dry rot, but the other sealed door or open it with an ability check or
pieces are in good condition. The side table holds magic, or if a character touches any of the indenta-
a tea urn and two dozen teacups, all coated in a tions, the ghostly figure of an elf steps through the
vermilion glaze. door. (If the characters try to break through the door
Three other 10-foot-wide open archways lead by dealing damage to it with a spell, go to “Opening
out of this area, which was once a meeting and the Door” below. The fight that immediately en-
dining hall. The archway to the west has the word sues will have the characters taking on the haven’s
“CANDESCA” inscribed above it (see area H4). guardians without knowing what’s going on, but the
Treasure. The tea service is fragile but can be ghost of Zyrian the scrivener can fill them in during
sold for 150 gp if it is safely transported out of the battle.)
the ruins. The spectral elf initially ignores the characters
and wanders around the room, nodding and moving
his mouth as if speaking to unseen people. If the
characters interact with the ghost, or after a few
minutes of this one-sided silent conversation, it fi-
nally takes notice of them.
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Zyrian the Scrivener. The ghostly figure is Zyrian haven't sussed out. He then relates how, shortly be-
the scrivener, the archmage who created the Haven fore the fall of Phalorm, the Princess of the Shadow
of the Red Quill to preserve the lore of Phalorm. Glass attempted to subvert and destroy that king-
Zyrian (use the ghost stat block) doesn’t attack the dom and was bound into The Scrivener’s Tale by a
characters unless attacked first. He disappears if powerful ritual created by Zyrian. The ghost can’t
reduced to 0 hit points, but the magic that binds him open the sealed door into the great library (area HS),
to this place causes him to re-form at full health but Zyrian can explain how the characters can do so
after 1 minute with no knowledge of any previous (see below) and how they can end the threat posed
interaction with the characters. Zyrian can be per- by Nintra Siotta (as described in area HS).
manently destroyed by reducing his ghost to 0 hit Throughout any of the characters’ interactions
points after the haven’s guardian creatures have with Zyrian, the Princess of the Shadow Glass is
been dispatched and the door sealing off area H8 a continual presence in their minds, moving tele-
has been opened. (See “Opening the Door” and pathically from character to character to frantically
“Guardian Battle” below for more information.) If warn them that the ghost is lying, and that it and its
this is done, Zyrian screams as he passes on from guardian creatures must be destroyed.
the world. Opening the Door. Generations of the haven’s
If the characters attack Zyrian at once, he fights scholars bound themselves to defend the site beyond
back and begins to speak, saying, “You shall not death. Three stone golems and a number of undead
free her! I will protect the free peoples of the world scholars (now mummies) protect the site, held in
against the Princess of the Shadow Glass until the magical stasis until a threat is detected. The mas-
end of time!” If the characters show Zyrian the writ- ters of the haven once knew the rituals that would
ing of the scrivener’s mark on them, the ghost im- summon the keys held by the golems, allowing easy
mediately understands what has happened to them passage through the door to the great library. With
and becomes kindly and coherent. those masters long gone, the characters must now
SEAN MACDONALD
Zyrian can fill in any details of the story of the defeat the combined forces of the library's guard-
Princess of the Shadow Glass that the characters ians to claim the keys.
- of?
THE SCRIVENER'S TALE
Zyrian knows that the guardians are summoned The floor of this room is so covered with detritus
when any damage-dealing spell is directed at that the whole room is difficult terrain. Any inspec-
the door to area H8. When the characters are tion of the debris spots fragments of well-gnawed
ready, the ghost wishes them luck. As soon as a bone, which can be recognized as humanoid with a
damage-dealing spell targets the door, the ground successful DC 15 Wisdom (Medicine) check. These
trembles and a cold wind gusts through the haven are the decades-old bones of unknown adventurers
as its guardians are released. who were killed by the guardians of the haven.
Guardian Battle. Three stone golems (carved to A detect magic spell reveals three magical auras
resemble an 8-foot-tall crowned dwarf, a 10-foot- in this room. Two of these auras—one of divination
tall crowned elf, and a 12-foot-tall crowned human, magic and one of conjuration magic—emanate from
respectively) guard the haven. Each golem has a key a pair of magic items hidden beneath a loose flag-
rune set into its chest that fits one of the indenta- stone in the middle of the floor (see “Treasure” be-
tions on the door to area HS. The golems are joined low). The third aura is one of transmutation magic,
by an effectively unlimited number of undead schol- and it comes from an iron wand embedded in the
ars, all of which use the mummy stat block but are north wall (see “Fresco” below).
lawful neutral. The scholar mummies are wrapped Fresco. Characters who examine the fresco that
in funeral robes set with purple-glowing runes of spans the north wall notice the following:
oath-binding, recognized as such by any character
« The dragon is as big as one would expect an adult
who has proficiency in the Arcana or History skill.
black dragon to be, and it clutches a small chest in
When the fight starts, two mummies per character
one of its foreclaws. This chest, like the dragon, is
emerge from stasis at each of the locations marked
a flat image rendered as part of the fresco, but it
“M” on the map. When half of those mummies
has a deep, half-inch-diameter hole bored into it.
are destroyed, the first stone golem and one more
« The wizards, like the dragon, are life-sized. One
mummy per character emerge from stasis. When
of them appears to hold a 1-foot-long black wand.
the first stone golem is reduced to 0 hit points, its
This wand is not part of the fresco; it’s an actual
key rune pops out of its crumbling form and the
iron wand embedded in the wall, and it looks like
second stone golem appears—along with one more
it can be removed.
mummy per character to sustain the pressure. The
third stone golem emerges 1 round later, along with The first creature that touches the wand triggers a
two more mummies per character. Reducing each chain lightning spell (save DC 17) that springs from
golem to 0 hit points allows the characters to claim it, targeting that creature. The bolts that spring from
its key rune. that creature then target other creatures randomly.
The guardians pursue characters who move Once the spell goes off, the wand is safe to handle
from area to area, but they move no farther than and can be removed from its indentation.
area H2 if the characters ascend the stairs and flee The half-inch hole in the fresco is as deep as
out of sight. the wand is long. If the wand is inserted fully into
You can adjust the number of mummies depend- this hole, there's an audible “click” as the wand
ing on whether the characters are having too easy locks into place and the dragon vanishes from the
or too hard a time, with more mummies appearing fresco. At the same time, an adult black dragon
intermittently until all three key runes are touched materializes in the middle of the room. The dragon,
to the sealed door. At that point, any remaining whose name is Caustilancer, has been trapped in
mummies disappear as they fall back into stasis, the fresco for hundreds of years. It has no quarrel
and the sealed door opens. with the characters but attacks them if they harm
Treasure. A character who succeeds on a DC it or stand in its way. If it’s given a clear path to the
15 Intelligence (Investigation) check made while exit, the dragon stomps through areas H3 and H2
searching this area finds a spell scroll of conjure fey before escaping the dungeon by flying up the shaft
jammed into a compartment in one of the lecterns. in area HI.
Treasure. A loose flagstone near the center of
H5. DRAGON FRESCO the room (at the location shown on the map) can
be lifted, but it must first be spotted beneath the
The floor ofthis room iss covered with fith and mold: filth and debris by conducting a thorough search of
the room and making a successful DC 18 Wisdom
(Perception) check. Beneath the loose flagstone is a
3-foot-deep, 4-foot-wide cubbyhole that holds three
rotted crates (empty), several empty glass vials,
a potion of giant strength (fire), and a bundled-up
robe of eyes.
enn
THE SCRIVENER'S TALE 195 ¥
_ ¥
needs an additional edge, she can use an action to FAVOR OF THE GLOAMING COURT
force a character to make a DC 20 Charisma saving
throw. On a failed save, the character’s mark be- Ending the threat of the Princess of the Shadow
comes one of the next higher level. Glass brings the characters to the attention of the
Nintra’s End. When Nintra is reduced to 0 hit Queen of Air and Darkness—whether they want that
points, she falls to the ground, unconscious. To
attention or not. Though the queen does not deign
complete the process, a character with one or more to consider herself in the debt of mortals, she might
levels of the scrivener’s mark must extinguish the bestow favors on them if asked, or she could be-
candles, whereupon Nintra turns to ash, as does
come a powerful but unpredictable ally or patron.
The Scrivener’s Tale in Candlekeep. The panes of
A LITTLE L1GHT READING
shadow glass lose their magic when Nintra is de-
stroyed and shatter harmlessly, and the scrivener’s The wealth of knowledge in the great library of the
mark fades from all the characters. Haven of the Red Quill represents an amazing find
If the ritual is not completed, Nintra regains all for the scholars of Candlekeep. If the characters
her hit points and expended spells in 1 hour. During offer up some or all of the collection for donation,
that time, she is immune to damage. If she returns they earn the favor of the First Reader and all the
to life, Nintra summons six more shadow glass Avowed, and might develop close, permanent ties to
warriors and sets them on the characters, then the library-fortress.
tries to flee.
DRAGON MATTERS
Treasure. Any character who succeeds on a DC
18 Wisdom (Perception) check while searching If the characters harmed or killed Hastarglyrr the
through or collecting shards of shadow glass, or copper dragon, other good-aligned dragons might
who checks the shards with a detect magic spell, track them down and try to settle accounts.
notes an aura of abjuration magic around one small If the characters allowed Caustilancer the black
piece of shadow glass. That shard functions as an dragon to escape into the wild, it returns to its old
Ioun stone (awareness). lair in the Lizard Marsh, not far from the town of
The books in the library amount to nearly ten Daggerford. If the characters spend time in Dagger-
thousand volumes and cover a host of subjects in- ford before setting out on their next adventure, they
cluding arcana, history, and nature. If the characters might encounter the black dragon once more as it
want to sell the collection, you can decide what it swoops over the town’s walls, settles on a rooftop,
might be worth, but the characters should earn at and demands tribute from the townsfolk.
least 50,000 gp for the lot (see also “A Little Light
Reading” below). Such a reward might take the NINTRA S1IOTTA, PRINCESS
form of one or two very rare magic items, a small
keep, a large parcel of land, or a seaworthy galley
OF THE SHADOW GLASS
with a full crew. Nintra Siotta, a chaotic evil archfey who was exiled
from the Gloaming Court by the Queen of Air and
CONCLUSION Darkness long ago, is known in Faer{in by three
titles: Princess of the Shadow Glass, Lady of Dread
After Nintra is defeated and the characters are freed
Omens, and Seeker of the Three Crowns. She ap-
from the threat of the scrivener’s mark, the adven-
pears as a 9-foot-tall humanoid made of smoky gray
ture might wrap up in several different ways.
glass, wrapped in a cloak-like darkness that appears
ZYRIAN’'S LEGACY to devour the light.
Nintra’s eyes burn with green fire, and she speaks
Nintra’s demise frees Zyrian from his pledge to in a high, musical voice. Deception comes naturally
guard against her return, but his ghost lingers in the to her, but imprisonment in The Scrivener’s Tale
world long enough to thank the characters before has made her impatient and prone to telepathic out-
fading away. bursts that betray her cruel nature.
The characters might decide to seal the site away Personality Trait. “I have no patience for those
or take it over as a home base or stronghold. If the who are less than me—and all are less than me.”
latter occurs, news of a group of powerful adventur-
Ideal. “After I destroy the Queen of Air and Dark-
ers setting up shop in the ruins of Delimbiyran trav- ness for her weakness and insolence, I will take my
els quickly. Other groups might become interested rightful place at the head of the Gloaming Court.”
in restoring the greatness of the fallen city or Bond. “1 have many supporters in the Gloaming
searching for other dungeon complexes buried Court who worship the ground I walk on. They de-
under the ruins—and might inadvertently stumble serve a sovereign who is worthy of their love.”
upon dangerous secrets and magic. Flaw. “Why should I worry about the schemes of
others? No one is my equal in cunning.”
' NINTRA SIOTTA Spellcasting. Nintra casts one of the following spells, using
Charisma as the spellcasting ability (save DC 20) and requiring
|
Large fey
no material components:
Armor Class 17 3/day each: dispel magic, faerie fire, mirror image
, Hit Points 306 (36d10 + 108)
Speed 40 ft., fly 40 ft. (hover) Storm of Shattered Glass (Recharge 6). Nintra targets a point
\
she can see within 60 feet of her and creates a 20-foot-radius
STR DEX CON INT WIS CHA sphere of swirling glass shards centered on that point. Each
16 (+3) 24 (+7) 163) 17 (+3) 15(+2) 24 (+7) creature in the sphere must make a DC 20 Dexterity saving
throw, taking 28 (8d6) slashing damage on a failed save, or half
Saving Throws Str +8, Dex +12, Wis +7 as much damage on a successful one. If Nintra is in the sphere,
Skills Deception +12, Insight +7, Perception +7 the shards deal no damage to her.
Condition Immunities charmed, exhaustion, stunned
Senses truesight 60 ft., passive Perception 17 LEGENDARY ACTIONS
Languages Common, Elvish, Sylvan Nintra can take 3 legendary actions, choosing from the options
Challenge 16 (15,000 XP) Proficiency Bonus +5
below. Only one legendary action option can be used at a time
and only at the end of another creature's turn. Nintra regains
Legendary Resistance (3/Day). If Nintra fails a saving throw, spent legendary actions at the start of her turn.
she can choose to succeed instead.
Attack. Nintra makes one attack.
Fey Step. Nintra teleports to an unoccupied space she can see
ACTIONS
within 30 feet of her.
Multiattack. Nintra makes two attacks. Shadow Strikes (Costs 2 Actions). Provided she is in bright
or dim light, Nintra causes her shadow to attack a creature
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
within 10 feet of her. Her shadow makes two claw attacks,
Hit: 12 (2d4 + 7) piercing damage.
each attack identical to Nintra's claw attack except that it
Shard of Shadow. Ranged Spell Attack: +12 to hit, range 120 ft., deals psychic damage instead of piercing damage.
one target. Hit: 10 (1d6 + 7) necrotic damage, and if the target
SCUZA
Gm
THE SCRIVENER'S TALE
AN ADVENTURE FOR15TH-LEVEL CHARACTERS
7A LKAZAAR'S APPEN
56 ® - msm sn-sonssmnesessnse oss SYS We LTT rnis re tes sss tt i Sr - PB Es
ALKAZAAR’S APPENDIX
BooK DESCRIPTIONS « On the final page of the story, cryptic symbols sur-
round an illustration of the golem. If deciphered,
Alkazaar’s Thrilling Tales is a weathered and
this code reveals the magic words to activate the
cracked leather-bound tome eight inches by ten
picture portal.
inches by two inches thick. Embossed gold letters
proclaim the title on its lavishly decorated cover. Its THE PICTURE PORTAL
beautifully rendered interior abounds with images
The symbols bordering the illustration of the golem
of Alkazaar’s handsome, mustachioed face under
unlock magic that turns the picture into a portal,
his wide-brimmed hat. Alkazaar is often shown with
teleporting any adventurer willing to touch the por-
the wind whipping at his flowing shirt but having
tal to where the golem waits, thanks to the tracer
no effect on his tight pantaloons and shiny boots.
inscribed on it.
He's depicted looking marvelous in fantastical
Deciphering the code requires 1 hour of study. Af-
realms alongside his rugged and ready adventuring
ter that, a character knows the magic words needed
companions.
to activate the portal.
Alkazaar’s Appendix is barely half an inch thick
When an adventurer activates the portal, it stays
but otherwise has the dimensions of its companion.
active for 1 minute and then reverts back to an ordi-
When it is opened, a few grains of sand fall from
nary picture. Anyone who touches the activated por-
between its crisp, dry pages. It contains the story
tal appears instantly in an unoccupied space within
of the lost golem as well as detailed drawings of
50 feet of the golem (see “Arriving in Anauroch”
a stone golem with a brilliant blue sapphire for a
later in the adventure).
heart. One of these illustrations doubles as a portal
to Anauroch (see “The Picture Portal” below).
ADVENTURE BACKGROUND
THE Lost GOLEM Long ago, the wizards of Netheril created a mag-
Adventurers who read the story of the lost golem in nificent stone golem to guard one of the Nether
Alkazaar’s Appendix learn the following facts about Scrolls—a collection of dangerous scrolls that
the one quest Alkazaar couldn’t complete: described the creation of magic and the nature of
the Weave. The wizards gave the golem a sapphire
. Alkazaar was searching for a Nether Scroll. This heart and magically bound a sliver from the gem to
was to be his last adventure before retiring. the right palm of its master, Hamukai. They charged
« In the Anauroch desert, he came across a wander- the young wizard-prince of the ancient nation of
ing stone golem. Alkazaar believed this golem was Anauria with guarding the priceless scroll. The
the legendary Sapphire Sentinel, rumored to have sapphires allowed both Hamukai and the golem
been created by Netherese wizards to protect one (whether together or separate) to unlock a magically
of the fabled Nether Scrolls under the control of sealed vault that held the Nether Scroll.
Prince Hamukai. The blue dragon Zikzokrishka discovered the
« The golem recognized its master’s name, Ha- scroll’s location, and she arrived at the vault ready
mukai, when Alkazaar mentioned it. From to destroy any and all in her path. In the ensuing
that point on the golem followed him, obeying battle, the golem gravely wounded Zikzokrishka,
his commands. but she blasted the golem with eldritch magic that
« The golem communicated through sign language. damaged its memory and hurled it to a far corner
It seemed lost and sad. of Faer{in. Thinking his golem destroyed, Hamukai
. Alkazaar met Bedine nomads who said they knew put a shield around the vault containing the scroll
of a place that held clues about the golem, but it that could be opened only by the sapphire’s power.
was in purple worm territory. He followed the Be- Too weak to continue the fight, Zikzokrishka limped
dine guides until a sandstorm obscured the route. away to heal her wounds. But as she left, she in-
The camels ran off, and, after losing his guides canted a powerful Netherese curse: when the prince
and his transportation, Alkazaar called an end to died, the shield would disappear and the scroll
the expedition. would be hers for the taking.
. Before he left the desert, Alkazaar inscribed a Knowing that Zikzokrishka’s curse had sealed his
magical tracer on the golem in the hope that he fate, Hamukai made a decision. Against the wishes
could find it again. of his subjects, who dearly loved him, the prince
« He begs the reader to go to Anauroch and find the ordered his wizards to perform a ritual that would
lost golem, which might lead to the discovery of a keep him on the brink of death for millennia. His
Nether Scroll. magically sustained life force would maintain the
shield that would seal him in the vault and protect
the Nether Scroll. Since opening the vault required
ALKAZAAR’S APPENDIX
either the sapphire shard in his right palm or the THE BEDINE
golem’s sapphire heart (which he assumed was de-
The Bedine are a group of disparate nomadic tribes
stroyed along with the golem), Hamukai felt sure of
that interact with one another in the desert of Anau-
the scroll’s safety.
roch. Bedine tribes differ in how friendly or hostile
Zikzokrishka returned with an army, intent on
they are to outsiders. But all Bedine obey a code
ripping the sapphire from the prince’s head. She
of hospitality and honor, and they provide shelter,
scattered the populace and reduced the prince's
food (goat cheese and dates), and drink (strong tea
city of Azumar to ruin. To her dismay, she found
or water) to anyone who visits the desert unless the
the prince’s tomb to be impregnable. Howling with
visitors prove unworthy of such kindness.
rage, Zikzokrishka knew that the spell that kept the
Bedine guides know how to survive in the desert.
prince alive would thwart her curse for thousands
Stories about the magical destruction wrought by
of years, far beyond her draconic life span. In her
the Netherese on Anauroch make them wary of
thirst for power, she sought and achieved transfor-
wizards and abhor magic, believing that it brings
mation into a dracolich, willing to wait an eternity
destruction and ruin.
to outlast the spell that held Hamukai near death,
Bedine are dark-haired and olive-skinned, with
knowing his life force would one day dissipate and
the vault would become openable. brown eyes. They wear a loose-fitting, linen robe
called an aba, covered by a dark cloak called a
As she held her vigil, the desert wasteland of
jellaba. They carry daggers and scimitars as weap-
Anauroch consumed the city. Believing the golem
ons, and some use eagles and falcons to catch prey
and its sapphire to be destroyed, Zikzokrishka now
such as small antelope and hares.
lies coiled around the vault’s entrance, waiting with
The Bedine speak Common.
the patience of undeath for the death of the prince,
surrounded by her undead minions and jealously PESH
guarding her promise of godhood. 16-year-old human nomad
Pesh has the naive charm of a young human adult
ARRIVING IN ANAUROCH but is also wise to the unforgiving ways of Anau-
Created by fearsome magic, the ancient desert of roch. He warms up to kind adventurers quickly (es-
Anauroch hides ruined cities under its sands. The pecially if they offer gifts).
most famous include the lost cities of Netheril, an Personality Trait. “1 want to learn about
empire of wizards doomed by their lust for mag- everything.”
ical power. Ideal. “Life is an adventure.”
When the characters come through the portal, Bond. “My grandfather is my best friend.”
read the following: Flaw. “Sometimes | put curiosity before caution.”
om »
SHAMIR
- The deserts sun Binds yyour eyes, and you feel the heat
64-year-old human nomad
trying t to pull ¢every bit of moisture from your body.
Shamir is Pesh’s grandfather. He's cautious and
The bone- dry air makes each breath burn hot and
pragmatic, with a kind and honorable heart. As an
- taste of the baked earth. |
elder of a Bedine tribe, he is wary of magic users
Below you, about ify feet away, a camel watches and not above scolding them, citing the folly of the
wae desert nomads unearth 3 hulking stone golem Netherese and how their arrogance destroyed a
half: buried iin the sand. Intent on their investigation of once lush and verdant land.
the golem, they don’ t notice your arrival. Shamir is cautious and superstitious, but he’s also
® intelligent and curious. The blue circle painted on
the golem’s chest and the symbols on its body make
The two desert nomads (use the bandit stat block) him think it’s the same golem he heard about as a
and a camel they call Old Stink (for good reason) boy. His grandmother used to tell a strange story
hail from a Bedine tribe. They are discussing what about a foreigner named Alkazaar and a lost golem
to do with the golem. Their curiosity about its poten- with a sapphire heart that once guarded a powerful
tial value conflicts with their fear of disturbing items treasure. He believes this to be the same golem. His
of Netherese origin. The golem sits motionless, its grandmother tried to guide Alkazaar to the caves
eyes glowing dimly. of Haruun, but a sandstorm created by a wild djinni
The Bedine nomads are wary of the characters drove them back. A cavern inside Haruun called the
until they assess the party's intentions. A successful Hall of Rainbows holds colorful paintings, some of
DC 12 Charisma check quickly allays their fears. which depict a golem.
ALKAZAAR’S APPENDIX
Shamir knows the story of Hamukai and his stone The disk can be removed to reveal the glowing
golem and can help the characters remember the sapphire only when the golem receives a command
details as needed. to use its power from someone whose commands it
Personality Trait. “1 know much about the an- obeys (see “Getting the Golem’s Attention” below).
cient history of Netheril.” Otherwise, the sapphire remains hidden. The gem-
Ideal. “1 want to know what my ancestors knew.” stone is 6 inches in diameter and has the following
Bond. “My grandson, Pesh, is my life.” properties: |
Flaw. “I think magic is a road that leads to ruin.”
. It is indestructible until the golem completes
THE GOLEM its mission.
. The sapphire has 3 charges. As an action, the
The Bedine allow the characters to examine golem can expend 1 charge to cast dispel magic
the 14-foot-tall stone golem known as the Sap- (as a 9th-level spell) from the sapphire using Con-
phire Sentinel. It has the following features and stitution as its spellcasting ability. The sapphire
behaviors: ceases to glow if all its charges are expended, but
« The golem understands Common but can’t speak. it regains 1d3 expended charges daily at dawn and
. It can open the sealed vault where the prince rests glows again once it has 1 or more charges.
(see area V3). « The golem attacks anyone who tries to remove the
+ The golem remains a noncombatant unless it is sapphire, which is worth 25,000 gp.
directly attacked.
GETTING THE GOLEM’S ATTENTION
THE SAPPHIRE The golem perks up considerably if the characters
The sapphire is inside the golem’s chest, hidden mention Hamukai’s name. Its stone face grinds
behind an 8-inch-diameter stone disk. The outer and changes into a pleased expression as its eyes
surface of the disk is inscribed with a blue circle light up. It then bonds with and follows the party
IR INA NORDSO!
that has eight golden beams radiating from it like member who mentioned the name and obeys that
rays of the sun. person's commands.
ALKAZAAR’S APPENDIX
is
Attempting to pry out the sapphire in its chest
activates the golem, and it does not take kindly to
TRAVEL IN ANAUROCH
thieves. If provoked further, it fights to the death. Due to its magical history, Anauroch is more than
a barren wasteland and a hostile desert climate to
WHAT PESH AND SHAMIR THINK those who wander within its borders. Anauroch
Pesh and Shamir are both suspicious and im- holds lost cities, savage monsters, and more than its
pressed when the golem wakes. Pesh, in particular, share of otherworldly phenomena.
thinks the golem is the coolest thing since sliced Traveling across the desert by day is not recom-
goat cheese and wants to learn all about it. Shamir mended. Use the extreme heat rules in the Dungeon
thinks the golem is valuable and will lead to a big Master's Guide for daytime travel in Anauroch.
treasure. Both are keen to go on a treasure hunt and Traveling in the cool of the night is the best way
offer to guide the adventurers to Haruun. Shamir to journey across the desert, but explorers should
reminds the characters that the area is purple worm beware of nocturnal creatures hunting for prey.
territory. The Bedine travel mostly by night, along the an-
cient roads and paths that crisscross Anauroch.
ROLEPLAYING THE GOLEM Some of these paths are invisible on the ground,
The golem expresses itself through a variety of ex- and the Bedine navigate by using the stars at night.
pressions and postures, much like Frankenstein's Groups of Bedine might be traders carrying goods,
monster. Characters can infer the golem’s intent scouts looking for food, or bandits hoping to raid
through its gestures and body language. The golem merchant caravans that try to shortcut their way
rubs its head when it’s confused, becomes animated across the desert rather than circumnavigate it.
when it’s excited, and slumps its shoulders when it The Bedine nomads can act as guides for lost
loses hope. characters, offer clues for stuck players, and provide
The golem also employs a unique sign language food and water for adventurers in desperate need.
created by its master, Hamukai. Any character who
spends 1 hour observing the golem as it uses this DESERT ENCOUNTERS
sign language can, with a successful DC 20 Wis-
If the players are restless or spoiling for a fight, use
dom (Insight) check, learn enough of the language
the following encounters. Pesh and Shamir avoid
to communicate with the golem on a basic level.
combat and try their best to stay out of harm's way.
A character who fails the check can repeat it after
spending another hour watching the golem commu- WANDERING MONSTERS
nicate in this fashion. « The characters encounter three cyclopes who
The golem’s memories are damaged and it wants are bickering at each other while looking for food.
to return to its master, Prince Hamukai. It has They have Bedine prisoners tied up in their lair—a
vague impressions of its past. The golem can be as cavernous crack inside a granite escarpment that
communicative or as noncommunicative as you like. juts out from the sands.
Two rakshasas masquerading as Bedine nomads
KEEPING THE GOLEM ALIVE
named Imura and Sikkat offer to guide the party
For story purposes, the golem or its sapphire must
to a magic oasis. The rakshasas attack the charac-
reach area V3 for the vault to be opened. On seeing
ters as soon as they let down their guard.
the golem restored, Zikzokrishka can’t contain her
glee. She tries to destroy the golem so she can use STONE ANDROSPHINX
the sapphire to open the vault and steal the Nether The characters find a sandstone sphinx crouched
Scroll. If the dracolich is defeated, the golem goes to atop a granite pedestal. Bleached humanoid bones
be reunited with its master and complete its mission lie half-buried in the sand around the pedestal.
to deliver Hamukai’s body and the Nether Scroll Any character who touches the sphinx telepathi-
to Elysium. cally receives the following riddle:
Over the course of the journey, the golem might
@ : 9
face mortal peril. If it drops to O hit points, the go-
| Forked et a serpent’ Ss tongue,
lem stabilizes and topples over but isn’t destroyed.
It doesn’t make death saving throws, and it can be i spark the thunder’ s peal; .
revived and repaired using healing magic. If if has With every stroke, the storm isswung
0 hit points after being struck by a disintegrate spell Of darkness by my zeal. = Le
or similar magic, the golem is obliterated, but the What wml? -
sapphire is left behind. 4 ah i E é
ALKAZAAR’S APPENDIX
the sphinx gains resistance to lightning damage for
10 days. If an incorrect answer is given, the statue
transforms into an androsphinx and attacks the
party. If it is victorious, the sphinx returns to its ped-
estal and reverts to its inanimate state. It turns to
dust if reduced to O hit points.
VOICES OF NETHERIL
As the adventurers walk along the dunes, a cold
wind howls across the desert. The shrieks of the
wind soon turn to cries of anguish, as if coming
from tortured souls. Bedine nomads believe that
these are the voices of evil wizards who are endur-
ing an eternity of punishment for defying the gods
and dooming the land to ruin. To the Bedine, the
wind is an ill omen.
ARRIVAL AT HARUUN
Haruun was a series of natural caves set into a cliff
face that comprised one wall in a twisting maze of
canyons. Those who fled the destruction of Azumar
thousands of years ago used this area as a refuge.
Over time, they carved and painted the interiors
with the story of their prince, the golem, the battle,
and the vault containing the Nether Scroll.
Within the last five centuries, all the caverns ex-
cept one have been reduced to rubble as the area 1square
=5 feet
fell under the sway of a purple worm. Only a small
section of the old cavern complex now remains—the
Hall of Rainbows.
When the characters arrive, read the following: Hl. CAVE ENTRANCE
As the characters approach the entrance, a horrid
stench hits their nostrils. Any Bedine with the party
grip their weapons and remark grimly, “Worm dung.
Move carefully.”
As they enter the cave, the characters see that
the walls are sculpted and chiseled, empty sconces
dot the walls, and chunks of stucco—once brightly
painted with scenes and writing—lie crumbled on
the floor. Long, viscid, rubbery tubes of glistening
purple worm dung lie strewn about, giving off their
acrid odor.
a oF
MIKE
ALKAZAAR’S APPENDIX
The dragon’s name translates as Zikzokrishka. The OPTIONAL ENCOUNTER
inscription reads: “Here the Sapphire Sentinel is
If the characters are struggling or you worry about
destroyed in the terrible battle against the dragon
their ability to defeat the dracolich at the end of the
Zikzokrishka, who curses Hamukai.”
adventure, this encounter adds a “here comes the
MURAL E cavalry” possibility to bail them out if they face se-
rious trouble. You can also use this encounter as a
® je =
purely feel-good moment.
As the characters make the trek from Haruun to
Aro with 2gion cvinder ihe the necropolis, you can place this encounter in their
1Three wwizards with Unique hats cast path. The journey to Azumar takes a few days. A Be-
dine guide fills each night around the campfire with
horrifying stories about the accursed city.
fi ru inthere's saslagerininscription below. OGRUHL THE DRAGON TORTOISE
If you use this encounter, read the following:
The labels translate as Prince Hamukai of Azumar ® : i ; ;
and the three wizards Abzin, Kaalin, and Sharisa. You crest a dune and s see a2 rocky escarpment inithe
The inscription reads: “Here Hamukai enters the
| distance with small cave entrances all over its subs .
eternal sleep to avert the dragon’s curse and is
Dozens of tiny humanoid creatures dash back: into the .
sealed in slumber with the Nether Scroll.”
caves, sensing your presence. so
MURAL F @
o L f J
ALKAZAAR’S APPENDIX 5p
If freed, Ogruhl expresses its immense gratitude To keep the characters on their toes, you can use
and eagerly wants to reclaim its ancestral territory. one of the following encounters.
The bravest chwingas come out to bestow a charm
on each of the characters. HANDS OF THE DEAD
A 20-foot-square area underneath the characters
NECROPOLIS OF AZUMAR erupts with hundreds of skeletal arms that try to
drag them down into the sands.
A consortium of wizards secretly used Azumar, a
Each character must succeed on a DC 17 Dex-
small Netherese city, to house one of the Nether
terity saving throw or be caught in the iron grip
Scrolls under a mastaba that they built near the city
of 1d4 + 1 skeletal arms that are anchored to the
center. The city fell into ruin thousands of years ago
sands. Each arm has AC 13 and 10 hit points. They
and is now surrounded by sand dunes that partially
try to drag a captured character underground (use
bury its outer walls and buildings. No structures
the quicksand rules in the Dungeon Master’s Guide).
on the surface aside from the mastaba remain com-
Not until all the arms holding a character are de-
pletely intact.
stroyed can that character pull itself out of the sand
This place feels like a graveyard, where battle and
or be pulled out by others.
the sands of time destroyed a city and its popula-
tion. It's eerily silent except for the hissing of the CONSORTIUM OF THREE
sandstorm in the distance. Despite the silence, the The party encounters three flameskulls floating
characters can’t shake the feeling that they're being around the ruins, each wearing an odd, tattered
watched (even though the city is clearly abandoned). hat. With a successful DC 15 Intelligence (Investi-
As the characters enter the necropolis, read the gation) check, a character recalls the hats worn by
following boxed text: the wizards on the murals in the Hall of Rainbows.
(One or more players might remember this even if
YoYou see bBefore you. aa city that has long fallen to ruin. their characters don’t.) The flameskulls are startled
upon seeing the adventurers and begin chattering
red husks ofoonce-
mpgeifons stones buildings
to one another, wondering what to do about these
strange visitors.
These are the remains of the Consortium of
Three, the Netherese wizards who were loyal to
Prince Hamukai. After establishing the refuge at
Haruun, they honed their magic and vowed to return
y that s \ il in place lke the dome of an immense, to Azumar to defeat Zikzokrishka. When they did,
they discovered to their horror that Zikzokrishka
seet ing ccathedral.
had transformed into a dracolich, becoming even
more powerful. They were defeated, transformed
The golem points to the sandstorm and seems puz- into flameskulls by the dracolich, and commanded
zled about what to do next. to guard her necropolis for eternity. Though their
minds are warped by their current state, if the char-
EXPLORING THE NECROPOLIS acters try to befriend the flameskulls—invoking
As the characters explore the necropolis, describe their names and appealing to their loyalty to the
the scene to keep them on edge—the desolation, the prince—the flameskulls offer to help. A character
scent of scorched sand, and the hiss of the sand- must succeed on a DC 20 Charisma (Persuasion)
storm that increases in volume as they draw near. check to sway the flameskulls. Charisma (Deception
With the exception of the mastaba (see area V1), or Intimidation) checks do not work on them.
the necropolis consists of a series of ruined stone If the characters antagonize the flameskulls or fail
walls jutting out of the sand and patches of paved to communicate with them, the flameskulls either
streets revealed by the howling winds. The swirling attack or flee to alert Helmdar, the storm giant
sandstorm at its center can be seen and heard from skeleton in area V1.
anywhere in the necropolis.
The necropolis also contains buried treasures. A MAGIC SANDSTORM
character who searches for an hour and succeeds A dome of swirling, scouring sand covers the mas-
on a DC 20 Intelligence (Investigation) check finds taba (Hamukai’s tomb) at the heart of the necropo-
some hidden treasure determined by rolling on the lis. Zikzokrishka created this disturbance to keep
Treasure Hoard: Challenge 5-10 table in the Dun- everyone else out until she gains the Nether Scroll.
geon Master's Guide. Up to four such hoards can be When the adventurers arrive at the outer edge of
found before the city is picked clean. the sandstorm, read:
ALKAZAAR’S APPENDIX
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ALKAZAAR’'S APPENDIX
If the golem is instructed to open the door, read
the following boxed text aloud to describe this event: A glyph appears on the golem and illuminates, and at
the same time the scene on the west wall of the room
slowly comes to life. The carved river begins to flow,
The golem’ s chest opens to reveal its sapphire heart.
and the flowering plants by the river take on color |
Blue light bursts from the gem and hits the double
and start to wave in a gentle breeze. The stone frame
. door. The symbols on the doors glow with blue fire,
looks like a portal to this beautiful place. -
accompanied by a perceptible shudder and a crackle
® @®
ALKAZAAR’S APPENDIX
Hamukal IN His SARCOPHAGUS
When you gain the scroll’s benefits, a stone golem profusely. He embraces his golem as it bows before
magically appears in an unoccupied space within 60 him, sands of joy pouring from its eyes. The prince
feet of you and acts as your ally. If you die, the golem speaks Common and offers the characters all the
turns to dust. treasure in his sarcophagus, except for his mem-
oirs, the sapphire shard, and the Nether Scroll of
WHAT HAPPENS NEXT? Azumar. Then, without hesitation, he walks into Ely-
The story can conclude in one of the following ways. sium alongside the golem, taking his memoirs and
the Nether Scroll with him.
Open the Sarcophagus. Opening the sarcopha-
gus ages the prince thousands of years in a few sec- ZIKZOKRISHKA OBTAINS THE
onds, turning him to dust but leaving his treasures
(including the Nether Scroll of Azumar) intact. If the NETHER SCROLL
golem is active, it shudders and falls to its knees, its If Zikzokrishka makes a deal or defeats the party,
sapphire heart cracks with an audible pop (render- she rips the sapphire from the golem’s chest, killing
ing it worthless), and the golem turns to dust. it. She then rushes to the sarcophagus and cracks
Let the Golem Do Its Thing. If the golem is the seal, turning the prince to dust. Then she grabs
allowed to do as it wishes, it pushes the prince's the Nether Scroll of Azumar, howling with mani-
sealed sarcophagus through the portal into Elysium. acal laughter. The dracolich’s mastery of magic
Three solars meet the golem on the other side, and her evil spirit enable her to access the darker
open the sarcophagus, welcome the prince into the aspects of the Nether Scroll of Azumar, turning the
afterlife, and take the Nether Scroll of Azumar into sky over Anauroch black and ushering in a reign
safekeeping. of terror and darkness over the desert. She rules
Revive the Prince. The prince is a human arch- the southern part of Anauroch from her lair with
mage, but only a wish spell can keep him alive after cruelty and malice. Her presence prevents caravans
the sarcophagus is opened. If a wish is used to pre- from crossing the desert, and she enslaves Bedine
vent the prince from turning to dust or to resurrect tribes or turns them into undead thralls to serve
him after he turns to dust, he thanks the characters her whims.
ALKAZAAR’S APPENDIX
Paladins, members of holy orders, and Harpers
across Faerfin respond to the disaster in a joint
campaign to defeat the dracolich and destroy the
"Nether Scroll of Azumar.
ZIKZOKRISHKA'S PHYLACTERY
Zikzokrishka hid her phylactery deep within the
Scimitar Spires, a mountain range to the east of
the necropolis of Azumar. If the characters defeat
her, Zikzokrishka uses her phylactery to remateri-
alize, having long ago prepared a dragon’s corpse
to house her spirit upon its return to the phylactery.
She relentlessly seeks them out, using all her evil
ingenuity to recover the Nether Scroll of Azumar.
Zikzokrishka harbors a personal vendetta against
the characters, who remain targets of her wrath
even if they don’t have the Nether Scroll.
| CHWINGA CHWINGA
Tiny elemental Chwingas are tiny elemental spirits that exist all
over Faer(in. These gentle creatures tend to nature
Armor Class 15 as humble custodians. Chwingas live inside plants,
Hit Points 5 (2d4)
rocks, and springs far from civilization. Painfully
Speed 20 ft., climb 20 ft., swim 20 ft.
shy, they prefer to move about unseen.
STR DEX CON INT WIS CHA Though no two chwingas look exactly alike, they
1(-5) 20(+5) 10(+0) 14(+2) 16(+3) 16 (+3) all resemble 6-inch-tall animated dolls with strange
masks, spindly limbs, and wild hair. Chwingas
Skills Acrobatics +7, Perception +7, Stealth +7
brighten a natural setting as they adorn their bur-
Senses blindsight 60 ft., passive Perception 17
Languages — rows with colorful rocks and plants.
Challenge 0 (10 XP) Proficiency Bonus +2 Humanoid Fascination. Chwingas shun other
creatures, but they find the trappings of civilization
Evasion. When the chwinga is subjected to an effect that allows fascinating. They puzzle over creatures that wear ar-
it to make a Dexterity saving throw to take only half damage, it mor, carry weapons, use tools, and cook food. When
instead takes no damage if it succeeds on the saving throw, and a chwinga encounters one or more humanoids, its
only half damage if it fails. curiosity compels it to shadow those creatures for a
Unusual Nature. The chwinga doesn’t require air, food, or short time and observe them. If it takes a liking to
~ drink. When it dies, it turns into a handful of flower petals, a a particular humanoid, a chwinga uses its cantrips
cloud of pollen, a stone statuette resembling its former self, to aid it, or bestows a magical gift before departing.
a tiny sphere of smooth stone, or a puddle of fresh water The features that attract a chwinga to a particular
(your choice). humanoid vary. A chwinga might like the way a
ACTIONS humanoid walks or the way it combs its hair, or be
smitten by a humanoid’s ability to play music or to
Magical Gift (1/Day). The chwinga targets a humanoid it can
see within 5 feet of it. The target gains a supernatural charm eat copious amounts of food.
of the DM’s choice. See the Dungeon Master's Guide for more Chwingas that live in the desert can bestow the
information on supernatural charms. following additional supernatural charms:
Natural Shelter. The chwinga magically takes shelter inside Charm of the Mirage. This charm allows you to cast the halluci-
a rock, a living plant, or a natural source of fresh water in its natory terrain spell (save DC 15) as an action. Once used, this
space. The chwinga can’t be targeted by any attack, spell, or charm vanishes from you.
other effect while inside this shelter, and the shelter doesn’t im-
Charm of the Water Bearer. This charm allows you to create up
pair the chwinga’s blindsight. The chwinga can use its action to
to 1 gallon of fresh water, which fills one or more empty con-
emerge from its shelter. If its shelter is destroyed, the chwinga
tainers in your possession. You can do this up to thrice per day
is forced out and appears in the shelter’s former space, but is
for 10 days, after which this charm vanishes from you.
otherwise unharmed.
~ Spellcasting. The chwinga casts one of the following spells,
requiring no material or verbal components:
IRINA NORDSOL
ALKAZAAR’S APPENDIX
AN ADVENTURE FOR16TH-LEVEL CHARACTERS
~ SXANTHORIA_
se ® sacs
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@®
DEADLY FUNGAL INFECTION CALLED THE
A fungal plague is ravaging the Sword Coast, spread-
saprophytic plague is ravaging the Sword
Coast. The plague not only targets beasts ing quickly from one settlement to the next. Although
and humanoids but also destroys crops magic has proven effective at ridding individuals
and stored foodstuffs, causing famine and sickness of the spore infection, the plague is spreading too
on an epic scale. Religious and civil authorities are quickly to contain. Creatures that become infected fall
unable to stem the tide of the saprophytic plague, ill with a fever and sprout disgusting, gooey, fungal
| and even a wish spell can’t undo the contagion,
growths before losing their autonomy, acting like zom-
given how widespread it has become.
The mystery surrounding Xanthoria has to do with bies. They also release spores that infect other beasts
the discovery of a mad druid’s quest for lichdom and and humanoids. Eventually, the plague reduces all in-
the plague she unleashed in the process. Ordinary fected creatures and foodstuffs to puddles of ooze.
liches contain their souls in inanimate objects, but Humanoids infected with the plague drone the word
the druid Xanthoria discovered a way to house her “Xanthoria” over and over for no discernible reason
soul in a living being. before death finally claims them. You have determined
that there's a book by that name contained in the
BEGINNING THE library-fortress of Candlekeep. With luck, the book
ADVENTURE holds information that might help you end the sapro-
Read the following boxed text to the players to kick phytic plague before it wipes out every village, town,
off the adventure: and city in Faer(n.
®
XANTHORIA 213
After a failed save, a creature experiences the first Quiet and unassuming, Zelyth concentrates on
symptoms—body aches, nausea, slurred speech, and training new acolytes and tending to those in need,
uncontrollable drooling—1d4 hours later and gains but she’s aware of the fungal plague spreading
1 level of exhaustion. Every 24 hours thereafter, like wildfire up and down the Sword Coast. She
the creature automatically gains another level of has been expecting someone to show up looking
exhaustion. Any creature killed by the saprophytic for the book.
plague transforms into a lifeless magenta ooze. Zelyth allows the characters to peruse the book
A creature infected by the saprophytic plague for and assures them it’s safe to do so. (The lichen cov-
at least 24 hours behaves like a zombie and seems ering the book poses no danger.) She also shares
barely aware of its surroundings, as fungal growths the following information with the characters:
sprout from its head, body, and limbs. It feels an
« Xanthoria was a druid of Silvanus (god of wild
overriding urge to be around groups of uninfected
nature) whose forest home was threatened by un-
creatures so that it can spread the contagion. This is
dead. By researching fungi and lichen, Xanthoria
the time when infected humanoids begin speaking
hoped to create a weapon that could protect her
the word “Xanthoria” over and over, with no under-
forest against undead invaders.
standing of what the word means. This behavior is
« At some point, Xanthoria’s research became more
the result of a mycelial network of spores that forms
geared toward creating a ward against death it-
a tenuous connection between Xanthoria and hu-
self, then finally toward achieving lichdom.
manoids that become infected by the plague.
« According to the book, Xanthoria never discov-
Foodstuffs that are exposed to the plague’s spores
ered the source of the undead incursion that
decay or go sour within 2d12 hours, leaving behind
prompted her initial research.
a lurid magenta mass of oozing fungi. Eating in-
fected food requires a saving throw as above. Zelyth doesn’t know what caused Xanthoria’s slide
Any magic that cures a disease can rid a creature into madness. If questioned about the saprophytic
of the saprophytic plague. Casting purify food and plague, Zelyth muses that the book’s information
drink destroys the infection in foodstuffs. could be helpful in preventing further outbreaks. }
Zelyth allows the characters to spend as much
FINDING THE BOOK time with the book as they need. When they're done
Upon arriving in Candlekeep, the characters can with it, Zelyth returns the book to its vault.
use an Avowed guide to help them track down the
book titled Xanthoria. This quest brings them to the
BOOK DESCRIPTION
attention of Zelyth Lightleaf, one of Candlekeep’s The book’s browned pages have become swollen
sages and the foremost expert on Xanthoria—both and wrinkled due to age and exposure to moisture.
the book and its mysterious author: Crumbling yellow lichen obscures the title on the
front cover, rendering it illegible. Harmless spores
® on : ®
puff into the air when the book is opened. Standing
Your guide does not return. Instead, you are greeted
eight and a half inches tall and five inches wide, it
by a robed wood elf with brown hair and a plain face. has been cataloged as Xanthoria, titled after the
In her hands, she holds a book so encrusted with author who is identified inside the work.
lichen that its covers can barely be closed around its
wrinkled pages. “I believe you're looking for this,” she
JOINING OF Two WORLDS
Written in Common, Xanthoria begins with a set of
says with a warm, bright smile. “My name is Zelyth
scientific essays about symbiotic relationships in na-
. Lightleaf. I'm Candlekeep’s foremost expert on this
ture before deteriorating into confusing ramblings
book and its author.” on the merits and similarities of life and death. It
describes the author’s numerous experiments both
A few months ago, Zelyth Lightleaf (neutral good natural and unnatural. One of the more thorough
wood elf sage; see the “Candlekeep” section at studies details the life cycle of a worm-like parasite
the front of the book for her stat block) joined the that infiltrates different species of wasps, taking
Avowed, using the book as her entrance gift into the over their motor functions, while essentially wear-
library. She found it in an abandoned satchel near a ing their still-living bodies as a disguise so the para-
secluded cave system called the Lykortha Expanse, sites can infect other wasps.
which is known among druids for its rare fungal Ultimately, Xanthoria found a way to link her soul
growths. Zelyth assumed the book had been lost to the life force of another creature and thereby
and took possession of it. unnaturally prolong her own life, by transforming
the other creature into a phylactery.
XANTHORIA
Characters who peruse Xanthoria learn the fol- GENERAL FEATURES
lowing additional information:
The areas that make up the Lykortha Expanse
. Xanthoria was fearful of a surge in undead in- have several common physical features, summa-
vading the forest near her home in the Lykortha rized here:
Expanse, a cave complex. She was seeking a way
Light. The complex is dimly lit by bioluminescent
to stop their spread and preserve what she viewed
fungi growing in patches on the walls.
as the natural order of things.
Fungus. The ceilings, walls, and floors are coated
Most of the book discusses healthy symbiotic rela-
in fungal growth.
tionships in nature.
Passages. The caves and tunnels are made of un-
. The author spent time researching undead in the
worked stone. Ceilings throughout are 20 feet
hope of gaining insight into their actions and as-
high unless otherwise noted.
certaining where they could be coming from.
. As the author sinks into madness, the writing MADNESS OF ZUGGTMOY
turns into almost incomprehensible fragments, Certain effects within the Lykortha Expanse can
many alluding to her desire to combine natural life afflict characters with a type of madness brought
and the undead. on by the influence of Zuggtmoy. A greater resto-
. The end of the book records several failed at- ration spell or more powerful magic rids a char-
tempts by Xanthoria to extend her life through a acter of this madness, which otherwise lasts until
process similar to becoming a lich. There are vari- cured. The madness gives the character a new flaw
ous drawings of dissected animals and humanoids that suppresses any contradictory character trait.
alongside musings on the viability of experiment- Roll on the Madness of Zuggtmoy table to deter-
ing on fey creatures. mine the flaw.
. The sketches and margin notes get progressively
darker the farther one reads. The terms “Mycorji? MADNESS OF ZUGGTMOY
Shedaklah?” and “Lady of Lichen” appear several d100 Flaw (lasts until cured)
times each. Furthermore, the number 222 ap-
01-20 “I see visions in the world around nme e that ot ers .
pears frequently throughout the latter half of the
do not.” . :
book devoid of explanation.
21-40 “I periodically slip into a CREAIOnIC state, staring
Characters can locate the forest containing the
off into the distance for long stretches.”
Lykortha Expanse on a map. If one or more charac-
ters try to draw some conclusion about the outbreak 41-60 “I see an altered version of reality, with my mind
based on the forest's location, a successful DC 20 convincing itself that things are true even in the os
Wisdom (Insight) check allows them to safely con- face of overwhelming evidence to the contrary.”
clude that the plague likely originated there. 61-80 “My mind is slipping Wa, and my ialiganes’:
Zelyth doesn’t know the meaning of the words seems to wax and wane.’
“Mycorji” or “Shedaklah,” nor does she know the 81-00 “I am constantly scratching at unseen fun al
significance of the number 222. If the characters
infections.”
have experience fighting demons or knowledge per-
taining to the Abyss, you can allow them to make
an Intelligence (Arcana) check. On a check total of ENCOUNTER LOCATIONS
20 of higher, a character recalls that the Abyss’s The following locations are keyed to the map of the
222nd layer is known as Shedaklah and sometimes Lykortha Expanse.
is called Mycorji. On a total of 25 or higher, the
character also knows that this layer is home to two Ll. ENTRANCE
demon lords: Juiblex, the Demon Prince of Oozes, $
XANTHORIA 215
momentary feeling of intense longing and hunger.
This event occurs only once.
Thunderwing was Xanthoria’s friend until the
druid’s mind became twisted by the influence of
Zuggtmoy, causing Xanthoria to conduct grisly
experiments on living creatures. Thunderwing
is one of Xanthoria’s more recent subjects. The
sprite looks alive, yet she is subject to effects that
turn undead.
Thunderwing can’t be harmed unless she chooses
to be. This is true for as long as she functions as a
living phylactery for Xanthoria. Weapons and harm-
ful effects pass through her as though she were a
mere projection.
Thunderwing accompanies the characters as they
explore the Lykortha Expanse, providing additional
information she “remembers” if they need clues.
The sprite can’t remember if Xanthoria is home or
not, but she doesn’t recall seeing the druid outside
the cave complex recently. Since Xanthoria moves
freely throughout the Lykortha Expanse, she could
be anywhere, according to Thunderwing.
Personality Trait. “I'm very emotional.”
Ideal. “Living things should be free and wild, not
caught up in the trappings of civilization.”
Bond. “1 will always try to help a friend.”
Flaw. “I'm such a scatterbrain. I forget important
pieces of information until something reminds me.”
THUNDERWING
L2. ALCHEMIST'S ALCOVE
XANTHORIA
LYKORTHA 4 IK
SS 8
oS
EXPANSE i $°< —
174 VL
1square = 10 feet
of pleas to release them from their torment. This time the mycelium takes damage, a random effect
can be accomplished by cutting both creatures free occurs as determined by rolling on the Mycelium
of the mycelium or by destroying the mycelium Effects table.
XANTHORIA 217
MYCELIUM EFFECTS on a DC 18 Constitution saving throw or fall
dé Effect unconscious. Characters who are immune to any
effect that would put them to sleep succeed on the
1-2 The mycelium lashes out and makes the following
saving throw automatically. An unconscious charac-
melee weapon attack against a target of the DM’s
ter is restrained by the vines and takes 66 (12d10)
choice: +10 to hit, reach 60 ft., one creature. Hit:
piercing damage at the start of each of its turns until
24 (6d6 + 3) acid damage. it is no longer restrained in this way.
3-4 Spores fill a 20-foot-radius sphere centered on a Characters can kill the vines by attacking their
point in the cavern chosen by the DM. Creatures root in the center of the room. Treat the root as an
in the area must make a DC 16 Constitution immobile, Medium object with AC 15 and 100 hit
saving throw. A creature takes 55 (10d10) poison points. When the root is reduced to 0 hit points, the
damage and is poisoned for 1 hour on a failed vines release spores into the air as they die. These
save, or takes half as much damage and is not spores attach themselves to all creatures in the cave
poisoned on a successful save. and have no effect until those covered with them
face off against Xanthoria (see area L11). Those who
5-6 Psychic energy fills a 20-foot-radius sphere cen-
are exposed to the spores but take the time to wash
~ tered on a point in the cavern chosen by the DM. themselves off with water suffer no ill effects.
Each creature in the area must succeed on a DC Development. If the characters are having trouble
16 Intelligence saving throw or take 31 (4d12 + 5) understanding the path that Xanthoria now walks,
psychic damage and be stunned for 1 minute. A this is a good point to have Thunderwing remember
target can repeat the saving throw at the end of being subjected to an experiment like one described
each of its turns, ending the stunned condition on in Xanthoria.
itself on a success.
L5. FAERIE RING
If the mycelium is destroyed, the room is engulfed
in a psychic backlash. Those present receive visions In the center of this oval cave stands a ring of brightly
of an endless forest of tower-sized mushrooms, a
colored mushrooms ranging from three to eight feet
woman wearing a holy symbol of Sylvanus running
between them crying gooey, ochre tears, and a tall. The air smells heavily of mildew.
skull-splitting cry of anguish. Each creature in the
cavern must succeed on a DC 16 Wisdom saving The mushroom ring in the center of the room is a
throw or take 44 (8d10) psychic damage. Thunder- fey crossing. It was through this gateway that Thun-
wing is immune to these visions. derwing and Bunny Blossom first arrived, though
the ring was not contaminated at that point in time.
L4. MoLDY BEDROOM
The ring in its corrupted state makes Thunder-
An unlocked wooden door seals off this cave.
wing feel ill, and she turns away from it in sadness.
Sn Thunderwing warns those near the ring to stay
This cave reeks of mold and mildew. Delicate white away from it, saying that something is wrong with
vines with brilliant purple flowers drape portions of it and it doesn’t lead to home anymore. Anyone who
the walls and floor. A large straw pallet in disrepair sits ignores her warning and steps into the ring to try to
in the far corner with a broken oak table next to it. use it sees an image that only they experience:
@ ® ° 0
The cave disappears and is replaced
by a field car-
This room was Xanthoria’s sleeping chamber,
though once she completed her transformation into peted in spongy moss and pockmarked with pools
a lichen lich, she had no more need of it. At the back of ooze. A colossal palace constructed of giant |
of the cave lurks a strange bundle of white poison mushrooms with interconnecting bridges rises in the
ivy with a single bulbous eye in the center (use the distance. A cloud of spores falls gently from the sky,
death tyrant stat block, but omit its lair actions covering everything in a fine layer of the substance.
and regional effects). In the middle of the room, a A tall creature beckons with a smile. Her body’s top
mold-encrusted skeleton jerkily rises, wearing ar-
half vaguely resembles that of a humanoid. Four ropy,
mor made of calcified lichen and covered in fungal
growths (use the death knight stat block). fibrous antennae grow from her forehead, somehow
White Vines. If one or more characters enter this enhancing her disgusting and compelling beauty. Her
cave, the white vines clinging to the walls quiver as lower half is a mass of writhing, pulsing tentacles cov-
the purple flowers open wide and spread their sweet ered with fungal growths, resembling a horrific gown.
scent. Each character in the cave must succeed @ @
XANTHORIA
The figure in the vision is Zuggtmoy, with her fungal L7. KITCHEN
palace in the background. Anyone who experiences An unlocked wooden door seals off this cave. The
the vision becomes afflicted with the madness of door is covered with what is obviously a patch of
Zuggtmoy (see “Madness of Zuggtmoy” earlier in yellow mold (see the Dungeon Master's Guide). Any
the adventure). intruder who opens or otherwise disturbs the door
The vision is fleeting, and characters who experi- causes the mold to release its spores.
ence it find themselves back inside the faerie ring
$® ®
when it concludes.
The stonework in this cavern suggests this area was
L.L6. FLOODED CAVERN once a kitchen. Pots and pans lie piled on the floor in
one corner, as if someone had started to gather them.
A huge pool of stagnant water fills this cave. Blooms Kitchen utensils are scattered about the floor, most of
of glowing green algae drift on the surface while tiny, them bent and misshapen. Open bags of spices rest
white bioluminescent fish flit around in the water. on shelves, and rat droppings are evident on every
surface.
Faerie RING
refuse. A successful DC 15 Intelligence (Investi- Any creature swallowed by a parasite-infested
gation) check reveals that the handwriting closely behir must succeed on a DC 19 Constitution saving
resembles the older writings of Xanthoria. A pre- throw at the start of each of the behir’s turns or be
served oak leaf serves as a bookmark, and sketches feasted upon by blood parasites, taking 36 (8d8)
of Thunderwing and Bunny Blossom are drawn in necrotic damage on a failed save, or half as much
the margins. See area L11 for more information on damage on a successful one. (This damage is in ad-
how seeing this book affects Xanthoria. dition to the damage caused by the behir’s digestive
acids.) Targeting the behir with magic that removes
L8. MEDITATION CAVERN
a disease Kills off its blood parasites.
An unlocked wooden door seals off this cave.
Fog. The fog is confined to this chamber and cov-
ers the floor here to a depth of 2 feet. Any creature
Theaair hangs heavy and rotten in this terraced cavern. or object completely submerged in the fog is heav-
| Patches of brilliantly colored mushrooms dot the up- ily obscured.
per terrace, in the middle of which is a narrow stone The behirs avoid the fog by crawling along the
walls and ceiling. When a creature enters the fog
staircase. leading down to a roughly hemispherical
for the first time on a turn or starts its turn there, it
L lower chamber. The walls of the lower area sport mu- must succeed on a DC 16 Constitution saving throw
rals of animals and fey creatures depicted in fungal or gain 1 level of exhaustion. A creature that makes
reliefs. a successful saving throw against the fog becomes
immune to it for the next 24 hours (although levels
of exhaustion already gained aren't removed).
This is Xanthoria’s space for meditation and relax-
If Thunderwing sees one or more party members
ation. The murals covering the lower chamber’s
struggling with the effects of the fog, she overcomes
walls are truly disturbing; their colors, textures,
her fear of the cave and flits around it while avoiding
and patterns are nauseating to behold. Any char-
contact with the fog. Pulsing with arcane power, she
acter who takes the time to study the murals and
blows the fog away before collapsing. She recovers
succeeds on a DC 20 Intelligence (Religion) check
after 1 minute with only a hazy memory of what she
uncovers subtle symbology related to the worship of
did. A gust of wind spell or similar magic also dis-
Zuggtmoy. A character who succeeds on this check
perses the fog, which returns after 10 minutes.
must then succeed on a DC 16 Charisma saving
Cages. The cages contain some of Xanthoria’s
throw or become afflicted with the madness of Zug-
failed experiments, which she left to die and rot:
gtmoy (see “Madness of Zuggtmoy” earlier in the
adventure). The rotting corpse of what looks like a dis-
A search of the cave yields a bundle of parchment placer beast, but one with far too many tentacles
detailing research on Shedaklah, the 222nd layer and limbs.
of the Abyss. A fetid wasteland of fungus and oozes, The yellowed skeleton of a tiny dragon with a
this is the seat of Zuggtmoy’s power. second head, all its flesh rotted away. Its body is
curled up in an unnatural position, and its wings
L9. COVE OF EXPERIMENTATION are outstretched oddly as if it were suffering some
Thunderwing trembles in fear upon reaching this unknown agony. These are the remains of the yel-
area. She can’t remember why this particular loca- low faerie dragon Bunny Blossom.
tion frightens her, and convincing her to enter the « The skeletal remains of a sprite dressed in
cave requires some gentle coaxing. brightly colored but tattered clothing. Its trans-
SEE —_ ’ lucent wings are shriveled and crumble at the
The stench of rot pervades the air in this cavern. lightest touch.
The rotting and mutilated remains of four goblins
Several stone tables covered ini suspicious- looking
and two wood elves.
red stains stand amid several rusty cages. A two-foot-
deep coating of gray fog blankets the floor, and two Development. Anyone who touches Bunny Blos-
huge, reptilian creatures with twelve legs apiece crawl som’s corpse is filled with a kaleidoscope of visions:
a feverish half-elf with long blonde hair (Xanthoria),
acacrosss the damp calling.
Thunderwing screaming at the center of a runic cir-
5 : %
cle, and the two staring into each other's eyes.
The creatures crawling across the ceiling are two Treasure. Once the undead behirs are dealt with,
behirs. When they roar or discharge their lightning characters who search the cave thoroughly find Xan-
breath, thousands of gray, parasitic blood worms thoria’s staff of the woodlands leaning against a wall
can be seen writhing inside their mouths. in the eastern alcove. The staff is fully charged.
XANTHORIA
LL10. CHARNEL PIT
The scent ot decomp posing Vegetation i is overpower- .
® _— ®
ing in this area. Creatures of all shapes and sizes are.
The stench of death iis thick in© this yawning cavern. partially entombed ini fungal growths resembling a =
horrifying botanical garden. Ancient mushrooms a
large as trees loom overhead, and puddles of stinki
| 800 dot the floor. | .
#
CHARNEL WORM EFFECTS The tunnel leads to a dead- end cavee supported bya |
d4 Effect natural pillar of rock. The chamber contains ariotof
1 The worm smashes a horde of thrashing, ani-
fungi and tree-sized mushrooms, ass well
mated body parts loose from the walls. Treat the dles of ooze. . -
floor of the cave as difficult terrain for Medium Under one of the giant srushro y
and smaller creatures until the worm’s next turn. works ny ona vivisected dots sp
2 The worm vomits a gout of rotten flesh in a 30-
foot cone. Each creature in the cone must make a
DC 16 Constitution saving throw. A creature takes
55 (10d10) poison damage and is poisoned for 1
hour on a failed save, or takes half as much dam-
to Vion mh she’s
age and is not poisoned on a success. her Xanthoria 2nd ooking] ber
3 Theworm thrashes about in rage. Each Large or doing in an attempt to alleviate his boredor
smaller creature in the cave must succeed on a %
XANTHORIA
has been aware of the characters’ presence since Convincing Thunderwing to give up her life
they first entered the ruins of Lykortha and has should be handled through roleplaying rather than
been eagerly awaiting their arrival. ability checks, although you can require the charac-
Xanthoria should be well prepared for the adven- ters to succeed on a DC 15 Charisma (Persuasion)
turers by the time they arrive at her warped druid group check if the scene proves difficult to roleplay.
grove and laboratory. She has called a nalfeshnee If Thunderwing is convinced to sacrifice herself, she
named Danjak to her service. Danjak is an emissary lets out a deep sigh before flying about and kissing
of Zuggtmoy, and the demon’s form is crusted and each character on the forehead—even the ones she
interwoven with a riotous blend of molds, lichen, doesn’t like. Finally, she approaches the character
and fungi. He lurks at the back of the cave, awaiting with whom she has made the strongest connection,
Xanthoria’s command before stepping out of the lies down in their open hands, and shivers slightly
shadows. Additionally, nearby lurks the rotting husk before expiring. Thunderwing can't be brought back
of an infected treant ready to defend its master. The to life by any means.
treant can’t use its Animate Trees action here, since If the adventurers fail to convince Thunderwing
there are no other trees in the vicinity. In addition to to give up her life, she turns invisible and leaves
the treant, four invisible will-o’-wisps flit about the the cave complex, taking refuge in the surrounding
grove, ready to use Consume Life on adventurers forest. Xanthoria re-forms 1d10 days later, appear-
who fall in battle. ing next to Thunderwing. The rejuvenated lichen
Environmental Factors. Xanthoria’s grove and lich then relocates to another lair to resume her re-
the tunnel leading to it from area L9 are warded search as the plague continues to ravage Faerfin.
against magical travel by creatures other than Xan- If the characters return to Candlekeep, they find
thoria. Such creatures can't teleport into or out of Zelyth eager to hear the tale of their harrowing ex-
this area or use planar travel to enter or leave it. perience. If the characters inform Zelyth that Xan-
Effects that allow teleportation or planar travel do thoria has been destroyed, Zelyth thanks them for
function if the starting point and the destination are putting an end to Xanthoria’s madness and granting
both within this area. her the final rest that she deserves.
Lost Memento. Showing Xanthoria the book
from area L7 awakens long-dormant memories of
her previous life and causes her to take no actions,
legendary actions, or lair actions until the end of her
next turn. The book affects Xanthoria in this way
only once.
XANTHORIA'S DEFEAT
Once Xanthoria is defeated, the characters find the
last few pages of her notes among her possessions.
They detail her growing obsession with undead
and her success at turning Thunderwing into her
phylactery.
Armed with the information about Xanthoria’s
phylactery, the characters must convince Thun-
derwing to give up her life to destroy the lichen
lich once and for all. Here are some of the
ways in which the characters might con-
vince Thunderwing to sacrifice herself for
the greater good:
« Promising to raise her friend, Bunny
Blossom the faerie dragon, from
the dead.
Promising to complete Xanthoria’s origi-
nal mission to rid the surrounding forest
of undead.
Destroying Xanthoria’s notes so that
the process of creating a lichen lich can
never be duplicated by anyone else.
XANTHORIA
The destruction of Xanthoria and her phylactery its next turn. The cloud lasts for 1 minute or until
halts the spread of the saprophytic plague. Crea- it is dispersed by a strong wind.
tures infected by the plague continue to suffer its « The lich commands the might of its diseased
effects but no longer utter the word “Xanthoria” as grove, creating a shambling mound. The sham-
they lose their mycelial connection to the lichen lich. bling mound appears in an unoccupied space
Moreover, their spores are no longer contagious. within 30 feet of the lich, acts on its own initiative
count, and obeys the lich’s commands. The sham-
LICHEN LicH bling mound dies after 1 hour or when the lich
Lichen liches are the undead remnants of power- uses this lair action again.
ful druids. « Rotten roots and vines magically erupt in a 20-
A lichen lich looks like a skeleton covered with foot radius centered on a point on the ground that
fungi and bark-like lichen. A lichen lich has vines the lich can see within 120 feet of it. the lich is
writhing within its chest cavity. These vines exude unaffected by the roots and vines. For all other
viscid and poisonous black fluid. creatures, the area becomes difficult terrain, and
each creature in the area must succeed on a DC
LAIR ACTIONS 19 Strength saving throw or be restrained by the
roots. As an action, a creature can try to free itself
On initiative count 20 (losing initiative ties), the
or another creature within its reach, doing so with
lichen lich can take a lair action to cause one of the
a successful DC 19 Strength (Athletics) check.
following effects:
The roots and vines wilt away when the lich uses
« Poisonous spores fill a 10-foot cube that the lich this lair action again or when the lich dies.
can see within 120 feet of it. Any creature that en-
ters the cloud for the first time on a turn or starts
its turn there must succeed on a DC 19 Constitu-
tion saving throw or be poisoned until the end of
LicHEN LicH Wither. Ranged Spell Attack: +9 to hit, range 60 ft., one target.
- Medium undead Hit: 14 (4d6) necrotic damage.
Fire Storm (7th-Level Spell; 1/Day). The lich fills up to ten 10-
Armor Class 20 (natural armor) foot cubes with fire. Every cube must be within 150 feet of the
Hit Points 225 (30d8 + 90) lich and occupy a space the lich can see, and each cube must
Speed 30 ft. have at least one face adjacent to the face of another cube.
Each creature in the area must make a DC 19 Dexterity saving
STR DEX CON INT WIS CHA throw, taking 38 (7d10) fire damage on a failed save, or half as
11 @*0) 16(+3) 16(+3) 14 (+2) 20 (+5) 16 (+3)
much damage on a successful one. The fire ignites flammable
- Saving Throws Con +9, Int +8, Wis +11, Cha +9 objects in the area that aren't being worn or carried. If the lich
- Skills Medicine +11, Nature +14, Perception +11, Survival +11 chooses, plant life in the area is unaffected by the spell.
Damage Resistances cold, necrotic Spellcasting. The lich casts one of the following spells using
Damage Immunities poison Wisdom as the spellcasting ability (save DC 19):
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned, stunned At will: druidcraft
Senses truesight 120 ft., passive Perception 21 3/day each: detect magic, fog cloud, pass without trace 5
Languages Common, Druidic, Sylvan 1/day each: antilife shell, dispel magic, speak with plants, trans- =
Challenge 18 (20,000 XP) Proficiency Bonus +6 port via plants :
LEGENDARY ACTIONS
Legendary Resistance (3/Day). If the lich fails a saving throw, it The lich can take 3 legendary actions, choosing from the op-
can choose to succeed instead.
tions below. Only one legendary action option can be used at
Rejuvenation. If it has a phylactery, a destroyed lich gains a a time and only at the end of another creature’s turn. The lich
new body in 1d10 days, regaining all its hit points and becom- regains spent legendary actions at the start of its turn.
ing active again. The new body appears within 5 feet of the Attack. The lich makes an attack.
phylactery. Poison Prick (Costs 2 Actions). The lich targets one poisoned
creature it can see within 30 feet of it. The target must
ACTIONS succeed on a DC 19 Constitution saving throw or fall uncon-
Multiattack. The lich makes four attacks. scious until the poisoned condition ends on it.
Sap Life (Costs 2 Actions). The lich targets one creature it can
Poisonous Touch. Melee Weapon Attack: +9 to hit, reach 10 ft.,
see within 30 feet of it. The target must succeed on a DC 19
one creature. Hit: 17 (5d6) poison damage, and the target must Constitution saving throw or take 11 (2d10) necrotic damage.
succeed on a DC 19 Constitution saving throw or be poisoned The lich regains a number of hit points equal to the amount
for 1 minute. The target can repeat the saving throw at the end of damage that the creature takes.
of each of its turns, ending the effect on itself on a success.
il
XANTHORIA
ea
wl,
GRAEME BARBER has worked as a scientific and commercial diver, CHRIS LINDSAY worked in Wizards customer service for seven years
deployed multiple times overseas with the Canadian Armed Forces, before joining the D&D team where, among other things, he leads
and done wet site archaeology. He's currently living a quieter life the D&D Adventurers League as its head Dungeon Master and
in the interior of British Columbia, where he enjoys diving, writing, chief storyteller. Chris lives in the Seattle area with his family and
and being a dad. three black cats.
BILL BENHAM is a producer and sometime writer for the D&D team, SARAH MADSEN has been an author since she wrote her first
having lived all over the world during his 20-year career in the U.S. vampire story in sixth grade and can often be found dabbing in the
Army. When he’s not working on D&D, Bill enjoys overeating and background of her sons’ video chats. Her simple pleasures include
watching movies with his loyal hound, a sassy French Bulldog gin cocktails, expensive lattes, and romanceable NPCs. She lives in
named Kizzy. the Atlanta area with her sons, her husband, and their dog, Brynjolf.
MICHELE CARTER began her career as an editor for TSR in 1992. KIM MOHAN is a renowned author, editor, and game designer who
She’s been working on D&D projects ever since and still considers worked for TSR, Inc., and Wizards of the Coast for over 25 years. He
it the best job in the world. She lives in Maryland with her husband, was a longtime editor of Dragon magazine and the managing editor
Bill Slavicsek, and an increasingly vocal elder cat named Mouse. for the D&D game's third edition. He lives in the Seattle area with
his wife, Pamela, and their dog, Charmander.
KELLY LYNNE D’ANGELO has done her fair share of storytelling,
including being the Dungeon Master for Girls Guts Glory. She has CHRISTOPHER PERKINS is a world-famous Dungeon Master who has
also written for comedy television shows, animated shows, and contributed to more than five hundred D&D products and worked
stage musicals. She currently resides in Burbank, CA, with a bucket on every edition of the game. He is one of the architects of fifth
full of hope, a mind full of dreams, and a room full of mounted edition and has been a Wizards of the Coast employee since 1997.
dragon heads. He lives in Seattle, WA, with a hell hound named Milo.
SCOTT FITZGERALD GRAY is a writer of fantasy and speculative MICHAEL POLKINGHORN started his professional life as a geologist.
fiction, a fiction editor, a story editor, and an editor and designer He now works in the wine industry and can often be found walking
of roleplaying games—all of which means he finally has the job the vineyards of Sonoma County with his family and four house
he really wanted when he was sixteen. He shares his life in the tabaxis.
Canadian hinterland with a schoolteacher, two itinerant daughters,
and a number of animal companions. TAYMOOR REHMAN works with the creative teams behind D&D
and Magic: The Gathering. He misses the snow of New York, loves
ALISON HUANG began creating adventures in late 2018 and nonalcoholic beverages, and wants you to be happy. This isn’t the
contributed to the Uncaged anthology. She won two silver ENnie last you've seen of him.
Awards in 2020 and helps train new adventure writers as part of the
RPG Writer Workshop. She lives in Melbourne, Australia. HANNAH ROSE is an editor, writer, erstwhile software developer,
and perpetual nerd. When not playing games, she enjoys cooking,
MARK HULMES is the Dungeon Master for a variety of live-streamed traveling, and reading (though usually not all at once). She lives in
D&D shows and runs a TTRPG- and LARP-focused YouTube Seattle with her partner, James, and two feline familiars.
channel. Mark has just begun his writing and game design career
but has created lots of homebrew content, from adventures to DEREK RUIZ began his career in the tabletop roleplaying game
paladin oaths. business writing adventures and illustrating maps of wondrous
places for the award-winning Elven Tower Cartography blog. Derek
JENNIFER KRETCHMER is a writer, performer, consultant, and enjoys reading and playing new RPG systems for fun. He lives in
producer for television and tabletop gaming. Jen, who has Ehlers- Mexico with his wife and two cats.
Danlos syndrome, is also an advocate for disabled accessibility,
inclusion, and representation in media and storytelling. She lives in KIENNA SHAW is a wearer of many hats in the TTRPG industry,
Los Angeles, CA. working as a designer, streamer, and community creator from her
base in Canada. She is the cocurator of the TTRPG Safety Toolkit
DANIEL KWAN is a Toronto-based podcaster, game designer, and and has design credits in a variety of indie publications alongside
cultural consultant. He is the cohost and producer of the award- her self-published works.
winning Asians Represent! podcast and has published games
such as Denizens of Mountains & Seas and Ross Rifles. Daniel also BRANDES STODDARD designed crafting systems in the video game
cofounded Level Up Gaming, an organization that helps adults who industry. From there, he resorted to designing and running LARPs,
have autism and other disabilities. then degenerated into freelance writing. He lives in Atlanta, GA,
with his wife, Rabbit, their two sons, and two cats.
ADAM LEE has been a worldbuilder, story guy, character creator,
adventure writer, and narrative designer for Wizards of the Coast AMY VORPAHL is a comedy actor and writer, having worked on
for over 10 years. He likes all forms of cake and enjoys the silent several movies, commercials, and TV shows such as The Newsroom,
wilderness, which constantly calls to him. The Mindy Project, and Live from the 8th Dimension. She’s all over
the internet as a digital media host, writer, and Dungeon Master.
ARI LEVITCH toils as a writer for D&D, which he will continue to do
without complaint until the terms of the curse have been fulfilled. TONI WINSLOW-BRILL is a supermom by day and a half-dragon
His adventure is dedicated to his dad, Elliott, to whom libraries by night, prowling the frosty reaches of Superior, WI. When not
were hallowed ground. moonlighting as the Director of Research for a mergers and
acquisitions firm, she works for Baldman Games as a project lead,
writer, and editor.
CVE):
JRA 0 aah
Candlekeep attracts scholars like a flame attracts
moths. Historians, sages, and others who crave
knowledge lore Gre R library fortress to peruse its
vast collection of books, scribbled in which are the
answers to the mysteries that bedevil them. Many
of these books contain their own mysteries—each
one a doorway to adventure. Dare you SCRE
threshold? | |
lil
ISBN: 978-0-7869-6722-3
91N78078611967223
Sug. Retail: US $49.95 CAN $65.95
Printed in USA €92780000