1912102-Tower of Necromancy-PF

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The document provides background information on the Tower of Necromancy location in Ythryn and the character of High Necromancer Cadavix who inhabits it.

Cadavix was a powerful necromancer in Ythryn who developed a way to preserve brains. He had a secret love for High Enchanter Ivira. When Ythryn fell, Cadavix trapped his soul in an emerald.

Cadavix's goal is to discover the fate of his lover Ivira in the Tower of Enchantment.

ICEWIND DALE: RIME OF THE FROSTMAIDEN

TOWER OF NECROMANCY

Expanded Content for


Chapter 7: Doom of Ythryn
ICEWIND DALE: RIME OF THE FROSTMAIDEN

TOWER OF NECROMANCY

Credits
Writing & Layout: Daniel Kahn
Cover Art and Cartography: by Nicole Mastrodomenico (@nikodomeniko)

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and 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.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2021 by Daniel Kahn or Nicole Mastrodomenico and published
under the Community Content Agreement for Dungeon Masters Guild.
Introduction Adventure Summary

T
After their arrival at the Tower of Necromancy,
he tower of necromancy was one of eight characters will meet a brain in a jar who is trying to
towers of magic in the ancient floating learn how to extract the brains of others. The brain
Netherese city of Ythryn. Now the tower, along suffers from delusions that it is still human and that
with the city, lies trapped in a frozen tomb. The everything is mostly normal. The characters can
wizards of this great tower are either long dead befriend the brain by helping it, or potentially cause it
or have lost their minds to madness. Yet the tower still to become violent if they draw too much attention to its
holds powerful magic waiting to be tapped.
true reality. After dealing with the brain in the jar, the
characters can proceed up to the top of the tower where
What’s This All About? they find the remains of High Necromancer Cadavix,
Chapter 7: Doom of Ythryn is the climax of Icewind who has been trapped in a magic jar spell of his own
Dale: Rime of the Frostmaiden. This epic chapter has design since the Ythryn fell. Cadavix knows the Rite of
characters investigating the ancient city of Ythryn for the Arcane Octad, but needs the party's help before he
a way to put an end to the Everlasting Rime. The basic gives it to them. Cadavix attempts to use the magic jar
outline of this chapter is the following: spell to possess the body of one of the party members in
• Learn the Rite of the Arcane Octad, in order to get order to bring his own body back to life and discover the
through a force field protecting the central tower of fate of his lover.
Ythryn (the Spire of Iriolarthas).
• Kill the Demilich Iriolarthas, who lives in the Spire
of Iriolarthas and is attuned to the Ythryn Mythallar.
Running the Adventure
• Attune to the Ythryn Mythallar, which allows The following sections describe what the characters find
characters to end the Everlasting Rime. at the Tower of Necromancy in Ythryn. Location Y15.
Tower of Necromancy refers to the Map 7.2 Necropolis
This supplement is one of several short expansions to
of Ythryn on page 236–237 of Icewind Dale: Rime of the
the locations in Ythryn (more can be found at this link)
Frostmaiden (see a Change of Venue below). Locations
with the following objectives:
within the tower refer to the map on pages 4 and 5 of this
• Expand on the Eight Arcane Towers, making each document.
one its own mini-dungeon adventure with exciting
challenges and clear direction for the DM.
• Provide Detailed Maps, for an immersive experience A Change of Venue
in person or on a virtual tabletop, rather than a brief In Icewind Dale: Rime of the Frostmaiden, the Tower of
'theatre-of-mind' scene. Necromancy is located at Y18 as the tower has collapsed.
In this supplement, the tower is still standing and is located
This supplement presents the events that occur in at Y15, instead of Y18. If you used the Tower of Divination
the Tower of Necromancy as an alternate to those supplement, Y15 is no longer the Observatory, as the Tower of
described on page 246–247 of Icewind Dale: Rime of Divination and the Observatory were combined and located at
the Frostmaiden. Additionally, the process for the Ritual Y11. If you are not using the Tower of Divination supplement,
of Brain Transfer described within differs from what and the Observatory is still located at Y15, you can place the
is described on page 249 of the book. As always, it is Tower of Necromancy in any unmarked structure on Map 7.2.
up to you how much of the content you want to use. It's
perfectly fine to use some parts of this supplement while
discarding others, or simply let the ideas presented here Y15. Tower of Necromancy
inspire new ideas of your own. This supplement assumes As the characters approach the tower, you can read the
a party of 4–6 characters of 9–11th level. following:
A short conical tower supported by arched buttresses stands
on the edge of the city. On the outward-facing side of the
History of High Necromancer Cadavix tower is a eerie green-glowing arcane symbol. A metal door
High Necromancer Cadavix was a powerful necromancer
leads into the base of the tower.
wizard in Ythryn. Through alchemical and necromantic magic,
Cadavix developed a way to preserve a person's brain in a jar Characters proficient in Arcana, or who succeed on
so that they could live forever. Cadavix was the only wizard in a DC 15 Intelligence (Arcana) check, recognize the
Ythryn with the skill and knowledge to successfully complete arcane symbol as representing the magical school of
the Ritual of Brain Transfer.
necromancy.
During his life, Cadavix shared a secret love with High
Enchanter Ivira. The two cared deeply for each other, but Aura of Repose. A detect magic spell cast here reveals
due to their positions of power, they kept their relationship an aura of necromantic magic. While a dead body is
hidden. within 30 feet of the Tower of Necromancy, it is under
When Ythryn began to fall, Cadavix cast a magic jar spell the effect of a gentle repose spell, which permanently
on himself, safeguarding his soul in a large durable emerald. emanates from the tower. Casting a dispel magic spell
Unfortunately, Cadavix's body was too broken to return to suppresses the effect for 1 hour.
and no living humanoids found his emerald in the aftermath. Door. The door to the tower is closed, but unlocked.
As such, Cadavix remains in the emerald to this day, with the Characters who listen at the door to the tower and make
hope of seeing his love once more driving him to live. a successful DC 10 Wisdom (Perception) check, can
hear a faint scuttling sound from within.
Lighting. The interior of the tower is dimly lit by green
luminescent fungus called ormu. The fungus is abundant
enough that its glowing pigment can be harvested.

INTRODUCTION | 3
Ritual of Brain Transfer.
Tower of Necromancy Lawrynce knows the arcane
principles of the necromantic
ritual to create a brain in a jar,
Y15A. but lacks the precision and
medical skills to keep the brain
intact during surgery. Looking
for any opportunity to advance
his studies, he asks for the
party's assistance in the task.
In order to successfully perform
Up To the brain in a jar ritual, the
Y15B characters must complete the
following steps for Lawrynce:
• Successfully incapacitate the restrained
nothic without damaging the body. Lawrynce
recommends the use of the poisons stored on the
shelves in the room (see treasure below). Spells like
hypnotic pattern or hold monster also work.
• Make a successful DC 15 Wisdom (Medicine) check to
Y15A. Operating Room identify safe places to perform surgical cuts to extract
When characters enter the tower, you can read the the brain without damaging it. A creature proficient
following: with alchemist's supplies has advantage on this check.
• Make a successful DC 15 Dexterity check to physically
A caustic smell assaults your nose as you enter this circular make the surgical cuts and perform the extraction
chamber. Gray disembodied hands skitter across the without damaging the brain. A creature proficient with
room, which is lit by an eerie green glow. Chairs are neatly alchemist's supplies has advantage on this check.
arranged around the room, some containing seated bodies If the process is successful, Lawrynce completes
missing their hands. Various pieces of surgical equipment the necromantic component of the ritual, killing the
sit on tables and shelves around the room. A one-eyed
nothic and creating another (very confused) brain in
a jar. Lawrynce offers to repeat the process for any
creature is restrained to a bloodstained bed in the center
characters who wish the partake. The ritual results in
of the room. Near the table, a brain floats in a liquid-filled the death and liquefaction of the subject’s body. At your
cylinder, with a crude face drawn in paint on the glass. discretion, the process can be used on the body of a
player character that has died within the last 24 hours
The brain, once a man named Lawrynce, was an
(see Troubleshooting section for additional suggestions).
apprentice of the High Necromancer Cadavix. At the
Treasure. A search of the room yields a set of
hands of his master, Lawrynce willingly underwent
alchemist's supplies, three doses of carrion crawler
the Ritual of Brain Transfer to become a brain in a
mucus, and three doses of torpor.
jar. Having never been properly taught by his master,
has been unsuccessfully practicing the ritual to turn
creatures into brains in jars on his own. When the party Roleplaying Lawrynce
arrives, Lawrynce is about to attempt the ritual on a Lawrynce is intended to be a bit of comic relief from an
restrained nothic. Sixteen crawling claws inhabit the otherwise spooky location (and chapter). Here are a few
room and are under Lawrynce's control. The crawling suggestions for how to roleplay him:
claws originated from dead wizards of the tower. • Lawrynce is chaotic neutral in that he is neither good nor
Insanity. Lawrynce's time as a brain in a jar combined evil, but is generally bringing a bit more chaos into the
with the trauma from finding the dead body of his master world than order by trying to revitalize the Ritual of Brain
upstairs has caused him to suffer from delusions about Transfer.
his physical state. Lawrynce no longer believes that he • Lawrynce has had thousands of years to himself so is
is a brain in a jar and does strange things like wearing desperate to talk to someone. You can have Lawrynce
ramble on a bit whenever answering questions, simply
a lab-coat hanging from his jar, floating around with
reveling in the ability to converse with people.
crawling claws at the end of his sleeves • Lawrynce uses the crawling claws in the Tower of
as if he had hands, and drawing Necromancy as helpers. He refers to the hands based on
facial expressions on the if they are right or left and who they belonged to. He might
glass with paint. If characters say "Thank you Right Glaima" or "Left Tyran, can you please
suggest that Lawrynce is a put a kettle on for our guests?"
disembodied brain, he begins • Seeing the body of his master after the fall of Ythryn has
to grow irritable. If reminded Lawrynce stuck in the first stage of grief: denial. If asked
of his form three times, he about the High Necromancer, he says that his master is
suffers a psychic break and upstairs busily working. He skirts any subject relating to the
last time he's seen his master.
becomes hostile towards the
• Lawrynce uses his mage hand cantrip to attach his lab coat
characters. A successful DC to his jar to give the appearance that he is wearing it. He
15 Charisma (Deception) also uses his mage hand to paint crude facial expressions
check can calm him down if on the front of his jar - something he does subconsciously.
hostilities arise.

4 | RUNNING THE ADVENTURE


After locating the diamond, Cadavix will begin casting
raise dead for the next hour (the Aura of Repose makes
Y15B. this possible). If he believes he may be interrupted before
Down To beginning he will state, "I will destroy the body I possess
Y15A if you defy me." A successful DC 20 Wisdom (Insight)
check reveals that he does not have much heart behind
the threat and is more anxious than aggressive. If he is
interrupted before the hour has passed, the diamond is
consumed and Cadavix grows increasingly more anxious
and states, "If you will not let me have my body, then
this body shall suffice until my business is concluded."
Cadavix holds on to the emerald used for the magic jar
spell for safe keeping.
If at any point the party asks for a line of the Rite
of the Arcane Octad, Cadavix offers to tell them the
seventh line after they help him discover the fate of High
Y15B. Cadavix's Quarters Enchanter Ivira. If the party helps him, he will share
When characters reach the top floor, you can read: the line, “Seventh, trace a circle with the ashes of the
Books, overturned tables, and bones of varying shapes and dead.” Cadavix's body will also give the line of the Rite if
questioned under the effect of a speak with dead spell.
sizes lie strewn about the floor of this small round chamber,
After raising his own body from the dead or resigning
all covered in green luminescent fungi. A well preserved
himself to keep the body he has possessed, Cadavix
body lies twisted and broken on the floor. In the corner of will make his way to the Tower of Enchantment. A stat
the room, the glint of large green gemstone can be seen block is provided in the back of this supplement for High
half-buried by the bones. Necromancer Cadavix.
Other Information. Because the party has this unique
The body belongs to High Necromancer Cadavix. The opportunity to speak with someone who lived in Ythryn,
body does not appear to have aged or decayed, and a they may have a lot of questions. You can have Cadavix's
successful DC 12 Wisdom (Medicine) check reveals that memory be hazy after 2000 years, so he cannot provide
the cause of death was bludgeoning from Ythryn's fall. too many other details outside of the Ythryn Lore. If the
The bones lying around the room were part of Cadavix's party asks about the Ythryn mythallar, you can have
exquisite fossil collection from various rare creatures, Cadavix share where it is located and that the last person
which a successful DC 12 Intelligence (Nature) check attuned to it was his master Iriolarthas, who resided in
confirms. the central spire of the city.
High Necromancer Cadavix's soul is trapped inside Romantic Tragedy. If High Enchanter Ivira dies (as
the large emerald (worth 500 gp) as part of a magic jar described on page 256 of Icewind Dale: Rime of the
spell that he cast when Ythryn fell. His body is dead Frostmaiden) or is found dead, Cadavix is overcome by
and broken, so he cannot safely return to it. When the grief, wishing to join his love in the afterlife. If he is in
party enters the room, Cadavix quickly assesses his his own body, he uses a powerfully augmented version
options and attempts to possess the body of one of the of the life transference spell to end his own life and
characters, with a preference towards those who are not heal an injured character. If he has possessed a body,
obviously charismatic. The target of the possession must he destroys the emerald used for the magic jar spell,
make a successful DC 17 Charisma saving throw or have returning the possessed character to their body, and
their soul trapped in the large emerald and have High ending his own life. Before he does so, he shares the
Necromancer Cadavix possess their body. A creature seventh line of the Rite of the Arcane Octad, entrusting
that resists this saving throw cannot be targeted again the characters with the legacy of the rite.
for 24 hours. Cadavix will immediately try another Treasure. A search of Cadavix's quarters yields
character if the first resists saving throw until no viable several illegible tomes, 500 lbs of fossils worth a total of
targets remain. If the character fails the saving throw, 10,000 gp (to the right buyer), a 500 gp diamond (if not
provide the player with the information from Handout A. already found and consumed by Cadavix's raise dead
Developments. Above all else, Cadavix wants to find spell), a 500 gp emerald (used for the magic jar spell), a
out the fate of his love, High Enchanter Ivira. If Cadavix staff made from a dragon wyrmling's spine, which can
has successfully possessed a player character, he will be used as a spellcasting focus, and a libram of souls
grab the emerald and announce himself to the party in and flesh. Cadavix's spellbook can also be found, but has
Loross, which professor skant translates. faded over the years and is no longer usable. A search
Greetings. I am High Necromancer Cadavix of the Ythryn. I of Cadavix's body yields a ring of sound mind (a gift
know not how much time has passed since the city fell from from Ivira). Characters who make a successful DC 15
Intelligence (Investigation) check discover a love letter
the sky, but I need to find someone. I will relinquish this
from Ivira to Cadavix. The letter is located in the folds of
body back to its owner if you permit me to raise mine from a book and is made out of exquisite pink paper that has
the dead and begin my search. withstood the test of time. The contents of the letter are
Without waiting for much reply, Cadavix searches written in the back of this supplement and provided in
the room for a 500 gp diamond, which he locates after handout form with this download as Handout B.
1 minute. A character that makes a successful DC 20
Intelligence (Investigation) check and is searching for a
diamond, locates it before he does.

RUNNING THE ADVENTURE | 5


Conclusion
Once Cadavix shares his line of the Rite of the Arcane
Magic Items
Octad with the party, their business with the Tower of Libram of Souls and Flesh
Necromancy is concluded. The party may return for Wondrous Item, rare (requires attunement by a wizard)
the Ritual of Brain Transfer or to collect a poison to
use for Step 8 of the Rite of the Arcane Octad. From With covers made of skin and fittings of bone, this tome
here, the party may head to Y20. Tower of Evocation if is cold to the touch, and it whispers faintly. When found,
they are looking for more lines of the Rite. If the party the book contains the following spells, which are wizard
successfully completed the Ritual of Brain Transfer on spells for you while you are attuned to the book: animate
the nothic, the new brain in a jar either becomes friends dead, circle of death, false life, finger of death, speak with
with Lawrynce or leaves in search of its own building to dead, summon undead (appears in Tasha's Cauldron of
haunt. Everything), vampiric touch. It functions as a spellbook
for you.
Troubleshooting While you are holding the book, you can use it as a
Changing uncomfortable topics. In this adventure, the spellcasting focus for your wizard spells.
NPC Cadavix ends his life after finding out the fate of
his love. If this topic is uncomfortable or inappropriate The book has 3 charges, and it regains 1d3 expended
at your table, you can have Cadavix be so overcome with charges daily at dawn. You can use the charges in the
grief that he either returns to the emerald to be alone or following ways while holding it:
leaves Ythryn forever in his own body. • If you spend 1 minute studying the book, you can
Changing the nothic. You can substitute the nothic expend 1 charge to replace one of your prepared
strapped to the table with a drow (or another Underdark wizard spells with a different spell in the book. The
dwelling humanoid) or one of Avarice's cultists. new spell must be of the necromancy school.
Dealing with possession. Not all players or parties • As an action, you can expend 1 charge to take on a
will enjoy deception between players or possession semblance of undeath for 10 minutes. For the duration,
of their character. You can selectively choose a player you take on a deathly appearance, and undead
character to be targeted based on which player you think creatures are indifferent to you, unless you have
may be willing to go along with the ruse. If a player damaged them. You also appear undead to all outward
expresses worry or seems unhappy with the situation, inspection and to spells used to determine the target’s
you can have Cadavix state that he only intends to status. The effect ends if you deal damage or force a
possess the body until he completes his goals. creature to make a saving throw.
Players as brains in jars. If a player character
undergoes the Ritual of Brain Transfer, you can have Ring of Sound Mind
them simply change their character's race to Warforged, Wondrous Item, rare
as their brain is placed on top of a semi-mechanized
This ring is made of gold with rose-quartz inlays.
body. Alternatively, a spellcasting character may be able
to continue as a floating brain in a jar, retaining access While wearing this ring, you have advantage on saving
to all of their spells, class features, Int, Wis, and Cha throws against being charmed.
scores, but otherwise using the brain in a jar stat block.
Using poisons for the Rite of the Arcane Octad. As
written, Step 8 of the Rite of the Arcane Octad requires Handouts
a creature to "Stand inside the circle and consume Player handouts are described below.
poison," but the book does not indicate where characters
might find poison within Ythryn. This supplement Handout A
intentionally added carrion crawler mucus and tupor Handout A describes information that a player needs to
to the Operating Room of the Tower of Necromancy to know while possessed by Cadavix. The information is on
address this issue. a separate sheet included with this download.

Mundane Items Handout B


Handout B is the contents of the letter from Ivira to
Carrion Crawler Mucus (Contact). Cadavix. The letter is text is provided below and as a
This poison must be harvested from a dead or separate handout sheet included with this download.
incapacitated carrion crawler. A creature subjected
to this poison must succeed on a DC 13 Constitution My Dear Cadavix,
saving throw or be poisoned for 1 minute. The poisoned There is no sending spell that can contain the amount of
creature is paralyzed. The creature can repeat the saving affection I feel for you. You’re the only person who I feel
throw at the end of each of its turns, ending the effect on has ever seen the real me. Though I suppose I should not
itself on a success. be surprised that a necromancer would be the one to see
past the glamour and to the soul within. With this letter
Ormu
I give you a ring as testament of my feelings for you: the
A bioluminescent green moss that grows in warm
ring has the power to make its wearer resistant to the
and damp areas, ormu is particularly common near
charms of a wily enchantress like me. This way, you will
steam tunnels and vents. It sheds dim light in a 5-foot
always know that what we have is real, and true. I’ll meet
radius, and can be harvested, dried, and made into a
you at the Music Hall during the next Chain Lightning
phosphorescent powder or pigment.
Tournament.
Torpor (Ingested). With all my heart,
A creature subjected to this poison must succeed on a
DC 15 Constitution saving throw or become poisoned for Ivira
4d6 hours. The poisoned creature is incapacitated.

6 | RUNNING THE ADVENTURE


Monsters High Necromancer Cadavix
Medium humanoid (human), neutral evil

Lawrynce (Brain in a Jar) Armor Class 12 (15 with mage armor)


Small undead, chaotic neutral Hit Points 66 (12d8 + 12)
Speed 30 ft.
Armor Class 11 (natural armor)
Hit Points 55 (10d6 + 20) STR DEX CON INT WIS CHA
Speed 0 ft., fly 10 ft. (hover) 9 (-1) 14 (+2) 12 (+1) 20 (+5) 12 (+1) 11 (+0)

STR DEX CON INT WIS CHA Saving Throws Int +9, Wis +5
1 (-5) 3 (-4) 15 (+2) 19 (+4) 10 (+0) 15 (+2) Skills Arcana +9, History +9
Damage Resistances necrotic
Saving Throws Int +6, Cha +4 Senses passive Perception 11
Damage Immunities poison Languages Draconic, Elvish, Loross
Condition Immunities exhaustion, paralyzed, poisoned, prone Challenge 9 (5,000 XP)
Senses blindsight 120 ft. (blind beyond this radius); see also
“Detect Sentience” below, passive Perception 10
Languages Draconic, Loross Spellcasting. The necromancer is a 12th-level spellcaster. Its
Challenge 3 (700 XP) spellcasting ability is Intelligence (spell save DC 17, +9 to hit with
spell attacks). The necromancer has the following wizard spells
prepared:
Detect Sentience. The brain can sense the presence and location
Cantrips (at will): chill touch, dancing lights, mage hand, mending
of any creature within 300 feet of it that has an Intelligence of 3 or
higher, regardless of interposing barriers, unless the creature is 1st level (4 slots): false life,* mage armor, ray of sickness*
protected by a mind blank spell. 2nd level (3 slots): blindness/deafness,* ray of enfeeblement,* web
Innate Spellcasting (Psionics). The brain’s innate spellcasting 3rd level (3 slots): bestow curse,* dispel magic, vampiric touch*
ability is Intelligence (spell save DC 14, +6 to hit with spell 4th level (3 slots): blight,* dimension door, life transference*
attacks). It can innately cast the following spells, requiring no
components: 5th level (2 slots): cloudkill, raise dead*

At will: chill touch (see “Actions” below), detect thoughts, mage 6th level (1 slot): magic jar*
hand, zone of truth *Necromancy spell of 1st level or higher
3/day each: charm person, hold person Grim Harvest (1/Turn). When necromancer kills a creature that is
1/day each: compulsion, hold monster, sleep (3rd-level version), neither a construct nor undead with a spell of 1st level or higher,
Tasha’s hideous laughter the necromancer regains hit points equal to twice the spell’s level,
or three times if it is a necromancy spell.
Magic Resistance. The brain has advantage on saving throws
against spells and other magic effects. Actions
Unusual Nature. The brain doesn’t require air, food, drink, or Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one
sleep. creature. Hit: 5 (2d4) necrotic damage.
Actions
Chill Touch (Cantrip). Ranged Spell Attack: +6 to hit, range 120
ft., one creature. Hit: 13 (3d8) necrotic damage, and the target
can’t regain hit points until the start of the brain’s next turn. If the
target is undead, it also has disadvantage on attack rolls against Crawling Claw
the brain until the end of the brain’s next turn. Tiny undead, neutral evil
Mind Blast (Recharge 5–6). The brain magically emits psychic
energy in a 60-foot cone. Each creature in that area must succeed Armor Class 12
on a DC 14 Intelligence saving throw or take 17 (3d8 + 4) psychic Hit Points 2 (1d4)
damage and be stunned for 1 minute. A creature can repeat the Speed 20 ft., climb 20 ft.
saving throw at the end of each of its turns, ending the effect on
itself on a success. STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 11 (+0) 5 (-3) 10 (+0) 4 (-3)

Damage Immunities poison


Condition Immunities charmed, exhaustion, poisoned
Senses blindsight 30 ft. (blind beyond this radius), passive
Perception 10
Languages understands the languages of its creator but can’t
speak
Challenge 0 (10 XP)

Turn Immunity. The claw is immune to effects that turn undead.

Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
3 (1d4 + 1) bludgeoning or slashing damage (claw’s choice).

MONSTERS | 7
A Dan Kahn
Compendium
We hope you’ve enjoyed the content in this
compendium. If you find any errors, have a good
idea, or just want to get in touch, you can reach out
to Dan Kahn at [email protected].

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Rime of the Frostmaiden - Adventure Bundle

Rime of the Frostmaiden - Revel's End Prison Break

Out of the Abyss - 'The Fall of Cyrog'


Handout A
You have been possessed by High Necromancer Cadavix.
• Your Soul. Your character's soul has been ripped from their body and trapped inside the large gemstone. Your
character's soul can perceive from the emerald using their own senses, but they can't move, communicate, or take
actions at all.
• Your Body. Your character's body is now inhabited by a 2000-year-old necromancy wizard named High Necromancer
Cadavix, who you are now role-playing.
• Cadavix will grab the emerald that your soul is trapped in with the emerald, keep it close, and protect it from harm.
• Cadavix knows there's a 500 gp diamond in the room that he kept for emergencies. He will first try to locate it, and
then cast raise dead on his body. If he is successful, he will return to his own body and return you to yours.
• Cadavix's goal is to discover the fate of his lover, High Enchanter Ivira in the Tower of Enchantment.
• The tower has an aura that causes all bodies within it to be under the effect of a gentle repose spell.
• Cadavix doesn't want to harm the party if he doesn't have to and will reveal that he has possessed one of their
friends if he thinks it will help ensure their cooperation.
A creature possessed by High Necromancer Cadavix has the following ability score modifications and class features:
• Ability Scores. You retain your Strength, Dexterity, and Constitution scores.
• Your Intelligence score becomes 20 (+5) and it is proficient in Intelligence saving throws (+9).
• Your Wisdom score becomes 12 (+1) and it is proficient in Intelligence saving throws (+5).
• Your Charisma score becomes 11 (+0).
• Grim Harvest. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit
points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You
don’t gain this benefit for killing constructs or undead.
• Inured to Undeath. You have resistance to necrotic damage, and your hit point maximum can’t be reduced.
• Languages. You speak Draconic, Elvish, and Loross.
• Spellcasting. You are a 12th-level spellcaster. Your spellcasting ability is Intelligence (spell save DC 17, +9 to hit with
spell attacks). You have the following wizard spells prepared:
• Cantrips (at will): chill touch, dancing lights, mage hand, mending
• 1st level (4 slots): false life,* mage armor, ray of sickness*
• 2nd level (3 slots): blindness/deafness,* ray of enfeeblement,* web
• 3rd level (3 slots): tongues, dispel magic, vampiric touch*
• 4th level (3 slots): blight,* dimension door, life transference*
• 5th level (2 slots): cloudkill, raise dead*
• 6th level (0 slots): magic jar*
*Necromancy spell of 1st level or higher.

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