D&D 5e - Keys From The Golden Vault
D&D 5e - Keys From The Golden Vault
D&D 5e - Keys From The Golden Vault
Introduction ................................................. 4 Tockworth's Clockworks ....................... 70 Using the Golden Vault .......................... 135
Using the Adventures ................................. 5 Adventure Background ............................ 71 What Really Happened .......................... 135
Run ning the Adventures ............................ 5 Usin!{_the Golden Vault ............................ 71 Tawvn ofOztocan ...................................... 136
The Golden Vault... ...................................... 6 Into the Underdark .................................... 71 Xeluan's Tomb .......................................... 139
Heist Complications .................................... 7 Meeting the Mayor .................................... 72 Conclusion ................................................. 147
The Murkmire Malevolence ................. 10 Planning the Heist .................................... 72 Heart of Ashes ........................................ 148
Adventure Background ............................ 11 Little Lockford Overview ......................... 74 Ad ven t ure B ac k groun d ......................... . 149
Using the Golden Vault ............................ 11 Little Lockford Locations ........................ 76 Using the Golden Vault .......................... 150
Cry for Help ............................................. 12 Conclusion ................................................... 84 Heart of the Matter .................................. 150
The Opening Gala ..................................... 15 Stat Blocks .................................................. 84 Planning the Heist .................................. 150
arkenbluff Museum of Masterpiece Imbroglio ........................... 86 Castle Cinis ............................................... 152
atural History ....................................... 18 Adventure Background ............................ 87 The Void ..................................................... 158
Conclusion ................................................... 23 Adventure Hooks ....................................... 87 Conclusion ................................................. 159
The Murkmire Stone ................................ 25 Using the Golden Vault ............................ 87 Affair on the Concordant Express .... 160
The Stygian Gambit ................................ 26 Barn Visit. .................................................... 88 Adventure Background .......................... 161
dventure- Background ................ ............ 27 Planning the Heist .................................... 89 Adventure Hooks ..................................... 161
Usi ng the Golden Vault ............................ 27 Agile Hand Guildhouse ............................ 91 Using the Golden Vault .......................... 162
Starting the Adventure ............................. 27 Conclusion ................................................. 100 Glitch the Quadrone ................................ 162
Planning the Heist .................................... 30 Magic Item ................................................. 101 The Concordant Express ....................... 162
The Afterlife Casino .................................. 30 Axe from the Grave ................................ 102 Train Cars ................................................. 167
Conclusion ................................................... 39 Adventure Background .......................... 103 Conclusion ................................................. 174
Reach for the Stars .................................. 40 Using the Golden Vault .......................... 104 Party at Paliset Hall .............................. 176
Adventure Background ............................ 41 Toadhop ..................................................... 104 Adventure Background .......................... 177
Using the Golden Vault ............................ 41 Mackerel and Trout ................................. 105 Using the Golden Vault .......................... 178
Adventure Hooks ....................................... 42 Planning the Heist .............. .................... 107 Meeting Fifel... .......................................... 178
Meeting Elra ............................................... 42 Skalderang Conservatory...................... 108 Planning the Heist .................................. 179
Elra's Camp ................................................, 42 Conclusion ............... .................................. 116 Loch Wynnis ............................................. 179
Delphi Mansion .......................................... 44 Sythian Skalderang ................................ 117 Sundown Crossing .................................. 182
Conclusion ................................................... 52 Vidorant's-Vault ..,................................... 118 Paliset Hall ................................................ 182
Stat Blocks .................................................. 53 Adventure Background .......................... 119 The Crestfall Coven ................................ 191
Prisoner 13 ................................................ 54 Using the Golden Vault .......................... 120 The Solitaire Cracks ............................... 192
Adventure Background ............................ 55 Steal the Diadem ..................................... 120 Conclusion ................................................. 192
Adventure Hooks ....................................... 55 Preparation ............................................... 120 Secrets of the Shard Solitaire .............. 193
Using the Golden Vault ............................ 55 The Vault... ................................................. 123 Fire and Darkness ................................. 194
Va rrin's Proposition .................................. 56 Vidorant Arrives ...................................... 130 Adventure Background .......................... 195
Trek to the Prison ...................................... 58 Conclusion ................................................. 131 Hooks and Rewards ................................ 195
Revel's End ........................ .......................... 59 Shard of the Accursed .......................... 132 Using the Golden Vault .......................... 196
Conclusion ................................................... 69 Adventure Background .......................... 133 Planning the Heist .................................. 196
The Accursed Shard ............................... 133 Brimstone Hold ........................................ 198
Adventure Hooks ..................................... 135 Conclusion ................................................. 207
Index ......................................................... 208
ODU CTION
COLLECTION OF HEISTS
EYS FROM THE GOLDEN VAULT PRESENTS When a creature's name appears in bold type,
thirteen DUNGEONS & DRAGONS adventures that's a visual cue pointing you to its stat block as
that feature heists. In each adventure, the a way of saying, "Hey, DM, get this creature's stat
characters receive a mission, plan the job, block ready. You're going to need it." If the stat block
execute their plan, and try to escape the scene. You appears elsewhere, the text tells you so; otherwise,
can run each heist as a standalone adventure or you can find the stat block in the Monster anual.
part of a larger campaign (see "A Campaign of Spells and equipment mentioned in th adventure
Heists" later in this introduction). Each adventure are described in the Player's Handbook. agic
can be adapted to take place in any campaign set- items are described in the Dungeon Mas er's Guide
ting you wish. unless the adventure's text directs you to an item's
description elsewhere.
U SING THE ADVENTURES
CREATING A HEIST CREW
The Heist Adventures table summarizes the adven-
tures in this anthology. Each adventure is designed This book's adventures require the characters to
for fo ur to six characters of a particular level and practice teamwork. Encourage your players to think
adheres to the following narrative structure: of their characters as longtime associates or per-
haps relatives so they feel tight-knit from the start.
Mission Briefing. The characters are recruited to Similarly, ask your players to consider creating
undertake a specific job. In most cases, this in- characters suited to undertaking heists. Combat
volves procuring an object. prowess is less important when sneaking through
Plan the Heist. The characters investigate the a guarded complex, for example, whereas stealth,
heist location, learn about the obstacles they need skill with locks, social skills, clever problem-solving,
to overcome, and strategize about completing and versatile character abilities will shine.
the job. Each adventure includes a way for the Well-outfitted characters are also more likely to
characters to create or obtain a map of the tar- succeed at these adventures. Equipment such as
get location. thieves' tools, rope, and a grappling hook might
Execute the Heist. The characters enact their mean the difference between taking a shortcut to
plans. Unforeseen complications often arise the objective and getting caught.
during this stage. Characters can accomplish these adventures'
Conclude the Heist. The characters' success missions in multiple ways. As the Dungeon Master,
determines their reward and how the story might reward creative thinking!
progress beyond the main adventure.
T hese short adventures work best with players who A CAMPAIGN OF HEISTS
enjoy the heist genre. In addition to thrills, drama, You can combine the adventures in this book to
s trategizing; and twists, each adventure includes op- form a campaign. Each adventure would be an epi-
portunities for exploration, roleplaying, and combat. sode in the campaign, with you filling in the details
of the characters' stories between jobs.
RUNNING THE ADVENTURES If you go this route, encourage the players to
To run these adventures, you need the fifth edition create a crack team and a base of operations, a
core rulebooks (Player's Handbook, Dungeon Mas- supporting cast of allies, and other hallmarks of
ter's Guide, and Monster Manual). a heist crew. Have your group decide on these de-
tails before play begins so the adventures progress
seamlessly.
Text that appears in a box like this is meant to be To ensure the characters are always prepared for
read aloud or paraphrased for the players when their their next heist, make sure their level matches the
characters first arrive at a location or under a specific heist's level, as shown in the Heist Adventures table.
circumstance, as described in the text. For example, the characters should be 2nd level
before undertaking "The Stygian Gambit."
HEIST ADVENTURES
Adventure Level Description
The Murkmire Malevolence Retrieve a mysterious egg ensconced in a museum to avert disaster.
The Stygian Gambit 2 Rob a Nine Hells-themed casino built with stolen money.
Reach for the Stars 3 Search for The Celestial Codex in a mansion warped by the Far Realm.
Prisoner 13 4 Obtain the key to a vault from a spymaster imprisoned in Revel's End .
Tockworth's tlockworks S Liberate a svirfneblin town besieged by clockwork automatons.
Masterpiece I roglio s Infiltrate a thieves' guild to retrieve a stolen painting.
Axe from the Grave 6 Recover a stolen mandolin to lay a dead bard's spirit to rest.
Vidorant's Vault 7 Retrieve a stolen diadem from the vault of a notorious thief.
Shard of the Accursed 8 Use a magical shard to mend a giant's broken heart and save a town from
destruction.
Heart of Ashes 8 Retrieve a king 's heart to save his kingdom from a terrible fate.
Affair on the Concordant Express 9 Obtain information from a stranger traveling aboard an interplanar train.
Party at Paliset Hall 10 Snatch a diamond from an archmage in the Feywild.
Fire and Darkness 11 Wrest the Book of Vile Darkness from an efreeti and his lackeys.
A COLLECTION OF HEISTS
fighting against government corruption, and Meera
has followed in her parents' footsteps, continuing
their anti-corruption work by becoming a city's clerk
and a member of the Golden Vault.
Meera lives and breathes city protocols, proce-
dures, and statutes. She also understands that
sometimes doing the right thing means operating
outside the law.
HEIST COMPLICATIONS
Unforeseen complications are an iconic aspect of
heist narratives. Whether they take the form of a
rival crew appearing out of nowhere or a treasure
that turns out to be fake, complications ratchet up
the tension and require the characters to think on
their feet.
If you want to challenge your players, consider
adding one of the complications below to any of this
book's adventures.
A C OLLECTION OF HEISTS
Always give the characters the opportunity to
confront rivals who have achieved the objective first.
This might lead to a negotiation scene or a fight.
THE MURKMIRE
MALEVOLENCE
NBEKNOWNST TO ANYONE BUT A DISGRACED Dr. Daonell tried to convince the dig's archae-
academic, the Varkenbluff Museum of Nat- ologists to isolate the Murkmire Stone until she
ural History is in grave danger. Archaeolo- could learn more about it, but word of the discovery
gists at a nearby dig site recently unearthed spread quickly. When the Varkenbluff Museum of
a curiosity: the Murkmire Stone. This object is Natural History offered a generous price for the
actually an eldritch creature's egg, and it's about to stone, it was soon whisked from the dig site to
hatch. The characters must infiltrate the museum, the museum.
steal the egg, and return it to Dr. Cassee Dannell to Dr. Dannell continued to research the strange
be neutralized before it releases an eldritch horror. stone. Her concern turned to dread when she found
descriptions of similar objects in her occult tomes.
ADVENTURE BACKGROUND These objects were, in fact, the eggs of eldritch
creatures. She learned that such eggs lay dormant
Dr. Cassee Dannell, a brilliant academic, long ago
for generations, but once the eggs are unearthed,
learned to hide her interest in the occult. She in-
the creatures within rapidly develop and hatch.
stead built a career gaining expertise in the peoples
The resulting creatures are ravenous for raw meat
and cultures of the region surrounding Varkenbluff,
and grow exponentially as they feed, eventually
continuing her occult research in secret. By age
overwhelming entire villages. The eggs are nearly
twenty-four, Dr. Dannell had earned her doctorate in
indestructible, but the tomes claim encasing them in
anthropology from VarkenbluffUniversity, a presti-
crystal can neutralize them.
gious institution in her home city. Her ability to con-
According to Dr. Dannell's research, the Murk-
nect local archaeological objects with their cultural
mire Stone is due to hatch in a matter of days. She
context was unrivaled, so after her graduation, Dr.
frantically presented her findings to the university's
Dannell became a Varkenbluff faculty member and
administrators, who deemed her work pseudosci-
field scientist, accompanying the university's archae-
ence and refused to interfere with the museum's up-
ology crews on digs in the area.
coming exhibition of the Murkmire Stone. Desper-
On a recent expedition into the nearby Murkmire,
ate, Dr. Dannell snuck into the museum after hours
the archaeologists unearthed a strange object. Light
and tried to steal the stone, but she was caught. The
green, opaque, and with a gemstone-like sheen, this
university disavowed her actions and fired her. With
ovoid stone was covered in strange furrows. The
mere hours left in the Murkmire Stone's gestation
stone seemed ritualistic in nature, but it matched no
period, Dr. Dannell is nearly out of options.
recorded historical practices, and no one could iden-
tify its composition. The more Dr. Dannell studied it,
the more she became convinced this object, which USING THE GOLDEN VAULT
the archaeologists dubbed the Murkmire Stone, was If you're using the Golden Vault as a patron, a
not created by any known civilization- and might be golden key is delivered to the characters in whatever
dangerous. manner you deem fit. When the characters use this
key to open their music box, the lid pops open and a
soothing voice says the following:
1
I
a patron and recorded the museum's layout, filling
in what she knows about nonpublic areas, such as THE REWARD ti
the basement. For bringing the Murkmire Stone baa to Dr. Dan-
Dannell's Map- Dr. Dannel! gives the characters nell, she offers her bag of holding plu 20 gp per
her sketch of the museum (see map 1.1) before character. If a character succeeds on DC 13 Cha-
they leave for the gala. Although she's a brilliant risma (Persuasion) check, Dr. Danne~ increases her
academic, Dr. Dannell is neither an architect nor a offer to 30 gp per character. I
burglar. Her map is based on the public map of the
museum's exhibits, so it is incomplete and lacks
information about the museum's security measures.
Two guards patrol this area. The two statues flank- Artificial plants made of wood, silk, and other materi-
ing the information desk animate if a character als sprout from artfully arranged planters. Tall ferns,
comes within 5 feet of either of them. The statues
bushes with strange berries, and slender trees are rep-
use the animated armor stat block and fight until
destroyed. resented alongside placards about ancient plant life.
Alarms. An alarm spell has been cast on the bot-
tom of the grand staircase. Another such spell has One guard patrols this area. Hallways to the north
been cast on the front doors. and south connect to area V4.
Front Doors. The museum's front doors are Alarms. The short hallways that connect this area
locked from the inside. As an action, a character to the grand entrance (area Vl) have alarm spells
can try to pick the lock using thieves' tools, doing so cast on them.
with a successful DC 16 Dexterity check. Secret Doors. The northern and central exhibit
Trap. The 5-foot-by-10-foot section of floor imme- rooms each have a secret door in the west wall
diately north of the museum's front doors (marked T that opens into a short hallway containing clean-
on map 1.2) contains a pressure plate hidden under ing supplies. At the opposite end of the hallway is
a rug. Lifting the rug or pushing it aside reveals the another secret door that doesn't require an ability
pressure plate, which is activated and deactivated by check to spot from inside the hall. This secret door
a toggle switch hidden under the nearby information pulls open to reveal a similarly sized exhibit room
desk. The trap is normally activated while the mu- in area V4.
seum is closed to the public and deactivated while
lhe museum is open to the public. V4: ANCIENT CULTURES EXHIBIT
The first time a creature steps on the pressure
plate while the trap is activated, a weighted net Glass display cases boast objects related to life in
drops from a secret compartment in the ceiling,
ancient Varkenbluff. Clay pots, stone tools, and scraps
covering the JO-foot-square area between the
front doors and the information desk. Creatures of leather clothes are interspersed with informational
in that area are restrained by the net, and those placards about their historical use.
that fail a DC 10 Strength saving throw are also
knocked prone.
One guard patrols this area. Hallways to the north
A creature can use its action to make a DC 10
and south connect to area V3.
S trength check, freeing itself or another creature
Secret Doors. The northern and central exhibit
within its reach on a success. The net has AC
rooms each have a secret door in the east wall
10 and 12 hit points. Creatures are no longer re-
that opens into a short hallway containing clean-
strained by the net once it drops to O hit points.
ing supplies. At the opposite end of the hallway is
V 2: MUSEUM SHOPS another secret door that doesn't require an ability
check to spot from inside the hall. This secret door
pulls open to reveal a similarly sized exhibit room
f Display racks here are filled with tunics, bandannas, in area V3.
books, and bric-a-brac, most emblazoned with the
museum's logo. Plush benches serve as seating areas.
'
TH E MURKMIRE MALEVOLENCE
V5: CURATOR'S OFFICE V8: CREATURES OF THE PAST EXHIBIT
I I
A solid oak desk stands on a plush carpet in the cen- Fossils of small prehistoric creatures are arranged
ter of thfs office. In the southeast corner, a strange, here, some as fully reconstructed skeletons. The
human-sized doll is posed in an elaborate silk dress. exhibit includes microraptors, ornithopods, dwarf
elephants, and an ancestor of the cockatrice. Informa-
Alarm. An alarm spell has been cast on the door tional placards tell the stories of these creatures and
that connects this room to area Vl. their bones' discovery.
Deadly Doll. After hours, the curator enables her of-
fice's defense mechanism: a five-foot-tall doll with the
One guard patrols this area.
name "Marigold" sewn onto its vintage dress. When a
creature other than Alda enters the room, the doll an- Secret Door. Between two of the IS-foot-square
imates and attacks. Marigold uses the scarecrow stat exhibit rooms is a secret door that opens into a
block and fights until destroyed. short hallway heading north. At the opposite end
At your discretion, a noisy fight might attract the of the hallway, which holds cleaning s upplies, is
attention of the guards patrolling area Vl. another secret door that doesn't require an ability
Guards' Patrol Routes. If the characters didn't check to spot from inside the hall. This secret door
snatch Alda's clutch during the gala, they can find a opens to reveal area Vl 2.
copy of the guards' after-hours patrol routes on the V9: UNDERGROUND WONDERS EXHIBIT
desk under some other loose paperwork (see the
"Curator Alda Arkin" section).
I
Glittering ore and gemstones are arranged in
I
V6: RECORDS ROOM
l
V7: BREAK ROOM AND STORAGE can take an action to try to open it using thieves'
tools, doing so with a successful DC 10 Dexterity
J
MAP 1.2: DM'S MAP
A 1c.
nto V15
'
5
1 Square = Fe
·:~ ~~ ·;
Two guards patrol both this exhibit and area V9, small hatch covering a panel of buttons. A character
moving from one room to the other every 5 minutes. can use these controls to turn on the animatronic
This exhibit tells the story of the infamous display, which alerts not only the guards in this area
Rogerson dig, where most of the creatures in the but also the guards in areas Vll and Vl3.
Prehistoric Predators exhibit were found. The plac- As an action, a character can use tinker's tools or
ards dismiss local legends that claim the excavators thieves' tools to try to overload the magic that pow-
were subsequently cursed. ers the controls, doing so with a successful DC 10
Treasure. A character who studies the exhibit and Intel)igence (Arcana) check. This causes the anima-
succeeds on a DC 10 Wisdom (Perception) check tronic creature to break free from its display base
realizes the items on display include two flawless and rampage for 10 minutes before becoming inert
weapons: a +l dagger and a +l handaxe. The weap- again. The creature stomps through the area, then
ons are inside a glass case with a jammed lock, so heads down the grand staircase, causing mayhem
the characters must break or cut through the glass in area Vl. While it rampages, the creature uses the
to access the weapons. Breaking the glass attracts allosaurus stat block, with these changes:
the guards patrolling this area.
• The animatronic allosaurus is a Construct.
Vll: UNEARTHED CAFE It is immune to poison and psychic damage, as
we]) as the charmed, frightened, paralyzed, and
poisoned conditions.
I
This space holds a mix of cafeteria-style tables and
lounge furniture. A counter in the northeast corner Vent. The east wall has a 3-foot-high, 3-foot-wide,
5-foot-deep air vent leading to area V13. The vent is
sits underneath a sign that reads, "Unearthed Cafe."
10 feet above the floor. Reaching it requires a suc-
cessful DC 10 Strength (Athletics) check. Safely re-
One guard patrols this area. turning to the floor doesn't require an ability check.
Treasure. A smal) lockbox is stashed under the
counter. As an action, a character can try to open Vl3: GEMSTONE WING
the lockbox using thieves' tools, doing so with a
successful DC 14 Dexterity check. The lockbox con-
I
Chairs surround several tables cluttered with crystal
tains 15 gp, 7 sp, and 24 cp. and silver tableware. Against the east wall, a light-
Vl2: PREHISTORIC PREDATORS EXHIBIT green stone rests atop a marble pedestal.
The intact skeletons of several large prehistoric mon- Two guards patrol this area.
sters are on display here, including the museum's Staff members plan to remove the tables and re-
store the normal gemstone exhibits in the morning
most famous display: the beautifully preserved body
before the museum opens. For now, the contents of
of an allosaurus, its leathery skin appearing supple
those exhibits are in the basement (area V16).
to the touch. An informational placard next to the Light-Green Stone. The light-green stone on the
dinosaur explains it died in the Murkmire millennia pedestal is the Murkmire Stone, which is described
ago and was naturally preserved. Display cases along at the end of this adventure. As Dr. Dannel! fears,
the room's walls hold fossils of other ancient local the stone is indeed an eldritch creature's ~gg. At
predators. 10:30 p.m., the effects described in "The Murkmire
Stone" begin, and at midnight, the egg hatches. See
"Museum Feeding Frenzy" to learn what happens
Two guards patrol this area. when the egg hatches.
The statue west of the stairs depicts a winged Rigged Pedestal. A detect magic spell reveals an
satyr. If a character comes within 5 feet of the aura of transmutation magic around the pedestal,
statue, it springs to life. The statue uses the ani- which is attached to the floor and can't be moved. A
mated armor $tat block and fights until destroyed. character who examines the pedestal notices tiny
Alarms. An alarm spell has been cast in the glyphs carved into its base and can make a DC 12
hallway leading to the Unearthed Cafe (area Vll). Intelligence (Arcana) check. On a success, the char-
Another alarm spell has been cast on the door in the acter realizes that all doors leading to the room wil)
middle of the east wall (which leads to area V13). lock if the stone is removed from the pedestal.
Allosaurus. The allosaurus looks like a preserved If the Murkmire Stone is removed from the pedes-
specimen, but the museum hired rock gnomes to tal, arcane Jock spells activate on all doors leading
transform it into a harmless animatronic display. A to the room (including secret doors), causing them
character who examines the display's base notices a to close and lock. As an action, a character can try
l
turning to the floor doesn't require an ability check. A winding staircase leads up to this cramped space
Secret Door. The south wall contains a secret filled with haphazardly stacked boxes. Starlight pours
door that opens into a short hallway containing
into the space through a large skylight.
cleaning supplies. At the far end of the hallway is
another secret door that doesn't require an ability
check to spot from inside the hall. This secret door Supplies for events- such as lecterns, linens, and
pulls open to reveal the hallway between areas tableware-are stored here.
V9 and VlO. . Skylight. The skylight overhead is locked. A
character can use an action to try to unlock the sky-
Vl4: ACCESS HALLWAY light using thieves' tools, doing so with a success-
This hallway connects the Unearthed Cafe (area ful DC 14 Dexterity check. Lifting the skylight to
Vl 1) to the Prehistoric Predators exhibit (area V12) open it then requires a successful DC 12 Strength
and the privies (area V15). (Athletics) check.
V15: PRIVIES Loose bricks are scattered on the roof near the
This area holds five stalls. A simple latch allows the skylight. A character could use a brick to prop the
skylight open.
door of each privy to be locked from the inside. East
of the privies is a staircase to the attic (area Vl 7).
CONCLUSION
Vl6: BASEMENT If the characters escape the museum with the Murk-
mire Stone, they can deliver it safely to Dr. Dannell.
' Boxes and crates are piled here in groups. Enormous The anthropologist locks it in a box made of crystal,
warehouse doors take up much of the basement's
whereupon the stone becomes inert and its effects
stop immediately. Dr. Dannell assures the charac-
northern wall.
ters that the egg will be safe in her care for the time
being. The characters receive their rewards, and Dr.
Objects formerly on display or not yet prepped for Dannell tries to regain her position at the university
display are stored here. The area is infrequently vis- while making provisions to ensure the Murkmire
ited, and a mimic recently took up residence in the Stone remains in its crystal box. At your discretion,
centermost pile of boxes. The mimic waits to attack Dr. Dannell might ask the characters to help (see
until a character moves within 5 feet; it then fights "Reinstate Dr. Dannell" below).
until destroyed. If the characters don't bring the Murkmire Stone
Loading Docks. The warehouse doors open onto to Dr. Dannell by midnight, it hatches into a nascent
an underground ramp that leads to street level. A eldritch horror. Additionally, Alda Arkin might be
character who has observed the whole building revealed as a syndicate head. These outcomes are
from the outside can easily find where the ramp ex- discussed in the "Further Adventures" section.
its at ground level. The doors are locked, and their
hinges are stiff. Unlocking them requires a s uccess-
ful DC 14 Dexterity check with thieves' tools; after
that, shoving the doors open requires a successful
DC 15 Strength (Athletics) check. This is noisy and
THE STYGIAN
GAMBIT
- T THE AFTERLIFE CASINO, A THREE-DRAGON
"Greetings, operatives. An ally of the Golden Vault
ante tournament called the Grand Mi-
nauros Invitational awards one winner named Verity Kye had her life's savings stolen from
with a sizable purse and a golden erinyes her by a devious gambling partner. We've found an
statuette. A former gambler with a score to settle opportunity to right this wrong. This quest, should
hires the characters to steal the statuette as well as you choose to undertake it, requires you to infiltrate
gold from the casino's vault before the tournament the Afterlife Casino and steal a statuette and a sum of
ends and the winner is declared. The characters
money. Meet with Verity at the Brine Widow tavern to
must case the casino, steal what they came for,
learn more deta ils. Good luck, operatives."
and escape.
ADVENTURE BACKGROUND Closing the music box causes the golden key
A skilled three-dragon ante player and a shrewd tief- to vanish.
ling entrepreneur, Verity Kye toured the gambling
circuit for years, making a name for herself and win- STARTING THE ADVENTURE
ning numerous large tournaments. The characters start this adventure at the Brine
While on the circuit, Verity met a gnome gambler Widow, a local pub near the water, having received
named Quentin Togglepocket. The two hit it off, and directions from the Golden Vault (see above) or a
they formed a plan to save enough winnings to open mysterious invitation to discuss an "advantageous
their own casino.Just as they seemed poised to put opportunity" with someone named Verity Kye, who
their plan in action, Quentin disappeared, taking waits for them in the Brine Widow's back room.
all their money with him- only to resurface years
later, having built the Afterlife Casino using the ROLEPLAYINC VER ITY KYE
stolen money. Verity Kye is bold, confident, and genuinely kind-
Now, Verity needs the characters to l}rea~nto though not always nice. Quentin's betrayal cut her two
the vault at the Afterlife Casino, steal foe
\
erinyes ways-the deception from a potential business partner
statuette meant to be the prize for the '6asino's hurt, but such treachery from someone she called a
three-dragon ante tournament, and retrieve her friend was unforgivable.
share of the money from the vault. For Verity, it's Verity has little patience for cheats and liars
(card-table qeception notwithstanding). Though she
not the money or the statuette that matters-it's en- has no expectation of total honesty from the charac-
suring that Quentin's betrayal comes back to haunt ters, blatant deception or an attempt to double-cross
him, and that he knows the person he betrayed her quickly earns her ire.
made him pay.
fte.r/ifl
G ETTI NG CAUGH T As an action, a character within reach of an em-
If one or more characters are caught try,ng to steal
ployee can attempt to steal that employee's pass
from the casino, security guards attempt to apprehend card, doing so with a successful DC 15 Dexterity
them. Captured characters are taken to the holding (Sleight of Hand) check. If the check fails by 5
cells (area Al7). Quentin visits them an hour later. If or more, the employee notices the botched theft
the characters reveal they're working for Verity !(ye, and cries for help. Otherwise, a failed check goes
the gnome laughs and makes them a counteroffer (see unnoticed.
area A14 for detarls). If the characters refuse his coun-
teroffer, Quentin has them tossed out of the casino
and sent up the river in a gondola. THE AFTERLIFE CASINO
The Afterlife Casino lies three miles north of the
The Prize. The gold coins and the erinyes statuette nearest town. It's an architectural marvel built into
are kept in the vault. (Verity is not entirely cor- a natural cavern carved by a river nicknamed the
rect. The coins are in the vault, but the statuette River Styx. Since the real River Styx is a route to
is on display in area A9, where the tournament the afterlife, Quentin Togglepocket named his estab-
takes place.) lishment the Afterlife Casino.
After passing through the casino, the river pours
PLANNING THE HEIST over a waterfa II into a larger body of water (which
could be a lake or an ocean, depending on where
How the characters execute the heist is up to them.
you set the adventure). The waterfall isn't a safe way
Allow your players to flex their creativity. _
to enter or leave the casino.
The characters would be smart to scout the casino~
and learn as much as they can about the layout, ~V ARRIVING AT THE CASINO
sonnel, and security arrangements before perpetrat-
ing the heist. They can also try to acquire employee The characters can take the carriage offered to
uniforms and pass cards. them by Verity or find their own way to the casino.
At a branch in the road, they see a freshly painted
DISGUISES and lacquered sign declaring, "This way to the After-
life!" in gaudy, gold lettering, with an arrow pointing
Dealers, bartenders, and other floor employees wear
down the narrower branch. Characters who follow
sleek uniforms that consist of black tuxedo pants
this route for a short distance come to a cobbled
and red jackets with thin lapels. The characters
turnaround and lot where carriage drivers can wait
might try to steal the uniforms to disguise them-
while their patrons gamble.
selves as new hires. The easiest approach would be
As the characters step from the carriage, they
to snatch uniforms from the laundry (area A7).
are greeted by a red-robed tiefling commoner who
Since all casino employees are tiefiings,
welcomes them to the Afterlife Casino. This tiefling
non-tiefling characters who wish to disguise them-
directs them down a brightly lit row of docks, where
selves as employees wm need disguise kits or
boats wait to take the characters downriver. The
appropriate magic to perpetrate the deception.
casino's entrance is visible a short distance away,
Whenever a disguised character enters a situa-
where the river enters a wide-mouthed cave.
tion where the disguise might be detected by an
onlooker who takes more than a passing interest in BOAT RIDE
the character, have the character make a Charisma A tiefling ferrier (commoner) in a heavy, hooded
(Deception) check. If the check's total is higher than robe waits silently to convey characters to
the passive Wisdom (Perception) score of the on- the casino.
looker, the disguise does its job. If the check fails, The ferrier plays the part of Charon on the real
the onlooker sees through the disguise and either River Styx. The tiefling keeps their hood up at all
alerts security or demands a small bribe (5 gp) to times and doesn't speak to passengers. If the char-
keep silent. acters touch the ferrier or attempt to pull back the
ferrier's hood, the ferrier breaks character and asks
EMPLOYEE PASS CARDS
the characters to stop-the tiefling is just trying to
Every casino employee carries a pass card made of do their job.
green metal and embossed with a devil's smiling, When the characters enter the casino for the first
winking visage. A detect magic spell reveals a faint time, read the following:
aura of abjuration magic around the card.
Anyone in possession of a pass card can open any
locked door in the casino, bypassing the arcane lock
spell on the door.
.,
l The ferrier ably navigates your boat downriver and DOORS
The casino's interior doors are made of wood. Ar-
into an underground channel. As the cave mouth cane lock spells have been cast on the doors that
swallows you, you hear music over the echo of a dis- lead to the employee-only areas, the vault hallway,
tant waterfall. and the vault itself. These doors have bright-green
The cave's ceiling rises high above your heads, and trim, making them obvious to visitors. (On map 5.2,
dancing lights bob around hanging stalactites. The these doors are marked with dots to indicate they
are Jocked.)
river winds through the casino floor, splitting the
Casino personnel use pass cards (see "Employee
cavernous chamber in two and passing under arched
Pass Cards" earlier in the adventure) to bypass the
stone bridges at various points, Card tables and other arcane lock spells on the doors, which can be shoul-
gaming stations surrounded by chattering patrons dered open with a DC 25 Strength (Athletics) check.
fill the open space. A cheer rises from deeper in the
EMPLOYEE-ONLY AREAS
cavern, which is decorated to suggest excitement,
Entering an employee-only area requires a pass
opportunity, and excess.
card (see "Employee Pass Cards" earlier in the
The ferrier steers your boat toward the left bank, adventure).
and your boat rocks as it bumps up against a wooden Security guards who encounter unauthorized
dock. The ferrier then raises one hand, gesturing at individuals in employee-only areas immediately try
the glittering sights before you, and intones in a deep, to usher them out. If those individuals resist, the
raspy voice: "Welcome to the Afterlife. Temptation guards attempt to apprehend the intruders and take
them to the holding cells (area Al7).
awaits.''
1 LIGHTS AND MUSIC
The characters can leave the boat and freely explore The casino is lit by programmed dancing lights
what the casino has to offer. Any character who tips spells that create flames of a hellish hue. These
the ferrier with two coins gains inspiration. lights float and bob at varying heights. The em-
ployee tunnels contain continual flame spells cast
CASINO FEATURES on sconces.
The Afterlife Casino is built within a natural cavern. The music that plays throughout the casino is il-
Its common features are described in the follow- lusory and sounds a lot like cowboy country music.
The music plays more softly in employee-only areas.
ing sections.
SECURITY GUARDS
CASHIER STATIONS
The casino has four cashier's stations (in areas Five tiefling security guards (use the thug stat
block) patrol the casino floor, and a sixth stands
A2 and A4), where tiefling cashiers (commoners)
next to the display case containing the erinyes stat-
in smiling devil masks make change or trade out
uette (in area A9). If the characters cause a ruckus,
cash for chips. The casino's chips are thin, painted
the nearest guard moves toward them and tries to
wooden disks. Stamped on both sides of every chip
is the casino's emblem: a golden pitchfork. quell the disturbance without resorting to violence.
If attacked, the guard reacts in kind and shouts for
A cashier has no cash on hand but is attuned to
reinforcements. All other guards arrive in 3 rounds.
a magical sigil on the station's countertop. The
cashier places coinage on the sigil, sending it di- SECURITY MIRRORS
rectly to the vault, or pulls coins from the vault Throughout the casino are security mirrors, each
through the same sigil. Withdrawals of more than one anchored to a wall at a downward angle twelve
250 gp require a second cashier to confirm the feet off the floor. A detect magic spell reveals an aura
transaction. Transactions occurring through the sig- of divination magic around each mirror, which is a
ils are automatically recorded in the magical ledger Large object with AC 13, 5 hit points, and immunity
in the clerk's office (area Al5). to poison and psychic damage. In addition to func-
CEILINGS tioning as a normal mirror, each security mirror
The ceiling in the public parts of the casino is 50 acts as a magical scrying device, allowing guards in
feet high and festooned with hanging stalactites. the security office (area Al6) to see through it like a
The ceilings in the employee-only areas are 20 feet window. Casting dispel magic on a security mirror
high and smooth. suppresses its scrying property for 10 minutes.
Breaking a mirror or suppressing its magic leads
two guards from area Al6 to investigate and report
what they learn to Quentin.
War. A player who ties with the house has two
CHEATING
options: the player can surrender and lose half their
A patron who is caught cheating fs escorted by ld3
bet, or the player can "go to war," in which case the
security guards (use the thug stat block) to the holding
cells (area Al7). The cheater is released the next dawn,
player must double their bet, and then the player
escorted by security to a boat, advised never to return, and dealer both roll again.
and sent upriver. Push Your Luck. When a player wins a roll of
life and death, they can opt to push their luck on
WALLS AND FLOORS their next bet. In this case, they bet everything they
The casino's perimeter walls are made of rough, won on the last roll (their ante plus the winnings
naturally carved stone. Interior walls are made of from the house). lf they win, the house pays double
, 2-foot-thick stone; these walls look natural but were their bet.
sculpted using stone shape spells. The floors are COPPER SLOTS
made of smooth worked stone and are covered with These machines, referred to by some casino patrons
garish rugs. as "tricky devils," are simple clockwork devices that
accept copper coins. Each machine has a spring-
GAMES OF CHANCE
loaded lever and five identical spinning cylinders
The casino has many diversions for its patrons to called reels . Six golden, Infernal runes are painted
enjoy, the most popular being games of chance. on each reel. A player inserts between 1 and 9 cop-
per coins into the machine's slot and pulls the lever,
TuREE-DRAGON ANTE
which causes the reels to spin, stop, and display a
Three-dragon ante is a card game. If you own an
row of five runes. The player wins by matching three
actual three-dragon ante deck, you can play the card
or more runes.
game for real. Otherwise, adjudicate the outcome
To determine the result of a pull, have the player
of a three-dragon ante game using dl2s and the fol-
roll Sd6 (the dice represent the five reels of Infernal
lowing rules:
runes). The player's goal is to roll as many of the
Step 1. Randomly determine which participant is same number on the dice as possible. The payout, if
the dealer. any, varies according to the results, as shown in the
Step 2. Each participant (including the dealer) Copper Slots Payouts table.
places their opening bet, then rolls five dl2s to de-
termine their hand, keeping these die rolls hidden COPPER SLOTS PAYOUTS
from the other participants. 5d6 Result Payout
Step 3. Starting to the left of the dealer and con- Three of a kind 2-to-l
tinuing clockwise, each participant reveals one of
Four of a kind 4-to·l
their die rolls. This step is repeated twice more;
on the second and third round, each participant Five of a kind 10-to-l
can raise their bet before revealing their next die
roll. The other participants each have three op- QUENTIN TOGGLEPOCKET
tions: match the bet, raise their bet (in which case
Quentin Togglepocket (lawful evil, gnome noble)
all participants must match that bet in turn), or
has a Mephistophelian aspect to his appearance. He
fold, forfeiting any bet they've placed and dropping
dresses garishly, slicks back his wavy hair, curls his
out of the game.
mustache, and cultivates a long, pointy beard. Only
Step 4. Each participant who hasn't folded totals
the freckles across his nose undermine his devilish
their die rolls. The one with the highest total wins.
countenance.
The winner becomes the dealer for the next game
Quentin used to be a professional three-dragon
(assuming the participant wants to keep playing).
ante player, but his rise to prominence was cut short
LIFE AND DEATH ten years ago when, in a major tournament, he lost
Life and death is a dice game played between the the final gambit (and the entire prize) to a relative
house (represented by a dealer) and a player. While newcomer: a young tiefling named Verity Kye.
up to five players can sit at a table, their only oppo- Quentin never forgave Verity for what he felt was a
nent is the house. stunning humiliation and vowed to take his revenge.
To play, each player places a bet; once bets have He spent the next several years building up a false
been placed, the house and the players each roll friendship with her, traveling the gambling circuit
a d20. If a player rolls lower than the dealer, the with her and cultivating a mutual dream: owning
house wins. A player who rolls higher than the and operating their own casino. Then, three years
dealer reclaims the money they bet and wins that ago, he saw his opportunity, stole all the money they
same amount from the house. had pooled together, and vanished from Verity's life.
layer of the Nine Hells). In turn, one of Mammon's lysa Silvertongue (neutral, tiefling noble) is eager
subordinates put Quentin in touch with wizards who to break the monotony of her life of leisure.
could help him build and decorate the casino. 2 Georgie Simmons (neutral good, human com-
moner) is a down-and-out loser who is deter-
ROLEPLAYING QUENTIN
mined to have a good time.
Quentin sees himself as Verity's victim and portrays
himself as a martyr for losing to her. He sees the 3 Karlton Keyes (lawful neutral, human commoner),
theft and his new casino as his rightful chance to a merchant, hopes to open his own casino and is
even the scales and reclaim his dignity. here doing research.
Quentin is a classic villain, happy to monologue 4 Lowell Brassborn (neutral good, dwarf com-
if given the chance-how will the characters know moner) thinks gambling is a waste of money but
how brilliant he is otherwise? is here with his sister, Lorna.
QUENTIN'S LOCATION 5 Lorna Brassborn (lawful neutral, dwarf com•
You decide where Quentin is at any given time. moner) is a hard-nosed copper slots player
Tf he's not chatting with patrons or boosting staff who thinks she has the machines' algorithms
morale on the casino floor, he's usually in his office figured out.
(area Al4). He also visits the holding cells (area 6 Rythil Ire (chaotic neutral, elf noble) aims to enjoy
Al 7) to question patrons who have been detained the cocktails at Bar Malbolge and soak away his
by security.
stress in the spa.
MAP 2.2: DM' S MAP
RULES IN THE AFTERLIFE: The air in here is warmer and more hum id than in
Stay out of the River Styx. the casino proper and bears a sulfurous fragrance. A
Don't cheat. (Cheaters never prosper.) tieAing seated behind a desk gives you a warm smile.
Don't accost or threaten other patrons or the staff. Chintz curtains are drawn behind her.
Keep your weapons hidden or sheathed at all times. "Dear souls," says the tiefling. "Care to enjoy a mas-
Only employees may pass through sage, relax in our sauna, or take a warm bath?"
green-trimmed doors.
WIN, WIN, WIN!
The tiefling attendant (commoner) is happy to
schedule massages or time in the sauna or baths.
A2: AVERNUS Patrons are allowed to explore the areas beyond
This area holds three-dragon ante tables and cop- the curtain:
per slot machines. Just south of the game tables are
Phlegethosian Spa. The northernmost chamber is
two cashier booths. Just north of the games area is
where patrons receive therapeutic massages (10
a secluded lounge that holds a small bar as well as
gp for an hour) or relax in the wood-sided sauna
chairs and couches.
for free. A locked double door in the east wall
Security Mirrors. A security mirror hangs in the
leads to the laundry (area A7).
southeast corner overlooking the games area. An-
Stygian Baths. The southernmost room contains
other security mirror hangs on the north wall, above
four steaming pools of water. Patrons can pay
the chairs in the lounge area.
2 gp for two hours in the pools or 5 gp for an
A3: Dis all-day pass.
This section contains rows of copper slot machines A7: LAUNDRY
and five life and death tables, each with a different
Employee-Only Area
bet value: 1 cp, 5 cp, l sp, 1 gp, and 10 gp.
This area holds two large washtubs, as well as a
A4: MINAUROS clothesline hung with towels and employee uni-
forms. Characters who want to disguise themselves
A narrow racing track dominates the center of this
as employees can find plenty of uniforms here.
section, with shouting and cheering patrons clustered A8: CIRQUE MALADOMINI
around it. Numbered rats scurry along their respec• Cirque Maladomini performs here for the enjoyment
tive lanes. As the rats cross the finish line, cries of of all. Hour-long performances occur here once ev-
victory and groans of defeat erupt from the patrons. ery four hours. Each show presents a mix of tiefling
Just south of the track are a pair of lounge chairs
acrobats and trained animals, all performing to the
music of a tiefling banjo player. The star of the show
and two cashier booths staffed by tieflings wearing
is a trained lion named Emrys, which leaps through
devil masks.
flaming hoops on command. S ee area Al2 for more
information about these creatures.
l
Casino patrons come and go through two sets of
double doors in the east wall. Descending rings of
seats encircle a 35-foot-wide, 10-foot-deep depres-
sion in the floor. When the circus is in full swing,
performers and trained animals enter and leave
through an open tunnel in the west wall of the de-
pression. This tunnel leads to a staging area (area
A12) behind a locked double door.
Security Mirror. A security mirror hangs in the
northwest corner, overlooking the seating area.
A9: CANIA
•
ARKOS DELPHI'S CURIOSITY HAS TAKEN Acting under Krokulmar's control, Markos
a tragic turn. A Far Realm entity called visited one of his peers, a sage named Vasil
Krokulmar has taken control of Markos, Talistrome. Markos incapacitated Vasil and stole
compelling him to commit evil acts. At The Celestial Codex from the sage's library. In ad-
Krokulmar's command, Markos is using a book dition to containing lore about stars and the planes
called The Celestial Codex to bring part of Krokul- of existence, the book describes rituals that can be
mar into the world. The book's rightful owner hired used to summon extraplanar entities. Krokulmar
adventurers to retrieve The Celestial Codex and needs Markos to perform one of these rituals to
prevent Markos from using it, but these adventurers bind a fragment ofKrokulmar to the Material Plane.
fell prey to the horrors of Delphi Mansion. A new Without any knowledge of the profane entity in-
group of adventurers-the player characters- must fluencing Markos, Vasil Talistrome hired a warrior
now complete the task. Meanwhile, Markos is close named Elra Lionheart to retrieve The Celestial
to accomplishing Krokulmar's goal. Codex. Elra and three other adventurers traveled to
Acquiring The Celestial Codex is the primary goal Markos's mansion, where they witnessed a number
of this adventure, but the characters also have a of peculiar magical effects caused by Krokulmar's
growing influence. One by one, they fell prey to the
I
chance to free Markos from the Far Realm entity's
control. Body horror is a recurring theme in this ad- mansion's sinister occupants.
venture; before running it, discuss with your players
their level of comfort with these elements. USING THE GOLDEN VAULT
If you're using the Golden Vault as a patron, a
ADVENTURE BACKGROUND golden key is delivered to the characters in whatever
Markos Delphi grew up with an insatiable curiosity. manner you deem fit. When the characters use this
Eventually, he had his fill of worldly knowledge and key to open their music box, the lid pops open and a
began delving into the arcane, eager to understand soothing voice says the following:
the secrets of the planes of existence. Raised in a
family of scholars and academics, Markos wished to "Greetings, operatives. Vasil Taiistrome, a sage who
make a breakthrough discovery that would propel
works with the Golden Vault, has reported the theft of
himself and his family to new heights.
This quest for understanding became Markos's The Celestial Codex. This book contains rituals that,
obsession. He sequestered himself and his fellow in the wrong hands, co1.1ld be used to summon dan-
researchers in the remote Delphi Mansion. Markos gerous extraplanar entities. The book was stolen by a
used astrology-based magic to attempt to contact nobleman named Markos Delphi, who might be under
other planes, and something finally answered him: the influence of some profane entity. Four adventurers
an entity that called itself Krokulmar. This entity hired to retrieve the book from Delphi Mahsion have
made a pact with Markos, granting insight into the
disappeared without a trace. We have good reason to
multiverse in exchange for influence on the Material
Plane. Markos assumed Krokulmar's intentions believe they're dead. This quest, should you choose to
were benign. undertake it, requires you to travel to Delphi Mansion
Krokulmar hails from the Far Realm. In making and retrieve The Celestial Codex. May you fare better
its pact with Markos, Krokulmar corrupted the man- than the last group. Good luck, operatives."
sion and its residents, then eroded Markos's sense
of self until he became eager to commit evil acts in
Krokulmar's service. Closing the music box causes the golden key
to vanish.
~
ADVENTURE HOOKS A ray of sunlight shines down on a tree stump by the
If you're not using the Golden Vault as the charac- side of road, and the disembodied head of a human
ters' patron, choose one of the following adventure woman appears above the stump.
hooks instead.
"My name is Elra Lionheart," says the head. "My
HIRED BY VASIL companions and I died trying to retrieve The Celestial
Vasil Talistrome, a human sage who lives in a city Codex. Heed my words, lest you too fall prey to the
of your choice, hires the characters to retrieve dangers of Delphi Mansion. Markos is using the book
The Celestial Codex from Delphi Mansion. Vasil to conjure an otherworldly being not meant to exist
doesn't want any harm to befall Markos, whom he in this world. Meanwhile, his purple-robed cultists
still regards as a friend. Vasil is worried about what busy themselves with eldritch experiments. Bewar~
might've prompted Markos to steal the book and
creatures that look like puddles of eyes and mouths.
what he might do with the book's information.
Beware the thing that has hooks for hands. And
The chc}racters aren't the first group to receive
this quest, as Vasil is quick to mention. The last beware the mansion itself, for it transforms weirdly.
group he hired was led by a human warrior named Most of all, stop Markos before it's too late!
Elra Lionheart. Elra and her companions perished "My companions and I had a camp on a bluff due
in Delphi Mansion. (Vasil paid for the casting of a south of the mansion. If you go there first, you'll find a
divination spell that confirmed as much.) backpack containing a map of the mansion and some
VASIL'S REWARD notes we acquired from a dubious source. These
Vasil is prepared to pay 250 gp to each character if might help you plan your approach. Best of luck!"
The Celestial Codex is safely delivered to him.
t, OD 0
00 0
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~ ~
c::::::)
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8,sitttttd
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1--4,,, Wi•ul,w
(3 ,. ()i;..,11e1
Members of the Delphi family are nobles known for d4 Surge Effect
their academic studies of the multiverse. Markos's The air becomes heavy and malleable. The space
ancestors built Delphi Mansion in a forest away in the room becomes difficult terrain. While in the
from civilization so they could study in peace. room, creatures have a flying speed equal to their
walking speed.
ARRIVING AT THE MANSION
2 Doors and windows in the room grow biting
Once the characters are within sight of the mansion, teeth. A creature that passes through a door or
read or paraphrase the following:
window in the room must succeed on a DC 13
Dexterity saving throw or take 5 (2d4) piercing
A three-story mansion stands a lone In a clearing. It damage. A creature can take this damage only
has alabaster walls, windows on all three levels, and once per turn.
a closed double door on the ground floor. The area 3 Illusory magic causes one to perceive objects and
around the mansion seems unnaturally quiet. creatures a short distance from their actual loca-
tions. While in the room, a creature has disadvan-
tage on attack rolls.
DELPHI MANSION FEATURES 4 An animated shadow of the creature that caused
The mansion has the following features: the surge appears in its space while it is in the
room. Until the creature leaves the room, imme-
Ceilings. The ceilings throughout the mansion are
20 feet high. diately after it makes an ability check, an attack
Doors. The mansion's doors and secret doors are roll, or casts a spell on its turn, the shadow makes
unlocked unless the text states otherwise. a melee spell attack (+4 to hit) against a random
Lighting. The mansion is illuminated by continual creature within 5 feet of it, dealing 5 (2d4) ne•
flame spells cast on candles that are mounted to erotic damage on a hit.
the walls.
Windows. Each window is under the effect of an DELPHI MANSION LOCATIONS
arcane lock spell. The password to circumvent the
magical locks is "Krokulmar." Locations in Delphi Mansion are keyed to map 3.2.
I
lar (area D23).
03: DINING ROOM
06: PARLOR
Chairs and candelabras accompany a large dining
table. The heads of several deer are mounted on Small circular pedestals dot the room, each one large
the walls. enough to hold a couple of drinking cups. In the cor-
ners of the room stand four suits of armor. The two
A mimic disguised as a stuffed deer head has at- on the west side of the room are noticeably cleaner
tached itself to a blank wooden plaque mounted on than the others.
a secret door in the south wall. Markos trained the
mimic to guard the secret door, which leads to a hid- The two suits of animated armor on the west side
den room (described below). The mimic attacks if a of the room attack if a character comes within 5 feet
character comes within 5 feet of it. of either of them. They fight until destroyed.
Hidden Room . The wooden plaque behind the
mimic is a lever of sorts. A character who inspects O7A: EMPTY SITTING ROOM
the wall and succeeds on a DC 11 Wisdom (Per- All furnishings and decorations have been
ception) check spots scratches around the plaque removed from this room, leaving nothing but dust
that suggest the plaque can be rotated in either and cobwebs.
direction. Doing so causes the secret door to swing
inward, revealing a dusty room with several shelves. D7B: ROOM WITH A SECRET
Lining the shelves are jars, most of which contain
harmless liquids. Among these are six specimen The walls of this sitting room are decorated with grim
jars, each containing one slaad tadpole.
paintings, but all furnishings have been removed ex-
Hiding in the dark corners of the hidden room
cept a ten-foot-square rug in the middle of the floor
are two crawling claws. If one or more characters
enter the hidden room, the claws start pushing the and a sword mounted on the middle of the north wall.
jars with slaad tadpoles off the shelves and onto the
ground, releasing the tadpoles. On its turn, a crawl- The rug is a rug of smothering, and the sword is a
ing claw can move to a specimen jar and take an flying sword. They both attack if a character comes
action to release the slaad tadpole trapped within. within 5 feet of either.
Treasure. On the shelf along the dining room's Hidden Room. A secret door in the north wall
west wall is a small box with the Delphi family (where the flying sword hangs when it isn't attack-
crest (a purple eye) engraved on the lid. The box is ing) leads to a hidden room. A character who exam-
unlocked. Inside is a bag that contains 150 gp and ines the north wall and succeeds on a DC 10 Intel-
three potions ofhealing. ligence (Investigation) check finds the secret door,
D4: KITCHEN
which pushes inward easily enough.
The hidden room has a pair of cobwebbed chairs
at one end and a dusty table at the opposite end.
This large kitchen is in poor condition. Flies cover Tucked under the table is a small wooden chest
foul-smelling messes of several meals stacked on a with bandies.
worktable in the middle of the room. Treasure. The wooden chest is unlocked and
holds three spell scrolls (arms ofHadar, bane, and
dimension door) and a bag containing six pieces of
The kitchen is in shambles. The half-eaten food on jewelry worth 100 gp each.
the cookery and plates has begun to rot.
Chimney. A fireplace in the middle of the east wall D8A: TOWER GROUND FLOOR
I 1
contains a black iron pot hung on a hook. The chim-
ney is too narrow for Medium or Small characters to
A cold wind descends this tower staircase.
climb, but a Tiny creature could fit.
I
bust weighs 30 pounds, and each framed painting This room contains a bed with an ornately carved
weighs 15 pounds. The ivory dragonchess set is frame, a wardrobe, a writing desk, and a leather chair.
worth 150 gp, A fireplace stands along the east wall.
ing the melted stump of a red candle. A long pull-rope two marble sinks with oval mirrors mounted above
hangs from a wooden trapdoor in the ceiling. them, a fireplace, and a small table against the east
wall that has a colorful collection of bottles atop it.
C O NCLU SION
If the characters obtain The Celestial Codex, they
can return the book to its rightful owner and claim
their reward.
M ARKOS DIES
T1-1E CELESTIAL CODEX
If Markos dies, the characters can return his body
to his family. The Delphi family gives each character
150 gp for bringing Markos home and pays to have
Crystals. As a bonus action, a character can make Markos raised from the dead.
a DC 15 Intelligence (Arcana) to ascertain the pur-
pose of the large crystals sprouting from the floor. MARKOS LIVES
These crystals focus the ritual's extraplanar energy, Defeating the fragment of Krokulmar frees Markos
allowing the fragment ofKrokulmar to remain on from the evil entity's influence, at which point
the Material Plane long enough for it to bond with Markos is eager to make amends for the trouble he
the headless body. A character who succeeds on the has caused. He allows the characters to keep what-
check also knows that destroying all four crystals ever treasure they found in the mansion.
stops the ritual. Each crystal is a Large object with If Markos is reunited with his family, the family
AC 13, 10 hit points, vulnerability to bludgeoning gives 150 gp to each character as a reward.
and thunder damage, and immunity to poison and
psychic damage. D EAD ADVENTURERS
Each time a crystal is destroyed, Markos has dis- If the characters recount the horrors of Delphi
advantage on attack rolls and ability checks until the Mansion to Markos's family, the family makes
end of his next turn as he confronts the possibility arrangements to rid the mansion of any remaining
that he might not be in control of his actions. monsters. The bodies of adventurers who were
Endinli the Threat. If all four crystals are de- killed in the mansion (including Elra and her com-
stroyed, ifKrokulmar or the body it's attached to panions) are brought to a temple, where they are
drops to O hit points, or if Markos drops to O hit raised or resurrected at the Delphi family's expense.
points before the ·ritual is completed, the fragment If the characters are present when Elra's life is re-
. of Krokulmar returns to the Far Realm. Sending stored, she congratulates them on their heroism and
the fragment back to the Far Realm ends the el- looks forward to one day repaying the favor.
dritch surges in Delphi Mansion, frees Markos from
Krokulmar's influence (see "Conclusion" below), FOR THE GOLDEN VAULT
restores Zala Morphus and Esquire to their for-
If the characters are working for the Golden Vault,
mer human selves, and causes the cultists in area
the organization's representative approaches them
D24 to flee.
after their harrowing experience at Delphi Mansion.
Treas ure. The book resting on the crate is The
For returning The Celestial Codex to its rightful
Celestial Codex. A mage hand spell can easily lift
owner, the characters are promised an uncommon
the book. An invisible character can sneak across
magic item of their choice (subject to your approval)
the room and try to steal the book without Markos
as payment. The item is delivered to the characters
the next day.
-..::a.-..ll.OS DELPHI
- - im oid (Human, Worlock), Chootic Neutral
FRAGMENT OF KROKULMAR
Tiny Aberralion, Chaotic Evil
•ib:::::ad. Markos makes two Ceremonial Blade attacks, two
.:. ·o attacks, or one of each. Armor Class 13
Hit Points 10 (3d4 + 3)
__,1:m;,r .oJ Blade. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Speed Oft.
e~ H ;I S (ld6 + 2) piercing damage plus 3 (ld6) poi-
= ge. If the target is a creature, it must succeed on a DC STR DEX CON INT WIS CHA
t::ut,on saving throw or become poisoned for 1 minute. 4 (- 3) 16 (+3) 12 (+1) 16 (+3) 16 (+3) 16 (+3)
:.ire can repeat the saving throw at the end of each of
ending the effect on itself on a success. Skills Arcana +7, History +7, Persuasion +7, Stealth +7
Otfl. Ranged Spell Attack: +S to hit, range 60 ft., one Damage Immunities psychic
.._, 1: 10 (2d6 + 3) psychic damage. Senses darkvision 60 ft., passive Perception 13
Languages Deep Speech, telepathy 60 ft.
1'11!10:::."g. Markos casts one of the following spells, requiring Challenge O (10 XP) Proficiency Bonus +2
a components and using Charisma as the spellcast-
spell save DC 13):
ACTIONS
ad,· arms of Hadar, charm person, mage armor
Psionic Revitalization. The fragment touches one creature that
has O hit points in the fragment's space. The target regains 10
hit points, and each creature within 10 feet of the healed crea-
S.,.u. Markos targets one Medium or Small creature he
ture takes 3 (1 d6) psychic damage.
thin 30 feet of himself. The target must succeed on
Constitution saving throw or it teleports, along with Squirming Dodge. Until the start of the fragment's next turn,
t>ment it is wearing or carrying, exchanging positions any attack roll made against the fragment has d isadvantage,
and the fragment makes saving throws with advantage.
DVENTURE FOR 4TH-LEVEL CHARACTERS
PRISONER 13
N THE WORLD OF TORIL, IN THE FROZEN Korda, now known as Prisoner 13, prepared for
reaches north of the Sword Coast, lies her imprisonment by laying the groundwork for a
an impenetrable fortress built to house new spy and criminal network, which cost her much
the region's most dangerous criminals. of her stolen fortune. She now runs her operations
of chis prison's earliest inmates, a dwarf known from the prison. Using her magical tattoos, she tele-
Prisoner 13, spends her days in seeming quiet pathically coordinates agents throughout Faerfin
solitude while secretly pulling the strings of a and beyond, none of whom know the identity of their
_ network that spans much of the continent. She employer. As for what remains of the stolen Axe-
lhe key to a treasure she stole from a dwarf breaker wealth, it rests in an unmarked vault in the
In this heist, the characters must infiltrate the depths of Gauntlgrym, sealed by a magical lock that
. retrieve the key from Prisoner 13 (found in only the runic sequence tattooed on Korda's right
ta11DO on her hand), and return the key to Varrin hand can open.
!\R:breaker, the dwarf who hired them.
ADVENTURE HOOKS
A DVENTURE BACKGROUND After years of financial hardship due to their stolen
scner 13 is a dwarf named Korda Glintstone. fortune, the mountain dwarves of Clan Axebreaker
co her incarceration years ago, Korda was have located the lost treasure but have been unable
ally and agent of Clan Axebreaker, a moder- to access it. A representative of the clan, Varrin
influential dwarf clan in a stronghold called Axebreaker, wishes to hire the characters to learn
G:mnt.lgrym. Korda built a network of informants how to access the treasure. If you're not using the
agents, ostensibly all to the benefit of Clan Golden Vault as a patron (see "Using the Golden
IUl:breaker. With each success, she paid tattooists Vault" below), here are some possible ways Varrin
mscribe a memorial of her triumph onto her skin. learned about the characters:
Csng a ncient rituals, Korda infused many of these
By Reputation. Varrin learned of the characters in
· uJ e tchings with the magic of Gauntlgrym's
the aftermath of a previous adventure, especially
~ granting her wondrous gifts.
one that involved retrieving a person or treasure
J)C()a grew too ambitious for her role as an
from a dangerous location.
.:.2n1. so she devised a plan to take power for her-
Mutual Acquaintance. One of the characters'
. Over five years she took careful stock of Clan
patrons is an old acquaintance ofVarrin's and ar-
breaker's wealth and, in one fell swoop, used
ranged the meeting. If the characters are involved
'letwork of lieutenants to steal away most of the
s gold, leaving only a pittance. with the Golden Vault, use this option.
Trial Run. Varrin was responsible for a previous
The Axebreaker dwarves discovered her almost
adventure the characters completed success-
:nediately. They rounded up her agents, who ei-
fully. It was a test to see if they were worthy of
fought to the death or were executed. They cap-
this mission.
i::..-m Korda and interrogated her, but she never re-
wcaled the location of the stolen fortune, even under
rical compulsion. The Axebreaker dwarves used USING THE GOLDEN VAULT
,. influence to have her sentenced to life in prison If you're using the Golden Vault as a patron, a
Revel's End. There, Clan Axebreaker was hope- golden key is delivered to the characters in whatever
Korda would eventually break and reveal the manner you deem fit. When the characters use this
i:xation of the stolen wealth. This played right into key to open their music box, the lid pops open and a
a's hands, since she had made copious enemies s oothing voice s ays the following:
can't move against her while she's incarcerated.
PRISONER 13
"Greetings, operatives. We have discovered the loca- Varrin retrieves a faceted sapphire the size of a small
tion of a great dwarven treasure, but only a prisoner orange and places it on the table. He waves his hand
incarcerated within the prison Revel's End knows how over the gem, and a glowing blue image of a building
to access the vault. This quest, should you choose to Aoor plan appears in the air above it. He taps the
undertake it, requires you travel to the prison, infil- gem, and the image vanishes. The sapphire splits into
trate it, and learn how to access the treasure from the sections, and he passes one fragment to each of you.
prisoner. Return this information to the dwarf known The fragment grows warm in your hand, melts, then
as Varrin Axebreaker, who will brief you on the details vanishes, leaving a warm, tingling sensation behind.
of the mission. Good luck, operatives." "Think about the map of Revel's End, and you'll be
able to see it."
Closing the music box causes the golden key
to vanish. The gem's magic lasts until five days after the char-
acters reach Revel's End.
VARRIN'S PROPOSITION
Varrin Axebreaker (lawful good, dwarf noble) con- THE BREAKER'S MAP
tacts the characters to enlist their aid in retrieving Each character can now cause a magical image of
the key. Varrin's braided hair and beard are black map 4.1 to appear in the air before them while they
with streaks of gray. He wears a loose, comfortable aren't incapacitated (no action required). A break-
robe over a steel breastplate. Whether Varrin ap- er's map isn't visible to others while a character is
proaches the characters or invites them to a meet- viewing it. Varrin explains each of the features the
ing, read the following text: characters can see on their maps:
Cells. The cells, highlighted in red, are blanketed
"Thank you for hearing me out. My name is Varrin in permanent antimagic. Prisoner 13's cell is
Axebreaker, and I have a proposition for you. My clan
has located wealth stolen from us many years ago, but
it's sealed in a vault that's magically locked. If you can
clearly marked.
Doors and Hatches. The doors and hatches are
sealed with arcane lock spells that only prison
staff can bypass. However, while the characters
(
recover the key-whatever it is-you'll gain the undy-
are within 100 feet of Revel's End, the map allows
ing gratitude of Clan Axebreaker. And I'll cut you in for
them to use a n action to touch the image of a door
a percentage of the recovered treasure, of course. or hatch and suppress the lock on that portal.
"The catch here is the person who knows how to While a lock is suppressed, its image turns green.
open the vault is rotting away in the prison of Revel's The lock remains suppressed for 1 minute or until
End. She's proved uncooperative with my people in another lock is suppressed.
the past, but I recently discovered the vault where she Patrol Route. The yellow path marked on the map
is the regular patrol route guards take. The usual
hid what she stole from us. I need you to question her
patrol rotation is once every 20 minutes, but if the
and learn how to open the vault. How you do that is guards are suspicious, patrols will likely become
up to you; if you need to spring her from the prison in more frequent.
exchange for this information, please do so. I can pro-
vide you with a way in, as well as the layout ofRevel's THE DEVIL IN THE DETAILS
End and a few useful tricks." In the likely event that the characters want more in-
formation, Varrin answers their questions succinctly
and honestly. He has spent the last of his personal
Give the players a copy of map 4.1 (see "The Break- fortune gathering information on the prison and
er's Map" below), and read the following text: making the arrangements for a team to confront
Korda. These are the details he can provide:
Entering the Prison. The prison staff rotate out
periodically. Varrin knows the schedule of the
next rotation, and his agents are standing by to
capture a number of guards and cooks so the
characters can take their place (see "Approaching
the Prison").
PRISON.ER 13
HAP 4.1: PLAYERS' HAP
'""i'
such as emptying latrine buckets and cleaning up
after meals, and they exercise in the courtyard
daily. When prisoners are injured or fall ill, they
are taken to the prison hospital.
Revel's End Details. Varrin can give a general
overview of Revel's End, the security features on
doors and hatches, and the prison's high-alert pro-
cedure (see below). Varrin also knows the armory
has a dangerous guardian, but he doesn't know
the details.
Treasure. The treasure is locked in a vault deep
beneath the dwarf stronghold of Gauntlgrym.
Varrin promises the characters 2 percent of what-
ever treasure they recover if they make it possible
f o ~ to open the vault. If the characters press
for more~i:,in is irritated, but he agrees to 3
percent if the characters succeed on a DC 20 Cha-
risma (Persuasion) check. Varrin notes that the
warden likely has some funds hidden in her office
or quarters, if the characters are inclined to seek
these out.
Escape Route. Varrin will h ave a small ship within
sight of the prison but at a safe distance. When the
characters are ready to leave the prison with their
target, they can shine a light from the dock after
dark, a nd the ship will pick them up.
PRISONER IJ When the characters are ready to depart from their
meeting with Varrin, he provides them e~~h with
the choice to pose as a guard or a c~ok. Guards
Prisoner 13. Prisoner 13 was a trusted agent of must wear splint armor, and kitchen staff must wear
Clan Axebreaker until she betrayed the clan and simple uniforms. Cooks can hide light armor under
stole its fortune. If pressed, Varrin reluctantly tells their uniforms. Small characters also have the op-
the characters her name (Korda Glintstone), but tion to stow away inside a crate of supplies.
he stresses that they shouldn't reveal they know it.
No one in the prison except perhaps the warden TREK TO THE PRISON
knows Prisoner 13 by her real name, so using it Varrin has sent word to his agents, and Bethra (cha-
would only raise suspicion. Her cell is marked otic good, dwarf spy) meets the characters when
on the map. they arrive in Luskan. She provides the uniforms
Key. Prisoner 13 must have the vault key or know for their chosen cover and directs them to report to
where it is, but every magical method Clan a ship called thejolly Pelican the following dawn.
Axebreaker has tried to locate the key has failed. The ship regularly delivers a fresh rotation of prison
Varrin presumes Prisoner 13 would give up staff to Revel's End and returns the relieved shift to
the key only in exchange for freedom, but if the the Sword Coast. The journey to Revel's End by sea
characters can find the key or convince her to is 350 miles, which a sailing ship can cover in three
give it up any other way, he'll be just as pleased. days under normal conditions.
Clan Axebreaker tried to arrange her release, Twenty-five guards and six cooks are bound for
but the Absolution Council at Revel's End denied the prison, including any characters taking their
the request. places. If the characters express concern over the
Meeting Prisoner 13. Visitors can request meet- fate of staff they're replacing, Bethra assures them
ings with prisoners, but those meetings are that none of the people were killed, and they'll be
always supervised by the warden (to learn about released safely when the job is over.
the warden, see "R21: Warden's Quarters"). lfthe The players can make up whatever names they
characters want to talk to Prisoner 13, their best like for their cover. Those are the names of the
bet is to try when she's not in her cell, hopefully guards or cooks they've replaced.
out of sight of the guards. Prisoners do chores
PRISONER 13
Heating. Interior spaces are magically heated.
REVELS END The temperature in these areas is a constant 68
~rs End is a panopticon, a prison configured in degrees Fahrenheit (20 degrees Celsius). The
1) a way that the activities of the prisoners can be exterior of the prison. including the guard towers,
d:>sely monitored from a central location. Situated is 0 degrees Fahrenheit (-18 degrees Celsius) or
me frigid, misty coast of the Sea of Moving Ice, colder. Creatures outside the prison are exposed
prison is a single-story structure topped with to extreme cold (see below).
ements. Rising from the core of the panopticon Lighting. Unless a location states otherwise, the
a tower that holds the prison's administrative courtyard, corridors, rooms, and staircases are
es and guard barracks. Both the prison and brightly lit with continual flame spells cast on wall
tower are carved from a tall, blade-shaped rock sconces. (The unlit cells in area Rl 7 are excep-
that rises high above the sea cliffs. This rock, called tions.) In some locations, the magical lights can be
Windbreak, shields the tower against the brutal dimmed or suppressed, as noted in the text.
sinds that sweep down from the Reghed Glacier. Prison Guards. The prison has a garrison of 75
One can approach Revel's End by land, sea, or guards (use the ve teran stat block) who work
arr_ .\ pier allows prisoners to be taken from ships eight-hour shifts. Two-thirds of the garrison is off
an elevator to the prison, and a mooring dock at duty and resting in area R19 at any given time.
top of the tower allows prisoners to be delivered While on duty, each guard wears a tunic that
airship. bears the Lords' Alliance emblem: a gold crown
Revel's End is controlled by the Lords' Alliance, on a red field.
a o se confederation of settlements whose current Pris oners. AJI prisoners in Revel's End are iden-
members include the cities of Baldur's Gate, Mira- tified by a number. This simple protocol keeps
r. :'-leverwinter, Silverymoon, Waterdeep, and Yar- prisoners on an equal footing. P rison personnel
c.r, the towns of Amphail, Daggerford, and Long- commit these numbers to memory, and the re-
Slddle; and the dwarven stronghold of Mithral Hall. cords of all prisoners-past and present- are
To be imprisoned in Revel's End, one must have stored in area R22. Each inmate wears a uniform
m.mmitted a serious crime against one or more of that consists of a hoodless robe without pockets,
member cities and been sentenced to a lengthy leather slippers without laces, and cloth under-
period of incarceration (typically a year or more). garments. While outside their cells, prisoners
Each member of the Lords' Alliance assigns one wear manacles on their wrists and ankles. While
representative to Revel's End, and together the manacled, a prisoner's walking speed can't ex-
ttpresentatives form a parole committee called the ceed 10 feet.
Absolution Council. Rarely are all ten council mem-
rs present, since Revel's End offers little in the APPROACHING THE PRISON
ay of comfort and amenities. If the council needs a When the characters approach the prison, read the
_breaking vote to determine whether to commute following text:
2 prisoner's sentence, the prison warden- a neutral
arbiter with no ties to any Lords' Alliance member-
casts the deciding vote. Perched on a h igh cliff overlooking the Sea of Moving
PRISON FEATURES
\ Ice is a bleak stone fortress carved from a gigantic,
blade-shaped rock. A central tower looms above the
he prison, hewn from stone, has 20-foot~~igh outer rest of the fortress, and light leaks from its arrow s lits.
alls and flat, 20-foot-high ceilings throug~out. Four smaller towers rise from the outermost corners
Wditional information about the prison is summa- of the fortress, and guards can be seen atop them.
rized below:
\
Doors and Hatches. Each door and rooftop hftch
Characters might approach the prison via thejolly
is made of reinforced iron held shut by an arcane
Pelican, or they might choose to approach on their
Jock spell. P rison personnel can open these doors
own (see "Getting Inside" below).
and hatches normally. A locked door or hatch is
Characters approaching from the north can also
too strong to be shouldered or kicked open, but
see the prison's northern entrance at the top of a
1t can be destroyed if it takes enough damage. A
160-foot-high cliff with a pier protruding from its
door or hatch has AC 19, a damage thres hold of
base. A giant wooden crane stands nearby, and a
10. 30 hit points, and immunity to poison and psy-
wooden scaffold clings to the cliff face.
chic damage.
Characters approaching from the south can
see the prison's south entrance and the trail that
leads up to it.
PRISONER 13
EXTREME COLD After relinquishing their weapons and securing
The temperature outside is at or below O degrees their animals, the characters are escorted by one of
Fahrenheit (-18 degrees Celsius) while the charac- the guards to the meeting room (area R12), where
ters are at the prison. A creature exposed to the cold they must wait one hour for the warden to greet
must succeed on a DC 10 Constitution saving throw them. During this time, the characters are unat-
at the end of each hour or gain 1 level of exhaustion. tended and can attempt to sneak into the prison at
Creatures with resistance or immunity to cold dam- large. Doing so without alerting the guards requires
age automatically succeed on the saving throw, as a successful DC 13 Dexterity (Stealth) check. Re-
do creatures wearing cold-weather gear (thick coats, covering the characters' weapons from the lockbox
gloves, and the like) and creatures naturally adapted requires a successful DC 16 Dexterity check with
to cold climates. thieves' tools. If the characters are caught attempt-
ing either of these tasks, the guards return them
GUARDS ON WATCH to the meeting room and wait with them for the
The prison has four guard towers (see area R9), and warden, who throws them out unless \hey provide a
three guards in cold-weather clothing are stationed satisfactory reason for their visit and subterfuge.
atop each one. If you need to make Wisdom (Percep- The warden only accepts the characters' presence
tion) checks for the guards to determine if they no- if they are seeking shelter. In that case, ~he grants
tice something, make only one roll with advantage. them temporary accommodations (in are\i R7) for
If the guards on a tower see or hear something up to two days and two nights, and the chiiracters
out of the ordinary-such as an approaching ship, a receive three meals a day during their stay. If the
group of visitors, or a monster flying overhead- one characters fail to provide a satisfactory reas6~ for
guard descends into the tower to alert the rest of the their visit, the warden has their weapons and ani-
prison while the others stay at their posts. mals returned to them before throwing them out.
GETTING INSIDE SUSPICION
If the characters use the cover Varrin provided,
their ship arrives at Revel's End just before dawn, Activities outside the daily routine of the prison
three days after leaving Luskan. The characters draw attention from the guards and what few other
staff members there are. Suspicion is measured in
are directed off the ship, ride the elevator to the cliff
top, and are admitted through the front doors. Char- levels from 1 to 6. When the characters arrive at the
prison, the suspicion level is l.
acters posing as guards are taken to the barracks
S uspicion can increase when prison staff mem-
(area R19), where they meet with head guard Yula
Dargeria, a no-nonsense stickler for the prison's bers witness or find evidence of behavior outside the
norm. Circumstances that increase the suspicion
rules. Characters posing as cooks are delivered to
level include the following:
the kitchen (area R8), where they report to Chef
Tiny Toulaine, a hulking,jovial man who carries an • Using a prisoner's real name while in the guise of
enormous saucepan instead of a heavy crossbow. prison staff
Small characters who stowed away in supply crates • Getting caught by a patrol (see Patrol Routes)
are taken to e ither the storeroom (area R13), the • Casting a spell that has perceptible components
kitchen's cold storage room (the middle room off or effects in sight of a guard
area R8), or the pantry (the northernmost room off • Conversing with a prisoner about anything other
area R8). If more than one Small character stows than prison business (such as giving them instruc-
away, pick one location where they're all delivered. tions for tasks)
Characters who bang on the prison's north or
For suspicion to increase, prison staff members
south door are admitted into a 30-foot-long corridor,
must witness the characters performing unusual
where they are greeted by the three guards from a
activity, and any witnesses must report their obser-
nearby guard room (area R3). These guards insist
vations. If the characters can convince the witness
on confiscating the characters' weapons and storing
what they saw was justified, the suspicion level
them in a nearby lockbox. In addition, one guard
doesn't increase.
searches each character for concealed weapons. A
character can conceal a dagger or similarly sized DISTRACTIONS
weapon from a guard's notice with a successful DC A character can create a distraction, giving themself
13 Dexterity (Sleight of Hand) check. or an ally time to undertake a suspicious activity
If the characters have sled dogs or pack animals, without being witnessed. If the distracting char-
a guard grants the party access to the stables (area acter succeeds on a Charisma (Deception) check
RS), where the animals can be kept safe. Animals against a DC set by the current suspicion level (see
aren't allowed in the prison otherwise.
PRISONER 13
the Suspicion table), the suspicious activity goes PATROL ROUTES
unnoticed. Use your discretion to decide if any given
Guards regularly patrol in pairs from the guard
activity is subtle enough to be covered by a distrac-
rooms (area R3, alternating which room for each
tion. For example, a glib conversation can't cover up
patrol) around the hexagon (area R15), with short
an explosion.
checks into the courtyard (area R11) and the ar-
EFFECTS OF SUSPICION mory (area RlO). The route is marked in yellow on
As the suspicion level increases, patrols become the players' map of Revel's End. It normally takes
more frequent, and the prison staff become increas- 4 minutes for a patrol to make its round and return
ingly vigilant. At suspicion level 6, the warden puts to its post.
the prison on high alert. When one or more characters enter an area
marked on the patrol route, roll a die. The size of
SUSPICION the die rolled is determined by the current suspicion
Level Patrol Die DC Level Patrol Die DC level of the prison, as indicated on the Suspicion
table. On a 1, the characters encounter a patrol.
l d20 10 4 d8 16
Ask the players how their characters react, and give
2 d12 12 5 d6 18 them 1 round of actions. The characters can try to
3 dl0 14 6 d4 20 slip away if there is a nearby exit or corner to duck
around by making a group Dexterity (Stealth) check
Level. The current suspicion level is reduced by 1
or try to blend in by making a group Charisma
(to a minimum of 1) every 8 hours if the prison staff
(Deception) check. Each check is made against a
detects no suspicious activity during that time.
DC set by the current suspicion level. On a failure,
Patrol Die. Roll a die based on the current
the patrol notices the characters, who must account
suspicion level when characters enter the patrol
for their presence.
route to see if they encounter a guard patrol (see
If the characters try to talk their way past a pa-
"Patrol Routes").
trol, have one of the characters make a Charisma
DC. The DC of Charisma checks made against
check using Deception, Intimidation, or Persuasion,
prison staff and of ability checks made to avoid
depending on their story, against a DC set by the
patrols is set by the current suspicion level.
suspicion level. If other characters support the story,
HIGH ALERT the check is made with advantage. On a success, the
patrol lets them go. On a failure, the patrol escorts
When a matter of concern is brought to her atten- the characters to a guard room (area R3), where the
tion, the warden (see area R21) decides whether to guard interrogates the characters about the charac-
place the prison on high alert. Circumstances that ters' presence in a prohibited area. If the characters
warrant taking such action include a prisoner revolt, have a cover story for being in the prison, the guards
an escape, the approach of an unfamiliar ship, a escort them to where they should be: the kitchen
dragon sighting, an attack, discovering a dead body, staff's quarters (the largest side room off area R8)
or suspicious activity (see "Suspicion" above). or the barracks (area Rl 9) in t he case of off-duty
By speaking the command word, "maristo," the guards. The suspicion level then increases by l.
warden-and only the warden-can place the prison Once the characters encounter a patrol, don't
on high alert (or speak it again to end the high alert), check for another patrol when the characters enter
with the following effects: the route until 20 minutes have passed.
1
High-Alert Signals. For 1 minute, a warning horn
blares throughout the prison, and all light created REVEL'S END LOCATIONS
by continual flame spells in the prison takes on a The following locations are keyed to Revel's End, as
reddish hue. shown on map 4.2.
Prison Deployment. The guards in area R19 don
their armor, arm themselves, and move to area Rl: DOCK
R18. The warden does the same and commands Ships dock here to offload prisoners and supplies.
the garrison from there. Members of the Absolu- R2: ELEVATOR
tion Council retreat to area R20.
A sturdy wooden scaffold clings to the 160-foot-high
See Invisibility. The warden and all prison guards
cliff separating the prison from the dock. Looming
gain the benefit of a see invisibility spell.
above the scaffolding is a wooden crane that is con-
trolled from area R3. The crane raises and lowers
P.RISONeR 13
an elevator car that has a retractable wooden gate R6: MESS HALL
on the side opposite the crane. The elevator car is Prison personnel dine here. Tables and benches fill
a hollow wooden cube measuring 10 feet on each the room, and dishes and dulled cutlery are stored
side. It takes 1 minute for the car to travel all the in cabinets a long the south wall. The mess hall
way up or down the scaffold. serves breakfast, lunch, and dinner. The characters
can meet here without arousing any suspicion.
R3: GUARD ROOMS
R7: COUNCILORS' QUARTERS
This room contains a table with four chairs, and a cab-1 These ten rooms are furnished identically. Each
I inet holding whetstones and other simple supplies for contains a bed, a desk with matching chair, a claw-
footed chest, and wall hooks for hanging clothes.
repairing armor and weapons.
The continual flame spell that illuminates each
room can be suppressed or returned to its normal
Three guards (veterans) are stationed in each of light level by uttering the command word, "lights."
these two rooms. The guards pass the time by play- These rooms are set aside for the ten members
ing cards, sharpening their weapons, and complain- of the Absolution Council, though only three rooms
ing about the weather. are currently in use. The other seven members of I
Embedded in the north wall of the northern guard the council are absent, so the warden lets visitors /
room is an iron lever that raises and lowers the ele- use the spare rooms.
vator in area R2. During a patrol, two of the guards Council Members. These three members of the
leave the room to make their rounds for 4 minutes. Absolution Council are at Revel's End: / '
Councilor Voss Anderton. Voss represents th~
I
R4: HOSPITAL
city of Neverwinter. He is a lawful neutral, hu 1an
noncombatant who has a precise, lawyerly way 1
PRISONER 13
HAP 4.2: OH'S HAP
1 Square•SF~
PRISONER 13 6
3
.,....\l. \. '.
I'....,. :Sf . ' '
R9: GUARD TOWERS Rl4: PRIVY
Each of these four triangular towers is two stories This room contains a dozen wooden waste buckets.
tall. A tower's interior chamber is empty except for Once per day, usually in the morning, manacled
a wooden ladder that climbs to an iron hatch held prisoners carry the buckets outside the prison and
shut by an arcane Jock spell (see the "Prison Fea- dispose of the waste while watched by guards.
tures" section for more details). This hatch leads to
the tower's flat rooftop, which is lined with battle- Rl5: HEXAGON
ments. Three Lords' Alliance guards (veterans) in This corridor allows guards and visitors to access
cold-weather clothing are stationed on the roof of the outermost rooms of the prison while avoiding
each tower. the panopticon (area Rl6) and its prison cells (area
Rl7). The guards refer to this corridor as "the hexa-
RlO: ARMORY gon" because of its shape.
Rl6: PANOPTICON
This room contains wooden racks and chests filled
with weaponry. Floating in the middle of the room is
This hexagonal chamber is a large open space at the
a spherical creature with a large central eye and four
center of the prison. Cells line the chamber walls,
writhing eyestalks.
and a smaller hexagonal room occupies the center of
the space.
The inventory is nonmagical and includes twenty
halberds, fifteen longswords, fifteen shortswords,
ten pikes, ten heavy crossbows, five light crossbows, The continual flame spells that light this area can be
and hundreds of crossbow bolts. dimmed from the surveillance hub (area R18). The
The armory is guarded by a spectator that treats hall is dimly lit at night.
the weapons as treasure. It knows every member of Rl7: CELLS
the prison staff on sight. It won't leave the room and
attacks anyone it doesn't recognize.
Hatch. A wooden ladder leads to an iron hatch Each cell is enclosed by formidable steel bars. Bolted
in the ceiling. An arcane lock spell seals the hatch to the back wall are iron bunk beds, each with a thin
(see the "Prison Features" section for more details), mattress. A waste bucket sits near the beds.
which opens onto the roof.
Rll: COURTYARD The prisoners are kept in thes~ unlit cells (effec-
This courtyard is paved with flagstones, which are tively illuminated by the lights in R16) behind
covered with drifting snow. barred gates that can be opened only from area
When the weather allows, prisoners are brought R18. The gates are too secure to be forced open
here-individually or in small groups- for fresh air using brute strength or weapons, and magical at-
and exercise. They are watched closely by guards tempts to open or bypass them are thwarted by per-
on the ground as well as the guards on the corner manent anti magic fields. Each field encompasses
tower. Characters can speak quietly with a prisoner one cell and its gate. Spells and other magical ef-
without being noticed from the tower. fects, except those created by an artifact or a deity,
are suppressed in an antimagic field and can't pro-
Rl2: MEETING ROOM trude into it. While an effect is suppressed, it doesn't
This room bolds a large, rectangular table with function, but the time it spends suppressed counts
a single chair on one long side and three similar against its duration.
chairs on the opposite side. The room is used for Bolted to the back wall of each cell is an iron bunk
meetings with prisoners or the warden. bed with thin mattresses and a waste bucket nearby.
Hatch. A wooden ladder leads to an iron hatch in Prisoners take their meals in their cells.
the ceiling that opens onto the roof. An arcane Jock Prisoners. Each of the twenty-four cells can hold
spell seals the hatch (see the "Prison Features" sec- one or two prisoners. Roll 4d10 to determine the
tion for more details). number of prisoners currently incarcerated at Rev-
el's End, give each one an identification number, and
Rl3: STOREROOM
distribute them in the cells as you see fit. Numbers
Supplies are stored here in crates and other contain-
are assigned in the order in which the prisoners
ers. At present, the prison has stockpiled enough
arrive and are never reused. The longest-serving
necessities to continue operations for six months.
prisoner currently incarcerated at Revel's End is
Prisoner 6, and the newest one is Prisoner 299.
PRISONER 13
Prisoner 13 (see the "Roleplaying Prisoner 13" sec- d6 Prisoner
tion later in this adventure for more details) has no
5 lshar (chaotic evil elf), convicted of conspiracy to
cellmate. Her cell is marked on map 4.1.
To add detail to other inmates, roll on the Prison- murder members of a noble family, has served
ers table or choose entries you like. If a prisoner's l d20 years of a life sentence.
game statistics become necessary, choose an ap- 6 Grix (neutral goblin), convicted of espionage, has
propriate stat block from the Monster Manual, and served ld6 years of a 10-year sentence.
remove armor, weapons, and other gear.
Rl8: SURVEILLANCE HUB
PRISONERS
d6 Prisoner
This hexagonal room is the base of the prison's cen-
Gallia Strand (neutral evil human), convicted of
tral tower. A spiral staircase rises to the tower's upper
smugglihg contraband luxuries, has served ld6
levels. Several guards watch through the arrow slits,
years of a 10-year sentence.
observing the cells, while one sits at a metal desk
2 Bario Rageblade (chaotic good human), a famous
and console with a myriad of switches and dials and a
adventurer convicted of reckless endangerment,
has served ld4 years of a 5-year sentence. brass tube with a funnel-like flare.
3 Quill ion Sardo (lawful neutral halfling), convicted
of using magic to influence others, has served The stairs lead to areas Rl 9 through R23. Seven
1d4 years of a 5-year sentence. guards (veterans) are stationed in this s urveillance
4 Pirouette (chaotic evil tiefling), a thieves' guild hub. One sits at a console south of the staircase.
The other guards watch the prisoners through
leader convicted of multiple crimes, has served
4-foot-tall, 1-foot-wide arrow slits in the walls.
l d20 years of a life sentence.
Hanging on the walls between the arrow slits are A long, slightly curved table with eleven chairs
fifty sets of iron manacles guards use to bind prison- takes up much of the room. The middle chair has no
ers' wrists and ankles. special adornments, while the others have banners
Console. The console is a magical device that hanging over their high backs, each one embla-
resembles a desk with a slanted top and is bolted zoned with the crest of a Lords' Alliance member.
to the floor. It is a Large object with AC 15, 18 hit Banners hanging on the walls display the alliance's
points, and immunity to poison and psychic damage. emblem: a golden crown on a red field.
The console has the following magical properties, Absolution Council Meetings. Members of the
which are disabled if it is reduced to O hit points: Absolution Council gather here to weigh the merits
Gate Control. Twenty-four switches on the con- of releasing prisoners whom one or more council
sole open and close the gates to the prison cells. members have recommended for parole. No pris-
A master switch opens or closes all the gates at oner can receive such consideration more than once
once. Flipping one or more switches on the con- a year. Prisoners up for parole are brought to this
sole requires an action. room in manacles and given a chance to sway the
Light Control. A brass dial on the console controls council members before votes are cast. The warden
the light level in area Rl6. Turning the dial re- (see area R21), who always attends such meetings,
quires an action or a bonus action. sits in the middle chair and casts the tiebreaking
Loudspeaker. As an action, a creature can use this vote, if necessary.
device, which resembles the bell of a trumpet, to R21: WARDEN'S QUARTERS
broadcast its voice throughout the prison. The arcane lock on this door can be opened only
Rl9: BARRACKS by the warden. Beyond the door is a comfortable
bedchamber lit by a continual flame spell that can
be dimmed or brightened by uttering the command
A door in the spiral staircase leads into a large room word, "vaudra."
filled with wooden bunk beds. There are arrow slits Prison Warden. The calm and unflappable war-
in the north, west, and south walls. Footlockers and den of Revel's End is Marta Marthannis, a lawful
armor racks accompany each bed. The spiral stairs good, human mage who speaks Common, Draconic,
Dwarvish, and Ore. She wears a red robe with gold
continue up past the door.
trim and keeps a ring with seven tiny keys hanging
from it in one pocket. One key unlocks the warden's
Characters who climb the spiral staircase come chest (see "Treasure" below); the others unlock the
to a door 100 feet above the prison roof. The stair- desk drawer and the cabinets in the warden's office
case continues beyond this door to the tower's (area R22).
higher levels. Warden Marthannis is secretly a member of the
The door opens into a room filled with wooden Harpers, a faction that works behind the scenes to
bunk beds. Areas to the north, west, and south can keep power out of the hands of evildoers. In her cur-
be viewed through 4-foot-tall, I-foot-wide arrow slits. rent position, she works to keep some of the Sword
The continual flame spells that light the room can Coast's worst malefactors behind bars. So far, the
be dimmed or brightened by uttering the command warden has managed to conceal her Harper affilia-
word, "lights." tion from everyone else in the prison.
When the prison isn't on high alert, fifty guards Marthannis's Possession. Unlike her member-
(veterans without armor or weapons) sleep in the ship in the Harpers, Marthannis hasn't concealed
bunks. The guards keep their armor and weapons the fact that she is periodically possessed. Lodged
within easy reach. They keep other belongings in inside her is the spirit of a deceased adventuring
unlocked footlockers tucked under their bunk beds. companion: a lawful good, shield dwarf fighter
The guards need 10 minutes to don their armor. If named Vlax Brawnanvil. The spirit ofVlax takes
the prison is put on high alert, the guards take the control of Warden Marthannis once or twice a day,
time to put on their armor before making their way each time for an hour or two-though never while
down to area Rl8. she's performing important duties, such as supervis-
ing prisoner meetings with visitors.
R20: HALL OF ABSOLUTION While under Vlax's control, the warden can't cast
The floor of this room is 120 feet above the prison her prepared spells or use the command word for
roof. A spiral staircase connects the room to the high alert (see the "High Alert'' section), speaks only
other levels of the tower (area R18 is 140 feet down, Dwarvish, and occasionally indulges Vlax's vice for
area R19 is 20 feet down, and area R23 is 20 feet ale and spirits.
up}. Narrow windows line the outer walls.
PRISONER 13
Warden Marthannis knows that to rid herself of limited cover, but much of the rooftop is exposed to
Vlax's spirit, she must visit the Brawnanvil crypts in the elements.
Gauntlgrym, a dwarven fortress under Mount Hote- A wooden drawbridge can be lowered on one side
now (near Neverwinter), where the spirits of Vlax's to create an airship dock. An action is required to
kin can persuade Vlax to join them in the afterlife. raise or lower the drawbridge.
The warden refuses to make the journey, however, No guards are stationed here. If the guards in the
because she can't bear to lose all contact with Vlax. prison watchtowers (area R9) see an airship or an
The warden has made her state known to the prison airborne threat approaching Revel's End, they alert
guards and Absolution Council members, and they the rest of the prison. The warden then dons cold-
have grown accustomed to her personality changes weather clothing and heads to the roof to greet the
and bouts of revelry. The possession hasn't affected airship crew or deal with the airborne threat herself.
the warden's ability to carry out her duties, and so
far, no one has questioned her fitness for her job. ROLEPLAYING PRISONER 13
Treasure. Among the chamber's furnishings is a The first time the characters encounter Prisoner 13,
locked wooden chest, for which the warden carries read the following:
the only key. A character using thieves' tools can use
an action to try to pick the lock, doing so with a suc-
This tightly muscled dwarven woman keeps her red
cessful DC 20 Dexterity check.
The chest holds a set of calligrapher's supplies, a hair cut short. Her bronze skin is covered in tattoos
sack containing 750 gp (money that's used mainly to that stretch from her collarbone to her ankles. She
pay ship captains who drop off prisoners and cargo), surveys you with unimpressed eyes.
and a silver cloak pin (25 gp) bearing the symbol of
the Harpers: a tiny harp nestled between the horns
of a crescent moon. Prisoner 13 is a cunning schemer, ruthless and
Any character who searches the chest for secret patient. She listens and watches, absorbing every
compartments finds one in the lid. It holds a wand of detail she can, and shares as little as she can get
binding that the warden keeps for emergencies. away with.
Prisoner 13 is comfortable with her lot in life,
R22: OFFICE enjoying the anonymity and ironic protection of
Revel's End like a warm blanket on a winter night.
While confined to her antimagic cell, she is cautious
I I
A heavy desk stands in the middle of the room with
since she can't rely on her magic tattoos to defend
parchment, quills, and ink at the ready. Five heavy herself. Outside her cell, she grows overly confident
wood cabinets line the east wall. and even banters if she's able to do so without be-
ing caught by guards. In battle she poses a potent
Prison records are stored here in the locked cabi- threat, creating blasts of flame and striking with
nets. The cabinets also contain ship cargo manifests magical force in both melee and ranged combat.
and records of past deliveries, as well as prisoner She spends her time contemplating the web of
transfer orders and a ledger documenting the schemes she learns through the eyes, ears, and
names, crimes, sentences, and commutations of hands of her agents outside the prison. While out-
every prisoner who has been incarcerated at Rev- side her cell during daily exercise in the courtyard
or during chores, she contacts her agents for up-
el's End. The records include death certificates for
prisoners who died while incarcerated. The cause dates and makes arrangements that keep her net-
of death is always given as "natural," "accidental," or work running.
"unnatural," with no details. PRISONER 13's TATTOOS
A desk in the middle of the room has ten financial Most of Prisoner 13's inkwork is covered by her uni-
ledgers packed into a locked side drawer. The keys form. Her tattoos include the following:
for the desk and the cabinets are in the warden's
possession. A character with thieves' tools can use Dwarven Poetry. An excerpt from a poem in Dwar-
an action to try to pick the lock on the desk drawer vish script on her neck and across her shoulder
or one of the cabinets, doing so with a successful blades reads, "Endless dreams entombed
DC 12 Dexterity check. in stone."
Flames. A roiling storm of brilliant flames covers
R23: TOWER ROOF her back and ribs.
This flat rooftop is 140 feet above the prison roof Shroud. Black and gray smoke and shadows coil
and 300 feet above sea level. Three 6-foot-high down her left arm, ending in runes on the fingers
walls to the north, southwest, and southeast provide of her left hand.
PRlSONER 13
67
~ -
Knotwork. Purple aod blue knotwork and runes
run down her right arm, across the back of her
right hand, and down the length of each finger.
The runes on her fingers, known as the keystone
tattoo, form the key to the vault in Gauntlgrym.
The characters must acquire this key to complete
their mission (see "Acquiring the Key" below).
Mountain. Silver and brown mountain peaks cover
her chest, the tips following the angles of her
collarbones.
River. Swirling green and blue waters form a cas-
cading river across her stomach, with scaly crea-
tures leering from the water.
Power and Plunder. Dwarvish script on her hips
reads "Power" and "Plunder."
Traced among Prisoner 13's tattoos are tiny magical
sigils, each one matching a twin tattooed on one of
her agents. A character who examines any visible
tattoos and succeeds on a DC 15 Intelligence (Inves-
tigation) check notices some of the hidden marks.
A character who succeeds on a DC 15 Intelligence
(Arcana) check determines that the sigils have
something to do with minds or telepathy.
ACQUIRING THE K EY
If she's approached with the possibility of freedom,
Prisoner 13 looks genuinely surprised but quickly
. 68 PRISONER 13
~
assumes her usual neutral mask. Here's how she on a DC 15 Intelligence (Arcana) check to correctly
responds to some likely questions: re-create the tattoo, which requires 10 minutes
of study or drawing. The characters can retry if
What do you know about the vault and key?
they fail, at the cost of more time and more risk of
She plays coy: "Tdon't know what you mean."
discovery.
If pressed further, she shrugs. "T've been asked
Last Resort. A gruesome but effective option is
about this vault and key before. Assuming I did
killing Prisoner 13 and taking her body back, or just
know where the key might be, what would be in it
her right hand. If the characters are working for the
for me to tell you?"
Golden Vault, they know the organization would not
Do you want to be set free? "As flattered as I am
approve of this method. The characters receive no
that you care, I'm afraid I must decline. I'm fine
reward from the organization if they kill or mutilate
where I am, thanks."
Prisoner 13.
What do you want for the key? She ponders for
a moment before answering: "The warden has a
ledger, probably in her office. It contains all the CONCLUSION
names, crimes, and prisoner numbers of everyone When the characters successfully deliver the key
ever incarcerated at Revel's End. Bring me that (Prisoner 13's keystone tattoo), Varrin's joy and re-
list, and I'll see to it that you get your key." lief crack his usually reserved exterior, and he sends
his agents to open the vault and reveal the lost
In response to a verbal threat, Prisoner 13 shakes
Axebreaker treasure (he won't allow the characters
her head and says, "I could make quite a scene to be present for the vault opening). While much
and bring the guards down on you. Maybe even the of the clan's stolen wealth has been spent, there's
warden herself. You really don't have anything to still a great fortune remaining. As a result of their
threaten me with." success, the characters have advantage whenever
Finding the Key. When Prisoner 13 talks about
one of them attempts a Charisma check that would
the key, each character present can make a DC 19 influence Axebreaker dwarves. Varrin makes good
Wisdom (Insight) check. If the check is successful,
on his bargain and gives a fair share to the charac-
the character notices Prisoner 13 flexing her right
ters as promised. The reward includes the following
hand and tracing a fingertip across t he tattoo there coins and gems (use the amounts in brackets if the
when she mentions the key. The character deduces
characters negotiated a 3 percent fee):
that t he tattoo is the key.
Forcible jailbreak. Taking Prisoner 13 alive and • 2,100 cp (3,150 cp)
delivering her to Varrin is difficult but possible. She • 1,100 sp (1,650 sp)
won't go willingly and fights back if the characters • 100 gp (150 gp)
try to force her. In that case, they'll be hard-pressed • 12 (18) bloodstones worth 50 gp each
to knock her unconscious and make their escape The characters can also choose three magic items
without alarming the guards and placing the prison from the following list, or four items if they success-
on high alert. If a fight breaks out with closed doors fully negotiated for a bigger reward from Varrin:
between the battle and the nearest guards, on ini-
tiative count 0, make a DC 15 Wisdom (Perception) • Cap ofwater breathing
check for the guards to see if they notice the com- • Dust ofdisappearance
motion. If they succeed, roll initiative for the guards. • Gem ofbrightness
They investigate on the following round. • Mithra] armor
Trade for the Key. If the characters acquire the • Potion ofresistance (lightning)
prisoner files from the warden's office (area R22), • Slippers of spider climbing
Prisoner 13 demands to read them somewhere out-
FOR THE GOLDEN VAULT
side her cell. She takes 20 minutes to read through
the documents and telepathically relay the informa- If the characters are working for the Golden Vault,
tion to her agents for later use. Following that, she they must deliver the key to Varrin Axebreaker.
reveals that the tattoo on her right hand is the key Once they do, the organization rewards the charac-
to the vault. She allows the characters to study it ters with a rare magic item of their choice (subject to
so they can replicate its image using magic such as your approval) as payment. The item is delivered to
disguise selfor minor illusion, or even copy it with the characters the next day.
pen and ink. In any case, a character must succeed
"
PRISONER 13
AN ADVENTURE FOR 5TH- LEYEL CHARACTERS
TOCKWORTH'S
CLOCKWORKS
HE CLOCKWORK AUTOMATONS THAT GUARD
T
USING THE GOLDEN VAULT
the svirfneblin town of Little Lockford have
attacked the very residents they were meant If you're using the Golden Vault as a patron, a
to keep safe, forcing a town-wide evacuation. golden key is delivered to the characters in whatever
At the heart of the matter is Security Overseer Tixie manner you deem fit. When the characters use this
Tockworth, a tinkerer who has turned malicious. key to open their music box, the lid pops open and a
In this adventure, the characters must enter Little soothing voice says the following:
Lockford, recover a security key, and use it to acti-
vate a fail-safe device that shuts off the automatons. "Greetings, operatives. We have learned the svirf-
neblin town of Little Lockford needs your help. Tixie
ADVENTURE BACKGROUND Tockworth, once entrusted with the town's security,
The clockwork automatons that protect Little Lock- has turned the town's clockwork automatons against
ford are the creations of a gnome tinkerer named the populace. This quest, should you choose to un-
Tixie Tockworth, who recently decided to become
dertake it, requires you to infiltrate Little Lockford,
a mechanical being herself. She began with a se-
retrieve a security key, and use it to power down the
ries of procedures whereby she replaced parts of
her body with machinery created in her workshop. automatons. You are also empowered to stop Tixie
At some point, Tockworth lost all compassion and Tockworth from doing further harm to the town. Start
empathy for her fellow townspeople. Her fellow by meeting with the town's mayor, Braith Broadfoot.
tinkerers urged her to stop what she was doing, but She's waiting for you in the caves outside the gates of
she refused. When the militia tried to shut down her Little Lockford. Good luck, operatives."
workshop, Tockworth unleashed her automatons on
the citizens of Little Lockford, many of whom were
killed. The survivors fled and regrouped outside Closing the music box causes the golden key
the settlement in a nearby network ofUnderdark to vanish.
tunnels and caverns. The survivors then magically
sealed the doors to Little Lockford to keep Tock- INTO THE UNDERDARK
worth's automatons from escaping. Little Lockford is situated in the Underdark, but the
Tockworth's painstaking transformation into a tunnels leading to the settlement are well traveled
machine has occupied her for the past few weeks, and relatively easy to navigate. Stone signs illumi-
during which time the other residents of Little Lock- nated by continual flame spells can be found at ev-
ford have been searching for adventurers to help ery junction, pointing the way to the settlement.
them reclaim their settlement. If you want to make the journey to Little Lockford
Little Lockford's mayor, Braith Broadfoot, asks more interesting, you can insert a random encoun-
the adventurers to infiltrate the town and retrieve ter or two as the characters make their way through
a security key last seen in Tockworth's possession. dark tunnels. To determine what the characters en-
When used to activate a fail-safe device in Tock- counter, roll on the Underdark Encounters table.
worth's workshop, the key permanently shuts down
the automatons, rendering them harmless. How the
characters deal with Tockworth is left up to them.
TOCKWORTH'S CLOCKWORKS
UNDERDARK ENCOUNTERS
"I can't tell you how pleased we are that you're here
dl2 Encounter
to help us! We've sealed the gates of Little Lockford
Two grells drop on the characters from above.
to contain the threat that has claimed so many inno-
2 The characters hear the clicks and clacks of three
cent lives.
hook horrors several minutes before these preda-
"Some weeks ago, Tockworth, our security overseer,
tors appear and attack.
ordered her clockwork automatons to attack her fe l-
3 A galeb duhr reveals itself and tries to converse
low citizens. Not knowing what else to do, I ordered
with the characters in Terran. The creature is
an evacuation. But Little Lockford is our home, and I
bored and eager to strike up a conversation, if
am determined to reclaim it.
only to ask about the weather.
"Tockworth built a fail-safe device to shut down the
4 A black pudding oozes from a hole in the wall and
attacks. automatons in the event of malfunction. The device
is in her workshop, protected by a magic symbol on
5 The characters find a Tiny clockwork device that
the floor that messes with the mind of any creature
was left behind by a svirfneblin miner. The device
produces a miniature Aame that can be used to that sets foot on it. To activate the fail-safe, you need
light a candle, torch, or campfire. Using the de- a security key that Tockworth keeps in a safe in her
vice requires an action. workshop. We need you to retrieve the security key
6 The characters enter a small cave containing a and use it to shut down the clockwork automatons.
stone throne fit for a gnome. The throne, which How you deal with Tockworth is up to you."
looks like it was carved from a stalagmite, is a
mimic that attacks anyone who sits on it. Mayor Broadfoot provides a hand-drawn map of the
7-12 A deep gnome named Nyx Riddlestone is on the town (give your players a copy of map 5.1). In her
lookout for adventurers heading to Little Lock- haste, the flustered mayor has flip-flopped the loca-
ford. Nyx speaks Common, Gnomish, Terran, and tions of the infirmary (area L4) and t he jail (area LS)
Undercommon. She greets the characters curtly on her map.
and offers to escort them to Mayor Broadfoot Mayor Broadfoot also tells the characters about
without delay.
some useful items hidden under her desk in t he
town hall (area L2). The characters are free to claim
the items for themselves. If asked why the items
MEETING THE MAYOR were left behind, Mayor Broadfoot admits she forgot
Mayor Braith Broadfoot (neutral good, deep about them in her rush to evacuate Little Lockford.
gnome commoner) speaks Common in addition to The items are as follows:
Gnomish, Terran, and Undercommon. She and her Four potions ofhealing
fellow gnome exiles are gathered in a cavern not too • A packet of dust ofdisappearance
far from the front gates of the Little Lockford. If the • Two flasks of alchemist's fire
characters say they've come to help, the mayor ea-
gerly gives them an overview of the situation: PLANNING THE HEIST
Armed with Mayor Broadfoot's map, the characters
can begin planning their heist. If they do so in the
company of Mayor Broadfoot and her advisers,
these deep gnomes share the following useful
information:
Features. The gnomes can share the information in
the "General Features" section. The "Bridges" and
"Slagline" sections are especially important when
it comes to planning the heist.
Tockworth's Automatons. If the characters request
more information about Tockworth's automatons,
use the information in the "Security Forces" sec-
tion to describe them.
~ iue fleJBflrs
. ~~
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TOCKWORTH'S CLOC.l,(WORKS 73
;... . 'i \\._
If the characters make the case that one or more of
the magic items might help them accomplish their
mission, Mayor Broadfoot agrees to give them one
magic item as a down payment-though if the char-
acters abandon the mission, she expects them to
return the item.
TOCKWORTH'S CLOCKWORKS
BRIDGES DISTRICT ELEVATIONS
Bridges made of wood and metal span the magma While most districts sit 150 feet above the magma
lake at various points, connecting the town's vari- lake, two do not. The Overlook, built into a rock
ous districts to one another. Consoles in the power formation at the center of the cavern, sits 170 feet
station (area L6) and the security center (area above the magma. Cavemouth is 120 feet above
L12) enable these bridges to be raised or lowered, the magma.
much like a modern-day drawbridge that spans
a waterway. EXTERIOR LIGHTING
To control the flow of traffic through town, Tock- The roof and walls of Little Lockford are bathed in
worth has raised the following bridges: the Old a fiery hue, than ks to the magma that fills the lake
Lockford-Cavemouth bridge, the Cavemouth- and heats the town. The town's power station (area
S moldertown bridge, one of the two Smoldertown- L6) generates electricity that powers streetlamps in
Turbine Heights bridges, and the two bridges every district, although the streetlamps have gone
leading to the Overlook from Old Lockford and Tur- out in Cavemouth. These lights can be switched on
bine Heights . or off from control consoles in the power station and
the security center (area L12).
BUILDINGS
Most of Little Lockford's buildings are single-story MAGMA
stone structures (about 12 feet high) with stone Any creature that falls into Little Lockford's magma
doors that are 5 feet high and 3 feet wide. Building lake is likely to be killed instantly unless that crea-
interiors tend to be unlit (which is of little concern to ture is immune to fire damage. Any creature that en-
deep gnomes, who have darkvision), and they con- ters the magma for the first time on a turn or starts
tain furnishings sized for gnomes. its turn there takes 55 (lOdlO) fire damage.
Little Lockford contains many buildings not SLAGLINE
described in the adventure. If the characters inves-
Suspended above the magma lake is a carousel-like
tigate one of these buildings, roll on the Buildings
chain of dangling steel buckets called the Slagline.
of Little Lockford table to determine what kind of
The buckets are spaced 15 feet apart. Roughly half
building it is. Each building's occupants took every-
of them contain ore and uncut gems from the mines;
thing of value before fleeing Little Lockford, leaving
the rest are empty and big enough to carry five
nothing of value for characters to find.
Small creatures or two Medium creatures each.
The Slagline is automated so that the buckets
BUILDINGS OF LITTLE LOCKFORD
move counterclockwise around the town. (NormaJly,
dlOO Building Type ore and gems from the Cavemouth district are re-
01-25 Residence, squalid (quarters for 4d6 gnomes) ceived at the foundry in the Smoldertown district for
26- 40 Residence, modest (quarters for 2d6 gnomes) smelting and refining. The processed materials are
41-50 Residence, wealthy {quarters for ld6 gnomes) then transported past Turbine Heights to Old Lock-
ford, where they are sold by merchants and guild
57-53 Alchemist's workshop
artisans.) The Slagline alternates between running
54-56 Bakery for 1 minute and then pausing for 1 minute to allow
57-58 Bathhouse time to load and unload its buckets. Whenever the
59- 62 Brewery Slagline stops, the buckets suspended above the
63-64 Cartographer's workshop magma bob and sway slightly- not so much that
they spill their contents, however.
65-66 Cobbler's workshop
Creatures can safely climb into buckets at one
67-69 Empty building (with a for-sale sign on the door) of four loading stations (two in Cavemouth, one in
70-72 Fungi restaurant (with a menu by the door) Smoldertown, and one in Old Lockford) and ride the
73-76 Gemcutter's workshop Slagline from one district to another.
77-78 Haberdashery
SECURITY FORCES
79- 82 Jeweler's shop
Tockworth created two primary types of automatons
83-84 Scribe's workshop to protect Little Lockford:
85-88 Smithy
Clockwork Defenders. Little Lockford has twenty
89- 92 Tavern clockwork defenders (see their description and
93-96 Tinker's workshop stat block at the end of the adventure), not includ-
97-00 Wizard's domicile ing ones that were destroyed during the town's
evacuation or the damaged one in area L6.
TOCKWORTH'S CLOCKWORKS
Clockwork Observers . Little Lockford has eight a more ornate style than those in the rest of Little
clockwork observers (see their description and Lockford. A few dead deep gnomes lie in the streets;
stat block at the end of the adventure). The ob- most wear the weapons and armor of the militia.
servers are tasked with monitoring the streets to
ensure nothing has penetrated the city's defenses. Ll: ENTRANCE AND GATEHOUSE
If an observer detects intruders, it contacts Tock- When the characters are ready to enter the town,
worth telepathically, letting her know where the read or paraphrase the following:
intruders are. Tockworth then orders the observer
to use its next action to emit a piercing shriek, Sergeant Cragknuckle leads you to a bulwark hastily
which is loud enough to summon ld4 clockwork erected outside Little Lockford's impressive gates.
defenders (see their description and stat block at
The bulwark is defended by weary-looking members
the end of the adventure). These reinforcements
arrive 2 rounds later. If the number of clockwork of the town militia, who salute the sergeant as he
defenders summoned is greater than the number limps past them.
left in Little Lockford, adjust the number of rein- Standing watch by the gates are two dour gnomes
forcements accordingly. in black robes. On Cragknuckle's signal, each of these
Other Constructs under Tockworth's control include gnomes casts a spell that causes the gates to swing
two suits of animated armor (see area L9a) and a open before you. A wave of heat washes through
shield guardian that lost its master and its control the bulwark as the gates part, revealing a gritn town
amulet. The shield guardian stands guard outside bathed in hellish light and periodically brightened by
Tockworth's workshop (area L9). flashes of lightning.
W ANDERING M ONSTERS
Each time one or more visible characters exit a The outer gates lock automatically when they close.
building or enter a new district, roll a d6. On a roll The two gnome mages on duty have prepared knock
of 1 or 2 (or just 1 if the characters are trying to be spells, which they use to circumvent the gates' com-
stealthy), they attract the attention of one or more plex locking mechanisms. It takes two knock spells
wandering monsters determined by rolling another to open the gates.
d6 and consulting the Wandering Monsters table. Sergeant Cragknuckle goes no farther. In
See "Security Forces" above for more information Gnomish, he wishes the characters good luck, in-
about how many clockwork defenders and clock- structs them to knock on the gates seven times to
work observers are present in Little Lockford. signal that they're ready to exit, and assures them
1n the Cavemouth district, the monsters encoun- he will be here waiting for them. (If the characters
tered have all crawled from the mines. The charac- don't speak his language, the sergeant raps his
ters encounter Tockworth's automatons elsewhere. knuckles on the outer gates seven times to ex-
plain what they must do to signal for the gates to
WANDERING MONSTERS be opened.)
d6 Encounter in Cavemouth Encounter Elsewhere As soon as the characters enter the town, the
gates lock behind them. True to his word, Sergeant
2 darkmantles following 3 clockwork defenders
Cragknuckle instructs the mages to open the gates
1 grick
if he hears someone on the other side knock on the
2-3 2 gricks 2 clockwork defenders gates seven times.
4-6 1 shambling mound 1 clockwork observer Gatehouse. A modest gatehouse stands inside the
made of fungi gates. Map 5.2 includes an inset map that shows
the interior of the gatehouse, which the characters
can use as a place to rest or regroup. The gatehouse
LITTLE LOCKFORD contains s leeping quarters and an armory that was
LOCATIONS cleaned out during the evacuation.
L2:
I
The following locations are marked on ma'p 5.2. T OWN HALL
I
The bodies of three dead gnomes clad in the armor of
Old Lockford is the oldest part of the town. The
the town militia splay on the front steps of the town
cobblestones here have been worn smooth over
the centuries, and the streetlamps are wrought in hall, the doors to which are wide open.
-
TOCKWORTH'S CLOCKWORKS
MAP 5.2: DH 'S MAP
TOCKWORTH'S CLOCKWORKS
L4. INFIRMARY Building Interior. Map 5.2 includes an inset map
that shows the power station's interior, which you
can describe as follows:
A stone sign depicting a crutch hangs above the
entrance to this one-story building. The double door
The interior of the power station is one big room filled
below the sign is ajar, revealing a hallway beyond.
with billowing clouds of steam. F9ur howling turbines
take up most of the floorspace, Iron steps lead to
Beyond the double door is a long, dark hallway with a six-foot-high iron balcony on the west side of the
three small examination rooms on one side of it and
room. At the north end of the balcony is an iron ladder
three small storage rooms on the opposite side (see
"Treasure" below). At the far end of the hall, behind that climbs to a trapdoor in the roof. The balcony also
another double door, is an operating room. Charac- supports a metal console.
ters who search the infirmary thoroughly can find
crutches and wheelchairs sized for gnomes, as well
Damaged Turbine. A power station worker was
as bandages and other mundane medical supplies.
cornered by a clockwork defender at the north
Treas ure. Characters who loot the storage rooms
end of the balcony and shoved the automaton off
find six healer's kits and six potions ofhealing.
the balcony into the northwest turbine. One of the
L5:JAIL clockwork defender's hind legs became stuck in the
turbine, causing the turbine to malfunction. Charac-
ters within 10 feet of the northwest turbine can see
This forti~ed, two-story stone edifice has a heavy iron the damaged clockwork defender, which has 24 hit
door that hangs open. In front of the building, four points remaining. This defender is restrained and
dead gnomes in armor lie amid the fragments of a unable to free itself, but it can attack creatures that
doglike automaton. come within reach of it.
Once the clockwork defender is defeated, a char-
acter can use an action to try to dislodge it from the
The dead gnomes lying in the street are prison turbine, doing so with a successful DC 17 Strength
guards who were kilJed by Tockworth's automatons. (Athletics) or Dexterity (Sleight of Hand) check. Re-
The guards managed to destroy one of the clock- moving the clockwork defender's mangled leg from
work defenders that attacked them, but the prison- the turbine's machinery causes the power station
ers they were escorting slipped away (and ended up to stop spewing steam, with the steam throughout
in area L3). Characters who search the corpses find Turbine Heights dissipating ldlO minutes later.
a small ring of keys. These keys unlock all the cells Control Console. The metal console overlooking
in the jail. the turbines is inscribed with a map of the town.
Building Interior. Map 5.2 includes inset maps Next to this map are several switches: one for every
that show both floors of this two-story building. The bridge and district, one for the Slagline (see "Gen-
lower floor contains a kitchen and mess hall for the eral Features"), and one for the power station. All
jailers and an office reserved for the head jailer. A are described below:
spiral staircase connects to the upper level, which
contains prison cells. Bridge Switches. There's one switch for each of Lit-
tle Lockford's nine bridges. A bridge can be raised
L6: POWER STATION by turning its switch to the left or lowered by turn-
ing its switch to the right.
District Switches. There's one switch for each of
A thirty-foot-tall metal tower extends from the rooftop
Little Lockford's six districts (Cavemouth, Half-
of this blocky, one-story stone building. The tower
way Isle, Old Lockford, the Overlook, Smolder-
crackles with e lectricity and spews clouds of steam. town, and Turbine Heights). The streetlamps in
Every fifteen seconds, it discharges an arc of lightning a district can be shut off by turning that district's
that leaps to a tower in another dist rict. switch to the left or switched on by turning its
switch to the right.
Slagtine Switch. There's one switch for the Slag-
The power station generates electricity that powers line. Turning it to the left shuts off the bucket
the bridges, the Slagline (see "General Features" chain. Turning it to the right switches the
earlier in the adventure), and various workshops bucket chain on.
scattered throughout the town. The electricity is Station Shutdown Switch. Turning this switch
transmitted through arc towers like the one rising to the left shuts down the turbines in the power
from the power station's roof. station, causing the streetlamps to turn off
throughout town, shutting down the Slagline, and room beer called Rubbleclub Classic (named for
preventing the town's bridges from being raised its brewer, the svirfneblin Glyphy Rubbleclub),
or lowered. Turning it to the right switches the and several more kegs of an oaky whiskey called
power back on. Oofenklanger's Finest (named after the family that
originally distilled it).
SMOLDERTOWN (AREAS L7-L9) Taproom. The taproom contains seating areas,
When the characters first enter this district, de- including a row of stools next to a low bar made of
scribe it as follows: carved basalt. Hanging above the bar are two soot-
stained lanterns with continual flame spells cast
inside them. Half-drunk flagons of flat mushroom
The acrid stench of hot metal hangs over this district.
beer rest on the bar and on the tables, abandoned by
Buildings here have no decoration, and nearly every
patrons in their haste to evacuate Little Lockford.
surface is caked in decades of grime and soot. A few Tixie Tockworth. Unless she was defeated else-
more gnome bodies lie face-down in the grit. where, Tixie Tockworth (see her description and
stat block at the end of the adventure) sits on the
barstool farthest from the entrance, cradling an
Smoldertown, with its many workshops and smith-
empty flagon while mumbling to herself.
ies, is the industrial heart of Little Lockford. Tock-
The presence of intruders confuses, disturbs, and
worth's workshop (area L9) is located here, but
annoys Tockworth. If she is confronted by the char-
Tockworth herself is taking a break at the Mother-
acters here or if the alarm spell triggers on the safe
lode Tavern (area L8).
in area L9b, she casts dimension door and steps
L7: FOUNDRY through the spell's magical doorway into area L9b.
As she leaves, she says, "Break time's over, Poots!"
(The characters have no way to know this, but Poots
The soot-stained foundry stands at the edge of this is the name of an imaginary friend Tockworth in-
district, overlooking the magma lake far below. Its vented in her childhood. This long-lost imaginary
huge sliding doors stand open, revealing dark fur- friend has resurfaced recently in response to Tock-
naces and silent machinery. A raised loading dock worth's mounting loneliness.)
allows access to the dangling buckets of the Slagline,
L9: TOCKWORTH'S WORKSHOP
which deliver unrefined ore to the foundry.
TOCKWORTH'S CLOCKWORKS
L9A: WORKSHOP, LOWER FLOOR starts its turn there, that creature becomes the tar- •.;.
get of a crown ofmadness spell (save DC 15) that
has a duration of 1 minute.
The ground floor is one big work area containing a
Fail-Safe Device. If Tockworth's security key is
smelter, drums filled with clockwork parts, and a diz- inserted into the metal box embedded in the floor
zying array of tools. Mounted on one wall is an iron and turned counterclockwise, Little Lockford's
ladder that ends before a trapdoor in the ceiling. clockwork defenders and clockwork observers are
Inscribed on the floor is a complex geometric rendered unconscious indefinitely. Turning the key
design that pulsates with light. In the middle of this
clockwise deactivates the magic of the geometric de-
sign on the floor and ends any ongoing effects of its
l
des ign, embedded in the floor, is a one-foot-square
magic. The security key is kept in Tockworth's safe
metal box with a keyhole in the top of it.
(in area L9b).
L9B: WORKSHOP, UPPER FLOOR
This workshop is where Tockworth creates her
clockwork automatons. Two suits of animated ar-
mor named Rack and Pinion serve as her assistants The workshop's upper floor consists of a sparse room
and perform most of the hands-on work. These Con- furnished with a simple cot and worktables covered
structs attack intruders on sight. in schematics. An iron safe, five feet on a side, stands
The workshop contains a smelter used to fabri- against one wall, its thick metal door fitted with a
cate parts and tools. There are enough tools here
combination lock am;! a handle.
to assemble one set of smith's tools and one set of
tinker's tools.
The trapdoor in the ceiling opens into area L9b. Safe. The safe can't be moved, and a detect magic
Geom etric Design. A detect magic spell reveals spell reveals an aura of abjuration magic around it.
an aura of abjuration magic around the complex A character equipped with thieves' tools can spend
geometric symbol inscribed on the floor. When a 1 minute trying to crack open the safe door, doing
creature other than Tockworth enters the space so with a successful DC 20 Dexterity check. Alter-
above the symbol for the first time on a turn or natively, a character can spend 1 minute pressing
I
Wisdom (Perception) check. The safe door also Hanging above the open doorway of this large,
opens when the proper command word ("Poots") is
spoken within 5 feet of it. A knock spell or similar
magic also opens the safe.
Tixie Tockworth. If the safe door is opened by
any means other than speaking the proper com-
I gem-studded building is a stone sign depicting a pick
and a hammer.
----
The miners' guildhall has offices for senior guild
mand word, a mental alarm spell alerts Tu:ie members, stout metal lockers where miners can
store their gear, and functional showers. Most of the
Tockworth (see her description and stat block at
building's former occupants vacated in a hurry, leav-
the end of the adventure). Unless she was defeated
ing sundry equipment scattered about.
in area L8, Tockworth uses a dimension door spell
Guildmaster Deepdelve. A thorough search of
to appear in the middle of the room and attacks any
burglars she sees. the building reveals the corpse of a robed deep
gnome named Schnella Deepdelve, the master
If Tockworth is reduced to 40 hit points or
of the town's miners' guild. Schnella refused to
fewer, she uses her next action to cast dimen-
leave and died fending off Tockworth's clockwork
sion door again, then steps through the doorway
defenders. Her restless soul lurks in this building,
into area L12.
manifesting as a troublesome specter known as a
Treasure. The safe contains an onyx-studded
jewelry box worth 250 gp. The box is unlocked and poltergeist (see the "Variant: Poltergeist" sidebar in
the "Specter" entry of the Monster Manual).
holds the following items:
Characters who disturb the body or spend more
• Zircon ring (60 gp) than 1 minute in the guildhall anger the poltergeist,
• Three amethysts (100 gp each) which hurls picks and iron spikes at them until they
• The security key to the fail-safe device in area L9a leave or until the poltergeist is destroyed. The pol-
(the key is 8 inches long, made of brass, and deco- tergeist is invisible and can't speak.
rated with clockwork designs)
I
Lll: WAREHOUSE 6
CAVEMOUTH (AREAS LlO- Lll)
When the characters first enter Cavemouth, read
the following text:
TOCKWORTH'S CLOCKWORKS
Contraption. The vehicle in the warehouse is a Shield Guardian. Tockworth found a way to an-
Large, magical drilling machine used by t he miners imate a derelict shield guardian and now uses
of Little Lockford to burrow new t unnels. The vehi- it to guard the front door to her workshop. The
cle has the properties of an apparatus ofKwalish, guardian is too big to fit through the door. (!gnus
with these changes: covets the shield guardian and wishes he had one
of his own.)
Treads. Instead of legs and a tail, it has treads that
Who Is Poots? When Tockworth is upset, she
give it a walking speed of 30 feet.
speaks to an imaginary friend named Poots- as
Burrowing Speed. Instead of a swimming speed, it
if Poots were standing right next to her. (lgnus
has a burrowing speed of 10 feet. Using its drill, it
doesn't know that "Poots" is also the com-
can burrow through solid rock, leaving a 10-foot-
mand word to bypass the alarm spell on Tock-
wide, 10-foot-high tunnel behind it.
worth's safe.)
Lever 1. Moving lever 1 to the up position starts the
drill. Moving the same lever to the down position THE O VERLOOK (AREA Ll2)
shuts off the drill.
l
Lever 9. Moving lever 9 to the up position causes When the characters are close enough to see the
the contraption to move backward at its walking Overlook, describe it as follows:
speed. Moving the same lever to the down position
stops its backward movement. The central feature of LitHe Lockford is an enormous,
/gnus Flint. An inventor named Ignus Flint (law- hollowed-out stalactite with luminous clock faces built
ful neutra l, deep gnome mage who speaks Com- into it.
mon, Gnomish, Terran, and Undercommon) built
the contraption and recently locked himself inside
The Overlook's clocks are mechanical wonders illu-
it with enough food and water to keep himself alive
minated by magic. They keep perfect time.
for 1 week. A metal hatch at the back of the vehicle
A hollowed-out central chamber in the Overlook
is the only entrance, and Ignus used a spell scroll of
contains Little Lockford's security center (area L12).
arcane lock to seal it. A character can use an action
This facility is surrounded by rough-hewn chambers
to try to pull open the magically sealed hatch, doing
containing magnificent fungi gardens and open
so with a successful DC 25 Strength (Athletics)
windows overlooking the town. Residents of Little
check. If the characters knock on the contraption,
Lockford used to come here to wander the gardens,
they hear lgnus's muffled voice shout, "Go away!"
pick mushrooms, and enjoy the views.
in Gnomish. Ignus attacks anyone who breaks into
Characters can use the control consoles in areas
his contraption but surrenders if reduced to 10 hit
L6 and L12 to raise and lower the bridges that con-
points or fewer.
nect the Overlook to the districts of Old Lockford,
Ignus and Tockworth are rivals, and !gnus long
Smoldertown, and Turbine Heights.
suspected Tockworth's experiments would prove
troublesome for Little Lockford. His public warn- Ll2: SECURITY CENTER
ings about Tockworth went ignored, however. A
character can use an action to try to convince !gnus
to help them, first by impressing on him the impor- A large, rough-hewn cavern in the heart of the Over-
tance of freeing Little Lockford from Tockworth's look has a floo r that rises toward the middle. Scores
control and then by succeeding on a DC 14 Cha- of lizards- a few of them big enough to ride as
risma (Persuasion) check. Once coaxed into helping mounts- sleep and crawl on the slopes ofthfs natural
the characters, lgnus pilots his contraption any- rise. Perched atop the rocky mound is a squat stone
where they need him to go. The vehicle has enough building topped with a crystal dome. Multicolored
space inside for Ignus plus one other passenger. If a
light gleams within the dome.
character asks Ignus to allow the party to drive the
contraption, he adamantly refuses to part with his
prized invention. The cavern is home to six giant lizards and hun-
Questioning /gnus. !gnus knows the following dreds of ordinary lizards, all of which are docile
useful information about Tockworth and her work- but skittish. The giant ones are trained to serve
shop, which he shares with characters who be- the svirfneblin as pack animals. A character who
friend him: approaches a giant lizard can use an action to t ry
Animated Armor. Two suits of animated armor to keep it from running away, doing so with a suc-
help Tockworth assemble her other contraptions. cessful DC 13 Wisdom (Animal Handling) check.
Safe. Tockworth has an iron safe on the upper floor A giant lizard that doesn't run away can be used by
of her workshop. that character as a mount.
Domed Building. Map 5.2 provides an inset map FoR THE GOLDEN VAULT
of the security center. Spiral staircases on the north
and south sides of the building climb 15 feet to a If the characters are working for the Golden Vault,
circular chamber, which you can describe to the the organization's representative is waiting with
players as follows: Mayor Broadfoot to confirm the automatons were
shut down. Once the representative confirms the
characters' success, the organization rewards them
Beneath a fifteen-foot-high crystal dome is a cham- with a rare magic item of their choice (subject to
ber containing a ten-foot-square, three-dimensional your approval) as payment. The item is delivered to
projection of Little Lockford. Rising from the floor the characters the next day. This reward is in addi-
near the projection is a metal console with numerous tion to the treasures promised by Mayor Broadfoot.
switches on it.
STAT BLOCKS
This section provides stat blocks for new creatures
Control Console. The console functions like the encountered in this adventure.
one in the power station (area L6).
Magical Projection. The projection of Little Lock- CLOCKWORK DEFENDER
ford is a harmless illusion that changes to match
A clockwork defender is a mechanical quadruped
the current state of things in town; for example, if a
that vaguely resembles a hound. Its eyes glow and
bridge is lowered in Little Lockford, the projection's
can project intense but harmless beams of light. It
version of the bridge lowers as well. The projection
tirelessly protects whatever its creator wants, and it
has no substance, allowing creatures to pass right
through it. can be programmed by its creator not to attack cer-
tain kinds of creatures.
Tixie Tockworth. If she fled to this chamber us-
ing dimension door, Tixie Tockworth (see her de- CLOCKWORK OBSERVER
scription and stat block at the end of the adventure)
is next to the console. She has attached an experi- A clockwork observer serves as an aerial spy for its
mental jet pack to her body, giving her a flying speed creator. It looks like a mechanical, grapefruit-sized
of 30 feet and the ability to hover. She accuses the orb suspended under softly humming propeller
characters of being pawns and mocks their heroics. blades. Embedded in the orb are keenly perceptive
She occasionally speaks to an imaginary friend crystal eyes that enable the observer to see in multi-
named Poots, saying things like, "We'll s how them, ple directions at once. When it perceives something
Poots!" and "No one can stop us!" troubling, the observer sounds the alarm by emit-
IfTockworth is reduced to O hit points, her jet ting a shriek that can be heard within a range of
pack explodes in a 20-foot-radius sphere, blowing 300 feet. The observer can also telepathically relay
Tockworth to smithereens. Every other creature what it has discovered to its creator, provided the
within that sphere must succeed on a DC 15 Dexter- two are within 1 mile of each other.
ity saving throw or take 16 (3d10) piercing damage
TIXIE TOCKWORTH
from flying shrapnel. If the explosion occurs under
the crystal dome, the dome shatters, showering Using magic and mechanical know-how, Tixie
creatures in the room with harmless, confetti-sized Tockworth has transformed most of herself into a
quartz particles. machine. What was once her torso is now a steel
carapace that can discharge jets of scalding steam.
CONCLUSION Her left arm ends in a humming blade. Her right
arm ends in a metal shield. Her eyes are shiny, me-
Once the characters use the security key to activate
tallic red orbs that can see through illusions.
the fail-safe device and shut down Tockworth's au-
In her current form, Tockworth ruthlessly seeks
tomatons, the major threat to the city is ended.
to destroy anyone and anything that stands in the
Little Lockford's residents feel a mixture of grief
way of her ultimate goal, which is to become a Con-
and relief when they return to the town. They are
struct. If she's allowed to continue her work, she will
grateful to the characters for saving the town and
achieve this apotheosis in a matter of weeks, after
raise statues in the characters' honor. Further-
which her creature type changes to Construct. She
more, Mayor Broadfoot gives the characters their
also gains immunity to poison damage, as well as
promised rewards (see "Rewards" earlier in the ad-
immunity to the paralyzed, petrified, and poisoned
venture), and invites the characters to stay in Little
conditions. Her statistics are otherwise unchanged.
Lock.ford as long as they wish and return as often
as they can.
-TOCKWORTH'S CLOCK:_WORKS
CLOCKWORK DEFENDER
Medium Construct, Unoligned
Skills Perception +6, Stealth +4 STR DEX CON INT WIS CHA
Damage Immunities poison l (-5) 16 (+3) 13 (+l) 3 (- 4) 15 (+2) l (-5)
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Skills Perception +6
Senses passive Perception 16
Damage Immunities poison
Languages understands the languages of its creator but
Condition Immunities charmed, exhaustion, frightened,
can't speak
paralyzed, petrified, poisoned
Challenge l (200 XP) Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 16
Languages understands the languages of its creator but
Unusual Nature. The defender doesn't need air, food, can't speak
drink, or sleep. Challenge 0 (0 XP) Proficiency Bonus +2
1i e 5, SA t
**
ACTIONS
TIXIE TOCKWORTH
Small Humanoid (Gnome), Chaotic Evil Multiattack. Tockworth makes three Shortsword or Lightning
Discharge attacks.
Armor Class 17 (natural armor, shield)
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Hit Points 75 (10d6 + 40)
Speed 30 ft. one target. Hit: 6 (ld6 + 3) piercing damage plus 10 (3d6)
force damage.
STR DEX CON INT WIS CHA Lightning Discharge. Ranged Spell Attack: +6 to hit, range 60
16 (+3) 13 (+l) 18 {+4) 17 (+3) 9 (-1) 10 (+O) ft., one creature. Hit: 16 (3dl0) lightn ing damage.
Spellcasting. Tockworth casts one of the following spells, re-
Saving Throws Int +6, Wis +2
quiring no material components and using Intelligence as the
Skills Arcana +9, Perception +2
Senses truesight 60 ft., passive Perception 12 spellcasting ability {spell save DC 14):
Languages Common, Gnomish, Terran, Undercommon At will: nondetection (self only)
Challenge 7 (2,900 XP) Proficiency Bonus +3 2/day: dimension door
1/day each: blindness/deafness, blur
Force Field. Tockworth generates a magical force field around
herself. This force field has 15 hit points and regains all its hit BONUS ACTIONS
points at the start of each ofTockworth's turns, but it ceases to Scalding Steam (Recharge 5-6). Tockworth emits a jet of
function rfTockworth drops to 0 hit points. Any damage Tock- piping-hot steam in a 15-foot cone. Each creature in that cone
worth takes is subtracted from the force field's hit points first. must make a DC 15 Dexterity saving throw, taking 10 (3d6)
Each time the force field regains hit points, the following condi- fire damage on a failed save, or half as much damage on a suc-
tions end on Tockworth: grappled, restrained, and stunned. cessful one.
MASTERPIECE
IMBROGLIO
..
GROUP OF SCHOLARS AND SAGES KNOWN theft, then fled with the painting. Word has spread
as the Cognoscenti Esoterica recently pur- that the Agile Hand plans to fence the portrait in the
chased a painting of Constantori, a famous next three days.
courtier rumored to once have been the During the robbery, Cognoscenti guards captured
most beautiful man alive. The portrait supposedly a lookout working with the thieves. This captive is
bas occult properties, but before the sages could willing to trade information for his freedom.
study it, the painting was stolen by the Agjle Hand, a The Cognoscenti Esoterica distrusts the authori-
thieves' guild. In this adventure, the characters must ties and doesn't wish to report the theft. Instead, the
retrieve the portrait of Constantori from the Agile organization seeks skilled adventurers to recover
Hand's guildhouse and return it to Adrisa Cari- the painting.
morte, a member of the Cognoscenti Esoterica.
ADVENTURE HOOKS
ADVENTURE BACKGROUND If you're not using the Golden Vault as a patron (see
The Cognoscenti Esoterica collects obscure objects "Using the Golden Vault" below), you can use any of
of curious origin and historical significance. The the following hooks to help motivate the characters:
group's interests focus on items owned by powerful A Favor Owed. The characters either owe some-
and popular individuals speculated to maintain one in the Cognoscenti Esoterica a favor or seek
covert ties with occult or nefarious organizations. the counsel of one of its members. Upon arrival,
Serious academics often write off the Cognoscenti this individual might request that the characters
Esoterica as charlatans or pranksters, and with retrieve Constantori's Portrait to repay the individ-
good reason: the Cognoscenti rarely collect enough
ual's patronage or for mutual benefit.
evidence to support their outlandish claims. Still, Knowledge Sought. The characters have prior
the organization occasionally stumbles upon some- reason to find the portrait or seek knowledge they
thing of true significance. believe someone in the Cognoscenti Esoterica
Recently the group acquired a magical painting possesses. However, the knowledge actually re-
known as Constantori's Portrait, a work reputed to
sides in Constantori's Portrait.
depict one of the most beautiful men who ever lived. Strike a Blow. One or more characters have clashed
The group spent a small fortune acquiring the paint- with the Agile Hand in the past and want to strike
ing and prepared to host a debate over its cultural
a blow against the troublesome thieves' guild.
significance, the aesthetics of masculine beauty,
and its influence on society. They also planned to re-
search the portrait's magical properties (see the end
USING THE GOLDEN VAULT
of this adventure for a description of the painting's If you're using the Golden Vault as a patron, a
properties). golden key is delivered to the characters in whatever
The day after the debate was announced, a small manner you deem fit. When the characters use this
team of Agile Hand thieves raided the Cognoscenti's key to open their music box, the lid pops open and a
vaults. The thieves slew three guards during the soothing voice says the following:
MASTERPIECE TMBROCLIO
Adrisa leads the characters up a ladder to the
"Greetings, operatives. A valuable painting has been
barn's loft. Once everyone is in the loft, read or para-
stolen from a member of the Cognoscenti Esoterica, phrase the following:
an organization with connections to the Golden Vault.
The Cognoscenti Esoterica specializes in the study of
In the middle of the loft, tied to a wooden chair, is
rare objects of historical significance. We suspect that
a scrawny human man with patchy facial hair. He
the stolen painting, Constantori's Portrait, has magi-
is sweating profusely and chewing nervously on a
cal properties and ties to the occult.
cloth gag.
"This quest, should you choose to undertake it,
requires you to infiltrate the guild house of the Agile
Hand, a dangerous thieves' guild. Find where the
The man tied to the chair is Grinky Brithwort (neu-
tral evil, human bandit). He was captured during
painting is kept, recover it, and return it to Adrisa
the theft of Constantori's Portrait and has useful
Carimorte of the Cognoscenti Esoterica. A preliminary information about the Agile Hand and its headquar-
meeting with Adrisa has already been arranged, and ters- information the characters can use to help
a coach will arrive shortly to deliver you safely to her plan their heist.
location. Good luck, operatives."
GRINKY's DEAL
Grinky has been associated with the Agile Hand
Closing the music box causes the golden key
for years. During the theft of Constantori's Portrait,
to vanish.
Grinky's job was to watch for guards. He was caught
A coach pulled by two black horses arrives not and given to Adrisa for questioning. Adrisa has of-
long after the key vanishes. The coach driver, a
fered to release Grinky in exchange for his help.
cheerful woman, invites the characters to climb
aboard and delivers them safely to Adrisa if they WHAT GRINKY KNOWS
accept the ride.
Adrisa gives the characters a chance to question
Grinky. During this conversation, Grinky shares the
BARN VISIT following true information:
Read or paraphrase the following if the characters
choose to meet with Adrisa Carimorte: Guildmaster Dusk. "Guildmaster Dusk leads the
Agile Hand. She's a trained assassin with power-
ful political connections."
Rain begins to fall as your coach pulls up beside an Getting Inside. "The windows of the guildhouse
open barn surrounded by fields of dead corn. A tall, are boarded up, and its doors are usually locked.
well-dressed human woman emerges from the barn as At least three guild members have master keys to
you exit the coach. "Thank you for coming," she says the doors: Guildmaster Dusk; Elix the Saint, one
with a smile. "I'm Adrisa Carlmorte. My organization of Dusk's lieutenants; andJaymont the Sinner, the
guild's resident spy. The master of ravens, Gwish,
would like to hire you to retrieve a painting that was
might have a key as well. If you want to get your
stolen from us by a thieves' guild. For the painting's hands on a master key, your best bet is to snatch it
safe return, I'm prepared to pay you two thousand from Elix the Saint, who frequents a seedy tavern
gold p1eces. Let's go inside to escape the rain, shall called the Tipsy Tankard."
we? There's someone else I'd like you to meet." Guildhouse Guards. "By late evening, most
guild members have gone to sleep. Senior guild
members bully lower-ranking guild members into
Adrisa Carimorte (neutral, human mage) is an influ- taking the late-night shifts."
ential member of the Cognoscenti Esoterica. If the Guild Membership. "Dusk isn't accepting new
characters turn down the offer, Adrisa has the coach guild members right now. I've been working for
driver return them whence they came. If the charac- the guild since I was a kid, and I'm still not a rank-
ters express interest in the job, Adrisa escorts them ing member."
into the barn, which the Cognoscenti Esoterica Portrait's Location. "I don't know where the por-
sometimes uses as a warehouse and secret meeting trait is, but I'm guessing it's either in Guildmaster
place. The barn has magical wards that thwart all Dusk's quarters, which are on the second floor of
attempts to magically scry on its interior, as well as the guildhouse's tower, or hidden in the basement,
other wards Adrisa temporarily deactivated. where new guild members are trained."
MASTERPIECE IMBROGLIO
Supply Deliveries. "Supplies are sometimes deliv- ELIX THE SAINT
ered to the guildhouse by riders on horseback or
Characters can obtain one of the guildhouse's mas-
by mule-drawn cart. All supplies are received and
ter keys from Elix the Saint (lawful evil, human ban-
inspected by Laris Drot, the stablemaster, at the
di t captain), a high-ranking member of the Agile
livery stables."
Hand and one of Guild master Dusk's more capable
W H AT ADRI SA KNOWS lieutenants. After questioning Grinky, the charac-
ters should know that Elix the Saint frequents a
After the characters question Grinky, they can ask
tavern called the Tipsy Tankard, which is about a
Adrisa questions about the Agile Hand or Constan- 45-minute walk from the guildhouse. He travels
tori's Portrait. She knows the following: there alone because he likes to flirt with a bartender
Guildmaster Dusk. "Everyone seems to ignore the named Karyssa (neutral, human commoner).
activities of Dusk and her guild. Larceny is the Elix usually leaves the guildhouse at sundown and
Agile Hand's specialty, but Dusk uses blackmail, returns by midnight. Characters can approach him
extortion, threats of violence, and whatever else it during this interval and take his master key by force
takes to keep her enemies at bay." or snatch it from him without his knowledge. As
Portrait Lore. "The portr~it is the work of famed an action, a character within reach of Elix can try
artist Dkesii Kwan and was commissioned by to snatch the key from his pocket, doing so with a
the late Daiyani Grysthorn, a grand dame in the successful DC 10 Dexterity (Sleight of Hand) check.
criminal underworld. The painting is sentient and If the attempt is made in a crowded place where oth-
was made to eavesdrop on conversations and pass ers might notice the theft, increase the DC by 5.
along secrets to its owner. Like its beautiful sub- Elix would sooner die than betray Guildmaster
ject, the painting is notoriously vain." Dusk, although a suggestion spell or other coercive
Sense of Urgency. "It's likely that the Agile Hand magic can wring information from him. For exam-
has a buyer for the painting. Therefore, it's vital ple, he knows where Constantori's Portrait is being
you recover it as quickly as possible before it ends kept (on the tower's third floor, above Guildmaster
up in an even more secure location." Dusk's private quarters).
Clever characters can steal Elix's identity as well
P LANNING THE HEIST as his key. If Elix is either detained or disposed of,
The characters' goals are simple: locate the portrait a character can use magic (for example, alter selfor
and return it safely to the Cognoscenti Esoterica. disguise self) to mimic his appearance. A disguise
kit can also help perpetrate such a ruse. In this
GRINKY' s MAP form, a character can search most of the guildhouse
without inviting altercations.
Grinky furnished Adrisa with a sketched map of the
If Elix the Saint doesn't return to the guildhouse
Agile Hand's guildhouse (see map 6.1). Adrisa gives
by midnight, the lookouts on watch assume he had
Grinky's map to the characters.
too much to drink and either passed out in a field or
Grinky is neither well informed nor a high-rank-
got thrown in jail for brawling. His failure to return
ing member of the Agile Hand. Consequently, his
won't cause a larm.
map contains inaccuracies, such as the following:
• Grinky's guesses as to where Dusk stored the MAGICAL SURVEILLANCE
painting are wrong. Characters can use invisibility spells to approach
• Grinky's map is missing the topmost level of and observe the guildhouse without being seen.
the tower, where the painting is kept (area G27 They can also use a locate object spell to pinpoint
on map 6.2). the painting's location (area G27 on map 6.2). If they
don't have access to such magic, they can request
Adrisa's help. Within a day, she can obtain a spell
scroll of locate object for them.
The characters might have access to other magic
that can help with surveillance, such as the clairvoy-
ance spell. A wizard's familiar can slip inside the
guildhouse w ithout attracting too much attention, as
can a druid using Wild Shape to assume the form of
a stray cat or some other common animal.
:MASTERPIECE IMBROGLIO 89
\~
- MAP
- __6_:_~AYERS'
1· MAP
.r -
MASTERPIEC
- _. E I MBROGLIO
., ,i
AGILE HAND GUILDHOUSE WALLS
The exterior walls are made of wood. The interior
The Agile Hand's guildhouse is situated at the end
walls are plastered lath, making them relatively
of a winding, cobbled street that runs parallel to a
soundproof. The basement walls are made of clay
small river. The back of the stables faces a grassy
bricks braced at regular intervals by thick, rough-cut
embankment scattered with mulberry trees.
wooden beams.
The guild house is a wooden complex consisting of
a main building with an adjoining tower and base- WINDOWS
ment, as well as a livery area that includes stables, Most of the guildhouse complex's windows are
an office, and quarters for paying visitors. boarded up (except the ones in area G21), but tiny
cracks between the boards allow creatures to peer
GENERAL FEATURES
through. Prying away the boards is relatively easy,
Recurring features of the guildhouse are described but doing so quietly requires a successful DC 13
in the following sections. Dexterity (Stealth) check.
DOORS GUILD MEMBER NAMES
'
Doors in the guildhouse complex are locked unless
If you need a name for a low- or mid-ranked member
otherwise noted. Some individuals have keys to
of the Agile Hand, pick one from the following list:
specific areas, as rioted in their descriptions. Others
possess a master key that opens all locked doors in Brick Face Night Lily
the complex. Deadly Nell Ookie the Cheat
As an action, a character can use thieves' tools to Evil Marvus Pistachio
try to open a locked door, doing so with a successful Farrow the Filcher Stickyfingers
DC 15 Dexterity check, or force open the door with Greedy Pete Vaelin Shadowblade
a successful DC 15 Strength (Athletics) check. Each Grim beard Zeke the Sneak
door has AC 15, 18 hit points, and immunity to poi-
son and psychic damage. HIGH ALERT
Secret Doors. A secret door blends in perfectly
lf a situation arises that puts the guildhouse on high
with the wall that surrounds it. A character who
alert, a task force assembles to deal with the threat.
uses an action to examine a stretch of wall can
This force is summarized in the Guild Task Force
make a DC 15 Wisdom (Perception) check, find-
table. Subtract any individuals who have already
ing any secret door hidden there on a success.
been neutralized.
The guildhouse complex's secret doors have well-
oiled hinges, allowing them to be opened and GUILD TASK FORCE
closed quietly.
Creature Location
FLOORS Guildmaster Dusk (assassin) G26
The upper floors, stable loft, and porches are un- Gwish (oni) G2l
lacquered hardwood planks. Rough, splintery, and
Jaymont the Sinner (doppelganger) G3
slightly warped with age, these floors creak when
walked on. Characters make any ability checks to Elix the Saint (bandit captain) G23
move stealthily on the upper floors at disadvantage. 3 bandits One each from G19,
The ground floor is paved with slate tiles, except the G22, and G24
stable, which is hard-packed dirt. The basement is 3 thugs One from GB and
cobblestone. two from G25
LIGHT
The stables are unlit. During the day, light filters in GUILDHOUSE LOCATIONS
from the entrances and through cracks in the plank The following locations are keyed to map 6.2.
walls, filling the area with dim light.
The rest of the guildhouse complex is filled with Gl: FRONT PORCH
bright light during the day, either from lanterns or
the s un. At night, rooms and hallways are dimly lit
Nailed to this lengthy porch are short planks that bear
by low-burning lanterns.
Guild members carry light sources with the words "Private Property. No Trespassing!" in Com-
them when they descend into the basement, mon. A lookout is stationed on a second-floor balcony
which is unlit. above the western end of the porch.
MAST'.ERPIE0E IMBROGLIO 91
.. -~ - 1;·~ '-" .
Any character who approaches the porch in plain horses, make too much noise in the barn, or start
view is spotted by the bandit on the south balcony a fire. In the event of trouble, Needly bangs a metal
(area G22), who calls out, "Hey, you, get lost! Can't pail and yells for the stablemaster (see area G16),
you read the signs?" If this warning is ignored, the who takes 1 minute to arrive.
lookout shouts the same thing again, putting the
guildhouse on high alert, then shoots a crossbow
bolt into the ground near the character's feet as a
final warning.
03: STAIRCASE
I
I
Halfway up this flight of stairs is a sleeping figure
Drop Box. The staircase in front of the double
wrapped in a wool blanket. A door is situated at the
door to area GlO has a loose plank near the top.
top of the stairs.
This plank conceals a drop box where visitors stash ~
MASTERPlECE IMBROGLIO
f
. ~,:
; . ,.~ I
BASEMEllT
MASTERPIECE IMBROGLIO
9
't~ t,~ . .
Coin Box. Tucked behind the counter is a wooden try to force open the door using brute strength, do-
coin box with a copper clasp. A character who in- ing so with a successful DC 13 Strength (Athletics)
spects the coin box before opening it notices a row check. Breaking down the door puts the guild house
of tiny pinholes in the lid. The coin box contains 15 on high alert unless a silence spell or similar magic
cp and 11 sp, as well as a spider. is used to muffle the noise.
Keys. The two keys hanging on the wall unlock A character who searches the door for traps can
the doors to areas G17 and Gl8, respectively. make a DC 12 Wisdom (Perception) check. If the
Secr et Door. A secret door in the office's back check is successful, the character notices that the
wall leads to area G6. doorknob is loose and attached to a vial of poison
gas hidden in the door itself. As an action, a char-
G6: BASEMENT STAIRCASE
acter can try to disable the trap using thieves' tools,
doing so with a successful DC 15 Dexterity check.
I
Hanging on the walls of this small, muddy room are successful save, the creature takes half as much
several riding cloaks, bits and harnesses, oil lanterns, damage and isn't poisoned. The trap can be trig-
and coils ofrope. gered only once.
Entering the Hall. Use the following boxed text to
describe the hallway:
Guild members store their riding gear here. A
search of the room yields nothing of great value.
I
A long, well-trafficked hall runs the width of the
G8: COURTYARD
MASTERPIECE IMBROGLIO
f
The four guild members have been ddnking and Treasure. On a nightstand, next to a set of keys to
playing card games. The motley crew consists the stables, is a coin pouch containing 5 gp, 13 sp,
of three thugs and one gladiator. The thugs are and 25 cp.
poisoned and unconscious, while the gladiator is Development. If Laris is here when the stable
merely poisoned and spoiling for a fight. The uncon- hand in area G2b bangs his pail, Laris heads to the
scious condition ends on a thug who is wounded, stables to find out what's going on. It takes her 1
knocked out of their chair, or splashed with a pint or minute to get there.
more of liquid.
Blue Chair. The blue chair in the south corner Gl7: SMALL COMMON ROOM
covers a secret trapdoor in the stone floor. A char- This room stinks of horse manure due to its proxim-
acter who examines the floor near the chair can ity to the stables. It contains two neatly made beds,
make a DC 10 Wisdom (Perception) check, finding two empty footlockers, and a nightstand with an oil-
the trapdoor on a success. Pulling open the trap- filled lantern hanging above it. Beneath each bed is
door reveals a wooden ladder that descends 15 feet a copper chamber pot.
to area G37.
Gl8: LARGE COMMON ROOM
Treasure. The coins on the table amount to 65 cp,
This room stinks of horse manure due to its proxim-
35 sp, and 11 gp.
ity to the stables. It contains four neatly made beds,
Gl3: each with its own nightstand and empty footlocker.
I
TOWER ROTUNDA
An oil-filled lantern rests atop each nightstand.
Beneath each bed is a copper chamber pot.
IWooden doors line the walls of this L-shaped hallway. l G20: PRIVATE ROOM
MASTERPIECE IMBROGLIO
I
A bandit stands guard outside the door to Guild- Unless she has been lured elsewhere, Guildmaster
master Dusk's quarters (area G26). The bandit's job Dusk (lawful evil, half-elf assassin) is asleep in bed
is to shout at the first sign of trouble, thus alerting with her lover, a politically influential noble named
the guildmaster. Dartinal Livereth (lawful evil, human noble). Nei-
Desk. If the characters search the desk at night, ther is wearing armor, but they keep their weapons
they find a leather-bound ledger in an unlocked within reach.
drawer, along with a writing quill and a jar of ink. If the guildhouse is on high alert, Dusk leaves
The ledger provides an account of stolen goods ac- the room to find out what's happening. Meanwhile,
quired by the Agile Hand, but Constantori's Portrait Dartinal smokes a pipe in bed and waits for Dusk
is not among the items listed. to return.
Fireplace. Resting on the fireplace mantel are
G25: SHARED BEDROOM a wedge of soap, a brush, a clay pipe, and an ivory
Guild members take turns resting here. The room tobacco jar carved in the shape of a skull. Buried in
contains two beds, two nightstands, and two trunks the ashes of the hearth is a spare shortsword cov-
(each one packed with linens). Tucked beneath each ered with soot.
bed is a copper chamber pot. A hearth in the south Leather Trunk. This trunk holds a spare, loaded
corner keeps the room warm. light crossbow under some linens, bedding, and
Sleeping Guards. Two thugs sleep in the beds. neatly folded outfits.
They wake if disturbed and spend their first action Master Key. Guildmaster Dusk keeps a master
scrambling for their weapons. key on a nightstand next to her bed, and she takes it
with her when she leaves the room. The key unlocks
G26: DUSK'S QUARTERS
all doors in the guildhouse complex.
This circular room contains a canopied bed with a G27: TOWER PEAK
leather trunk at the foot of it and a fireplace. Wooden This room is situated at the top of the tower and is
off limits to everyone except Guildmaster Dusk, who
staircases hug the walls-one leading up, the other
comes here to reflect, doodle in her diary, and gaze
down. The scent of tobacco hangs in the air.
upon her latest acquisition: Constantori's Portrait.
MASTERPIECE IMBROGLIO
f.lMONG HIE CLUTTER ON THE
Trap. Canisters of poisonous gas are hidden in
G-Olt.OMASTER'S OESf( IS A O IAA.V Tt-fAT
the wall behind the painting. Removing the paint-
1•wHGHr CONTAIN A SECRET OR. TWO.
ing from its hooks without first disabling the trap
causes the gas to spew from tiny holes previously
concealed by the painting. Each creature in the
room when the gas is released must make a DC 14
Constitution saving throw, taking 36 (8d8) poison
damage on a failed save, or half as much damage on
a successful one.
A character who searches the alcove for traps
spots the holes behind the painting with a success-
ful DC 12 Wisdom (Perception) check. This check is
made with advantage if the character saw the trap's
sketch in Dusk's diary. Once the trap is detected,
a character can spend 1 minute trying to disable
it, either by plugging the holes or by placing coun-
terweights on the hooks as someone else carefully
lifts the painting. The character trying to disable the
trap must make a DC 15 Dexterity (Sleight of Hand)
check, disabling the trap on a success and trigger-
ing the trap on a failure.
G28: CELLAR
This room lies at the bottom of a wooden staircase
I
that climbs 15 feet to area G6. The cellar is unlit.
MASTERPIECE IMBROGLIO
G29: MURKY POOL The arrow slits are too narrow for a Small or larger
character to squeeze or crawl through. Behind the
arrow slits are two dosed-off chambers-one to the
A ten-foot-square pool of murky water occupies most west and one to the east. A character who has dark-
of this unlit room. A narrow ledge surrounds the pool, vision or a light source can peer through nearby ar-
and a chalk-drawn arrow on the east wall points down. row slits to see what each closed-off area contains:
five freestanding human skeletons draped in cob-
webs and clutching shortbows. Most of these skel-
The pool is 10 feet deep, and the murky water re-
etons are inanimate, propped-up dummies made to
duces underwater visibility to O feet. Characters can
look threatening. Each one is a Medium object with
find the way to area G30 by exploring the pool:
AC 15, 4 hit points, and immunity to poison and psy-
Pool Floor. A nonmagical silver key rests on the chic damage.
floor of the pool. A character submerged in the Only two skeletons are animated, and they guard
pool can take an action to feel around its floor, the hallway's midpoint. When a character enters the
finding the key with a successful DC 15 Intelli- square marked T on map 6.2, one animated skele-
gence (Investigation) check. ton uses its reaction (if available) to make a Short-
Pool Walls. The east wall of the pool has a tiny bow attack, targeting that character. The character
keyhole in the middle of it. A character submerged can make a DC 15 Dexterity (Acrobatics) check to
in the pool can take an action to search the pool's tumble out of the way; if the check is successful, the
walls, finding the keyhole with a successful DC 15 skeleton has disadvantage on its attack roll.
Intelligence (Investigation) check. If a character somehow gains access to one of the
Secret Exit. If the pool's silver key is inserted into closed-off chambers, perhaps by shrinking to Tiny
the pool's keyhole, a section of the pool's east size or by assuming a gaseous form, the animated
wall retracts, revealing a 4-foot-high, 4-foot-wide, skeleton in that area stops guarding the hallway and
flooded tunnel containing a swarm ofquippers. instead attacks that character.
The swarm attacks the nearest prey. A character Secret Door. A secret door at the south end of the
who swims to the far end of the tunnel and feels hallway is unlocked and can be pushed open to re-
around for an exit finds an unlocked trapdoor veal a tunnel leading to area G32.
in the ceiling that pops open to reveal a dry,
T-shaped chamber (area G30) and a passageway G32: EASTERN MAZE
leading south (area G31). Characters who have darkvision or a light source
can see the following:
Light Sources. Characters who don't have
darkvision must find a way to keep their light
I
sources dry, or else they could end up fumbling in Branches in the tunnel ahead suggest you're entering
the dark until their light sources dry out. some sort of maze. You hear the sounds of heavy
breathing coming from somewhere ahead.
G30:TRAPDOOR
This unlit, T-shaped area is empty except for a
wooden trapdoor in the floor. A tunnel (area G31) Permanent minor illusion spells create the sounds
leads south from here. of heavy breathing. These sounds originate in the
Trapdoor. Below the trapdoor is a 4-foot-wide, two spaces marked T on map 6.2. Any character
4-foot-high tunnel filled with murky water and a who succeeds on a DC 10 Wisdom (Perception)
hungry swarm of quippers (see area G29 for de- check can track the sounds to their points of origin.
tails)_ Characters who follow this tunnel west come A character who enters one of these squares steps
to a dead end unless they previously opened that on a pressure plate that sinks 1 inch into the floor
end of tunnel in area G29. and remains in that position for 1 minute before re-
setting itself. A character who searches that section
G31: FOLLOW THE ARROWS of floor before stepping on it must make a DC 13
Characters who have darkvision or a light source Wisdom (Perception) check. If the check is success-
can see the following: fu I, the character spots the pressure plate and can
avoid it. If the characters depress the two pressure
plates here along with the one in G33, the north se-
I
Chalk arrows drawn on the floor point toward the
south end of this narrow corridor. Arrow slits are
cret door in area G33 swings open.
evenly spaced along the walls. G33: WESTERN MAZE
This maze is like the one in area G32, right down to
the heavy breathing. The square marked T on map
MASTERPIECE IMBR00-L10
6.2 contains a hidden pressure plate on the floor
I
G35: STORAGE ROOM
identical to the ones in area G32.
Secret Doors. This maze contains two secret
doors, one to the north and the other to the west:
North Secret Door. This secret door has three sep-
arate locks built into it. If all three pressure plates
in the maze (the one in this area and the two in
I Lining two walls of this room are four wooden crates
and four wooden chests.
~
I
this room into six cells. The two southernmost cells
have wooden barrels and trunks in them, while the crate shoved in a corner next to a paper-wrapped
cell in the northern corner contains a scruffy-looking block of butter.
prisoner.
The crate is a mimic that loves the taste of salted
All the cell doors are locked, and a secret door con- butter. To keep the mimic on friendly terms, Guild-
nects the cell block to area G33. master Dusk brings it a fresh block of salted butter
G34a: Smugglers' Barrels. This cell contains every few days. The mimic attacks any character
four wooden barrels that have padded interiors and who tries to steal the block of butter but otherwise
air tubes for breathing. The thieves use these bar- prefers to be left alone. The mimic can carry on con-
rels for smuggling people. versations in Common.
G34b: Smugglers' Tr unks. Three iron-bound Secret Door. Hidden in the room's south corner is
trunks rest against the back wall of this cell. The a secret door that swings open into area G37.
chests have padded interiors and air tubes for G37: SECRET TuNNEL
breathing. Like the barr:els in the adjoining cell, This tunnel has a secret door at one end and a
these trunks are used for smuggling people. 15-foot-tall ladder at the opposite end. The ladder
G34c: Prison Cells. Each of these cells contains a
climbs to a stone trapdoor in the ceiling that leads
wooden bench and a small drain hole in the floor.
to area Gl 2. A character at the top of the ladder can
Imprisoned in the northernmost cell is a thief
try to push open the trapdoor, doing so with a DC 15
named Dury Sneeth (neutral evil, human spy), who
Strength (Athletics) check; the check is made with
was caught taking a bribe from a member of the
disadvantage if the blue chair in area G12 is weigh-
Velvet Glove, a rival thieves' guild. After he was ing down the trapdoor.
rightly accused of spying for the Velvet Glove, Dury
was locked up and interrogated. He found a dagger
hidden behind one of the bricks in the wall of his
CONCLUSION
cell, and he keeps it hidden on his person. He has If the characters return Consta11tori's Portrait
no other weapons. to Adrisa Carimorte, she gives them their prom-
Guildmaster Dusk is satisfied that Oury is guilty ised reward. If they also present Elix the Saint's
of betraying the Agile Hand, but she hasn't gotten leather-bound ledger (see areas G23 and G24),
around to punishing him yet and has, in fact, told Adrisa offers to buy it for 500 gp.
Oury that she's willing to give him a second chance If the characters deciphered the coded message
if he behaves himself from now on. Oury is not delivered by Gwish's raven (see area G21) and share
convinced Dusk has his best interests at heart and the message with Adrisa, she suspects one of Guild-
pleads for release. master Dusk's spies has infiltrated the Cognoscenti
MASTERPIECE IMBROGLIO
Esoterica. She thanks the characters for the in- While attuned to the painting, you can take an
formation and gives them a pair of sending stones action to telepathically contact it over any distance,
as an added reward. Identifying the spy is beyond provided you and the painting are on the same plane
the scope of this adventure but a good hook for a of existence. The painting can't telepathically con-
future one. tact you, however. Maintaining telepathic contact
with the painting requires your concentration (as if
FOR THE GOLDEN VAULT concentrating on a spell).
If the characters are working for the Golden Vault, Guardian Portrait. While you are attuned to the
Adrisa Carimorte arranges to give the characters a painting, you can command it to guard its location
rare magic item of their choice (subject to your ap- against one or more creatures you identify as the
proval) as payment for delivering the painting to her. painting's enemies. The painting performs this
The item is delivered to the characters the next day. function until you command it to stop or until your
attunement to the painting ends.
MAGIC ITEM The painting has 3 charges. When a creature the
painting identifies as its enemy starts its turn in a
This section presents Constantori's Portrait as a
space the painting can see, the painting expends
magic item. In your campaign, the artist might have
1 of its charges to cast magic missile (3 missiles),
painted other magical portraits of Constantori, per-
targeting that creature. The painting regains all
haps with slight differences to distinguish them.
expended charges daily at dawn.
1
CONSTANTORI S PORTRAIT The painting is a Small object with AC 12, 20 hit
Wondrous item, Very Rare (Requires Attunement) points, and immunity to poison damage. In its gold-
leaf frame, the painting weighs 15 pounds. If the
This painting by famed artist Dkesii Kwan depicts
painting has at least 1 hit point and is targeted by a
Constantori, a beautiful courtier, who was paid
mending spell, it regains 2d6 hit points.
a staggering sum to be Dkesii's model. Whether
Constantori's actual appearance matches the paint-
ing remains a subject of debate. The portrait is
one of several paintings commissioned by the late
Daiyani Grysthorn, a crime lord who frequently gave
magical paintings as gifts to her most esteemed
associates.
Sentience. Constantori's Portrait is a sentient,
lawful evil item with an Intelligence score of 14,
a Wisdom score of 12, and a Charisma score of
8. It can hear within a range of 120 feet and has
darkvision within a range of 60 feet, but it can't see
anything behind itself.
The painting can converse in Common, Draconic,
and Elvish as if it were a living person, though
Constantori's mouth doesn't move. Whenever
conversation occurs within the portrait's auditory
range, the painting eagerly gathers secrets, the
names of secret tellers, significant events, or any
political conversations.
Personality. Constantori's Portrait is demand-
ing, condescending, and vain. It doesn't like being
covered or placed out of sight, and it loudly con-
demns anyone who tries to remove it from its gold-
leaf frame.
Wealth ofInformation. The painting's primary
purpose is to observe and recall conversations. Over
the past few decades, Constantori's Portrait has qui-
etly observed countless conversations and now pos-
sesses an unquantifiable amount of lore- everything
from criminal conspiracies to secret passwords.
The DM decides what the painting knows and what CoNSTANToR1's PornRAIT
it doesn't.
AXE FROM
THE
.. GRAVE
AMED BARD FRODERIC DARTWILD IS DEAD, parents had bought in the hopes of making him a
and his beautiful mandolin, called Golden musical prodigy. While he excelled at none of the
Axe, has been stolen from his grave. Even instruments, he realized he could pay off his fami-
worse, Froderic has risen as a zombie, terri- ly's debts by turning his home into a conservatory
fying the hamlet t>f Toad hop. In this heist, the char- for young musicians from wealthy families. One
acters must track down Golden Axe from the music of his current students, Wylie van Timmel, shows
school owner who stole it and return it to Froderic great promise. Sythian hatched a plan to snatch
so the bard can rest peacefully in death once again. Golden Axe from Frody's grave and give it to Wylie
as a present, hoping to earn the favor and long-term
ADVENTURE BACKGROUND financial support of her wealthy family.
Froderic Dartwild-Frody to those who knew him Sythian hired a pair of halflings named Mackerel
well-was a gifted human bard born and raised in Mudbottom and Trout Bonanza to dig up Frody's
the hamlet ofToadhop. He could play the mandolin remains and pry the Canaith mandolin from his
by age three and performed regularly at Toadhop's hands. They did just that, leaving behind an open
local tavern until his eighteenth year, when he left grave. After the halflings fled with the mandolin,
this bucolic backwater and became an adventurer. Frody awakened, crawled from his coffin, sham-
But his adventuring exploits paled in comparison bled to his mother's old cabin, and knocked on the
to his reputation as a performer. So gifted a musi- door. The young family living there fled in terror
cian was he that an admiring wizard gave Frody at the sight of him and took shelter in a neighbor's
an instrument ofthe bards- a famous Canaith barn. The good folks ofToadhop have been on edge
mandolin called Golden Axe. The mandolin's magic ever since.
served Frody well during his many adventures but The characters arrive in Toadhop and quickly
wasn't enough to save his life. On a crisp autumn discover that someone has disturbed the grave of
day, Frody and his companions were beset by a famous bard named Froderic Dartwild and that
manticores on a lonely stretch of road, and Frody Frody's corpse is "none too happy about it." Locals
was killed by a manticore's tail spike. ask the characters to speak with Frody, who is holed
Frody's body was returned to Toadhop and laid to up in a cabin on the outskirts of the hamlet. From
rest in the earth next to his mother, Veena, and his Frody's zombified corpse, the characters learn that
sister, Marigold. Golden Axe was buried with him. the stolen mandolin is called Golden Axe. They also
Shortly after Frody was interred, a tiefling named learn the identities of the grave robbers who stole ·
Sythian Skalderang, who lived many miles away, the mandolin, as Frody's restless spirit heard the
learned of the famous bard's untimely death. halflings refer to each other by name before they
Sythian had inherited his parents' estate and inadvertently animated his corpse. Frody refuses
debts, but a mysterious poison killed off the family's to return to his grave until the mandolin is re-
olive orchard, leaving him with nothing but the turned to him.
mansion and its furnishings. Those furnishings in-
cluded a multitude of musical instruments Sythian's
If the characters agree to retrieve the mandolin,
they find Mackerel and Trout at their riverside Froderic Dartwild, a famous bard born and raised ih
abode, five miles from Toadhop. The two halflings Toad hop, is all anyone in the hamlet can talk about.
reveal that their employer, Sythian Skalderang, has You've already met Toadhop's honorary mayor: a
Golden Axe in his possession and plans to give it friendly sow named Jenna Bean. You've also seen the
to one of his students. Stealing Golden Axe from frightened, troubled looks on the faces of the simple,
Skalderang Conservatory forms the crux of this
hard-working fo lk who inhabit this rustic thorp.
adventure. Ideally, at least one character in the party
should be a bard. You see, Frody died almost a month ago. Everyone
The hamlet of Toad hop can be situated in any in town attended his funeral. Now, he's crawled from
countryside. Skalderang Conservatory stands in the his grave and returned to the cabin where he was born
middle of a dead olive orchard on the outskirts of a and where he spent his childhood. The family that
city that's about two days' travel from Toadhop on owns the cabin now is out of sorts, to say the least.
horseback.
The family that lives there-a father, a mother, and
their three daughters- is staying with neighbors until
USING THE GOLDEN VAULT this grave matter is resolved.
If you're using the Golden Vault as a patron, a
The good folk ofToadhop would like it very much
golden key is delivered to the characters in whatever
manner you deem fit. When the characters use this if you, being adventurers, could pay a visit to the old
key to open their music box, the lid pops open and a Dartwild cabin and find out why Toadhop's most fa.
soothing voice says the following: mous bard has returned from the dead. The sooner he
stops stinking up the place, the sooner he can be laid
"Greetings, operatives. A Canaith mandolin has been to rest-again.
stolen from the grave of a famous bard, whose spirit
remains restless from the injustice. The Golden Vault If the characters wish to help Frody and the peo-
wants the instrument returned to its proper owner. ple of Toadhop, they can get directions to the old
This quest, should you choose to undertake it, re- Dartwild cabin and check it out. Four unkempt
quires you to travel to the village ofToadhop. Details youths led by a rabblerouser named Ebbin Fulchre
spot the characters as they make their way to the
will reveal themselves to you shortly after your arrival.
Dartwild cabin and follow them, curious to see what
Good luck, operatives." happens next.
~KALV~f<ANl(i ·
eoNSt42VA1Dfl!j
which is framed as boxed text that you can read or Sythian Skalderang has an incubus acquaintance
paraphrase to the players. who goes by the nameJoster Mareet. This servant
of the demon lord Graz'zt usually takes the form
ABOUT THE CONSERVATORY of a tall, beautiful, male tiefling. The incubus has
telepathy out to a range of 60 feet, enabling the fiend
to have telepathic conversations with Sythian even
"The conservatory has four floors, counting the roof. when they're not in the same room.
The outer doors-that's a double door in front and a Joster came knocking shortly after Sythian inher-
back door leading to the kitchen-they're good, sturdy ited the Skalderang estate. Unknown to Sythian,
oak and barred shut at night. And all the windows are Joster was responsible for poisoning the Skalderang
olive orchard.Joster was following instructions
latched shut from the inside. We maybe checked.
from Graz'zt, with the goal of making Sythian stop
"From the skylights on the roof, you can see the growing olives. Joster wants Sythian to use connec-
third-floor room that holds Sythian's fancy instru- tions gained through the students' elite families to
ments. Sythian's quarters are somewhere on the third earn their patronage. With that newfound wealth
floor, too. He let most of the staff go, excepting the and influence, Sythian could ruin lives and lead a
cook and housekeeper. They sleep next to the kitchen decadent cult worthy of Graz'zt.
on the ground floor. The students live on the second
Sythian knowsJoster is an incubus but is un-
der the false impression thatJoster cares for his
floor-they each get a room, but they take their vittles
well-being.
in the dining hall on the first floor. Mackerel and Trout know the following informa-
"There are staircases between all the floors in the tion aboutJoster:
towers, and an elevator powered by magic that runs
between the dining hall and the second and third "One of Sythian's friends is staying at the castle-a
floors." tall, handsome tlefling chap named Joster Mareet. He
has red skin, yellow horns, and a smoky voice. )oster
doesn't do much except hang around the estate, al•
ABOUT SYTHIAN SKALDERANG though sometimes he paints portraits of the students.
"Joster showed up shortly after the Skalderang or-
"Sythian is a tiefling with blue skin and black horns. chard died and encouraged Sythian to open his home
He's not the most likable person. He rains on every- to gifted musicians. We caught Joster chatting with
one's parade. His folks must've never taught him how a little green-skinned demon, which turned inv1sible
to be nice, so when he tries, he mucks it up. He's al- the instant it saw us. )oster pretended like the demon
ways unhappy and never has anything nice to say. wasn't there, but we saw it, all right."
SULDERAIIG
+ =-~ - ~....:.._,::
41 LEVEL4 »
I
This room contains three two-level bunk beds, one
of which is currently in use. A washbasin stands in a
Cl: DINING HALL
nearby corner.
At night, the double door to the south is barred shut
from the inside.
Merle, the cook, claims the lower bunk as his. Vor-
A large diningtable stands in the middle of this hall, dell, the housekeeper, sleeps in the bunk above him.
surrounded by tall-backed wooden chairs. Suspended Treasure. Each servant has a footlocker that con-
tains personal effects and earnings. Characters who
above the table are two chandeliers fitted with wax
empty the two footlockers find a total of 8 gp, 55 sp,
candles. Encircling the hall at a height of fifteen feet is and 62 cp. Merle's footlocker also contains an ivory
a wooden mezzanine that can be reached by a cage el- smoking pipe (25 gp), an electrum-framed hand mir-
evator in one corner. West of the dining room is a cozy ror (25 gp), and a small pair of silvered shears (10
niche with a fireplace, three padded chairs, and a side- gp) he uses to trim his beard.
board. Hanging above the mantelpiece is a framed
C4: GALLERY
portrait of two stern, well-dressed, middle-aged tief-
lings: a short, pudgy fellow and a tall, thin woman.
Several padded armchairs are arranged in this narrow
The surrounding walls bear numerous smaller paint-
chamber, the walls of which are festooned with hunt-
ings, mostly of young people.
ing trophies and crossbows. Bare hooks and pale rect-
angles mark places on the walls where paintings once
During the day, characters are most likely to en- hung. Standing in the southwest corher near a single
counter Vordell, the housekeeper (commoner),
door is a stuffed wolf, its glassy gaze fixed on a stone
here, setting the table or returning clean dishes and
staircase going up.
cutlery to the sideboard. Depending on the time of
day, the characters might find Sythian Skalderang
(see the end of the adventure),Joster the incubus in Between 1 p.m. and 5 p.m., Sythian's students relax
tiefling form, and students here as well (see the Con- here. Three quasits lurk by the stuffed wolf and use
servatory Schedule table). their Invisibility action to remain unseen. They at-
Chandeliers. Simple rope-and-pulley mecha- tack characters who try to break into area CS.
nisms allow the chandeliers to be raised or lowered The missing paintings were sold at auctions to pay
from the mezzanine (area C6). off some of Sythian's debts. The remaining decor
Paintings. The painting above the mantelpiece includes three light crossbows and three heavy
depicts Sythian Skalderang's parents, Vexxis and crossbows (all of which are functional but missing
AJyrria. The smaller portraits in the room were ammunition) mounted on the walls, as well as a
painted by Joster and depict Sythian's students, past stag's head mounted above a fireplace.
and present.
C5: SHRINE (LOCKED)
C2: KITCHEN AND PANTRY Students and guests are not allowed .in this room,
which is why Sythian locks the door.
A large pot hangs in the fireplace of this cluttered Sythian's father, Vexxis, worshiped gods of the
kitchen, <\nd stout worktables sized for a dwarf are hunt and the harvest. When he died, this room fell
into disuse untiljoster Mareet showed up and con-
covered with handy implements. A closet pantry
vinced Sythian to empty it and repurpose the shrine
stands in the corner next to a door that leads outside.
for the worship of Graz'zt. Vordell, the housekeeper,
is the only person besides Sythian andjoster who's
Merle, the dwarf cook (commoner), works here allowed to enter this area.
from 6 a.m. to midnight. When confronted with
danger, he grabs a rolling pin (treat it as a club) and Dark curtains cover the windows of this room, which
defends himself. looks like it might have been a chapel, though most
The door that leads outside is used mainly for
of the decor is gone, leaving empty niches and pedes-
food deliveries and is barred shut from the in-
side at night. tals. A demonic stone hand rises from the floor and
I
Dry towels are stacked on a shelf above a row of Cl2: OUTDOOR BALCONY
empty hooks by the door. Protruding from the far wall
is a funnel-shaped shower head, below which is an
iron knob.
and 89 cp.
Cl5: SYTH IAN'S QUARTERS ( L OCKED)
Cl6: ATTIC
t
This room contains a canopied bed and other furnish-
ings, including a corner fireplace flanked by stone·
carved hunting mastiffs. A large trunk rests at the foot
IGray sheets cover old furniture in this dusty attic. I
of the bed. Characters who spend at least 1 minute searching
the attic find two life-sized wooden mannequins-
one wearing a green wedding dress, the other a
Sythian Skalderang (see the end of the adventure) white funeral dress. Both dresses belonged to Syth-
is here from midnight until 8 a.m. ian's mother. They also find a wooden chest that is
Trapped Trunk. A character who examines the padlocked; the key is lost, but a character can take
trunk and succeeds on a DC 14 Intelligence (Investi- an action to try to pick the lock using thieves' tools,
gation) check detects a faint glyph on its lid- the tell- doing so with a successful DC 17 Dexterity check.
tale sign of a glyph of warding spell. The first time Treasure. Inside the padlocked chest, wrapped
a creature other than Sythian opens the trunk, the
in leather, is a flat wooden case whose lid is en-
s pell goes off, targeting the creature that opened the graved with a pair of stags locking horns. The case
rrunk with a suggestion spell (save DC 14). On a suc- contains six +2 crossbow bolts. Sythian is unaware
cessful saving throw, the creature resists the spell. of these items and won't miss them if someone
On a failed saving throw, the creature is compelled takes them.
to leave the room empty-handed and not return for
I
8 hours (the duration of the spell). Once the glyph is Cl7: LIBRARY (LOCKED)
triggered, the trunk is safe to open.
I
Treasure. The trunk contains, among personal
Empty bookshelves stand between the windows of
items and clothing of little value, the instrument of
che bards (Canailh mandolin) stolen from Froderic this musty tower attic.
Dartwild's grave.
. fl
SYTHIAN SKALDERANG
Sythian SkaJderang has been blessed by the demon
lord Graz'zt. Graz'zt's gift to Sythian manifests in
several ways, including Sythian's ability to conjure
demonic whispers that can fray enemy minds.
Whed he was a young boy, Sythian went on a
hunting trip with his father. A giant toad attacked
them and swallowed Sythian. Although Sythian
escaped after his father slew the monster, the attack
left Sythian with an acute fear of frogs and toads.
Sythian's parents hoped his interest in music
would lead Sythian to become an extraordinary mu-
sician; he became a mediocre one instead, despite
the help of several renowned tutors. Years later,
Sythian resents their efforts, as the money his par-
ents lavished on his education left him with many
unpaid debts. Now that his parents are dead, he is
determined to hold on to his estate and will do what-
ever it takes to keep what he has left.
Sythian has attuned to Golden Axe so that he can
learn and exercise the Canaith mandolin's proper-
ties. Although he hopes Golden Axe will earn him
the good graces and financial support of the van
Timmels, Sythian would sooner lose the instrument
than see any harm befall his students, as his reputa-
tion and financial success hinge on their well-being.
He gladly gives up the instrument to save himself.
Sythian is an impatient and demanding teacher
who holds his students to a rigorous schedule.
His bone conductor's wand doubles as a spell-
casting focus.
~ l');, -
AN ADVENTURE FOR 7TH- LEYEL CHARACTERS
VIDORANT'S
VAULT
VER THE YEARS, THE NOTORIOUS ELF THIEF Goldenbeard claimed Vidorant set him up and
~~J
USING THE GOLDEN VAULT Once the characters sit down near him, Golden-
beard addresses them:
If you're using the Golden Vault as a patron, a
golden key is delivered to the characters in whatever
manner you deem fit. When the characters use this "It's a pleasure to meet you all. I'm sure you've
key to open their music box, the lid pops open and a heard of my organization, the Silver Fingers Society.
soothing voice says the following: Only the most elite thieves in the world qualify for
membership.
"Greetings, operatives. An heirloom diadem from a "You may have heard that Nixylanna Vidorant, my
dwarven queen is in the possession of master thief former partner, is no longer with the Silver Fingers.
Nixylanna Vidorant. The queen's descendant, Sam- We've withdrawn all protection from her and her
phith Goldenbeard, would like the diadem returned, property, and we now have room in the society for
and the Golden Vault finds value in allying with his new members.
Silver Fingers Society. This quest, should you choose "As such, I present to you a challenge. Whoever
to undertake it, requires you to infiltrate Vidorant's brings me the Ruby Diadem of Erlynn Blessedore from
vault and recover the diadem. Start by meeting with Nixylanna's personal vault will become a member of
Goldenbeard. Good luck, operatives." the society. As my family is descended from Queen
Erlynn, we've wanted the diadem returned to us
Closing the music box causes the golden key for years.
to vanish. "You can keep a few things for yourself from her
collection, but I'd advise against too much distraction.
STEAL THE DIADEM Nixylanna has been a problem for me for a long time
To kick off this adventure, the characters receive because she is very good at what she does. And re-
an invitation to meet with the head of the Silver member: you cannot trust her."
Fingers Society, Samphith Goldenbeard (lawful
neutral, dwarf noble). A character who is a thief or
has the criminal background is familiar with the Goldenbeard relates the information from "Adven-
Silver Fingers Society, an elite organization for ture Background"-though told from his perspec-
exceptional thieves. tive. He explains the diadem is of only moderate
Alternatively, the characters could hear about value and has no magical properties, but its connec-
Goldenbeard's challenge to bring him the diadem tion to his family and his history with Vidorant make
through the gossip of other thieves; in this case, it valuable to him.
skip to the "Preparation" section. If the characters are uninterested in membership
If the characters are too lawful or good to work in the Silver Fingers, Goldenbeard offers a reward
with a thieves' guild, consider Goldenbeard ap- of 2,000 gp, though he grumbles the reward is far
proaching them simply as a descendant of Erlynn more than the diadem is worth.
Blessedore, asking them to return the Ruby Diadem
to its rightful heirs. PREPARATION
The party's preparation for the heist might include
MISSION FROM GOLDENBEARD seeking information from Vidorant's former guards,
Goldenbeard asks the characters to meet with him surveilling Vidorant at her mansion, or staking out
in the back room of a restaurant, the Spoke and her vault. Though each approach can yield useful in-
Wheel. When the party arrives, read the following: formation, the characters shouldn't delay too much;
other Silver Fingers may also be preparing to steal
the diadem (at your discretion).
An elegantly dressed dwarf greets you in the back
room of the Spoke and Wheel, a polite smile gracing GATHERING I NTELLIGENCE
his face. He introduces himself as Goldenbeard and By combing through local pubs or asking around
0ffers you tea. After everyone is served, he casually with their own informants, the characters can locate
dips a pinky into his own cup and tastes a drop before up to six guards (veterans) formerly employed by
taking a larger sip. Vidorant. Use the Former Guards table to help you
roleplay each guard.
VlDORANT'S VAULT
Bluffing. A character can lie their way past a guard VAULT LOCATIONS
with a successful DC 16 Charisma (Deception)
check. If the party's preparations convincingly The following locations are keyed to map 8.2.
support their story-such as wearing guard uni- Tl: LOBBY
forms while claiming they're new guards- the DC
decreases to 12.
Bribing. A character can convince a guard to look This beautifully decorated lobby has stone floors
the other way with a 50 gp bribe and a successful polished to a mirror finish. To the west, a large statue
DC 10 Charisma (Persuasion) check. depicts a human woman wielding a bow and arrow, To
Hiding. Before entering a room, a character can the east, two comfortable chairs accompany a small
tell if a guard is present by listening at the door
table. A double door leads outside to the north, and
and succeeding on a DC 15 Wisdom (Perception)
two doors on the south wall lead into the vault.
check. The party can make a DC 14 group Dex-
terity (Stealth) check to hide in their current room
until the guards leave. On a successful check, Guards. Two guards watch the unlocked front
the guard leaves without noticing the characters, door while sitting in the lobby's chairs. Though
allowing the party to enter the next room unde- suspicious of people trying to get in, they're accus-
tected. On a failed check, the guard discovers the tomed to confused people occasionally entering the
characters, likely by entering the room the charac- unmarked building.
ters are in and spotting them. Locked Door. The door to area TS is locked.
Intimidation. A character can frighten a guard into
letting them pass with a successful DC 17 Cha-
risma (Intimidation) check.
If you wish, a character who succeeds on one of the
above checks by 5 or more might also learn one
piece of information from the "Gathering Intelli-
T2: BREAK ROOM
I
This room contains open crates of gems sorted by
nonviolently deal with guards increases by 2 (see color and type. Most are neatly faceted, though a few
"Evading Guards"), and the price to bribe a guard remain uncut
increases to 100 gp.
---
CHANGING OF THE GUARD Guards. This room is part of the guard rotation.
If the characters neutralize all nine interior guards, Roll to determine if a guard is present (as described
the party has the run of the building until the next in "Interior Security").
shift's guards show up. However, the three guards Locked Door. The door to area T2 is locked. Each
outside the building remain alert to loud noises in- guard in the vault has a key that unlocks this door.
side the vault and enter the building to investigate Secret Door. The southwest wall of this room
suspicious sounds. A new shift starts every four contains a secret door to the exterior. Vidorant uses
hours, and six guards show up at each shift change. this door often. A character who examines the wall
VIDORANT'S VAULT
MAP 8.2: DM'S MAP
VIDORANT'S VAULT
125
--...
··- ~k_ _ .
and succeeds on a DC 15 Wisdom (Perception) The sheets of parchment in the barrels include
check spots the door, which opens silently. spell scrolls for each of the following spells: charm
Trap. Any character who has a passive Wisdom person (2 scrolls), cure wounds (1 scroll), detect
(Perception) score of 15 or higher notices the floor magic (2 scrolls), dispel magic (l scroll), false life
is unusually clean in a 10-foot square in front of the (1 scroll), identify (4 scrolls), invisibility (l scroll),
gem crates. When a creature steps on this area, the lesser restoration (2 scrolls), and nondetection
floor collapses into a 10-foot-deep pit with poisoned (1 scroll).
spikes lining its floor. Any creature on the collaps-
ing floor falls into the pit, taking 3 (ld6) bludgeoning T5: DOCUMENTS ROOM
damage and landing prone. In addition, the creature
must succeed on a DC 14 Dexterity saving throw
or be impaled by ld3 spikes, each of which deals 3
I This room holds two large iron safes.
I
(ld6) piercing damage plus 7 (2d6) poison damage.
A character who searches the floor for traps and Guards. This room is part of the guard rotation.
succeeds on a DC 15 Wisdom (Perception) check Roll to determine if a guard is present (as described
detects the trap, which can be disabled by placing in "Interior Security").
a strong object such as a pole or crowbar between Locked Door. The door to area Tl is locked. Each
the floor panels. If the check made to detect the trap guard in the vault has a key that unlocks this door.
succeeds by 5 or more, the character also spots a Trapped Safes. The two document safes in this
concealed switch on one wall that disables the trap. room contain secret information about local nobles
Treasure. The crates hold 60 pounds of gem- and government officials. Each safe is trapped with
stones. The valuable gems include a large uncut enchantment magic. If a creature attempts to open a
diamond (1,000 gp), four small diamonds (100 gp safe without Vidorant's personal key, the safe's trap
each), a bag of diamond dust (300 gp), four flawed emits an audible alarm (see "Caught in the Act")
rubies (50 gp each), and four pearls (100 gp each). and casts lwld person (save DC 16) on the three
The remainder of the semiprecious stones in the creatures nearest the safe. A character who uses an
crates are worth a total of 1,000 gp. action to search the safe for traps notices the trap's
l
rune with a successful DC 15 Wisdom (Perception)
T4: SCROLLS AND POTIONS ROOM check. Once the trap is detected, a character can
use an action to try to disarm the trap, doing so with
l
This room has four short bookshelves, each bearing
a successful DC 16 Intelligence (Arcana) check or a
dispel magic spell.
eight glass vials of liquid. Several open barrels hold
A character using thieves' tools can try to unlock a
rolled-up sheets of parchment.
safe, which takes 1 minute. At the end of that time,
- the character must succeed on a DC 17 Dexterity
Guards. This room is part of the guard rotation. check, or the safe remains locked. The safes are
Roll to determine if a guard is present (as described full of documents. Every minute a character spends
iTl "Interior Security"). looking through the documents yields one of the
Shelves ofPotions. The four shelves each hold following:
eight potions in vials (see "Treasure" below). Any Bribe. A tattered parchment details how a prisoner,
character who has a passive Wisdom (Perception) jailed for stealing racehorses, was freed after a no-
score of 18 or higher notices the shelves are pre- ble bribed a local government official.
cariously balanced. To safely remove a potion from Disputed Will. A parchment bears the original will
a shelf, someone must steady the shelf with a suc- of a recently deceased local noble. As the noble's
cessful DC 12 Dexterity (Sleight of Hand) check or family members are currently fighting over the es-
the shelf collapses, shattering all the potion vials tate, this will would be of great value to the heirs
on it. Each creature within 5 feet of a collapsing named in it.
shelf must make a DC 12 Dexterity saving throw, Goldenbeard's Secret. Small scraps of parchment
taking 17 (5d6) acid damage on a failed save, or half hold notes from Goldenbeard. Though Vidorant's
as much damage on a successful one. The noise half of the correspondence is absent, the notes
alerts the guards in the lobby (area Tl), who arrive 2 suggest Vidorant and Goldenbeard plotted a fake
rounds later to investigate. heist and used their "breathtaking success" to
Treasure. The shelves contain twenty-six vials of gain entrance to the Silver Fingers Society. Vidor-
acid, a potion ofanimal friendship, two potions of ant didn't use this information while vying for con-
healing (greater), two potions ofresistance (one fire, trol of the Silver Fingers, as it implicated her too,
the other poison), and one potion of water breathing. but nothing would stop her from using it now.
VIDORANT'S VAULT
Love Letters. Several perfumed envelopes hold The two easternmost suits of armor are helmed
romantic letters between a local noble and a gov- horrors. They attack creatures (other than Vidor-
ernment official. The affair would be a scandal ant) that aren't wearing guard uniforms. They obey
if revealed. Vidorant's spoken commands. If she's not present,
they obey anyone wearing a guard uniform, even
None of the documents in the safe have intrinsic
if commanded to attack another guard. They don't
monetary value, though they could be used to gain
leave this room, and they ignore orders that would
money or influence through blackmail.
cause them to do so.
T6: GALLERY Guards. This room is part of the guard rotation.
Roll to determine if a guard is present (as described
in "Interior Security").
Landscape paintings cover the walls of this room. In Treasure. The chests hold more weapons. Most
the center of the floor stand two marble statues of a of the equipment in this room is nonmagical, but a
human man and woman, both holding musical instru- character who is proficient with smith's tools or who
ments. One statue faces the door to the south, and succeeds on a DC 17 Intelligence (Arcana) check
the other faces the door to the west. immediately spots the most finely crafted items:
a +l battleaxe, a +1 shortsword, and a s uit of +1
scale mail.
Fire-Breathing Statues. When a creature steps
on a square marked T on map 8.2, the statue clos- T8: Zoo
est to that square breathes magical fire, which fills
the two squares between the statue and the door This room contains five large cages holding unusual
nearest to it. Any creature in that area must make a
creatures. It smells of fur and feathers. Chirps, g runts,
DC 15 Dexterity saving throw, taking 22 (4d10) fire
damage on a failed save, or half as much damage on and howls fill the air.
a successful one.
As an action, a character can search a trapped Cages. Each cage has a door held shut by a rudi-
area and make a DC 15 Intelligence (Investigation) mentary latch. One contains exotic birds. Another
check. If this check succeeds, the character finds holds two giant lizards and six flying snakes.
a tiny switch on the wall next to the nearest door. A third contains harmless mammals, including
Flipping the switch temporarily disables whichever jerboas, chinchillas, and a capybara. The last two
statue breathes fire toward that door. The trap reac- cages each hold one displacer beast. The giant
tivates 1 minute later. lizards, flying snakes, and displacer beasts are
Guards. This room is part of the guard rotation. aggressive but accustomed to being placated with
Roll to determine if a guard is present (as described food by Vidorant and the guards.
in "Interior Security"). Guards enter the room only Guards. This room is part of the guard rotation.
via its secret passage, and they leave through either Roll to determine if a guard is present (as described
of the main doors after flipping the switch to tempo- in "Interior Security"). Any guard in this room car-
rarily disable the traps. ries food for the animals.
Secret Door. A character who inspects the paint-
ings and succeeds on a DC 15 Intelligence (Investi- T9: LIBRARY
gation) check discovers a large painting on the east
wall pivots-along with the bookshelf on the other This room smells strongly of incense and paper. It has
side of the wall-revealing a secret way to area T9.
several bookshelves filled with antique books. A large,
Treasure. Four 12-foot-wide paintings (400 gp
each) and a smaller 2-foot-wide painting (1,000 gp) embroidered rug covers the floor.
are on display. A character who examines them and
succeeds on a DC 15 Intelligence (History) check A character who has a passive Wisdom (Perception)
recognizes the small painting is by a famous artist score of 18 or higher notices a conjuration rune
and is significantly more valuable than the others. peeking from under the rug. After discovering it,
T7: ARMORY
a character can use an action to try to disable the
rune, doing so with a successful DC 18 Intelligence
(Arcana) check or a dispel magic spell.
Three suits of armor stand against the walls with If a creature steps on the rug without saying the
swords in hand, watching over this armory. Three password, "quixotic," the rune summons an invis-
large chests sit along the south wall. ible stalker. The invisible stalker doesn't reveal its
presence or attack immediately, waiting to do so
I
Roll to determine if a guard is present (as described A spiral metal staircase ascends gracefully, connecting
in "Interior Security"). The guard uses the pass- the first and second floors. A flickering lamp casts
word if forced to step onto the rug. dim light on the stairs.
Secret Door. A character who inspects the
bookshelves and succeeds on a DC 15 Intelligence
Guards don't patrol this area.
(Investigation) check discovers the bookshelf to the
west pivots-along with the painting on the other Tl2: BALCONY
side- revealing a secret way to the gallery (area T6).
Treasure. Most books in this room have no mon-
etary value, but three of the oldest books are worth On the second floor's large balcony, a table and chairs
500 gp each. A character can identify these valuable allow for dining while enjoying a lovely view of the city.
books if they spend 5 minutes examining them and The view is unimpeded by a low railing. To the east, a
succeed on a DC 14 Intelligence (History) check: rope ladder hangs from the balcony to the ground fif.
Adventures ofthe Mystique (first edition, mint con- teen feet below. A double door leads_into the building.
dition) is a transcription of a first mate's logbook,
whkh recounts several harrowing adventures A creature that falls off the balcony can catch the
aboard a galleon called the Mystique. railing with a successful DC 16 Dexterity saving
The Diabolical Codex (covered in spined devil hide), throw. On a failed save, the creature falls to the
written by a tiefling named Nadir, provides tips ground 15 feet below, taking 3 (ld6) bludgeoning
and tricks for surviving bargains with devils. damage from the fall.
Eight for Dinner (first edition, signed by the author) Guards. Two guards are posted here. During shift
is a murder mystery in which an inquisitive mind changes, guards access the balcony via the rope lad-
flayer detective solves a murder aboard a planar der and never enter area Tl3. A guard who notices
locomotive called the Concordant Express. suspicious activity below uses an action to pull up
TlO: PIT the rope ladder.
Locked Door. The double door to area Tl3 is
locked. The balcony guards have a key but use it
A ten-foot-wide pit with spikes at the bottom divides only if they detect intruders inside.
this room from east to west. A sturdy-looking stone Vidorant. If Vidorant teleports to the vault (see the
bridge spans the pit. The room is dimly lit by a flick- "Vidorant Arrives" section later in the adventure),
ering lamp on the north wall. Near it, a double door she arrives on the balcony, as the interior of the
leads west. On the south side of the pit is a spiral vault is warded against teleportation magic.
metal staircase going up. Tl3: VIDORANT'S QUARTERS
Guards don't patrol this room. If the invisible stalker The north half of these luxurious living quarters holds
was summoned in the library and hasn't attacked a study area with a fine desk and two beautiful paint-
yet, it attempts to shove a character into the pit, then ings of night festivals. A delicate curtain opening to
attacks the party.
the south reveals a sleeping area. The bed is piled
Illusions. Two permanent silent image spells
have been cast over the pit, one on the east side and high with sumptuous linens. This area also holds a
another on the west. The illusion on the west side sturdy wooden wardrobe and a privy.
depicts a bridge spanning the pit. The illusion on
the east side shows an open pit, hiding a real bridge Guards don't patrol this room, the eastern door of
that can be used to safely cross. Touching the fake which is unlocked. Though Vidorant lives in a man-
bridge (which is shown on map 8.2) reveals that it sion nearby, she sometimes sleeps here after work-
has no substance. Similarly, feeling around the pit ing late in her vault. Her bedroom includes a ward-
for the real bridge reveals it in short order. Casting robe with several changes of clothes, which could be
dispel magic on either illusion ends it. useful if a character wants to fashion a disguise.
Spil<ed Pit. Any creature that falls into the pit is Desk. Vidorant's desk drawer is locked. As an
impaled by ld3 spikes, each of which deals 3 (ld6) action, a character can use thieves' tools to try to
piercing damage plus 7 (2d6) poison damage.
unlock it, doing so with a successful DC 15 Dex-
terity check. The desk contains many documents.
VTDORANT'S VAULT
»,:
A character who examines them for 1 minute and Intelligence (Investigation) check, finding all four
s ucceeds on a DC 15 Intelligence (Investigation) traps on a success. Inside each cabinet is a delicate
check finds the plans for Vidorant's next heist, tar- glass vial containing poison gas. The vial breaks if
geting a noble with close ties to Goldenbeard. the cabinet is opened by any means other than using
Locked Door. The door to area Tl2 is locked but the proper key (which is in Vidorant's possession).
easily unlocked from inside this room. A character can use thieves' tools to try to disarm
Treasure. The two paintings of night festivals are one of these traps, doing so with a successful DC 18
worth 250 gp each. Dexterity check. Failing the check by 5 or more trig-
gers the trap.
Tl4: STRONG ROOM A character can use thieves' tools to try to unlock
VlDORANT'S VAULT
disarm from inside the room (no check required), Each item is protected by two separate abjuration
but it can't be disarmed from outside the room. runes that trigger alarm spells. The first rune is on
Characters can avoid the trap by entering the the display case, and it sounds an audible alarm
room through a secret door in the northwest corner when that display case is opened (see "Caught in
(see area T14). the Act"). The second rune is on the item itself, and
it silently alerts Vidorant when that item is removed
This room has marble flooring and ivory-colored wall- from the room (see "Vidorant Arrives" below).
A character who examines the various treasures
paper with silver accents. The room contains seven
and succeeds on a DC 15 Wisdom (Perception)
glass cases on pedestals, each enclosing a small item. check notices the first set of runes on all the display
cases. A character who succeeds on this check by 5
Display Cases. On each case, a notecard written or more also notices the second set of runes on the
in elegant handwriting bears the item's name and a items themselves.
brief description: A character can disable a particular rune (and its
linked alarm spell) with the dispel maAic spell or
Jeweled Human Skull. The card reads, "Unclear if a successful DC 18 Intelligence (Arcana) check. A
genuine skull or replica. Found in ancient tomb." character who fails the check by 5 or more triggers
This skull is coated with gold. Large diamonds are the alarm. The first time a character successfu lly
mounted in its eye sockets, and small rubies drip disables one of these runes, the DC to do so on the
down its cheekbones like bloody tears. (The skull others decreases to 13. Alternatively, a character
is worth 2,000 gp.) can slip an item out of its case without triggering the
Lost Map ofTishanos. The card reads, "Reportedly display case alarm by succeeding on a DC 18 Dex-
from Pirate Queen Shrixette Laderie. No other re- terity (Sleight of Hand) check. On a failed check, the
cords ofTishanos found. Must mount expedition." audible alarm activates (see "Caught in the Act").
This weathered map details an island that lies
about a hundred miles from an unidentified coast- VIDORANT ARRIVES
line. (The map has no intrinsic monetary value but
could lead to adventure.) Once the characters obtain the diadem, they must
Royal Scepter. The card reads, "Used in the coro- escape the vault to complete the heist.
nation of Queen Calinia. P ossible gift from elven IfVidorant (chaotic neutral, elf assassin) is alerted
court." This golden scepter is intricately engraved to the theft by an alarm in her inner vault (area T15),
and set with diamonds and sapphires. (The scep- she uses a custom-made ring that functions as a
ter is worth 2,000 gp.) helm of teleportation (to which only she can attune)
Ruby Diadem ofErlynn Blessedore. The card to teleport to the balcony 5 rounds after the alarm
reads, "Owned by Queen Erlynn Blessedore, is triggered. She heads toward the characters while
ancestor of Samphith." Each spire of the diadem calling loudly for the guards. The balcony guards
is studded with rubies. (The diadem is worth follow her, and all other guards in the vault go on
2,000 gp.) high alert (see "Caught in the Act").
Silvered Dagger. The card reads, "Used to assassi- VrD0RANT's OFFER
nate Prince Angryn Sheselitte. Nonmagical." This
dagger is unremarkable, though high quality. (The IfVidorant intercepts the characters, she makes a
dagger is worth 1,000 gp as a collector's item.) surprising offer:
Snowy's Collar. The card reads, "Owned by legend-
ary fortune-teller Gratchia Gartirio. Dog report- An elf woman with sleek black hair approaches you
edly told the future." This fine silk collar, sized for with a smile. "You've done well. Not just any thieves
a small dog, has a diamond-encrusted tag reading
could make it to my personal vault. I congratulate you.
"Snowy." (The collar is worth 1,000 gp.)
I'm sure this means the Silver Fingers placed a bounty
Thesis ofMortinsor. The card reads, "Owned by
Mortinsor, the famous necromancer. Possibly con- on that ruby diadem-Goldenbeard's been furious
tains secrets of longevity, but difficult to decipher." about that thing for years. But if you'll allow me a
This oversized tome is full of esoteric, archaic text moment, perhaps I can make you a better offer?"
that would require extensive research to decipher.
A character who spends 12 weeks studying it and
succeeds on a DC 22 Intelligence (Arcana) check If the characters refuse to hear her deal, Vidorant
finds a page that serves as a spell scroll of seques- attacks them. If they agree to listen to her deal, she
ter. (The thesis is worth 500 gp.) continues speaking:
VlDORANT'S VAULT
"I could try to dispatch you-and I might succeed-
but more thieves will keep trying to interfere with
my business. Instead, what if you went back and told
everyone my vault was impenetrable and I thoroughly
defeated you? Jt would head off a lot of trouble. In
exchange, I'll give you this." She pulls a delicate ring
from her finger. ''It's worth more to you than the
diadem-after all, it's part of how I've become such
a famous thief. Golden beard is planning to take the
diadem for himself, right? He's still mad about our
neist all those years ago. But this ring you can keep.
Tell whatever story you like about where you got it, as
long as it's not from me. You get rich, I look strong,
and no one's the wiser."
VIDORANT'S VAULT
AN ADVENTURE FOR 8TH-LEVEL CHARACTERS
SHARD OF THE
ACCURSED
.............- - - - - - - - - - - - - - - - v -
A
MYSTERIOUS SHARD MADE OF OBSIDIAN After the calamity, the heroes looked for the giant
places a curse on everyone who bears it. amid the changed landscape. They found his pet-
When the shard comes into the characters' rified body buried beneath the citadel, still holding
possession,. they must break its curse by re- it aloft. When all efforts to restore him failed, the
turning the shard to the ancient tomb it came from. heroes built a mausoleum around Xeluan's body to
But a dangerous crime syndicate controls the tomb honor his sacrifice. The heroes lived prosperous
and its riches, and the criminals won't take kindly to lives, and afterward, their bodies were interred in
the characters' intrusion. Xeluan's tomb. When the last hero died, the tomb
This adventure isn't a typical heist; rather, it's a was sealed, and so it remained for centuries. Xel-
reverse heist. Instead of retrieving a valuable item, uan's sacrifice was lost to legend, and the heroes
the characters are tasked with returning one to its were remembered only as fables. As the citadel
proper place. eroded to ruins, the tomb below it was all but
forgotten.
ADVENTURE BACKGROUND About a century ago, a group of explorers found
Long ago, a giant named Xeluan was attacked by his the ruins of the citadel, its protective wards still
ruthless kin and left to die. After a group of heroes intact. Around the citadel, these explorers founded
found him and nursed him back to health, the grate- the settlement of Oztocan. The settlement grew into
ful giant pledged his life in their service. Xeluan and a thriving hub of commerce. Today, that prosperity
his heroic friends went on to perform great deeds. is threatened by the machinations of a criminal or-
When earthquakes and volcanic eruptions threat- ganization known as the Onyx Scar. The criminals
ened to destroy the heroes' homeland, Xeluan have unearthed Xeluan's tomb and are mining the
carved a citadel into a mountainside, creating a giant's petrified corpse, selling his remains at local
refuge for the heroes and their people. The giant markets. Additionally, their delving has weakened
harnessed earth magic to create a protective ward the citadel's wards, causing earthquakes to plague
around the settlement, but the devastation proved the region.
unstoppable. As the mountain crumbled and volca-
nic rifts threatened to engulf those he loved, Xeluan THE ACCURSED SHARD
lifted the sanctuary above his shoulders and made This adventure revolves around an obsidian shard
a final, desperate sacrifice. He wove his life energy imbued with powerful magic. In the course of the
into the magic protecting the citadel, allowing it to adventure, the characters discover that the shard is
withstand the onslaught. In doing so, Xeluan sacri- a fragment of Xeluan's petrified heart. Only by using
ficed his life to save thousands. the shard to mend Xeluan's broken heart can they
stop the earthquakes that rock Oztocan.
SHARD OF XELUAN
Wondrous Item, Rare (Requires Attunement)
This 1-foot-long shard of obsidian has veins of silver
and gold beneath its cold surface.
Empowered Magic. While holding the shard, you
can use it as a spellcasting focus, and it gives you a
+1 bonus to your spell attack rolls.
Enhanced Strength. Your Strength score
increases by 4 while the shard is on your person.
The shard can't raise your Strength score above 22.
Curse. Attuning to this item extends its curse to
you. You remain cursed until you are targeted by
a remove curse spell or similar magic, or until the
shard is reattached to Xeluan's petrified heart.
The shard's curse causes misfortune to befall you.
When you roll a 1 on an attack roll, an ability check,
or a saving throw, roll on the Shard Misfortunes
table to determine the misfortune. For as long as
this misfortune lasts, no other shard misfortunes
5'1ARD OF XHUAN
befall you.
SHARD MISFORTUNES
d6 Misfortune
You accidentally cut yourself with the shard and
SHARD RUMORS are poisoned until the next dawn.
2 You experience a vision of an ancient calamity- a
Some of this adventure's impact relies on the mis-
understood nature of the shard ofXeluan. No one beautiful city threatened by crumbling mountains
remembers Xeluan's sacrifice or knows the shard and erupting volcanoes-and are stunned until the
is a fragment of his petrified heart. Moreover, the end of your next turn.
shard has gained an undeservedly sinister reputa- 3 For a few seconds, the ground shakes urider you.
tion because of rumors surrounding it. You and each creature within 10 feet of you must
Use the Shard Rumors table to inspire stories succeed on a DC 16 Dexterity saving throw or be
the characters might hear about the item's his- knocked prone.
tory. Whether a rumor is true or false is left to
4 The shard releases three glowing darts of magical
your judgment.
force that target one random creature within 30
SHARD RUMORS feet of you. If no such target exists, you become
d4 Rumor
the target. Each dart hits automatically and deals 3
(ld4 + 1) force damage to the target.
The shard comes from the Abyss. The misery it
5 Until the next dawn, Beasts wjth an Intelligence
causes feeds a dying, long-forgotten demon.
score of 3 or lower are hostile to you.
2 A sage who tried to learn the magical properties of
6 Nothing seems to go your way. Until the next
the shard dropped dead without warning, and her
dawn, you have disadvantage on ability checks.
soul became trapped in the shard.
3 A group of bandits received the shard as ransom.
That night, a sickly green light bathed their camp,
and all but one bandit disappeared.
4 A knight tried to destroy the shard, but the shard's
curse petrified her.
Xelt1 .
·To
Lower·Lev.el
i
N
The following locations provide different ways to Rilago's map mentions Ironbed Grotto-a name
access Xeluan's tomb. Leandro and Tavio recognize as a cavern network
east of town. Near Ironbed Grotto's easily found
RUINED CITADEL entrance, an underground river winds through the
Oztocan's most prominent landmark is the ruined caverns, eventually feeding the fountain in area
citadel around which the town was built. A recently X6. The cave network is devoid of town guards, but
excavated tunnel leads to Xeluan's tomb and is monsters might dwell here at your discretion.
guarded at all times, as described below: Once the characters near the fountain, the caverns
narrow into a small underwater channel the char-
acters must swim through, as detailed in area X6.
Ten members of the town guard stand watch atop
If the characters use this route, they enter the tomb
giant blocks of stone that were once part of a great soaking wet.
citadel, now a tumbled-down ruin. A tunnel has been
opened at the base of the ruined citadel. Crude, torch- XELUAN'S TOMB
lit steps descend into the earth. Xeluan's brave companions built a tomb around the
giant's remains so everyone who wanted to honor
The ten veterans guarding the tunnel entrance are him could do so. One of these heroes- an elf monk
loyal to Aminta and attack anyone who tries to enter named Itze- founded the Order of Xeluan, a sect of
the tunnel without an escort. If the characters come monks dedicated to preserving the tomb.
here in the guise of workers, five of the guards lead As the years passed, the tomb came to house the
them to area Xl at the start of the next shift change, remains of Itze's other companions, who wished
which occurs whenever you deem appropriate. to join Xeluan in eternal rest. Finally, only Itze re-
mained. In the final years of her life, she prepared to
VENTILATION SHAFTS be buried with her companions. When Itze died, her
Ventilation shafts connect Xeluan's tomb to two remains were placed in the tomb, and the Order of
caves: one to the east, the other to the west. Ozto- Xeluan sealed the tomb and disbanded.
can's residents are familiar with the caves but avoid
them because they're hard to reach. TOMB FEATURES
The characters must climb or fly 200 feet to reach Xeluan's tomb has the following features:
either cave, which is situated in the middle of a hill-
Ceilings. Ceilings are 15 feet high, with the excep-
side escarpment. Any such climb requires pitons,
tion of the 40-foot-high Great Chamber (area X4).
rope, and a successful DC 15 Strength (Athletics)
Doors. Unless otherwise specified, doors are made
check for every 100 feet climbed. On a failed check,
of iron-reinforced wood and are kept locked, re-
a character falls 50 feet before they're caught by
quiring a successful DC 17 Dexterity check using
their climbing rope, taking 17 (5d6) bludgeoning
thieves' tools or DC 17 Strength (Athletics) check
damage from the fall.
to open. Guards carry keys to each door on their
Each cave is empty except for a ventilation shaft
level unless otherwise noted.
in its back wall. Both shafts are 20 feet wide, 20
Light. Areas X2, X3, X4, and X21 are brightly lit by
feet tall, and made of smooth limestone. The east
torches imbued with continual flame spells. The
ventilation shaft leads to a corridor between areas
rest of the tomb is dark. Members of the Onyx
X6 and X7. The west ventilation shaft leads to a cor-
Scar use oil lamps to light their surroundings.
ridor between areas Xl 2 and X13.
Area descriptions assume the characters have a
Each ventilation shaft ends at a grate made of cor-
light source or other means of seeing in the dark.
roded, vertical iron bars, which the characters must
Walls and Floors. The tomb is carved from lime-
bypass to enter the corridor beyond. As an action,
stone. The walls on the upper level are engraved
a character can try to bend or break the rusty bars
with scenes depicting Xeluan's life, though they've
doing so with a successful DC 17 Strength (Athlet~
eroded considerably after years of neglect.
ics) check and creating an opening big enough for
Medium or smaller creatures to pass through.
I I
A narrow hallway lined with arrow slits stretches
(five veterans) leads them through the iron doors
north and south, opening into brightly lit chambers at
into area X2.
Iron Doors. The doors are held shut by two iron each end.
bars that can be removed only by creatures in area
X2. If the party approaches the doors with an armed This area once contained shrines to various gods,
escort, one of the guards knocks on the doors six but the Onyx Scar renovated it, creating a hallway
times, which signals the guards in area X2 to lift with arrow slits on both sides.
the bars and open the doors. The guards in area X2 Arrow Slits. Four Onyx Scar thugs stand behind
won't open the doors unless they hear a sequence the western arrow slits, ready to shoot their cross-
of six knocks-no more, no less. The doors have AC bows at intruders who traverse the hallway without
17, 80 hit points, a damage threshold of 10, and im- an Onyx Scar escort. The arrow slits give the thugs
munity to poison and psychic damage. three-quarters cover.
The noise of breaking down the doors can be No guards are stationed behind the eastern
heard by all creatures on the tomb's lower level. arrow slits.
These creatures remain in their respective locations
but are alert for the next hour, during which time X4: GREAT CHAMBER
they can't be surprised.
X2: VESTIBULE Encircling this domed chamber is a fifteen-foot-high
The following boxed text assumes the characters mezzanine supported by four limestone pillars. In
enter from the south. If they enter from the north, the room's center, a thirty-foot-tall statue made of
they can't see the carvings on the granite slab, the lustrous bla<;k rock reflects the torchlight. The statue
furniture behind it, or the guards: depicts a giant, his face frozen in determination and
his arms bracing the ceiling. A hole in the statue's
Torches mounted to four pillars light this ancient chest exposes an obsidian heart with glittering veins
room. In the center of the room, a table and several of silver and gold.
chairs are situated in front of a vertical slab of granite Scaffolding around the statue provides easy access
measuring ten feet high and thirty feet wide. This slab to the mezzanine. Standing on and around the scaf-
bears carvings of people carrying offerings to a citadel folding are several workers. Some are using pickaxes
nestled between two mountains. to chip away at the statue, while others are gathering
Four battle-ready members of the town guard stand chunks of the statue into crates.
next to the pillars. Passages here lead northwest, northeast,
c1nd south.
,
X7: RUINED SHRINES Long ago, this area served as living quarters for the
monks of the Order of Xeluan. Now it has been over-
I l
taken by the Onyx Scar for the same purpose.
Crumbling altars, ruined statues, and idols of forgot-
X8a. North Quarters. Five Onyx Scar thugs sleep
ten gods litter the floor ofthis small chamber. in these rooms, one per room. Each room contains
a cot with an oil lamp hanging above it.
This chamber once housed shrines to the gods X8b. South Quarters. Each of these rooms con-
of ancient local religions, but they have all been tains a cot with an oil lamp hanging above it. All five
smashed and ruined. rooms are currently unoccupied.
Secret Door. Any character who examines X9: STORAGE
the west wall and succeeds on a DC 16 Wisdom
(Perception) check discovers a secret door in the
middle of it A character with the Stonecunning This room contains weapon racks, stacks of wooden
trait or proficiency with mason's tools has advan- crates, and doors leading to the north and east. In the
tage on this check. The stone door is unlocked and center of the room, a staircase rises to the upper level.
can be pushed aside to access the eastern section
of area X3.
If the characters were brought in as workers, Tavio's
X8: LIVING QUARTERS personal guards left a wooden chest in this area that
contains any equipment the characters arranged for
This ar-ea oftre tomb has thick timber walls lined with Tavio to smuggle in.
Stairs. The stairs ascend to area X14.
wooden doors. The stone floor is strewn with dirt and
Warded Door. The door to area XlO is warded by
covered with fresh bootprints. an alarm spell that mentally alerts Edino if anyone
touches it.
l
Nearly two dozen bedrolls are scattered across the
The hulking figure is a clay golem that doesn't wait floor of this dusty stone room. Some of the bedrolls
for characters to enter the room before attacking have workers resting on them.
them. It fights until destroyed.
A lawful evil, elf mage named Edina lurks in the
room. Edino is the Onyx Scar's resident spellcaster Four workers (commoners) rest in the room, along
and has cast greater invisibility on himself. If the with any workers who left area X4. These workers
characters defeat the golem, Edina hides until he aren't interested in helping the characters or in mak-
can sneak to area Xl9 and alert Aminta. ing an enemy of the Onyx Scar. If the characters
Edino's Experiments. Edina experiments with attempt to persuade, deceive, or otherwise recruit
oztocanite in this room. As part of his experiments, the workers to aid them, they can make a relevant
Edino has bound the souls of Xeluan's companions DC 15 ability check. On a successful check, the
(from area X22) to four fist-sized pieces of ozto- workers won't endanger themselves, but they might
share helpful intelligence or agree to stay out of the
canite. One of these soul fragments sits on Edino's
party's way.
desk_ The other three fragments are in a desk
drawer. Any character who examines a fragment Southeast Corridor. The southeast corridor
and succeeds on a DC 15 Intelligence (Arcana) leads to area Xl3. A little more than halfway down
check senses there's a life force trapped inside it but the corridor, a rusty iron grate in the south wall
has no clue how to release it (see area X22). blocks access to a ventilation shaft (see "Reaching
the Tomb").
Treasure. A spellbook on the western bookshelf
contains the spells Edino has prepared plus alarm,
l
Xl3: RECONSTRUCTED SHRINE
arcane lock, detect thoughts, dimension door, and
glyph of warding. The other books in Edino's col-
lection aren't valuable and cover such topics as
geology, gemology, and mining.
Xll: MESS HALL
Loud voices and laughter can be heard through the
I This room contains four dilapidated altars-two
against the north wall and two against the south wall.
I
The murals in this room depict Xeluan's legend (see This room is lit by oil lamps resting atop two narrow
the "Adventure Background" section). If the charac- tables. Other furnishings include a desk to the west
ters already saw Xeluan in area X4, they recognize and four wooden chests to the east.
him in the etchings.
Xl5: UPPER WEST ANTECHAMBER The desk has a single drawer, ins.ide which is a
leather-bound ledger detailing how much money the
Onyx Scar has invested in the tomb excavation thus
Reliefs on this room's walls depict people bowing in
far (nearly 15,000 gp).
gratitude to a smiling giant. Hallways lead east and Treasure. The four chests are unlocked, and each
west, and doors lead north and south. Seated at a one contains 2,500 gp. Aminta needs this money to
table in the northeast corner are two identical human pay workers, bribe town guards, and keep the opera-
women playing cards. tion running.
Xl8: MEZZANINE
The women playing cards are two doppelgangers This 15-foot-high mezzanine encircles the Great
that look exactly like Aminta. If they see three or Chamber (area X4). A walkway made of wooden
more intruders, the doppelgangers retreat to area planks connects the mezzanine with the scaffolding
X19; otherwise, they stand and fight. that surrounds the petrified remains ofXeluan.
Door to Area X17. Only the real Aminta has a key Revolving Stone Doors. Set into the mezzanine's
to area Xl 7. The lock on the door is trapped with a walls are four heavy stone doors, each of which
capsule that contains poisonous gas. The capsule revolves on a vertical axis. The west and east doors
can be found with a successful DC 20 Intelligence are open, while the north and south doors are shut.
(Investigation) check. A character who opens the These doors aren't locked but grind loudly when
door with Aminta's key safely disarms the capsule, opened or closed, attracting the attention of anyone
as does a character who picks the lock and suc- on the upper level or in area X4.
ceeds on their check by 5 or more. Otherwise, the
capsule breaks when the door is opened, releasing Xl9: WAR ROOM
a cloud of poisonous gas that fills a 10-foot-radius
sphere centered on the door. Each creature in the The air in this wide room is thick with the smell of
area must succeed on a DC 16 Constitution saving dusty tomes. Eight bookshelves stand against the
throw or be poisoned for 2d4 hours. A poisoned walls. Half of them have collapsed on themselves,
creature falls unconscious but wakes up if it takes
while the remaining four bookshelves are packed with
damage. The cloud disperses a few seconds after
the trap triggers. crumbling scrolls and books.
The room's centerpiece is a long wooden table with
Xl6: AMINTAS QUARTERS an ornate, throne-like chair at one end and smaller
chairs along both sides. Seated in the big chair is
A large, neatly made bed occupies the west half of this a human woman clad in leather armor, and she's
room. Hanging from hooks on the walls are several not alone.
dresses and cloaks, with pairs of boots and sandals
placed neatly below them.
This room was once a library chronicling the history
On the east side of the room, dinnerware is stacked of Xeluan and his heroic companions. The Onyx
atop a low wooden table, and a fully stocked wine rack Scar now uses it for leadership meetings. Aminta
l stands against the wall. Solana (neutral evil, human assassin) claims the
seat at the head of the table.
Aminta is a human in her late thirties. She has
brown skin and long dark hair streaked with gray.
This room contains enough food and refreshment The stone caskets contain the earthly remains (dust
to supply the Onyx Scar and its workers for weeks. and bones) of Xeluan's four companions and their
The stone door west of this room is described in loved ones.
area X18. The north door leads to area X21. Angry Wraiths. If the characters ignore the warn-
An invisible stalker floats near the ceiling and is ing and enter the crypt, four wraiths emerge from
the source of the breeze. If one or more characters the caskets that line the central wall. The wraiths
disturb the supplies, the stalker attacks them. The don't respond to verbal entreaties and can't leave the
stalker doesn't attack if the supplies are left alone. crypt, but they attack anyone who sets foot inside.
~ ,;
Rilago's Ghost. The voice belongs to the ghost of
Rilago. If the characters heed its warning and don't
advance into the crypt, Rilago materializes in front
of them and strikes up a conversation:
HEART OF
ASHES v---
HALASINE IS UNDER A TERRIBLE CURSE. the counsel of a mage's guild in a neighboring city.
HEART OF ASHES
149
~ ~,
USING THE GOLDEN VAULT Naevys assures the characters that Charmayne's
ritual affects only people from Ghalasine; outsiders
If you're using the Golden Vault as a patron, a
can safely enter the city. She asks the characters to
golden key is delivered to the characters in whatever stealjhaeros's heart and deliver it to her outside the
manner you deem fit. When the characters use this city, thereby thwarting Charmayne's ritual.
key to open their music box, the lid pops open and a Naevys provides the following additional informa-
soothing voice says the following: tion, which she learned with the help of mages in a
nearby city:
"Greetings, operatives. The city of Ghalasine is under
Ashen Defenders. Castle Cinis is guarded by ashen
a terrible curse, and the Golden Vault has learned that creatures that used to be the king's guards. The
the evil spellcaster Charmayne Daymore is behind king's dogs, Cinnabar and Sol, have become hell
it. Charmayne was once an adviser to King Jhaeros, hounds that wander the castle's interior.
but she used the king's heart to power a ritual that is Charmayne's Location. Charmayne spends most of
devastating the city and killing its people. Our sources her time in the mage tower (area S14).
Consuming Void. A spherical void has formed high
say that stopping the ritual will restore the city and its
above the castle. The souls of the dead and the
peopfe. This quest, should you choose to undertake
ashes of the city are being drawn into it. Most
it, requires you to retrieve the king's still-beating heart people in the city have already died.
and remove it from the city to stop the ritual. Start by Regine LaVerne. Naevys doesn't know what hap-
meeting with the elf Naevys, guard captain for King pened to the king's other councilor, Regine.
Jhaeros. Good luck, operatives." Reversing the Ritual. According to the mages with
whom Naevys consulted, Charmayne's ritual can
be reversed and Ghalasine restored to its former
Closing the music box causes the golden key glory by removing Jhaeros's still-beating heart
to vanish. from the city. This might be the only way to repair
the damage Charmayne has wrought and restore
HEART OF THE MATTER the lives of those who died because of the ritual.
Naevys (lawful good, elf knight equipped with a Saving the King's Heart. Simply destroying
flame tongue longsword) approaches the charac- Jhaeros's heart would end the ritual without re-
ters with important business from Ghalasine. Her versing the damage it has caused or undoing the
bronze-and-red armor gleams in tones that reflect terrible loss of life. Moreover, Naevys believes
her braided red-brown hair, and her skin is freckled. Jhaeros will almost certainly die if his heart
She is friendly toward the characters and asks to stops beating.
speak with them privately: Naevys is loath to discuss rewards until Ghalasine
is either saved or lost, but if the characters press her
"My city is in trouble," Naevys says. "It deteriorates for a reward, she promises to "drown them in gold
with every passing second, and my king is part of it. coins" if they are successful. (ln fact, the possible
Or rather, his stolen heart is.
rewards are much greater than that, as discussed in
the adventure's conclusion.)
"Ghalasine is s lowly being reduced to ash, and its
people are dying and can't escape. King Jhaeros would
PLANNING THE H~IST
do everything in his power to stop it ifhe could. I've
Naevys has sketched a rough map of Castle Cinis for
served Jhaeros since I was a young squire. His father
the characters. Give players a copy of map 10.1 for
denied me knighthood-our family was poor, and reference. Naevys believesJhaeros's heart is in a se-
I had no formal train ing-but Jhaeros made me his cret room on the second floor that can be accessed
personal knight. That was the start of our friendsh1p. from the king's bedroom, and she is correct, but she
He isn't just kind; he's warm and passionate, ever in• doesn't know that the magic of Charmayne's ritual
vested in the people of the city.
has altered the castle's layout.
"A mages' guild in a neighboring city used scrying GETTING I NSIDE
spells to confirm my suspicion that one of the king's
If the characters ask Naevys for advice on how to
closest advisers-Charmayne Daymore-is behind enter the castle, she suggests the following:
this. She has stolen the king's heart and is using it to
power a ritual. Jhaeros is now her obedient puppet."
HEART OF ASHES
MAP 10.t: PLAYERS" HAP
Secmul
~ Fluor ,,.
13~
...
• t A~
Memento,
1Jedrcram.
r·
Witulcws
.
Hall
.
. Fire:plau,
1lMr<rom,
1'arlor
.-.
~ Wuuurws _ / .
C'ASTLE
.
first
CJNJS
Flo-or ~
l.ilirary,
N
DuwtfJ,
..
+
area Sl, and the remaining eight guards patrol the
"You can expect guards outside the main entrance as
grounds in two groups of four.
well as patrols circling the castle grounds. You could Characters who spend a few minutes studying
try to slip past the patrols and enter through a dining the guards' movements gain advantage on Dex-
room window on the west side of the ground floor, out terity (Stealth) checks made to approach the cas-
of s1ght of the main entrance, but close to the stair- tle unseen.
case that climbs to the second floor." If the guards at the entrance or the guards on
patrol spot the characters, one of them blows a
horn to summon the other guards, who arrive ld4
rounds later.
CHARCOAL FIGURINES
With the help of scrying magic, the mages with CASTLE FEATURES
whom Naevys consulted obtained the following Castle Cinis has the following features:
additional information, which Naevys passes
along to the characters just before they set out for Ceilings. Ceilings in the castle are 20 feet high and
Castle Cinis: covered with ash (see "Tug of the Void" below).
Light. Each room in Castle Cinis is brightly lit by
one or more torches, or by sunlight during the day
"Once you're inside the castle, keep an eye out for if the room lacks a ceiling.
a set of charcoal figurines. Charmayne created the Tug of the Void. Objects in the castle that weigh 10
figurines herself, and I'm told she uses them to store pounds or less and aren't being worn, carried, or
her victims' psychic trauma. A clever spellcaster can held in place tend to drift in the direction of the
turn the power of these figurines against her. I don't void at a rate of about 1 foot per minute. (For more
information about the void, see "The Void" section
really understand how, but the mages with whom I
later in the adventure.)
consulted assured me of this fact." Weakened Floors and Walls. The walls and floors
on the second floor (areas S8- S13) and the float-
See area S6 for more information about the char- ing areas (areas S14-S17) have been weakened
coal figurines. by magic, such that each 5-foot-square section of
floor or wall in these areas has AC 13 and 4 hit
CASTLE CINIS points. Reducing any such area to Ohit points
causes it to crumble away.
Starting at the edge of the city, it takes the charac- Windows. Unless the text states otherwise, all
ters 1 hour on foot to reach Castle Cinis. The city windows are latched shut from the inside. As an
around them is grim and desolate. Its buildings are action, a character can use thieves' tools to try to
slowly turning to cinders, with clouds of ash rising unlatch a window from the outside, doing so with
toward the black, spherical void that looms above a successful DC 17 Dexterity check. Shattering a
Castle Cinis.
window is easy enough, but unless the sound is
The characters have no encounters on their way silenced by magic, all guards within 60 feet of the
to the castle. When they arrive at the castle, read or breaking window investigate.
paraphrase the following:
CASTLE CINIS LOCATIONS
Castle Cinis has deteriorated to the extent that sec- The following locations are keyed to map 10.2.
tions of it now float in the air. Ash and detritus rise
Sl: ENTRY HALL
toward the spherical black void that hovers high above
the castle. The void itself seems to be pulling the cas-
tle apart. The castle groans in protest as stone grates Linfng the west wall of this once grand hall are six
against stone. hollow suits ofcrimson armor. Each one holds an
Two guards, their bodies made of ash, flank the cas- ornate shield and an intricate glass lance, which is
tle's entrance. More ashen guards circle the castle in topped with a glowing glass sculpture that resembles
patrols of four guards each. a flickering torch.
The characters can count a total of ten guards, Characters can cross this hall safely if they are
all of whom are ashen veterans (see the "Ashen wearing the uniforms of castle guards. Other-
Creatures" sidebar). Two guards flank the door to wise, any attempt by them to cross the hall causes
magical flames to fill three of the suits of armor,
'HEART OF ASHES
MAP 10.2: DM'S MAP
HEART OF ASHES 15 3 _
t'~ ,;,_·~
which spring to life as three helmed horrors. These The hounds attack characters who approach or
helmed horrors also animate if anyone touches one harm them.
of the suits of armor. The helmed horrors' Spell Eating the Food. Characters who search the
Immunity trait grants them immunity to burning kitchen can find plenty of food, all of which tastes
hands, fireball, and scorching ray spells. like ash until the effects of Charmayne's ritual
As a bonus action on its first turn in combat, each are undone.
helmed horror drops its glass lance (which shat-
ters on the floor) and conjures a longsword-sized S5: LIBRARY
blade of fire, which appears in its free hand. The
helmed horror deals fire damage instead of slashing The library might once have been cozy with its large
damage with its fiery sword, which disappears in a
desk, padded couch, spacious bookshelves, and rich
cloud of smoke when the helmed horror drops to 0
hit points. woods. Now, the books are ash, and the furnishings
are beginning to deteriorate similarly. Flakes of ash
S2: HALLWAY cloud the air.
The northernmost wall of this L-shaped hallway
turned to ash as the armory (area SlS) tore itself
free of the castle, leaving a gaping hole. All the library's books have been destroyed.
Guards. Three ashen veterans (see the "Ashen Secret Door and Bridge. A secret door is hidden
Creatures" sidebar) guard this hall and are hostile in the east wall behind a bookshelf, and any char-
toward interlopers. They are positioned as follows: acter who searches the wall for secret doors finds it
automatically. The secret door can be pulled open to
, One guard stands in front of the doors to area SS. reveal part of a stone bridge that used to connect to
• One guard stands in front of the doors to area S6. the mage tower (area Sl4). The bridge ends abruptly
• One guard stands next to the door to area S7. after 5 feet, as the tower has since risen 20 feet into
S3: DINING HALL the air and is now at the same level as the castle's
second floor.
Large windows on the west wall of this opulent dining S6: ART GALLERY
hall look toward the ashen city. Fourteen plush chairs
surround a dark walnut table. Three seats at the head This gallery is missing its entire horth wall, and
of the table face ornate place settings: fine goblets, what little remains turns to ashes before your eyes.
plates, silverware, and a half-empty bottle of wine. Through the hole, you see two detached sections of
the castle floating in the air.
The goblets still have trace amounts of wine in The gallery itself contains beautiful glass sculptures
them, and a few breadcrumbs and greasy streaks attached to stone pedestals. The sculptures include a
dirty the plates. red glass dragon unfurling its wings, blue glass waves
crashing against a lighthouse, a delicate teal dryad
S4: KITCHEN
laughing, and more.
The door to the kitchen hangs open.
A narrow table toward the back looks out of place.
Six charcoal figurines float above it.
I
Two hounds with smoldering black fur feed on a
pair of charred human corpses in the middle of this
kitchen. Through the hole in the north wall, the characters
can see area SlS (elevated 40 feet in the air) and
areas S16- S17 (elevated 20 feet in the air). Both
The hounds were once Jhaeros's beloved dogs, Cin- structures used to be attached to the gallery's north
nabar and Sol, now transformed into hell hounds. wall, but they have drifted outward about 10 feet as
The hounds' names are written on their collars in well as upward.
Common. They obey only KingJhaeros, and they Charcoal Figurines. The six figurines are floating
transform back into friendly mastiffs if the effects of because they are subject to the tug of the void (see
Charmayne's ritual are undone. "Castle Features"). The figurines are shaped like
If the characters stay out of the kitchen and tiny humans but lack fine features to distinguish
leave the hounds alone, Cinnabar and Sol ignore them from one another. A detect magic spell reveals
them and continue feeding on the cook and dish- a dim aura of necromantic magic around each one.
washer they incinerated with their breath weapons. Each figurine represents someone who was killed
I
S13- one to the north, one to the west, and one to The walls of this room are adorned with crossed
the south. swords and s hields. Furnishings include a bed, a
• One guard stands next to the door leading
wardrobe, and a glass statuette on a night st and.
to area S12.
HEART OF ASliES
Treasure. The statuette on the nightstand depicts Charmayne drew upon this tale for inspiratfon while
a pillar offlame, weighs 12 pounds, and is worth plotting the downfall of Ghalasine. The poem tells of
250 gp. Naevys would not approve of its theft. a mischievous fey, Whit, who captures human emo-
tions and traps them in matches. He experiences
S11: REGINE'S BEDROOM
each emotion when he strikes a match. He lives a vi-
brant life, but the world around him grows dull and
This room has been torched. Soot blackens every gray as he traps more and more of it. Soon he has
surface, including a window on the east wall, and the a single match: one filled with sorrow. Whit must
chamber's furnishings have been reduced to charred choose whether to return the emotion to a dull and
empty world or to feel one last thing.
flinders. The stench of burnt cloth, wood, and flesh
hangs in the air. S13: ROYAL GALLERY
Charmayne used magic to kill Regine while she was Glass cases on tables arranged about this room con-
asleep in her bed, though no evidence of Regine can tain dragon scales, manticore tails, and other hunting
be found here. trophies, as well as weapons, regal gifts, and royal
Window. The window on the east wall is covered trinkets- all important to King Jhaeros, no doubt. The
with soot on the inside but still intact. It's a 10-foot
glass cases are only just beginning to turn to ash.
leap from the windowsill to the floating mage tower
(area S14).
This gallery is filled with objects Kingjhaeros ac-
S12: CHARMAYNE'S BEDROOM quired throughout his youth and adult life. The four
guards stationed in area S8 investigate any loud
I
A pungent odor fills this room, which is cluttered with noises here.
arcane materials and eerie trinkets. Much of t he decor Treasure. Among the many items on display is a
rs slowly tu rning to ash and floating in the air. +1 battleaxe Jhaeros wielded in his youth.
HEART OF ASHES
S15: KING'S ARMORY
The king's bedroom is deteriorating to the extent that
The first-floor armory is suspended 40 feet in the
you can see furnishings being reduced to ash before
air, with nothing but the ground below it. The char-
acters need magic or climbing gear to reach it. The your eyes. Mounted on the north wall above the king's
northeast wall of the armory is gone, creating an bed is a painting of a regal man with kind eyes. The
l
opening through which the characters may enter. image is fleeting as you watch the painting dissolve
into a cloud of ashes.
HEART OF ASHES
CONCLUSION complete, Charmayne abandons the ruined city. The
characters might encounter her again after she finds
IfJhaeros's still-beating heart is delivered to Naevys
some other city to torment.
outside the city, it disappears in her hands. When
the heart vanishes, the following things happen: REWARDS
Charmayne Dies. Charmayne collapses, dies, and After delivering King Jhaeros's heart to Naevys,
turns to ash. characters are eligible to receive one or more of the
The Void Collapses. The void above Castle Cinis following rewards at the end of the adventure:
collapses, freeing all the souls trapped within it.
Naevys's Gifts. If Charmayne's ritual is reversed
Everyone whose soul was trapped inside the void
and Ghalasine is restored, Naevys gives the
is restored to life with all their hit points, materi-
characters a flame tongue longsword, a necklace
alizing in unoccupied spaces within the city. Char-
of fireballs, and a suit of dragon scale mail from
acters whose souls are released from the void are
Ghalasine's treasury. She also gives the charac-
deposited in area S9, as is Kingjhaeros (lawful
ters 2,000 gp each from her personal savings. If
good, human archmage) and Councilor Regine
the characters end the ritual but fail the undo the
LaVerne (lawful neutral, tiefling noble).
damage it caused, Naevys awards them the money
Ghalasine Is Restored. The damage to Ghalasine
but not the magic items.
is undone, and the city is made resplendent once
Jhaeros's Favor. If King Jhaeros survives and Gha-
more, as though no calamity ever threatened it.
lasine is restored, the king gives the characters a
Gray ash is swept away as the structures of the
tract of land, perhaps even a keep and titles. The
city are magically rebuilt before the eyes of weep-
estate's exact location is up to you.
ing onlookers. Castle Cinis is made whole again.
Jalynvyr Is Set Free. Jalynvyr is released from cap- FOR THE GOLDEN V AULT
tivity in area S9 and is restored to his true form at
fuJJ health. If the characters are working for the Golden Vault,
The Hounds Are Restored. The hell hounds Cinna- the organization rewards the characters with a rare
bar and Sol transform back into friendly mastiffs. magic item of their choice (subject to your approval)
as payment for delivering Jhaeros's still-beating
If Jhaeros's heart dies or if things otherwise go heart to Naevys and saving Ghalasine. The item is
wrong, Ghalasine is reduced to ashes. Her victory delivered to the characters the next day.
"> 5t9s e J 94
I
*' 1
Wi' :;;erself. Ea;~ ~r;:t~r: .in a 20-f~o~~;·~dius =~=cent;;;d*;®J
CHARMAYNE DAYMORE
Medium Elemental (Wizard), Neutral Evil that point must make a DC 17 Dexterity saving throw, taking 35
(10d6) fire damage on a failed save, or half as much damage on
Armor Class 12 (l S with mage armor) a successful one. A Humanoid reduced to O hit points by this
Hit Points 123 (19d8 + 38) damage dies and is transformed into a Tiny charcoal figurine.
Speed 30 ft., fly 30 ft. (hover) Spel/casting. Charmayne casts one of the following spells, us-
ing Intelligence as the spellcasting ability (spell save DC 17):
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 15 (+2) At will: dancing lights, mage hand
20 (+S) 14 (+2) 16 (+3)
3/day: mage armor
1/day each: dispel magic, invisibility, polymorph
Saving Throws Int +9, Wis +6, Cha +7
Skills Arcana +9, Deception +7, Perception +6
REACTIONS
Damage Immunities fire
Senses passive Perception 16 Charmayne can take up to three reactions per round but only
Languages Common, Draconic, Elvish, lgnan one per turn.
Challenge 70 (5,900 XP) Proficiency Bonus +4 Elemental Rebuke. In response to being hit by an attack, Char-
mayne utters a word in lgnan, dealing 10 (3d6) fire damage to
Legendary Resistance (3/Day). If Charmayne fails a saving the attacker. Charmayne then teleports, along with any equip•
throw, she can choose to succeed instead. ment she is wearing or carrying, up to 30 feet to an unoccupied
space she can see, leaving a harmless cloud of ash and embers
ACTIONS
in the space she just left.
Multiattack. Charmayne makes three Ashen Burst attacks. She
can replace one of these attacks with one use ofSpellcasting. Fiery Counterspe/1. Charmayne interrupts a creature she can
see within 60 feet of herself that is casting a spell. If the spell
Ashen Burst. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. is 4th level or lower, it fails and has no effect. If the spell is 5th
or range 60 ft., one target. Hit: 17 (Sd6) fire damage. level or higher, Charmayne makes an Intelligence check (DC
Cinder Spite (Recharge 5-6). Charmayne creates a magical ex- 10 + the spell's level). On a success, the spell fails and has no
plosion of/ire centered on a point she can see within 120 feet effect. Whatever the spell's level, the caster takes 10 (3d6) fire
damage if the spell fails.
C g z: S g s-; ss & , e - ¢$2¥· saeas ,me
HEART OF ASHES
AN ADVENTURE FOR 9TH- LEVEL CHARACTERS
AFFAIR ON THE
CONCORDANT EXPRESS
......--------------v--
ANTED FOR CRIMES ACROSS THE MU LTl- Radiant Citadel). But the Stranger underestimated
PERSONAL REASONS
Glitch hands the characters an old blueprint of the
The characters seek the true name of a Fiend that Concordant Express (see map 11.1), one train ticket
has bedeviled them in the past. per character, and an ink pen. The tickets are made
from paper-thin sheets of brass and grant passage
USING THE GOLDEN VAULT to Mechanus aboard the Concordant Express. Each
If you're using the Golden Vault as a patron, a ticket is stamped with a boarding time, and the
golden key is delivered to the characters in whatever characters have 24 hours until the train departs.
manner you deem fit. When the characters use this Glitch takes the characters to the train when
key to open their music box, the lid pops open and a they're ready (see "Catching the Train'' below) and
soothing voice says the following: stays with them in the interim. Glitch also shares
the following information:
"Greetings, operatives. The Golden Vault needs you Configuration. Like most trains, the Concordant
to obtain the true names of three powerful denizens Express includes an Engine Car at the front and
of the Lower Planes: the pit fiend Karnyros, the baler a Caboose at the back. The number of other train
Errtok, and the marilith Hexalanthe. Their true names
cars and their configuration can change, so Glitch
can't say much more about the size of the train or
are known to an outlaw called the Stranger, who is be-
the order in which the cars will be arranged. The
ing transported to Mechanus on an interplanar train configuration of the cars might be different than
called the Concordant Express. This quest, should what's shown on the blueprint. (In fact, it is. See
you choose to undertake it, requires you board the the "Train Configuration" section for details.)
train, locate the Stranger, and acquire the true names Fuel. The train is fueled by treasure, which is kept
from them. Expect to be contacted shortly by a quad- in the Engine Car.
rone named Glitch, a former train operative who now
Location of the Stranger. The Stranger is likely
being held in the Jail Car, which has a skylight.
works for us. Good luck, operatives."
Patrols. Modrons patrol the exterior of the train.
Teleportation Ward. Creatures can't teleport into
Closing the music box causes the golden key or out of the train.
to vanish.
THE CONCORDANT EXPRESS
GLITCH THE QUADRONE The Concordant Express is a clockwork locomotive
Not long after agreeing to undertake the adven- that traverses the multiverse. Modrons constructed
ture, the characters encounter a friendly quadrone the train with mathematical precision, and they op-
named Glitch. (When and where this happens is up erate it in the same way. The train's conductor is its
to you.) The quadrone used to oversee hospitality sapient Engine Car, which delivers passengers and
on the Concordant Express. For this reason, it was cargo to their intended destinations on schedule.
imbued with the ability to speak Celestial, Common, No terrain is too rugged for the train. Like the
and Infernal in addition to Modron. landmasses that make up Mechanus, the wheels of
Conflicting directives from two pentadrone the Concordant Express are a network of interlacing
superiors caused a glitch that prompted the con- cogs. A series of mechanical arms rapidly places
fused quadrone to quit its job. Glitch has become a levitating tracks before the train, while a similar set
free-thinking being with no desire to reintegrate into of arms beneath the Caboose collects the trailing
the modron.hierarchy. tracks and delivers them to the Engine Car. This
Eager to help the characters, Glitch speaks to system allows the train to traverse inhospitable en-
them in Common: vironments and to adjust course as needed.
You pass the time on a grassy plain, waiting for the Ceilings. Car ceilings are 15 feet high unless the
text states otherwise.
train to arrive. A few miles away, a colossal spire of
Doors. At each end of every car is a sliding metal
rock rises into the sky, its peak lost in the clouds. door. The doors to the Jail Car are locked (see
Glitch grows fidgety and impatient. Suddenly, the area EB for details); all others are unlocked.
distant blare of a horn draws Glitch's attention-and Flight. The train has a flying speed of 60 feet and
yours-to a column of smoke on the horizon. "Good," can't hover.
says Glitch. "Here it comes, right on time!" Lighting. All cars are brightly lit by magical orbs
A locomotive hurtles across the sky toward you,
embedded in the ceilings.
Modrons. All modrons serving aboard the Con-
laying down magical tracks before it. As it draws near,
cordant Express speak no languages other than
you can see clockwork limbs disassembling the tracks Modron unless the text states otherwise.
behind the train and passing them forward so the lo- Teleportation Ward. Creatures can't teleport into
comotive can lay down new tracks in front of itself. or out of the train, or to any space within 120 feet
of it. Any attempt to do so is wasted.
begins the encounter on the rooftop of an adjoining of inner peace. No creature aboard the train can
car. All the modrons have truesight, and characters make an attack or cast a spell that deals damage.
on the rooftop have nowhere to hide. 3 Mount Celestia. Good-aligned creatures aboard
No random encounters occur on the roof of the the train gain a benefit of a bless spell that lasts
Jail Car until after the squad of pentadrones sta- until the train leaves Mount Celestia.
tioned there is defeated (see area E8 for details).
4 The Nine Hells. On one of the blisteringly cold lay-
GUARD PATROLS
ers of the Nine Hells (either Cania or Stygia), the
train passes through a frigid gorge filled with whirl-
d6 Encounter
winds of ice needles. Any creature outside the train
1-3 No encounter
takes 5 (2d4) cold damage plus 5 (2d4) piercing
4-5 Three tridrones and one quadrone leader damage at the start of each of its turns. Modrons
6 Four quadrones and one pentadrone leader that normally patrol the outside of the train lock
themselves in compartments for safety until the
STRONG WINDS train leaves the plane.
Creatures climbing on the outside the train or flying S Pandemonium. Howling darkness surrounds the
within 15 feet of it while it's in motion are subject to train. Creatures outside the train are deafened.
strong winds, the effects of which are as follows: Outside the train, bright light becomes dim light,
Difficult Terrain. The wind-whipped exterior of the and dim light becomes darkness.
train is difficult terrain. 6 Ysgard. Silent, spectral warriors from Valhalla fly
Ranged Attacks. Ranged weapon attacks are made around the train on ghostly chariots pulled by
with disadvantage. ghostly steeds. Any creature aboard the train that
would be reduced to O hit points drops to 1 hit
point instead.
- f'
. '
'
I '
! J
i
-~-c+-.....,.,u :,,, i
......! CONCOR
;
1
+---,
r· .... - -
I
-L-
.,__
t
- - , -b :
~mq~_
1-··i7~;
l ~J '
tion. "Well met!" it says in Common. "I am the Math 1-3 You gain inspiration.
Wizard, Captain of Calculus, Admiral ofAbaci, Unifier 4- 5 You gain proficiency in one tool of your choice.
of Units! Welcome to my Sanctum Numerum, where 6 You gain proficiency in one of the following skills
any problem can be solved. I beseech thee, travelers, of your choice: Deception, History, Insight, Investl-
what numerical enigmas plague thee?" gation, Medicine, or Performance.
7 You learn a new language of your choice.
The eleven modrons stationed here act as a mathe- 8 Your Intelligence score permanently increases by 2
matical calculator for passengers. (to a maximum of20).
~~ - wf.A
E3: AQUARIUM CAR successful one. A creature reduced to Ohit points by
this damage is dissolved, leaving behind any objects
it was carrying or wearing. Once used, the sprayer
This car is filled with clear water that isn't displaced can't be used again.
when the door opens. The car's interior space is A creature that interacts with the war machine
a large aquarium, complete with a coral reef and spooks six invisible imps lurking in its bent chassis.
algae-coated ruins. Tiny fish dart through the ruins The imps fly out and attack the source of their fright
while yelling, "T can't go back to jail!" in Infernal. If
and circle an alabaster statue carved in the likeness of
the infernal war machine's acid sprayer hasn't al-
an angel clutching a decanter. Nearby fish scatter at ready been used, one of the imps uses it.
the sight of you. A character who sits in the driver's seat notices a
glowing potion ofresistance (fire) jammed in a dirty
This car is completely flooded, and magic keeps glove compartment along with six unpaid infernal
the water from being displaced when either door is parking tickets.
opened. Creatures that can't breathe underwater ES: PLANARTARIUM CAR
must hold their breath in the aquarium. Magic in-
stantly dries creatures as they exit the water.
The aquarium can be slowly drained by removing Glowing symbols on the floor line the perimeter of
a fist-sized plug near the base of the car's portside this domed car. In the middle of the car is.-a mechani-
wall. As an action, a character within reach of the
cal model suspended over a dais that has more glow-
p lug can try to pull it out, doing so with a successful
ing symbols on it. The model resemb les a large wheel
DC 17 Strength check. Once the plug is removed,
the aquarium's water level decreases at a rate of 1 with a tall spire protruding from the top. A t iny brass
foot per minute. It takes 15 minutes for all the water ring Aoats above the spire's peak.
to drain from the car. The car's fish can't survive The spectral blue image of a modron materializes
more than a few minutes without water. before the dais. It has a bo)(y shape and wears a pair
It
loves games and is too proud (and bored) not to
accept. If the character wins the game, Omid
allows the party to speak with the Stranger (but
not set them free). Determine the game's outcome
by having the deva's challenger make a DC 19 In-
telligence check. Proficiency with the gaming set
allows the character to add their proficiency bonus
to their roll. If the check is successfuI, the charac-
ter wins. On a failed check, the character can opt
to cheat in the late stages of the game and make a
DC 19 Charisma (Deception) check. A successful
check overrides the earlier failure. If the character
loses gracefully and didn't cheat, the deva (a gra-
cious winner) still allows the party to speak with
the Stranger.
CELLS
The door to each cell opens into a 10-foot-square ex-
tradimensional space brightly lit by magic. The cells
and their contents are as follows:
Cell 1. This cell contains a hostile nycaloth known
as Dardo (not its true name). If someone opens
the door to its cell, Dardo tries to exit the cell
on its next turn, attacking anyone who stands
in its way. T~e nycaloth then tries to leave the
train. The Stranger (see below) happens to know
Dardo's true name: a simple math equation. The THE STRANGER
characters can use this knowledge to keep the
nycaloth from attacking them, or to force it to
work for them. is eager to be rid of them. One touch from Omid's
Cell 2. This cell is empty. mace-key causes the shackles to fall off, freeing
Cell 3. A bench against the far wall has a +2 rod the Stranger.
of the pact keeper resting on it. The cell is other- The Stranger is initially indifferent to the charac-
wise empty. ters but becomes friendly if presented with the pros-
Cell 4. This cell contains a friendly erinyes who pect of escape, at which point the Stranger replies
l
recently helped an efreeti named Vrakir get his in a gravelly voice:
hands on the Book of Vile Darkness. Speak-
ing with this prisoner might kick off "Fire and
..Let me guess. You want a name. Maybe more than
Darkness,'' another adventure in this book. The
] one. Got a pen?"
Stranger (see below) doesn't know this erinyes's
true name.
Cell 5. This cell is empty.
--
The Stranger promises to recite the true names the
Cell 6. This cell is empty. characters seek in exchange for freedom but warns
Cell 7. A monodrone janitor accidentally locked them of the heavy toll such knowledge carries.
itself in this cell. If the characters are after the true names of
Cell 8. This cell contains the Stranger (see below). Karnyros, Errtok, and Hexalanthe, the Stranger
THE STRANGER reveals the following once free of the dimensional
This individual looks like a human with a flat- shack/es and outside the cell:
brimmed leather hat and a tattered traveler's cloak. • Karnyros's true name is a series of guttural
The Stranger's face is permanently obscured behind growls and grimaces, followed by a sound like a
a shifting blur like that of a deep desert haze. The popping balloon.
Stranger is chaotic neutral and uses the archmage • Errtok's true name is Ar-lothe Gothu Ka.
stat block, though they abhor combat. The Stranger • Hexalanthe's true name is a low-toned, rhythmic
wears an invisible ring ofmind shielding that chant accompanied by a series of hand gestures,
thwarts magical attempts to read their thoughts. dance moves, and drumrolls.
The Stranger also wears dimensional shackles but
PARTY AT
PALISET HALL
VERY YEAR DURING THE WINTER SOLSTICE, A few days ago, unaware of the danger, Zorhanna
Fife( is a lanky satyr with dark curly hair pulled into a fronted her, she dismissed me out of hand, clutched
small bun and golden eyes a light with excitement. He the necklace, and uttered something in a dreadful
wears a maroon tunic, over which are slung various language I've never heard her speak before. All her
belts and bulging leather pouches. Rolled tubes of warmth is gone. When I look into her eyes, I see a
parchment jut from his haversack, and his pockets cold and spiteful woman staring back at me.
jingle and clank as he walks. "Salutations!" he says "I want you to steal the necklace, which Zorhanna
l' '
MAP 12.1: PLAYERS' MAP
GALA GUESTS
A U BERGE AURORE
Tavern and Inn
d8 Guest
Wintertime visitors who don't have friends or fam-
Kaden lannis is a lonely human noble in his twen-
ily in the village stay in the Auberge Aurore while
ties. He hopes to find true love in the Feywild.
awaiting the solstice. When the characters arrive,
2 Verano Honeywell is a halfling spy employed by a the three-towered inn has two rooms available, each
big-city broadsheet to attend the gala and write a containing two beds. A bed costs 2 gp per night; a
story about the goings-on in Paliset Hall. hot supper costs 1 sp.
3 lycoris, a dryad, was Paliset Hall's head of staff un- The Auberge Aurore is owned and operated by
til she retired six years ago. She comes to the gala Rei Paceran (neutral, elf veteran), who is also the
every year to see her old friends, and she knows village's sheriff. Stern and unflappable, Rei has
Pali set Hall's features and staff supremely well. no patience for any misconduct under her watch.
Rei is wary of the Feywild and has no interest in
4 Berengar is a werebear and Eliphas Adulare's long-
going there.
time friend. Eliphas is the only other person at the
gala who knows Berengar is a werebear. Berengar KHORR'S KLOTHS
likewise knows that Eliphas is a werebear. Tailor and Dress Shop
5 Nix, a gnome mage, was Zorhanna's apprentice for This small but vibrant fashion boutique is run by
several years. Nix. has agreed to look after Paliset Khorr, a chaotic good bugbear. Born from Khorr's
Hall once the gala ends and the Adulares return to frustration at being unable to find clothes that fit his
the Material Plane. Nix plans to stay until the next frame, Khorr's shop has since gained a reputation
winter solstice. as a source of untraditional and striking outfits for
Humanoids of all shapes and statures.
6 Eggsy, a gnome bandit, plans to pick some pock-
If the characters need outfits for the gala, Khorr is
ets at the gala. He attends under a false name happy to oblige. An exquisite ensemble from Khorr
("Dworp Q. Guzzler, Esq., Gnome Adventurer") costs 20 gp. Individuals can also come to the bug-
and has altered his appearance using a disguise bear for tailoring services, which cost 5 gp.
kit. His disguise includes a curly wig, a more
pronounced chin, copper-wired spectacles, and a LOCH WYNNIS DOCKS
fake beard. His invitation is a well-crafted forgery, Wharf
including a fake invisible watermark on the back. A few rowboats are tethered to these wooden docks.
Exposing it as a forgery requires a successful DC Visitors and residents who like to fish are free to
17 Intelligence (Arcana or Investigation) check. use them. A thin layer of ice has formed around the
boats, but the ice breaks apart easily.
-. t~ ~
Most of the docks are 10 feet long, but one par- wolves recheck all invitations and attack anyone
ticularly old and creaky dock is 50 feet long. This whose invitation fails a second inspection.
dock extends into the lake and allows easy access to
Loch Wynnis's fey crossing (see "Sundown Cross- USING THE FEY CROSSING
ing" below). Anyone who steps off the end of the dock and into
the lake while the fey crossing is open appears in
FIFEL TAKES His LEAVE the courtyard of Paliset Hall (area Pl), on their
Eliphas gave Fifel strict orders not to return to feet and completely dry. The fey crossing closes 10
Paliset Hall (for the satyr's safety) until the matter minutes after sundown, although it can be reopened
concerning the shard solitaire necklace is resolved. from the other side as described in area Pl.
When the characters are ready to head to the lake,
Fifel says the following: PALISET HALL
Paliset Hall is the winter palace of Zorhanna and
"My friends, here is where I take my leave. By my good Eliphas Adulare. It is situated in a peaceful meadow
if
MAP ll.l: DM'S MAP
PALISET HALL
I
"Lord Adulare wasn't feeling well and has withdrawn Ice Mephits. Six ice mephits are disguised as
to the upstairs guest room for a trice. But pine not! I ice decorations along the perimeter of the room.
expect he'll rejoin us before long." The mephits attack anyone who starts a fight in this
area. Only Zorhanna, her simulacrum, and Eliphas
can command the mephits to stop attacking and
Oren senses trouble between Lord and Lady Adu- return to their posts.
lare, but he won't pry into their affairs, and he gently
discourages other staff from doing the same. He
carries a key for the storage closets in the cellar
(area P18) but doesn't recall anything important be-
ing stored in them.
l
Vibrant painHngs and tapestries depicting the _seasons Two long, mahogany tables are piled high with
hang in this grand room. Along the walls are displays
sugared plums, decadent gingerbreads, and glazed
of statuettes, crystal vases, and other art objects.
meats. Two sprites flutter near them, encouraging
guests to sample the food.
SecretDoor. A secret door in the northeast cor-
ner of the room has a painting mounted to it. The
painting depicts two tiefling children playing in the The two sprites are named Sysie and Val. Any
snow, and the painting's frame is made of gray wood character who converses with them and succeeds
carved with snowflakes. Pressing the snowflake in on a DC 10 Wisdom (Insight) check notices they are
the bottom middle of the frame causes the secret both uneasy. They sense something is amiss with
door to swing outward on hidden hinges, revealing a Zorhanna, but neither sprite dares speak out for
staircase to the storage cellar (area Pl8). A charac- fear of inviting the Adulares' wrath or a stern lec-
ter who examines the painting or searches the wall ture from Oren, the satyr head of staff. A character
for secret doors and succeeds on a DC 17 Wisdom can convince either sprite to share their concerns
(Perception) check notices the sheen of frequent by succeeding on a DC 13 Charisma (Persuasion)
touches on the snowflake button. check, but this check is made with disadvantage if
Zorhanna is within the sprite's line of sight.
I
This balcony, which overlooks the ballroom, is en-
the bathroom," then nods toward area Pll.
closed by an alabaster balustrade that has gold-leaf
reindeer for balusters. Pll: MAIN BATHROOM
It's a 20-foot drop from the balcony to the ball- A porcelain bathtub sits against one wall of this room,
room floor. which also contains two tables stacked with clean tow-
Guests. At any given time during the gala, ld6 no- els, scented bars of soap, and bottles. At the back of
bles mingle here. You can add a named guest to the the room, blocking a short staircase that climbs to a
ballroom by rolling once on the Gala Guests table. turret, is a ten-foot-tall marble statue of a reindeer.
I
PIO: MAIN BEDROOM
The statue is a stone golem that guards the way to
l'ARTY AT PALISET HA LL
Zorhanna's sense of reality has been warped by Far Realm Entity. The Far Realm entity can't
prolonged contact with the shapeless Far Realm be seen, heard, targeted, attacked, or harmed. Its
entity that haunts the extradimensional space. She presence can merely be felt. At the end of each hour
is convinced that the characters were conjured by spent in the extradimensional space with this entity,
this entity to harm her, so she attacks them. She a creature must succeed on a DC 17 Charisma sav-
casts cone ofcold or lightning bolt every round on ing throw or take 7 (2d6) psychic damage.
her turn for as long as she is able to do so. If one or If the characters crave more combat or if you think
more characters close to melee distance, she casts they've had too easy a time so far, the entity mani-
shocking grasp and misty step on her next turn, fests three invisible stalkers that are hostile toward
using the latter spell to teleport to another rock. the characters. When a stalker drops to O hit points,
As an action, a character can make a DC 17 Cha• it lets out a terrible howl as it disperses. Creating
risma (Persuasion) check while trying to convince these stalkers takes energy the entity needs to free
Zorhanna that the party is not her enemy. If the itself from the extradimensional rift, so it won't cre-
check is successful, Zorhanna does nothing on her ate more than three of them.
next turn except mutter to herself as she ponders Escaping the Rift. A creature can't simply teleport
what the character said. If the check fails, Zorhanna from the shard solitaire's extradimensional space. A
continues her·attack. Once three such checks suc- plane shift spell or similar magic is required.
ceed, Zorhanna concludes that the characters are If Zorhanna obtains her spellbook, she can use it
not her enemies and calls for an end to hostilities. to prepare the plane shift spell, but only after finish-
She then screams into the void, "You almost had ing a 4-hour trance (the equivalent of a long rest for
me! Nice try, whatever you are!" her). If the characters escape with Zorhanna before
The characters can also convince Zorhanna to the shard solitaire cracks, she admits that the shard
stop attacking them by returning her spellbook to solitaire is too dangerous to keep in Paliset Hall
her. The spellbook (found in area P16) excites her and does everything in her power to make sure the
because it contains the plane shift spell-her ticket characters leave with it. She also suggests the char-
to freedom (see "Escaping the Rift" below). acters place it inside a bag ofholding or some other
Once Zorhanna is no longer hostile toward the item that contains extradimensional storage space,
characters, they can question her and learn the fol- in case the shard solitaire explodes.
lowing information: If Zorhanna and the characters have no means of
About the Shard Solitaire. "Years ago, I stole the escaping the extradimensional space on their own,
shard solitaire from three hags who were trying they are released when the shard solitaire cracks
to harness its extradimensional energy, which, as (see "The Solitaire Cracks" below). Until then, they
you can see, is highly unstable. I thought I could must try to resist the psychic damage caused by the
keep the diamond safe, but I couldn't resist show- Far Realm entity.
ing it off from time to time. Tlet my vanity get the
better of me." THE CRESTFALL COVEN
The Entity. "Something alien and evil wormed its The hags of the Crestfall Coven have waited many
way into the shard solitaire's extradimensional years to steal back the shard solitaire. Until now, ill
rift and became trapped here, just as we are. This omens and vague auguries have stayed their hand,
entity has a mind, but no body or soul. I believe it but the moment has finally come.
comes from a dimension called the Far Realm. It With the help of a tiefling scout named Mettle (see
is pure evil and can't be allowed to escape." the Gala Guests table earlier in the adventure), the
hags have been able to spy on the gala. Disguised as
Extradimensional Rift. The rocks that float in the
three elf nobles from the Feywild, the three night
extradimensional rift are flat on top and suspended
hags (whose names are Myrrel Malum, Esadora
in the air at roughly the same elevation. A creature
Crane, and Netheria Nightblossom) arrive at Pal-
can leap from one rock to its closest neighbor with-
out having to make an ability check. iset Hall in one of the Adulares's unicorn-drawn
coaches. After exiting the coach, the hags present
Any creature that falls off a rock plunges into the
stolen invitations to the winter wolves standing
rift. At the start of that creature's next turn, energy
from the rift strikes the creature for 22 (4d10) force guard outside, then waltz into Paliset Hall, cackling
with delight at how well their plan is unfolding.
damage, then teleports the creature, along with
anything it is wearing or carrying, to a random un• HUNT FOR THE SHARD SOLITAIRE
occupied space atop one of the larger rocks. Roll a
d6 to determine which rock: 1-2, rock A; 3-4, rock If all three members of the Crestfall Coven are
B; or 5- 6, rock C. within 30 feet of each other, they gain the benefit of
the Shared Spellcasting trait described in the "Hag
a different type of gemstone, as shown in the Shard OANGLES F~OM A PLATINUM NEC.t<LAC.E .
FIRE AND
DARKNESS
OR CENTURIES, A POWERFUL EFREETI NAMED Displeased with the idea of a dracolich on his
B11MsToNE
. Hot.D fnrei,ot
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' GUARD~OOM
w+,
s
BAARACK~
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(areas B8 and B9) are 80 feet high. Towers have B2: GATEHOUSE
interior floors every 20 feet, with stone stairs along
the inside walls leading between floors. Tower
Two mighty towers of black stone flank the fortress's
doors shown on the map allow access from ground
iron gate, while a third tower looms behind it. Fiery or•
level. All towers also have doors that open onto the
walkways of adjoining curtain walls, as well as trap- ange banners hang from the towers' parapets, rippling
doors that open onto the towers' roofs. in the plumes of heat that rise off the river of lava.
DENIZENS
The banners are 20 feet long and emblazoned with
The erinyes, duergar, and salamanders that defend Vrakir's symbol- a crown encircling the branches
the hold are united by their loyalty to Vrakir, but of a tree wreathed in flame- as well his motto, atka
each group otherwise disdains the others. The de- ignari (lgnan for "all shall burn").
fenders are s low to assist or seek assistance from Two erinyes are stationed on the rooftops of the
members outside their own group. towers closest to the bridge. If the characters ap-
Any fights or suspicious activities in the hold are proach the gatehouse and give a sound reason for
reported to the efreetijarazoun, who places the being here, the erinyes open the way (see "Doors"
defenders on high alert. Even ifVrakir is at the hold, and "Portcullises" below), escort the characters to
the defenders bring their reports to Jarazoun first, area B10, and announce their presence to the sala-
allowing him to deal with any trouble himself rather manders in area B22 before returning to their posts.
than risk Vrakir's ire. While on high alert, the hold's When the hold is on high alert, a third erinyes
inhabitants can't be surprised, and Jarazoun re- from area B15 takes up position in the gatehouse's
sponds personally to any further reports of trouble, rear tower.
arriving after 1 minute with two salamanders from Doors. The entrances from areas Bl a nd B4 are
area B20. After 24 hours with no incidents, the hold each protected by an iron double door that stands
goes off high alert. 20 feet high. The doors are held shut with interlock-
ing iron bars that can be levered up or down as an
VISITORS
action from the first floors of the adjoining towers.
Klax's traders and Vrakir himself are visitors Lifting the bars from within the central yard of
rather than full-time occupants. You can determine area B2 requires a successful DC 15 Strength (Ath-
whether Vrakir and the traders are present by letics) check, while bursting the gates from area
rolling a dl0 and a d20. A result of 1 or 2 on the Bl or B4 requires a successful DC 25 Strength
dl0 indicates that Vrakir is present. A result of 1 (Athletics) check. Any Medium or smaller creature
or 2 on the d20 indicates that Klax and her crew attempting to force open one of these doors has dis-
are present. advantage on its ability check to do so.
Alternatively, you can decide that Vrakir is either Portcullises. The gatehouse's portcullises a re so
present or absent depending on how challenging large that they each require two winches to operate,
you want the heist to be. The efreeti keeps his own one on the second floor of each adjoining tower, and
schedule, and not even his most trusted servants the two winches must be operated simultaneously.
know when or where he will appear next. For each winch, it takes 3 actions to raise a portcul-
lis or 1 action to lower it.
BRIMSTONE HOLD LOCATIONS As an action, a creature can try to lift a portcullis
The following locations are keyed to map 13.2. above its head, doing so with a successful a DC 25
Strength (Athletics) check. Any Medium or smaller
Bl: BRIDGE creature attempting to do so has disadvantage on
this check.
A broad stone bridge spans the fiery river, its arches
B3: PRISON TOWER
luridly lit from below. Three-foot-high barriers line the
causeway's edges, funneling travelers toward the gate-
I
A forbidding tower overlooks the yard below, its
I
house ofVrakir's imposing fortress.
toothed parapets etched black against the sky's
ruddy glow.
The bridge crosses the lava river at its narrowest
point, spanning 300 feet and rising 30 feet above
the river's surface. Constructed of heavy basalt The erinyes stationed here carries a rope ofentan-
blocks, the bridge's piers are plated with iron. glement, which it uses to ensnare any prisoner who
tries to escape.
I
Two mighty towers flank the entrance to the fortress's
ers are present, one of the larger buildings is inhab-
harbor. A great steel chain stretches between the tow•
ited by Klax (chaotic neutral cambion) and eight
traders (commoners). The traders are indifferent ers, barring access from the lava river beyond.
to the characters, although Klax is protective of her
business arrangement withJarazoun and turns in Two erinyes guard access to the harbor, one in each
the party to the hold's defenders if the characters tower. These guards are hostile to anyone attempt-
seem likely to threaten that arrangement. ing to enter or leave the hold via the river without
B7: HARBOR Jarazoun's approval. The erinyes admit Klax and
her traders after a cursory inspection of their cargo,
although the erinyes become suspicious if the trad-
At the stronghold's center is a harbor oflava con- ers aren't following their usual schedule.
nected by an inl~t to the main river. A quay along Each tower contains a large winch for raising
the harbor's western edge is lined with iron mooring and lowering the chain that controls access to the
posts, while wooden cranes tower overhead. At the harbor. The chain is effective only if both sides are
raised, and it takes 3 actions to fully raise or lower
eastern edge, a stream of lava cascades into the har-
one end of the chain.
bor from the cliff above.
I
The door to this chamber bolts from the outside. In-
visage of a scowling efreeti. A stream of lava issues side, bundles of rags have been gathered lnto squalid
from the efreeti's open mouth, falling to the yard be- sleeping pallets.
low, where it pools before spilling into the harbor. --
At night, twenty prisoners (commoners) sleep in
The efreeti's mouth is the main entrance to the these cells. During the day, the cells are empty.
hold's interior and is primarily used by Vrakir and
Jarazoun, who can easily navigate its 20-foot eleva- Bl4: LARGE PRISON CELL
tion above the yard. A steel chain ladder coiled in a
corner of the efreeti's mouth can be lowered to allow The door to this chamber bolts from the outside. In-
access for non-flying creatures. side, a pile of sackcloth and bones lies in one corner
Above the carved efreeti face, a fissure in the vol-
of the otherwise bare room, and the air is thick with
cano's slope leads into a small cave not visible from
the stench of filth. Sobbing oh the filthy mound is an
the stronghold below. Kalimrax lairs here, returning
for a few hours every evening to rest and check on ogre. wearing a loincloth.
her hoard, which consists of the plunder Vrakir al-
lows her to take as payment for her service. A chaotic neutral ogre named Yug occupies this cell.
Treasure. Kalimrax's lair contains 14,213 sp, For the past three days, Yug has been confined here
7,029 gp, 923 pp, eighteen gemstones (500 gp each), for breaking a duergar's arm in anger over the theft
a fan made of couatl feathers (1,250 gp), a figurine of Gruk-Gruk, a crude rag doll.
of wondrous power (bronze griffon), and a mace Yug is initially wary of the characters but becomes
of terror. talkative if they seem sympathetic to his plight. If
Bll: GUARD ROOM the characters find and return Gruk-Gruk to Yug,
This small chamber is lit by a glowing brazier and the ogre happily aids them in any way he can.
furnished only with a pair of iron stools sitting next Bl5: ERINYES BARRACKS
to a stone block that serves as a crude table.
Two duergar are always on guard here. They re-
l l
act with suspicion toward the characters, as visitors The floor of this chamber is covered in smoldering
don't usually come through this area, and become cinders, heating the room like an oven. Several chain
hostile if the characters attempt to force their way to hammocks are slung from the walls.
or from area B4.
Secret Door. A pressure plate in the corner of the
floor behind the brazier opens a secret door leading Three erinyes lounge in their hammocks here, rest-
to area B12. ing between shifts patrolling the walls. The erinyes
are immediately suspicious of the characters, as
Bl2: SECRET PASSAGE visitors don't usually come here. Unless the charac-
This hidden corridor has a secret door at each ters provide a compelling reason for their intrusion
end of it. and succeed on a DC 20 Charisma (Deception or
The duergar created this passage to access the cells This room is furnished with two long trestle tables
in case the prisoners ever managed to take control and several benches. Tin plates and cups are set on
of the prison yard. The passage has never seen use, one of the tables next to several barrels with iron
and Brimstone Hold's other defenders don't know spigots jutting from their sides.
it exists. The secret doors at each end are readily
visible from inside the hallway and don't require an
ability check to find. The duergar take their meals here. All but one of the
barrels contain water. The last barrel holds dregs of
sour beer.
Two duergar are busily preparing the hold's next that resembles the undulations of waves on the
meal: tuber stew. They are arguing about how sea. Lounging between the lava formations are two
spicy the stew ought to be. If the duergar notice the serpentine creatures with heat ripples and smoke ris-
party, they assume the characters are members of ing from their bodies.
Klax's crew and start instructing them where to
put the new supplies. Only if the characters ignore
the cooks' instructions do the duergar become Two salamanders rest in these barracks, their bod-
suspicious, attacking while shouting to the duer- ies coiled to nestle into the depressions in the solid-
gar in area B18 if the characters can't justify their ified lava. ff the characters aren't escorted by other
presence. members of the hold, the salamanders assume the
Treasure. The duergar keep a vial of midnight characters are a threat and attack immediately.
tears poison (see the Dungeon Master's Guide) B21: STOREROOM
among the pots of seasoning on the table.
Bl8: DUERGAR BARRACKS
ff
directed to area B23 to make an appointment to see
Jarazoun. Once the characters proceed to area B25,
the salamanders accompany them and remain there
for the duration of their visit.
JARA-io u N Tt<E €FREET)
B23: ADMINISTRATIVE OFFICE
IND"EX
54 99 5
1 ll
1111
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