RMH-EP-02 A Darklord's Denouement

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The true mastermind behind the dark plot you’ve been investigating has been revealed.

Bathed in the crimson light of the King’s Tear, Alanik, Kabe, and a host of adventurers from countless
Domains of Dread, stand ready to put an end to his profane aspirations. But will it be enough?

The three-hour Epic conclusion to the Ravenloft: Mist Hunters series of adventures.
An adventure for 8th level characters.

CONTENT WARNING: torture, child in peril, death (child, loved ones), fighting yourself, unavoidable failure, demonic possession,
possible phobia triggers (drowning, blood), being forced into evil actions, memory loss, false memories, disappointing loved ones,
nonconsensual body swap, forced PvP combat, character retirement, mentions murder of an adult child.
Reference the Mist Hunters’ Safety Kit article and Van Richten’s Guide to Ravenloft for tips and tools on running a safe and fun game.

Credits
Lead Designer: Travis Woodall Campaign Narrative Design: Chris Lindsay, Wes Schneider,
Designers: Ginny Loveday and Jeremy Forbing Chris Tulach
Sensitivity Lead: Ma’at Crook
D&D Adventurers League Wizards Team: Brandy Camel, Chris Lindsay,
Editing: Ashley Michaela “Navigator” Lawson Chris Tulach

Art Director & Graphic Design: Stacey Allan D&D Adventurers League Administrators: Ma’at Crook,
Artists: Conceptopolis, Eric Belisle, Olga Drebas, Max Dunbar, Amy Lynn Dzura, Claire Hoffman, Greg Marks, Tony Winslow-
Aaron Hübrich, Sam Keiser, Katerina Ladon, Slawomir Maniak, Brill, Travis Woodall, Toni Winslow-Brill, Bee Zelda
Brynn Metheney, Livia Prima, Ilja Shkipin, Zack Stella, Ben Wootten
Cover Illustrators: CoupleOfKooks, Scott M. Fischer, Livia Prima (inset Playtesters: Marcello De Velazquez, Daniel Franco, Matthew Roderick
illustration)
All art provided by Wizards of the Coast and used with permission

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,
all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses
are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.

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Adventure Primer
“It was thus rather the exacting nature of my aspirations Story Awards
than any particular degradation in my faults, that made me
At certain points in the adventure, you may
what I was...” see this glyph along with an entry describing
—Dr. Henry Jekyll how the specified story award is earned or
how it impacts the story. Ignore the entry if
his adventure can be played by three to five it refers to a story award none of the characters have. If
8th-level characters and is optimized for four it refers to a story award the characters just earned, the
8th-level characters. entry instead provides information for you and the players.
A Darklord’s Denouement occurs in the Domain
of Darkon. Character Hooks
Previously, the characters met Ebbasheyth and the ghost
Background of Irik, learning about Azalin’s plan. After the characters
AZALIN REX is on the cusp of enacting his endgame as reported back, Alanik deduced that Azalin is working
the ORDER OF THE GUARDIANS summons adventurers within the King’s Tear. Characters can still benefit from
far and wide to stop him. The lich, however, is prepared; previous hooks, or the following hooks can also be
he’s created countless MIRROR DIMENSIONS within considered.
the KING’S TEAR to ensnare trespassers. While
these alternate realities are deadly, their true intent is Sage & Anthropologist
just to delay. Characters with these two backgrounds have an easier
At the center of a crystalline maze, Azalin is ensconced time discerning the mindset of an ancient and disciplined
in a CRYSTAL COCOON beside the terrible machine: the scholar like Azalin. This grants them advantage on
APPARATUS. With the URN OF DREAMS, the ROD OF Wisdom (Insight) and Intelligence (Investigation) checks
HOUTRAS, and the SCION OF DARKNESS, it’s his hope related to Azalin, including discerning how the Mirror
that he’ll finally be able to escape DARKON. If successful, Dimension missions connect to him. However, they have
it will no doubt spell the end for the domain and every disadvantage on Intelligence (Arcana or Religion) checks
living creature within it. within the King’s Tear; they can feel a powerful mind,
one as scholarly as their own, trying to steal magical and
Overview spiritual secrets.
The adventure starts with a call to action and is then
spread over three parts, each taking between 30 minutes
Darkonian Characters
and 120 minutes to play. Characters who serve Darkon’s institutions, such as local
constabularies, baronies, or the elite noble families of Il
Call to Action: Bathed in Blood. The characters meet
Aluk, might have been volunteered as a matter of duty.
with Alanik and Kabe outside of Castle Avernus, and
Alternatively, a religious order known as the Eternal Order
agree to venture into the King’s Tear to stop Azalin Rex
are eager to send assistance. Other characters may be
and his plan to escape Ravenloft
former political prisoners, previously held by the Kargat or
Part 1: The King’s Tear. The characters learn that Azalin
another powerful organization, who have been freed in the
has anticipated their arrival. Only by discerning the
hopes that they render service in this hour of need.
secrets of his Mirror Dimensions do they have any hopes
of finding and stopping him.
Part 2: The Apparatus. The characters arrive at the
center of the King’s Tear and find that the Apparatus
is close to completing the foul purpose for which it’s
been designed.
Part 3: Escape. The characters, having either succeeded
or failed in thwarting Azalin’s scheme, find the King’s
Tear collapsing, and they must escape.
OLGA DREBAS

3
CALL TO ACTION:
Bathed in Blood
Estimated Duration: 20 minutes
The King’s Tear no longer shines gold. Near Castle
he adventure begins near Castle Avernus—the
Avernus, the false star now sheds eerie red light upon an
ruins of Azalin Rex’s former seat of power. Alanik
Ray, Kabe Whippoorwill, Radaga, and a vast host unprecedented gathering of champions from across the
of adventurers steel themselves against the ordeal that is Domains of Dread. One of the most renowned, Laurie
to come. Here, the characters learn of what’s truly at stake. Weathermay-Foxgrove, climbs upon a crumbling dais to
Themes: urgency, foreboding, hope address you:

“This domain is dying! It began dying when the wizard-


Darkon
king Azalin Rex abandoned it and conjured this unnatural
Darklord: Azalin Rex
star. Alanik Ray and his investigators have revealed that
Hallmarks: Dark fantasy, magical fortress, arcane secrets
Azalin’s returned to finish what he started. Within the King’s
The domain of Darkon is failing. Ageless monuments and
magical wonders crumble before the Shroud—the Mists Tear, he seeks godlike power to fuel his final escape from
turned hungry. The Darklord, Azalin Rex largely ignores his Darkon—destroying it and its denizens forever!
rule as the “ruler” of the domain—dwelling in seclusion
while attempting to discover a way of escape. “The shadow dragon Ebbasheyth, once Azalin’s greatest
Recently, a magical event shook the entire domain: the Hour dragon ally, seeks to stop this catastrophe. She’ll ferry
of Ascension. When this happened, a strange golden star
called the King’s Tear appeared the heavens above, and the chosen adventurers up to the false star, where you must
Mists that surround the domain have begun to consume it. thwart Azalin’s ambitions, while the rest of us remain here
For more information about this domain and the people to repel his summoned hordes of undead.
who reside there, refer to Van Richten’s Guide to Ravenloft.
“Our war begins now. Steel your wills, gather your

Administrating the Call armaments, and fly star-bound on dark wings, for the
time has come to answer the call—We save Darkon or
to Action die trying!”
The event administrators announce the commencement of
this epic when the event is ready to begin. This part of the
adventure is a timed event. One of the administrators
should use a stopwatch to determine that the following Final Preparations (DM
announcements occur as prescribed below: Run)
0 Minutes: Starting announcement Once the admins begin the event, give players a chance
10 Minutes: 10-minute warning announcement to introduce themselves and their characters and choose
20 Minutes: Announce time’s up, bring Handout 1 to HQ table captains.

Answering the Call Interactive Element: Our Greatest Fear


(Admin-Run) Before proceeding, provide the players with handout 1: Our
Greatest Fear. The group chooses the greatest fears their
The characters have answered Alanik’s call one last time. characters share. Once complete, the Table Captain delivers
The massed adventurers prepare to venture into the King’s it to the administrators who, in turn, provide a different
Tear to stop Azalin Rex and his plan to escape Ravenloft. group’s handout (unless this is being played with a single
Many have been fighting waves of undead drawn here by table). If you get a handout back, use it to determine your
table’s Mirror Dimension missions after the first.
Azalin, but the characters have been kept fresh for their
more important mission.

Foiling the Plan Touched by Shadow


Record the names of players with this story
To start this epic, an event administrator reads the
award on appendix A: Story Award Tracker,
following (if your group misses this, or any other admin
then have the table captain take it to HQ for
announcement, you can read it to them yourself):
administrator use later.

Not for resale. Permission granted to print or photocopy this document for personal use only.
4 RMH-EP-02 A Darklord’s Denouement (v.1.0)
Creature Information
Ebbasheyth the ancient black shadow dragon flies in lazy
circles overhead, while Laurie (whom characters may
know from RMH-11 A Calling Upon the Dead) makes
herself available to answer questions for the characters.
Soon to arrive will be Alanik, Radaga, and Kabe, who have
more specifics.

Character Introductions
Allow each player a minute or so to introduce their
character, describe their appearance and mannerisms,
and establish the reason why they’re working with Alanik
and Kabe. Be sure to give everyone equal time in the
spotlight and be prepared to gently stop players if they run
on. Character introductions are crucially important for
the players to understand who the other characters are, to
build a basis for roleplaying opportunities, and for you as
DM to learn more about the characters so you can create
story elements that really speak to them.
Award inspiration once everyone’s had a turn.

Ebbasheyth
Draconic advisor
Ebbasheyth (EBB-uh-shayth) is unfathomably old and held
in high esteem by Azalin. While she’s not absent minded, it’s
not surprising that it takes her a few moments to scour and
access eons of collective knowledge and wisdom. The dragon
is not benevolent by any means; her desires take precedence
over those of others, and she’s willing to use violence against
those who she feels have wronged her.
What They Want. Ebbasheyth wishes for Azalin to return
to Castle Avernus—even if it means stymieing the lich’s
grand plan.
Trusted Advisor. Ebbasheyth has seen and learned more
than most of the creatures that dwell within Ravenloft—
she is a nigh-bottomless font of information about the
workings of the Domains of Dread.

Laurie Weathermay-Foxgrove
Human investigator Table Captain
Dark-haired and wiry, with genteel mannerisms and master Once introductions are done, each group desinates a table
strategy skills, Laurie (LORE-ee) is one of the most renowned captain. This is a player who relays information to the
monster hunters in the Domains of Dread. Trained by two event administrators, a vital role that allows the DM to
famous uncles—blood relative George Weathermay and
continue running the adventure without interruption.
family-friend Rudolph van Richten—Laurie and her twin
Gennifer became inseparable and relentless heroes in their
own right. Laurie has dark brown skin and curly black hair, The Meeting
shorn on one side. Alanik waits until Laurie finishes her address before
What They Want. Sworn to protect the innocent from evil, approaching. He loves Laurie like a sister and is glad
Laurie is determined to see Azalin defeated. she’s here to “rally the troops.” Read or paraphrase the
Stalwart Hero. Laurie is well-practiced at decisive following:
action but knows it would benefit her to listen to the
MAX DUNBAR

experienced, deliberate, and plan. More information on


Laurie can be found in Van Richten’s Guide to Ravenloft.

5
brought it with them. Magic items that are destroyed or
Moving with urgency you’ve never seen in the thoughtful that lose their magic, such as a quaffed potion of healing
detective before, Alanik Ray rushes to meet you in his or an exploded horn of blasting, however, are removed
wheelchair and settles next to Laurie. Kabe Whippoorwill from the character’s investigation journal and are no
and Radaga soon catch up. longer unlocked; the character must find another one if
they want to use it in a later adventure. The character
“You’ve answered what may be my last and most who brought an unlocked item to the table has ultimate
desperate call,” Alanik says. “We know Azalin’s plans, now discretion in who gets to use it. They should, however,
note that their investigations require teamwork and
it falls to you to end them. ” He pauses for Radaga to share
cooperation.
relevant details within her expertise.

In all the excitement Radaga’s crawling claw familiar flies Example: Outfitting for Investigation
and flits around her until she impatiently lifts her hand for Peter’s character, Gregov the Fighter, is preparing for their
next adventure. He requisitions a greatsword, a longbow
it to rest on. Excited herself, she releases a tense breath, and some arrows, and a suit of plate armor. He’s also heard
“The King’s Tear is hollow. Within, you’ll find yourselves in rumors of werewolves, so he asks for a silvered dagger . . .
a realm of magical deception reflecting Azalin’s malevolent just in case. In his previous adventures, Gregov unlocked a
horn of blasting and a potion of healing. The group decides
thoughts. He has likely imprisoned the other adventurers who should carry the horn and the potion. At the end of the
who attempted to discern the nature of the false star. Find adventure, both items are returned to Gregov. However, if a
as many as you can; they may be able to lead you to the lich character uses the potion, or if the horn of blasting explodes
during the adventure, Peter crosses it off the investigation
himself.” She then looks back to Alanik for him to continue.
journal where it was unlocked.
“Azalin is the most powerful archmage ever to darken
these lands, but direct battle with him is not your goal. Order of the Guardians Ring
You must focus all efforts on destroying his phylactery Characters with this magical ring (more information
and stopping his use of the infernal machine called the can be found in the Mist Hunters Safety Kit article) can
Apparatus. Once more, the game is afoot.” obtain another dose of the anti-charm tonic from Alanik—
provided the last dose they obtained has been used.

Promoted! Creature Information


Alanik, Kabe, Laurie, and Radaga speak quickly,
Impressed by the characters’ investigation in previous
answering whatever questions the characters have about
adventures (or by their reputation, if this is their first
Azalin’s plans before they depart. Beyond the urgency of
Ravenloft: Mist Hunters adventure), Alanik promotes the
the mission, this moment with the characters is a meeting
characters to lead field operatives within the Ray Agency.
of old friends—friends who don’t know for sure if they’ll
While this means additional duties—such as searching for
ever see one another again.
the urn—it also means opportunities for greater rewards
Firan. Radaga encourages the characters to look for one
and other possible benefits.
prisoner in particular: Firan Zal’honan, a fellow scholar
Outfitting for the Investigation she met shortly before her possession, who was last seen
in this area. His knowledge of the Domains of Dread and
Before proceeding on this leg of their investigation, their secrets could be useful. She describes him briefly:
the characters decide what to bring with them on long, ebon-black hair, angular face, and always wearing a
their journey: pendant featuring a tiny gold dragon skull.
Mundane Equipment. The Order of the Guardians has
offered the characters access to its substantial resources
to aid in their investigation. Each character has access to
any mounts and nonmagical equipment from the Player’s
Handbook, as well as the material components for any
spell they have prepared (or known for casters who don’t
prepare spells). Following the characters’ promotion, the
gp limit on these acquisitions has been removed. The
characters are still bound to the normal rules regarding
carrying capacity and, at your discretion, may find
themselves in a situation that precludes being able to
haul around too much—while their resources are great,
the Order discourages frivolous requests.
Magical Equipment. As they adventure, the characters
“unlock” magic items for later use. The group begins
this adventure with one copy of each of these unlocked
items and then decides who’ll use them. At the end of the
adventure, each item is returned to the character who

Not for resale. Permission granted to print or photocopy this document for personal use only.
6 RMH-EP-02 A Darklord’s Denouement (v.1.0)
Alanik Ray Radaga
Elf investigator Human scholar of the Dark Powers
Alanik (uh-LAHN-ick RAY) is confident and insightful, a The initial object of the Order of the Guardians’ search,
shrewd investigator, and one of the most well-traveled Radaga (ruh-DAH-guh) is a scholar and arcanist who has
mortals in the Domains of Dread. Alanik is a master of delved far into the nature of the Dark Powers—some say a bit
insights and deduction; he can learn details about others too far. She’s brilliant but obsessive in her desire to catalogue
after a few moments of meeting them. For example, he can the sinister, as well as a bit possessive of her knowledge.
almost instantaneously deduce a character’s native domain Radaga has olive skin and black hair.
from their accent and mannerisms. An accidental fall during
What They Want. Because Alanik suspects that Radaga
an investigation caused a spinal injury that paralyzed Alanik’s
was possessed by creatures unknown, he insists that she
legs. He uses a custom wheelchair that he created with the
assistance of his husband, Arthur Sedgwick. avoid venturing out into the world. For now, she uses her
knowledge to search the Order’s accumulated treasures
What They Want. Alanik’s focus is saving Darkon. Knowing his for items she feels might assist Alanik’s investigators
entire homeland could be destroyed, he sent Arthur away to with their work.
securely deliver copies of their casefiles to Dr. Van Richten Obsessed with Forbidden Knowledge. She is angry and
in Mordent. The errand was real, but his deeper motive was laments the loss of time due to her recent possession.
saving his husband’s life—now he needs to save everyone else. She chomps at the bit to get back to her life and studies.
No Loose Ends. Having solved Radaga’s disappearance,
he’s moved on to investigate the reasons behind it. More
information on Alanik can be found in Van Richten’s
Guide to Ravenloft. Development
Proceed to part 1 when the administrator announces that
Kabe Whippoorwill it’s time to do so.
Halfling interdomain informer
Secretly a member of the Keepers of the Feather (a fact
known to Alanik only), Kabe (KAYB WIP-er-wil) is Alanik’s
scout, associate, and friend. A lightfoot halfling with a quick
smile and a mean right-hook, Kabe possesses a dark gift that
allows them to traverse the Domains of Dread. Acting as
both a ferry for the characters and a field contact, they’re an
invaluable member of the investigative team.
What They Want. Their line of work is dangerous, so they
want to ensure everything goes smoothly. Losing an
agent is never the desired outcome.
Mist Walker. Kabe is Alanik’s scout, investigatory partner,
MAX DUNBAR

friend, and an invaluable member of the team. They also


work as the party’s field contact.

Not for resale. Permission granted to print or photocopy this document for personal use only.
RMH-EP-02 A Darklord’s Denouement (v.1.0)
7
PART 1:
The K ing’s Tear
Estimated Duration: 120 minutes
Area Information
Administrating Part 1 The exterior of the King’s Tear has the following features.

The event administrators announce the commencement of Dimensions & Terrain. The King’s Tear is a huge,
part 1 of the adventure when it’s ready to begin. This part perfectly smooth sphere of solid amber, half a mile in
of the adventure is a timed event. One of the administrators diameter. The outer layer is 10 feet thick with no visible
should use a stopwatch to determine that the following entrance. A creature with a passive Wisdom (Perception)
announcements and activities occur as prescribed below: score of 13 or higher can see that the star itself is still
golden amber, but red light emanates from deep beneath
0 Minutes: “A Glowing Red Omen” announcement its surface—as if it were translucent and hollow.
60 Minutes: 60-minute warning announcement Lighting. The star’s red light is dazzling on the surface;
90 Minutes: 30-minute warning announcement Wisdom (Perception) checks relying on sight are made
120 Minutes: Instruct DMs to proceed to part 2 if they at disadvantage.
haven’t already Weather. The star radiates no heat. It’s eerily cool.
Sinking In. A creature starting its turn on the star’s
A Glowing Red Omen amorphous surface must succeed on a DC 15 Strength
saving throw or become grappled (escape DC 15) as
(Admin-Run) they begin to sink. A creature grappled in this way at the
An event administrator signals the beginning of Part 1 by start of their turn sinks 5 feet into the surface, imposing
making the following announcement: disadvantage on escape checks. A creature that has sunk
10 feet is restrained, a terrifying sensation that feels like
drowning in the amber. They must succeed on a DC 15
A great darkness falls upon your group, blotting out the
Wisdom saving throw or increase their Stress Score
crimson starlight as the shadow dragon Ebbasheyth by 1 (see the “Stress” sidebar below). However, such a
descends. Her talons clutch a small fishing schooner with creature emerges into the Crystalline Maze on their next
its mast removed. She sets it down for you to climb aboard. turn. Unattended objects pass through as well. There’s
no other way in.

Ebbasheyth now waits for the characters to climb into the Stress
boat, which she will use as a container to carry each team Each character has a Stress Score, which starts at 0 but
of adventurers up to the King’s Tear, one group at a time. increases in trying situations, and applies as a penalty on
their attack rolls, ability checks, and saving throws. More
To the Star (DM Run) information on Stress appears in Van Richten’s Guide to
Ravenloft, but handout 5: Stress Score includes all the rules
Once the characters are safely aboard the boat, Alanik bids you need to use it in this adventure. Give the players this
them farewell with a personal message. handout the first time a character’s Stress Score increases.

“I was born in Darkon,” Alanik says. “It’s where I learned


the science of detection, where Arthur and I built our life The Crystalline Maze
together. It’s little exaggeration to say I now trust you with Within the King’s Tear, the characters find themselves in
a labyrinth filled with alternate realities. They must learn
everything I hold dear. Save our home.”
the secrets of these Mirror Dimensions to find Azalin.

Ebbasheyth lifts the boat—with the characters on board—


For a moment, you are trapped in the congealing amber.
into the sky towards the King’s Tear. She does not initiate
conversation, but may respond to inquiries loud enough for Then something pulls you out into a winding tunnel. The
her to hear during flight. The star is much higher in the sky only sign of what saved you is the fading, spectral image of
than it appears. After a few minutes, the characters look a young man with long, silver-blond hair standing in the dim
upon it from above rather than below for the first time. light. He gives you a quick nod before vanishing.
With no other place to set the characters down, and no
clear entrance, Ebbasheyth lights the craft atop the sphere.
However, the solid amber comprising the outer layer of the Most creatures who become trapped in the star’s outer
King’s Tear becomes semi-solid when touched, turning layer remain trapped there, but the characters who sunk
into a thick ooze the boat partially sinks into (see Area into the amber were pulled out of it by the merciful ghost
Information). As a result, Ebb quickly whisks the boat away. of Irik Zal’honan, Azalin’s long-dead son (whom characters

Not for resale. Permission granted to print or photocopy this document for personal use only.
8 RMH-EP-02 A Darklord’s Denouement (v.1.0)
may recognize from RMH-12 Beneath the New Star). means (as described under each Mirror Dimension)
Since the very center of the King’s Tear is Irik’s original must succeed on a DC 15 Strength saving throw or
tomb (transported through the Mists by the Dark Powers become grappled (escape DC 15) by amber tendrils
from Azalin’s homeworld), the ghost has discovered he can that extrude from the nearest surface. A character that
manifest in the star. starts their turn grappled in this way leaves the Mirror
The characters find themselves in a crystalline amber Dimension, becoming trapped in the amber of the maze
labyrinth, its walls glowing with a dim magical radiance. and increasing their Stress Score by 1. Send such play-
Prisoners sleep in the unbreakable amber walls, dreaming ers to HQ, where they will participate in the encounter
Azalin’s Mirror Dimensions. The characters are almost described in appendix E: My Dinner with Azalin.
immediately drawn into these false realities. If the entire group is trapped in this way, they’re again
pulled out of the amber by Irik’s ghost.
• Their first mission is chosen by you as the DM.
• Choose later missions using another table’s copy of
handout 1 (assuming your table was given one by the Interactive Element: My Dinner with Azalin
administrators). Characters sent to experience this admin-run encounter
will return shortly, but they may be… different; their
Just before entering a Mirror Dimension, the characters
consciousness returns, inside a flesh golem (as described
see an image reflected in the crystalline amber walls: a in handout 4: What You’ve Become). If a character in flesh
young man in mage’s robes with long dark hair framing golem form successfully breaks out of a Mirror Dimension
an angular face, wearing a chain with a tiny gold dragon (Missions 1-6), or they find Azalin and stop him, send them
skull. He says “I’ve been expecting you.” He then snaps back to HQ. If the character dies in flesh golem form, inform
his fingers, and briefly becomes a lich in red robes with the player that they awaken in a new flesh golem form. They
a golden crown, before everything vanishes and the rejoin the group 1 minute later.
characters find themselves in the Mirror Dimension. The
mage fits Radaga’s description of Firan Zal’honan perfectly. Reality is Subjective
Clues in the Mirror Dimensions point to their unreality.
Mirror Dimension Missions Characters who recognize the dream-worlds’ nature might
Here, the characters participate in missions in various attempt to either manipulate that reality or escape it by
Mirror Dimensions. They must successfully complete two “waking up.”
missions to escape the maze. The Mirror Dimensions were Lucid Dreaming. A character can manipulate their
all born in Azalin’s mind, but he uses the dreams of those nightmare-like reality as an action by succeeding on a
inside the King’s Tear to sustain them as he pursues his DC 15 Intelligence (Arcana) or Wisdom (Insight) check.
work. Their minds shape the Mirror Dimensions as well. Such manipulations can conjure a mundane piece of
Passing Strange. Mirror Dimensions are temporary adventurer’s gear that weighs less than 25 lbs. and
dream-worlds, and when they end nothing remains but costs less than 50 gp, or simulate the effects of any of
their effects on the characters: hit points lost, levels of the following spells: catapult, conjure animals, create
exhaustion, stress, or spell effects directly targeting the food and water, creation, druidcraft, fabricate, fog cloud,
characters. grease, levitate, mage hand, passwall, prestidigitation,
spider climb, or thaumaturgy. Don’t list these options for
Squad Goals! the players. Ask what they want to change; if it falls within
Upon completing a mission, the characters achieve a goal these parameters, it works. These manipulations vanish
or free a dreaming prisoners that Azalin has otherwise when the Mirror Dimension ends.
used to sustain that Mirror Dimension. As a construct Be open to the idea of the characters using this effect
of Azalin’s mind, dissolving the dimension helps the creatively to succeed on Mirror Dimension missions in
characters navigate the maze. unexpected ways.
The First Prisoner. If the characters succeeded on Waking Up. Characters who realize a Mirror Dimension
their first mission, two potions of greater healing coalesce is a dream can try to rouse themselves from it, effectively
from the remnants of the shattered dimension. The Table waking up, but doing so requires all the characters to try
Captain reports the group’s success to the administrators, to awaken at once, making a DC 18 group Wisdom saving
who give the boon described in appendix B to another throw. If at least half the characters succeed, the Mirror
table. The characters are drawn into another Mirror Dimension vanishes, and the characters find themselves
Dimension upon navigating the first. back in the crystalline maze. On a failed group save, the
The Second Prisoner. Once the second mission is characters increase their Stress Score by 1, but they can
successful, the characters earn the associated boon in keep repeating the save.
appendix C along with a spell scroll of dimension door. In most cases, however, leaving the mission before
They discern a route through the Crystalline Maze that accomplishing certain goals will cause the characters to
avoids further Mirror Dimensions and leads directly to the fail that mission.
Apparatus Chamber. This allows characters to move on
to part 2. The characters might also receive a boon from
another table.

Trapped in Amber
Characters in Mirror Dimensions who end their turn
incapacitated or prone, or who trigger this effect by other

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RMH-EP-02 A Darklord’s Denouement (v.1.0)
9
Creature Information
Azalin’s malevolent genius is infused into every inch of
this place, yet he doesn’t sense the presence of his son’s
ghost; he dismisses any sight or sound of Irik as his own
rebellious memory of the child he murdered. Irik helps
characters out of the amber, but vanishes quickly to avoid
his father.

Irik Zal’Honan
Ghostly reminder of past evils
Irik (EER-ick) has conflicted feelings about his father; while
he loathes Azalin for his misdeeds, he is also prone to
periods of self-blame, believing he “should” have done more
to “make his father become a better person.” He appears as
he did in life; silvery pale skin with long, blonde hair framing
a thin, angular face.
What They Want. Irik still holds out the hope that Azalin
Firan Zal’honan aka Azalin Rex will, despite everything he’s done, repent and assume
the mantle of benevolent ruler.
Human archmage
Tied to the Land. Irik’s doubly troubled by more-recent
Born second-in-line for his homeland’s throne, Firan
events that have transpired. Since the Hour of
Zal’Honan (fee-RON zaal-HONE-in) found his true calling
Ascension, Irik realizes the danger the domain is in. Irik
as a wizard, then king, finally becoming a lich before the
Mists took him to Barovia. His royal title “azal’Lan,” or” is anxious to find a resolution to the pending doom—
wizard-king,” became “Azalin” (AZZ-uh-linn WRECKS) when and quickly.
he ruled Darkon. In the Hour of Ascension, he did what no
other Darklord could: he escaped his domain. Now, using the
Apparatus, he can claim the power to leave the Domains of
Dread entirely. Development
Proceed to part 2 once the characters free a second
What They Want. Azalin craves power and freedom. On the
cusp of final ascension, he traps the characters in Mirror prisoner, since that prisoner provides directions to the
Dimensions to buy time. Yet his thoughts can be caught Apparatus that avoid any further Mirror Dimensions.
up in them as well, seeking reassurance that logic and If two hours pass before the characters release two
ambition drove his choices, and that he’s not to blame prisoners, the admins will announce the end of part 1;
for his failures… or the tragedies that followed. proceed directly to part 2.
The Domain Breaker. The wizard-king is an arrogant,
pragmatic, amoral genius, as ruthless in mastering his
own mind as he is in his endless quest for power. Only
Mission 1: The Test
The characters appear as young (the equivalent age to
SAM KEISER / MAX DUNBAR

two things stand in his way now: the buried emotions he


a 15-year-old human) version of themselves (a clue that
longs to eradicate as weaknesses, and the heroes who
have come to stop him. More information on Azalin (and “Reality is Subjective”): their size is Small and they
his existence as Firan Zal’honan since his escape from have the following flaw: “My emotions feel like the most
Darkon) can be found in Van Richten’s Guide to Ravenloft. important thing in the world right now!” Their clothes turn
into small red robes bearing a gold dragon symbol.

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10 RMH-EP-02 A Darklord’s Denouement (v.1.0)
You’re sitting in a classroom attached to a library. Young Firan and Young Irik
Addressing you and two dark-haired boys, a human in Human princes
Young Firan (FEER-uhn) is a younger Azalin who hasn’t
wizard’s attire says “Your group has one hour to work
become evil yet. Young Irik (EAR-ick) isn’t the ghost the
together and cast the ritual Corsalus’ fateful conjuration, characters met, but Firan’s brother (later namesake for
detailed in these notes.” He holds up some papers from Firan’s son). Both have white skin and aquiline features, but
his lectern. “Those who succeed will pass—everyone else Irik’s hair is dark red, much different than that of his son.
will be expelled. Begin!” He flips over an hourglass on his What They Want. Young Firan yearns only to master magic
lectern and vanishes in a puff of smoke. and prove himself. His little brother Irik is his best friend,
the only person he loves without reservation. Young Irik
doesn’t “get” spellcasting, but wants to help his brother.
The notes outline three steps for casting the ritual, which Tragic Innocence. The boys, both in their mid-teens, are
must be done in 1 hour or the characters fail the mission. polite and helpful. Young Irik’s friendlier. His only in-
Beating a check’s DC by 5 or more halves the listed time. terest in magic is being there for his brother. Firan is
Research. The ritual itself is in the library, but found proud they are both the sons of the king, but Irik humbly
shrugs this off as not a big deal.
across multiple books. Researching them takes 20
minutes and a DC 16 Intelligence (Arcana) check. (Young
Firan, the elder boy, is eager to help.)
Dulcinea d’Ulbrion
Topaz dragonborn paladin
Alchemy. The characters must spend 10 minutes Dulcinea (dull-sin-NAY-uh) is lithe and muscular, with horns
brewing a potion with a successful DC 15 Intelligence that curl like those of a ram and seashell-adorned blue plate
check using alchemist’s supplies. However, the recipe armor. Heroic and pessimistic, she’s part of an enclave of
requires the blood of a dragonborn. dragonborn who fled their home in the Nocturnal Sea and
Squaring the Circle. An intricate 10-foot-wide circular settled the Darkonian port town of Vradlock. To protect
diagram must be painted on the floor with the potion. Doing her people, she answered the Order of Guardians’ call, but
so correctly takes 10 minutes and an ability check made at became trapped in the Mirror Dimension alongside the other
DC 17. This could be Intelligence (Arcana), or any ability characters trying to prevent Azalin’s ascension.
check using a tool requiring precise drafting or artistic skill. What They Want. Dulcinea’s eager to escape and defeat Azalin.
Casting. Casting the ritual takes 10 minutes, after which Resourceful. Dulcinea won’t go down without a fight but
the circle is filled mist from which steps a nalfeshnee. refuses to meet the characters with violence (as they
Firan and his brother Irik (Irik Zal’honan’s namesake) appear to be children); she’ll find another way out.
flee in terror. The demon attacks the characters, but three
veterans (the princes’ royal guards) burst into the room Playing the Pillars. You can make use of the following
and attack the demon at the beginning of the second round. suggestions when running this encounter:
The first time it takes damage from a veteran, it dies.
Combat. Dulcinea won’t willingly allow draw blood
Area Information without consent. The cage’s magic means taking blood
requires either letting her out or getting in with her.
The area has the following features. Exploration. A DC 13 Intelligence (Investigation) check
Dimensions & Terrain. A stately 50-by-50-foot room turns up the cage key in a false book. The amber
with Nharov oak walls, ten long bookshelves, tables and windows glow, too opaque to look through.
chairs, and no exits. A crystal cage is partially hidden Social. Dulcinea’s is all too happy to bleed into a vial if the
behind a set of bookshelves to the south. need is truthfully explained to her. She’s eager to escape
Lighting. Each table bears alchemy supplies and a portable this place.
candelabra shedding bright light in 10-foot radius.
A Crystal Cage. A 10-by-10-foot golden crystal cage with
Adjusting the Scene
enchanted, unbreakable bars that permit only light,
sound, and air to pass between them. It has a locked Here are some suggestions for adjusting this scene:
gate, but only creatures and whatever is on their person Weak: Dulcinea has 120 hit points.
can pass through it. The metal lock is etched with Strong: Dulcinea has 240 hit points.
Azalin’s heraldic symbol, a gold eye. The lock can be
broken with a successful DC 20 Strength (Athletics)
check or unlocked with a DC 16 Dexterity check made
with thieves’ tools.
Mission 2: Riddle Me This
For this mission, the characters find themselves turning
a corner and entering a hallway with a red door inscribed
Creature Information with the number 22 at the end. The skyline of a spired city
The only creatures left in the room are the characters, the is visible through the windows, which those familiar with
dragonborn Dulcinea in the cage, and two robed human Darkon recognize as Il Aluk. Beyond the door is a sphinx
children, who call identify one another as Firan and Irik who seemingly only requires the answer to a simple riddle
(an apprentice wizard and a noble, respectively). Eager to to pass. To succeed on this mission, the characters must
research and cast the ritual, both treat the characters like get past the sphinx Mlezu and enter the hallway beyond
classmates. Unless one of the characters is a topaz dragon- her gallery.
born, Dulcinea is the only source of blood for the potion.

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RMH-EP-02 A Darklord’s Denouement (v.1.0)
11
The correct answer is your “self.” If the characters can’t
Area Information guess the answer at first, allow them to make DC 15
The area has the following features. Intelligence (Investigation) or Wisdom (Insight) checks.
Dimensions & Terrain. The 60-foot-square room is For each success, give them a clue.
constructed of large amber blocks, stacked upon one No matter what answer the characters give, however,
another in increasingly smaller layers. 30 feet in, a Mlezu tells them they are wrong. Characters who argue
15-foot-tall wall stands, with two ramps leading up on with Mlezu after providing the correct answer increase
either side to the gallery above. Just barely visible beyond their Stress Score by 1, but a successful DC 18 Wisdom
the gallery lies an entrance to a hallway that slopes (Insight) check perceives that she is lying.
downward into the darkness.
Lighting. Several dim torches flicker from the twelve Adjusting the Scene
columns spaced equidistant around the perimeter of Here are some suggestions for adjusting this scene:
the chamber. Weak: Mlezu will not use her lair action to reset initiative,
The Red Door. Once the characters enter the room nor will she use her legendary actions to cast spells.
through the red door, from the other side they see the Strong: Mlezu has 200 hit points.
door has become a mere painting on the amber wall.
Playing the Pillars. You can make use of the following
Creature Information suggestions when running this encounter:
A gynosphinx perches regally at the center edge of the Combat. Mlezu uses her lair actions if the battle is turning
gallery with her head upon the railing, pensively regarding against her. She uses her legendary actions to teleport
the newcomers until she is either addressed or until the adjacent to ranged combatants and claw them.
characters attempt to pass her. Exploration. The 15-foot-tall wall provides cover for any
creatures being attacked from the gallery above.
Social. If the characters offer to provide new or unique
“Welcome, trespassers,” she purrs. “I am Mlezu and I guard knowledge to Mlezu (especially gossip, juicy secrets,
the exit you seek”. She yawns as she stands and stretches— or new riddles), she can be distracted—something
extending razor-sharp claws. “Hopefully you can offer some discerned with a successful DC 16 Wisdom (Insight)
novelty to relieve my boredom here. A game of riddles? Or check. A subsequent DC 18 Charisma (Deception or
Persuasion) check convinces her that the characters
shall the stakes be… higher?”
have knowledge worth her time, compelling her to delay
harming the characters or even pause mid-battle to chat.
Afterwards, if there is combat, each character gains ad-
Mlezu vantage on their first attack roll against her during their
Sphinx next turn.
Mlezu (MAH-le-zoo) stands as the guardian, the only
obstacle preventing escape from the scene. This sphinx is
slender with sandy-brown skin, slightly darker fur, and wings Mission 3:
comprised of blood-red feathers. She wears a crown featuring
spinters of jade and volcanic glass set in gold.
Hashing Things Up
Characters familiar with Darkon notice that this area
What They Want. Mlezu desires to prevent the characters’
resembles the grounds of the Collegium Caelestis, a
escape, even if it means breaking her own rules. Yet
university on the shores of Lake Korst. Instead of the
she’s bored with her duty, and can’t resist forbidden
university’s legendary observatory, however, the characters
secrets or fresh riddles.
Fickle Guardian. Mlezu doesn’t want to let the characters stand before massive crystalline amber scales, each plate
pass—even if they answer her riddle correctly. She holding group of shadowy figures. One group holds only
prefers to toy with them, mocking and ridiculing them. illusions; the characters must choose the group that has
even one real person.

If the characters opt for a game of riddles, provide the Area Information
following riddle. The area has the following features.
Everyone has it.
Dimensions & Terrain. A set of crystalline scales rises
Some lose it. over 100 feet, it’s base lost in the mists below. Two
Some find it. 20-foot-wide circular platinum plates hang from the
Some seek it. scale, each holding a group of indiscernible figures.
Each plate is encased in a cube of force.
Some hide it. Lighting. The area is dimly lit and any attempts to
Some give it away. create bright light fail. The King’s Tear hangs eclipsed
Everyone has it, in the sky.
Shadow Beasts. Below the plates are pools of snapping,
Some, less.
snarling shadow-things; forms shifting and mutating.
Some, absorbed. Characters who hurl themselves at these shadow beasts
take 18 (4d8) psychic damage, then the “Trapped in
Amber” effect attempts to grapple them.

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12 RMH-EP-02 A Darklord’s Denouement (v.1.0)
A Decision Point. Two pedestals, each bare save for a
single lever, stand before the characters. Between them,
a sign in Common reads “The most important must
be saved.”
The Cubes. Each cube has an AC of 18 and 50 hit points.
A successful DC 22 dispel magic will destroy either
cube. However, both plates immediately crumble if a
cube is destroyed, and all the illusionary beings vanish
and the shadow beasts’ howls are replaced with their
disappointed voices. A new plate and cube of force
immediately appear, imprisoning Smajsenca.
If time permits the cubes can be reset and Azalin
places an illusionary appearance on Smajsenca to
disguise her from the characters. Azalin (gleeful of how
much this tortures Smajsenca) “allows” the character to
try again (and hopefully fail).
Making a Choice. The characters must choose one lever
to pull. Once the choice is made, the scales disappear,
the cube of force ceases to exist, and the chosen group
lands next to the characters.

Creature Information
Each group is screaming and making rude gestures at
the other, alternated with pleading cries to the characters
from familiar voices. Barely audible through the shouting,
one person (Smajsenca with an illusionary appearance)
tells the characters the truth about the puzzle and her
experience (a clue that “Reality is Subjective”). She shouts
for them to use the lever that dispels the cube of force
around her.
If you wish, ask each player to name two family
members or other people important to them; one of the
two is on each side of the scale.

The Characters’ Loved Ones Smajsenca


These are duplicates formed by Azalin. They are alive, have Smajsenca is a large young red dragon whose wings are
the expected memories, and so on, but are the most perfect aching from being cramped inside a cube of force. She
and ideal versions of their loved ones. They cease to exist is a friend of Ebbasheyth. She also arrived at the King’s
after the characters pull the lever. Only Smajsenca remains, Tear, hoping to increase her knowledge, satisfy curiosity,
flying free or, if her lever is not pulled, inside a cube of force. and maybe add to her possessions. She know’s Azalin is
torturing her by keeping her repeatedly looping in this Mirror
What They Want. The figures are magical illusions—they
Dimension.
have no motivations.
Duplicitous Doubles. The characters’ “loved ones” aren’t What They Want. She wants to be free and wishes to
real, though it would take some truly exceptional role- take out her anger on Azalin herself. So far, she’s been
playing moments for the characters to discern that. waiting in vain for someone to listen to the truth and
what she needs (“Use this lever”).
Vexed. The knowledge that even someone as powerful,
If the characters choose the lever for the illusion-filled wise, and cautious as her could be made just as much a
cube, the illusionary people vanish, their disappointed victim of Azalin as the characters and others vexes her
voices are heard coming from the shadow beasts, and as much as it frees her from self-blame.
Smajsenca remains trapped in the cube of force. All
characters increase their Stress Score by 1. Smajsenca
takes her anger out on the characters. If time permits, the
cubes can be reset and the characters try again (see “The Mission 4: A Grisly End
Cubes” reset description). While in this Mirror Dimension, the characters’ creature
If the characters pull the lever for Smajsenca’s cube type changes to Undead, though they don’t feel different
prison she flies away infuriated, vowing revenge against and may not notice. They find themselves on a blood-
Azalin. Once this is resolved, the characters have stained battlefield shrouded in fog, facing an endless
succeeded in the mission, and they wake up back in the onslaught of undead foes who look increasingly like the
Crystalline Maze.
KATERINA LADON

characters with each successive wave. Characters familiar


with Darkon recognize this area as a fen amid the fetid
swamps of the region called the Boglands.

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RMH-EP-02 A Darklord’s Denouement (v.1.0)
13
Combat. Equipped and proficient with the same weapons
Area Information and armor as the characters, each undead can make a
The area has the following features. DC 15 Wisdom (Insight) check as a bonus action to study
Dimensions & Terrain. The 30-foot-wide field stretches the fight. On a success, that undead gains advantage on
for 300 feet between dense swamp forests. The ground attack rolls against the characters for 1 minute.
alternates between mud slick with spilled blood and piles Exploration. Characters who realize they’ve become
of faceless corpses that create areas of difficult terrain. undead can attempt to hide amongst the other undead
Lighting and Vision. The King’s Tear hangs in the night bodies (DC 12 Dexterity (Stealth) check), but this is
sky, but its light has faded. It sheds only a dim blood disgustingly horrifying. Characters who do so must roll
red light. Dense fog emanates from the forest, creeping a DC 15 Wisdom saving throw, increasing their Stress
forward 30 feet each round, obscuring the area it covers. Score by 1 on a failure.
Corpses. Examining the bodies that already litter the field, Social. If the characters realize they are fighting copies
a successful DC 10 Wisdom (Perception) allows them to of themselves (DC 16 Wisdom (Insight or Perception)
note that the faces are those of their closest friends and check) and call out to the opposing undead using their
loved ones. Each wear an amber pendant. own names, the enemies become startled. This grants
Successive Waves. After the initial combat is over, the each character advantage on the next attack roll they
first character to inspect the new bodies finds that the make before the end of their next turn.
faces are those of the characters, albeit extremely rotted
and broken down. The Endless Onslaught
It should become apparent that waves of undead will
Creature Information just keep coming. A character who flees the field must
The initial wave of undead—bedecked with polished roll a DC 18 Wisdom saving throw. Those who succeed
armor—of three wights and three zombies is intended to wake up back in the Crystalline Maze. Those who fail fall
be an easy challenge. The second, and each successive unconscious, triggering the “Trapped in Amber” effect. If
wave, of five wights, advance across the battlefield while the whole group flees the field, they fail the mission.
using cover and other tactics. With each successive If the characters fight three waves of enemies without
wave—especially by the third wave—the shapes and noticing they are fighting undead copies of themselves
features of these undead are more clearly recognizable or that they themselves are undead, they gain one level
as identical to the characters (a clue that “Reality is of exhaustion, fail the mission, and wake up back in the
Subjective”). Crystalline Maze.

Unwelcome Realizations
Undead Echoes
If the characters they realize that they are fighting undead
Undead humanoids copies of themselves, or if they realize they are also
The enemy combatants are echoes of the characters that undead, they gain advantage on the Wisdom saving throw
Azalin has created to remind them that death is inevitable. to awaken from this Mirror Dimension. If they manage
The echoes act just as the characters would,and are dressed to discover both facts, they can each add a d4 to their
and armed similarly. Wisdom save results.
What They Want. The undead echoes believe that they Once the characters have discovered one or both facts,
are adventurers who have been sent her to cleanse this they have succeeded at this mission, but it doesn’t end
place of a scourge of undead, which they believe the immediately. They must now make the DC 18 group
characters to be. Wisdom saving throw to awaken (as described under
Mirror Match. The undead echoes replicate the fighting “Reality is Subjective”). On a success, they wake up back
styles of the characters. in the Crystalline Maze and gain the following Bond: “I’ve
realized death is inevitable.”
During the combat, one undead shouts to their allies about
how “these undead horrors seem to be smarter than the
average monster and should be put down.” A DC 15 Wisdom
(Perception) check recognizes this haggard, rasping call as
sounding like the most appropriate player character. These
enemies don’t react to attempts to communicate. They’re
hell-bent on the characters’ destruction.

Adjusting the Scene


Here are some suggestions for adjusting this scene:
Weak: Remove one wight
Strong: Add one wight

Playing the Pillars. You can make use of the following


suggestions when running this encounter:

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14 RMH-EP-02 A Darklord’s Denouement (v.1.0)
Mission 5: Trial at Sea
The characters enter a twisted memory of the trial that
ended in Azalin Firan executing his son Irik, set aboard
a warship at sea. Those who know Darkon recognize the
Sea of Souls, as well as Martira Bay a thousand feet off the
portside bow.

You’re on the deck of a great sailing ship at night. Aboard


is the dark-haired mage who appeared to you when you
arrived at the King’s Tear. He calls out, “Crew of the flagship
Dominance, you witness a trial at sea. My son, Prince Irik
Zal’honan, is charged with treason, punishable by death!
Prince Irik, you are accused of freeing prisoners condemned
to die. Do you deny it?” In a cage, a weeping man shakes his
head. “He admits his crime! I stand as accuser. The ship’s
captain oversees the trial. Will anyone stand as advocate for
the prisoner?”

If the characters don’t reply, another prisoner in the back of


the cage, Sir Bresden, mutters “I’ve watched this travesty Sir Bresden Marsh
a thousand times. Nothing changes; no one helps the man. Human paladin
I’d be his advocate but no one can see or hear me.” Sir Bresden (BREZ-din) bears a family curse. Each new
moon, he must accompany the Gaunt Cavalier to witness
Area Information an evil act he’s powerless to stop—but maybe this time is
The area has the following features. different. He has white skin, a long-dark brown ponytail and
goatee, and kind expression.
Dimensions & Terrain. The ship’s 50 feet wide, 200 feet
What They Want. Bresden calls on the characters to stop
long, and almost as tall. The nearest land is Martira Bay.
Firan from executing his own son. Since he is only an
Lighting. Hanging lanterns cast bright light on deck.
insubstantial spirit here, he can’t do much himself.
Distant lights beckon from Martira Bay. No moon,
Earnest Advocate. Thinking he’s invisible, Bresden’s
sun, or stars. surprised the characters can see and hear him. An expert
The Sea of Souls. Entering the freezing water or starting in law and history (though not of Darkon), he answers
your turn there requires a DC 19 Constitution saving the characters’ questions, and points out that in many
throw. A creature takes 2d6 cold damage on a failure, or lands, the accused can request Trial by Combat and have
half as much on a success. A character that fails the save champions fight for them.
by 5 or more also takes a level of exhaustion.
A Crystal Cage. A 10-by-10-foot cage with crystalline
The mission succeeds if Irik is spared or freed.
amber bars holds Irik (and Sir Bresden, who sits in back
Irik’s already admitted he released the prisoners to
corner shadows). Its gate is locked (DC 20 to break, DC
spare their lives, and the law demands his death. But on
16 to open with thieves’ tools). Firan has the only key.
some level, Firan wants to spare Irik. His thoughts aren’t
guilt over executing his son, but a DC 19 Wisdom (Insight)
Creature Information check discerns feelings of regret as a father for not doing
Firan’s and Irik’s minds are caught in the dream, they more to purge what he views as his son’s “weakness.”
relive this very different version of the day Irik died. Firan A DC 30 Charisma (Persuasion) check convinces the
(an archmage) argues for executing his noble son Irik, king to imprison his son instead. The task is difficult but
who pleads his innocence. A number of marines (pirate can be made easier by making other arguments first.
captains) equal to twice the number of characters guard Every time the characters succeed in swaying Firan a bit,
the cage, attacking anyone trying to free Irik; Firan doesn’t check off a box below. Lower the DC of the final check by 5
engage in combat. for every box checked.
The “captain” stands on the quarterdeck. This is the
Pleading the Case:
Gaunt Cavalier, a tall, long-limbed death knight in red
helm and armor, with a curving, scythe-like sword on Example approaches: (If no ability’s listed, it’s a
its back. It travels through the Mists and realms beyond Charisma check allowing characters to use proficiencies
as silent witness to horrors, dragging Sir Bresden appropriate to their approach (Deception to lie, Persuasion
along to watch. to argue eloquently, etc.) Appealing to Firan’s classism
by claiming high birth or rank (DC 14 (DC 17 Charisma
(Deception) if false)); arguing a royal heir deserves a
ERIC BELISLE

chance to change (DC 22); citing legal knowledge or


Darkon’s customs (DC 17 Intelligence (History) check); or

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RMH-EP-02 A Darklord’s Denouement (v.1.0)
15
arguing Irik’s “crimes” are more an indictment of Firan’s They also succeed if any of the survivors escape Darkon,
own impossible standards (DC 16; checks two boxes). If or if they make and enact a plan to create a new Darklord.
witnesses are called, a water genasi marine, Scylla, steps However, characters who end the mission complicit in evil
forward to describe Irik pulling the characters out of the acts that harmed innocents raise their Stress Score by 2.
amber. This doesn’t check a box.
Playing the Pillars. You can make use of the following Area Information
suggestions when running this encounter: The area has the following features.
Combat. If the characters call for Trial by Combat, the Dimensions & Terrain. Vradlock is built into a slim
Gaunt Cavalier steps down and removes its helm—and ravine where the river empties into a bay. Partly due
its head with it! It hands both to Firan, becoming a to this narrow geography, the city is built up—with
dullahan, and fights the whole party. If it loses, Irik lives. tall buildings connected by skybridges and outdoor
Exploration. A dozen lifeboats hang from ropes 20 feet staircases—and out, on barges and houseboats.
down both sides of the ship, just over the water. Climbing The Populace. Most locals are drow or dragonborn.
down requires a Strength (Athletics) check (DC 12 for Drow here prefer to live up high, believing the night
ropes, DC 15 for the hull) to avoid falling into the water. sky sacred, a source of divine omens. The dragonborn,
Social. Charisma (Intimidate) checks against Firan are at who dress like seafarers and favor homes on the water,
disadvantage—he respects strong will, but fears no one. came fleeing persecution. Together, they’ve created a
If Irik’s condemned, the ”captain” offers its sword. Firan unique culture.
wavers, then takes it. Firan leads the condemned away. The Key to the Abyss. This artifact of unknown metal
has crystal pipes along the side, ending in a sharp-
Adjusting the Scene edged tube. Long kept by the Order of Guardians at the
Here are some suggestions for adjusting this scene: Watcher’s Stronghold, it must be fed blood each day, or
Weak: The dullahan has 97 hp. at sunset it opens a portal to the Abyss, making it one of
Strong: The Gaunt Cavalier retains the statistics of a death the few means of truly escaping the Domains of Dread.
knight (but won’t use Hellfire Orb aboard the ship). The Nemesis. Laurie found an old enemy in town: the
charming, brilliant, evil loup garou Natalia Vhorishkova.
Aided by the locals, Laurie surrounded Natalia, who
locked herself in the top floors of an observatory.
Mission 6: The City on the Time Anomalies. Temporal fugues from nearby tunnels
Edge of Oblivion both trouble and protect Vradlock. Settlers chose this
spot because these effects also stopped a curse that used
This Mirror Dimension tries to persuade the characters to steal immigrants’ memories of life before Darkon.
that their mission has already failed. Those familiar with Now, these anomalies delay Vradlock’s destruction.
Darkon quickly recognize the location as the port city Lighting. Despite the thick clouds of an overcast day, the
of Vradlock. sun provides bright light. The King’s Tear is gone.

You find yourselves walking out of a dark seaside cavern


Creature Information
into a sprawling port, traveling at the head of a group of Radaga and Laurie have been waiting for the characters.
They’re eager to consult them on a plan to escape Darkon.
gray-robed monks. You feel a strange sensation of having
These Mirror Dimension versions are much like the real
forgotten something important. Two familiar women ones, but haunted by guilt over Darkon’s annihilation and
approach you. driven to save the survivors here (a clue that “Reality is
Subjective”). Other clues that “Reality is Subjective” could
be that Radaga does not have her crawling claw familiar
The characters now hold two new objects: a chunk of
with her and Laurie doesn’t know who Gennifer is, if
amber and an artifact called the Key to the Abyss.
asked about her sister.
Approaching are Laurie Weathermay-Foxgrove and
Laurie wants to use the Key to the Abyss to open a portal
Radaga from the Call to Action. They greet the characters
to that evil plane and lead Vradlock’s people there. This
with bewildering questions like “Did you get the Key to the
could save everyone, but the Abyss is a deadly hellscape.
Abyss?” or “Which plan should we pursue?” Seeing the
Laurie hopes they could find a way out to somewhere safe.
characters’ confusion, Radaga theorizes they’ve lost some
Radaga produces handout 2: Azalin’s Notes. Characters
memories to a temporal fugue, an effect afflicting those who
pursuing the notes may conclude that this information (and
spend time in the mines beneath the Mountains of Misery.
the amber) might make Vradlock part of a new domain
Give the players handout 3: In Search of Lost Time,
by creating a new Darklord Since this also requires
listing events they “missed.” In this Mirror Dimension’s
an utterly depraved act of true evil, Radaga suggests
(false) history, the attempt to stop Azalin failed, and
Laurie’s wicked prisoner Natalia. Reading the notes, the
Darkon was consumed by the Mists. Weird time magic
characters may conclude that one of them would be a good
has slowed the Mists near Vradlock, but soon it will be
candidate instead. Laurie (a veteran who wields a mace
destroyed too.
of disruption) opposes the horrific deed required, and will
The characters succeed on this mission if they deny
have no part in it—evil begets evil
the false reality here and make the group saving throw
Playing the Pillars. You can make use of the following
to awaken (as described under “Reality is Subjective”).
suggestions when running this encounter:

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16 RMH-EP-02 A Darklord’s Denouement (v.1.0)
Combat. The loup garou Natalia, holed up in the shadowy
top three floors of a towering observatory, waits to
ambush any of Laurie’s allies.
Exploration. If any characters seek clues as to whether
they might be a clone of Azalin, all signs in the Mirror
Dimension point to yes. If the Key to the Abyss opens a
portal, a slime-covered demon rises out of the ground
before it, wielding a barbed pike and whistling an eerie
tune. DC 14 Intelligence (Arcana) checks (made with
advantage by Darkonians) identify this creature as the
Whistling Fiend, a demon that has long terrorized the
people of this domain. It grins and splits into three
babau demons, all seeking to take the Key to the Abyss
and keep anyone else from escaping through the portal.
Social. If the characters convince Natalia to talk instead of
fight (DC 18 Charisma (Deception or Persuasion) check),
she’s all too happy to become a Darklord by committing
some dark deed. Natalia refuses to provide any details
but assures the characters that she’s got her own ideas.

Adjusting the Scene


Here are some suggestions for adjusting this scene:
Weak: The loup garou Natalia only has 102 hit points. The
Whistling Fiend manifests as two babaus.
Strong: The loup garou Natalia’s dominate humanoid spell
uses 1 legendary action. The Whistling Fiend manifests
as four babaus.
LIVIA PRIMA

Special: Add one babau to the battle with the Whistling


Fiend if Laurie joins the fight alongside the characters.
PART 2:
The Apparatus
Estimated Duration: 60 minutes has just inserted the rod of Rastinon—the final action
necessary to fulfill Azalin’s plan. The Apparatus does
Administrating Part 2 everything from here. The only other creature present is a
piebald raven—Azalin’s imp familiar Skeever—who turns
Administrators should ensure the following
invisible just before the battle starts. Rounds proceed
announcements occur as prescribed below:
as follows, with the events of Round 2-4 occurring on
30 Minutes: 30-minute warning announcement initiative count 0 (losing ties):
45 Minutes: 15-minute warning announcement
Round 1. The characters arrive. Azalin’s flesh golem
60 Minutes: Announce time’s up, report results to HQ
inserts the rod of Rastinon. Initiative begins.
Themes: extreme urgency, impending doom, complicated Round 2. Via the Apparatus, the phylactery absorbs the
mechanical devices vestige hosted by the humanoid in the cocoon. The flesh
golem body crumbles to ash and Azalin’s incorporeal
Reaching the Center form fades.
Round 3. The Apparatus continues powering up. The
phylactery smokes and smolders.
The far side of this 90-foot circular chamber is dominated
Round 4. Azalin wins. The phylactery shatters and he
by the Apparatus: a massive array of glass globes and vanishes.
tubes, metal rods and plates, coiled wires, and two glass
The following events happen each round on the listed
chambers. One chamber contains a crystalline cocoon initiative count (losing ties):
around a humanoid body. The other contains a giant dragon
• Initiative 20: A metal rod in the center of the ceiling
skull, covered in gold. The dark-haired mage who appeared
releases a surge of lightning. Every creature in the room
to you earlier monitors the Apparatus’ controls. As you must succeed on a DC 15 Dexterity saving throw or take
enter, he has just inserted a two-foot-long clear crystal rod 12 (5d4) lightning damage. The imp Skeever is immune,
into the controls. while the flesh golem automatically fails, allowing the
lightning to heal it.
Gauging from the high-pitched, keening wail emanating • Initiative 15: If Skeever is within 5 feet of a character, it
from the device, it is close to completing its foul purpose. can use its reaction to deliver one of the following touch
spells, using Azalin’s statistics (spell save DC 20, +12 to
hit with spell attacks): bestow curse, vampiric touch, or
Roll initiative, and make sure the players know they must contagion. Otherwise, the imp tries to stay hidden.
hurry. Any warlock characters who have a Darklord as their • Initiative 10: Any creature within the Apparatus
patron gain advantage on this initiative roll—unless their chamber (which includes the cocoon and phylactery)
patron is Azalin himself, which imposes disadvantage. must make a DC 18 Intelligence saving throw, taking 11
At the start of the first character’s turn, all the characters (2d10) psychic damage on a failed save, or half as much
hear a ghostly voice whisper that the golden skull is the damage on a successful one. Creatures within 5 feet
phylactery the characters must destroy. The voice is Irik; of the cocoon or the phylactery take 22 (4d10) psychic
this area is his original tomb. damage (or half with a successful saving throw).

Hunter’s Fervor Area Information


The humanoid within the crystalline cocoon The area has the following features.
might be familiar to one or more players.
Dimensions. The circular room is 90 feet in diameter. The
If any character has the Hunter’s Fervor
Apparatus stands at the far side of the room.
story award, that player’s previous character
Lighting. The Apparatus emits a bright green, sickly light,
willingly accepted Azalin’s possession at the end of RMH-
the room is otherwise dark.
10 The Scion of Darkness. The character recognizes that
Wards. Every 5-foot space in a line from the center of
previous character in the cocoon. Take a moment to allow
the room’s northern wall to the center of its southern
the player to describe what they see. If more than one
wall is protected by a glyph of warding which triggers
character has the story award, randomly determine who
an explosive runes effect when stepped on, requiring
describes the creature.
creatures within a 20-foot-radius sphere of that space to
make a DC 20 Dexterity saving throw. A creature takes
Azalin’s Ascension 22 (5d8) thunder damage on a failure, or half as much
Azalin Rex is possessing the body in the cocoon. damage on a success.
Operating the Apparatas is what appears to be Firan The Phylactery. The only way to stop Azalin is to destroy
Zal’honan is an exquisitely well-crafted flesh golem, who the dragon skull. It has an AC of 18 and 150 hit points, is

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18 RMH-EP-02 A Darklord’s Denouement (v.1.0)
immune to lightning, poison, and psychic damage, and
Flesh Golem (Firan)
has resistance to acid, cold, and fire damage.
The Cocoon. The crystalline cocoon rests atop a coffin Construct
This sophisticated golem has the appearance of Firan
etched with Irik’s name. It has an AC of 18 and 150
Zal’honan: a striking young man in black finery whose long
hit points, is immune to lightning, poison, and psychic dark hair hangs loose around an angular, aquiline face.
damage, and has resistance to acid, cold, and fire damage. It moves with assured grace, its eyes betraying powerful
The Apparatus. The device stands over 30 feet tall, taking intelligence.
up every space within 20 feet of the cocoon. However,
What They Want. The flesh golem is controlled directly by
there is enough space between components that the
Azalin, who only wills it to insert the rod and defend the
area of the device is not considered difficult terrain.
Apparatus.
At the top, steel rings attached to a 15-foot glass globe Sacrificial Vessel. The flesh golem will fight until it is
absorb lightning that powers the eldritch machine. killed—it is only a temporary body. All Azalin needs it to
The Apparatus has an AC of 18 and 200 hit points, do is activate the Apparatus, then protect it at all costs.
and resistance to all damage except thunder damage,
force damage, or non-magical bludgeoning, piercing, Flesh Golem Statistics
or slashing damage. Unless it has taken 50 or more Normally, the Firan construct is a reborn (as described in Van
damage, the Apparatus grants three-quarters cover to Richten’s Guide to Ravenloft) with his full spellcasting powers,
the cocoon and the phylactery. but right now, Azalin’s spirit is stretched across too many
places. Instead, it has the statistics of a normal flesh golem,
The Components except with an Intelligence of 20 and fluency in all languages.
In place of one or both of its slam attacks, Within 5 feet of
It is possible that the characters have the Apparatus area, it can deal 10 bludgeoning damage to
been able to the required components out the Apparatus itself to pull off a non-essential chunk of the
of Azalin’s hands during their previous device and hurl it at a target within 60 feet. The golem’s
adventures. Ask each of the players if their attack rolls for this attack are made a +7, and the hurling
character has any of the below story awards. If more than attack deals 13 (2d8 + 4) bludgeoning damage.
half of the characters do, then the encounter is modified
as follows:
The Scion is Ours. If the characters prevented Azalin The flesh golem and imp are immune to the wards set in
from obtaining the Scion of Darkness, the humanoid the room and do not trigger them.
within the cocoon hosts different, subpar vestige from Playing the Pillars. You can make use of the following
the Amber Temple. If the cocoon is destroyed before the suggestions when running this encounter:
vestige is transferred, the humanoid within dies and the Combat. Azalin uses the golem to take any action he can to
Dark Powers pierce Azalin’s veil of deception. Azalin’s impede the characters from accessing the Apparatus or
body and the phylactery vanish and return to Castle Phylactery. He knows if the characters focus on the golem
Avernus. If any of the players had a character accepted too much, they’ll fail.
Azalin’s possession at the end of RMH-10 The Scion of Exploration. The glyphs can be detected with a successful
Darkness, the creature within the cocoon resembles their DC 20 Wisdom (Perception) or Intelligence (Arcana or
lost character. If more than one player surrendered a Investigation) check.
character in this way, choose one of them at random. Social. Azalin, who saw everything in the Mirror
The Rod is Ours. Azalin had to resorting to Dimensions, taunts the characters over their choices or
constructing his own rod, but it doesn’t work as well. failings during Part 1. If he hears the name Irik, the first
When the vestige transfers to the phylactery, the time this happens, the golem suffers disadvantage on the
Apparatus malfunctions, spewing a necrotic-infused next attack roll or saving throw it makes before the end of
alchemical foam. From then on, any creature that starts its next turn.
its turn within 10 feet of the Apparatus or enters that area
must make a DC 17 Strength saving throw or it falls prone Adjusting the Scene
and takes 10 (2d10) necrotic damage.
Here are some suggestions for adjusting this scene:
The Urn of Dreams is Ours. Azalin was forced
to construct an inferior receptacle—slowing the Weak: The flesh golem has disadvantage on the
transformation process. This adds a one-round delay initiative roll.
between rounds 2 and 3, and between rounds 3 and 4 in Strong: Add one flesh golem. This second golem also
the process detailed above—causing the entire process to looks just like Firan Zal’honan—Azalin is possessing
take a total of six rounds instead of four. them both.

Creature Information Development


Having just inserted the Rod of Houtras, the flesh golem
defends the Apparatus. Report success or failure to the event administrators.
Don’t proceed to part 3 until instructed. If you have time
remaining, after the characters succeed or fail, they find
handout 2: Azalin’s Notes. (This is the real version of the
notes found in the dream-world of Mission 6.) They can
spend time poring over that or healing.

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RMH-EP-02 A Darklord’s Denouement (v.1.0)
19
PART 3:
Escape!
Estimated Duration: 30 minutes
Interactive Element: My Dinner with Azalin
hether or not the characters thwarted Azalin’s After the damage from the fall is resolved, characters
scheme, the King’s Tear collapses—they must who participated in the My Dinner with Azalin encounter
escape or die. experience special effects:
Themes: mortal peril, fleeing, complete devastation • If anyone is still trapped in a flesh golem body, they find
themselves back in their own bodies after the star falls,
Administrating Part 3 prone but not far from their allies. In addition, they regain
hit points equal to half their maximum.
This part of the adventure is a timed event. One of the • Ask the characters if any of them chose to drink from the
administrators should use a stopwatch to determine that fountain during the My Dinner with Azalin encounter. If so,
the following announcements and activities occur as if they dealt any damage to the Azalin’s phylactery during
prescribed below: Part 2, Azalin has cursed them, and they make Dexterity
saving throws at disadvantage for 24 hours.
0 Minutes: “Falling Star” announcement
Warlock characters with Azalin as their patron who dealt
15 Minutes: 15 -minute warning announcement
damage to Azalin’s phylactery suffer the same curse.
30 Minutes: Event HQ advises DMs on outcome and
tables move to “Wrap Up: End Game”
If the characters succeeded in stopping Azalin in Part 2,
Falling Star (Admin-Run) the mists of the Shroud are their normal gray color. If not,
they have turned blood red.
The administrators declare the end of Part 2 and the Use the chase rules in chapter 8 of the Dungeon
beginning of Part 3 with a dramatic announcement: Master’s Guide to play out the escape. Give the players
handout 6: Escaping the King’s Tear. The characters
The floor shakes as cracks great and small appear in the must travel a total of 250 feet away from this area and the
expanding Shroud to get out of the King’s Tear, so keep a
walls of amber crystal. The entire chamber in which you
running tally of how far each character has gone.
stand tilts. Then comes a sudden sickening lurch, followed Chase Complications. Each participant in the chase
by the sensation of dropping at speed. Not only is the King’s rolls a d20 at the end of its turn, and you consult the
Tear collapsing, but the entire star is falling out of the sky! Escape Complications table in appendix D: Tracking
the Escape. The result (if any) affects the next chase
participant in initiative order.
The Collapsing Maze. On initiative count 20 of each
Escaping the Tear (DM-Run) round, check one of the following boxes, going from top to
Roll initiative. Everyone gets one turn to brace themselves bottom. Then, all the characters who have not yet escaped
before the King’s Tear hits the ground. must roll Dexterity saving throws to avoid being crushed
At that point, the floor beneath the characters shatters by falling fragments as the crystalline maze collapses.
with the impact. Though the amber shell of the star The save DC and effects of failure are determined by how
absorbs most of the impact’s force, everyone must still many boxes have already been checked. Characters who
make a DC 15 Dexterity saving throw. Those who fail take succeed don’t take any damage. Characters with a passive
6d6 bludgeoning damage and then fall prone from the fall Perception score higher than the listed DC succeed
as the King’s Tear crashes. Those who succeed take half automatically, noticing the fragments before they fall.
as much damage, but still fall prone. DC 12, 2d4 + 5 bludgeoning damage
Once the saving throw and its effects are resolved, the DC 13, 2d6 + 7 bludgeoning damage
characters all find themselves together. DC 14, 2d8 + 9 bludgeoning damage
DC 15, 3d6 + 11 bludgeoning damage
The impact shattered the star’s bottom half beneath you. DC 16, 3d8 + 13 bludgeoning damage
DC 17, 3d10 + 16 bludgeoning damage
Now, the half over your heads begins falling apart. Great
DC 19, 3d12 + 19 bludgeoning damage
amber shards fall from the maze of tunnels above. At the No saving throw, 4d12 + 26 bludgeoning damage
same time, the Mists arise from the Apparatus. Not the
The Expanding Shroud. On initiative count 0 of each
ordinary Mists, but seething, hungry. As if borne on a fell round, check one of the boxes below, going from top to
wind, they race towards you, consuming everything they bottom. Immediately after you check the box, the Shroud
touch. The entire maze is collapsing, and you have only expands, and any character who hasn’t moved at least the
moments to escape. listed number of feet for that box is caught in the Shroud.

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20 RMH-EP-02 A Darklord’s Denouement (v.1.0)
10 feet
30 feet Ebbasheyth descends to the nearby Castle Avernus,
55 feet activating a hidden, over-sized teleportation circle atop one
85 feet of its towers. She teleports to a high ridge overlooking a
130 feet seaside settlement and sets you down before speaking.
185 feet
250 feet (escaped) “I do not yet know if you have succeeded or failed in
A creature that enters the Shroud for the first time or stopping Azalin’s plan and saving this domain. If the Dark
starts its turn there takes 100 (5d12 + 70) necrotic damage Powers begin consuming this realm, I will use the circle to
and reduces its hit point maximum by the same amount. return you to your allies. If everything ends, I suspect this
Characters killed in this way rises at the start of its next place will last longer than the rest of the domain, for here
turn as an allip under your control.
magic of time and memory wells up strange and strong.
Dashing. Participants in the chase are strongly
motivated to use the Dash action every round. During Either way, my debt is paid!”
the chase, a participant can freely use the Dash action a
number of times equal to 3 + its Constitution modifier.
One or more administrators should remain with this
Each additional Dash action it takes during the chase
group of players, to answer any questions the characters
requires the creature to succeed on a DC 10 Constitution
may have (in character as Ebbasheyth), or to help with
check at the end of its turn or gain one level of exhaustion.
any other matters. The nearby settlement is Vradlock,
Escape. Once they have gotten 250 feet away from
known for weird local magical phenomena (described in
where the chase started, the characters have reached
Mission 6).
the edge of the King’s Tear. This allows them to escape,
Once HQ has determined whether the characters who
stepping out into the lands around Castle Avernus where
played this adventure succeeded or failed as a whole, the
the adventure began. Nothing pursues them, for now.
administrator here can act on that information.
If the characters succeeded in stopping Azalin, the
Development administrator sends these players back to their tables for
Any characters who escape the King’s Tear alive have a the “Wrap Up: End Game” section.
moment to rest, nurse their wounds, and try to understand If the characters failed, the administrator reads the
all that has happened. Once the administrators at Event special announcement in “Wrap Up: End Game” for
HQ advise you on the larger outcome of the adventure, characters rescued by Ebb before sending them back to
proceed to “Wrap Up: End Game” their tables.

Touched by Shadow Wrap-Up: End Game


(Admin-Run) After the characters have all either escaped the King’s
Administrators (one per every 5 tables) Tear or died with it, the administrators determine if at
playing the role of Ebbasheyth move from least half of all groups managed to stop Azalin. If they did,
table to table—with a copy of Appendix A: the whole group of adventurers who played this adventure
Story Award Tracker for each table they visit—bearing succeeded. If not, the whole group fails. Based on this, an
the names of each character who has this story award. admin should go to each table and give the DM a note, let-
Interrupt the action when you arrive to read the following ting them know which conclusion to use:
announcement:
Azalin’s Ascension Fails
Any characters who escaped the collapse of the King’s
With a loud crash, Ebbasheyth smashes in through the Tear survive. Once the artificial star has crumbled
collapsing remains of the King’s Tear, calling out, “Death completely, Castle Avernus is restored. A single howl of
and darkness now claim this place, but the dragon rage echoes from the castle’s towers, in a voice much
Ebbasheyth pays her debts. Those who have done me like Azalin’s…
Read the following:
service shall not die here today!”

It’s been weeks since your investigation has concluded,


Read the names of the characters at that table who earned
yet you find a hand-written letter in the mail; it seems that
the Touched by Shadow story award. Those characters
(and their players) are taken away to a separate location. Alanik has need of you once more. This time, however, the
Once those characters are assembled, an administrator request is more for pleasure than business: dinner and a
will read the following to the whole group: glass of port.

Over the meal, the famed detective and his associates


regale you with stories and listen in rapt attention at your own.

The evening ends with handshakes all around.

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RMH-EP-02 A Darklord’s Denouement (v.1.0)
21
Azalin’s Ascension Succeeds Epilogue
Azalin ascends and escapes Ravenloft. In response, his Regardless of whether Azalin was stopped, end the
prison domain of Darkon collapses. Read the following: adventuring by reading the following:

The King’s Tear crumbles around you as your gaze falls Silent darkness is suddenly interrupted by the screeching
upon the ruined lands of Darkon. The Mists, once cold and of a long-shut door and a sliver of lantern light growing in
grey, now roil with anger and swell with crimson fury as they what appears to be a warehouse. A silhouetted figure passes
rush inward, consuming everything in their path. Alanik and shelves packed with boxes and chests stenciled with various
Kabe arrive, breathless, and with disappointment-filled eyes. writing: some words, some letters, in various languages.
The figure carries a crate filled with several items: a tattered,
“I guess that’s that,” Kabe sighs between long pulls from
threadbare haversack, a bone-hafted spear, a leather-
a silver flask.
wrapped decanter stoppered with cobalt glass, and a
“It appears that you are right,” replies Alanik, “It’s been
battered-looking machete.
an honor and a privilege, my friends.”
The figure stops and wedges the crate into an available

Any character that remains behind after Ebbasheyth’s space before turning and walking back to the door. As they
rescue is destroyed as if by disintegration, obliterated by leave, the vision widens, revealing a vast warehouse full of
the Shroud along with the rest of Darkon. packed shelves.

Special: For Characters Helped by The figure draws close to the door, they stop, and with
Ebbasheyth (Admin-run) a curious look on their face, take a few measured paces
This section is only used if the characters failed. backwards and turn to a shelf. On it rests an ancient tome,
Otherwise, characters helped by Ebbasheyth return to
bound in what appears to be flesh, inscribed with foul runes
their tables and hear the same messages as everyone else.
But if the characters did fail, an admin reads the following that, for some reason, appear to be inked in still-wet blood.
to those helped by the shadow dragon: Shaking, hesitant hands reach out to the tome, which opens
suddenly and hurls itself towards the figure.
The Mists, once cold and grey, now roil with anger and swell The lantern falls to the floor with a clang, extinguishing
with crimson fury as they rush over the land, consuming the flame, and then all is silent and dark once more.
everything in their path. Yet as Ebbasheyth predicted, the
Mists stop at the edges of this area, slowing their expansion
to an almost imperceptible crawl. The rest of Darkon is Investigation Journal
lost. In the nearby port, you may be able to acquire Mist If the characters prevent Azalin’s ascension, provide each
talismans and flee to other domains. character with a copy of handout 7: Investigation Journal.
If they’ve played each of the preceding adventures, the
Before long, Laurie Weathermay-Foxgrove arrives via the characters can then collect each entry and assemble them
teleportation circle from Castle Avernus, carrying Radaga, as a memento of their investigation—and the trials and
unconscious but alive. tribulations they suffered in pursuit of goodness in a realm
of darkness and evil.
“The others didn’t make it,” she says, stone-faced. “We Those that fail to stop Azalin can do the same thing,
lost. Azalin won.” but the final entry is an ominous reminder that some-
times the pursuits of evil can claim even the bravest, and
most-noble soul.

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22 RMH-EP-02 A Darklord’s Denouement (v.1.0)
Dramatis Personae
The following NPCs feature prominently in this adventure.
Firan Zal’honan aka Azalin Rex
Alanik Ray Human archmage
Elf investigator Born second-in-line for his homeland’s throne, Firan
Zal’Honan (fee-RON zaal-HONE-in) found his true calling
Alanik (uh-LAHN-ick RAY) is confident and insightful,
as a wizard, then king, finally becoming a lich before the
a shrewd investigator, and one of the most well-traveled
Mists took him to Barovia. His royal title “azal’Lan,” or”
mortals in the Domains of Dread. Alanik is a master of
wizard-king,” became “Azalin” (AZZ-uh-linn WRECKS)
insights and deduction; he can learn details about others
when he ruled Darkon. In the Hour of Ascension, he did
after a few moments of meeting them. For example, he
what no other Darklord could: he escaped his domain.
can almost instantaneously deduce a character’s native
Now, using the Apparatus, he can claim the power to leave
domain from their accent and mannerisms. An accidental
the Domains of Dread entirely.
fall during an investigation caused a spinal injury that
More information on Azalin (and his existence as Firan
paralyzed Alanik’s legs. He uses a custom wheelchair
Zal’honan since his escape from Darkon) can be found in
that he created with the assistance of his husband,
Van Richten’s Guide to Ravenloft.
Arthur Sedgwick.
More information on Alanik can be found in Van What They Want. Azalin craves power and freedom. On
Richten’s Guide to Ravenloft. the cusp of final ascension, he traps the characters in
Mirror Dimensions to buy time. Yet his thoughts can
What They Want. Alanik’s focus is saving Darkon.
be caught up in them as well, seeking reassurance that
Knowing his entire homeland could be destroyed, he
logic and ambition drove his choices, and that he’s not to
sent Arthur away to securely deliver copies of their
blame for his failures… or the tragedies that followed.
casefiles to Dr. Van Richten in Mordent. The errand was
The Domain Breaker. The wizard-king is an arrogant,
real, but his deeper motive was saving his husband’s
pragmatic, amoral genius, as ruthless in mastering his
life—now he needs to save everyone else.
own mind as he is in his endless quest for power. Only
No Loose Ends. Having solved Radaga’s disappearance,
two things stand in his way now: the buried emotions he
he’s moved on to investigate the reasons behind it.
longs to eradicate as weaknesses, and the heroes who
Ebbasheyth have come to stop him.

Draconic advisor
Ebbasheyth (EBB-uh-shayth) is unfathomably old and
held in high esteem by Azalin. While she’s not necessarily
absent minded, it’s not surprising that it takes her a few
moments to scour and access eons of collective knowledge
and wisdom. The dragon is not benevolent by any means;
her desires take precedence over those of others, and she’s
willing to use violence against those who she feels have
wronged her.
What They Want. Ebbasheyth wishes for Azalin to return
to Castle Avernus—even if it means stymieing the lich’s
grand plan.
Trusted Advisor. Ebbasheyth has seen and learned more
than most of the creatures that dwell within Ravenloft—
she is a nigh-bottomless font of information about the
workings of the Domains of Dread.
MAX DUNBAR

23
What They Want. Because Alanik suspects that Radaga
Irik Zal’Honan was possessed by creatures unknown, he insists that she
Ghostly reminder of past evils avoid venturing out into the world. For now, she uses her
Irik (EER-ick) has conflicted feelings about his father; knowledge to search the Order’s accumulated treasures
while he loathes Azalin for his misdeeds, he is also prone for items she feels might assist Alanik’s investigators
to periods of self-blame, believing he “should” have done with their work.
more to “make his father become a better person.” He Obsessed with Forbidden Knowledge. She is angry and
appears as he did in life; silvery pale skin with long, blonde laments the loss of time due to her recent possession.
hair framing a thin, angular face. She chomps at the bit to get back to her life and studies.
What They Want. Irik still holds out the hope that Azalin
will, despite everything he’s done, repent and assume
the mantle of benevolent ruler.
Tied to the Land. Irik’s doubly troubled by more-
recent events that have transpired. Since the Hour of
Ascension, Irik realizes the danger the domain is in. Irik
is anxious to find a resolution to the pending doom—
and quickly.

Kabe Whippoorwill
Halfling interdomain informer
Secretly a member of the Keepers of the Feather (a
fact known to Alanik only), Kabe (KAYB WIP-er-wil) is
Alanik’s scout, associate, and friend. A lightfoot halfling
with a quick smile and a mean right-hook, Kabe possesses
a dark gift that allows them to traverse the Domains
of Dread. Acting as both a ferry for the characters and
a field contact, they’re an invaluable member of the
investigative team.
What They Want. Their line of work is dangerous, so they
want to ensure everything goes smoothly. Losing an
agent is never the desired outcome.
Mist Walker. Kabe is Alanik’s scout, investigatory partner,
friend, and an invaluable member of the team. They also
work as the party’s field contact.

Laurie Weathermay-Foxgrove
Human investigator
Dark-haired and wiry, with genteel mannerisms and
master strategy skills, Laurie (LORE-ee) is one of the
most renowned monster hunters in the Domains of Dread.
Trained by two famous uncles—blood relative George
Weathermay and family-friend Rudolph van Richten—
Laurie and her twin Gennifer became inseparable and
relentless heroes in their own right. Laurie has dark
brown skin and curly black hair, shorn on one side.
What They Want. Sworn to protect the innocent from evil,
Laurie is determined to see Azalin defeated.
Stalwart Hero. Laurie is well-practiced at decisive
action but knows it would benefit her to listen to the
experienced, deliberate, and plan. More information on
Laurie can be found in Van Richten’s Guide to Ravenloft.

Radaga
Human scholar of the Dark Powers
The initial object of the Order of the Guardians’ search,
Radaga (ruh-DAH-guh) is a scholar and arcanist who has
delved far into the nature of the Dark Powers—some say
MAX DUNBAR

a bit too far. She’s brilliant but obsessive in her desire to


catalogue the sinister, as well as a bit possessive of her
knowledge. Radaga has olive skin and black hair.

Not for resale. Permission granted to print or photocopy this document for personal use only.
24 RMH-EP-02 A Darklord’s Denouement (v.1.0)
Creature Statistics

Allip
Medium undead, neutral evil

Armor Class 13
Hit Points 40 (9d8)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA


6 (−2) 17 (+3) 10 (+0) 17 (+3) 15 (+2) 16 (+3)

Saving Throws Int +6, Wis +5


Skills Perception +5, Stealth +6
Damage Resistances acid, fire, lightning, thunder; bludgeoning,
piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 15
Languages the languages it knew in life
Apprentice Wizard
Medium humanoid (any race), any alignment
Challenge 5 (1,800 XP) Proficiency Bonus +3
Armor Class 10
Incorporeal Movement. The allip can move through other
Hit Points 9 (2d8)
creatures and objects as if they were difficult terrain. It takes 5 Speed 30 ft.
(1d10) force damage if it ends its turn inside an object.
STR DEX CON INT WIS CHA
Actions 10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 11 (+0)
Maddening Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
target. Hit: 17 (4d6 + 3) necrotic damage. Skills Arcana +4, History +4
Senses passive Perception 10
Whispers of Madness. The allip chooses up to three creatures it Languages any one language (usually Common)
can see within 60 feet of it. Each target must succeed on a DC Challenge 1/4 (50 XP)
14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage
and must use its reaction to make a melee weapon attack Spellcasting. The apprentice is a 1st−level spellcaster. Its
against one creature of the allip’s choice that the allip can see. spellcasting ability is Intelligence (spell save DC 12, +4 to hit
Constructs and undead are immune to this effect. with spell attacks). It has the following wizard spells prepared:
Howling Babble (Recharge 6). Each creature within 30 feet of Cantrips (at will): fire bolt, mending, prestidigitation
the allip that can hear it must make a DC 14 Wisdom saving 1st level (2 slots): burning hands, disguise self, shield
throw. On a failed save, a target takes 12 (2d8 + 3) psychic
damage, and it is stunned until the end of its next turn. On Actions
ILJA SHKIPIN

a successful save, it takes half as much damage and isn’t Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or
stunned. Constructs and undead are immune to this effect. range 20/60 ft., one target. Hit: 2 (1d4 piercing damage.

Not for resale. Permission granted to print or photocopy this document for personal use only.
RMH-EP-02 A Darklord’s Denouement (v.1.0)
25
Archmage
Medium humanoid (any race), any alignment Babau
Medium fiend (demon), typically chaotic evil
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18) Armor Class 16 (Natural Armor)
Speed 30 ft. Hit Points 82 (11d8 + 33)
Speed 40 ft.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3) STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 16 (+3) 11 (+0) 12 (+1) 13 (+1)
Saving Throws Int +9, Wis +6
Skills Arcana +13, History +13 Skills Perception +5, Stealth +5
Damage Resistance damage from spells; nonmagical Damage Resistance Cold, Fire, Lightning; Bludgeoning,
bludgeoning, piercing, and slashing (from stoneskin) Piercing, and Slashing from Nonmagical Attacks
Senses passive Perception 12 Damage Immunities Poison
Languages any six languages Condition Immunities Poisoned
Challenge 12 (8,400 XP) Senses Darkvision 120 ft., passive Perception 15
Languages Abyssal
Magic Resistance. The archmagi has advantage on saving Challenge 4 (1,100 XP)
throws against spells and other magical effects.
Spellcasting. The archmage is an 18th−level spellcaster. Its Innate Spellcasting. The babau’s innate spellcasting ability is
spellcasting ability is Intelligence (spell save DC 17, +9 to hit Wisdom (spell save DC 11). The babau can innately cast the
with spell attacks). The archmage can cast disguise self and following spells, requiring no material components:
invisibility at will and has the following wizard spells prepared: At will: darkness, dispel magic, fear, heat metal, levitate
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, Actions
shocking grasp
Multiattack. The babau makes two melee attacks. It can also
1st level (4 slots): detect magic, identify, mage armor*,
magic missile use Weakening Gaze before or after making these attacks.
2nd level (3 slots): detect thoughts, mirror image, misty step Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
3rd level (3 slots): counterspell, fly, lightning bolt Hit: 8 (1d8 + 4) slashing damage.
4th level (3 slots): banishment, fire shield, stoneskin*
5th level (3 slots): cone of cold, scrying, wall of force Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
6th level (3 slots): globe of invulnerability range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage,
7th level (3 slots): teleport or 8 (1d8 + 4) piercing damage when used with two hands to
8th level (3 slots): mind blank* make a melee attack.
9th level (3 slots): time stop
Weakening Gaze. The babau targets one creature that it can see
*: The archmage casts these spells on itself before combat within 20 feet of it. The target must make a DC 13 Constitution
saving throw. On a failed save, the target deals only half
Actions damage with weapon attacks that use Strength for 1 minute.
BEN WOOTTEN

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or The target can repeat the saving throw at the end of each of its
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. turns, ending the effect on itself on a success.

Not for resale. Permission granted to print or photocopy this document for personal use only.
26 RMH-EP-02 A Darklord’s Denouement (v.1.0)
Death Knight
Medium undead, typically chaotic evil

Armor Class 20 (natural armor)


Hit Points 180 (19d8 + 95)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 11 (+0) 20 (+5) 12 (+1) 16 (+3) 18 (+4)

Saving Throws Dex +6, Wis +9, Cha +10


Damage Resistances necrotic, poison
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal, Common
Challenge 17 (18,000 XP)

Magic Resistance. The death knight has advantage on saving


throws against spells and other magical effects.
Marshal Undead. Unless the death knight is incapacitated,
it and undead creatures of its choice within 60 feet of it have
advantage on saving throws against features that turn undead.
Spellcasting. The death knight is a 19th−level spellcaster. Its
Black Dragon Wyrmling spellcasting ability is Charisma (spell save DC 18, +10 to hit
Medium dragon, typically chaotic evil with spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command, compelled duel, searing smite
Armor Class 17 (natural armor)
2nd level (3 slots): hold person, magic weapon
Hit Points 33 (6d8 + 6)
3rd level (3 slots): dispel magic, elemental weapon
Speed 30 ft., fly 60 ft., swim 30 ft.
4th level (3 slots): banishment, staggering smite
5th level (2 slots): destructive wave (necrotic)
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 13 (+1) Actions
Multiattack. The death knight makes three longsword attacks.
Saving Throws Dex +4, Con +3, Wis +2, Cha +3
Skills Perception +4, Stealth +4 Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft.,
Damage Immunities acid one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 +
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14 5) slashing damage if used with two hands, plus 18 (4d8)
Languages Draconic necrotic damage.
Challenge 2 (450 XP)
Hellfire Orb (1/Day). The death knight hurls a magical ball of
Amphibious. The dragon can breathe air and water. fire that explodes at a point it can see within 120 feet of it. Each
creature in a 20−foot−radius sphere centered on that point
Actions must make a DC 18 Dexterity saving throw. The sphere spreads
around corners. A creature takes 35 (10d6) fire damage and
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 35 (10d6) necrotic damage on a failed save, or half as much
Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage. damage on a successful one.
Acid Breath (Recharge 5–6). The dragon exhales acid in a
15-foot line that is 5 feet wide. Each creature in that line Reactions
AARON HÜBRICH

must make a DC 11 Dexterity saving throw, taking 22 (5d8) Parry. The death knight adds 6 to its AC against one melee
acid damage on a failed save, or half as much damage on a attack that would hit it. To do so, the death knight must see the
successful one. attacker and be wielding a melee weapon.

Not for resale. Permission granted to print or photocopy this document for personal use only.
RMH-EP-02 A Darklord’s Denouement (v.1.0)
27
Dulcinea (Githyanki Kith’rak)
Medium humanoid (gith), typically lawful evil

Armor Class 18 (plate)


Hit Points 180 (24d8 + 72)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 17 (+3) 16 (+3) 15 (+2) 17 (+3)

Saving Throws Con +7, Int +7, Wis +6


Skills Intimidation +7, Perception +6
Senses passive Perception 16
Languages Gith
Challenge 12 (8,400 XP) Proficiency Bonus +4

Innate Spellcasting (Psionics). The githyanki’s innate


spellcasting ability is Intelligence (spell save DC 15, +7 to hit with
spell attacks). It can innately cast the following spells, requiring
no components:
At will: mage hand (the hand is invisible)
3/day each: blur, jump, misty step, nondetection (self only)
1/day each: plane shift, telekinesis
Rally the Troops. As a bonus action, the githyanki can magically
end the charmed and frightened conditions on itself and each
creature of its choice that it can see within 30 feet of it.

Actions
Multiattack. The githyanki makes three greatsword attacks.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6)
psychic damage.

Reactions
Parry. The githyanki adds 4 to its AC against one melee attack
that would hit it. To do so, the githyanki must see the attacker
and be wielding a melee weapon.

Statistics for Dulcinea d’Ulbrion


The paladin Dulcinea uses the githyanki kith’rak statblock,
but she’s a lawful good topaz dragonborn with appropriate
racial traits (including resistance to necrotic damage). She
speaks Common and Draconic and replaces jump on her
spell list with cure wounds. When she would deal psychic
damage, it’s radiant damage instead.

28
Dullahan on a DC 15 Constitution saving throw or the dullahan cuts off
the target’s head. The target dies if it can’t survive without
Medium undead
the lost head. A creature that doesn’t have or need a head,
or has legendary actions, instead takes an extra 27 (6d8)
Armor Class 16 (breastplate)
slashing damage.
Hit Points 135 (18d8 + 54)
Speed 30 ft. Fiery Skull. Ranged Weapon Attack: +7 to hit, range 120 ft., one
target. Hit: 14 (2d10 + 3) fire damage.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 11 (+0) 15 (+2) 16 (+3) Legendary Actions
The dullahan can take 3 legendary actions, choosing from the
Saving Throws Con +7
Skills Perception +6 options below. Only one legendary action can be used at a time
Damage Resistances cold, lightning, poison and only at the end of another creature’s turn. The dullahan
Condition Immunities charmed, frightened, poisoned regains spent legendary actions at the start of its turn.
Senses Truesight 120 ft., Passive Perception 16 Attack. The dullahan makes one attack.
Languages understands the languages it knew in life but can’t
speak Frightful Presence (Costs 2 Actions). Each creature of the
Challenge 10 (5,900 XP) dullahan’s choice within 30 feet of it must succeed on a DC 15
Wisdom saving throw or become frightened of the dullahan
until the end of its next turn.
Headless Summoning (Recharges after a Short or Long Rest).
If the dullahan is reduced to 0 hit points, it doesn’t die or fall Head Hunt (Costs 3 Actions). The dullahan moves up to its
unconscious. Instead, it regains 97 hit points. In addition, it speed without provoking opportunity attacks and makes one
summons three death’s heads, one of each type, in unoccupied Battleaxe attack with advantage. If the attack hits, but is not a
spaces within 5 feet of it. The death’s heads are under the critical hit, the attack deals an extra 27 (6d8) necrotic damage.
dullahan’s control and act immediately after the dullahan in
the initiative order. Additionally, the dullahan can now use Mythic Actions
the options in the “Mythic Actions” section. Award a party an If the dullahan’s Headless Summoning trait is active, it can use
additional 5,900 XP (11,800 XP total) for defeating the dullahan the options below as legendary actions.
after it uses Headless Summoning.
Coordinated Assault. The dullahan makes a Battleaxe attack,
Legendary Resistance (2/Day). If the dullahan fails a saving and then one death’s head the dullahan can see within 30 feet
throw, it can choose to succeed instead. of it can use its reaction to make a melee attack.
Unusual Nature. The dullahan doesn’t require air, food, Headless Wail (Costs 2 Actions). An echoing shriek issues from
drink, or sleep. the dullahan’s headless stump. Each creature of the dullahan’s
choice within 10 feet of it must make a DC 15 Wisdom saving
Actions throw. Each creature takes 16 (3d10) psychic damage on a
Multiattack. The dullahan makes two attacks. Battleaxe. Melee failed save, or half as much damage on a successful one. If one
Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + or more creatures fail the saving throw, the dullahan gains 10
4) slashing damage, or 9 (1d10 + 4) slashing damage if used temporary hit points.
with two hands, plus 11 (2d10) necrotic damage. If the dullahan
scores a critical hit against a creature, the target must succeed

Not for resale. Permission granted to print or photocopy this document for personal use only.
RMH-EP-02 A Darklord’s Denouement (v.1.0)
29
Golem, Flesh (Flesh Golem)
Medium construct, typically neutral

Armor Class 9
Hit Points 93 (11d8 + 44)
Speed 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 9 (−1) 18 (+4) 6 (−2) 10 (+0) 5 (−3)

Damage Immunities lightning, poison; bludgeoning, piercing,


and slashing from nonmagical weapons that aren’t
adamantine
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t
speak
Challenge 5 (1,800 XP)

Berserk. Whenever the golem starts its turn with 40 hit points
or fewer, roll a d6. On a 6, the golem goes berserk. On each of
its turns while berserk, the golem attacks the nearest creature
it can see. If no creature is near enough to move to and attack,
Imp the golem attacks an object with preference for an object
smaller than itself. Once the golem goes berserk, it continues
Tiny fiend (devil, shapechanger), typically lawful evil
to do so until it is destroyed or regains all its hit points.
Armor Class 13 The golem’s creator, if within 60 feet of the berserk golem,
Hit Points 10 (3d4 + 3) can try to calm it by speaking firmly and persuasively. The
Speed 20 ft., fly 40 ft. golem must be able to hear its creator, who must take an
action to make a DC 15 Charisma (Persuasion) check. If the
STR DEX CON INT WIS CHA check succeeds, the golem ceases being berserk. If it takes
6 (−2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) damage while still at 40 hit points or fewer, the golem might go
berserk again.
Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances cold; bludgeoning, piercing, and slashing Aversion of Fire. If the golem takes fire damage, it has
from nonmagical attacks that aren’t silvered disadvantage on attack rolls and ability checks until the end of
Damage Immunities fire, poison its next turn.
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11 Immutable Form. The golem is immune to any spell or effect
Languages Infernal, Common that would alter its form.
Challenge 1 (200 XP)
Lightning Absorption. Whenever the golem is subjected to
lightning damage, it takes no damage and instead regains a
Shapechanger. The imp can use its action to polymorph into a
number of hit points equal to the lightning damage dealt.
beast form that resembles a rat (speed 20 ft.), a raven (20 ft.,
fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true Magic Resistance. The golem has advantage on saving throws
form. Its statistics are the same in each form, except for the against spells and other magical effects.
speed changes noted. Any equipment it is wearing or carrying
Magic Weapons. The golem’s weapon attacks are magical.
isn’t transformed. It reverts to its true form if it dies.
Devil’s Sight. Magical darkness doesn’t impede the imp’s Actions
darkvision. Multiattack. The golem makes two slam attacks.
Magic Resistance. The imp has advantage on saving throws Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
against spells and other magical effects. Hit: 13 (2d8 + 4) bludgeoning damage.

Actions
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and
the target must make on a DC 11 Constitution saving throw,
taking 10 (3d6) poison damage on a failed save, or half as
much damage on a successful one.
SLAWOMIR MANIAK

Invisibility. The imp magically turns invisible until it attacks or


until its concentration ends (as if concentrating on a spell). Any
equipment the imp wears or carries is invisible with it.

Not for resale. Permission granted to print or photocopy this document for personal use only.
30 RMH-EP-02 A Darklord’s Denouement (v.1.0)
Gynosphinx with spell attacks). It requires no material components to cast
its spells. The sphinx has the following wizard spells prepared:
Large monstrosity, typically lawful neutral
Cantrip (at will): mage hand, minor illusion, prestidigitation
Armor Class 17 (natural armor) 1st level (4 slots): detect magic, identify, shield
Hit Points 136 (16d10 + 48) 2nd level (3 slots): darkness, locate object, suggestion
Speed 40 ft., fly 60 ft. 3rd level (3 slots): dispel magic, remove curse, tongues
4th level (3 slots): banishment, greater invisibility
STR DEX CON INT WIS CHA 5th level (1 slot): legend lore
18 (+4) 15 (+2) 16 (+3) 18 (+4) 18 (+4) 18 (+4)
Actions
Skills Arcana +14, History +14, Perception +9, Religion +9 Multiattack. The sphinx makes two claw attacks.
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical weapons Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Damage Immunities psychic Hit: 13 (2d8 + 4) damage.
Condition Immunities charmed, frightened
Senses truesight 120 ft., passive Perception 19 Legendary Actions
Languages Common, Sphinx The sphinx can take 3 legendary actions, choosing from the
Challenge 11 (7,200 XP) options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
sphinx regains spent legendary actions at the start of its turn.
Inscrutable. The sphinx is immune to any effect that would
sense its emotions or read its thoughts, as well as any Claw Attack. The sphinx makes one claw attack.
divination spell that it refuses. Wisdom (Insight) checks
Teleport (Costs 2 Actions). The sphinx magically teleports,
made to ascertain the sphinx’s intentions or sincerity have
along with any equipment it is wearing or carrying, up to 12 feet
disadvantage.
to an unoccupied space it can see.
Magic Weapons. The sphinx’s weapon attacks are magical.
BRYNN METHENEY

Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its
Spellcasting. The sphinx is a 9th-level spellcaster. Its list of prepared spells, using a spell slot as normal.
spellcasting ability is Intelligence (spell save DC 17, +9 to hit

Not for resale. Permission granted to print or photocopy this document for personal use only.
RMH-EP-02 A Darklord’s Denouement (v.1.0)
31
Loup Garou Claws (Dire Wolf or Hybrid Form Only). Melee Weapon Attack:
+9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing
Medium monstrosity (shapechanger)
damage. If the target is a creature, it must succeed on a DC 17
Armor Class 16 (natural armor) Strength saving throw or be knocked prone.
Hit Points 170 (20d8 + 80) Longsword (Humanoid Form Only). Melee Weapon Attack: +9
Speed 30 ft., 40 ft. in hybrid form, 50 ft. in dire wolf form to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage
plus 14 (4d6) necrotic damage. If the target is a Humanoid,
STR DEX CON INT WIS CHA it must succeed on a DC 17 Constitution saving throw or be
18 (+4) 18 (+4) 18 (+4) 14 (+2) 16 (+3) 16 (+3)
cursed with loup garou lycanthropy.
Saving Throws Dex +9, Con +9, Cha +9
Skills Perception +13, Stealth +9
Bonus Actions
Condition Immunities charmed, frightened Change Shape. The loup garou polymorphs into a Large
Senses darkvision 120 ft., passive Perception 23 wolf-humanoid hybrid or into a Large dire wolf, or back into its
Languages Common (can’t speak in wolf form) true form, which appears humanoid. Its statistics, other than
Challenge 13 (10,000 XP) Proficiency Bonus +5 its size and speed, are the same in each form. Any equipment
it is wearing or carrying isn’t transformed. It reverts to its true
form if it dies.
Blood Frenzy. The loup garou has advantage on attack rolls
against a creature that doesn’t have all its hit points. Legendary Actions
Legendary Resistance (2/Day). When the loup garou fails a The loup garou can take 3 legendary actions, choosing from
saving throw, it can choose to succeed instead the options below. Only one legendary action option can be
used at a time, and only at the end of another creature’s turn.
Regeneration. The loup garou regains 10 hit points at the start The loup garou regains spent legendary actions at the start
of each of its turns. If the loup garou takes damage from a of its turn.
silver weapon, this trait doesn’t function at the start of the loup
garou’s next turn. The loup garou dies only if it starts its turn Swipe. The loup garou makes one Claws attack (dire wolf
with 0 hit points and doesn’t regenerate. or hybrid form only) or one Longsword attack (humanoid
form only).
Actions Mauling Pounce (Costs 2 Actions). The loup garou moves up
Multiattack. The loup garou makes two attacks: two with its to its speed without provoking opportunity attacks, and it can
Longsword (humanoid form) or one with its Bite and one with make one Claws attack (dire wolf or hybrid form only) or one
its Claws (dire wolf or hybrid form). Longsword attack (humanoid form only) against each creature
it moves past.
Bite (Dire Wolf or Hybrid Form Only). Melee Weapon Attack: +9
to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage Bite (Costs 3 Actions). The loup garou changes into hybrid or
plus 14 (4d6) necrotic damage. If the target is a Humanoid, dire wolf form and then makes one Bite attack.
it must succeed on a DC 17 Constitution saving throw or be
cursed with loup garou lycanthropy.

Natalia Vhorishkova
If a creature fails its saving throw against becoming cursed
with the loup garou Natalia’s lycanthropy, she can control
it. She can use 2 legendary actions to cast dominate
humanoid (save DC 17) on a creature currently cursed with
her lycanthropy, changing the spell’s duration to 24 hours.
A creature that succeeds on its save against the spell is
immune to this effect for 24 hours. (For a Strong party, this
only costs her 1 legendary action.)
Nalfeshnee
Large fiend (demon), typically chaotic evil

Armor Class 18 (natural armor)


Hit Points 184 (16d10 + 96)
Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA


21 (+5) 10 (+0) 22 (+6) 19 (+4) 12 (+1) 15 (+2)

Saving Throws Con +11, Int +9, Wis +6, Cha +7


Damage Resistances cold, fire, lightning; bludgeoning, piercing,
and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 11
Languages Abyssal, telepathy 120 ft.
Challenge 13 (10,000 XP)

Magic Resistance. The nalfeshnee has advantage on saving


throws against spells and spell effects. Noble
Medium humanoid (any race), any alignment
Actions
Multiattack. The nalfeshnee uses Horror Nimbus if it can. Armor Class 15 (breastplate)
It then makes three attacks: one with its bite and two with Hit Points 9 (2d8)
its claws. Speed 30 ft.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. STR DEX CON INT WIS CHA
Hit: 32 (5d10 + 5) piercing damage. 11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Skills Deception +5, Insight +4, Persuasion +5
Hit: 15 (3d6 + 5) slashing damage.
Senses passive Perception 10
Horror Nimbus (Recharge 5−6). The nalfeshnee magically Languages any two languages
emits scintillating, colored light. Each creature within 15 feet Challenge 1/8 (25 XP)
of the nalfeshnee that can see the light must succeed on a
DC 15 Wisdom saving throw or be frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its Actions
turns, ending the effect on itself on a success. If a creature’s Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
saving throw is successful or the effect ends for it, the Hit: 5 (1d8 + 1) piercing damage.
creature is immune to the nalfeshnee’s Horror Nimbus for the
next 24 hours. Reactions
Teleport. The nalfeshnee magically teleports along with any Parry. The noble adds 2 to its AC against one melee attack that
equipment it is wearing or carrying, up to 120 feet to an would hit it. To do so, the noble must see the attacker and be
unoccupied space it can see. wielding a melee weapon.

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RMH-EP-02 A Darklord’s Denouement (v.1.0)
33
Pirate Captain Veteran
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

Armor Class 14 (studded leather) Armor Class 17 (splint)


Hit Points 45 (7d8 + 14) Hit Points 58 (9d8 + 18)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 11 (+0) 11 (+0) 14 (+2) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Athletics +5, Intimidation +2 Skills Athletics +5, Perception +2


Senses passive Perception 10 Senses passive Perception 12
Languages any one language (usually Common) Languages any one language (usually Common)
Challenge 2 (450 XP) Challenge 3 (700 XP)

Flourish. The captain adds its Charisma modifier to the damage


roll for its longsword attacks (included in the attack). Actions
Sea Legs. The captain has advantage on on ability checks and Multiattack. The veteran makes two longsword attacks. If it
saving throws to resist being knocked prone. has a shortsword drawn, it can also make a shortsword attack.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Actions target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
Multiattack. The captain makes two attacks: one with its hand slashing damage if used with two hands.
crossbow and one with its longsword.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 target. Hit: 6 (1d6 + 3) piercing damage.
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5)
slashing damage if used with two hands.

Reactions
Shape Up, Ye Dog (2/day). Whenever a friendly creature within
30 feet of the captain that can hear it misses with an attack, the
captain can yell perilous threats to allow that creature to reroll
the attack roll.

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34 RMH-EP-02 A Darklord’s Denouement (v.1.0)
Wight
Medium undead, typically neutral evil

Armor Class 14 (studded leather)


Hit Points 45 (6d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

Skills Perception +3, Stealth +4


Damage Resistances necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 3 (700 XP)

Sunlight Sensitivity. While in sunlight, the wight has


disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Multiattack. The wight makes two longsword attacks or
two longbow attacks. It can use its Life Drain in place of one
longsword attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2) necrotic damage. The target must
succeed on a DC 13 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a
Young Red Dragon
Huge dragon, chaotic evil
zombie under the wight’s control, unless the humanoid is
restored to life or its body is destroyed. The wight can have no Armor Class 18 (natural armor)
more than twelve zombies under its control at one time. 7Hit Points 178 (17d10 + 85)
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Speed 40 ft., climb 40 ft., fly 80 ft.
target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2)
slashing damage if used with two hands. STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage. Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Skills Perception +13, Stealth +4
Damage Immunities fire
Senses blindsight 30 ft., darkvision 120 ft., passive Perception
18
Languages Common, Draconic
Challenge 10 (5,900 XP) Proficiency Bonus +4

Actions
Multiattack. The dragon makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage.
Fire Breath (Recharge 5–6). The dragon exhales fire in a
30−foot cone. Each creature in that area must make a DC 17
ZACK STELLA

Dexterity saving throw, taking 56 (16d6) fire damage on a failed


save, or half as much damage on a successful one.

Not for resale. Permission granted to print or photocopy this document for personal use only.
RMH-EP-02 A Darklord’s Denouement (v.1.0)
35
Young Red Shadow Dragon
Large dragon, chaotic evil

Armor Class 18 (natural armor)


Hit Points 178 (17d10 + 85)
Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA


23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)

Saving Throws Dex +5, Con +10, Wis +5, Cha +9


Skills Perception +8, Stealth +8
Damage Resistances necrotic
Damage Immunities fire
Senses blindsight 30 ft., darkvision 120 ft., passive Perception
18
Languages Common, Draconic
Challenge 13 (10,000 XP) Proficiency Bonus +5

Living Shadow. While in dim light or darkness, the dragon has


resistance to damage that isn’t force, psychic, or radiant.
Shadow Stealth. While in dim light or darkness, the dragon can
take the Hide action as a Bonus action.
Sunlight Sensitivity. While in sunlight, the dragon has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Multiattack. The dragon makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6)
necrotic damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage.
Zombie
Shadow Breath (Recharge 5–6). The dragon exhales necrotic Medium undead, typically neutral evil
energy in a 30−foot cone. Each creature in that area must
make a DC 18 Dexterity saving throw, taking 56 (16d6) Armor Class 8
necrotic damage on a failed save, or half as much damage on Hit Points 22 (3d8 + 9)
a successful one. A humanoid reduced to 0 hit points by this Speed 20 ft.
damage dies, and an undead shadow rises from its corpse and
acts immediately after the dragon in the initiative count. The STR DEX CON INT WIS CHA
shadow is under the dragon’s control. 13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)

Legendary Actions Saving Throws Wis +0


Damage Immunities poison
The dragon can take 3 legendary actions, choosing from the
Condition Immunities poisoned
options below. Only one legendary action option can be used
Senses darkvision 60 ft., passive Perception 8
at a time and only at the end of another creature’s turn. The
Languages understands the languages it knew in life but can’t
dragon regains spent legendary actions at the start of its turn. speak
• Detect. The dragon makes a Wisdom (Perception) check. Challenge 1/4 (50 XP)
• Tail Attack. The dragon makes a tail attack.
• Wing Attack (Costs 2 Actions). The dragon beats its wings. Undead Fortitude. If damage reduces the zombie to 0 hit
Each creature within 10 feet of the dragon must succeed points, it must make a Constitution saving throw with a DC
on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) of 5 + the damage taken, unless the damage is radiant or
bludgeoning damage and be knocked prone. The dragon can from a critical hit. On a success, the zombie drops to 1 hit
then fly up to half its flying speed. point instead.

Actions
CONCEPTOPOLIS

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.


Hit: 4 (1d6 + 1) bludgeoning damage.

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36 RMH-EP-02 A Darklord’s Denouement (v.1.0)
Handout 1: Our Greatest Fear

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RMH-EP-02 A Darklord’s Denouement (v.1.0)
37
Handout 2: Azalin’s Notes
This arcane research journal has been badly damaged, but certain passages are still intact and legible:

Not for resale. Permission granted to print or photocopy this document for personal use only.
38 RMH-EP-02 A Darklord’s Denouement (v.1.0)
Handout 3: In Search of Lost Time
It takes little prompting for Radaga and Laurie to recount the recent events you seem to have forgotten.
• Your assault on the King’s Tear happened days ago.

• None of the gathered heroes could stop Azalin from using the Aparatus. The lich gained godlike power and escaped the
Domains of Dread entirely. The King’s Tear collapsed.

• The Shroud, the hungry Mists consuming Darkon, immediately expanded, annihilating the domain. Most of those
opposing Azalin were lost—including Alanik and Kabe, the Weathermay-Foxgrove twins’ uncle, and the entire population
of Darkon.

• Due to strange local magical anomalies, the area of Vradlock and the mountains nearby haven’t yet been consumed. As
such, you have been brought here by the shadow dragon Ebbasheyth.

• Using mountain tunnels, you traveled to the Watchers’ Stronghold, a nearby library and vault used as a base of operations
by the Order of Guardians. You evacuated the remaining members of the Order just before their home was consumed,
and claimed a powerful artifact known as the Key to the Abyss… You are just returning now.

• Using a magical research journal belonging to Azalin, you recovered in the King’s Tear. Laurie and Radaga have been
helping you develop a plan to escape.
Handout 4: What You’ve Become
Your soul’s trapped in a hulking, stitch-covered, rag-clad flesh golem body, as if you were possessing it with the magic jar
spell. You don’t have your equipment, and you cannot return to your own body unless an admin or the DM tells you to do so.
If you successfully complete a mission, or you find Azalin and stop him, return to HQ and let them know.

Flesh Golem Form


Medium construct

Armor Class 9
Hit Points 93 (11d8 + 44)
Speed 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 9 (-1) 18 (+4) * * *

Skills You retain your own skill proficiencies


Condition Immunities lightning, poison; bludgeoning, piercing,
and slashing damage from nonmagical attacks that aren’t
adamantine
Senses darkvision 60 ft., passive Perception *
Languages *
Challenge 13 (10,000 XP) Proficiency Bonus *
* = You retain your own scores for these abilities

Berserk. Whenever you starts its turn with 40 hit points or


fewer, roll a d6. On a 6, you goes berserk. On each of its turns
while berserk, you attack the nearest creature you can see. If
no creature is near enough to move to and attack, you attack
an object, with preference for an object smaller than you. Once
you go berserk, you continues to do so until you die, become
unconscious, or you regains all your hit points.
If an ally you can hear within 60 feet uses an action to calm
you. You can make a DC 15 Intelligence, Wisdom, or Charisma
saving throw. If the save succeeds, you ceases being berserk. If
you take damage while still at 40 hit points or fewer, you might
go berserk again.
Aversion to Fire. If you take fire damage, you have disadvantage
on attack rolls and ability checks until the end of your next turn.
Lightning Absorption. Whenever you are subjected to lightning
damage, you take no damage and instead regain a number of
hit points equal to the lightning damage dealt.
Magic Resistance. You have advantage on saving throws against
spells and other magic effects.
Magical Weapons. Your weapon attacks are magical.

Actions
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.

40
Handout 5: Stress Score
Stress Score
You have a Stress score, which starts at 0 but increases in trying situations.
When you make an attack roll, ability check, or saving throw, you take a penalty on the roll equal to your current
Stress score.
The main way to reduce your Stress score requires completing a long rest, which isn’t possible during this adventure. But
your score is reduced by 1 by means of lesser restoration or reduced to 0 by means of greater restoration.
Also, the penalties imposed by Stress can be suppressed by means of calm emotions, just as it suppresses the charmed
and frightened conditions.
Further details on tracking Stress scores can be found in Van Richten’s Guide to Ravenloft.

OLGA DREBAS

41
Handout 6: Escaping the King’s Tear
As the King’s Tear Begins to Crumble, a Hectic Dash to Safety Begins
Each character must move 250 feet in order to escape certain annihilation!

Action Details
Dash You can use the Dash action a number of times equal to 3 + your Constitution modifier. Each additional
Dash action taken requires you to succeed on a DC 10 Constitution saving throw at the end of your
turn. If you fail this save, you gain a level of exhaustion.
Spells You can cast spells against other creatures within range, using the normal rules for cover, etc.
Attacks You can attack other creatures within range, using the normal rules for cover, etc.

42
Handout 7: Investigation Journal

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RMH-EP-02 A Darklord’s Denouement (v.1.0)
43
Appendix A: Story Award Tracker

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44 RMH-EP-02 A Darklord’s Denouement (v.1.0)
Appendix B: A Boon for You!

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RMH-EP-02 A Darklord’s Denouement (v.1.0)
45
Appendix C: And Boons for Us!

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46 RMH-EP-02 A Darklord’s Denouement (v.1.0)
Appendix D: Tracking the Escape
Step 1: Determine Player Initiative
Step 2: On Each Character’s Turn, Track Movement Using the Tracker Below
Step 3: At the End of Each Character’s Turn, They Roll on Escape Complications Table
Below (Complications Affect Next Participant in Initiative Order)
Step 4: Determine Outcome of Round – Must Travel 250 feet to Reach Safety!
Step 5: Repeat Steps 2-4 Until All Players Escape or Time Runs Out!

d10 Description
1 Jagged chunks of amber and other debris bar your path, and you must succeed on a DC 15 Dexterity saving throw to navigate
through it. On a failure, you take 2d6 piercing damage and the ground counts as 10 feet of difficult terrain.
2 A collapsing section of amber releases an imprisoned vampire right in front of you, and she tries to charm you with her gaze.
Make a DC 17 Wisdom saving throw. On a failed save, you become charmed. If the vampire charms you, you spend 10 feet
of movement this turn to let it bite you to recover its strength, then you take 7 piercing damage and 10 necrotic damage, and
reduce your hit point maximum by 10 from the blood drain. Then the vampire turns to gaseous form and vanishes.
3 A massive chunk of amber suddenly juts out of the ground in front of you like a wall. Make a DC 19 Dexterity saving throw to
leap before it can fully rise. On a failure, this barrier counts as 10 feet of difficult terrain.
4 A glyph of warding triggers near you while you’re running. Make a DC 18 Charisma saving throw against the divine word spell.
5 The claw of a loup garou in its hybrid form trying to force its way out of its cracked amber prison suddenly crashes out of the
nearby wall. It makes one Claws attack against you as you pass by (with advantage if you don’t have all your hit points).
6 A section of floor collapses as you step on it. Make a DC 17 Dexterity saving throw. On a failed save, you fall partway into the
hole in the floor and become stuck. While stuck, you are prone and restrained. You can use an action on your turn to make a
DC 14 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on a success.
7 A wide crack opens on the ground before you. If you have a fly speed, you can fly over the gap, and you can jump it with a DC
14 Strength (Athletics) check (succeeding automatically if your Strength score is 14 or higher). If you jump, you spend 10 feet
of movement, and you must then succeed on a DC 14 Dexterity (Acrobatics) check or fall prone after landing.
8 Everything around you shakes violently. You must succeed on a DC 16 Dexterity (Acrobatics) check or fall prone.
9 A death knight in red armor rides out of the Mists on a nightmare and swings its scythe-like sword at you as it rides by. The
attack it makes against you works as the Battleaxe attack of a dullahan. (This is the Gaunt Cavalier from Mission 5).
10-20 No complication

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RMH-EP-02 A Darklord’s Denouement (v.1.0)
47
Appendix E: My Dinner with Azalin
Characters restrained by the “Trapped in Amber” effect If a character passes the fountain without drinking, they
are sent to HQ, where an admin runs them through this have a brief, dream-like flash of lying on a slab beneath a
brief encounter. dome of glass, in a vast machine crackling with lightning,
The character awakens in an inn called the Thundering and seeing their own body on a separate slab, also encased
Hearth, having regained hit points equal to their level. In in glass. Before it all goes black, they see that they are now
this special Mirror Dimension, Azalin Firan attempts to in a different body: that of a flesh golem! Give the player
dissuade them from opposing him with a mixture of lies, Handout 4: What You’ve Become, which lists their new
truth, and his own strange beliefs. Those familiar with statistics as a flesh golem. Tell the character they awaken
Darkon recognize the city of Tempe Falls. with their allies and send them back to their table.
The temple offers a third option Azalin didn’t mention.
The healers there are Celestial pact orc warlocks. In
You find yourself seated at a table in a comfortable inn’s
recent years, many strange phenomena afflicting those
common room. A curved wall of tall windows looks out who work in the nearby mines have gotten worse and the
over a spectacular waterfall whose roar can be heard even healers here have developed the only techniques that help.
indoors. Across from you sits the dark-haired mage you They offer a minor healing salve that lets the character
saw in the maze, drinking pale white wine. “I am Firan recover 4 (1d8) hit points but inform the character that
true healing comes from within. The character can spend
Zal’honan, known to the people of Darkon as Azalin Rex.
Hit Dice, as if at the end of a short rest (though they gain
You live now only because I am curious. Why have you come no other benefits of a short rest). Tell the character they
here to attack me?” awaken with their allies and send them back to their table.

Development
The character’s favorite food and drink are on the table If a character in a flesh golem body returns to HQ and
in front of them. Eating causes them to regain hit points says they’ve successfully completed a mission or stopped
equal to twice their level. Drinking reduces their Stress Azalin in Part 2, tell them they return to their normal
Score by 1. The archmage Azalin (here, an insubstantial body, regain hit points equal to half their maximum, and
illusion) patiently awaits the character’s answer. can rejoin their table. (They also regain their body if they
Rather than replying, he merely nods, then explains that reach Part 3.)
the food and drink, along with the whole inn, the waterfall
outside, and the city above are all false and illusory. Then
he claims the Domains of Dread themselves aren’t real
either, describing them as prisons conjured by the Dark
Powers to contain those with the will to reject moral
boundaries. He points out that most residents of Ravenloft
don’t even have real souls. On that basis, he asks why the
character would oppose him to save this false realm.
Whatever the character’s response, Azalin offers two
options, then vanishes:
• If the character walks out of this inn, finds the local
fountain called Dizard’s Sorrow, and drinks from it,
Azalin will take this as a pledge that the character will
no longer oppose him, and he says he will send the
character back to their allies, restored to full health.
• If the character passes the fountain without drinking,
that will tell Azalin the character still chooses to oppose
him. He says he will allow the character to continue—
but like Azalin they will not have their bodies. Instead,
their consciousness will be poured into an otherwise
inanimate construct, a flesh golem.
A character leaving the inn sees three main features:
the roaring river that cuts through town, ending in the
towering falls; a wooden temple that walls in a garden
beneath a wicker dome, marked with the symbol of a ring
of snakes; and a fountain.
If a character follows Azalin’s instructionsand drinks
from the fountain, the player regains their full hit points.
Tell the character they awaken with their allies and send
OLGA DREBAS

them back to their table.

48
Appendix F: Dungeon Master Tips
To run this adventure you must have three, four, or
five players, each with their own character within the New Players? No Problem!
adventure’s level range (see the “Adventure Primer” With starter adventures like this one, it’s possible you might
section at the start of the adventure). have players new to D&D, or new to fifth edition D&D. As the
DM, it’s up to you to ensure these players have fun with the
game, and that they learn the basics of how to play. At this
New to D&D Adventurers League? level, having fun is more important than learning every rule
Information about the Adventurers League, including exactly right. Be gentle with new players who make mistakes.
finding places to play, organizing events, and a list of Make sure to keep your players smiling and rolling dice. Be
supporting resources and documents, can be found here: positive and enthusiastic when describing the action, and
https://dnd.wizards.com/ddal_general you’ll notice the players will quickly follow suit.
If you’re a new DM, then welcome—and thank you! New
Preparing the Adventure DMs are the lifeblood of the D&D community. To help you
run your game, some adventures include sidebars like this
Before you start play, consider the following: one that provide an explanation of the game’s rules as they’re
used in the adventure.
• Read through the adventure, taking notes of anything
you’d like to highlight or remind yourself of while
running it, such as a way you’d like to portray an NPC
or a tactic you’d like to use during combat. Familiarize Adjusting This Adventure
yourself with the adventure’s appendixes and handouts. To determine whether you should consider adjusting the
• Gather any resources you’d like to use to aid you in adventure, assess the party strength by consulting the
running the adventure, such as notecards, a DM screen, table below.
miniatures, and battle maps.
• Ask the players to provide you with relevant character Determining Party Strength
information, such as name, race, class, and level;
Party Composition Party Strength
passive Wisdom (Perception) score; and anything the
adventure specifies as notable (such as backgrounds and Three characters Weak
story awards). Four characters Average
Players can play an adventure they previously played as a Five characters Strong
player or ran as a DM, but they can do so only once with a
specific character. Ensure each player has their character
sheet (if not, get one from the organizer) Safety Tools
Preparing the Characters Safety tools help ensure players aren’t pushed beyond their
comfort levels. These tools let your players know you want
The adventure is designed to be played with characters them to have a positive experience. Some common safety
of a specific level; characters of a different level should tools are provided below, each with a summary of how they
be modified accordingly. If necessary, the characters work. An article about one such safety kit is provided to help
should be afforded the time needed to adjust their with further information. Ensure that you discuss these tools
characters to suit. with your players before the game:
If you have time, you can do a quick scan of a player’s • Code of Conduct. This is a group agreement for play. It
character sheet to ensure nothing looks out of order. If you outlines desired and prohibited behaviors, confidential
see magic items of very high rarities or strange arrays of reporting, and possible consequences.
ability scores, you can ask players to provide documentation • Pregame and Postgame Discussions. Use time before the
game to explain content warnings, set boundaries, and
for the irregularities. If they can’t, feel free to restrict item
collaborate on a safety plan. Then decompress and discuss
use or ask them to use a standard ability score array. improvements at the end of the game.
Characters that died during a previous adventure return • Be Welcoming. Welcome and encourage respectful and
to life, free of any conditions, curses, or other effects that open conversations about issues as they arise. Show that
would remove them from play—such as vampirism or you’re listening by avoiding defensive responses.
lycanthropy. They keep any story awards they have, as any • Confidentiality. Provide contact information for private
spells they might have copied during their adventures. and confidential conversations between players and DM.
During the Call to Action, the characters are likely to Only disclose another player’s name if that player gave
review their available magic items among themselves and unpressured permission for you to do so.
determine who is carrying what. Make sure they have a • Safety Tools. Learn about the safety tools that TTRPG
community members have created and compiled. A
few moments to outfit one another.
broad range of such safety tools are available for you and
your players online, or you can get more information by
reaching out to your event organizer or community@
dndadventurersleague.org.

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