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Trouble in Paradise: Ryan Servis
Trouble in Paradise: Ryan Servis
Trouble in Paradise: Ryan Servis
Paradise
WRITTEN BY
Ryan Servis
PRODUCED BY
2CGaming, LLC.
© 2CGaming, LLC. All Rights Reserved. Trouble in Paradise v1.0 digitally published May 2017, by 2CGaming,
LLC. The 2CGaming logos and name, the book name (Trouble in Paradise), and the series name (Epic Legacy), are
protected by appropriate copyright and trademark. Any reproduction or unauthorized use of material contained
herein is prohibited without the express written permission of 2CGaming, LLC. or its authorized representatives.
AUTHOR
Ryan Servis
EDITORS
Valerie Valdes, Jonathan Kelly, Steven Gordon
ARTISTS
Ambrose Hoilman (Illustration), June Heo (Illustration)
Kadra Alvaro (Maps), John Cason (Graphic Design)
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Trouble in Paradise
4
adventure outline
5
Appendix A: Amun-Hakkor
26
Trouble in
Paradise
Welcome to the second installment of three adventure level characters, or acts as a continuation from the
modules for 2CGaming’s Epic Legacy project, Trouble previous adventure, The Frostpine Horror, offering
in Paradise. This module is intended for four 24th level your players the opportunity to level their characters
characters built with the Epic Legacy Player’s Guide as and continue their tale. Level the group up to 24th
they continue to grow in strength, and will likely run level using the rules found in the Epic Legacy Player’s
for two to four sessions of gameplay, depending on Guide, then prepare to face fierce conflict on a
your preferences and experience with Epic Legacy. To resplendent vacation island.
4 run this game, each player and the Dungeon Master
(DM) should have a copy of the Epic Legacy Player’s Players in this tale will find themselves in a resort
Guide, which is available at http://www.2cgaming. town of truly epic wealth, where the power of a
com/epic-legacy. staggeringly dangerous Epic Relic, the Grasp of
the Pharaoh, keeps the peace when wielded by the
This module is intended for DMs only, so players, island’s mistress, Dalia Concordat. She runs the
stop here and pass this over to your Dungeon resort as a center for trade and commerce that has
Master to avoid spoilers. We recommend that made its residents extravagantly wealthy. Dalia
Epic DMs review both the Epic Legacy Player’s serves as a money-grubbing, financially-motivated
Guide and Trouble in Paradise thoroughly before ally who has the power to make the players
running this module, as the former contains the fabulously wealthy, but only if they are willing to
Epic spells that monsters will be using and the risk their lives.
latter contains details of the adventure. Epic Legacy
brings substantial changes to 5th Edition, and as the Hidden behind Dalia’s glamorous presentation of
Dungeon Master, you will need to help guide your wealth and power lies a secret that has returned with
players through this new style of play. It is critical a vengeance. Amun-Hakkor, the Immortal Pharaoh,
that you read through both documents before the has awakened deep within the vaults buried so long
first session begins. ago. Irresponsible plundering by Dalia’s operation
has made the already imperious mummy king even
If you’re running Trouble in Paradise as a one-shot more furious, and he has begun using his powers to
adventure, you won’t need to flesh out the world tear through Dalia’s many layers of magical security
much for your players; they should know what to reclaim his hoard. Soon the Immortal Pharaoh
they’re getting into. Alternately, this module very will be free, and his return heralds the rise of an old
cleanly drops into an existing game with high- empire that will obliterate all who stand before it.
adventure outline Island: the Trophy Case and the Lap of Luxury. If
you have your own ideas for additional locations,
Trouble in Paradise is an opportunity not just for you are encouraged to include them. Keep in mind,
your Epic players to fight worthy battles, but to this is a place where characters and significant NPCs
roleplay what it means to be a mighty Primordial can meet others without worry of assassination,
or a cunning Grifter in a world that fears, reveres, assault or other significant setbacks. The attitude
and can often match them in a fight. Make sure to for roleplaying should be casual, even for Epic
give your players a chance to stretch their legs and characters. Most folks here on are vacation, and
explore the island. On Dalia’s isle, there are limits even the sight of a dreaded enemy is more likely to
and rules that can be enforced over Epic players to elicit a frustrated sigh than a violent response.
show them, forcibly if need be, that they are not
invincible. If you are adding this module into an Part 2: A Bargain Well Struck
ongoing campaign, this is a good opportunity to
introduce new Epic heroes and villains in a more Dalia gives the players the details of her situation,
casual setting. A dragon you intend to use as a foe at which point it doesn’t take a genius to infer that
in a later quest could easily be present at one of the Amun-Hakkor is slowly making his way out to
locales, or a powerful wizard from the players’ past wreak havoc, starting with Dalia’s precious island.
could be doing some much-needed wheeling and The players could wait for Amun-Hakkor to come
dealing to acquire new spells. to them, but that would not provide them Dalia’s
glorious reward. Taking the fight to Grobulax the
Part 1: The Promise of Wealth Lascivious and Marcho of Revealing Light is the
fastest path to victory, but the scenario at their
This adventure begins with a tempting offer: locale The House of Negotiable Affection is a humorous 5
incredible wealth. This is usually a good enough one to say the least.
reason for the players to show up and at least hear
what Dalia has to say. She can deliver on her promise Part 3: One Woman’s Greed
of riches in spades, so if your players seem doubtful,
feel free to play up her commitment to honoring Amun-Hakkor is more than justified in his anger
bargains and legendary wealth. The players can toward Dalia, but he is unwilling to settle for
roleplay a conversation with Caravas, Dalia’s anything less than complete submission of those
devilish accountant and counsel on retainer, to gain around him as he rebuilds his empire. You should
more information and potentially some additional be intimately familiar with how his encounter is run
magical equipment to aid them in their mission. before having your players face him; compared to
many non-Epic challenges, Amun-Hakkor is a very
Additionally, the players can test the security complicated boss with multiple phases, powerful
of Dalia’s island without any real penalty. The Epic magic and devastating combos. A thorough
experience should be a sobering one for those who review of his statistics in advance ensures best
wish to go on a destructive rampage. If money isn’t a results, allowing you to smoothly combine his
strong enough motivation for your players, be sure thematic abilities in a devastating assault.
to imply that artifacts can also be given as a reward
for a job well done.
getting started
Finally, this island is an Epic place. Creatures of
incredible power, evil, beauty and vice reside under The letter from Dalia provides the party with a
Dalia’s watchful eye. The players can visit two reason to come together if they do not have one
major locations for roleplaying purposes on the already. Make sure to read it with gravitas and
a serious demeanor, for while Dalia is a woman for bringing untold wealth with a mere touch,
of impeccable class and poise, she is not above you would have considered it an intricate prank.
making subtle threats to get what she wants. Epic However, few would dare to forge such a signature,
characters should not have to make skill checks of and fewer still would refuse a direct invitation
any kind to learn general information about Dalia; from the woman herself. From what little you
her name is often spoken in such circles. That said, know of Dalia, those wishing an audience must beg
if the party wishes to spend resources to learn about for the privilege of being added to a five-year-long
her, provide a few details about her motivations waiting list of hopefuls. Your curiosity piqued, you
and make sure to hint about her possession of the and your companions set out to rendezvous with
Grasp of the Pharaoh. If the players are unfamiliar Dalia’s personal yacht, The Prosperous Venture, to
with each other, be sure to allow proper time for journey to her private resort island, known as the
grandiose introductions--they are living legends, Isle of Paradise.
after all. If players are making new characters for
this adventure, make available to them the following The Letter
magical equipment:
Scrawled in impeccable handwriting, the letter
• 1 Very Rare item came wrapped in an envelope made of whisper-thin
• 1 Rare item adamantine, and is itself written upon paper that
• 1 Uncommon item smells and feels like the still-living tree it was cut
from. It reads:
Additionally, one player in the group may start with
a Legendary item. If your party is not particularly Noble champions,
6 diplomatic or would have trouble selecting an item
that benefits everyone, feel free to do it for them to It is with the warmest of regards that I extend to
keep the game moving. you my personal invitation to the Isle of Paradise,
with intentions to discuss a business proposition,
As a note, Legendary items are exceptionally the details of which are only fit for divulging at
powerful and can change a lot about how a character my residence. Your deeds and accomplishments
works. Secondly, be wary of intelligent Legendary are as lengthy as they are legendary, so I am
items; many of these far exceed the strength of other certain we can work out an arrangement to our
Legendary items. Amun-Hakkor will be up to the mutual satisfaction. To that end, you are to meet
challenge, but an Epic character with a sentient my attendant Caravas at midday upon the sands
Legendary weapon will have a notable one-up over of White Turtle Beach; he will answer any initial
one without. questions you may have and escort you aboard my
private yacht. He will also have further discourse
Once you’re ready to begin, use the following text with you whilst you travel, and I expect you will
to set the scene: find the journey most pleasant. I look forward to
making your personal acquaintance. As a show
It was merely three days ago that you received the of good faith, I offer you these passes to visit my
fateful letter. Delivered via falcon to your personal island at your leisure for a full year, which only
residence, inside lay a written invitation that was a privileged few are able to afford at any point in
more a work of art than missive, enticing you with their lifetimes.
the promise of planar riches beyond imagination.
Had the signature scrawled magnificently at the Warmest regards,
bottom been other than Dalia Concordat, known Dalia Concordat, High Financier of Seven Worlds
ACTIONS
Known as an exceptional lawyer for interplanar legal
Multiattack: Caravas makes three attacks.
systems and contracts, Caravas first made his name Staff of Charming: Melee Weapon Attack: +15 to hit,
acting as an advocate for a trio of death knights reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning
known as the Forsaken Triad, arguing that they had damage plus 13 (3d8) poison damage plus 10 (3d6) fire
damage.
been wrongfully punished for breaking their oaths.
Finding a loophole in the oaths taken by the three
former paladins, Caravas appealed to the deities of Caravas and his crew wait patiently for over an hour
justice from across the planes to force the paladins’ for the players to make any necessary preparations
patrons to forgive their sins and restore their souls. for their journey. The hobgoblin crew in particular
So persistent and persuasive was Caravas, that he was are a swarthy bunch with surprisingly good manners,
able to begrudgingly demonstrate how the gods of standing at attention when the players approach
good and law had created a flawed oath, forcing them and offering them the finest vittles and beverages
to forgive their former champions, who promptly should they express need over the course of the
went on a vengeful killing spree against the followers journey. Caravas himself is patient, knowing beings
of those who had wronged them. After several more of such strength and intelligence are often eccentric
successful high profile cases, Caravas was contacted and “prickly,” and he will take great care to learn the
by Dalia and was soon put on retainer as her personal players’ mannerisms and preferences so he can best
contract negotiator and financial attendant. negotiate with them.
If the players do not speak to Caravas during the the players with 100,000 gold pieces, and a non-
voyage, he will approach them as they draw nearer artifact, Legendary magical item of their choice
to the island, speaking down his nose at them with for each player character. The contract is magically
supercilious bearing. He carries an enormous book binding, inflicting an Imprisonment (Burial) spell on
in the crook of his left arm at all times, which he those who break the treaty (treat this as an Epic
opens whenever negotiating a contract to consult effect that does not allow a saving throw). If the
his notes and legal references. From this book, he players are able to beat Caravas in a Persuasion
draws a massive parchment, almost 20 ft. in length, check to negotiate the contract to be more in their
that he requires the players to sign before landing favor, they are able to additionally receive a single
on the island. As explained by Caravas in summary, Rare magic item of their choice as payment in
the contract states that the players shall take no advance, which they will receive immediately upon
direct action that would harm Dalia or her interests landing. At the DM’s discretion, you may provide
in any way. In addition, it stipulates that the players an alternate, comparable benefit for their successful
will do all within their power short of knowingly negotiations. If a player refuses to sign the contract,
giving their lives to accomplish the tasks Dalia Caravas is notably displeased, and states that their
has for them within the period of one day. The compensation will instead be 50,000 gold pieces and
successful completion of the contract compensates a Very Rare magic item of their choice.
ISLE OF PARADISE
Municipal Guidelines: All penalties take the form of fees, which must be paid immediately. Fees that cannot be
paid require the perpetrator to enlist in Dalia’s service until the debt has been repaid (at her discretion).
When the players have finished their negotiations If pressed, he indicates that the security includes
and the ship arrives in view of the Isle of Paradise, a powerful network of Fortune Golems as well
read the following text: as the eye-topped-towers, known as the Towers
of Midas, which will immediately and forcefully 9
As the ship glides smoothly into the bay of the attempt to subdue them. He goes further in stating
island, you can see many features of the small that these weapons are powered by Dalia’s own
resort town that even from this distance convey a hand through an item known as the Grasp of the
sense of incredible artistry and beauty. The sand Pharaoh, a mythical magical item of phenomenal
of the nearby beach glitters with tiny flecks of power, which no visitor has been able to match on
gold, giving off a sparkling radiance in the warm the field of battle. For proof of this, he recommends
sunlight. The city itself curves with the grace of visiting The Trophy Case, a museum adjacent to
elven architecture, but is fashioned from valuable Dalia’s mansion, where the players can learn of the
metals and stone that remind you of the genius ancient empire of Amun-Hakkor, from which the
of dwarven craftsmen. Noteworthy are massive relic was unearthed. He also recommends visiting
towers, upon which are nestled golden eyes that the beachfront tavern, The Lap of Luxury, at which
seem to rotate with intention, observing all those the finest alcoholic drinks across seven worlds are
who move about the city with a watchful gaze. available for consumption. He finalizes his advice
Overlooking it all, nestled within a verdant jungle, with the stipulation that Dalia expects an audience
stands a mansion that serves as the residence of with them around dinner time, allowing the players
Dalia Concordat, almost inconspicuous next to the to explore the two tourist features present on the
splendor that lays before it. island before getting to work.
Before disembarking, the players are warned again As a note, if the players are still skeptical about
by Caravas that any attempt to attack Dalia and Dalia’s power and her security, Caravas offers a
her interests, as outlined in their contract, or any challenge, permitting the players to test out the
other kind of violation of the contract will result in security system as though they had triggered it (see
a violent response from the island’s security system. the optional encounter, “Should Violence Ensue”).
He will call off the golems and towers if the party Should Violence Ensue (Optional)
becomes petrified, or states that they yield. Though
expensive to replace, seeing how the players fare Encounter Level: Challenge 28
against the island’s security confirms that the Creatures: 4x Fortune Golems, then 12x Fortune
players are a worthy investment, and provokes no Golems
antipathy from Caravas or Dalia.
Summary
Caravas himself offers to personally guide them on a Any attempt at violence toward Dalia’s assets or
tour of notable locations, as well as providing them guests without her express permission, including
with a general legal code to follow. The code has theft, magical manipulation, or other malicious
extensive legal jargon for each of its sections, but a intent, immediately provokes a massive response
reasonable summary has been provided. However, from the city. At all times, the players are under the
should the players wish to proceed to Dalia’s watchful gaze of the Towers of Midas, shrouding
mansion immediately, they may do so. them with a rich golden light, even inside buildings
or underground. Unless the players are more than
When the players disembark, setting foot on the 1,000 ft. away from any part of the city, they are
isle, read them the following text: always in range of at least one Tower of Midas. In
addition, four Fortune Golems that regularly patrol
As you disembark The Prosperous Venture, you the streets will engage the players, focusing on those
immediately witness more wealth within your easiest to hit to petrify and subdue them.
first few minutes than you have seen in your
entire life. Every building is ornately decorated, Should the players fall in their battle, their statues are
10 every street corner brightly furnished. Magic taken to Dalia’s residence, where they are restored;
suffuses this place, as the residents and visitors she will now only do business with the players in
are able to afford conveniences that would make the presence of eight Fortune Golems guarding
even kings jealous. Animated illusions advertise her closely. Should the players defeat their initial
services and luxury goods from luminescent shops. opponents, they are instead confronted by Caravas
A troupe of dancing skeletons manipulated by with a reinforcement of 12 Fortune Golems and
some unseen wizard seeks to entice shoppers into demand the players stand down and accompany him
a concert hall to hear the latest series of requiems immediately. If in either case the players choose to
from a bardic quartet native to the Negative attack, an additional pair of Fortune Golems reinforce
Energy Plane. Without a doubt one could find combat every 2 rounds until the players flee or are
the finest pieces from across the planes here, or subdued. If the players agree to stand down, proceed
the most depraved substances from its darkest immediately to Act II if they provoked the response,
corners. Even more startling than the shops are the but if they chose to test their mettle at Caravas’
shoppers themselves. Clearly this place is a nexus invitation, continue with the adventure as usual.
of powerful activity. Particularly plentiful are
djinn, selling and buying large quantities of goods. This encounter’s initial phase is a test, whether the
However, every so often you catch the sight of players violate the law or agree to it voluntarily.
stray celestials, fiends, dragons and other powerful Dalia gains little from having the players killed, and
creatures, all kept in line by the city’s impressive has currently found her army of Fortune Golems to
defenses. be useless against the threat of Amun-Hakkor, so
she is content to let a few be destroyed to get a better
sense of her investment. That said, the second wave
of twelve Fortune Golems is a serious one.
FORTUNE GOLEM
Large Construct, Unaligned
TRAITS
Magic Resistance: A Fortune Golem has advantage on
saving throws against spells and other magical effects.
Deep Impact: Damage from a Fortune Golem bypasses
all resistance and immunity from non-Deific sources.
ACTIONS
Overhead Slam: Melee Weapon Attack +14 to hit, reach
10 ft., one target. Hit: 35 (7d8 + 8) bludgeoning damage
12 and the target must succeed on a DC 23 Constitution
saving throw or gain a level of exhaustion. Creatures
that would be slain by gaining their sixth level of
exhaustion from this attack are instead petrified (turned
to stone).
Molten Slag: Ranged Attack: +14 to hit, range 120 ft.,
one target. Hit: 22 (5d8) bludgeoning damage plus 22
(5d8) fire damage.
As the players peruse the museum, they come across amounts of radiant damage. Even more worryingly,
several statues of note. Each statue has a magical it can be observed that he is able to manipulate the
gem in front of it that, when touched, can replay power of the sun itself, creating miniature blazing
the moments of the creature’s defeat in a dazzling stars that he can command.
illusory display for all to see. In addition, a narration
is magically played when this occurs. Son of Azathoth
Nestled in the back of the museum is the form of a
Ironstavix the Blazing massive monstrosity of burnished gold. Terrifyingly
This golden statue of an ancient red dragon stands alien, it assaults the very concept of reality. There
as a centerpiece to the museum. A massive figure, are some things for which language is not equipped
his form is covered in an impressive set of ornately to describe. This is one of those things.
carved adamantine armor.
Descriptions
Descriptions Read the players the following text as they read the
Read the players the following text as they read the description displayed by the monstrosity:
description by the dragon’s statue:
“There was a rumor that Amun-Hakkor had
Famous for his insatiable greed, Ironstavix sought consorted with beings beyond the realm of sanity to
to take the wealth of Amun-Hakkor by force, acquire arcane power. If there is any truth to this
launching a massive invasion using thousands of rumor, it can be found here. Most learned scholars
minions. To his dismay, Amun-Hakkor’s arcane scoff at this notion, arguing that it couldn’t possibly
might proved too powerful, turning his minions be real and is instead an elaborate forgery.”
to gold before his very eyes. Desperate to recoup 13
his losses, he swept down from the sky to carry off As the narration ends and you view the creature it
what he could, only to become a statue himself. gives you the chills, and you can feel a slight pull
behind your eyes as you gaze at it. Turning away,
When the players watch the illusory recording, read you swear you can feel some presence, ever so
them the following: slight, brushing your mind.
A great dragon soars over a field of golden corpses, Players watching the illusion must succeed on a
amidst which stands the defiant Immortal Pharaoh. DC 25 Wisdom saving throw or gain 1 level of the
With a tumultuous roar, the beast descends towards Insanity 1Epic condition for the next 24 hours. Read
Amun-Hakkor with claws and teeth bared. A the following to creatures succeeding their saving
storm of radiant light streams from miniature throws:
novas of energy about the Pharaoh’s shoulders,
piercing the dragon again and again. The beast Amun-Hakkor appears facing off against the
crashes to the ground a few meters from its foe, and visceral form of the golden creature beside you,
Amun-Hakkor strides casually over. A touch from brought to life. Raising his arms high, the ground
the gauntleted hand, a final roar from the great around him coalesces into swarms of glass
dragon, and all that remains is a golden statue. warriors, which throw themselves against their
foe. Though they appear to shatter easily, their
A Religion or Survival check of DC 22 or higher numbers seem limitless, eventually bringing the
while viewing the illusory display can determine that beast to earth, where Hakkor transforms it to gold
Amun-Hakkor’s powers seem to deal considerable with a touch from his gauntlet.
1
“Insanity” is an Epic Condition that applies levels of effects similar to exhaustion. A creature with one level of Insanity that rolls a
natural one on an attack roll automatically hits itself with the attack instead.
Descriptions Descriptions
The following description is displayed by the arm: As the players arrive at the magnificent inn, read
them the following text:
At his peak, the might of Amun-Hakkor held sway
enough to cause the Thronelord himself pause. Positioned in a picturesque location on the edge of
the city, the bar opens onto the glittering golden
When the players watch the illusion, read them the sands of a beach that stretches for miles. Scattered
following: about the beach are lawn chairs, umbrellas and
resting areas for beings of all sizes and shapes.
The illusion plays, showing Amun-Hakkor Manning the bar stands the waist-high Murrin
facing off against what appears to be a human- Redscruff, a dwarf of excessively pleasant
like creature, though its details are blurred and disposition happily serving various practitioners.
unclear, as though viewed through static. Visibly Alenoth the Everflowing, a water elemental
angry, Amun-Hakkor lunges forward, golden magically altered to be composed of pure golden
gauntlet outstretched, and latches onto the figure’s ale, moves around him with exceptional grace,
arm--which transforms to gold with a colossal acquiring mixing ingredients and ice.
explosion, throwing Amun-Hakkor to the ground.
14 The sentience of Alenoth is a mystery unsolved, but
The mysterious figure tilts its head as if speaking his liquid is known to be excessively delicious to the
and vanishes, leaving Hakkor furious and injured. point of fame. He offers but 10 draughts of himself
The Pharaoh’s pain and rage manifests in a per day to interested customers.
tremendous burst of radiant energy as he glows
like the sun. What’s on Tap?
The Lap of Luxury has a colorful selection of drinks,
A successful DC 25 Arcana or History check and just as colorful patrons. It is not uncommon
determines the following: to find a Storm Giant and Empyrean engaged in a
drinking contest, or a Celestial tempted to its first
• The Thronelord is a magic user widely sip. The magical properties of the building allow
considered to be the greatest mage alive, anyone of Gargantuan size to be seated comfortably.
who can wield the Siege Arcana, a great There is something for everyone, so be sure to
tower in a far away land that can magnify accommodate your players’ potentially exotic tastes.
even Epic magic to world-shattering A basic menu is provided with some of the more
strength. noteworthy drinks. In addition, two persons of
interest stand out immediately to the players as they
• Amun-Hakkor can transform when gravely imbibe drinks and partake in merrymaking:
injured into another form, likely something
he holds back until his life is threatened. • Academy, a well known Diviner Archmage, and
• Bloopar, the Muck with a Mind.
Essence of Alenoth Famous throughout the planes for its taste, this beer is imbued with the
living essence of Alenoth, the multiverse’s only beer elemental. Alenoth
aids the drinker by manipulating his essence to suffuse one’s tastebuds.
Constitution save DC 26, or drinker is Charmed by every humanoid
creature they meet for 1 hour.
Price: 10,000 gp
Archon’s Tears Brewed from the waters of Styx, this magical ale is prized amongst those of
less wholesome tastes for its rarity and sharpness.
Constitution save DC 19, or target becomes evil for the next 24 hours, and
poisoned for 4 hours.
Price: 3,000 gp
Chronoblend Magically aged for 10,000 years over the course of a few days,
Chronoblend gives the finest culinary experience that is afforded by age
while temporarily restoring one’s youth for a period of one day. Popular
choice for those going to visit the House of Negotiable Affection.
Constitution save DC 21, or target becomes an infant. The creature
rapidly ages back to its original age over the next hour, during which it is
poisoned.
Price: 5,000 gp 15
Flamethirst Special A mixed drink invented by popular patron Archmagister King, this hard
liquor consists of three wines brewed in the Elemental Plane of Fire,
topped off with a single delayed blast fireball bead dipped in chocolate.
Constitution save DC 24 or all orifices erupt in flames, dealing the target
77 (22d6) fire damage, and stunning the affected target for 1 round.
Price: 4,000 gp
Ecto Elixer Brewed from the captured essence of ghosts and other incorporeal beings.
This beer is first pick amongst undead and other incorporeal beings, as they
are able to fully ingest it. Non-incorporeal beings find this beer excessively
bizarre.
Constitution save DC 22, or target gains incorporeal movement, allowing
them to move through creatures and objects as though they were difficult
terrain for 1 minute.
Price: 900 gp
Their details and valuable information are provided fools, and would undoubtedly demand a great price,
below, but feel free to include additional NPCs a bargain he knew would finance their fell schemes
of interest to your campaign and games. Keep in for centuries to come. His eyes full of sadness,
mind, the mood here is extremely light, as even the Amun-Hakkor told the young man there was
most drunk ogre is not fool enough to pick a fight nothing he could do, which sent the youth flying
and bring down the wrath of a Tower of Midas or into a rage. Accusing Amun-Hakkor of numerous
Fortune Golems. sins, including greed, ego, and malevolence, the
youth spat at his feet as a sign of disgust.
Academy, Archmage and Scholar
Reclined on a chair, sipping from his favorite drink Furious, Amun-Hakkor stood tall, having never
in a pair of boardshorts, lies the powerful Archmage, once been treated in such a manner. He pointed
Academy. He immediately stands out to the players his finger at the lad, and stated that if his people
as a Diviner of incredible power, with Epic abilities could not be grateful for all he provided, he would
and skills. He sits with an adult red dragon a few strip them bare, and return only when they
feet away, discussing the merits of scrying for learned humility. Turning to his council of mages,
the purposes of blackmailing leaders of powerful Amun-Hakkor used powerful magic to entomb
nations. If approached by the players, Academy himself within his Arcane Vaults for eternity, to
demands that at least one of them have his favorite awaken when all his subjects begged for his return
drink--a Flamethirst Special, available at the bar-- having learnt their lesson. His council begged
and wants their opinion of it once they have drank him not to do this, for there would always be a
it. If they are able to hold their liquor, Academy will few malcontents, but Amun-Hakkor would not
tell them he has heard of their mission, and offers be dissuaded. If he expected his subjects to learn
16 them this sage advice, the legend of Amun-Hakkor. the error of their ways, he was sorely mistaken.
As the empire fell to ruin around his tomb, the
Read the players the following: subjects blamed Amun-Hakkor for his selfish ego,
for without someone to wield the Grasp of the
Few empires of old are remembered so vividly as Pharaoh, the Golden Union lost the source of its
the Golden Union of Amun-Hakkor. From its lands wealth. While Amun-Hakkor’s empire is long
streamed endless rivers of gold, dominating and gone, the Pharaoh Conqueror still sleeps, ready to
uplifting all other civilizations through economic rebuild the Golden Union by raising it from the
power alone. Though many coveted the power and old world, atop the ruins of the new if need be.
wealth of Amun-Hakkor and his Golden Union,
none dared to take it for themselves, and many Academy refuses to aid the players in their task,
journeyed to his grand palace to seek his favor. and if they attempt to persuade him, will politely
Never did his people want, for Amun-Hakkor request to be left alone before turning back to his
provided every luxury and convenience as was conversation.
within his power to do so, and enjoyed the love
of his people. However, one day a young man Bloopar, the Muck with a Mind
journeyed to Amun-Hakkor and told him of his Resting in a large tub of what appears to be black
troubles. A young love of his had made a foolish sludge is Bloopar, the Muck with a Mind. A black
bargain with a Devil, and had her soul taken to pudding that somehow gained sentience, this
the burning hells. Tearfully pleading with Amun- peculiar being has fought against overwhelming
Hakkor, the young man begged him to bargain back stigma to find “unconventional” work: Bloopar
her soul with his great wealth, and restore her to contorts itself into dynamic and evocative shapes,
life. Amun-Hakkor knew that the Devils were no much to the delight of those watching. The ooze
is remarkably proficient at obtaining gossip, as it Caravas escorts through a set of obsidian doors to a room
finds many figures of prominence and wealth have furnished with fluffed couches and recliners, upon one of
loose tongues around things they think cannot hear which rests Dalia herself. She does not bother to even sit
them. Currently it is taking a well earned vacation, up, but gazes at you expectantly. After introducing you
but is happy to talk if players buy it a drink--having by name, Caravas takes a seat on a large purple chair
no taste buds, the ooze is not picky--and it has a next to Dalia while motioning for you to sit as well. Dalia
few interesting tidbits of information. Thankfully, herself is clad in a fine dress of an unknown material
nestled in Bloop’s form is a helm of telepathy, making that seems to produce its own light. A necklace of rubies,
conversation easy. sapphires and emeralds graces her, while numerous gold
trappings adorn her figure. She has taken great care to
• A contact down at the House of Negotiable not overburden herself, however, wearing just enough
Affection told it that a Grifter fled inside jewelry to imply her status without discomfort; the sole
three days ago, only to be caught by Dalia’s exception being the cumbersome, ornate golden gauntlet
forces as she attempted to escape the island on her left hand, its power unmistakable as you feel the
some time later. It is whispered that the air hum with energy.
Grifter had stolen an item from Dalia, which
is shocking because no one steals from Dalia. Dalia greets the players briefly, but won’t begin
No one knows that happened to the Grifter, negotiations until they are comfortably seated and
but it is assumed she is now a statue in refreshments have been served. She compliments
Dalia’s residence. the players on their skill and legend with loquacity,
and will happily request a story or two to enhance
• It is a known secret that while Dalia does the pleasantness of the evening. Give players a
indeed wield the Grasp of the Pharaoh, she has chance to size her up. Dalia is a shrewd woman 17
not unlocked its full potential, as much as with considerable moxy, trading clever quips and
she would like to pretend otherwise. humorous barbs. If the players don’t get to the point,
Caravas moves things along by clearing his throat,
at which point Dalia adopts a serious expression,
part two: a bargain gives Caravas an imperious eyebrow, and explains
well struck her problem, her voice suddenly business-like and
brusque.
When the players travel to Dalia’s mansion, read
them the following text: “Very well then, I have not invited you here for
pleasantries, so let’s discuss the matter at hand.
As you approach Dalia’s mansion, you are Beneath this mansion are the Arcane Vaults of
confronted by a lengthy flight of stairs fashioned Amun-Hakkor, from which I made my fortune
of chiseled marble. Flanking you on either side are and financed my investments. Within the vaults
flowering plants of outstanding beauty, many of is more than treasure, for Amun-Hakkor sleeps in
them extraplanar in origin. Darting between them, his golden Sarcophagus. Or so he did…”
you can see tiny sprite gardeners ensuring that
each petal is picturesque and resplendent. At the “I have seen him. Some foolish Grifter--” Dalia
top of the stairs near the entrance to the mansion grinds her teeth here as she speaks, “--hired by
stands Caravas. As you approach, he greets you and my enemies snuck into the vaults and opened the
motions you inside, leading you through several Sarcophagus, unleashing the bastard Pharaoh, who
rooms decorated with different works of art, each has been blasting his way through my security
themed after the worlds they were pulled from. ever since. The vaults have dozens of layers of
protection, but my Fortune Golems have thus far At this point, the players may balk at Dalia’s
been unable to slow him down. request, but she is quick to reassure them that
Amun-Hakkor has been dead for a long time and
“I suspect this is due to them being formed from is not at full strength. Dalia will also refuse to
the power of the Grasp of the Pharaoh.” Here she commit any additional “assets” to the fight against
gives a meaningful look at her gauntlet. “Amun- Amun-Hakkor. In addition, the players should be
Hakkor is the true master of the relic and as long reminded that they are contractually obligated to
as he lives, its power is muted considerably. do this expediently, so only allow them a short
rest before embarking to the House of Negotiable
When Amun-Hakkor gets out, he will be very Affection. Dalia will afford a few moments at this
cross with me to say the least. Fortunately, I’ve point for questions, but there are some important
recently acquired a set of contractually-obligated things to keep in mind.
bodyguards--that’s you, by the way--and my best
analysts have determined you will be a match for • Dalia avoids discussion of the powers
the Pharaoh Conqueror. If you need any more of the Grasp of the Pharaoh, with one
incentive, know that if Amun-Hakkor kills me and exception. A successful Persuasion or
acquires the Grasp of the Pharaoh, you will have Insight ability check against DC 24 reveals
no chance of defeating him, and his reappearance Dalia is mortally afraid of Amun-Hakkor,
will not be a healthy change for this world. as she has been storing her wealth within
the Arcane Vaults. This means that if she
Fortunately, Amun-Hakkor is currently in my flees, the Grasp of the Pharaoh will soon
vaults dismantling my security and no doubt turn her into gold permanently (see Grasp
18 helping himself to my treasures, and I am of the Pharaoh relic description for details).
nothing if not proactive. The aforementioned Dalia would rather die than lose control of
Grifter also stole both my, and Caravas’ keys to the item, so fleeing is not an option.
the Arcane Vaults. Both of these must be turned
simultaneously to gain access to the vaults, and • Dalia won’t describe Marcho or Grobulax
both are conveniently in the same place on my in any particular detail, simply stating
island. they are a celestial and a fiend who are an
endless public nuisance that she regrets
Within the House of Negotiable Affection in the having ever let onto the island.
city’s red light district. You’ll find two extremely
unpleasant individuals, each with a key. Grobulax • Dalia refuses to negotiate any further and
the Lascivious and Marcho of Mercy’s Light are if pressed with demands, Caravas steps in
these two fools, and I cannot act against them to handle the players, by force if necessary.
directly as their residence contracts protect them. From here, the players can journey
You must recover their keys as soon as possible. straight to the House of Negotiable
Affection, but only after being provided
The details of your contract allows me to look with masks to hide their identities, as is
the other way for a brief period of time so my customary in that area of the city.
security will not act against you within the House
of Negotiable Affection, so do whatever it takes.
Amun-Hakkor is likely destroying millions in
assets in his rage, so the collateral damage you
may cause is a trifling price by comparison.
The House of Negotiable Affection is, to put it Encounter Level: Epic Challenge 3
bluntly, where powerful beings go to hook up. Dalia Creatures: Grobulax the Lascivious (Balor, Epic
is masterful at business, recognized a demand and Affixes), 4x Consort of Grobulax (Succubus, Epic
found herself well-situated to create the supply. It Affixes)
is standard protocol when exploring the red light
district, in which the House of Negotiable Affection When the players enter Grobulax’s leisure suite,
is located, to wear masks providing magical read the following descriptive text:
precautions to hide one’s identity, as being spotted
here can detrimentally impact one’s reputation. As you enter this dimly lit room, you find
The House of Negotiable Affection is warded Grobulax sitting between four succubi consorts,
against even the most catastrophic damage, so if the who float around him massaging and oiling
numerous activities of the House become violent, his corpulent form while he relaxes in a hot tub
property damage is not a concern. At this point in filled with molten magma. When approached, he
the adventure, the players should have some urgency invites you to join him, signaling his consorts to
to get things done, but if you have creative ideas be as hospitable as possible, though with a sinister
for what else to put in the city’s red light district, air that suggests that nothing in this house of
or even the House of Negotiable Affection itself, depravity will be remotely pleasurable.
this is a good time. When the players enter the red
light district of the Isle of Paradise, read them the Summary
following text: Grobulax is a hedonistic demon who enjoys
comfort and swaggering about with his entourage. 19
As you approach the city’s red light district, you find His favorite target is Marcho, who he subjects to
yourselves surrounded by masked customers. You ceaseless discomfort by performing unsavory acts
have heard that kings, politicians, outsiders both good in the Celestial’s full view. While his preferences
and evil, and the occasional abomination are clientele are unusual, Grobulax is not uncivilized and has
of this sensual place. It is not difficult to understand good manners (for a demon). If asked about the
why, with every temptation well-represented and key, Grobulax refuses to hand it over unless the
easily accessible under the cloak of anonymity. following conditions are met:
Towering above it all stands the House of Negotiable
Affection, a palace where the dreams of all beings can • Marcho is evicted from the premises and
become reality. Legends about pairings between angels never allowed to return. Grobulax must
and devils, or trysts between chromatic and metallic also be present when Marcho is evicted so
dragons, are legendary around these parts, adding to he can properly humiliate the Celestial. A
the mystery and excitement. successful Persuasion ability check followed
by a successful Deception ability check, both
At the door, you are greeted by handsome fey against a DC of 26, will convince Grobulax
attendants, who make up the majority of the staff. that he doesn’t need to be present for the
The inside is dimly lit, and the smell of incense and eviction.
perfume quickly overwhelms your senses. Upon
querying the staff about the location of those you • A permanent penthouse suite at the House of
seek, they offer to escort you to either of them without Negotiable Affection. This can be arranged
delay, as they are both well known figures here who by Dalia without much difficulty.
choose not to wear masks.
Of course, combat is also an option. Grobulax is a tall ceiling. The molten hot tub Grobulax sits in
powerful demon, but a party of Epic heroes should magically follows him, moving around the floor of
be able to handle him without too much trouble. If the room to remain underneath him at all times,
the players kill Grobulax, they can acquire the key even if he takes flight. Grobulax begins combat in
from his corpse. the center of the room.
CONSORT OF GROBULAX
Medium Fiend (Shapechanger), Neutral Evil
forced to. If Marcho reconsiders, it lays out the allies away from each other, then keep them
following conditions before it hands over the key: separated with its Legendary Actions. Be sure
to use Marcho’s single Epic spell on the most
• Grobulax must be slain. Marcho’s troublesome foe, which will highlight to the
annoyance at Grobulax cannot be players just how powerful Marcho really is.
overstated, and the celestial constantly
mutters to itself about its distaste for Marcho will quickly smite any foe at low hit points,
Grobulax’s hedonistic ways. Marcho will as it knows this will not kill them as per his Vow
settle for nothing less than the fiend’s of Mercy feature. Marcho has a retaliatory style,
death. preferring to target those who have injured it most
recently.
• The House of Negotiable Affection
must be closed down within a period of Lair Actions
5 years, and converted into a religious On initiative count 20 (losing initiative ties),
retreat for those who seek peace and Marcho takes a lair action to cause one of the
tranquility. (This may be a tough sell, following effects; Marcho can’t use the same effect
and Marcho’s sin-sensing abilities will two rounds in a row.
clue it into whether or not the players
have lied. Dalia will agree to this for a fee Halo of Peace: Marcho creates a magical halo that
of 200,000 gold pieces, roughly half the occupies a 10 ft. square within 120 feet. Any enemies
player’s gold reward for defeating Amun- within this space are destabilized2. When a creature
Hakkor. Naturally, Caravas will draw voluntarily leaves the halo, it takes 83 (15d10)
22 up a foolproof contract, which appears radiant damage, and the creature is destabilized2
to satisfy the Celestial’s request, while until the end of its next turn. The halo lasts until
maintaining Dalia’s interests). a new Halo of Peace is created, or Marcho is slain.
If the players attack Marcho, it will defend itself. Halo of Temperance: Marcho creates a divine
As with Grobulax, players who slay Marcho can halo that occupies a 10 ft. square within 120 ft. If a
recover the key. creature other than Marcho starts its turn within
the Halo of Temperance, it gains Epic disadvantage
Terrain on its attacks, saving throws, and ability checks
Marcho’s residence is humble and barren but very until the end of its next turn. When a creature
spacious. To utilize its abilities effectively, Marcho voluntarily leaves the halo, it takes 83 (15d10)
needs a lot of space, so its room is 50 ft. by 50 ft., lightning damage. This effect lasts until a new
with a 50 ft. ceiling. Halo of Temperance is made or Marcho is slain.
2
Destabilized is an Epic Condition that causes a creature to enter a state of flux. While Destabilized, if the affected creature would
deal damage on their turn, they instead deal no damage.
Armor Class 25
Hit Points 922 (57d10 + 399) Righteous Spellcasting: Marcho’s spellcasting ability is
Speed 40 ft., fly 120 ft. Charisma (spell save DC 25). It can innately cast the following
spells and Epic spells, requiring no material components:
STR DEX CON INT WIS CHA • At Will: resurrection, lightning bolt (as a 9th level
12 (+1) 23 (+6) 30 (+10) 19 (+4) 24 (+7) 30 (+10) spell that deals radiant damage instead of lightning
Saving Throws: Str +7, Dex +12, Con +16, Wis +13, Cha damage)
+16 • 3/day: sunburst
Skills: Arcana + 10, Insight + 13, Perception + 13, Persuasion • 1/day: determinism (as a Tier 2 Epic spell)
+16,
REACTIONS
Damage Resistances: bludgeoning, necrotic; piercing
damage from non-magical weapons Feather-Light: Unburdened by any sin, Marcho is almost
Damage Immunities: lightning, radiant completely weightless, causing it to move when attacked. As a
Condition Immunities: charmed, petrified, stunned reaction when it takes damage, Marcho may choose to move
Epic Condition Immunities: insanity up to 30 ft. in a direction of his choice.
Senses: truesight 300 ft., passive Perception 25
Languages: Celestial, telepathy within 1 mile LEGENDARY ACTIONS
Possessions: The left vault key
Marcho can take three Legendary Actions, choosing from the
options below. Only one Legendary Action can be used at a
TRAITS time and only at the end of another creature’s turn. Marcho
Stench of Sin: When Marcho spends 1 minute in the regains spent Legendary Actions at the start of its turn.
company of an individual, it learns of every evil act the Radiant magic: Marcho casts a non-Epic spell.
creature has ever committed. Restoring Light: Marcho removes conditions and status
Legendary Resistance (3/day): If Marcho fails a saving effects upon itself as though it had cast greater restoration.
throw, it can choose to succeed instead. This is a non-magical effect that Marcho can use even while 23
Vow of Mercy: If Marcho reduces a target to zero hit points, incapacitated or unconscious.
that target is reduced to one hit point instead. In addition, Crisis of Conscience: Marcho forces a target to realize the
when this occurs the creature’s alignment changes to lawful evil it is inflicting by harming a creature so good and pure. A
good and becomes permanently Charmed by Marcho for as target within 60 ft. must succeed on a DC 25 Charisma saving
long as Marcho lives. Only Epic or Deific power can end this throw or take 44 (8d10) psychic damage. A successful save
effect. halves the damage.
turn them, causing a massive grinding of metal and mechanics. As with any Mythic monster, the players
stone as the great door churns open. The vault is lit will find themselves tested in a host of ways, with
with blazing light, as the imposing figure of Amun- victory hanging in the balance even under the best
Hakkor stands in the center of the empty room, of circumstances. This encounter is intended to be
straight-backed and proud. His gaze falls upon the very difficult, and should be dramatic, devastating
terrified form of Dalia and he speaks in a booming and exciting. A party who works together, analyzes
voice of authority. Amun-Hakkor’s strategies, and comes to each
other’s aid will have the best chance of defeating the
“You have taken what was not yours, weakling, Immortal Pharaoh.
and have earned my wrath. My power is not yours
to command. Your fate is sealed, but I may spare Terrain
your slaves as my own.” The Arcane Vaults are meant to store treasure,
so the main entrance is not particularly elaborate,
The magic within the Grasp of the Pharaoh heeds especially when empty. Bright torches illuminate
its master and turns Dalia to solid gold, as combat the walls, and the floor is smooth polished stone,
begins. In the first round, Caravas seizes her petrified creating a square space 150 ft. on a side with a 50 ft.
form and teleports away from combat. If the players ceiling, allowing for limited flight. There are doors
get to the Grasp of the Pharaoh first, Caravas won’t on the sides of the vault walls that lead deeper into
argue and will always choose to save his own skin the facility, which you can use if you’d like to add
rather than risk a battle of these proportions. additional area to the battle map. Otherwise keep
them sealed off by great mounds of treasure on the
The players have a few options: they can choose other side, preventing their access. Finally, the main
24 to let Caravas leave with Dalia and the relic, or try entrance is 20 ft. wide, but is quick to seal itself after
to keep the Grasp of the Pharaoh for themselves and 1 round of combat. The vaults are magically warded
use it against Amun-Hakkor. While the players against outside intrusion, and will not permit any
will not have time to attune themselves to the Epic non-Epic teleportation or magical travel into or out
Relic’s full power, it remains a powerful asset. If the of the room. Inside the room, however, such effects
players allow Amun-Hakkor to take back what is function normally.
his, attempting to fight him will be an unmitigated
disaster, but he will not be unbeatable. Amun- Tactics
Hakkor is no longer attuned to the Relic, though the Appendix A contains the game statistics and tactics
power of the item will still make him considerably for Amun-Hakkor.
more dangerous than he already is. Only those who
immediately surrender to Amun-Hakkor are spared, The Aftermath
as at this point the Pharaoh has no patience for
resistance and will slaughter everything, including Following the defeat of Amun-Hakkor is an
those who speak in protest or try to negotiate. immediate and intense explosion that devastates
Dalia’s mansion and the surrounding landscape as
Rise of an Empire the Pharaoh’s body releases its remaining arcane
energy. If Dalia’s petrified form survived the
Encounter Level: Mythic Challenge 4 encounter, she will arrange for the player’s rewards
Creatures: Amun-Hakkor to be brought to them by Caravas within 24 hours.
Dalia herself will no longer deal with the players
Summary directly under any circumstances, fearing their
Amun-Hakkor is a Mythic monster, granting him a power and any potential reprisal she may face for her
panoply of abilities, multiple phases, and complicated various financial contracts. Nevertheless, her hold
upon the Isle of Paradise is diminished significantly you can certainly choose to have the artifact turn
due to her dramatically decreased finances and on her and come into the players’ possession. You
public embarrassment. As it stands, Dalia has barely can also choose to have Dalia be an ongoing enemy
enough resources to prevent the Grasp of the Pharaoh or reluctant ally, whose finances and influence can
from permanently petrifying her, but if you wish be used in a variety of creative and nefarious ways.
Properties: While unattuned, the Grasp of the Attunement: In order to attune to Grasp of the
Pharaoh possesses the following properties: Pharaoh, you must complete herculean feats of
greed, amassing over 1 billion gold pieces within
• When you deal damage to an enemy, if that your personal storage space. If this amount ever
enemy would resist or be immune to the goes below 1 billion, you become unattuned.
damage, it is instead treated as though it has When wielded by a creature attuned to the
no resistances or immunities. Grasp of the Pharaoh the Relic possesses the
• When you deal damage to a non-Epic following properties instead of those listed when
enemy, that creature is turned to gold. It the wielder is unattuned. 25
becomes petrified until the end of its next
turn. • When you deal damage to an enemy with a
• You may create up to 10,000 gold pieces melee weapon attack, it must succeed on a
each day by touching 500 pounds of some DC 26 Constitution saving throw or become
mundane or worthless material (such as petrified--turned to gold. Non-Epic creatures
stone or wood). are not afforded a saving throw. A creature
• If someone steals from you, they are targeted can only be affected by this ability once per
by a flesh to stone spell (Spell Save DC 24) round.
once per day at the end of each long rest they • Creatures damaged by you are treated as
take until the item(s) is returned. Creatures vulnerable to your damage.
transformed in this fashion are turned to • You become immune to the petrified
gold instead of stone. condition.
• You can cast the Epic spell kinetic control • You can create up to 1 million gold pieces
once per day. Your spellcasting ability each day by touching a huge amount of
modifier (if you do not have one) is material, such as a building, pond, or similarly
intelligence for casting this spell. large non-magical object.
• You must store half of all your income in a • You can cast the Epic spell kinetic control
vault, bank, or some secure location within three times per day. Your spellcasting ability
7 days of acquiring it, which you cannot is Intelligence (if you do not have one) when
remove or spend for any reason. If you fail casting this spell.
to do this, you are permanently turned to • You must store all of your income in a vault,
gold, beyond the help of all but the gods. bank, or some secure location within 1 day of
acquiring it, which you cannot move or spend
for any reason. If you fail to do this, you are
permanently turned to gold.
Appendix A:
Amun-Hakkor
Description glory rise in their place. Those creatures who survive
the catastrophic transformation are given a choice:
“What you see before you is a living legend, returning to supplicate or die.
bring these lands to order!”
Imperial Title: Those who stand in Amun-Hakkor’s
This partially mummified figure has a regal, imposing domain find themselves unable to speak his name,
posture that implies an unquestionable degree of only able to refer to him as Father of Wealth, Lord of
authority. Beneath his wrappings you see partially Sun and Water.
26 withered flesh, but as he moves you can see it carries
enormous weight and strength. Clad in ancient Tactics
pharaonic attire that has not tarnished with the ages, As with all Mythic monsters, Amun-Hakkor is
the undead creature points a flaming spear in your complicated, with abilities designed to synergize and
direction, and the trace of a smile appears on his face. combine for brutal effects, as well as other abilities
themed around his authority and thirst for dominance.
Background His description is divided into two sections, one per
phase. These tactics will detail the suggested strategies
The Legend of Amun-Hakkor is detailed on page 16 to use when running a standard encounter, though you
during part 2 of the adventure. are certainly encouraged to add additional obstacles,
hazards, and even other monsters as you see fit.
Regional Effects
Amun-Hakkor is a natural leader and conqueror, Personality
using his magic to affect the land and people around Amun-Hakkor has been in the world for a long time,
him, creating the following effects. so he is no fool. That said, he is supremely confident
even without the Grasp of the Pharaoh, engaging
Rise of an Empire: When Amun-Hakkor walks enemies in full force. Amun-Hakkor prefers to attack
the material plane, he calls the ruins of the Golden enemies who deal him the greatest injury, even if
Union to return to their former glory. If Amun- they are well-protected. However, most grievous are
Hakkor is awakened, every thirty days he may choose those who attempt to manipulate or charm him, as
to devastate the area around him as he rebuilds his the pharaoh sees this as extreme arrogance. Amun-
empire. The land within 10 miles of Amun-Hakkor Hakkor particularly likes setting enemies up for
quakes and trembles, destroying the structures and overwhelming attacks, hoping to down foes in a quick
terrain in the area as monuments to Amun-Hakkor’s flurry of strikes rather than divide up his resources.
Actions
MYTHIC ACTIONS
Glass Strike: Melee Weapon Attack: +16 to hit, reach 10
On initiative count 20 (losing initiative ties), Amun-Hakkor ft., one target. Hit: 21 (6d6) slashing damage.
takes the following Mythic Action.
Raise Legion: Amun-Hakkor calls forth his armies to deal
with any who oppose him. Four Glass Sentinels appear in four
distinct locations of Amun-Hakkor’s choice within 120 ft.
3
“Ignited” is an Epic Condition, that causes an affected creature at the start of its turn to take fire damage equal to its hit dice
maximum. Ex: a creature with 12d6 hit points would take 12 fire damage at the start of its turn.
Armor Class 26
Hit Points 867 (102d8 + 408) MYTHIC ACTIONS
Speed 30 ft., fly 30 ft. On initiative count 20 (losing initiative ties), Amun-Hakkor
takes the following Mythic Action.
STR DEX CON INT WIS CHA
Invoke the Light: Creatures within 500 ft. of Amun-
24 (+7) 20 (+5) 20 (+5) 24 (+7) 16 (+3) 22 (+6)
Hakkor take 6 (1d10) arcane damage for each Arcane Sun
Saving Throws: Str +16, Dex +14, Con +14, Int +16, that exists. Amun-Hakkor then summons five Arcane Suns
Wis +12, Cha +15 in five distinct spaces within 120 ft. of him.
Condition Immunities: charmed, paralyzed, petrified,
poisoned, restrained, unconscious Arcane Sun: An Arcane Sun is a magical
Epic Condition Immunities: ignited manifestation of Amun-Hakkor’s radiant power, each
Damage Immunities: poison of which occupies a 10x10 space. Arcane Suns cannot be
Damage Resistances: cold, fire, radiant, necrotic dispelled or destroyed except through Amun-Hakkor’s
Senses: truesight 120 ft. , passive Perception 24 use of their power, and otherwise last until Amun-
Skills: Arcana +16, History +16, Perception +12, Hakkor is slain. They can exist in the same space as
Intimidation +15 another creature. Creatures starting their turn in the
Languages: Common, telepathy 120 ft. same space as an Arcane Sun or enter a space containing
Challenge: Mythic 4 an Arcane Sun take 35 (10d6) arcane damage.
TRAITS
Lord of Sun and Water: Enemies that take arcane LEGENDARY ACTIONS
or radiant damage from Amun-Hakkor that would be Amun-Hakkor can take four Legendary Actions, choosing
immune are treated as resistant instead. from the options below. Only one Legendary Action
Mythic Resistance: Once per round, if Amun-Hakkor option can be used at a time, and only at the end of another
fails a saving throw, he can choose to succeed instead. creature’s turn. Amun-Hakkor regains spent Legendary 29
The Emperor Returns: At the start of this phase, Actions at the start of his turn
Amun-Hakkor is now reborn in radiant energy, gaining Heart of Flame: Amun-Hakkor moves an Arcane Sun up to
new abilities and statistics. Amun-Hakkor ends all hostile 60 ft. in a straight line. If the Arcane Sun ends in a creature’s
spell effects, conditions, and Epic conditions that were space, the Arcane Sun is destroyed and the creature must
affecting him when he reached zero hit points. Any active succeed on a DC 24 Constitution saving throw or become
Glass Sentinels are destroyed, and instead are replaced ignited. At the end of each of the affected creature’s
by Arcane Suns (see sidebar). If Amun-Hakkor is slain in subsequent turns, it may attempt this saving throw again,
this form, his body explodes, dealing 275 (50d10) arcane ending the ignited condition on a success.
damage to any within 500 ft. Supernova: Amun-Hakkor causes an Arcane Sun to
Radiant Magic: Amun-Hakkor’s spellcasting ability explode in a massive detonation of cosmic power. All
is Intelligence (spell save DC 24). Amun-Hakkor can enemies within 30 ft. of the destroyed Arcane Sun must
innately cast the following spells, requiring no material attempt a DC 24 Dexterity saving throw, taking 28 (5d10)
components. arcane damage on a failure, or half that on a success. Each
Epic Spells: affected creature is targeted by dispel magic (7th level spell,
1/day - antimagic ray (Tier 2) +7 spellcasting ability). Creatures previously affected by
2/day - upheaval (Tier 2) spells that are dispelled by this ability suffer an additional 28
(5d10) arcane damage.
ACTIONS Black Hole (Costs two actions): Amun-Hakkor converts
an active Arcane Sun into a black hole (destroying the
Sun Lance: Amun-Hakkor projects a mighty 120 ft. line
Arcane Sun in the process), which draws all enemies within
of radiant energy from his palm. Each creature in that
30 ft. of the targeted sun into its singularity. Affected targets
line must make a DC 24 Dexterity saving throw, taking
may attempt a DC 24 Strength saving throw to resist this
62 (10d10 + 7) radiant damage on a failed save, or half as
pull (multiple targets can share this space); on failure, they
much on a success.
are compressed into the space, and become restrained until
the end of their next turn.
Treasure
Celtchar
Weapon (Spear), Legendary (requires attunement)
Death Throes
Appendix B:
Epic Affixes
Mighty though they may be, even balors like Antimagic: Creatures with the antimagic affix are
Grobulax and his succubi consorts are paltry foes extremely resilient to spells and other magic. Epic
compared to Epic characters. The monsters in spellcasters often have magic that can destroy non-
Grobulax’s encounter, as well as the devil lawyer, Epic creatures in a single shot, or clear whole armies
Caravas, include powerful buffs called Epic Affixes, of enemies with a gesture. This affix helps ensure
which are easily-applied tools for designing Epic spellcasters cannot solve any problem with a single
encounters that help keep non-Epic creatures spell. In this case, Caravas’ divine blessings shield
relevant and threatening in a world full of Epic him from even Epic magic. A creature with the
32 adversaries. The following Epic Affixes are used antimagic affix gains the following:
to make Caravas a character of significance worth • Antimagic I The creature gains
respecting, and empower Grobulax the Lascivious advantage on saving throws against non-
and his succubi to threaten the health of even robust Epic spells and other magical effects.
Epic player characters. • Antimagic II The creature gains
advantage on saving throws against non-
Tenacity Affixes Epic and Epic spells and magical effects.
• Antimagic III The creature is not affected
Tenacity affixes are designed to draw out an by non-Epic spells unless it wishes to be.
encounter’s length by granting resistances, Additionally, the creature gains advantage
immunities, damage reductions, and the ability to on saving throws against Epic spells and
spawn allies. Most classic monsters, even mighty magical effects.
dragons, will quickly fall to Epic characters in a
round or two without at least one of these affixes. Fortification: Fortified creatures have exceptionally
improved armor. Whether they are outfitted with
powerful armaments, or have developed shockingly
thick hides, fortified creatures present a challenging
target for many martial characters. A creature with
Fortification has their armor class increased by the
following amount:
• Fortification I +4 AC
• Fortification II +6 AC
• Fortification III +8 AC
Hearty: Hearty creatures are imbued with bonus Resilience: Creatures with resilience have
hit points, granting them bonus staying power on improved saving throws, a trait gained by excessive
the battlefield. Grobulax, for example, possesses a exposure to powerful magic. Creatures with
Hearty III affix, for 600 extra hit points. A creature resilience are strong against spellcasters, as their
with the Hearty affix has its hit points increased by universally-improved saves are effective against a
the following amount: huge variety of magic. Grobulax possess Resilience
• Hearty I +200 hit points I to slightly improve his already-strong saves.
• Hearty II +400 hit points Resilience improves a creature’s saving throws by
• Hearty III +600 hit points the following degrees:
• Resilience I +3 bonus to saving throws
Invulnerability: Invulnerable monsters have • Resilience II +5 bonus to saving throws
bodies or armor that refuse to yield even against • Resilience III +7 bonus to saving throws
overwhelming force. Perhaps a blessing from a dark
god, or a dip in a pool of living metal has given your
monster a bulwark of impenetrable defenses. In Brutality Affixes
the case of Caravas, he has divine blessings that he
received through potent blackmail to protect him.
A creature with invulnerability gains the following, Brutality affixes ensure that foes an Epic party faces
applying after resistances and other damage can deal threatening damage, requiring caution,
reductions: healing, and tactical decisions to prevent serious
• Invulnerability I The creature takes injury. Classic monsters can certainly hit hard, but
25% less damage may be missing the necessary attack bonus, damage
• Invulnerability II The creature takes type, or abilities to threaten players. 33
50% less damage
• Invulnerability III The creature takes Impact: The Impact affix increases damage on the
75% less damage basic attacks and spells of a creature, so that even the
most simple of attacks can be a cause for concern. A
Primal Core: A creature that contains one or more creature with Impact deals additional damage when
Primal Cores gains extraordinary immunity to they make an attack or cast a spell that does damage.
certain types of energy damage. Monsters with the If you wish, you can make this damage a new type
Primal Core affix gain immunity to single damage thematically relevant to other changes you have
of the following: Acid, cold, fire, force, lightning, made to your monster. A creature with the impact
necrotic, poison, radiant, or thunder. The succubi affix gains the following:
in this adventure have leached magical energy from • Impact I: Attacks and spells deal an
Grobulax’s hot tub to gain a Primal Core of fire. A additional 1d6 damage
creature with Primal Core gains the following: • Impact II: Attacks and spells deal an
• Primal Core I Immunity to chosen additional 3d6 damage
damage type • Impact III: Attacks and spells deal an
• Primal Core II When a creature is additional 5d6 damage
subjected to damage from the chosen damage
type, it takes no damage and heals that much
instead.
Infectious: A creature with the Infectious affix Alacrity: Creatures with the Alacrity affix take
has its natural or magical ability enhanced to be bonus actions they previously could not. One of
particularly poignant, difficult to resist by even their previous abilities that required an action
Epic characters. With their multitude of saving to use, now requires a bonus action instead. For
throw proficiencies and high stats, player characters example, the succubi in Grobulax’s encounter can
often render traditional monsters’ effects non- Charm as a bonus action to allow for a Draining
threatening. When given this affix, choose an Kiss on the same round. The strength of this affix
ability, spellcasting, or spell-like ability a creature varies dramatically depending on which ability you
possesses that requires a saving throw. In this improve, though as a general rule you should aspire
adventure, the Succubi’s Draining Kiss and Charm to make the bonus action an ability significant
effects are dramatically improved. A creature with enough to cause the players to take notice. Creatures
the Infectious affix gains the following: with the Alacrity affix gain the following:
• Infectious I: Save DC increases by 4 • Alacrity: The creature may instead use a
• Infectious II: Save DC increases by 6 bonus action to take an action (determined
• Infectious III: Save DC increases by 8 in its stat block).
Keen: A creature with the keen affix is more likely Loquacious: A creature with the loquacious
to score vicious blows against a target when it hits. affix is a master of social situations. Difficult to
These creatures have their chance to critically hit on deceive, outwit, or negotiate with, some creatures
attacks modified to the following: have achieved Epic levels of mastery in the art of
• Keen I Critical range 19-20 conversation. In this adventure, Caravas has the
• Keen II Critical range 18-20 Loquacious affix to position himself as both an
34 • Keen III Critical range 17-20 effective lawyer and negotiator, despite the fact that
he is a non-Epic creature himself. Creatures with
Precision: It is all too likely that many monsters the Loquacious affix gain the following:
will need an improved attack bonus in order to • Loquacious I: +5 to deception,
have a prayer of striking Epic opponents. The intimidation, and persuasion
Precision affix alleviates this problem, dramatically • Loquacious II: +10 to deception,
improving a creature’s attack bonus. The creature’s intimidation, and persuasion
attack bonus improves according to the following: • Loquacious III: +15 to deception,
• Precision I +5 to hit on attack rolls intimidation, and persuasion
• Precision II +9 to hit on attack rolls
• Precision III +13 to hit on attack rolls Paragon: Even with Epic affixes, creatures can
still be shockingly vulnerable to the power of Epic
characters. The most extreme powers will slay non-
Utility Affixes Epic foes outright, without a saving throw. To
avoid this, creatures with the Paragon affix gain the
Utility affixes help fill the gaps between Brutality following properties:
and Tenacity affixes. While some may still improve • Paragon I: The creature is treated as an
a creature’s attacks and defenses, the main focus is to Epic creature.
give a creature more tactical abilities to increase its
movement, support skills, and general frustration
level for Epic characters. Forcing an Epic character
to consider their next move is the primary strategy
behind powerful monsters with Utility affixes.