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Doomed Forgotten Realms Fall of Vecna Quill and Cauldron PDF - Compressed 1 52
Doomed Forgotten Realms Fall of Vecna Quill and Cauldron PDF - Compressed 1 52
FOREWORD
Marc Altfuldisch Christian Zeuch A Haus Divided 30
Sword Coast
The Hunt is Afoot.............................................................. 106
Project Manager Endless Road Traversing the Mists ........................................................... 30 A Liar's Word ...................................................................... 106
Scott McClintock Ahghairon’s Hellscape A Doomed Domain ................................................................31
Layout, Graphic Design, and
Neverwinter Wood
Darkon ................................................................................... 32 Chapter 12
Product Engineering Elven Tower Cartography Rivalis ..................................................................................... 32 Here Be Dragons 108
Luskan
Marc Altfuldisch Waterdeep The Hidden Trail .................................................................. 36 Leilon ................................................................................... 108
Art Director John Gilliam Richten Haus ........................................................................ 36 Castle Naerytar ................................................................. 108
Marc Altfuldisch Skullport Nana's Concoction ............................................................. 45 Neverwinter Wood ............................................................ 109
Cover Illustrator all of Vecna concludes our The Great Escape ..................................................................111
Raluca Marinescu (Vecna) Doomed Forgotten Realms
adventure
Chapter 3 Draconian Accolades ........................................................ 112
Marc Altfuldisch (Backdrop) Float like a Castle, Sting like an Imp 46
path. Just like any endeavor, this Castle Avernus ..................................................................... 46 Chapter 13
project required a well rounded An Impish Guide .................................................................... 51 Fatal Attraction 113
group of high level comrades. I Phandalin............................................................................. 113
Chapter 4 A Bloody Apprenticeship ................................................... 119
am grateful to the amazing Matthew Whitby who has With Friends Like These 52
been with the project since day one, and single-hand- Tovag ...................................................................................... 52 Chapter 14
edly put together the Gazetteer to end all gazetteers The Shepherd and His Flock .............................................. 53 The War for Waterdeep 121
Tor Gorak .............................................................................. 54 The War Council ................................................................. 121
(If you haven’t checked it out already, please do). I am
The Clash............................................................................... 54 Waterdeep .............................................................................122
grateful to the fantastic Kathleen Harrington who Skullport .............................................................................122
Meeting the Darklord ........................................................ 59
went well above and beyond her role as an editor Battle Against the Skulls .................................................130
to contribute some brilliant content to our earlier Chapter 5 Departing Skullport ..........................................................130
Carnage at the Carnival 60 Tower of Ahghairon .......................................................... 131
volumes. I am most grateful for getting to work on
The Carnival..........................................................................60 A Cataclysmic Promise ........................................................142
this with my real life best friends Buck Wev and Thoroughfare ......................................................................60
Billy Middleton – as well as the supremely talented Big Top ................................................................................... 61 Chapter 15
Marc Altfuldisch, a new friend in the making. And, of Egress ..................................................................................... 63 The Rise or Fall of Vecna 143
course, I am monumentally grateful to you for giving Castle Waterdeep ................................................................143
Chapter 6 Dungeons of Castle Waterdeep .......................................144
this adventure a chance. Hit the Road and Hit the Head 64 Divine Release ...................................................................... 147
For anyone out there thinking of trying to bring A Horse of a Different Color ........................................... 64 Denouement ......................................................................... 147
their own ideas to life on the DMsGuild I would Bring it all to a Head ......................................................... 64 The Fall of Vecna ................................................................148
strongly encourage you to take the plunge! It is hard Shadowfell Encounters on the Misty Road ..................66 Concluding the Adventure ..............................................148
work, but also worth it. If you have questions along Chapter 7
the way, please don’t hesitate to reach out to me. And, Plow the Cursed Sands 68 Appendix A Secrets of the Whispered One 150
once you complete and publish your first product let Mummy Wing ......................................................................... 70
ON THE COVER me know – I’d love to return the favor and provide Scarab Wing .......................................................................... 73 Appendix B Monsters and NPCs 159
In this illustration by Raluca Marinescu & Marc
Serpent Wing ........................................................................ 77
Altfuldisch, Vecna’s apotheosis is almost complete.
some support! Temple Wing ..........................................................................80 Appendix C Handouts 215
— Scott McClintock Black Obelisk ........................................................................ 85
Appendix D Magic Items 229
Chapter 8
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries. A Skeleton in the Closet 87 Appendix E Vehicles 235
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Palace of Vecna ....................................................................88
Masters Guild. All other original material in this work is copyright 2022 by Quill & Cauldron and is published under the Community Content Agreement for Dungeon Masters Guild.
The artwork contained herein may not be used for any other works without the owner’s express written permission. Cut and Run .......................................................................... 91 Appendix F Bridging from other Adventures 240
5
INTRODUCTION a device called the Soulmonger, designed to devour
the soul of any humanoid that dies anywhere on Toril.
Few knew that the Soulmonger’s purpose was to feed
Doomed Forgotten Realms
a gestating atropal, the ghastly, unfinished creation
Welcome to a dark chapter in the history of the
ord Vecna has been known by many of a long-forgotten evil god. Fewer still knew that this
Forgotten Realms. A chapter in which your players
names—The Maimed Lord, The atropal was to serve as a corporeal vessel for the
are destined to play a starring role. Through their
Whispered One, The Maker of godly essence of Vecna.
actions, the Realms will find salvation. Or doom.
All That is Secret. He was a great It was agents of Vecna who corrupted the transla-
wizard, perhaps the greatest of all The Doomed Forgotten Realms imagines a world where
tion of Sammaster’s holy prophecies. This, in turn,
time, tutored by the serpentine embodiment of magic all the various catastrophes threatened in a Wizards
inspired the Cult of the Dragon’s Red Wyrmspeaker,
itself. He was a supreme archlich of inestimable of the Coast hardcover adventure have come to pass.
Severin, to summon forth Tiamat from her lair upon
power, rumored to have stolen the secret of undeath It is an acknowledgment that for every successfully
the Nine Hells. The Thayan illusionist and secret
from the demon lord Orcus. He was an emperor, completed campaign, likely a dozen more have fizzled
Vecnan disciple, Rath Modar, worked with Severin to
worshiped as a god. Then, through force of will, he out or failed. This adventure serves as a tribute
bring this mad plan to fruition.
became a god. to these failed campaigns. As described in Rise of
He was betrayed and slain by his closest lieutenant. And so the Soulmonger fed. Tiamat, “Nations and kingdoms shatter, civilization
He was imprisoned in the distant domains of collapses into bloody war, and chaos reigns
To one such as Vecna, even the grandest plan is but
Ravenloft. None of this stopped him. supreme... Such dark times need not mean the
the seed of an even grander plan. As part of Tiamat’s
end of your campaign, however... The new goal is
summoning, a great treasure trove, one fit for the
Nothing can stop Vecna. to bring peace to the world once more.”
Queen of Dragons, was gathered in tribute. Vecnan The Archlich Himself
Vecna is more than power. He is knowledge incar- agents, posing as cultists of the dragon, stole relics of In the Doomed Forgotten Realms, the never-ending is the grand architect of
parade of apocalypses that have wracked the Sword the Doomed Forgotten Realms
nate. He hoards secrets like Tiamat hoards treasure. incredible power, including some of Netherese origin,
Vecna’s core belief is that for every person, for every in service of their lord. Four such artifacts were later Coast are not an improbable coincidence. They
city, for every world, there exists a secret so powerful found in the Dessarin Valley by cultists of Elemental have, instead, been purposefully masterminded or
that it can bring about their downfall. He gathers Evil. This cult went on to raze and destroy much of exploited by the archlich Vecna so that he might
such secrets to further his divine ascendency. the Valley. conquer the Forgotten Realms. For those not familiar
As part of his quest for greater godhood, Vecna with Vecna, he is an iconic villain that has haunted
besieged the planar hub of the multiverse. Although And so the Soulmonger fed. Dungeons & Dragons since its earliest days. His rele-
his plans were ultimately thwarted, he nonetheless Soon thereafter, Vecna tricked Gromph Baenre, the vant background has been briefly summarized, but
for those interested in a deeper exploration of Vecna’s
Adventure Summary
managed to plunder the hub’s many secrets. One of archmage of Menzoberranzan, into summoning the
these secrets was the existence of worlds beyond many demon lords of the Abyss into the Underdark. history, it can be easily found online. The adventure begins when the characters are
Fall Of Vecna is the third volume of the Doomed
that of his birth. Of all these worlds, Vecna was most Madness and decimation on a catastrophic scale summoned to an audience with the beholder,
soon followed. Forgotten Realm adventure path. Although the experi-
fascinated by the magic-rich realms of Toril. He was Xanathar, former crime lord of Waterdeep. Xanathar
particularly obsessed by the eldritch ingenuity of ence will be optimized if your players have completed has been driven from Waterdeep by Vecna and
fallen Netheril. And so the Soulmonger fed. Rise Of Vecna, it is not required. Fall Of Vecna is an
now hides beneath the ruins of Thornhold Keep,
The breaking and reshuffling of Annam’s Ordning. epic, self-contained story for three to five characters scheming how to unseat the lich lord. Xanathar’s
Vecna set his eye to conquest. Elturel and Baldur’s Gate’s descent into Avernus. that will take your players from 10th to as high as intelligence network has learned that Vecna orig-
With the patience and restraint of an expert strate- Auril’s self-imposed exile and the subsequent eternal 20th level. inates from the dismal land of Ravenloft. Sharing
gist, Vecna spent generations preparing Toril for his winter. In one way or another Vecna, the cosmic this information with the characters, the eye tyrant
arrival. In the planar hub, Vecna learned of the exis-
tence of portals that allowed travel between worlds
mastermind, had his hand in it all. A History of Doom tasks them with traveling to Ravenloft in hopes of
learning more about Vecna. Xanathar also informs
and communicated this information to his most And Finally the Soulmonger was full. the characters that there is a portal to Ravenloft in
Faerûn has changed dramatically in the years since
devoted followers. They, in turn, slowly infiltrated Vecna was reborn. He gathered to his banner all that Vecna’s conquest. Tiamat holds court over the the Hosttower of Arcane, the Luskan headquarters of
every corner of the Sword Coast from Candlekeep to was evil. Not just his cultists, but orcs from Dark dragons of the Realms from atop her Soaring Citadel. the Arcane Brotherhood, a cabal of evil wizards loyal
Silverymoon. Year after year, Vecna’s cultists gathered Arrow Keep, yuan-ti from Najara, giants from all Zariel wages war over the cratered ruin that was to Vecna.
and obscured knowledge, subverted governments, across the Sword Coast, and liches from Warlock’s once Baldur’s Gate. The drow elf Jarlaxle, one of the Chapter 1. In chapter 1 the characters are tele-
and patiently corrupted the good-hearted champions Crypt, all fought at his bidding. The Realms, devas- last hopes for a dying realm, rules over the sailing ported to Luskan. Once there they must gain
of Faerûn, all in the name of their Maimed Lord. tated by repeated calamity, fell quickly. In less than city of Qu’madosfan Delmah. And the Frostmaiden entrance to the Hosttower by overcoming a series
At the same time, the archlich Acererak, one of a year’s time, Vecna ensconced himself within Auril’s arctic grasp expands ever outwards. For a of trials. After gaining entrance the characters must
Vecna’s oldest and most loyal servants, traveled to Waterdeep, declaring himself the Lord of Toril. more detailed exploration of this brave new world see sneak their way into the heart of the tower. Then,
the jungles of Chult to build a hidden, deathtrap Evil has ruled the lands ever since. our supplemental product the Doomed Forgotten Realms: using an enchanted skull provided by Xanathar, the
dungeon. In the heart of this dungeon, he secreted SwOrd COast Gazetteer. characters must find the hidden portal to Ravenloft.
6 INTRODUCTION INTRODUCTION 7
Chapter 2. In chapter 2 the characters emerge
near the halfling village of Rivalis, within the realm
Chapter 9. The characters return to Thornhold
in chapter 9. However, while they were away Adventure Flowchart
of Darkon. Exploring the village leads the characters Vecna tracked down and slew Xanathar, raising
to Grandma Fennel, who suggests that they visit the beholder as a death tyrant, loyal to Vecna. The
the nearby ruins of Castle Avernus to learn more characters are ambushed by this undead version of CHAPTER 2
about Vecna. Before doing so, however, they need Xanathar upon their return. Emerging victorious, CHAPTER 1
to visit Richten Haus, former home of the legendary they find Xanathar’s notes detailing the beholder’s Trial run a Haus
Rudolph Van Richten. There the characters harvest plan to recruit allies and assault Vecna, who is
DiviDeD
Luskan
Darkon in Ravenloft
some herbs necessary to survive the poisonous ener- currently laired within Ahghairon’s Tower, which can
LEVEL 10
gies surrounding Castle Avernus. be found inside the city of Waterdeep. LEVEL 11
Chapter 3. During chapter 3 the characters explore Chapter 10-13. Chapters 10 through 13 are dedi-
the floating ruins of Castle Avernus, former home to cated to traveling across the Sword Coast, recruiting CHAPTER 3
the infamous Darklord Azalin Rex. Within the ruins allies for the inevitable battle against Vecna. The FloaT like a CasTle,
the characters will encounter the dwarf vampire, characters can choose which of these chapters they sTing like an imp
Axrock, fight the shadow dragon Ebbasheyth, and wish to complete, as well as the order in which they Darkon in Ravenloft
befriend Azalin’s familiar, Skeever. Skeever willingly wish to complete them. In chapter 10 the characters
LEVEL 11
provides information about Vecna’s former domain, travel to the Elemental Plane of Earth to free the
Cavitius. The imp suggests that the players search for legendary Bruenor Battlehammer from the slave pits
lesser Vecnan relics, scattered throughout Ravenloft, of the dao. Chapter 11 sees the characters winning CHAPTER 4 CHAPTER 5 CHAPTER 6 CHAPTER 7
and use these as keys for accessing Vecna’s aban- the assistance of Jarlaxle Baenre, after venturing
doned domain. into an undersea trench to slay a vengeful kraken. WiTH FrienDs Carnage aT THe HiT THe roaD ploW THe
Chapter 4-7. Chapters 4 through 7 are dedicated In chapter 12 the characters must steal the recently like THese Carnival anD HiT THe HeaD CurseD sanDs
forged Vonindod from the fire giants, to earn assis- Tovag in Ravenloft The Carnival in Ravenloft Any abandoned road Har’Akir in Ravenloft
to recovering these Vecnan relics, each of which
is a part of Vecna’s original body. The characters tance from the Dragon Queen Tiamat. Finally, in LEVEL 12 - 14 LEVEL 12 - 14 LEVEL 12 - 14 LEVEL 12 - 14
can recover as many of these relics as they like, chapter 13 the characters help Halaster Blackcloak
in any order. In chapter 4 the characters travel gain revenge against his former apprentices, who
to the domain of Tovag, where they meet Vecna’s betrayed the Mad Mage in the early days of Vecna’s CHAPTER 8
archenemy, Kas the Betrayer. From Kas they have conquest. a skeleTon
the opportunity to recover the incisors of Vecna. In Chapter 14. In chapter 14 the characters finally in THe CloseT
chapter 5 the characters visit a traveling Carnival take the fight to Vecna. Jarlaxle uses his submarine, Citadel Cavitius in Ravenloft
besieged by malevolent fey. After helping Isolde, the the Scarlet Marpenoth, to smuggle the characters LEVEL 13-15
Carnival’s leader, they are rewarded with the first into Skullport, an underworld city located beneath
digit of Vecna. In chapter 6 the characters summon Mount Waterdeep. Once in Skullport the characters CHAPTER 9
the Headless Horseman in hopes of recovering the must recruit various factions to help defeat the thir-
Head of Vecna. In truth the Head of Vecna is not a teen enigmatic Skulls who rule over Skullport. With no longer
true relic, although it does hold the molar of Vecna, the Skulls vanquished, the characters can teleport eye To eye
which is. Finally, the characters have an opportunity into Waterdeep, and break into Ahghairon’s Tower. At Back to Thornhold
to travel the cursed tombs and underground desert of the top of the tower the characters manage to fight LEVEL 13-15
Har’akir in search of the scalp of Vecna. and best Vecna. However, the characters learn that
Chapter 8. After recovering at least one Vecnan Vecna has turned the Soulmonger, a hideous device
that feeds on the souls of the dead, into his phylac- CHAPTER 10 CHAPTER 11 CHAPTER 12 CHAPTER 13
relic, the characters can travel to the abandoned
domain of Cavitius in hopes of learning more about tery. Using recent knowledge obtained from ancient Dropping THe Worse THings Here Be FaTal
Vecna. While there they unexpectedly encounter the Nether Scrolls, Vecna plans to feed upon the souls in BaTTleHammer Happen aT sea Dragons aTTraCTion
powerful lich Azalin, and learn that he has been using the Soulmonger to fuel his divine ascendancy. The Elemental Plane of Earth The Scarlet Marpenoth Leilon and Neverwinter Wood Undermountain
Skeever to manipulate the characters into bringing Chapter 15. Chapter 15 is the concluding chapter. LEVEL 14-19 LEVEL 14-19 LEVEL 14-19 LEVEL 14-19
him the Vecnan relics. Azalin willingly shares infor- The characters race against time to destroy the
mation regarding Vecna. In particular Azalin shares Soulmonger before Vecna transcends to godhood.
incriminating evidence that might be used to turn They discover that the Soulmonger is hidden within CHAPTER 14 CHAPTER 15
one of Vecna’s greatest allies, the archlich Acererak, Castle Waterdeep, which the archlich Acererak has
against the Maimed Lord. From there the characters turned into a deathtrap dungeon. The characters gain
THe War For THe rise or Fall
can use their Vecnan relics to open a portal to the access to the sealed castle by possessing the bodies
WaTerDeep oF veCna
Skullport and Waterdeep Castle Waterdeep
Forgotten Realms, although they will need to make of nine trickster gods imprisoned within the castle’s
a difficult decision as to whether or not they allow dungeons. After gaining access to the castle the char- LEVEL 19 LEVEL 20
Azalin to use the portal as well. acters engage in one last battle, with the fate of the
Realms hanging in the balance.
8 INTRODUCTION INTRODUCTION 9
CHAPTER 1
Trial Run
The beholder Xanathar recruits the characters to travel to the Xanathar, having received word of their previous
the plane of Ravenloft in search of information that might exploits, has invited them to the following conclave.
be used to defeat the archlich Vecna. To access Ravenloft the
Adjust the following narrative as necessary:
Dramatis Personae
characters must teleport to Luskan and infiltrate the Host-
tower of the Arcane.
Hidden beneath the seemingly abandoned Thornhold
Keep you find Xanathar’s underground headquarters,
The main members of the adventure’s cast of a bustling, grandiose hub of activity. Informants come
characters are found in the Dramatis Personae table and go, using the Underdark to ferry information and
below, listed in alphabetical order for easy reference. contraband throughout the Realms. Xanathar’s throne
rom Van Richten’s Guide to Raven- room is strikingly opulent, decorated with tapestries,
loft, “In hidden corners of the paintings, and the petrified statues of those who have
Dramatis Personae Shadowfell are nightmare recently aroused its prickly ire. Its beloved goldfish,
Major NPC Description Main Description domains that hunger for the Sylgar, swims happily by Xanathar’s side in a mansion-
brave and the innocent, the ambi- sized fish bowl.
Abatha Lea Dwarven veteran Chapter 10, Dismal Delve
tious and the wicked. “You were wise to answer my call, henchpeople. As
Acererak Archlich and Vecna’s most trusted ally Chapter 15, Denouement you know, it has been five years since that one-eyed
Trenzia
Skeever
Skeever has the same statistics as an imp. However, as the
familiar of one of Ravenloft’s most legendary Darklords, the
imp has a number of additional traits:
Deathless Servant. While in Ravenloft, anytime that Skeever
is killed, he bursts into a cloud of brimstone. He then
reforms one minute later with all his hit points restored, at
the location of his death.
Mistwalker. By walking into the mists of Ravenloft, Skeever
can freely travel from one domain to another and does not
need any special talismans or keys to do so. Skeever can
bring with him up to ten creatures of his choosing that are
not otherwise bound to a domain. Willow and her tormented fate now
Home Sweet Home. Using an action, Skeever can teleport stands as a dark warning to all:
Never betray Azalin Rex
himself and up to ten willing creatures within 60 feet of
him to area E8 in Castle Avernus. He does so without error
and regardless of planar barriers.
48 CHAPTER 3 FLOAT LIKE A CASTLE, STING LIKE AN IMP CHAPTER 3 FLOAT LIKE A CASTLE, STING LIKE AN IMP
49
Before her current predicament, Willow was a ruth- closets can be found a variety of expensive, albeit E7. Wizard’s Lab Another passage reads:
less, bloodthirsty wizard who apprenticed for Azalin outdated outfits, a fist-sized platinum dragon’s head
This area is divided into several sections and filled
before her ambition got the better of her and she with ruby eyes (worth 25,000 gp), and a small rose- “It is possible that my endeavors might bring me
with shelves and long tables. The shelves contain
attempted to betray her master. Azalin in turn manip- wood chest. The dragon’s head is Azalin’s phylactery, into direct conflict with Vecna. As such I should be
obscure magical treatises, rare spell components,
ulated Willow into sacrificing both her own life and but this fact is protected by enchantments and can prepared. According to my divinations he once held
such as ground tooth of fairy, and four skeletal portions of his former body within a sacred reliquary.
the lives of those closest to her in an effort to obtain only be learned through legend lore or comparably
heads sealed inside jars that have become obscured With the archlich’s escape, these minor relics have
what she believed to be the source of Azalin’s power: powerful magic. The rosewood chest is unlocked and
with condensation. The lab is home to Azalin’s imp scattered themselves across the Domains of Dread.
an ornamented, silver urn. The same urn that now appears empty. However, if a character speaks the Possessing such artifacts might be critical to accessing
familiar, Skeever, as well as a spirit naga. The spirit
holds the ashes of all those who paid for Willow’s word “Quantarius,” the following contents magically Cavitius. As such I will begin cataloging their locations:
naga is aggressive, attacking the characters as soon
hubris and has become her ritual object. appear: an Ioun stone of absorption, a robe of stars, The incisors of Vecna are within the domain of Tovag.
as it notices them. Skeever hovers in the air during
Top Floor. On the fourth floor of the tower can and a ring of shooting stars. If Skeever is with the They are in the possession of the vampire lord Kas. It
battle, yelling insults at the naga while cheering on
characters, he plays dumb regarding the chest but is reputed that Kas and Vecna are great enemies.
be found Azalin’s bedroom, which contains a large the characters.
canopy bed and twin wardrobe closets. Within the encourages the characters to take the dragon’s head. The scalp of Vecna is hidden deep beneath the dunes
Once the characters vanquish the spirit naga, of Har’akir. It can be found within a dark obelisk,
Skeever swoops down towards the most wizardly guarded by an undead necrosphinx.
looking character and pleads in a whining voice, The head of Vecna is said to be part of the ghastly
“Poor Skeever lose his master, the most powerful entourage of the Headless Horseman. Vistani legend
and terrifying lich-king Azalin. You be Skeever’s says that the horseman can be summoned by standing
on a lonely road, beneath a sickle moon, while holding
new master?” If asked about Azalin, Skeever sniffs a severed head.
melodramatically before saying that his master was
The first digit of Vecna is carried by a traveling carnival
destroyed by the Dark Powers while attempting to that is hunted by dark fey. According to my agents it is
cast a spell to escape Ravenloft. This is a lie. Azalin part of Professor Pacali’s Hall of Horrors.”
is currently in Citadel Cavitius (see Chapter 8).
Moreover, Azalin is watching the characters through As the characters read about these relics Skeever
Skeever’s eyes and communicating with his imp tele- the imp instantly perks up, “Skeever can take you to
pathically, providing orders as needed. these relics! Skeever has the power to walk the mists!
And can bring his new masters!”
An Impish Guide Skeever is true to his word and can lead the char-
acters through the mists to each of the listed Vecnan
If the characters inquire about Vecna, Skeever
body parts. The adventures associated with each
bounces up and down in midair before exclaiming,
body part are listed in chapters 4 through 7. Skeever
“Yes! Skeever is a good servant! Skeever know that
suggests that the characters gather at least one of
name! Skeever show you!” before leading the charac-
these body parts. Once they have done so, the organs
ters to a thin journal hidden amidst the laboratory’s
can be used as keys to travel to the otherwise inac-
equipment. Opening the book reveals a message
cessible domain of Cavitius. The characters can
that, although it appears to have been written at least
choose how many of the body parts they wish to
months ago, has just been hastily scrawled into the
obtain.
book by Azalin via magic:
During their travels Skeever is a relentless
sycophant. He attaches himself to one character,
“Curse the infernal Dark Powers, whatever they might
be. If only they could be made flesh. Such pain I would
repeatedly referring to that character as master. If
delight in inflicting upon them. They would beg for the character has another familiar or pet, Skeever
release but, as is their due, none would be found. expresses jealousy and tries to arrange for an acci-
My servants continue to bring me news from across dent to befall the character’s companion. At Azalin’s
the various domains. Most of it is predictably dreary behest Skeever periodically interrogates the party, so
– some lesser invention from Lamordia, a new cantrip that the lich-king can learn as much about them as
from Hazlan, or another one of Von Zarovich’s tedious possible before their inevitable encounter.
dinner parties. However, there was one intriguing
tidbit. The archlich Vecna has found a way to break
these misty chains and win his freedom from the alloW THe CHaraCTers To aDvanCe To 12TH level aFTer
cursed powers that be. His old domain, Cavitius, lies
azalin’s journal anD ally WiTH skeever.
THey DisCover
undefended. Perhaps there I can find the secret to
escaping Ravenloft. . .”
50 CHAPTER 3 FLOAT LIKE A CASTLE, STING LIKE AN IMP CHAPTER 3 FLOAT LIKE A CASTLE, STING LIKE AN IMP
51
CHAPTER 4
their hair stands on end but are otherwise unaffected.
Alternative Paths A few piles of ash can be seen immediately within
The characters might understandably balk at this bleak the bubble. Beyond that, a faint trail winds through
moral quandary. Ideally this reluctance will lead to some
With Friends Like These meaningful roleplaying opportunities. However, if you
feel that being potentially strong-armed into a morally
a weed-strewn garden before reaching a doorless
entrance.
The characters visit the domain of Tovag in search of the in-
cisors of Vecna. To gain an audience with the Darklord Kas, Tovag compromising action is too much for either yourself or
your players, you are welcome to modify the encounter.
The gutted interior of the church is a charred ruin
that smells strongly of smoke. Shards of stained-glass
the characters must compete in a gladiatorial event known Alternatively, given its optional nature, you can skip Tovag glint amidst dunes of ash. The handful of pews that
as the Clash. After winning the clash the characters gain an This portion of the border is a common entry point entirely.
opportunity to petition the Darklord for his Vecnan relic. have escaped the flames appear indelibly stained
for those transported by the Mists into Tovag. As with blood. The floorboards creak and groan with
such, it is watched over by a band of twenty wights. every footstep.
These wights belong to the Vras Ro, an elite military The priest has managed to create wards about the
platoon led by the death knight Lady Syth. Given church that prevent the entry of any undead. It is Within the church can be found Father Grigor (LG
the watchful nature of the wights, the characters are for this reason that the death knight is treating the male human war priest (appendix B)) and his flock of
uided by Skeever, the characters
quickly spotted unless they have taken extraordinary characters so cordially. After exchanging formalities, twenty commoners. This band of refugees hails from
emerge from the mists into a a distant, foreign world. After their own church was
battlefield situated along Tovag’s precautions such as turning invisible. Once spotted, Lady Syth explains the situation to the characters.
the characters are ordered to stand down and then The death knight asks the characters to convince pillaged by an invading army, Father Grigor fled with
southern border (see appendix his remaining congregation along with a golden angel
A for relevant information on Tovag). Read or para- asked, menacingly, if they are soldiers of Vecna. So the refugees to leave the church so that they can be
long as the characters do not openly affiliate them- escorted back to Tor Gorak where they will either figure (worth 1,000 gp). Although nonmagical, the
phrase the following: angel is a relic sacred to Father Grigor’s faith. The
selves with Vecna, the wights deal with them diplo- be conscripted into Kas’s armies or assigned some
As the mists recede, you find yourselves in what looks matically. The wights proudly identify themselves as other support role. The characters may balk at this; high priest and his flock marched for days, with little
to have once been a battlefield. Dead bodies in various legionnaires of Vras Ro, requesting that the charac- however, Lady Syth politely points out that the other food or rest. Many perished along the way until, when
stages of decay are strewn everywhere. Vultures and ters accompany them to their base camp to meet with alternative is to call in a battalion of living warriors or all seemed lost, the Mists of Ravenloft enveloped the
jackals pick at the remains. The air is hot and filled blackstar knights from Tor Gorak to raze the church refuges, transporting them to Tovag. Immediately set
their general, Lady Syth.
with the stinging, acrid smell of smoke and blood. and kill the refugees. She does not like this plan, as upon by Lady Syth’s wights, the refugees fled until
The base camp is along the northern edge of they found this dilapidated church. Upon entering,
formally admitting that she needs assistance will
the battlefield. Getting there requires a mile long the relic, sparked by vestigial holy energy within the
diminish her own military standing. However, she will
trek, during which the characters witness corpses church, flared to life, surrounding the church in a
execute it in the absence of alternatives.
endlessly piled atop one another, each one more bubble of protective energy.
gruesomely mutilated than the last. Amidst these Lady Syth has ulterior motives. If the characters
corpses can be found trenches filled with stag- complete their task, then the death knight plans to A New Hope. Father Grigor is old but pragmatic.
nant, mosquito-ridden water and shattered siege invite them to join the ranks of Vras Ro. Her battalion He knows that the relic’s magic cannot be sustained
machinery. As the players and the wights press has been selected to fight in the Clash, Kas’s yearly indefinitely and, because of this, is willing to hear the
forward the number of these atrocities dwindle away, gladiatorial combat. The champions that were characters out. He is amenable to any solution that
and the characters arrive at a precisely arranged supposed to represent Vras Ro were slain by the does not involve death, believing that so long as there
collection of tents that houses fifty wights, the bulk of wayward priest, and Lady Syth is desperate to recruit is life there is hope. The priest asks the characters
Vras Ro. Within the center of the camp, inside a large new champions. Should the characters prove them- to keep the relic from falling into the hands of the
tent made from brightly colored silks, can be found selves, she extends this invitation to them. Lady Syth undead. He also attempts to convince the charac-
Lady Syth. cares only for the glory that comes with winning. As ters to take one or two of the refugees under wing,
such, she says that, should the characters win the perhaps as squires or apprentices, until they can
Meeting Lady Syth. Lady Syth is a fearful sight, relocate elsewhere. He is willing to sacrifice himself
Clash, she will allow them to ask a boon from Kas.
appearing as a skeletal warrior clad in plate armor. to preserve the life of his congregation and to prevent
The Shepherd and His Flock
Beneath her helmet can be seen the knight’s skull his faith’s relic from falling into undead hands.
with malevolent pinpoints of light burning in her eye
sockets. Lady Syth is cold but polite. It is obvious Lady Syth can be convinced to accommodate
that she is unaccustomed to dealing with living The abandoned church can be found five miles these demands with a successful DC 15 Charisma
beings. As an example, during their initial parlay she east of Lady Syth’s encampment. The death knight (Persuasion) check, so long as the characters agree
innocently offers the characters a “feast” of stale food personally escorts the characters to the church. It to fight in the gladiatorial pit on behalf of Vras Ro.
and spoiled wine, unaware that the refreshments are is a rotting, ramshackle affair with crows roosting Alternatively, the characters can hide the relic with a
utterly inedible. within gaps in the roof. The church is surrounded by successful DC 15 Dexterity (Sleight of Hand) check.
a shimmering bubble of translucent, golden energy. Forward March. Once the situation has been
Syth’s Quest. Lady Syth and her battalion have Surrounding the bubble are ten wights that stand at
been assigned to stand guard along the domain’s resolved, Lady Syth orders her troops to pack up and
attention and salute as Lady Syth approaches. begins the march back to Tor Gorak. She invites the
southern border. Three days ago, a group of refugees
led by a powerful priest stumbled through the mists. Any undead creature that steps through the bubble characters to come along, imploring them to fight in
Lady Syth, The refugees managed to successfully flee the wights is afflicted by a disintegrate spell. Living creatures the gladiatorial pits on behalf of her battalion.
General of the Vras Ro
and are now holed up in a nearby abandoned church. who step through the bubble feel a strange tingle as
52 CHAPTER 4 WITH FRIENDS LIKE THESE CHAPTER 4 WITH FRIENDS LIKE THESE 53
Tor Gorak The Clash The Arena: First Battle
The characters enter the arena from the west via the Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one
target. Hit: 7 (1d10 + 2) slashing damage plus 3 (1d6)
Tor Gorak is the only large city within the domain Within the basement of Castle Xiphos, carved into spaces marked E1 on the map. Their first battle is necrotic damage. If the target is a creature, it must also
of Tovag. The wall surrounding Tor Gorak varies in the bedrock of its mountainous foundation, is a against a squadron of ten wights from the Legion of succeed on a DC 13 Constitution saving throw or have
width and height. A ten-foot-deep trench filled with circular arena. The arena is 100 feet in diameter and Dread Devastation who fight in two lines, entering its hit point maximum reduced by an amount equal to
stagnant water encircles the wall. The city’s buildings has a floor made from dark, five-foot square stones. the arena from the east. The five wights in the front the necrotic damage dealt until it next finishes a long
are simple and utilitarian, built from dark, cold stone. A successful DC 20 Intelligence (Investigation) check wield massive tower shields that give them AC 18 rest. A creature dies if its hit point maximum is reduced
and provide half cover to both them and the wight to 0 hit points.
An armed militia watches every major road and inter- determines that each stone is a cunningly concealed
section, questioning and potentially arresting any trapdoor (Dwarves automatically succeed at this behind them (marked SW on the map). The five If they prevail, the characters are escorted to a
obvious, foreigners. check). The walls of the arena are twenty feet tall and wights in the back (marked PW on the map) wield waiting room beneath the bleachers. They are told
beyond them are stone bleachers. long pikes. They have the following action which they that they have one hour until their next battle. At the
Tor Gorak is a well-oiled machine devoted entirely
can use twice with their Multiattack action: end of the hour, they are escorted back to the arena.
to war. Commercially, the city works like a commune, The event is attended by Kas the Destroyer
with all goods owned and distributed by the Darklord (appendix B), who presides from a throne within
Kas. At all times citizens are expected to be either his private box. The bleachers are filled with the
training, working, or resting. As such there are few Darkord’s highest ranking military personnel. This
signs of recreation. personnel includes a mixture of death knights,
In the center of Tor Gorak is Castle Xiphos, the vampires, veterans, and wights. The audience is
home of Lord Kas when he resides within the city. It reserved during combat, quietly analyzing the strate-
is built upon a rocky peak, with just a single narrow gies employed by each combatant.
path leading from the city up to the castle. The castle
has dark, tinted windows, gothic ornamentation, and
brooding statuary. A blackstar knight (appendix B)
stands guard at each door. Within can be found Kas’s
servants as well as his most trusted advisors.
If accompanied by Lady Syth, the characters have
little trouble entering the city. They are quartered in
a plain barracks along the base of Castle of Xiphos
for three days before entering the castle to participate
in the yearly gladiatorial event. If unaccompanied by
the death knight, then the characters will need to find
another way to enter the castle and either speak with
Lord Kas or steal the incisors of Vecna. One such
way is to be arrested by the militia and thrown into
the gladiatorial event as an intended sacrifice.
Optional Encounter
If the characters are not accompanied by Lady Syth,
they are eventually confronted by a blackstar knight
who signals for the characters to follow it. If they do
so, it leads them to separate prison cells where they
remain for three days, chained and gagged between
minimal meals, before being forced to compete in the
yearly gladiatorial event. A blackstar knights stands
guard at each cell.
If the characters instead fight and defeat the black-
star knight, two more show up one round later. If
those too are defeated, three more appear one round
later. More and more keep coming in this manner,
until the characters are defeated or surrender. If they
do so, any wounded characters are tended to, but
dead ones are cartwheeled away never to be seen
again. Blackstar Knights are
mighty warrior-golems
designed by Kas himself
54 CHAPTER 4 WITH FRIENDS LIKE THESE CHAPTER 4 WITH FRIENDS LIKE THESE 55
The Arena: Second Battle a bonus action to move the machine 50 feet, as well J An explosive zombie has an Armor Class of 20. five wights with them, one of whom is Zurika. During
The characters enter the arena from the north via the as start or stop the machine’s evil shrieks. So long as J It does not have the Undead Fortitude trait. the battle, have her bark commands at the other
spaces marked E2 on the map. The second battle is the machine is shrieking, any living creature within wights and yell words of awe and encouragement
against the Esteemed Corp of Necrotic Engineers. fifty feet of it takes 21 (6d6) necrotic damage. The J If reduced to 0 hit points, the explosive zombie at the characters. Sneak in a few questions, such as
They are represented by a mage (Undead instead of war machine has AC 15; 100 hit points; immunity explodes, inflicting 21 (6d6) fire damage to all “so, what boon do you seek from the Destroyer?” or
Humanoid) atop a hideous war machine composed to poison and psychic damage; and vulnerability to creatures within 5 feet of it. similar. Zurika has the statistics of a wight. Once
of undead bodies and spirits thrust and mangled radiant damage. Should the characters win the second battle, they reduced to 0 hit points, the secret eater floats up
together in unholy ways (the mage is marked by an The machine is accompanied by thirteen explosive are rewarded with slow, measured applause. If the from Zurika’s broken remains to attack.
M on the map and is surrounded by a Huge square zombies (marked Z on the map). They are regular characters conducted themselves well, the attendants Vampiric Guard. Zurika is a vampire who stands
that represents the war machine). Along the front of zombies that have had iron plates riveted to their stand while applauding. As the applause diminishes guard while the characters await their turn in the
the war machine are rows of skulls that scream evil bodies and a bomb sewn into them. They have the Kas finally stands up from his throne. The vampire arena. She is kinder to them than most others, but
chants. While atop this horrific engine of destruction, statistics of a zombie with the following changes: grimly intones, “Well done. Should you not enough to be obviously suspicious. She offers
the mage has three quarters cover. The mage can use survive this one last challenge, your regi- them food and drink while they wait and offers to
ment will be duly honored, and you shall trade information. If they tell her about any of their
be granted a single boon.” At this point the plans, about their hideout in Thornhold, or about any
vampire pulls a lever, opening the hidden trapdoors of the allies they have made, “Zurika” will tell them
beneath the characters. Beneath the trapdoors are a about the upcoming battles. For each piece of infor-
winding tangle of slides that deposit the characters mation the characters divulge, she tells them of one
within a twisting labyrinth. battle. She argues they can use the information to
Optional Encounter prepare their magic and strategy. In order to facilitate
A NPC named Zurika tries to embed herself with trust, she casts a zone of truth spell to guarantee both
the characters. In truth, Zurika is long dead and her parties tell the truth. If the characters can somehow
skull has been replaced by a secret eater (appendix convince Zurika to free them or step into their cell,
B) which now puppeteers her body to gather informa- they can fight her. Zurika has the statistics of a
tion for its dark master, Vecna. How the secret eater vampire spellcaster. Once reduced to 0 hit points,
attempts to complete its mission is up to you; here the secret eater floats up from Zurika’s broken
are a couple of ways you can let it play out. remains to attack.
Wight Walker. Zurika is a wight from the Vras Ro. Discovering Zurika. If a character has a passive
If you like, you can use Zurika as a captain in the Perception of 20 or higher, they notice Zurika’s right
Vras Ro, commanding the group of wights that first eye is slightly gray and moves just a tad slower than
encounter the characters and lead them to Lady her left eye (something that doesn’t make sense in
Syth. You can also have her slowly befriend the char- a creature with the regenerative capabilities of a
acters during the chapter. Regardless, when the char- vampire or wight). You might decide there are other
acters are to enter the arena, they have a squad of ways to discover the ruse, such as having Zurika acci-
dentally refer to Kas as “the Betrayer.”
Zurika Succeds. Even if Zurika is destroyed,
A Secret Eater she might learn plenty of the characters plans and
is a mighty and devoted
servant of Vecna activities. You decide if she successfully sends any
information to Vecna or not. You can create a conse-
quence further down the line or tie existing events to
Zurika. If the characters, for example, were to divulge
information on Thornhold, there might be a bloody
message awaiting them when they return there
in chapter 9. The same chapter also lists several
encounters in the section “Encounters on the Road,”
many of which can also reference Zurika and the
information she stole.
Destroying Zurika. If the characters discover
and slay the secret eater, and later present the
skull’s remains to Kas, he will reward them in kind,
bestowing a blessing of wound closure on each of the
characters; see “Other Rewards” in chapter 7 of the
Dungeon Master’s Guide for more information on
blessings.
56 CHAPTER 4 WITH FRIENDS LIKE THESE CHAPTER 4 WITH FRIENDS LIKE THESE 57
The Labyrinth: Third Battle
The labyrinth is an ancient maze built deep beneath
Meeting the Darklord
Castle Xiphos. The walls and floor are made of The waiting room is paneled in mahogany and smells
crumbling stone. The ceiling is 10 feet high. Each of oiled wood. Banners and shields of previous cham-
character is deposited in one of the four corners pions line the walls. A long banquet table, also made
of the maze (each marked with an X on the map). from mahogany, extends the length of the room.
In the event of more than four characters, have the Seated at one end of the tables is Kas. With thinly
remaining characters deposited in a random space veiled disinterest he congratulates the characters
marked with a Y on the map. The ceiling locks shut upon their victory and asks them what they wish as
after the characters are deposited into the labyrinth their boon.
and can only be opened with a successful DC 25
Lord Kas has lived through hundreds of these cere-
Strength (Athletics) check. However, it is impossible
monies and, as such, finds them to be tedious. Each
to scale the frictionless slides without some sort
year he hopes that the gladiatorial games will provide
of magical aid. Should this be accomplished, the
an otherwise missing jolt of excitement, and each
characters are met with a final locked trapdoor that
year he finds himself disappointed all over again.
requires a DC 30 Strength (Athletics) check to open.
If the characters break through into the arena, they This bored demeanor instantly dissolves at the
are greeted by cold glares. Such an exit is considered slightest mention of Vecna, throwing the Destroyer
dishonorable, and, as such, Kas refuses to grant his into a near hysteric rage. He becomes instantly
boon. In this case, the characters will need to find an suspicious of the characters, accusing them of being
alternate way to retrieve the incisors of Vecna. agents of the Maimed Lord. In time, however, the
vampire regains his composure and begins to see
The Final Battle. After landing in the labyrinth
the characters as potential pawns in his endless war
the characters are each immediately set upon by the
with Vecna. Kas’s manic obsession prevents him
closest minotaur skeleton (each marked with an M
from believing that Vecna has escaped Ravenloft.
on the map). The labyrinth is also inhabited by a terri-
Instead, he believes that Vecna is still trapped within
fying creature known as the Thing that Lives Within
Ravenloft and has created an illusion or clone to
the Maze (marked by a T on the map). The Thing
plague the Forgotten Realms. Regardless, Kas even-
that Lives Within the Maze is initially found within
tually realizes that it is within his best interest to stop
the center of the maze. It has the same statistics of a
Vecna’s plans, whatever they may be, and agrees to
roper with the following modifications:
give the incisors of Vecna to the characters.
J It has 195 hit points.
alloW THe CHaraCTers To aDvanCe one level
J It has a speed of 20 ft. veCna.
aFTer THey Have oBTaineD THe inCisors oF
J It has an Intelligence of 15.
Optional Development
J It understands Common but cannot speak it. Lord Kas also offers to allow Lady Syth to accom-
J It can have up to twelve tendrils at a time. pany the characters and fight by their side. He is
J It has advantage on saving throws against spells forever cursed as a betrayer, even when such a
and other magical effects. betrayal runs counter to his best interests. In this
case, the Betrayer secretly commands Lady Syth to
J It makes six attacks with its tendrils, uses Reel turn upon the characters at a fortuitous moment of
twice, and makes four attacks with its bite. her choosing. Most likely Lady Syth does so when-
The Thing that Lives Within the Maze senses ever she realizes that Skeever can traverse the mists
the characters’ arrival and immediately begins to or teleport to Castle Avernus. Upon such a realiza-
approach one of the characters at random. Should it tion, the death knight attacks the characters in hopes
find its path blocked by a minotaur skeleton, it kills of killing them and bringing both the incisors and
the skeleton before then attacking the character. Skeever back to Kas.
In the center of the maze is an iron ladder (marked
by an L on the map) that leads hundreds of feet up a
wide, stone shaft. Eventually this shaft intersects with
a passageway that leads to an iron door. Opening the
Vampiric servants don unlocked door leads to a waiting room in which the
their darklord and master, characters find Lord Kas.
Kas, in his armor
58 CHAPTER 4 WITH FRIENDS LIKE THESE CHAPTER 4 WITH FRIENDS LIKE THESE 59
CHAPTER 5
Secretly make a DC 20 Wisdom (Perception) check The sprites hurl a torrent of insults at the charac-
for each character. If a character is successful, then ters while gesturing to ten daggers arranged across
tell them that the fly is under the middle shell. If a the booth’s counter. The sprites say that Amelia can
Carnage at the Carnival character is unsuccessful then tell them that the fly is
under a randomly determined shell. The characters
live if the characters can use the throwing knives to
cut her free. The rope has AC 25 and 4 hit points. If
The characters visit a traveling carnival in search of the first anger. If she is startled, she lashes out at the charac- must then make a collective decision. If they do so a character misses the rope by 5 or more, they hit
digit of Vecna. After helping the leader of the carnival, Isol- ters but stops as soon as she realizes that they are correctly, the webs from the middle cocoon dissolve, Amelia instead. If the characters approach the wheel
de, deal with malevolent fey, they are gifted the Vecnan relic. freeing Tindal. Otherwise, the characters hear a or attack the sprites, the sprites use a reaction to
not fey. Read or paraphrase the following:
tragic death scream from the middle cocoon. The animate the rope so that it begins to choke Amelia.
Isolde’s feature contort between grief and rage as she webs dissolve as the revealed corpse of Tindal vomits If the characters persist in their actions, the rope
speaks: “Those blasted fairies! They will pay for this! forth a torrent of tiny spiders. In either case Isolde tightens its grip further, breaking the acrobat’s neck.
I will paint my wagons with their blood before this is howls in anger, striking the quickling down. The Once Amelia is either freed or slain, Isolde howls
ccording to Van Richten’s Guide
done. They managed to lure me out of the carnival, quickling, once slain, dissipates into a pile of dead in anger, her longsword glowing a hot, angry red. She
to Ravenloft, “Resplendent with into the woods. I. . . I got turned around. . . and leaves. Tindal, should he live, thanks the characters cleaves through the sprites, four at a time. Once slain,
bright banners, calliope music, couldn’t find my way back. . . until it was too late. They
but is too traumatized to do much more than that. the sprites dissipate into piles of dead leaves. Amelia,
and the smells of rich food, the had already attacked the carnival and captured my
Carnival promises visitors a people. MY people. It was up to me to keep them safe. Strength Game should she live, thanks the characters but is too trau-
surreal wonderland where any dream is possible. . .” matized to do much more than that.
This booth is run by a burly, chaotic evil satyr. At the
The Carnival doesn’t exist to entertain visitors. Her head hangs in sorrow. “. . . And I failed them”.
Big Top
back of the booth is a glass coffin. Within the coffin
Rather, it’s a traveling domain, capable of visiting Then, just as suddenly, her head jerks up in rage, “and
now I will make them pay!”
can be seen a red-haired woman, who pounds on
other domains and lands beyond the Mists. Visibly the glass noiselessly. Isolde recognizes the woman
marked as outsiders by birth, circumstance, inten- as Charlotte the Fire Eater (veteran), the circus’s The characters enter the big top via the only opening,
tion, or talent, the Carnival’s troupers trade their She then strides, either with or without the charac- located towards the north (marked E on the map). On
ters, deeper into the thoroughfare. juggling daredevil. Next to the coffin is a tall, slender
unique performances for coin and whatever else they tower with a chime of opening attached to the top. At the east and west side of the arena are two 50-foot-
need to survive. Although these entertainers are well tall vertical poles that are connected by a tightrope.
intentioned, sinister forces travel in their wake. . .” Thoroughfare the base of the tower is a padded lever.
The satyr flexes its muscles casually before handing
A sobbing clown dangles from the tightrope by a
As the Carnival travels through the Mists, it is second, fraying rope. Isolde can identify the clown as
Most of the stalls lining the thoroughfare have been a mallet to the strongest looking character and The Organ Grinder (scout), the circus’s mute buffoon
hounded by malevolent fey creatures. Just as the
vandalized and abandoned. However, a few stalls are gesturing wordlessly to the lever. If a character makes (marked O on the map). A tiny creature, in clown’s
characters arrive, these fey creatures have finally
manned by dark fey, each of which holds a hostage. a successful DC 25 Strength (Athletics) while hitting garb, rides a unicycle back and forth along the tight-
caught up with the circus and are holding many of its
The fey demand that the characters play a deadly the lever with the mallet, then a rubber puck flies up rope (marked C on the map). The creature’s face
troupers hostage.
game for the life of the hostage. These games enrage the tower and hits the chime. This, in turn, opens the is dominated by a gaping maw of needle-like teeth
For more details on this unique, traveling domain coffin.
Isolde; however, directly attacking the fey risks the painted over with the pantomime of a clown’s smile.
see Van Richten’s Guide to Ravenloft.
death of her workers, who she sees as family. This The coffin is sealed shut and can only be opened The tiny creature is a feedling (appendix B). Twenty
The Carnival
tense war between Isolde’s desire for bloody revenge with the chime of opening or a knock spell. more of these clownish creatures run about the big
and fear over the death of her people plays out Alternatively, the coffin can be broken open. It has AC top’s stadium and bleachers (marked F on the map).
repeatedly during each interaction. 15, 200 hit points, and vulnerability to bludgeoning
The characters emerge from the Mists onto hard- Underneath the Organ Grinder is a raised, 10-foot-
Shell Game and thunder damage. Charlotte is already asphyx- high pool of water. A shark’s fin can be seen circling
packed litter-strewn earth. The air smells of heavily
iating as the characters arrive, and only has two within the 20-foot-diameter pool. The shark’s fin
buttered popcorn, and loud circus music blares This booth is run by a twitchy, grinning quickling rounds left until she dies. belongs to a feral wereshark (marked W on the map;
endlessly. A few hundred feet to the north stands a (appendix B) that speaks so fast that its words run
thoroughfare of games, food, and sideshow stalls together. At the back of the booth are three cocoons Once Charlotte is either freed or dies, Isolde howls appendix B).
leading to the Big Top, the carnival’s largest tent. swarming with thousands of tiny spiders. Muffled in anger, striking the satyr down. The satyr, once Next to the pool of water is a male human covered
Standing within the thoroughfare is a dark-skinned screams can be heard from within each cocoon. slain, dissipates into a pile of dead leaves. Charlotte, in tumorous layers of undulating muscles. The
female elf wielding a longsword that glows brightly Isolde recognizes the screams as coming from should she live, thanks the characters but is too trau- hideously deformed man is hunched over, overbur-
red. The elf seems to be screaming in anguish, Tindal (mage), the Carnival’s cynical, fast-talking lead matized to do much more than that. dened by the weight of his own muscles. This sad
although the screams are largely drowned out by the barker. Knife Throwing figure is the circus’ strongman, Hermos the Half-
ceaselessly festive circus music. The cackling, hyperactive quickling indicates that Giant (marked H on the map). He has been cursed by
This booth is run by a dozen Chaotic Evil sprites
The elf is Isolde, the Carnival’s leader. She is an only one of the cocoons actually contains Tindal. who delight in saying mean things and ridiculing fey magic; his muscles distended to the point where
eladrin (an elf native to the Feywild) that uses the If the characters guess which one correctly then others. At the back of the booth is a spinning, wooden they threaten to crush his skeleton. An invisible
cambion stat block. Her holy avenger longsword, Tindal lives, but if they guess incorrectly then he will wheel. Tethered to the wheel with frayed rope is a sprite floats over his head, controlling his actions like
Nepenthe, is the actual lord of the Carnival’s domain. be eaten alive by spiders. At this point the quickling dark-haired woman with leathery wings. Isolde recog- a puppeteer. Any character who makes a successful
If the characters approach Isolde, they find her snatches a buzzing fly from out of the air and crushes nizes the woman as Amelia (scout with a flying speed DC 15 Wisdom (Insight) check notices that his jerky
surrounded by piles of dead leaves and crouched over it between its fingers. It then pulls out three shells of 30 feet) the circus’s cheery acrobat. movements are reminiscent of a puppet pulled on
the mangled body of a carnival hand. Her screams before placing the fly under one of the shells. Without strings. His condition can be removed by killing the
waver between unbearable sadness and unbridled warning it shuffles up the shells with dizzying speed. sprite, or with a remove curse spell.
64 CHAPTER 6 HIT THE ROAD AND HIT THE HEAD CHAPTER 6 HIT THE ROAD AND HIT THE HEAD 65
Shadowfell Encounters Blood Runs Cold If the characters do not appear overtly threatening
then Igor will hail them, offering to sell them some
The Undertaker
on the Misty Road
While traversing the road, the temperature begins to The characters hear periodic hammering sounds
wares. It is possible that the characters have previ-
plummet unexpectedly to 32 degrees Fahrenheit. The coming forth from the surrounding woods. Should
ously met Igor in Rise Of Vecna, in which case you
air grows thick and the characters find their breath they investigate they find a clearing that has six
Should the characters explore the road while should modify their interactions accordingly. Igor
coming out in foggy, gasping spurts that quickly mounds of freshly churned dirt and a recently exca-
searching for the headless horseman, consider some sells anything from the Adventuring Gear table in
mingle with the surrounding mist. A low tormented vated hole. Next to the hole a zombie caretaker is
of the following optional encounters: the Player’s Handbook as well as anything from the
moan, coming steadily closer, can be heard from futilely attempting to hammer itself shut within a
Magic Item Tables A, B, C and D in the Dungeon
A Dog with a Bone down the road. rickety casket. The zombie is harmless, but is single
Master’s Guide. He keeps all of his valuables in a
The characters are being approached by a minded in its determination to bury the dead (which
While traversing the road, the characters come pocket dimension and can’t be coerced or forced into
wandering patrol of 2d4 bleakborn (appendix B). it has done all of its life). Having no more dead to
across a trail of small, shallow holes that leads off the handing them over, even if it costs him his life. See
These shambling undead are attracted to the relative bury it is now attempting to bury itself.
road. Should the character follow the trail, they come the table below for an overview of Igor’s prices.
across a skeletal dog digging frantically in the dirt. warmth of the characters and attack upon sight. If the characters help the zombie seal itself within a
Item Rarity Consumable Cost Item Cost casket and then completely bury the casket they each
The skeletal dog wears a collar and its metallic name Interested characters can follow the tracks left
by the bleakborn with a successful DC 18 Wisdom Common 50 gp 100 gp receive the following blessing:
tag tinkles loudly as it digs. The grime-encrusted tag
reads, “HOOCH”. (Survival) check. Doing so leads them to a strange Uncommon 250 gp 500 gp Blessing of the Caretaker. You have a +1 modifier
If a character gives a bone to the skeletal dog, it black, ovoid stone that is painfully cold to the touch. Rare 2,500 gp 5,000 gp to death saving throws while in Ravenloft and the
imprints upon that character, following them around This stone was created long ago by a coven of night Very rare 25,000 gp 50,000 gp Shadowfell.
and defending them to the best of its ability. The dog hags and a character holding it can use an action Legendary 100,000 gp 200,000+ gp If the characters dig through the mounds of freshly
has the statistics of a mastiff but its creature type is to cast the plane shift spell (Shadowfell only). For churned dirt they find coffins that contain the corpses
Undead. DMs that have access to Ulraunt’s Guide to the Reflected Existentialism
of recently slain commoners. Each corpse has a
Planes: The Shadowfell, this might provide an alter- A destitute man in tattered robes stands at a cross- randomly determined trinket from the Trinkets table
native way to escape Ravenloft. While exploring roads. He wears a mirror shard on a leather neck- in the Player’s Handbook as well as a thirty percent
the greater Shadowfell the characters might come lace. If prompted, the man introduces himself as chance of having a randomly determined magic item
across the trapped city of Neverwinter which, in turn, Alter Odim, a simple merchant of mirrors. His voice from the Magic Item Table A in the Dungeon Master’s
might allow them to gain access to Evernight which is soft and smooth, and his demeanor is inviting and Guide. Should the characters loot one of these graves
currently exists in Toril (see Doomed Forgotten Realms: warm. It is possible that the characters met Alter or leave it disturbed they lose any blessings and,
SwOrd COast Gazetteer). Odim in Rise Of Vecna. If so, he greets them as if they instead, gain the following curse:
were old friends.
Make a Spoon or Spoil a Horn Curse of the Caretaker. You have a -1 modifier to
While traversing the road, the characters come Underneath his robes, he has multiple handheld
death saving throws while in Ravenloft and the
across a dead unicorn. Its horn has been sawed off. mirrors, either with wooden handles (worth 5 gp),
Shadowfell.
If a character casts ceremony (using the Funeral Rite steel handles (worth 10 gp), alabaster handles (worth
option) or gentle repose on the unicorn, they sense a 15 gp), gilded handles (worth 20 gp), or ivory handles Xoltar Speaks!
spiritual sigh of relief. The remaining color seems to (worth 50). He also has a special, dark mirror that is The characters come across a covered wagon
drain from the corpse as the character momentarily “full of dark secrets.” This mirror is not for sale but dragged by two tired looking horses. The driver
gleams with divine radiance. That character now has he will allow one character to look into it, if asked. looks to be a colorfully garbed Vistani although any
the following blessing: A character that looks into the dark mirror is character that makes a successful DC 18 Wisdom
Blessing of the Unicorn. You know the druidcraft afflicted with an Indefinite Madness (chapter 8 in (Perception) check discerns that he is an animated
cantrip. You can also cast the dispel evil and good the Dungeon Master’s Guide) and must make a DC wooden construct. It introduces itself as Xoltar the
spell without expending a spell slot or material 20 Wisdom saving throw. On a successful save, that Magnificent and claims that it has the power to read
components. Once you do so, you can’t do so again. character gains a deep insight that lingers in the the future.
Wisdom, Intelligence, or Charisma is your spell- back of their mind. The character can draw upon this If a character asks to have their future read, then
casting ability for these spells (choose which when insight by spending 10 minutes in deep concentration Xoltar holds out its open palm, in which can be seen
you gain this blessing). (as if concentrating on a spell). At the end of their a small slot. The first character to place a gold piece
concentration, the character is invigorated by a deep into the slot gains the benefit of an augury spell that
Bleakborn are cursed creatures
Ol’ Moneybags existential truth, causing them to gain the benefit of a can be used to discern the results of a specific course
that shamble about, hungering While traversing the road, the characters come
for the warmth of the living long rest. This insight is lost upon contemplation. of action that the character plans to take within the
across a plane-hopping mercane merchant named next tenday. The first character to place a platinum
Alter Odim is in truth a mysterious entity from the
Igor. Igor is accompanied by a wide-eyed, mute piece in the slot gains the benefit of a divination spell.
Far Realm, unbound by the regular rules of reality.
imp named Yix, a dragonborn blackguard named If a character puts any other coin in the slot then
He refuses to disclose any information of worth
Kraampesh, and a halfling assassin named Gratrix. Xoltar merely frowns while muttering, “Tsk, tsk”.
and repels queries with “I don’t know anything, I’m
Kraampesh and Gratrix are under the effects of a
just a humble mirror merchant.” If attacked, he If the characters look in the back of the wagon they
geas spell and resentfully serve Igor. All four of these
simply evaporates into a dark mist and disappears. find only empty crates and cobwebs.
creatures are currently invisible, while traveling atop
Otherwise, he disappears once the characters leave.
the back of a servile, invisible hill giant.
66 CHAPTER 6 HIT THE ROAD AND HIT THE HEAD CHAPTER 6 HIT THE ROAD AND HIT THE HEAD 67
CHAPTER 7
The stone chest is part of the floor and cannot be The correct combination can be discerned by
moved. It is impervious to damage and cannot be counting creatures from the room’s painted walls.
opened by anything other than a wish spell. There Hints as to why this is the case can be found scat-
Plow the Cursed Sands are five dials along the front of the chest, each of
which can be set to a single number ranging from
tered throughout the tombs. If any character makes
a point to count them, there are seven angels, nine
The characters explore the cursed tombs and underground zero to nine. A stone lever can be found to the right devils, ninety-three birds, and five dragons. Because
desert of Har’akir in search of the scalp of Vecna. To success- of the dials. If the dials are set to 7 – 9 – 9 – 3 – 5 there are so many birds, many of which are hidden
fully retrieve the scalp they will need to either outsmart or Deadly Curses and the lever is pulled then the chest opens with throughout the painted walls, it requires a successful
Some actions taken in the tombs of Har’Akir can trigger a
vanquish a powerful necrosphinx. curse. In this case all characters must make a successful a loud CLICK, revealing 11 large topazes (500 gp DC 18 Intelligence (Investigation) check to count
DC 15 Wisdom saving throw or become afflicted by a curse each), a belt of stone giant strength, and a wand of them correctly. DMs are encouraged to make this
from the table below. While in Har’akir a curse can’t be
removed by any means, including a wish spell. polymorph. If the dials are set to any other number check secretly for any characters that attempt to
and the lever is pulled, then the sun painted onto the count the birds, giving an answer that is within 1d4 of
d20 Curse
an Richten’s Guide to Ravenloft ceiling blazes to life, instantly killing any creature the correct answer in the event of a failed check.
1 Curse of Rotting Flesh. You do not regain hit points
says this about the domain of when you take a short or long rest. that has vulnerability to radiant damage and inflicting
Har’akir: “The sands of time 3d6 radiant damage to all other creatures standing in
2 Curse of Desecration. You cannot regain hit points
bury the desert realm of Har’akir. from spells. the room, increasing by 1d6 with each failed attempt.
Here, the wonders of fallen 3 Accursed Tongue. You can no longer speak or
empires and pyramids of forgotten pharaohs crumble understand your dominant language.
beneath a merciless sun. Untold generations of 4 Accursed Sight. You see in darkness as if it was
bright light and bright light as if it was darkness.
tombs and secrets lie beneath the sands . . . built one
atop the other. Elaborated upon by the Dark Powers, 5 Curse of Strength. You have disadvantage on all
Strength checks and saving throws
these endless, entangled crypts are known as the
6 Feeble Minded. You have disadvantage on all
Labyrinth – a vast, dungeon-underwold that connects Intelligence checks and saving throws.
every tomb and monument in Har’akir.”
7 Curse of the Fool. You have disadvantage on all
It is here, within this Labyrinth, that the characters Wisdom checks and saving throws.
must search for the scalp of Vecna. Accursed Health. You have disadvantage on all
8 Constitution checks and saving throws.
G1. Chamber of Heavens and Hells
9 Slow Footed. You have disadvantage on all Dexterity
As Skeever’s mists begin to clear, the characters checks and saving throws.
find themselves within the central chamber of a vast Repugnant. You have disadvantage on all Charisma
tomb. The air is exceptionally dry and hot, like that 10 checks and saving throws.
of a kiln. The room is almost a hundred-foot square. Sugar Curse. You taste and smell irresistibly
11 delicious to Beasts.
The floor is made from cracked checkerboard tiles
of white and black, whereas the walls and ceiling are 12 Curse of Character. You gain a new flaw (See
made from hardened plaster. The plaster is covered chapter 4 in the Player’s Handbook).
with paintings of a band of angels fighting against a 13 Pacifist’s Curse. You have disadvantage on all
collection of devils. Each faction boasts a small army attack rolls.
of hundreds of creatures such as dragons, giants, 14 Curse of the Grave. You have disadvantage on all
death saving throws.
and radiant multi-trunked elephants, separated by a
massive sun that has been painted onto the ceiling. 15 Curse of Attunement. You can attune to one less
magic item than normal.
An archway is set into each of the four walls, and
16 Aberrant. You take 1d12 acid damage every hour
square stone pillars are interspersed throughout the unless moisture is applied to your skin.
room. Finally, there is a stone chest in the center of Light-headed. Unless weighted down by at least
the floor. 17 two hundred pounds, you float up five feet every
round
Each of the four archways leads to a different wing
of the tomb. Any character who makes a successful Drunkard’s Curse. You must drink a mouthful of
alcohol at the end of every hour or become drunk.
DC 13 Intelligence (History) check discerns that the 18 If you don’t, you must succeed on a successful
four wings are mismatched, constructed from not DC 10 Constitution saving throw or gain a level of
exhaustion.
only a different type of stone but also using a different
Accursed Thoughts. You are afflicted by an
architectural style. Inscribed within each archway, 19 indefinite madness (chapter 8 Dungeon Master’s
in differing dialects of Common, is the phrase, “LET Guide).
THEY WHO PLUNDER THESE TOMBS SUFFER Chaotic Words. Whenever you inadvertently speak a
THE THOUSAND AND ONE DEADLY CURSES OF 20 certain word or take a certain action (DM’s choice),
roll on the Wild Magic Surge table in the Player’s
RA’SEP RA’TEP” Handbook.
68 CHAPTER 7 PLOW THE CURSED SANDS CHAPTER 7 PLOW THE CURSED SANDS 69
Mummy Wing Opening the sarcophagus releases a shadow
assassin (appendix B). The shadow assassin exclu-
shelves along the western wall hold hundreds of
clay urns, each of which is marked with a rune. Any
since faded. However, if the characters burn away
the cobwebs, they see a pathway of green tiles on the
sively hunts and attacks the creature that opened its character that makes a successful DC 15 Intelligence ceiling that winds its way east.
Also known as the Rotted Tomb, this wing serves as sarcophagus. If it kills this creature, then the shadow (Religion) discerns that the urns are canopic jars,
the stunted kingdom of fallen mummy lord Anopet. Any time a character steps upon a square marked
assassin takes on their form and is sealed, once used to hold the innards of a humanoid when it is with an X, they trigger a trap. The floor explodes with
G2. The Great Darkness again, in its sarcophagus. If the assassin is slain, mummified. Moreover, the character knows that an a shower of one hundred tiny stone shards that inflict
This entire chamber is covered by the effects of a 4th it reforms one hour later and unerringly tracks its animated mummy can be destroyed by destroying its 3d6 nonmagical piercing damage to whichever char-
level darkness spell. The spell emanates from a torch, prey. It can be permanently slain if reduced to 0 hit canopic jar. acter triggered the trap. The trigger is hidden deep
ensconced within the room’s eastern wall, that burns points by radiant damage. Once permanently slain A mummy warrior dwells in the warrior’s sarcoph- beneath the floor and cannot be discerned with the
with a dark, magical flame. The flame’s heat can be it coalesces into a fist-sized lump of obsidian that agus. A mummy warrior has the statistics of a naked eye. Each trap can only be detonated one time.
detected by any character with a passive Perception appears to absorb any surrounding light. This lump mummy lord with the following changes:
of 16 or higher. It can be doused by water, or any of obsidian is known as the darkstar and allows any G5. Tomb of the False Gods
creature that holds it to cast spells that produce J It lacks have the Spellcasting trait. Seven sarcophagi are arranged within this room’s
equivalent method, and doing so dispels the room’s
magical gloom. magical darkness as if they were one level higher. It J It lacks legendary actions. interior. Each sarcophagus has a name inscribed
also allows the bearer to, once per short or long rest, The other two sarcophagi each contain a mummy. upon its lid – Anu, Ese, Neb, Our, Ousa, Sek, and
An obsidian sarcophagus lies near the room’s replace the damage type of one of their spells with Sute. This room looks older, or at least more worn,
southern wall. An inscription on the lid of the All three mummies attack if even one of the
necrotic damage. sarcophagi is opened. Alternatively, they attack three than the others, and its wall, floor and ceiling are
sarcophagus reads: riddled with thousands of cracks. Any character that
G3. The Three Ancestors rounds after the characters have entered the room;
makes a successful DC 20 Wisdom (Perception)
their fists smashing through the stone lid of their
HEREIN LIES CERTAIN DOOM This room is dominated by three sarcophagi. The check notices the faint outline of a stone door
coffins. Any creature with a passive Perception of 16
lid of each is carved to represent a human. The first recessed into the ceiling near the entrance to the
AS IMPLACABLE AS THE GREAT DARKNESS or higher notes a rune inscribed along the inside of
appears to be a mighty warrior wielding a curved ax. room.
each sarcophagus lid. A character can use an action
SLAIN ONLY BY THE RISEN SUN The second is a beggar with an outstretched hand.
to attempt a DC 16 Intelligence (Investigation) to A bronze plaque, affixed to the southern wall reads:
The third is a scholar reading an open book. Shallow
find a canopic jar with a matching rune. A jar can be
destroyed with either an action or a bonus action, NEB COMES AFTER OUSA
although the mummy warrior’s jar is immune to OUSA IS THE FOURTH AFTER ORU
bludgeoning, piercing, and slashing damage from
nonmagical weapons. A mummy is immediately ESE IS BETWEEN SUTE AND SEK
reduced to ash upon the destruction of its canopic jar. THE GOD WHO COMES THREE
The interior of the warrior’s sarcophagus is caked BEFORE SUTE OPENS FIRST
with flaking blood and holds dozens of aged, ceramic The lids to the sarcophagi are heavy but can be
vials that contain desiccated blood dust. The beggar’s opened by any creature with an action. They must be
sarcophagus is filled with 100 strangely minted gp. opened in the following order – Oru, Sek, Ese, Sute,
The scholar’s sarcophagus is filled with books and Ousa, Neb and Anu. This sequence can be deduced
scrolls, worn and aged to the extent that their writing by the clues above. Alternatively, any character who
is now illegible. Taking any of these items from their makes a successful DC 20 Intelligence (Religion)
respective sarcophagi triggers a curse (roll on the check remembers a pantheon of obscure gods that
table in the Deadly Curses sidebar earlier in this went by these names. During holy days the gods were
chapter). worshiped in the sequence given above.
Any character that spends more than five minutes If any sarcophagus is opened out of sequence, then
examining the jars notices that one of the jars seems all sarcophagi slam shut. A stone door falls from
a bit larger than the others. Within this jar are a set of the ceiling, sealing the chamber, and sand begins to
petrified organs (lungs, liver, intestines, and stomach) pour from the cracks in the walls and ceiling, filling
decorated with jade and turquoise. These organs are the chamber. After five rounds the sand has filled the
worth 1,000 gp but trigger a curse if taken. room enough that opening a sarcophagus requires
G4. Trek of a Thousand Pains a successful DC 10 Strength (Athletics) check. After
This hallway looks particularly disused. Its floor is ten rounds the sand has reached the point where
covered in dust and its ceiling is entirely obscured opening a sarcophagus requires a successful DC 15
with thick clusters of cobwebs. A bronze plaque, Strength (Athletics) check. After fifteen rounds the
affixed to the eastern wall reads, “THEY WHO sand fills the room and characters risk suffocation
FOLLOW THE PATH WILL BE SPARED A (see the Dungeon Master’s Guide).
THOUSAND PAINS.” There is no sign of a path The door to the chamber can be lifted back into
upon the floor’s many stones – whatever paint or place with a successful DC 26 Strength (Athletics)
pigment that might have once stained them has long check. It has AC 17, 50 hit points, and immunity to
70 CHAPTER 7 PLOW THE CURSED SANDS CHAPTER 7 PLOW THE CURSED SANDS 71
fire, piercing, poison, psychic, slashing, and thunder
damage. The sarcophagi are magically protected and
sarcophagus in area G3. Any retrieved items taken
from the sarcophagus trigger a curse. Once a statue’s
If the characters convince Anopet that they have
killed Haseid (attempts to lie require a successful DC Scarab Wing
impervious to damage. trap has been triggered, it does’t trigger again. 18 Charisma (Deception) check), then the mummy
lord awards them with a clay tablet, his scepter (rod In the Skittering Halls, even the walls and ceilings
Once the sarcophagi have been opened in the The keyhole next to the plaque is a failsafe intended writhe with verminous life.
proper sequence, the sand begins to drain from the to deactivate the traps. Unfortunately, the key has of absorption), and his tarnished crown (worthless).
room through the cracks in the floor. The stone door been lost to time. However, any character who makes The clay tablet has the phrase ‘1st’ followed by the G8. The Skittering Tomb
retracts into the ceiling. Finally, a secret compart- a successful DC 25 Dexterity check with thieves’ picture of an angel. This entire hallway (as well as areas G9a and G9b) is
ment in the bottom of Anu’s sarcophagus opens, tools can use the keyhole to disable the statues. The canopic jars are filled with desiccated organs, covered in swarms of scarabs (appendix B). These
revealing six platinum ceremonial masks in the none of which have any connection to Anopet. If the swarms crawl along the walls and cling to the ceiling,
shape of animals (crocodile, donkey, falcon, jackal,
G7. Seat of Fallen Glory characters kill Anopet, then he deteriorates into a dropping on any characters foolish enough to pass
lion, and snake). The masks are worth 500 gp each, This room smells heavily of perfume and incense, pile of dust. Within this pile of dust can be found the underneath. A single swarm covers a five-foot square.
although removing them triggers a curse (roll on although the scents are not heavy enough to mask clay tablet, tarnished crown, and rod of absorption If a swarm is killed, then its square remains clear for
the Deadly Curses table in the sidebar earlier in this the odor of underlying rot that pervades the chamber. described above. two rounds, until enough beetles crawl forth from
chapter). Moldering tapestries hang from the walls. Worn cracks and crevices to form a new swarm.
If the characters give Anopet the locket from area
stone steps lead to a platform with a rotting, tattered
G6. Hall of the Ancestors carpet. A large throne leans crookedly, one of its legs
G9, the mummy lord begins to sob pitifully, wailing A massive gong hangs from rotted ropes twenty
over the death of his beloved Zaheida. If the char- feet into the hallway. The gong is engraved with a
This hallway is lined with statues, five along each of beginning to sag, and next to the throne is a shelf
acters manage to animate Zeheida as a mummy (or picture of dung beetles rolling balls of dung. Tiny
the walls. The statues along the hallway’s northern filled with canopic jars.. Seated upon the throne is
equivalent), the reunited lovers spend a moment suns sparkle within the center of each dung ball. If
wall are of a scholar, scholar, beggar, warrior, and an imposing creature wrapped in stiff, putrescent
looking at one another with shocked disbelief before the gong is hit with a blunt instrument, it sends a
warrior. The statues along the hallway’s southern bandages. The creature wears decomposing robes
(awkwardly) running to one another for an embrace. reverberating boom throughout the tomb, clearing all
wall are of a scholar, beggar, warrior, warrior, and and a tarnished crown, and wields a ceremonial
They engage in a long (potentially gruesome) kiss as swarms within twenty feet of it for five rounds. The
beggar. These statues look the same as the lids of scepter.
they whisper tearful endearments. Both are bathed in swarms similarly disperse for any unnaturally loud
the sarcophagi from area G3. A bronze plaque at Its words are warbly as it speaks, as if strained a glow of radiant energy before turning into a single, sound, such as a thunderwave spell or if a character
the beginning of the hallway reads, “APPEASE THE forth from decomposing lungs, “If Haseid sent you, intermixed pile of dust. The characters feel a warm proficient in a musical instrument succeeds on a DC
ANCESTORS WITH WHAT THEY LIKE MOST then I will kill you as I have killed the others. . . glow of benediction in the wake of this reunion. Their 20 Charisma (Performance) check.
BEFORE PASSING.” Next to the plaque is a tiny Unless, that is, you can see the error of your ways actions no longer trigger curses, and they are freed of If the ropes holding it are severed, the gong can be
keyhole. and help me squash that murderer like the bug that any curses from which they were previously suffering. carefully rolled along the hallway with a successful
The scholar statue can be appeased by laying he is.”
a book or scroll at its feet or writing some sort of 20 Strength (Athletics) check. In the event of a failed
The speaking creature is a mummy lord who goes check, the gong falls flat. Once flat, it requires a
knowledge into the blank pages of its opened book. by the name Anopet. Anopet was once a pharaoh
The beggar statue can be appeased by placing a coin combined Strength of 60 or higher to lift it up again.
of some now-forgotten kingdom. He schemed to
into its hand. The warrior statue can be appeased by defy the gods and achieve immortality and was G9. Scarab Nests
presenting it with freshly spilt blood. In all cases, the cursed with a painful, leprous unlife that he would These two warrens are where the scarabs retreat to
characters hear a faint click once a statue has been do anything to cast aside. Anopet spends his days consume whatever food is unlucky enough to wander
appeased. Once a single statue of a given type has scheming against his ancient rival the scarab lord into their lair. If the floors are cleared of swarms,
been appeased, all similar statues have also been Haseid (area G15). If asked about Haseid, Anopet then the characters can see a pile of bones and
appeased. shares the following information: debris interspersed with wisps of stiff, gangrenous
If a character passes a statue of a scholar without J Haseid is “a cockroach” who hides within a tomb bandages. The bones are primarily from rats and
appeasing it, then bolts of black energy from the to the west. snakes, although humanoid bones are also evident. A
eyes of the farthest scholar statue shoot at the char- search of the bones and debris turns up the following:
acter. The character must make a successful DC 16 J Haseid was a rival pharaoh “many centuries ago,”
Area G9a. The surprisingly intact corpse of a
Dexterity saving throw or take 3d6 necrotic damage. and their lands were eternally at war. However,
human female wearing a nonmagical heart-shaped
If a character passes a statue of a warrior without Anopet fell in love with Haseid’s twin sister,
locket and clutching an ivory-handled hand mirror
appeasing it, then the statue swings its curved Zaheida.
(worth 100 gp). The corpse belongs to Zaheida (see
greataxe at the character. The statue’s melee attack J Anopet and Zaheida decided to wed, wearing area G7 for details). Zeheida’s corpse is too ancient
has +10 to hit and inflicts 2d12 slashing damage. matching heart-shaped lockets as a token of their to benefit from raise dead or resurrection but can be
If a character passes a statue of a beggar without pledge. Before Zaheida could flee her kingdom, raised as a mummy in area G23. Taking her locket
appeasing it, then a ghostly hand manifests and however, her brother discovered the locket and and mirror triggers a curse.
attempts to pilfer 1d100 coins or a valuable nonmag- had her killed as a traitor. Since then, Anopet and
ical item from the character. If the character makes a Area G9b. Dozens of dung balls, some as large as
Hasein have been locked in an endless war that
successful DC 16 Wisdom (Perception) check, then a small boulder. Any character enterprising enough
persists even beyond the grave.
they notice the hand and prevent the theft. Anything to dissect the dung balls finds a stone within their
stolen by the hand is transported to the beggar’s
J Anopet will give his crown and scepter to the char- center. Mostly these are ordinary stones but seven
acters if they kill Haseid. shards of malachite (20 gp each) and a brilliant fist-
sized blood diamond (3,000 gp) can also be found
72 CHAPTER 7 PLOW THE CURSED SANDS CHAPTER 7 PLOW THE CURSED SANDS 73
within the dung. Taking the diamond triggers a curse G11. Lesser Iounic Node J When active the galeb duhrs are animated by Jasmal was once a noted sage and vizier. She
(roll on the Deadly Curses table in the sidebar earlier a small whirling iounic insect that orbits their voraciously consumed all knowledge and by the age
Beetles can be seen scuttling about this chamber,
in this chapter). heads. A creature can use an action to grasp the of thirteen had read every book within her kingdom.
although nowhere near as many as before. A large
beetle, either by making a successful attack roll By the age of sixteen she knew more than even her
G10. Trophy Room node of otherworldly crystal takes up the majority
against AC 24 or a successful DC 24 Dexterity wisest elders. She wanted to continue her learning
The everpresent scarabs are conspicuously absent of this small cavern. The crystal shines and scintil-
(Acrobatics) check. If successful both the orbiting but had no one to learn from. Frustrated, she turned
in this room, as it is warded by enchantments that lates under even the slightest bit of light, sparkling
insect and the galeb duhr crumble to dust. to a cursed relic that was reputed to grant its owner
repel vermin. There are nine trophy cases arranged like a fossilized rainbow. This node is made from a
The otherwise inert galeb duhrs animate and attack three wishes. Jasmal knew that the cursed relic
throughout the room. A bronze plaque above the rare crystal that can be used to create ioun stones.
if the characters disturb them or the node. Any char- would transform her into some sort of animal (in her
cases reads: If a character has a set of mining tools and makes a
acter with a mining kit can make up to two attempts case a beetle) but reasoned that she could use one
successful DC 20 Intelligence (Arcana) check they
to harvest an ioun stone from this node. See area of her wishes to reverse the process. In her greedy
manage to safely extract a single ioun stone (Roll
PLUNDERED TREASURES OF THE G11 for additional details. haste, however, Jasmal overlooked the fact that the
GREAT UNDERGROUND EMPIRE upon the Ioun Stone table to determine the type).
bearer could not use the wishes themselves, but only
The relatively immature nature of this node allows G12. Beetle University on behalf of someone else. Jasmal has spent years
Three of these cases have been reduced to heaps for only one such mining attempt. Such an attempt
The scuttling, ever-present beetles are more prev- searching the tombs of Har’akir for a way to reverse
of charred kindling, as if blasted by some kind of triggers a curse.
alent in this damp, fungi-filled cavern. Four scarab her transformation. Recently she has lost hope and
fireball. The doors to another two cases hang open. swarms can be found here, resting within puddles of glumly resides here, feeling an instinctual comfort
Ioun Stone
There is nothing to be found within these open cases. water or eating fungi from the ceiling. The swarms amongst her lesser kin.
The four remaining cases, however, contain consider- d100 Ioun Stone
are peaceful unless disturbed. Also living within the Jasmal is desperate for conversation and excited
able treasure. These treasures include: 1-15 Awareness chamber is a giant rhinoceros beetle (use the statis- to see the characters. She is initially pleasant, but
Case 1. A jewel-encrusted egg (500 gp), a clock- 16-30 Protection tics of a rhinoceros but with an Intelligence of 22 before long her haughty, arrogant nature becomes
work canary (250 gp), a painting of unparalleled 31-45 Reserve (+6)) who goes by the name of Jasmal. evident as she attempts to correct and belittle the
beauty (1000 gp), a brass bauble (10 gp), a pot filled
46-60 Sustenance
with gold (300 gp), a platinum bar (200 gp), and an
ivory torch (50 gp). 61-65 Absorption
74 CHAPTER 7 PLOW THE CURSED SANDS CHAPTER 7 PLOW THE CURSED SANDS 75
characters as her intellectual inferiors. If any char-
acter attempts to return her banter, she challenges
into its hollowed interior. Blowing into the holes
makes music, similar to playing a flute (or compa-
The scarab lord goes by the name of Haseid, and
details of his feud with Anopet are provided in area Serpent Wing
them to a philosophical debate. Jasmal has one wish rable instrument). G7. Haseid is vicious and hungry and inclined to
remaining and offers to use it on their behalf if they attack the characters, although he is open to attempts Within these poisoned caverns, yuan-ti work with
If a character plays Senmet’s Lament in its entirety dark patience to summon forth a terrible demon.
win the debate. Her wish works similar to the wish while in this room, using the flute (or similar instru- to parlay. If the characters offer to kill Anopet, Haseid
spell except it can only duplicate a spell of 7th level or ment) a compartment in the bottom portion of the promises them “a treasure” as well as the use of G16. Poisonous Hall
lower, create a nonmagical object of up to 10,000 gp column opens up. Playing this song can be accom- “his pets” upon proof of their success. Haseid is less This hallway slopes steadily downwards. The walls
in value, and effect only a single target. plished by a character who knows the entire tune and forthcoming than Anopet if questioned about the of the hallway are covered in blasphemous scenes of
If Jasmal wins the debate, she demands that the has proficiency in any musical instrument. Within details of their feud. The scarab lord did, in fact, kill strange creatures, half-snake and half-human, canni-
characters give her any books, scrolls and food they the opened column can be found an instrument of his sister when he learned that she was betrothed to balizing their human kin. Rivulets of polluted water
have in their possession. the bards (cli lyre), and sheet music for an unpub- Anopet, although he only did so because he mistak- run through small furrows that have worn their way
lished song written by the master composer Seipora enly believed that she was irrevocably bewitched. into the stone floor. The water smells wretched, like a
The philosophical debate can be over any topic of
the DMs choosing. Possible topics include the nature Dumein (worth 1,000 to an interested buyer). Taking If the characters convince Haseid that they have combination of rotted food and decomposing flesh.
of reality, or who came first, mankind or the gods? To these items triggers a curse (roll on the Deadly killed Anopet (attempts to lie require a successful DC Any character who studies the walls and makes a
see who wins the debate, Jasmal and the character Curses table in the sidebar earlier in this chapter). 18 Charisma (Deception) check), then the scarab lord successful DC 15 Intelligence (Religion or History)
awards them with a clay tablet and a scarab of animal
make opposed Intelligence checks, awarding the G15. Skittering Throne influence (a beetle-shaped medallion that is function-
check recognizes them as chronicling the rise of
win to Jasmal in the case of a tie. Give the character the yuan-ti. The character also discerns that these
Scarab beetles swarm throughout this chamber ally equivalent to a ring of animal influence). The clay
advantage or bonuses, as appropriate, in the face of carvings are extremely old, likely dating back to the
in abundance, to the point that it is almost impos- tablet has the phrase ‘2nd’ followed by the picture of
spirited role playing. earliest days of the snake people. Summarize for
sible to walk without crunching them underfoot. a devil. Haseid also orders a scarab swarm to follow
If a winning character uses their wish to return As the characters enter the room, the beetles surge that character the information provided in the yuan-ti
and protect the characters while they are in Har’akir. entry of the Monster Manual. Regardless of the
Jasmal to her original form, she transforms into a together into one gigantic swarm that then takes on a
grateful mage, willing to accompany the characters If the characters kill Haseid, his form dissipates. check’s outcome, studying the carvings fills a crea-
vaguely humanoid form. The scarab lord (appendix
throughout their journeys in Har’akir. Each character HAS
B) speaks with a thousand chittering voices, “
Within his corpse of splattered bugs can be found the ture with primal, atavistic horror, forcing it to make
loses 1d4 randomly determined curses. THAT VILE SORCERER ANOPET SENT YOU clay tablet and scarab of animal influence described a DC 10 Wisdom saving throw. On a failed save, it
G13. Cavern of Sonorous Death TO DO HIS DIRTY WORK? IF SO THEN I above. gains one level of terror.
WILL PICK YOUR BONES CLEAN AND FEED
Dozens of needle-like stalactites hang from the
ceiling here. Four chasmes roost amongst them,
THEM TO MY CHILDREN.”
attacking any characters that enter their lair. These
chasmes are smaller than usual (size Medium) and
have the following additional action:
Summon Demon (1/Day). The chasme has a 30
percent chance of summoning one chasme. A
summoned chasme appears in an unoccupied
space within 60 feet of its summoner, acts as an
ally of its summoner, and can’t summon other
chasmes.
There are sixty-foot-deep pits in the northwest
and southwest corner of the room. At the bottom
of the southwest pit can be found a pile of broken
bones and a crystal trident (500 gp). If any character
succumbs to the chasmes’ Drone trait, then one of
the chasmes attempts to grapple the unconscious
character and drop them into the nearest pit.
A search of the cavern reveals the skeleton of an elf
near the northern wall. The skeleton has a broken
flute and a leather pouch. Inside the pouch is a
scroll that contains sheet music. The sheet music
is for a mournful song known as Senmet’s Lament.
Unfortunately, half of the scroll has rotted away,
leaving the song incomplete. Near the skeleton is a
Haseid is forever cursed
slender column of stone that has tiny holes carved to this horrible existence
76 CHAPTER 7 PLOW THE CURSED SANDS CHAPTER 7 PLOW THE CURSED SANDS 77
G17. Poisonous Hall G19. Excavated Ruins G19d. Totems of Terror
The walls of this room are also covered in carvings. Frightful Consequences Here the remains of a former yuan-ti temple have When the characters descend into this cavern,
Here the carved serpent-people are undulating While the yuan-ti ritual is being performed, a character been excavated, mostly by jackalwere slaves that have they are bombarded by a palpable wave of dread,
can gain escalating levels of terror. While a character has knowing with irrefutable certainty that whatever is
in some kind of perverse worship before a great, any levels of terror, it must spend 2 feet of movement for since been consumed, in search of a powerful relic
shadowy serpent. The poisoned water has pooled capable of summoning the Serpent-that-is-Night, coming spells their doom. This terror comes from
every 1 foot it moves, and it takes 1d4 necrotic damage at
within the room, bubbling now with caustic potency. the start of each of its turns for every level of terror it has. a mythic totem creature. In general the tunnels are two serpentine idols that are functionally equivalent
Within the room, inhaling the water’s fumes as if it If a spell or effect would end the frightened condition, it cramped, with crumbling ceilings that droop as low to those from area G19c except that the save DC is
were a drug, is a yuan-ti abomination (marked A removes one level of terror. Otherwise, all levels of terror as five feet. The tunnel slopes downwards to the 15. This cavern is guarded by a yuan-ti nightmare
fade one hour after last gaining a level of terror. speaker (appendix B; marked S on the map) that is
on the map), a giant constrictor snake (marked C east and west. Periodically there are 20 foot drops
on the map), and three yuan-ti purebloods (marked By divine decree Tz’graz does not take necrotic damage. It that require a successful DC 10 Strength (Athletics) protected by a yuan-ti abomination (marked A on
is imperative to the yuan-ti that she lives, as it is her fear the map). The abomination is currently in its snake
P on the map). The creatures attack the characters that is powering their ritual. check to navigate without falling. The entire area
immediately, although the yuan-ti have disadvantage is shrouded in a preternatural gloom. Visibility is form and spends its first action, horrifically molting
on all attack rolls, saving throws and ability checks reduced to 20 feet, beyond which is 3rd-level magical its skin to transform into its yuan-ti form, after which
some of her tribe members, were recently enslaved it casts its fear spell on the characters.
because they are intoxicated. darkness.
by the yuan-ti. The yuan-ti forced the jackalweres G19e. Totems of Despair
Anytime a character moves into the poisoned water to lead them to the location of this ancient yuan-ti G19a. Overlook
(marked on the map) or starts their turn there, they When the characters climb into this cavern, they are When the characters descend into this final cavern,
temple. The yuan-ti hope to use relics from within the they are bombarded by a palpable wave of dread,
take 2d4 poison damage. temple to summon forth a totem creature known as bombarded by a palpable wave of dread, knowing
with irrefutable certainty that whatever is coming knowing with irrefutable certainty that whatever is
The abomination has a noticeable lump within its the Serpent-that-is-Night. coming spells their doom. This terror comes from
torso. If the yuan-ti is cut open, the characters find spells their doom. Each character must make a
Tz’graz, like all of her kind, is a compulsive liar. In successful DC 10 Wisdom saving throw or gain one two serpentine idols that are functionally equivalent
a partially digested humanoid that has the face of a fact, she will deceive people even when it is not in to those from area G19c except that the save DC is
jackal. This creature is a recently eaten jackalwere level of terror. Fourteen yuan-ti pureblood (marked
her best interest to do so. She winces whenever she P on the map) guard this cavern, overseen by a bone 17. A tomb ophidian (appendix B; marked O on the
slave that accompanied the yuan-ti on their recent tells the truth, something that can be discerned with map) stands over the recent sacrifices of a dozen
pilgrimage to this forgotten temple. naga (Cleric version; marked N on the map).
a successful DC 15 Wisdom (Insight) check. She jackalweres. Next to the ophidian is a medusa,
G19b. New Excavation
G18. Snake Pit carries with her a small knapsack that contains a
This area appears recently unearthed. There
(marked R on the map) beating a set of primitively
stone tablet. The tablet has the phrase ‘3rd’ followed constructed drums, her serpentine hair waving
The floor of this room is filled with a seemingly are partial slabs of broken walls, cracked urns,
by the picture of a bird. Tz’graz suspects that there hypnotically to and fro.
bottomless mass of writhing snakes. Their hisses and other excavated relics. Amidst them can be
are similar tablets and that they can be used to open The medusa is currently concentrating on the
fill the entirety of the chamber like a sibilant cold- found a mining kit, a music box, and an articu-
the chest in area G1. Because of this, if freed, she ritual. Breaking her concentration disrupts the ritual.
blooded chorus. A wooden pole rises from the middle lated snake made from polished stones of
attempts to travel with the characters so that she If she manages to perform the ritual to its comple-
of the room, and lashed to it, just above the snakes, obsidian (worth 200 gp). Taking any of these
might learn if they have any of the tablets. If she tion, tiny wisps of dark-
is a humanoid jackal. Dozens of snakes crawl up and items triggers a curse (roll on the table in the
discovers the information on all four tablets she ness and shadow begin
down the creature’s straining body. The southern wall Deadly Curses sidebar earlier in this chapter).
attempts to separate herself from the characters and to squirm together into a
of the room has collapsed, and high atop the rubble When the music box is opened it plays a full
open the chest on her own. writhing, serpentine mass.
can be seen a cave entrance. rendition of Senmet’s Lament. After hearing
A loud, rhythmic booming sound, like ceremonial the music, any character who is proficient in a The Serpent-that-is-
Moving Through the Pit. A creature takes 1d6
drums, can be heard to the south whenever Tz’graz musical instrument can play this song without Night (appendix B) is
piercing damage from snake bites whenever it moves
is released. The jackalwere’s eyes widen in panic making any checks. If that character has seen the born. Its first task
into a 5-foot space in this room or starts its turn in
as she exclaims, “You are late! Too late! It comes! sheet music from area G14 they recognize that the is to hunt and kill
one. Yuan-ti are immune to this damage. If it takes 4
The Serpent-that-is-Night comes! Doom take us all!” songs are the same. the characters.
or more piercing damage from a single roll, a crea-
Tz’graz is afflicted by the frightened condition, and G19c. Totems of Fear
ture must also make a DC 10 Constitution saving
this cannot be removed from her until the end of the When the characters descend into this cavern, they
throw, taking 14 (4d6) poison damage on a failed
ritual. In fact, it is her fear that fuels the ritual, a fact are bombarded with by a palpable wave of dread
save, or half as much damage on a successful one.
that can be discerned by a successful DC 20 Wisdom (similar to what they felt in area G19a), knowing with
The snakes are effectively infinite, replenished as
(Insight) check. So long as Tz’graz, or any other crea- irrefutable certainty that whatever is coming spells
needed by the dark powers of Ravenloft. If a space
ture within a mile, has the frightened condition the their doom. The same feeling that was first felt in
takes any cold damage or is exposed to ever-ice
ritual can proceed. From this point on the characters area G19a. This terror emanates from two primitive
(see area G22), then it goes into a lethargic torpor,
have 20 rounds to stop the ritual, or else the yuan-ti serpentine idols, carved from a strange, green wood.
allowing characters to pass through it safely for 1 The Tomb Ophidian is a
successfully summon the Serpent-that-is-Night These idols have AC 15, 10 hit points, and immu- serpentine undead horror
minute.
(appendix B) which then begins to hunt the charac- nity to poison and psychic damage. A creature that
What Lies Bound. The restrained creature is ters for sustenance. For more details on the ritual see
Tz’graz, a jackalwere prisoner of the yuan-ti. She starts its turn within 30 feet of an idol must make a
area G19. successful DC 13 Wisdom saving throw or gain one
is tied up with ropes that can be removed by taking
The southern half of this room appears to be caved level of terror. This platform is guarded by six yuan-ti
an action to do so. Tz’graz is part of a large tribe
in. The rubble can be scaled with a successful DC 10 malisons (Type I; marked M on the map) that fight to
of itinerant jackalweres that live within the Great
Strength (Athletics) check, which leads the charac- the death.
Underground Desert (area G29). She, as well as
ters to a cramped, excavated cavern (area G19).
78 CHAPTER 7 PLOW THE CURSED SANDS CHAPTER 7 PLOW THE CURSED SANDS 79
Temple Wing (Athletics) check. The statues are stone golems. If
a character knocks on one of the double doors, then
damage on a failed save, or half as much damage
on a successful one. One round later the plague of
gp each). The locked cabinet can be forced open
with a successful DC 20 Strength (Athletics) check.
the nearest golem moves to open it. Otherwise the locusts retreats into the statues’ interior. Alternatively, the lock can be picked by any character
Beyond the crumbling halls of this sacred temple can golems are inert, acting only to defend themselves proficient in thieves’ tools who makes a successful
be found the Great Underground Desert where a vile Assuming that they are trying to be quiet, a char-
from attack. Any character who makes a successful acter must make a DC 10 Dexterity (Stealth) check DC 20 Dexterity check. Taking the adamantine ingots
necrosphinx guards the scalp of Vecna. DC 18 Intelligence (Religion) check recalls that it is triggers a curse (roll on the Deadly Curses table in
everytime they take an action, including move
G20. Reception Area for customary in some temples to knock on doors before actions, near one of the statues. Upon failure, they the sidebar earlier in this chapter).
the Heavenly Hosts presenting oneself to the gods. make enough inadvertent noise to trigger the trap. Early residents of this temple routinely injected the
This opulent chamber has the grandiose design of a G21. Halls of Harpocrates G22. Font of Wondrous Draughts fountain waters from area G21 into rats to discern
temple. Marble benches large enough to accommo- their ever-changing properties. A family of giant lab
The double doors to area G16 swing shut silently if This alchemical laboratory is dusty but otherwise
date a giant line the walls. Golden torches lit with rats still lives within the workshop. The entrance
not held open. The characters can knock from this well preserved. Tables hold beakers and alembics
radiant flame are set within tiled columns. Three to their warren is hidden underneath a table and
side to have one of the golems open the door. This filled with the coagulated remnants of abandoned
large statues of armored titans are arrayed against can be discerned with a successful DC 15 Wisdom
otherwise featureless hallway has three bronze experiments. Shelves hold treatises on potion
the northern wall. Huge double doors of solid plat- (Perception) check. The rats can be coaxed forth
doors and three human-sized statues. The two brewing and alchemical reactions. A brazier of
inum lead to the east and west. Engraved upon the from their warren by a successful DC 15 Wisdom
statues along the southern wall are of robed humans ever-burning coal is in the center of the room, near
doors are the words, “Ask to enter, and you shall be (Animal Handling) check or comparable magic. If
covering their ears. The statue along the northern a handful of other bizarre contraptions related to
received”. a rat is injected with a potion or magical liquid that
wall is of a robed human with their index finger held brewsmithing such as a transmutation kiln. has a positive effect, the rat appears invigorated. If
There are twelve torches in total, and they are before their pursed lips.
There are ten sets of alchemist’s supplies, four a rat is injected with a potion or magical liquid that
enchanted with the continual flame spell. Each If any sound is made within 15 feet of a statue, a sets of brewer’s supplies, a set of tinker’s tools, and has a negative effect, the rat atrophies and falls into a
torch is worth 100 gp, although removing one plague of locusts spews forth in a 15 foot radius from five herbalism kits spread throughout the lab. Using coma.
from a pillar triggers a curse (roll on the Deadly the statues’ mouths. Any creature standing within these supplies, as well as the treatises and the trans- A magical summoning circle has been burned into
Curses table in the sidebar earlier in this chapter). the locusts must make a DC 15 Constitution saving mutation kiln, a character who is proficient in alche- the corner of the room. This magical circle allows a
The doors are not locked, but ponderously heavy. throw, taking 4d10 slashing damage and 4d10 poison mist’s supplies can attempt to brew a potion. A char- character to treat any spell they know that summons
Opening them requires a successful DC 26 Strength
acter can attempt to brew any potion (subject to the or creates a creature as if it was a ritual. This prop-
DM’s approval) and doing so takes one hour. There erty can be discerned by any character that makes a
are enough supplies for five such attempts. Brewing successful DC 15 Intelligence (Arcana) check.
a potion requires an Intelligence check and the DC
depends on whether the potion is common (DC 10), G24. The Disobedient Manservant
uncommon (DC 15), rare (DC 20), very rare (DC 25), This small room has the statue of a human wearing
or legendary (DC 30). servants’ garb standing against the northern wall.
If the characters search the room thoroughly, they The statue can be heard muttering to itself about how
also find a small, palm-sized box of adamantine. no one appreciates it or its hard work. Another giant-
Opening the box reveals a small chunk of magical ice sized door of platinum leads to the west. As before
known as ever-ice. Whenever the ice is exposed, the the door is not locked but requires a successful DC
air within twenty feet of it counts as extreme cold. 26 Strength (Athletics) check to open, due to its
Water freezes, small cold-blooded creatures fall into sheer size and weight.
a torpor, and any creature exposed to the cold for The statue is actually the petrified form of Ebu, a
more than an hour must make a successful DC 10 real-life servant that over time has learned to talk.
Constitution saving throw or suffer a level of exhaus- Ebu was a servant of this temple, many centuries ago,
tion. Despite its name, ever-ice is not eternal and but was stubborn and disobedient, often ignoring
melts after an accumulated five hours of exposure. the orders of the priests. He was eventually turned
If the person carrying the ice ever takes 20 or more to stone as punishment for his stubbornness and left
hit points of fire damage, then the ice is destroyed, as a warning for the other servants. Ebu knows a
regardless of whether or not it is exposed. magical phrase that can be used to open any of the
temple’s giant-sized doors but is reluctant to share
G23. Workshop for the Greater Good it with anyone who asks, accusing them of trying
There are five bloodstained tables in the center to get him to do their work. Ebu can be persuaded
of this alchemical workshop. There are manacles into revealing the phrase with a successful DC 13
set into the table that seem sized to hold a Small Charisma (Persuasion) check. The magical phrase is
creature. Next to the manacles are a dozen empty “Heron.”
syringes and a pile of giant rat bones. A locked cage
If the characters cure Ebu’s petrification, he is
along the northern wall has the skeletons of five giant
delighted and gives them a happy, ecstatic hug. The
rats. Next to it is a locked cabinet which contains
manservant dutifully trails them throughout the
ten one-pound ingots of adamantine (worth 100
80 CHAPTER 7 PLOW THE CURSED SANDS CHAPTER 7 PLOW THE CURSED SANDS 81
temple, offering to assist with the most minor of tasks G26. Sacred Shrine of
and providing information regarding each room. the Flame that Flies
Ebu refuses to leave the temple, however, fearful that
doing so will anger the gods. This room is painted in vibrant reds and oranges
that twist and twine like wisps of dancing fire. Raised
G25. Chamber of Sacred Fountains steps lead to a gargantuan brazier filled with roaring,
There are five grandiose fountains in the southern crackling flames. There are four small platforms
half of this room. Two of the fountains have clear light of raised marble in the room. Tribute has been laid
blue water, whereas two of them spout opaque violet upon each of these platforms. The tribute includes:
liquid. A fifth fountain, situated between the other First Platform. A helm of brilliance.
four, spews forth liquid flame. The walls of the room Second Platform. A staff of fire.
are covered with intricate carvings that sparkle with
gold and platinum accents. A massive rug of exquisite Third Platform. A sunblade. Firaz Azar is a proud
and ancient phoenix,
artsmanship covers the northern half of the room. Fourth Platform. An eversmoking bottle, a lantern immovable in its convictions
These sacred fountains bubble with magical liquid. of revealing, and 1000 gp.
The properties of each fountain changes periodi- Fiery Wrath of the Phoenix
cally. Drinking the liquid from a fountain currently If any item is taken from a platform, the characters
produces the following effect: must make a successful DC 18 Wisdom saving throw
First Blue Fountain. The character must make a or be cursed to fail their next three death saving
successful DC 18 Constitution saving throw or have throws. Immediately thereafter, all items from the
their hit points reduced to zero and all of their spell remaining platforms are consumed by fire. Walls of
slots expended. fire, as per the wall of fire spell, rise to block the exits
Second Blue fountain. The character gains the from the room. A gargantuan bird with burning red
benefit of a long rest. If the character is at full hit plumage rises from the room’s brazier. Firaz Azar, the
points, then they also gain 3d6 temporary hit points. Flame that Flies, roars in outrage, “PUNY THIEVES,
VERMINOUS BEGGARS, YOUR FLESH WILL
First Violet Fountain. The character triggers 1d4 MELT FOR THIS SACRILEGE” before attacking.
curses (See area G1).
Firaz Azar has the statistics of a roc with the
Second Violet Fountain. The character gains the following changes:
benefit of the bless spell until they next finish a short
or long rest. J It is immune to fire damage.
Fountain of Flame. Any creature that enters or J It has the following additional trait:
ends its turn in the fountain of flames takes 2d6 fire Heated Body. A creature that touches Firaz Azar or hits
damage. The fountain has no other mystical prop- it with a melee attack while within 5 feet of it takes 9
erties. It was erected as a tribute to Firaz Azar, the (2d8) fire damage.
Flame that Flies (see area G26) as well as to provide
elemental balance within the temple. J It has the following additional action: this the character must make a successful DC 18
tribute has great religious or sentimental value, or Intelligence (Religion) check as well as a successful
Other than divination magic or experimentation Sirocco. Firaz Azar beats its wings to create a seething
hot wind in a 60-foot cone. Each creature in that area a monetary value of more than 1,000 gp, then Firaz DC 18 Wisdom (Medicine) check. There are enough
(see area G20) there is no way to determine the Azar is pleased. Assuming that she has not been supplies in the chamber for two such attempts. Any
must make a DC 21 Dexterity saving throw, taking 63
properties of a particular fountain, short of drinking (18d6) fire damage on a failed save, or half as much slain, each character loses 1d4 randomly determined successfully created mummy follows the commands
its waters. If a creature drinking the waters receives a damage on a successful one. curses. They also receive the Blessing of the Phoenix. of its creator and lasts for 1d4 days before eventually
beneficial effect, they can’t do so again for a tenday. Blessing of the Phoenix. If you fail a death saving decomposing into uselessness.
The rug is beautifully made, meticulously woven by Unquenchable Charity of the Phoenix throw, you can choose to succeed instead (no
seven generations of master artisans. It is an unmis- If a character examines the brazier, they find the action required). When you do so you are briefly G28. Barge
takable work of art worth 5,000 gp. However, it is ten following inscription: surrounded by benign flames. Once used, this This large room is well constructed and architec-
feet by fifteen feet and weighs three hundred pounds, GAZE IN AWE UPON THE RELICS AND blessing fades. turally grand, with a vaulted ceiling and decorative
making it extremely difficult to transport. Taking it WEALTH OF FIRAZ AZAR, THE FLAME THAT arches, although the interior walls of the chamber
triggers a curse (roll on the Deadly Curses table in FLIES. PLACE YOUR TRIBUTE WITHIN THE G27. Preparations for a seem more plain in construction. Any character that
the sidebar earlier in this chapter). The carvings
FLAMES, IF YOU WOULD SEEK HER BLESSING. Rich and Bountiful Afterlife examines the interior walls notice that the mortared,
depict the citizens of Har’akir worshiping various, Any tribute placed within the brazier is instantly This is a mummy preparation chamber. There is a marble blocks look newer than those elsewhere, as if
animal-headed gods. The gold and platinum accents incinerated. If the tribute is meaningless or holds cabinet filled with surgical hooks, bandages, canopic the walls were added somewhat recently. Any char-
are worth 200 gp if removed from the wall, although no value, then the flames explode in a great confla- jars, ointments, wines, and spices. There are three acter with a mining kit can spend an hour to carve
doing so triggers a curse. gration, inflicting 8d8 fire damage to all characters slabs and two workstations. If a character has access a hole through the interior walls. Alternatively, a five
standing within twenty feet of the brazier. If the to the intact corpse of a humanoid, they can attempt foot square of wall has AC 15, 25 hit points, and
to transform that humanoid into a mummy. To do immunity to poison and psychic damage.
82 CHAPTER 7 PLOW THE CURSED SANDS CHAPTER 7 PLOW THE CURSED SANDS 83
Behind the interior walls is a well preserved funeral
barge, sitting atop a raised granite platform. The boat
G29. Great Underground Desert
The dry heat of the temple is at its most prominent
J The sand kraken has the following action:
Submerge. One Medium or smaller creature grap-
Black Obelisk
is made from sycamore. Its deck is unadorned other pled by the sand kraken is pulled beneath the sand.
within this room. Its walls have collapsed, giving If the creature has had its breath crushed from its A fifteen-foot black obelisk of cracked, glowing stone
than a bronze plaque which reads:
access to the Great Underground Desert. The Great lungs, it begins to suffocate. It can survive for a rises from the sands of the desert. Within the obelisk
Underground Desert is a sea of sand that stretches number of rounds equal to its Constitution modifier can be seen the beginning of a staircase that leads
THE TALE OF THE PRIESTESS NEPHRITI for hundreds of miles connecting the many tombs (minimum of 1 round) before being reduced to 0 hit down into the sands of the desert.
A CAUTIONARY PARABLE and temples of Har’akir. The desert’s ceiling is thou- points. Submerged creatures have disadvantage on
sands of feet overhead, far out of sight of the charac-
any checks to escape their grappled condition. G30. Lair of the Necrosphinx
Once there was a priestess, common in all ways except
for her unsurpassing beauty, gifted unto her by the ters. There is not a single speck of naturally occur- The sand kraken initially splits its attacks between The staircase leads down for hundreds of feet. Any
gods she served. As her beauty blossomed, she began ring light, although a glowing purple obelisk can be the characters and the jackalweres, although the careless footsteps echo ominously as the characters
to increasingly shirk her duties. Instead, she would seen roughly a mile into the desert. jackalweres flee as soon as possible. Should the char- finish their descent. Once they reach the bottom of
spend her days gazing into the temple’s many foun- the stairs (marked E on the map) read or paraphrase
tains so that she might see her reflection. Offended by After the characters have traveled half a mile, a acters flee as well, the sand kraken chooses to pursue
strange wind begins to blow across the dunes. If whichever group is the largest. the following:
her self-idolatry, the gods turned her into a fish so that
she might spend her years beneath the waves, unable Tz’graz is with the characters, she crouches in antic-
to gaze ever again upon her reflection. ipation of danger. The sand begins to dance beneath
the ever-building wind. Finally the wind turns into
If the characters enter the hull of the barge they a hurricane, blowing sand everywhere. Growls and
find that its floor is made entirely from glass. Looking hoots echo from the sand storm, as more than a
through the glass the characters see a strange, dozen humanoid creatures charge the characters.
undersea kingdom populated by schools of small, The assault force is a tribe of twenty jackalweres
phosphorescent fish. A minute after entering the (unaligned with Tz’graz’s tribe). The jackalweres
hull, a large fish with iridescent scales and unsur- wear layers of heavy clothing that protect them from
passing beauty swims up to gaze at the characters. the sand storm. But any characters who do not wear
The fish bats her fishy eyelashes as she watches the similar clothing take 1d8 slashing damage at the start
characters with undisguised interest. The fish is the of their turn from the sand storm. The sand storm
transformed priestess Nephriti. Anytime a character will last for five rounds and while it persists the area
looks upon her they must make a successful DC 15 is heavily obscured. At the end of the second round of
Wisdom saving throw or spend their turn incapaci- combat read or paraphrase the following:
tated as they gaze lovingly upon Nephriti. The char-
acter can repeat the saving throw at the end of each A vast tentacle thrusts up from the sand, coiling about
of their turns, ending the effect upon a success. one of the jackalweres. There is the sound of bone
No sound can pass through the glass floor. Even if pulverizing, as blood spurts everywhere. There is then
sound could pass through the glass, Nephriti nowa- a second tentacle that begins lashing about just inches
from where you are standing.
days has the intellect of a common fish. Because of
this she can only communicate using magic such as
the speak with animals spell. If the characters use The tentacles belong to a submerged sand kraken.
a mirror or reflective surface to show Nephriti her A sand kraken has the same statistics as a juvenile
reflection, she gazes at it for a long moment before kraken (appendix B) with the following changes:
turning away. She gives the characters a slight, fishy J It has three-quarters cover.
smile before then swimming off contentedly. Each
character can remove 1d4 randomly determined J It has a walking speed of 20 ft. and a burrow
curses. speed of 50 ft.
The glass floor has AC 5, a damage threshold of 15, J Whenever a creature begins their turn grappled
10 hit points, and immunity to poison and psychic by a tentacle, they take 2d6 bludgeoning damage
damage. If broken, the characters can access a water- and must make a successful DC 20 Constitution
filled shaft that descends for five hundred feet. At the saving throw or have the breath crushed from
bottom of the shaft is a crude idol of what appears to their lungs.
be a giant-sized version of Nephriti. Scattered about J The sand kraken does not have the Lightning
the idol are a pile of pearls worth a total of 2,000 gp Strike action or Legendary Actions.
in total. Taking these pearls triggers a curse (roll on
the table in the Deadly Curses sidebar).
J Its Multiattack is replaced by the following:
Multiattack. The sand kraken makes three tentacle
attacks, each of which it can replace with a use of
Submerge.
84 CHAPTER 7 PLOW THE CURSED SANDS CHAPTER 7 PLOW THE CURSED SANDS 85
CHAPTER 8
successful DC 15 Insight (Wisdom) check (made
The staircase opens into a small tomb made from with disadvantage due to Alhazred’s Inscrutable trait)
blocks of crumbling obsidian. Mounds of ceramic discerns the faintest hint of a smile. Alhazred no
coins fill the chamber. Amidst the coins can be seen
small chests brimming with sparkling gemstones. It
is unbearably cold within the tomb. It is eerily quiet
longer has disadvantage on all attack rolls and saving
throws. A Skeleton in the Closet
as well and, for the moment, all you can hear is the The second riddle is, “I am what happens when After obtaining at least one Vecnan relic, Skeever offers to few minutes of wandering, the characters notice
sound of your own breathing and the beating of your water freezes and becomes solid. I am what icicles take the characters to the domain of Cavitius. Unknown to two prominent locales: the Temple of Vecna and the
own heart. Slowly in the dark you make out something. the players, the Darklord Azalin has absorbed Cavitius into
are made from.” If the characters answer with the Palace of Vecna.
A leering, feral grin. The grin is attached to a bleached his own domain of Darkon. Through his imp Skeever Azalin
skull that has strips of dried flesh hanging from it. The word ice, then the necrosphinx again dourly congrat- has manipulated the characters into gathering and bringing The Temple of Vecna is located within the inner
humanoid skull is attached to the rotting body of a ulates them. Any character who makes a successful him Vecnan relics so that the Darklord might use them to wall of the skull, between the eyes. Stairs within the
lion. Decomposing wings, made from putrid molting DC 13 Wisdom (Insight) check (made with disad- open a portal that leads out of Ravenloft. After dealing with interior of the skull lead up to the temple, which has
feathers, flap lazily as the skull’s grin widens. “It’s been vantage due to Alhazred’s Inscrutable trait) notices Azalin, one way or another, the characters escape Ravenloft
so long since I’ve had the pleasure of company. Would and return home.
been built into the wall of the skull. Like the rest of
that the necrosphinx seems invigorated with the the city, the vaulted temple is empty of both furnish-
you like to play a game?”
answered question, gaining in substance and form. ings and creatures. From this vantage point, however,
Alhazred now has full hit points. the characters may attempt a DC 15 Intelligence
The creature is Alhazred, a necrosphinx (appendix After a brief pause to collect itself Alhazred (Arcana) check to discern that the eyes of the skull
B; marked by an N on the map). The necrosphinx pounces, hoping to feed upon the characters. By nce the characters have obtained are filled with swirling pools of necrotic energy. Any
challenges the characters to a riddling contest, prom- not asking them a third riddle, he reasons that he at least one Vecnan body part, character who comes in contact with this energy is
ising the characters that they can each pick a trea- cannot be bound by their agreement. As he attacks they can decide that it is time affected by a disintegrate spell.
sure of their choice and leave safely if they correctly he roars, “Foolish mortals, what can stand in the to visit Citadel Cavitius, Vecna’s The Palace of Vecna is described below.
solve three riddles. What the characters do not know face of death?” Although this taunt is not intended former domain. Skeever is happy
is that it has been centuries since Alhazred has as a riddle, if the characters answer it as if it was to use his mistwalking powers to accommodate this. For more details on Citadel Cavitius, including
feasted and he is currently a shell of his former self. with an earnest answer such as history, or love, then As the characters plunge one last time into the mist, its surrounding domain, see Ulraunt’s Guide to the
Currently he has only 150 hit points and disadvan- the necrosphinx stops short, bound by its bargain. read or paraphrase the following: Planes: The Shadowfell.
tage on all attack rolls and saving throws. However, Otherwise, the necrosphinx fights to the death.
the necrosphinx rejuvenates every time a creature You trudge through the mists long enough that all
There are more than 100,000 ceramic coins
answers one of his riddles. sense of time dissolves. Moments, or perhaps years,
scattered throughout the tomb. This is a king’s roll away until you finally see the silhouette of a large
If the characters agree to the riddle contest, fortune within the domain of Har’akir, but worth- mound in the distance. It grows closer and closer still
then Alhazred begins with the following riddle, less elsewhere. There is an additional 30,000 gp in until it appears as an impossibly huge skull, ready
“I am hot and red. I can be used to cook gemstones, although a curse is triggered for every to eat you whole. The mists thin out, although they
food but also can burn down a forest.” 10,000 gp worth of gemstones that is plundered. never quite dissipate until you find yourself staring at
The necrosphinx begrudgingly The scalp of Vecna can be a giant, bleached skull towering over you like a small
congratulates the characters if mountain.
found preserved within a
they answer with fire. Any A winding road leads its way through the skull’s gaping
ceramic urn. A stone maw. . .
character who makes a tablet is visible within
the mounds of coins, As the characters get closer to the skull, they may
although its writing attempt a DC 12 Wisdom (Perception) check to
is face down. If discern that the skull is in fact built from billions
turned over the tablet of bones, seamlessly fused together. Those bold
has the phrase ‘4th’ enough to enter the maw of the skull find themselves
followed by the picture of a emerging into a city built within the skull’s interior.
dragon. Crystalline, skull-shaped lights cast strange
Once the scalp has shadows amidst the swirling ever-present
been recovered Skeever mists. Everything within the city, including the
bounces about excitedly, roads, seem to also be made from billions of
encouraging the characters to fused bones.
leave this “hot, nasty place” and An occasional zombie, dressed in the
return to Castle Avernus. fashion of Darkon, can be seen shambling
noiselessly through the streets. At the
DM’s discretion creatures made from dark,
swirling mist known as mist stalkers (use
With a soul darker than the shadows Citadel Cavitius is an eerie
the statistics for wraiths) might be found within and imposing sight to behold
gripping Moil, Alhazred’s
cruelty truly knows no bounds abandoned buildings. Otherwise, the city appears
eerily abandoned and deathly silent. After just a
CHAPTER 10
giants and rescue the imprisoned townsfolk. with this information Flibber can be convinced to
change the terms of the contract with a successful
Saving a Dragon DC 20 Charisma (Persuasion) check or a successful
A hunting horn can be heard blasting repeatedly DC 10 Charisma (Intimidation) check. In this case
in the distance. If the characters investigate, they
discover a black dragon wyrmling running franti-
Flibber allows the characters to renegotiate the defi-
nition of the word “kill” but also no longer offers an
Dropping the Battlehammer
cally, its injured wing hanging limp at its side. Two infernal boon. The characters recruit the assistance of the Cult of the Elder
fire titans (appendix B) then rise over a small hill Elemental Eye to track down Bruenor Battlehammer, the miss- Through a diplomatic combination of strength
The demons are currently holed up in a nearby cave ing dwarven king. After finding out that Bruenor has been and appeasement, Triboar has managed to retain its
and begin running towards the wyrmling. If the
that connects to the Underdark. There is a marilith trapped by dao within the Elemental Plane of Earth, the char- independence from the various factions governing
characters don’t intervene, the titans quickly dispatch
and two vrocks. If the characters kill the demons acters must travel to the City of Jewels. After fomenting an the Realms. If anything, Triboar has grown in pros-
the dragon, cutting off its head and throwing it into uprising, the characters must lead Bruenor’s people, as well
without successfully renegotiating the contract, then perity since Vecna’s conquest. Triboar provides an
a sack. If the characters aid the wyrmling, it hisses as the petrified king, to safety.
Flibber laughs at them, gleefully declaring that they ideal place for the characters to rest, spend coin, and
its gratitude in Draconic. If left alone it will inev-
have breached the contract and forfeit their souls engage in other non-adventurous pursuits. As such
itably die. However, if the characters either fix its
before turning invisible and fleeing (In this case the it is recommended that DMs encourage the charac-
wing through magic or spend 1 hour and make a
characters, upon death, are reborn in the Nine Hells ters to finish this quest first. Details on Triboar can
successful DC 18 Wisdom (Medicine) check, the
as lemures). If the characters successfully renego- be found in Rise Of Vecna as well as Storm King’s
wyrmling manages to safely return to its distant lair.
tiated the contract then Flibber begrudgingly gives Thunder. In the absence of these books populate the
Word of the characters’ actions spread through the
them any agreed upon rewards. If Flibber agreed to a riboar is the natural starting point town with a handful of colorful, high-level NPCs as
area and the characters find themselves received
devilish boon then it awards one character with: for those looking for Hellenrae. The well as some shops where the characters might be
favorably should they later encounter Rezmir
(see chapter 12). For their service, the Black Charm of Many Tongues. You can speak and under- large town stands at the intersection able to spend their hard-earned coin.
Wyrmspeaker gifts the characters with a randomly stand all languages, you gain proficiency in the of the Long Road and Evermoor Way. Before beginning this chapter, read the Dwarfholds
selected magic item from Magic Item Table F in the Deception and Persuasion skills, and you can add Its flat, fertile ground makes it ideal of the North section of appendix A to familiarize your-
Dungeon Master’s Guide. your proficiency bonus twice, rather than once, for farming and ranching. Because of this, Triboar is self with what has befallen the dwarves since Vecna’s
when using those skills. This charm vanishes from a sprawling, decentralized town. conquest.
you when you die.
100 CHAPTER 10 DROPPING THE BATTLEHAMMER CHAPTER 10 DROPPING THE BATTLEHAMMER 101
Shortly after this check a death slaad, accompa-
nied by a green slaad and a hundred troglodytes,
finally emerging on the other side of the stone wall.
While lost the characters are set upon by a search
At this the Khan explodes in uncontrolled fury,
triggering a cave-in within the tunnel. In response The Return
emerges from the tunnels to attack the characters. party consisting of two dao, three earth elementals Bruenor yells to his people, “Quick lads and lasses! Upon their return the characters are glumly
Have the characters battle the death slaad and green and a hundred gargoyles. Have the characters fight Run to the portal!” The dwarven monarch then welcomed by the golden-masked Hellenrae. After
slaad, while assuming the followers deal with the the dao and the elementals, and assume the dwarves turns to the characters, “Ye will have to keep that cursing them for dirtying up her temple, she begrudg-
troglodytes (see the Tunnels of Madness map). If and gnomes fight the gargoyles. When the characters blowhard occupied, lest he use his powers to ingly informs the characters that Ogrémoch was
there are more than three hundred followers, then prevail, any remaining gargoyles flee; however, 3d6 close the portal!” pleased by their success. She gives the characters
they manage to overwhelm the troglodytes without followers are slain for every round of combat. If the Khan is left unattacked for a round, he spends six pairs of smooth, matched stones. She refers to
suffering any casualties. Otherwise, 1d10 followers The purple geodes lead a twisting route for another his turn concentrating and closing the portal. At this these stones as Ears of Ogrémoch. They are func-
are killed for each round that the characters spend five hours before ending, yet again, in a dead end. At point the portal can only be reopened by breaking tionally equivalent to sending stones, although any
fighting the slaadi. this point the characters have fled far enough from the Khan’s concentration. Rockribs releases his message sent through them can also be heard by the
the City of Jewels that the magic petrifying Bruenor umber hulks to harry the characters while fighting by Elemental Prince of Earth. Hellenrae then sourly
Rise of Vecna begins to fade. There is a great shattering sound from his master’s side. While this is happening, Bruenor kicks the characters out of her temple, suggesting
If the characters have played Rise Of Vecna and one of him as he flexes his muscles, cracking through his begins to lead his army through the portal. Unless the that they retreat to nearby Triboar.
them bears the blessing of Ssendam, the slaadi refuse to stony cocoon. At the same time a whirling portal, like characters intervene in some way, it takes five rounds At Triboar the characters are heralded as heroes
attack the characters. Instead, the green slaad offers to the one the characters used to access the Elemental for everyone to fully evacuate. During the second for their role in the return of the dwarves. The Lord
accompany and protect the characters during their trek. Plane, opens at the end of the tunnel. The portal is round of combat, a falling boulder pins a dwarf and Protector of Triboar, Daratha Shendrel, bestows
two hundred feet from the characters. two deep gnomes. Removing the boulder requires a upon the characters an abandoned stone mansion
As soon as someone steps towards the portal, the successful DC 18 Strength (Athletics) check. During known as Boar’s Rest, once owned by a wizard who
The Home Stretch very planes themselves begin to shake with unbri- the fourth round of combat, one of the umber hulks ran afoul of Vecna. Bruenor thanks the characters
After another four hours of travel the purple-lit dled, elemental fury. A corpulent dao, dressed in breaks from combat and begins trying to kill the profusely, declaring them honorary dwarves and
pathway ends abruptly in a smooth stone wall. This layers of bright silk and wearing an array of glittering fleeing dwarves. pledging his assistance should they ever need it. Over
barrier was recently erected by the divine decree of jewelry, rises from the ground between the characters At the end of the fifth round of combat, once all the course of the next month the deep gnomes move
the dao’s Great Khan. It Is fifty feet thick and cannot and the portal. The dao is Koh Nur, the Great Khan the dwarves and gnomes have been evacuated, south, settling within the Throne of Primordial Unity.
be broken through by conventional tactics. If the char- (marked K on the map; appendix B). Accompanying Bruenor rushes into the fray, hobbling the Khan with Half of the dwarves settle in Triboar. The remainder
acters brought the bulettes with them, they can be the dao is his stone giant seneschal, Rockribs a thunderous blow to his kneecap. Bruenor yells to of the dwarves travel north with Bruenor, seeking
coaxed into burrowing through the wall. Otherwise, (marked R on the map). Rockribs holds a series of the characters, “I’ve got him now! Rush for the Ironmaster, where Bruenor believes the rest of his
the characters and their companions will have to use adamantine chains, at the end of which are leashed portal before it’s too late. My people need ye!” It kin can be found.
side tunnels to circumvent the barrier. If the char- a pack of eight slavering umber hulks (marked U on is up to the characters how to proceed at this point.
acters allowed Kolathid to gather allies, then one the map). If they listen to Bruenor, then they emerge from the alloW THe CHaraCTers To gain one level
of the rescued deep gnomes, a ranger by the name portal within the Temple of Elemental Unity. A long aFTer suCCessFully reTurning From
The Great Khan’s voice washes over the characters
of Svirtblx, approaches the characters, indicating minute later, just as the portal is about to close, they THe elemenTal plane oF earTH.
like an avalanche, each thunderous word sending
that he can lead the group around the barrier. He is see Bruenor dramatically dive headfirst through, his
cracks throughout the ceiling,
true to his word and can find an alternative path that helm tumbling to the floor as he lands with a loud
requires just eight hours of additional travel. Without “INSIGNIFICANT WORMS. YOU
OOMPH! Should the characters insist that Bruenor
Svirtblx the characters must make a successful DC WILL EXPERIENCE A THOUSAND
flee first, then they will all need to be able to reach
21 Survival check or get lost for 1d4 days before UNPARALLELED PAINS FOR YOUR
the portal, which is 100 feet from the Khan, before
PRESUMPTIONS!”
the Khan can close it.
102 CHAPTER 10 DROPPING THE BATTLEHAMMER CHAPTER 10 DROPPING THE BATTLEHAMMER 103