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“As long as people believe in absurdities

they will continue to commit atrocities.”


CREDITS Contents
Alhazred
Doomed Forgotten Realms
Lead
Playtesters
Br’rell
Interior Art
Bralves
Flaming Skull Foreword 4 Chapter 9
Jimmy Nijs
No Longer Eye to Eye 92
Scott McClintock Captain Virran Silvershadow Irina Radanavich
Xanathar and Sylgar
Introduction 6 Xanathar's Guide to Saving the World........................... 93
Lead Developer Irini Azalin Rex
Graxigon Doomed Forgotten Realms ................................................. 7
Nori Dean Spencer Amber Sarcophagus Encounters on the Road.................................................... 93
Scott McClintock Mummy’s Sarcophagus A History of Doom ................................................................ 7
Concept Beta Readers Kobold
Voaraghamanthar the Black Dragon Citadel Cavitius Adventure Summary .............................................................. 7 Chapter 10
Scott McClintock Adam Dahlheim Small Red Dragon Sylgar
Lord Haroln Adventure Flowchart ...........................................................9 Dropping the Battlehammer 97
John Bryant dleoblack Vadataj Cult of the Elder Elemental Eye ....................................... 98
Writer Matthew Charles Dramatis Personae .............................................................. 10
Lady Syth
Scott McClintock Raluca Marinescu An Audience with Ogrémoch ............................................ 98
Marc Altfuldisch
Ryan Sargent Harley Dela Cruz Vecna Chapter 1 The Dismal Delve ..................................................................99
Billy Middleton Cartography Werewolf
Rising Phoenix Games Trial Run 11 A Time for Planning .......................................................... 100
Willow
Editor Buck Wev Blackstar Knight Grandma Fennel Beginning the Adventure.................................................... 11 March for Freedom ............................................................101
Secret Eater Vol’kra the Empyrean
Billy Middleton Hosttower of the Arcane
Richten Haus Spirit of Rage
Abandoned Tower .................................................................13 The Return ...........................................................................103
Castle Avernus Undead Horse Sandara Luskan .....................................................................................14
Developer Har’akir Tombs Bleakborn Phoenix
Chapter 11
Marc Altfuldisch Devil’s Tea Party Haseid Hosttower of the Arcane ...................................................18
Ahghairon’s Tower Tomb Ophidian Vlad Ogorodnyk The Mists of Ravenloft ...................................................... 29 Worse Things Happen at Sea 104
Producer Kas
Castle Waterdeep Port Llast.............................................................................104
Scott McClintock Vecna’s Throneroom Chapter 2 Voyage Under the Sea ........................................................105

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

Beginning the Adventure


Ahghairon Archmage and first Open Lord of Waterdeep Chapter 14, area M16 bag of bones took over this heap of dirt we call home.
Azalin Rex Lich and Darklord of Darkon Chapter 8, area H6 No matter what we throw at him – spies, assassins,
armies, Elminsters – none of it works. We’re going to
Bruenor King of the dwarves Chapter 10, Dismal Delve How best to begin this adventure depends upon have to fight smarter, not harder. This guy’s gimmick
Battlehammer is that everyone has a secret that can bring about
whether or not your players have played Rise Of Vecna.
Grandma Fennel Druid from Rivalis Chapter 2, area C4 their downfall, but that’s nothing new. Here in Faerûn,
Grimnir Dwarven priest Chapter 10, Dismal Delve Without Having Played RISE OF VECNA we call it blackmail, and I’ve been doing it my whole
life. So, how about we turn things around and use
Halaster Blackcloak Archmage and creator of Undermountain Chapter 13, area K8 If your players have not played the previous adven-
his secrets against him. It took me a while to put the
ture, then begin by reading or paraphrasing the pieces together, but I’ve already figured out a whopper
Hellenrae Monk and cultist of the Elder Elemental Eye Chapter 10, Triboar
earlier Rise Of Vecna section. Have your players of a secret. It turns out that Vecna isn’t even from the
Irik Zal’honan Ghost of the son of Azalin Rex Chapter 3, area E5 describe how their characters have spent the last Realms, but rather some other dimension -- some
Isolde Cambion leader of the Carnival Chapter 5, The Character’s Arrival five years. If your characters have played a previous dreary place referred to as Ravenloft.
Jarlaxle Baenre Drow elf leader of Bregan D’aerthe Chapter 11, The Hunt is Afoot Wizards of the Coast hardcover adventure, then see If we want to find out more about Vecna, then we
Vampire warrior and Darklord of Tovag who betrayed appendix F for suggestions on how to customize this are going to need to journey to his alleged home-
Kas Vecna Chapter 4, The Clash land. It turns out that it is somehow possible to
adventure.
access Ravenloft from inside the Hosttower of the
Kolathid Deep gnome wizard Chapter 10, Dismal Delve While there is considerable lore to be found in the Arcane. Normally this place is inhabited by scores of
Lady Syth Death knight loyal to Kas Chapter 4, Tovag, Land of the Great SwOrd COast Gazetteer and Rise Of Vecna, none of it archmages; however, thanks to my agents, they are
Betrayer currently elsewhere. So, it is time for us to break into
is necessary for this adventure. As such, consider
Madame Radanavich Darklord of Richten Haus Chapter 2, area D19 their tower, hop into Ravenloft, find out Vecna’s weak-
working with your players to build your own dysto- ness, and save the Realms.
Ogrémoch Elemental Prince of Earth Chapter 10, An Audience with Ogrémoch pian version of the Forgotten Realms. In this
How hard can it be?”
Rezmir Dragonborn Black Wyrmspeaker Chapter 12, Castle Naerytar dystopian world your players might play legendary
Shradin Mulophor Former lord of Skullport Chapter 14, The Skull-faced Beggar characters from pre-existing Forgotten Realms lore.
Skeever Azalin’s imp familiar Chapter 3, area E7
Alternatively, they might prefer to make their own With Having Played RISE OF VECNA
unique character. With the defeat of the Krakolich and the destruction
Sylgar Xanathar’s beloved pet goldfish Chapter 1, Beginning the Adventure
The adventure begins with the characters meeting of the shroudstones, the veil separating Toril from
Vecna Lich mastermind who has conquered the Sword Coast Chapter 15, Denouement the gods is weakened. Across the Realms, townsfolk
the beholder, Xanathar. Once the former crime lord
Xanathar Beholder and sworn enemy of Vecna Chapter 1, Beginning the Adventure of Waterdeep, it was driven into exile when Vecna and citizens have inexplicably hopeful dreams that
conquered the city. Now headquartered beneath they have not experienced in years. Whispers and
the ruins of Thornhold, the beholder is the unlikely rumors begin to circulate that a rebirth of the gods is
leader of one of the last remaining credible resis- imminent. Within weeks there are stories of divinely
tance movements. Have your characters decide inspired clerics rallying the masses and newly
whether they already have an established relation- anointed paladins inspiring rebellion. Although such
ship with Xanathar, or whether they are meeting it insurrections are quickly crushed by the iron grasp of
for the first time. If meeting it for the first time, then Vecna, their existence is nonetheless worrying to the
Maimed Lord and his closest servants.

10 INTRODUCTION CHAPTER 1 TRIAL RUN 11


Allow the characters time to enjoy their hard- Xanathar can provide details regarding Luskan and
earned victory. This downtime can extend for days or the Hosttower. In particular, it knows:
months, depending on their preference, but it eventu- J The Hosttower of the Arcane is home to a group
ally comes to an end when they are summoned to an of wizards known as the Arcane Brotherhood.
audience with Xanathar. Read or paraphrase: The Brotherhood is run by five powerful arch-
mages, three of which are former apprentices of
By now Xanathar’s lonely underground labyrinth has
been transformed into a bustling, grandiose hub of the Mad Mage Halaster.
activity. Informants stream in and out of his chamber, J The Hosttower plays a critical role in the construc-
using the Underdark to ferry information and contra-
tion of artificially accelerated organisms (for more
band throughout the Realms. Xanathar’s throne
room is as opulent as ever, decorated with tapestries, details see the Artificially Accelerated Organisms
paintings, and the petrified statues of those who have section in appendix A). The paranoid Xanathar
recently aroused its prickly ire. Its beloved goldfish, guarding Sylgar
Sylgar, swims happily by Xanathar’s side in a mansion-
J The Hosttower used to have a spiral staircase
sized fish bowl. in the center that could access the entire tower.
“Great job henchpeople. You managed to rile up that Over the years the “lazy wizards” sealed up the
one-eyed bag of bones and it has sent out its liches stairwell and replaced it with a teleportation
and wizards to put out the fires. Doing so has left key system. Xanathar supplies the characters with
locations, such as the Hosttower of the Arcane, unpro- three blocks of a black, sticky putty. A character
tected, and we are going to take advantage.” can use an action to flatten the putty and apply it
“I recently sent one of my gith spies to the illithid-in- to a door or wall built from any material. Doing
fested halls of Silverymoon, where they uncovered
a juicy secret. This Vecna thing comes from another
so expends the putty and casts the passwall spell
Xanathar’s Cheat Sheet is a huge, leather-bound
compendium that contains the answers to hundreds Abandoned Tower
dimension – some dreary place referred to as upon that surface. Xanathar suggests that by
of tests, exams, and trials. The majority of these As promised, the characters appear within a gutted,
Ravenloft. using the putty, the character might access the
exams relate to advancing through the ranks of roofless ruins of a collapsed tower. The mounds of
If we want to find out more about Vecna, then we are stairwell and infiltrate the tower.
various guilds in Waterdeep. However, towards the rubble provide little relief from the piercing, bitterly
going to need to journey to his alleged homeland. J Xanathar is not sure how to access Ravenloft. back of the book can be found the following informa- cold wind that howls across the two feet of snow
It turns out that it is somehow possible to access
Ravenloft from inside the Hosttower of the Arcane.
According to legends, the Dark Powers of tion regarding the Trials of the Hosttower. that the characters find themselves standing in. Even
Ravenloft use mists to drag unwitting victims
Normally this place is inhabited by scores of arch- J The first test is the Test of the Neophyte. It can be though it was daytime when the characters visited
mages; however, thanks to you, they are currently else- into the domains of dread. To help, the beholder
conquered with a common cantrip. Xanathar, they find that it is now pitch black outside,
where. So, it is time for us to break into their tower, supplies an ancient skull that was provided by its
hop into Ravenloft, and find out more about Vecna. J The second test is the Test of the Apprentice. the faint stars flickering as if shivering from the cold.
contacts. According to these contacts, the skull
How hard can it be?” will alert its holder whenever they are near a This test requires that the applicant demonstrate Years ago, Auril the Frostmaiden, the divine embod-
portal to the Shadowfell. For more on the skull mastery of the eight schools of magic. Passing iment of winter’s dark fury, cursed the north with an
In either Case see the sidebar. this test is required for entrance to the tower and eternal winter and never-ending night. With no one
The Domains of Dread, Ravenloft, are summarized in consideration as an apprentice. to stop her, the Frostmaiden’s curse has continued
J The Hosttower still trains fledgling wizards. to spread southwards and now encroaches upon the
chapter 2 of the Dungeon Master’s Guide. They are Such wizards gain entry to the tower only after J The third test is the Test of the Mage. This trial
further expanded upon in Curse of Strahd and Van city of Luskan. Whereas Luskan was always cold,
completing a series of tests. To help with these tests the applicant’s versatility in battle, requiring
Richten’s Guide to Ravenloft. The Hosttower of the snow and frost are now a constant menace. To make
tests, Xanathar provides the characters with a them to deal a variety of damage types.
Arcane is located within the coastal city of Luskan matters worse Luskan’s daylight has been steadily
and described in greater detail below. Xanathar
copy of Xanathar’s Cheat Sheet. J The final test is the Test of the Archmage. This receding and now the sun shines upon the city for
knows a little bit about Ravenloft, mostly thanks to test requires that the applicant demonstrate their just three to four erratic hours each day.
Biffan the Skull (see below). In particular, Xanathar mastery of magic by stopping time itself. A Freezing Trek. The twinkling lights of the city
can provide the following information: While trying to convince the characters to help, are dimly visible to the south. Trudging through the
Biffan the Skull Xanathar appeals to their sense of altruism. In the snow is hard, tiring work and unless the characters
J Ravenloft can be found within the Shadowfell. It Biffan was a halfling adventurer who traveled the lands absence of such altruism Xanathar is willing to pay
consists of a number of domains, each of which is have snowshoes or a sled, it takes an hour to travel
of Ravenloft years ago. Long since dead, his spirit is as much as 10,000 gp for a successful mission, 500
ruled by a Darklord. half a mile. A character must succeed on a DC 10
now bound to his skull. Biffan can talk through the skull, of which the beholder will pay up front.
although having been partially deaf in life, the halfling has a Constitution saving throw at the end of each hour or
J The Darklords are generally quite evil and are tendency to talk louder than he should. He snores loudly as Luskan is roughly 250 miles north of Thornhold gain one level of exhaustion. Creatures with resis-
cursed so that they can never leave their domain. well, and suffers from narcolepsy. Although he remembers and easily accessible via the High Road (see the tance or immunity to cold damage automatically
However, these lords are intimately connected little of his previous life, he has been enchanted to detect included map of the Doomed Sword Coast in chapter succeed on the saving throw, as do creatures wearing
to the land, allowing them to prevent or allow portals to Ravenloft. While in Ravenloft you can continue to cold weather gear (thick coats, gloves, and the like)
9). To speed up the journey, Nar’l Xibrandas (drow
passage into their domain. use Biffan as a resource for the characters whenever they
need some extra guidance. elf mage), one of Xanathar’s advisors, offers to use and creatures naturally adapted to cold climates.
J It is rumored that mysterious Dark Powers use If role-playing Biffan seems too burdensome, you can have a teleportation circle to transport the party to an After a potentially taxing journey through the snow,
mists to draw the unwary into Ravenloft, which this be an inanimate skull. The skull’s teeth chatter loudly abandoned tower three miles north of Luskan. From the characters eventually arrive at Luskan.
they oversee. These mists can also be used to when near a portal to Ravenloft. there, Xanathar promises, it is an easy, uneventful
facilitate travel from one domain to another. trek to the City of Sails.

12 CHAPTER 1 TRIAL RUN CHAPTER 1 TRIAL RUN 13


Luskan Optional Encounter
If the characters have drawn attention to themselves
Optional Encounter
A pack of three werewolves has recently escaped
A3. River Mirar during their time in Luskan, when they head towards from the Mists of Ravenloft and currently hides
Before Vecna’s invasion, Luskan was described as
“...a dirty dive with filthy streets, squat buildings, The River Mirar rushes through an icy canyon that is, the Hosttower of the Arcane, they are intercepted by within the ruins of Illusk. As the characters walk near
ramshackle docks, creaky old longships, and crass at most locations, twenty feet deep. Its frigid, turbu- a band of brigands loyal to Sea King Tentrix,. The the ruins, they hear a scream. If the characters inves-
pirates thinly disguised as sea traders.” Some things lent waters are filled with hidden rocks and knuck- brigands consist of five thugs, an ogre who has had tigate, they find the werewolves with two recently
never change. The city is jointly governed by the lebone trout. Despite the dangers of the river, it is her arm replaced with an enormous ship’s anchor, abducted commoners. If the characters attack, one
Zhentarim, three High Captains, and the Arcane not uncommon to see townsfolk perched atop these a kraken priest (appendix B), and the notorious of the werewolves attempts to grab a commoner and
Brotherhood. The Zhentarim see to the protection rocks, fishing for something that they might be able Captain Callous (from Call from the Deep and run further into the ruins. Another werewolf attempts
of the city and supervise overland trade. The High to sell at the town’s marketplace (area A8). reprinted in appendix B). Captain Callous demands to immediately kill and eat the second commoner.
Captains consist of Misker the Pirate Tyrant, Sea A4. Blood Island to know what business the characters have at the The remaining werewolf attacks the characters.
King Tentrix, and Captain Hartouchen Rethnor. Hosttower. The pirate captain’s interrogations can
The Zhentarim’s military garrisons upon Blood
be defused with a successful DC 20 Charisma
A8. Marketplace
Jointly the three captains regulate oversea trade and Island. There are several barracks, watch towers,
(Persuasion or Deception) check or a bribe of at least This is the central market hub for Luskan commerce.
naval warfare. The Arcane Brotherhood works as an and catapults built upon the isle. These catapults
1,000 gp. Otherwise, Captain Callous orders his crew For the most part the market sells food, durable
independent power, beyond the dictates of either the are positioned in such a way that they can be used to
to attack the characters. goods such as furniture, as well as winter clothing,
Zhentarim or the High Captains. attack both within and without the city. The garrison crampons, and domesticated axe beaks, now that
Notable locales include: is captained by Naerth Maxildanarr (LE human A7. Ruins of Illusk Auril’s winter has settled over Luskan. Anyone
spy) who commands more by his mastery of politics
A1. North Gate than military prowess. Passage along the bridges
The remnants of the ancient city of Illusk are found looking for more exotic merchandise is referred to
along River Mirar’s southern shore. These swamp- Misker’s Mercanitle (area A11).
The North Gate is an ironclad door between two connecting Blood Island to the North and South strewn ruins are reputed to hold tombs of unfound One of the more unusual vendors is Belz, a shiv-
guard towers that stands at the edge of the Mirar Bank is restricted to Zhentarim and a small handful treasure but are also rumored to be haunted as well. ering warlock who detests the cold. Belz sells rings
River. The gate is heavily guarded by at least ten of other approved travelers.
guards and two veterans, all of which are heavily Permanent portals to Ravenloft, the Demiplane of of protection (and other magical jewelry at the DM’s
bundled in cold weather clothing. This garrison A5. Closeguard Island Dread, exist within the Hosttower of the Arcane. The discretion) for half their usual cost. The rings are
is typically reinforced by a mage from the Arcane This rocky isle holds the fortress of the High Captain energy from these portals is used to help manufac- made from chardalyn, a nonmagical dark-colored
Brotherhood. Despite the heavy armed presence, Hartouchen Rethnor. The fortress is large and ture artificial organisms. Occasionally, dark, terrible crystalline substance as strong as metal, though
security is lax, and unless something about them is imposing, overlooking the River Mirar as well as the things escape through the portals. These creatures considerably easier to work with. Belz uses a form
extremely conspicuous, the characters can come and South Bank. High ranking members of Ship Rethnor tend to find a home within these ruins. As such, the of demon-tainted chardalyn that is considered to be
go without drawing any attention to themselves. have small apartments along the base of the fortress. ruins currently serve as a home to vampires, were- desecrated if subjected to a detect evil and good spell.
wolves, and other horrors. Anytime someone wearing chardalyn jewelry fails a
Beyond the gate can be found the Upstream Span, A6. Cutlass Island death saving throw they must make a successful DC
the largest bridge in Luskan. It leads across the River
Cutlass Island consists of two rocky hills connected 13 Wisdom check or become afflicted by a curse. The
Mirar to the city’s southern half.
by a pebble-strewn beach. The northern hill is character receives a new flaw based upon one of the
Optional Encounter crowned by the impressive Hosttower of the Arcane three Great Sins: apathy, envy, and lust (DM’s choice
If any of the characters are not wearing cold weather (for more details see the next section), home to the or select randomly). This curse can be countered by a
clothing, they arouse the interest of a nearby spy. Arcane Brotherhood. The southern hill houses a remove curse spell or similar magic.
The spy decides to shadow the characters as they
move throughout Luskan. The spy is well trained and
small community of fledgling wizards known as Sea Optional Encounter
Town. The wizards of Sea Town are an unaffiliated, A band of four cold, starving duergar have wandered
knows the streets of Luskan well. Because of this lawless bunch who ruthlessly undercut one another from Icewind Dale in search of food. The gray
she has a +6 Stealth and advantage on any Stealth in hopes of gaining membership to the Arcane dwarves are currently invisible and have forty
checks. If the spy notes the characters doing anything Brotherhood. The volume of apprentice wizards on minutes left before their invisibility expires. Although
suspicious, she immediately reports their actions the island, each attempting to hone their craft, has they were originally planning on just stealing some
to the High Captains. Any character with a passive created a surplus of spell scrolls. Because of this one
Perception of 21 or higher notices the spy half an can easily purchase such a scroll in Sea Town for
hour after she begins shadowing them. half its usual cost. These scrolls are generally reli- Test of the Mage: Damage Types Cold Weather Gear
A2. North Bank able but do fail 20% of the time. The spell scrolls are The Test of the Mage will require the characters to fight Cold weather clothing (10 gp) consists of a heavy fur coat
consumed upon failure. constructs that can only be harmed by two randomly deter- or cloak over layers of wool clothing, as well as a fur-lined
The North Bank refers to the portion of Luskan mined damage types. These damage types are randomized hat or hood, googles, and fur-lined leather boots and
that is built north of the River Mirar. This district is One of the few public establishments in Sea Town each time the construct takes damage. To help the char- gloves. As long as cold weather clothing remains dry, its
primarily filled with fortified warehouses used by is Mordy’s Splendiferous Speakeasy. This spacious acter prepare for this you might want to remind them of the wearer automatically succeeds on saving throws against
the High Captains and the Zhentarim. Amidst these tavern is much larger on the inside than it is on the thirteen possible damage types (acid, bludgeoning, cold, the effects of extreme cold.
outside. It is run and maintained by a staff of unseen fire, force, lightning, necrotic, piercing, poison, psychic, Crampons (2 gp) are metal plates with spikes that are
warehouses, next to a massive water tower, can radiant, slashing, and thunder). While visiting Luskan,
be found the Red Dragon Trading Lodge. The Red servants and mage hands. All food and drink are strapped to the sole of boots. A creature wearing crampons
proactive characters will have an opportunity to purchase can’t fall prone while moving across slippery ice.
Dragon Trading Lodge is run by the Zhentarim and is magically created. They are delicious, but not filling, scrolls or magical items to compensate for any missing
making Mordy’s a popular place for gluttons as well A domesticated axe beak (50 gp) has splayed toes that
home to Luskan’s largest and most successful over- damage types.
allow it to run across snow and carry as much as a mule.
land trading company. as aspiring wizards.

14 CHAPTER 1 TRIAL RUN CHAPTER 1 TRIAL RUN 15


Optional Encounter A12. Potent Potables
Ten days ago a gnoll vampire (appendix B) known This small bar is run by Bernard, an eclectic alche-
as Tekeli-li, and his clutch of five vampire spawn, mist renowned for his volatile concoctions. The tall,
wandered into Luskan, attracted by the ample supply gangly brewmaster has light blue skin, an elongated
of prey. The vampire currently lives in a series of tongue, perpetually singed hair, and reeks of sulfur
catacombs hidden beneath a slaughterhouse in (side effects from alchemical experiments). Bernard
New Ten Towns. Because of its location the cata- has a rotating inventory of highly alcoholic potions.
combs endlessly drip blood, which has soaked Any time a character consumes one of these potions
into the surrounding earth. Tekeli-li hunts at night, they must make a DC 13 Constitution saving throw
leaving behind gory, unrecognizable carcasses in his or gain one level of exhaustion. Examples of potions
wake. Currently New Ten Towns is being blamed include Fire River Firewater (potion of fire breath) for
for the murders, and tensions between Luskan 100 gp, Halagard Hurricane (potion of heroism) for
and the refuges is high. Interested characters who 200 gp, and Serpent Bay Salty Dog (potion of animal
investigate the murders and interrogate witnesses friendship) for 200 gp.
can track down Tekeli-li with a successful DC 16
Intelligence (Investigation) check. The only entrance A13. Docks
to the vampire’s lair is a tiny crevice that can be Luskan’s bay is partially frozen over. Fisherfolk
squeezed into by Small characters, or widened with a in cold weather clothing gather around holes in
successful DC 20 Strength (Athletics) check. the ice trying to catch knucklebone trout to sell in
the marketplace. Numerous pathways have been
A10. The Cutlass cut through the ice to allow sea vessels to pass as
The Cutlass is a rowdy, underground bar frequented needed. These vessels, a mix of galleys, rowboats,
by the dark-hearted scum of Luskan. It can be and warships are tied up along these docks.
accessed through an abandoned mausoleum that
Optional Encounter
is guarded by a pirate-garbed stone golem known
As the characters walk along the docks, they see
to the locals as Captain Reaper. The golem blocks
some dark smoke unfurling from a distant vessel.
entrance to the mausoleum, but if a character places
Before long the characters can see a small fire
a gold coin into the golem’s outstretched hand, it
burning alongside the sails of a warship. Because
briefly steps aside to allow passage.
of the damp climate, the fire spreads slowly, and if
Within, the characters find a raucous, smoky den the characters act quickly, they can prevent it from
of iniquity. Fights break out regularly, often ending spreading to nearby ships. If the characters do not
in considerable bloodshed. Smugglers, assassins, intervene, then the fire consumes four ships before
fences, and information brokers populate a row of the local sailors rally and douse the flames.
curtained booths where they peddle their nefarious
Either way if a character examines the area of
wares.
the fire and makes a successful DC 13 Intelligence
A11. Misker’s Mercantile (Investigation) check, they can discern that the fire
This massive warehouse contains a well-organized was started deliberately. A second DC 13 Wisdom
assortment of supplies ranging from wagons to (Survival) check is enough to track the arsonist
spyglasses. The entrance lobby is tended by an (drow) to a nearby alleyway. The arsonist is just
archmage guarded by three spectators wearing about to be arrested by three Zhentarim guards
tricorn hats. Characters can purchase any item from (veterans) when the characters arrive.
the Player’s Handbook here. They can also arrange The arsonist is a member of a splinter cell of the
food from the marketplace, they became enam- A9. New Ten Towns to purchase any common, uncommon or rare magic Bregan D’aerthe, a band of drow elves led by Jarlaxle
ored by the chardalyn. As the characters enter the item, although such items may require time to be Baenre (see the Doomed Forgotten Realms: SwOrd COast
New Ten Towns is a district within the South Bank
marketplace one of the duergar releases twelve axe procured. Items are typically sold at 120 percent of Gazetteer for more details on Bregan D’aerthe). The
that is predominantly occupied by refugees from
beaks before whipping them into a stampede. The market value, although a successful DC 15 Charisma splinter cell is currently functioning as an under-
Icewind Dales and overseen by Speaker Trovus (NG
remaining three dwarves use the confusion to steal (Persuasion) check can haggle them down to their ground resistance, doing what it can to harry the
silver dragonborn veteran). Years ago, these hardy
the chardalyn jewelry. Belz notices this at the last normal value. The archmage is also willing to occupying Zhent forces. If the characters assist the
folk were forced to abandon their settlements in
second and cries out for help. Should the characters purchase items for 60 percent of their market value, drow and help him escape, he leads them back to the
Ten Towns and move south to Luskan. The area is
stop the duergar and return the jewelry, Belz offers though a successful DC 15 Charisma (Persuasion) splinter cell’s safehouse (eluding the spy from area
referred to derisively by natives of Luskan as ‘One
them a chardalyn brooch of shielding in thanks. If the check can raise this to 80 percent of their normal A1 if she is still following the characters). The charac-
Tenth Town’. DMs or groups that have played Icewind
characters make a public display of excessive force, value. ters are welcome to use this safehouse for as long as
Dale: Rime of the Frostmaiden are encouraged to
they garner the attention of the local authorities (see they stay in Luskan.
populate this district with favorite NPCs or locales
area A6 for consequences).
from their previous game.

16 CHAPTER 1 TRIAL RUN CHAPTER 1 TRIAL RUN 17


Hosttower of the Arcane Maddgoth
hole is 4 inches wide, large enough to fit a hand into.
The hole is 10 feet long. At the end of the hole is a
The cauldron weighs 10 pounds and contains ten
doses of a transparent magic liquid that smells and
From Lords of Darkness, “A sight that makes even If there are any wizards in the party, tales of their exploits battered, iron key. The key can be obtained by mage tastes like vinegar. Any creature that drinks a dose of
may have drawn the attention of the archmage Maddgoth. hand, fetched by a suitable familiar, or retrieved in the liquid regains one expended spell slot of any level.
the bravest hearts uneasy, the Hosttower rises Maddgoth is a serial killer who murders wizards and keeps
above the gray waters of the Luskan harbor like the other comparable ways. On dawn of the next day the If the cauldron or its vinegar is removed from this
their arcane focuses and spellbooks as trophies. Through
gigantic specter of a long-dead tree, its barren limbs key disappears from the owner’s possession, reap- chamber, the magic liquid turns into ordinary vinegar.
a combination of divination and investigation, Maddgoth
stretching upward toward the overcast sky like the has inferred that the characters are seeking entry into the pearing within the hole. An empty cauldron automatically fills with ten doses
grasping fingers of a drowning crone… The structure Hosttower of the Arcane. He attempts to befriend the char- If the key is placed into the doors’ keyhole, there is of the magic liquid at the next dawn.
rises into a central spire surmounted by four more acters in hopes of gaining entry to the tower as well. Once a flash of blue radiance and the character, along with Any wizard, or any character proficient in Arcana,
there, he plans on killing as many members of the Arcane
slender spires of equal height, situated at the cardinal Brotherhood as possible before turning, at the last minute,
any willing creatures within 60 feet of it, are trans- can determine that the pedestals’ runes indicate each
points of the compass. These four towers bristle with upon the wizard character. ported to area B1. of the eight schools of magic: abjuration, conjuration,
lesser spires, balconies, and branching turrets.” divination, enchantment, evocation, illusion, necro-
Should the characters allow Maddgoth to accompany them, B1. Test of the Apprentice mancy, and transmutation. If a spell or cantrip from
The tower is the headquarters of the Arcane have them make periodic DC 15 Wisdom (Insight) checks.
With each success the characters notice things such as: The characters appear in the middle of a plain, a particular school is cast near a pedestal, then the
Brotherhood, a powerful faction of evil wizards sworn octagonal chamber. A pedestal rests near each of the
to Vecna. They are led by the Archmage Arcane • Maddgoth seems unnaturally interested in the wizard magic of the spell is absorbed, lighting up the pedes-
character. eight walls. Each pedestal is engraved with a rune. In tal’s rune. This spell need not be a wizard’s spell.
and four Overwizards, who each oversee one of the the middle of the room is a covered, lead cauldron. A
spires. These positions are currently filled by: • Although outwardly friendly, Maddgoth can occasion- Once the eighth rune is empowered, a magical blue
ally be caught glancing murderously towards the wizard stained wooden spoon hangs from a hook above the portal appears in the wall nearest that pedestal. The
J Arcturia, Archmage Arcane character. cauldron. There is a glowing red portal in the room’s portal begins to fade after one minute and disappears
J Muiral the Misshapen, Overwizard of the West • Maddgoth seems particularly overzealous when killing, southern wall. Looking through the portal, the char- completely after two minutes. Once this happens the
or discussing killing, wizards within the tower. acters can faintly see the pebbled path that led them runes lose their glow and the pedestals need to be
J Trobriand the Metal Mage, Overwizard of the • The characters catch a glimpse of Maddgoth’s collec- to the tower. reactivated to continue further. A character who steps
South tion of arcane foci, some of which are blood-stained. through the blue portal is transported to area B2.
J Roth Modar, Overwizard of the East Maddgoth carries with him a miniaturized castle. If a
character obtains the castle and attunes to it, they can
J Avarice, Overwizard of the North use an action to transport themselves and up to six other
willing creatures into and out of the castle once per day. A
Trials of the Hosttower description of the castle’s interior is provided in Dungeon of
A pebbled path leads to the tower. The structure’s the Mad Mage. In the absence of this resource, describe the
only visible entrance is a set of double doors castle as a dark, foreboding place full of hidden chambers
bordered by arcane runes. Lying before the doors is connected by secret tunnels. Twelve homunculi live within
the castle. Relative to any miniaturized characters they have
a strange creature. It has a perfectly spherical body,
the statistics of gargoyles. The homunculi hide within the
a single eye, and spindly mechanical limbs. Large walls of the castle, attempting to murder any characters
patches of flesh have been scoured from the creature, who spend the night. If the characters search the castle,
and it is bleeding what looks to be blood-tinged oil. allow them to make a DC 10 Intelligence (Investigation)
check. If successful, they discover a randomly determined
The creature is a dying modron (monodrone) that treasure from Magic Item Table F in chapter 7 of the
has managed to escape the tower. If it is touched by a Dungeon Master’s Guide. This check can be repeated once
character, then the character experiences a vision of every week; however, the DC increases by 5 upon each
a hulking, shadowy creature flaying the skin from the success.
modron. As the modron re-experiences the memory,
it gasps the word “Graxigon” before emanating attempt to solve the puzzle by succeeding on a DC 15
a wave of pure psychic terror. All characters within Intelligence (Arcana) check. If the character fails this
thirty feet of the modron must make a successful DC check, they take 22 (4d10) psychic damage.
15 Wisdom saving throw or become afflicted by the
If the characters prove unable to solve the puzzle,
frightened condition for one minute. The modron
they will have to recruit assistance. Luskan is
dies immediately after this, disintegrating into a pile
crowded with aspiring mages hoping to join the
of powdered silicon.
Arcane Brotherhood. The characters can recruit one
Entering the Tower. The unlocked doors do not of these mages with a successful DC 15 Charisma
actually lead anywhere, and behind them is the solid (Persuasion) check or a payment equivalent to 250
stone of the tower. The arcane runes are an eldritch, gp. Such a mage is willing to help the characters gain
multidimensional puzzle that is part sudoku and part access to the tower but will likely turn on them once
tangram. Any character who has a passive Arcana the mage realizes the characters’ ulterior motives.
(10 + Intelligence modifier + proficiency bonus if
One way or another, once the puzzle has been
proficient in Arcana) of 15 or higher can automat-
solved the characters notice that a small stone near
ically solve the puzzle. Any other character can
the base of the tower has slid aside. The revealed

18 CHAPTER 1 TRIAL RUN CHAPTER 1 TRIAL RUN 19


Any character who steps through the red portal is B4. Tower Lobby opened. Within the drawer can be glimpsed a rod five or more, then the golem immediately attacks the
transported back to the tower’s entrance. Placing the made of the same stone as the golem. If a character character. The golem crumbles into rubble if it ever
Bookshelves line the northern wall of this chamber.
key in the keyhole once more allows a character to makes a successful DC 15 Dexterity (Sleight of leaves the tower.
Piles of gears and tangled spools of cable are inter-
re-enter the tower as before. Hand) check, they can grab the rod without the golem
spersed between the bookshelves. Bright light shines
noticing. The drawers of the desk are otherwise filled
B5. Stairwell
B2. Test of the Mage from bulbs affixed to the walls, illuminating the room
with mundane paperwork as well as a spell scroll of The air within the stairwell is thin and stale from
The characters reappear along the southern edge harshly. In the center of the room is a large column of having been sealed off for years. The stairs are
telekinesis.
of an 80 foot by 60 foot stone chamber (see the Test green-tinted crystal. Next to the column is an unoc- covered in dust. This sealed stairwell goes up for
cupied desk. A staircase in the southern end of the The rod is a control rod for the stone golem. A
of the Mage battle map). The walls and floor of the nine floors before ending abruptly. Each of these nine
room exits the tower. Standing beside the staircase is character can attempt to use the rod by making a
chamber are charred, scoured, and cratered. When floors are identical living spaces (see area B6) for
a large statue carved into the likeness of an armored DC 23 Intelligence (Arcana) check. If the character
the characters appear, they are greeted by a disem- the mages that are training at the tower. To access
knight wielding a sword. succeeds, then the golem will follow their orders for
bodied mouth that announces, these floors characters will need to use their putty or
the next 24 hours. If the character fails their check by
“A true mage of the Arcane Brotherhood is prepared to merci- The statue is a stone golem. The golem has been something similar.
lessly find and exploit an opponent’s weakness. This test will enchanted so that it can speak. As the characters
measure your capacity to do so. At any time, you can surrender appear the statue’s head swivels to peer at them
by shouting forth, ‘I yield.’ Otherwise, you should assume that before intoning in a deep, gravelly voice, “The
this is a fight to the DEEEAAAAATTTTH!” masters are currently indisposed.
Please await their return.” Due to either
As the mouth fades from existence, three arcane
the characters’ actions in Rise Of Vecna or the mach-
adaptoids (appendix B) appear near the northern
inations of Xanathar, the archmages of the tower
wall of the arena. The adaptoids each attack a sepa-
have been dispatched elsewhere and it will be at
rate character, changing targets only if damaged. If
least a week until anyone thinks to check this lobby.
the characters manage to defeat the adaptoids, the
Regardless, the golem repeats its instructions at the
disembodied mouth returns briefly to loudly congrat-
end of every hour.
ulate the characters before transporting them to area
B3. If the characters yield, then they are stabilized Column. There are four gemstones (an emerald,
and transported to area B4. a sapphire, a topaz, and a ruby) embedded into the
column. These gemstones, if touched by an autho-
B3. Test of the Archmage rized arcane focus, allow for transportation between
The characters appear in a small 20-foot square the lower levels of the tower. If a character makes a
chamber. In the center of the chamber is a two-foot- successful DC 10 Wisdom (Perception) check, they
tall hourglass filled with blue sand. As the characters discern the silhouette of a stairwell (see area B5)
appear in the room, the disembodied mouth reap- within the opaque crystal column. The enchanted
pears, proclaiming, crystal is impervious to damage; however, it can be
“A true archmage has the power to stop time itself. Do you bypassed by Xanathar’s passwall putty or similar
have the power to stop the very flow of time?” magic. If any character touches either the column
or its gemstones, the golem issues a stern warning,
At this point the sand in the hourglass begins to
“Please step away from the column.”
fall. If you have one, consider using a real hourglass
The golem attacks after issuing a third warning, or if
to provide an extra layer of immersion. Give your
the characters manage to breach the crystal.
characters one minute of real time to take action
before the last grain of sand falls to the bottom half of Shelves. The bookshelves are filled with books on
the hourglass. At this point the characters are trans- introductory magic and histories of the North. There
ported to area B4. is also a book on the creation of artificially acceler-
ated organisms. If any character skims the book, read
The hourglass is fixed to the floor. However, any
or paraphrase the Artificially Accelerated Organisms
strike that does 10 or more damage topples the
section of appendix A. The gears and cables stacked
hourglass, effectively “stopping time.” Similar actions,
near the bookshelves are recently delivered spare
such as a successful DC 20 Strength (Athletics)
parts waiting to be moved to area B7. The lightbulbs
check, are equally effective. Should the characters
throughout the room are delicate and easily broken,
manage to do this, the disembodied mouth reap-
although doing so earns a stern warning from the
pears, “Congratulations. A true archmage does not follow
golem.
the rules of others but dictates their own terms of success. You
will go far with the Arcane Brotherhood.” A wand of magic Desk. If the desk is disturbed in any way, the golem
missiles materializes, floating before the characters. issues a warning, asking the characters to step away
Once taken, there is a flash of blue light, and the char- from the desk. The golem attacks if this is the third
acters are transported to area B4. time it has issued a warning. It is easy to observe that
one of the drawers of the desk has been left partially

20 CHAPTER 1 TRIAL RUN CHAPTER 1 TRIAL RUN 21


B6. Living Quarters acters are accompanied by the stone golem, there all the mages’ prepared spells as well as an addi- grafting them as enhancements upon already living
is a 50% chance that any given mage has their own tional 1d6 random spells. There is also a 20 percent creatures. The modronoids are one of the many
Each of these nine identical floors has four separate
control rod. In this case, the mage uses their action chance that a bedchamber contains one item from byproducts of these experiments.
bedchambers. The entrances to each of the four
to attempt an opposed Intelligence (Arcana) check Magic Item Table C. The first bed chamber that is Throughout the lab can be found detailed notes
bedchambers are sealed with an arcane lock spell
to wrest control of the golem from the characters (or explored contains a strange, silver-tinged potted on harvesting modron body parts and grafting them
and warded with an alarm spell. A mage resides
potentially from one another). plant. A successful DC 15 Intelligence (Nature) check onto other creatures. The majority of the books are
within each bedchamber. The mages immediately
Warded Bedchambers. There is a 25 percent discerns that the plant originates from Mechanus. tomes on anatomy that cover not just humanoids
attack any characters who obviously do not belong
chance that a bedchamber is protected by explo- The check also reveals that cube roots, a rare crafting but also more unusual creatures such as gricks and
within the tower. The mages on any given floor
sive runes from the glyph of warding spell. The component, can be harvested from the plant. Such mindflayers. The most recent blueprints refer to
have been told that only one of them will move on
triggering glyph is at the bottom right corner of roots are worth as much as 1,000 gp to an alchemist. Experiment 665: Graxigon. Next to these blueprints
to train under an overwizard. Because of this, they
are extremely competitive with one another and see the door and can be found with a successful DC Thinking With Portals. The green crystal column is a note that reads, “As of now, the monstrosity
combat as an opportunity to “accidentally” dispose of 21 Intelligence (Investigation) check. Within each of the stairwell contains the same gemstones as level known as Experiment 665 has killed an archmage,
rivals with a poorly placed fireball spell. If the char- bedchamber can be found a spellbook that contains B4. Each mage carries an arcane focus crafted from four mages, and more than a dozen apprentices.
the same green crystal as the stairwell. If the focus is Although it does display a talent for subjugation,
touched to a gemstone by a character, that character, making it useful in maximizing the exploitation of
along with up to twenty willing creatures that can be our modron chattel, I still recommend its immediate
seen within 60 feet, are transported to the following destruction. In my opinion its unstable and sadistic
locations: nature outweighs its usefulness.”
J Emerald: B6 (whichever floor the mage lived on) The Man in the Floor. Any characters who have a
passive Perception of 15 or higher notice what seems
J Sapphire: B7
to be the ghostly silhouette of an aged human within
J Topaz: B8 the grain of the room’s wooden floor. The silhouette
J Ruby: B9 belongs to an elderly alchemist named Phricter.
Phricter occupied the Hosttower before it was taken
B7. Rendering Lab over by Vecna’s apprentices. During one of his many
This circular chamber is a jumbled mess of bewildering experiments Phricter managed to acci-
mechanical equipment, bookshelves, and surgical dentally fuse himself into the room’s floor. Phricter
instruments. There are four operating tables with has the following statistics:
restraining straps, as well as tables and cupboards J He occupies a five-foot square of floor.
full of metal-working tools. Bins are full of small cogs
and gears that are stained with blood-tinged oil. A
J He can move about the room with a speed of 30.
small vortex of swirling green energy can be seen J He can communicate telepathically with anyone
near the southern wall of the room. who touches his image.
A modronoid mage protected by two modronoid J As an action, Phricter can cause the space he
veterans is in the process of cleaning up the room occupies to undulate. Any creatures standing in
when the characters arrive. Modronoids are human- this area must make a DC 15 Dexterity saving
oids that have modron parts grafted onto their throw or be knocked prone.
bodies. They have the following changed statistics: Phricter resents the Vecnan mages that now occupy
J Modronoids have an Armor Class of 18. the tower, in part because they ridicule and taunt
him, but also because they have “blasphemously”
J Due to gears grafted to their legs, modronoids
converted his alchemy lab into a horrific slaughter-
have a Speed of 40 ft.
house. As such he is willing to assist characters who
J Modronoids have their weapons grafted to their are fighting the modronoids. He is also willing to
bodies. As such, they cannot be disarmed. share information with the characters. Phricter was
The modronoid mage carries a small orb filled with senile before his accident and the intervening years
swirling green energy. This orb is used to activate the trapped within a floor have not been kind. He loses
room’s stasis portal (described below). The modro- his train of thought often and it can take a good ten
noids attack any characters that obviously do not minutes for him to effectively communicate a basic
belong in the tower. idea. However, he is desperate for conversation, and
The Overwizard Trobriand, has recently devel- draws obvious pleasure from even the most mundane
oped an obsession with modrons. In particular, he conversation. Phricter can provide the following
has become obsessed with harvesting their parts. information:
Trobriand and his many apprentices then use these J Any information on modrons that is contained in
parts for their own arcane experiments, particularly the Monster Manual.

22 CHAPTER 1 TRIAL RUN CHAPTER 1 TRIAL RUN 23


J Basic details regarding areas B8 and B9, partic- Stasis Dimension. The small vortex of swirling Trobriand realized that due to the Disintegration B8. Power Grid
ularly regarding the modrons residing in these green energy is a portal to a stasis dimension. Any trait of modrons, any surgically attached grafts
This room holds six massive machines and an assort-
areas. creature that walks into the portal is teleported into disappeared with the death of the modron donor.
ment of control panels. The machines are a bewil-
J The details of the stasis dimension (described this pocket dimension and immediately subjected to Because of this, Trobriand created the statis dimen-
dering assortment of levers, gears and pistons that
below). the effects of a time stop spell. If the orb of swirling sion to indefinitely prolong the life of the wounded
are connected to the control panels by a tangle of
green energy carried by the modronoid mage is modrons. The stasis dimension currently holds four
If allowed to, Phricter will talk the entire day away. colored wires. These machines, in addition to those
touched to the portal (or if a person carrying the orb monodrones, three duodrones, two tridrones, and
If the characters are compassionate enough to spend from area B9, help generate the energy needed for
attempts to enter the portal), the most recent occu- one quadron. These modrones are badly injured.
at least two hours talking with him, Phricter decides Trobriand’s various experiments. The power grid is
pant is released from the dimension. This process They bear festering, oil-scabbed wounds where their
to repay the kindness by instructing the characters tended by the metal-coated skull of a half-elf. The
can be repeated indefinitely until all occupants have mechanical organs have been surgically removed.
on how to use the mechanical equipment within the skull is engraved with arcane symbols, surrounded by
been released from stasis. The stasis dimension can Because of this, the modrons all have 1 hit point and
room to produce 1d4 random magical potions. green flames, and has emeralds (worth 500 gp each)
hold, at most, two hundred creatures. three levels of exhaustion. The modrons stand in the
in its eye sockets. It floats about the room, giving off
chamber, weakened and confused, unless physically
crackling sounds as it electrifies the machines with
led elsewhere by the characters.
rays of lightning.

24 CHAPTER 1 TRIAL RUN CHAPTER 1 TRIAL RUN 25


B9. The Machines of Modron Machines. Years ago, Vecna unearthed a mechan-
ical relic called the Orderer. The relic was created
This massive forty-foot tall cavern is carved out from
within Mechanus, the home plane of the modrons.
stone deep beneath the tower. The eastern end of the
Over time the Orderer has been slowly dismantled
room is filled with gears, lights, hollow glass vats,
into a variety of components which individually
and massive machines, all of which are connected
power this cavern’s mechanical infrastructure. These
with a system of pipes and cables. The entire room
machines serve a variety of purposes but primarily
hums (or sputters if the power grid from area B8 has
they empower the birthing vats used to create
been disabled) with electricity. The machines are
artificially accelerated organisms (see appendix A
tended by a host of twenty-four monodrones, twelve
for additional details). The entire mechanical grid
duodrones, six tridrones, and three quadrones.
consists of the following distinct machines.
These modrons are supervised by a monstrous,
flying overseer who goes by the name of Graxigon
(appendix B).

Trenzia

Lumbering beside the skull is a hideous amalgamation


of squirming creatures, surgically stitched together. temporarily turn off the power (see area B9 for the
These creatures are geometrically shaped and made consequences) with a successful DC 18 Charisma
from a mixture of bruised flesh and broken gears. With (Persuasion check). If the characters act suspiciously
each step the monstrosity takes, you can hear painful
whimpers and the crunch of breaking bones. or fiddle with her machines, Trenzia orders her
modronoid monstrosity to attack them. Trenzia then
positions herself behind the monstrosity, attacking
This modronoid monstrosity has the statistics of with ranged attacks. She sees the monstrosity as
a flesh golem. It is stitched together from dozens expendable and is willing to hit the abomination with
of modrons. After its defeat a character can attempt area of effect spells, if that is the best way to inflict
a DC 15 Wisdom (Medicine) check to save 1d6 damage to the characters.
modrons, although any modron saved has only 1 hp
remaining. Each of the machines has AC 15, 50 hit points, and
immunity to lightning, poison, and psychic damage. If
The fiery, metal-coated skull is Trenzia, a former reduced to 0 hit points, a machine explodes, inflicting
apprentice of Halaster Blackcloak. She now serves 21 (6d8) fire damage to all creatures within 20 feet
Trobriand, using her electrical powers to keep the of it. Destroying two machines is sufficient to render
power grid functional. Trenzia has the statistics of a the power grid inoperable (see area B9 for additional
flame skull, with the following changes: details). Alternatively, characters can use the control
J Trenzia has resistance to fire damage and immu- panels to disable the machines with a successful
nity to lightning damage. DC 18 Intelligence check. Finally, the characters
J She has the lightning bolt spell prepared instead can disable the power grid by disassembling the
of fireball. machines with a successful DC 15 Intelligence
check made with tinker’s tools. Any character who
J Her Fire Ray action deals lightning damage. successfully disables the machine using tinker’s tools
Trenzia cannot distinguish between non-skeletons, manages to extract a long, cylindrical power core that
or “fleshlings,” as she calls them. Because of this is functionally equivalent to a staff of thunder and
she is initially indifferent. She can be convinced to lightning.

26 CHAPTER 1 TRIAL RUN CHAPTER 1 TRIAL RUN 27


Modrons. The modrons are all focused on their
work and do not immediately notice any charac- The Mists of Ravenloft Optional Encounter
One of the mist-filled vats behaves differently that
ters who enter the cavern. However, a minute after While in the chamber Biffan can detect the presence the rest. Once a character gets near to it, the mists
entering the room Biffan yells loudly that he can of a portal to Ravenloft. He directs the characters to subside to reveal a large block of solid amber within,
detect a portal to Ravenloft (see below for more walk to the southern edge of the room, near a pile of 8 feet tall, 5 feet wide, and 5 feet thick. Trapped
details), alerting the modrons to the characters’ pres- glass vats. These partially finished Vecnan birthing inside the block is a wisp of inky darkness the size
ence. Graxigon also detects the characters, thanks to vats are filled with a thick mist that writhes and of a child’s fist. The darkness is the vestige of Buer,
its Telepathic Vigilance trait, if they approach within undulates as if alive. Muffled thuds come from within the Grandmother Huntress—now imprisoned with
one hundred feet of the monstrosity. the vats, like the sounds of a creature prematurely but a sliver of her former sentience and awareness.
Once Graxigon has noticed the characters it interred. The vestige can’t be harmed or controlled, and it is
confronts them telepathically, its disordered thoughts immune to all conditions.
Biffan recognizes this as the “Mists of Ravenloft”
defiling their minds. and speculates that if the mists are released from the The block of amber has AC 16, 80 hit points, and
“More skin puppets for vats, they will transport the characters to the dread immunity to poison and psychic damage. Destroying
the obedience factory.” domains. The vats are hermetically sealed and imper- one causes the vestige trapped within it to disappear,
Graxigon orders the monodrones and duodrones to vious to damage. However, there is an indentation leaving no trace. You choose whether it is banished
utilize the control hubs and then orders the tridrones for a tool. If the strange-shaped tool from Graxigon is or destroyed.
and quadrones to overwhelm the characters. placed into the indentation, it can be used to open the A creature that touches the block of amber forms
Graxigon attempts to cast dominate monster on the vats. Once the vats are open, the mist explodes forth, a telepathic link with Buer whose voice immediately
nearest character, before flying to the ceiling to attack impossibly filling the entirety of the room in a matter begins to echo in their mind.
with its blunderbusses. As a bonus action, Graxigon of seconds.
can noticeably extract energy from the mechanical “I am the kindly grandmother and the wrathful hunt-
grid, healing ten hit points for every intact control ress, but you, my sweet child, may call me Buer. Reach
alloW THe CHaraCTers To aDvanCe To 11TH level out with your mind and accept my gift, so you may
hub. If the power grid from area B8 has been deacti- as THey are pulleD inTo wield my might and never again be the hunted. Do you
vated, this healing is reduced by half. During combat THe Dark realm oF ravenloFT. accept this gift I have offered you, child?”
Graxigon Graxigon speaks through the mouths of the modrons
in a jumbled, confused combination of multiple
The creature must willingly, without being coerced
languages, demanding repeatedly that the characters
or manipulated, accept the gift to gain its benefits
submit and obey.
(and detriments). A character doesn’t learn the gift’s
B9a. Control Hubs Victory. Once Graxigon has been defeated the precise game effect until the dark gift is accepted.
Each of these six machines has AC 15, 20 hit points mechanical grid, strained by the battle, begins to
Benefit of Accepting. If accepted, Buer’s dark gift
(10 hit points if the power grid from area B8 has spark and fizzle. One by one, the machines explode
grants the beneficiary immunity to disease and the
been deactivated), and immunity to lightning, poison in a shower of energy that coalesces into a glowing
poisoned condition, as well as the ability to cast the
and psychic damage. As a collective action any four portal. Any character who makes a successful DC 15
healing word spell without expending a spell slot.
modrons can work in tandem to shoot a beam of Intelligence (Arcana) check discerns that the portal
When casting the spell in this manner and targeting
heated energy at a character. This beam of energy connects to the Plane of Mechanus. Any surviving
a Construct or an Undead, the spell deals radiant
has +10 to hit and inflicts 21 (6d6) fire damage. If the modrons are drawn to the portal, using it to return
damage equal to the amount it would normally
power grid from area B8 has been deactivated, this to their home plane. If the modrons from area B7
heal. The spell is cast at a level equal to the number
beam inflicts half damage. are led to the portal, then they are made whole by
of times it has been cast in this manner. The first
the portal’s divine radiance. A collective sense of
B9b. Electricity Tube gratitude washes over the players. Each character
time the spell is cast, for example, it is cast at 1st
This delicate glass tube has AC 10, 10 hit points, and level, while it is cast at 5th level the fifth time it is
receives the following one-time blessing:
vulnerability to bludgeoning and thunder damage. It cast. Once it has been cast nine times, the dark gift
shatters when reduced to 0 hit points, electrifying the Blessing of Primus. You have divine insight into vanishes.
entire chamber. Any character standing within fifteen the inner workings of the cosmos, allowing you to
Detriment of Accepting. The beneficiary of this
feet of a machine while wearing metal armor takes 5 anticipate the immediate future. When you use an
dark gift also undergoes a transformation upon
(1d10) lightning damage at the start of each of their action to perform any activity, including making
accepting. Their feet turn into hooves while their
turns. an attack or casting a spell, and you don’t like the
legs become digitigrade and furry, similar to those
B9c. Toxic Tube outcome, you can choose to never have taken that
of a goat. This transformation can’t be removed by
This delicate glass tube has AC 10, 10 hit points, and action, instead using your action to perform a
anything short of a wish spell or divine intervention.
vulnerability to bludgeoning and thunder damage. different activity. Once you do so, the blessing fades
It shatters when reduced to 0 hit points, releasing a and you can’t use it again.
cloud of poisoned gas. This cloud of gas is function- Anyone who loots Graxigon’s body finds a strange The trapped vestige is all
that remains of the once mighty
ally equivalent to a non-mobile cloudkill spell. shaped tool roughly the size of a wrench. Buer the Grandmother Huntress

28 CHAPTER 1 TRIAL RUN CHAPTER 1 TRIAL RUN 29


CHAPTER 2
In truth, the randomly selected characters are is somehow connected to the disappearance of their
confronting one another. The mists have cloaked former king. Perhaps he sleeps inside, cocooned,
each character in illusion, making them appear to be waiting to take on a new form.

A Haus Divided a vile abomination. Have each character roll initiative.


Pretend to control each monster. Roll dice where the
As for the people of Darkon, while some might
express curiosity about the King’s Tear or the
The characters emerge from the mists within the realm of unable to travel to Vecna’s former domain. Instead, players cannot see the results, using whatever results Shroud, they seem relatively indifferent to the
Darkon, near the halfling village of Rivalis. Exploring the Azalin wove a potent spell that absorbed the lordless were rolled by the other player. A character can use dangers they face. One explanation for this indiffer-
village leads the characters to Grandma Fennel, who sug- an action to examine the monster they are fighting. A
Cavitius into Darkon. The ritual was successful but ence may be that there is simply no time to worry
gests they visit the nearby ruins of Castle Avernus to learn successful DC 15 Intelligence (Investigation) check
more about Vecna. Before doing so, however, they need to had catastrophic side effects. Castle Avernus, Azalin’s about what might happen in the future when they
visit Richten Haus, former home of the legendary Rudolph brooding fortress, was destroyed in a torrent of other- reveals the illusion. This check is made with advan- have to toil and labor just to make it day by day.
Van Richten. There the characters harvest herbs necessary to worldly flame, an explosion that was frozen partway tage if the character already suspects that they are Another explanation may be that many of them are
survive the poisonous energies surrounding Castle Avernus. through its blast. The castle now hangs in midair, fighting a fellow character. If one of the characters is soulless constructs birthed by the Dark Powers of
its chambers, laboratories, and crypts suspended in reduced to 0 hit points, then the illusion fades. The Ravenloft to populate the kingdom, though none of
disjointed sections, all illuminated by a glowing radi- character who struck the final blow finds themselves the inhabitants, including the constructs themselves,
ance that hangs above the castle. This event, followed potentially horrified by their actions. They must would have any way of knowing this. Certainly, all
by Azalin’s disappearance, is known to the people of make a successful DC 15 Wisdom saving throw or the inhabitants of Darkon believe themselves to be
rom Van Richten’s Guide to Raven- be afflicted by the Curse of the Betrayer until it is
Darkon as the Hour of Ascension. possessed of a mortal soul. Regardless of the reason,
loft, “In hidden corners of the removed by a remove curse spell, or similar magic.
With the two realms merged, Azalin was able to most Darkonites have convinced themselves – and
Shadowfell are nightmare
travel to Citadel Cavitius, the former seat of Vecna’s will try to convince others – that all these stories of
domains that hunger for the
power. Once there, he began obsessively studying the Curse of the Betrayer towns and regions being swallowed by the Shroud
brave and the innocent, the
Maimed Lord’s books, growing increasingly oblivious Your actions have brought about the downfall of an ally. are nothing more than alarmist rumors.
ambitious and the wicked. Some call the collection
The stain of this misdeed is perceptible to others. As a For more information on Darkon see chapter 3 of
of eerie realms the Land of the Mists, but monster to the world around him, even as the dissolution
result, you have disadvantage on Charisma (Persuasion)
hunters know it as Ravenloft. Terror, magic, mystery, of Cavitius began infecting Azalin’s own kingdom. checks and you can’t benefit from the Help action. Van Richten’s Guide to Ravenloft, “The Domains of
and suspense fill these fractured domains, an infinite Through his studies Azalin discovered a rip in the Ravenloft.”
galley of unfolding evils, age-old plots, cursed blood- fabric of Ravenloft, left by Vecna’s escape. However,
Azalin realized that for anyone to travel through the As the two characters battle one another, the Death in Darkon
lines, legendary monsters, and immortal villains.
portal they must be attuned to a part of Vecna, whose remaining characters reunite before they are The forces that have corrupted Darkon have even
Evildoers from countless worlds regard Ravenloft
old body parts are scattered about other domains, confronted by two hazy, insubstantial creatures made influenced the veil between life and death. Death in
as their prison – infamous figures such as the lich-
just beyond the lich-king’s grasp. Thankfully, a group from dark, swirling mist known as mist stalkers Darkon is not permanent. During the first night after
king Azalin Rex, the unscrupulous scientist Viktra
of hardened adventurers has just entered the mists... (appendix B). any Humanoid’s death in Darkon, their body rises
Mordenheim, and the diabolical first vampire Strahd
If the characters survive, they emerge from the in a state of unlife. Though the body returns to life,
Von Zarovich. These Darklords wield incredible
power within their isolated domains, yet they’re held
captive in eternal torment as victims of malign forces
Traversing the Mists Mists in the domain of Darkon on the north bank of
Redleaf Lake, just outside the halfling town of Rivalis.
it functions as nothing more than a shell for some
dark lifeforce propelling it forward. No vestiges of the
victim’s prior identity, or any identity, remains.
known as the Dark Powers.” Read or paraphrase the following:
Vecna was one of these prisoners, trapped within
his personal realm, Cavitius. But even the Dark
A Doomed Domain Fearful of this eventual fate and what it implies for
them and their loved ones, the inhabitants of Darkon
The mist is impossibly thick, almost clinging to you as
Powers cannot hold one as powerful as Vecna indef- you move through it. All you see is an endless, roiling Darkon is a land in collapse. With the departure of have established funerary rites that may vary by
initely. Over the span of decades, the Maimed Lord whiteness—a foggy limbo that appears to stretch into its Darklord, Azalin Rex, for Citadel Cavitius during region, but all culminate in the burning of the corpse
hatched a plan that resulted in his escape from the infinity. The mists dull your other senses, increasingly an event called the Hour of Ascension, the Mists of before night falls on the day of death. This unexplain-
cutting you off from any sort of sensory world. Ravenloft have begun to devour the landscape. Each able compulsion of the dead to rise is one of the few
Domains of Dread (For more details on this escape
see Die Vecna Die!). night the Shroud (the name given to the Mists by supernatural aspects of Darkon’s fate that has had a
As the characters walk through the mist, the Dark the people of Darkon) swallows more of the domain, noticeable effect on the people of the domain, making
With Vecna’s escape the domain of Cavitius became
Powers of Ravenloft subtly intervene, first disori- sometimes expanding by unnoticeable inches, some- them paranoid and nosy. Inhabitants tend to keep a
an abandoned, ghostly version of its former self. As
enting and then separating the characters unless times by miles. close eye on their neighbors, particularly those who
the years passed the Dark Powers began dissolving
they have taken special precautions such as tying are elderly or sick, in case they die unexpectedly. In
the kingdom, brick by brick and bone by bone. A golden star referred to by Darkonites as the
themselves together. Randomly select two characters. the larger cities of Darkon, the Kargat, the remnants
Following the dissolution of Cavitius, fragments of King’s Tear hangs in the sky, watching indifferently
Then read or paraphrase the following to each of of Azalin Rex’s secret police force, frequently control
the domain scattered throughout the far corners of over the death of the land and its people. Rumors
them: those districts rife with crime for the same reason.
Ravenloft. Some of these fragments include lesser abound as to the nature of this new visitor in the
body parts of Vecna (see Lesser Known Vecnan heavens. Some believe it to be the eye of a god The risen corpses shamble mindlessly toward the
A towering beast materializes within the mist just ten nearest banks of the Shroud. If their journey is not
Relics in appendix D). observing and silently judging the domain for its
feet before you. The creature looks vaguely like a mino-
evils. Perhaps one day it will devour the entire interrupted, they will wander into the mists, never to
The lich-king Azalin Rex, whose magical aptitude taur, but it has a chitinous carapace and multi-faceted
eyes that glimmer sinisterly. Its wet, glistening body realm. Others believe it is a vessel from the heavens, be seen again. As long as they remain unobstructed,
might rival that of Vecna, discerned the Whispered
smells like fresh vomit. Upon seeing you the monster carrying some unknown and unknowable race of the corpses show no hostility toward the living, nor
One’s escape. As a Darklord, Azalin was imprisoned
rears back, ready to attack! starfaring travelers. Still others believe its presence any recognition of those they knew in life.
within his own domain of Darkon, so that he was

30 CHAPTER 2 A HAUS DIVIDED CHAPTER 2 A HAUS DIVIDED 31


Memory Anomalies prefers to focus on his experiments and studies, C1. Old Nuck’s C2. The Lost Goat Knight
delegating much of his authority to a secret police
The dread domain of Darkon has an altering effect Old Nuck’s is one of two large public houses in In contrast to the town’s other large public house,
force known as the Kargat. (Note: Azalin’s immor-
on the memories of non-natives. For each day non-na- Rivalis. The mood inside is as festive and cheerful The Lost Goat Knight is a subdued place. At any
tality is due to the fact that he is a lich. However,
tives of the realm are present within its borders, as the rest of the village. In the evenings, about two given time of day, only a handful of miserable looking
this is not a well-known fact and something of
there is a cumulative 10 percent chance that they dozen halflings carouse here, drinking tankards of halflings bury their sorrows in tankards of ale here.
which Biffan is unaware.)
will form a false memory of a life lived within the honeyed mead or barleywine (5sp) and eating from The bartender, Sir Humphrey (a title he has given
realm. Once a character forms such a false memory, J Roughly a year ago there was a strange explosion big wooden bowls of fish stew (1 gp). himself) will sell the characters tankards of watery
the daily check resets to 0 percent and starts again. that destroyed Castle Avernus. In the wake of the The halfling bard Buckleberry Tanglenote ale for 2 sp.
Once a character has formed three such memories, explosion, a glowing star referred to as the King’s (commoner) regularly plays songs about heroes of Sir Humphrey has never heard of Vecna, referring
they become firmly convinced that they have lived Tear rose into the sky. Azalin has not been seen local legend, such as the brave halfling pirate crew of the characters to Granny Fennel, who is “the most
their entire life in Darkon. A remove curse spell will since the explosion. Some assume the wizard- the Honeysuckle Goddess, which roamed the Jagged knowledgeable person in Rivalis”. For more details
remove one false memory. If this reduces the char- king is dead and others assume that he found a Coast hundreds of years ago, and perhaps still does. on Granny Fennel see area C4.
acter below three false memories, they will be able way to escape Darkon. He will happily tell the characters what he knows of Most of the patrons will ignore the characters,
to recall glimpses of another life in another realm. J Darkon was once home to Rudolph Van Richten, the folklore of the Jagged Coast, though much of what eager to bury themselves in their drinks, but one
Otherwise, the only way to reverse the effects of the a legendary hunter of undead who now resides in he knows is colored by myth. patron at the bar, Brady Furfingers, will tell the char-
memory anomalies is by leaving the realm altogether, the domain of Mordent. Buckleberry also enjoys telling stories regarding acters that his brother, Barney Furfingers, was lost
at which point, all false memories rapidly fade.
At this point, characters may travel in any direction Azalin Rex, the missing Darklord of Darkon. He can when his fishing boat was destroyed by Wolf-head
A character whose memory is lost entirely to this they like, though having arrived in an unfamiliar land, tell the characters in no uncertain terms that Azalin Wylie on Redleaf Lake.
effect will firmly deny any claim that they have not they are likely to seek more information in Rivalis. cannot be found in his castle. The castle was ripped During the evening, but never during the day, there
always lived here and will resist – violently, if neces- DMs should steer, but not railroad, them in this apart by a vast explosion at its heart during the Hour is a 50 percent chance burgomaster Arian Windfoot
sary – any attempt to leave the realm, as it is their direction. of Ascension. The flow of time around the castle (vampire) can be found here (otherwise, he can be
beloved homeland. was frozen at the moment of the explosion and the found wandering the streets). This is his preferred

Darkon Rivalis castle’s fragments hang in midair, its magical fabric


forever trying to pull itself back together. The ever-
public house because it is much quieter. If present
here, he’ll be accompanied by his “town council,” the
Rivalis is, on most days, a happy and peaceful town, burning fireball at the castle’s heart is poisonous to name he has given to his regular drinking buddies.
As the characters stumble from the mists into standing in contrast to most locales in Darkon, or the living, and no one could hope to survive there. Notably, Arian himself does not imbibe, and if asked
an unfamiliar landscape, read or paraphrase the anywhere in any of the domains of Ravenloft. Like Buckleberry has never heard of Vecna, referring about this, he will say that he once had an unhealthy
following: most of the inhabitants of Darkon, the townspeople the characters to Granny Fennel, who is “the most relationship with alcohol and had to give it up. For
of Rivalis – mostly halflings – respond to the horrors knowledgeable person in Rivalis”. For more details more details on burgomaster Arian see area C5 and
After an immeasurable amount of time pushing of their dying domain with willful indifference. on Granny Fennel see area C4. the Madame Radanavich section of appendix A.
forward through the Mists, you think you see a strange Brigands who live in the nameless forest north of
light ahead of you. The tendrils of Mist slink away from In the afternoon or early morning, which is when If asked about any unusual information (such
your skin and you stumble forward onto a grassy field
town or in the Shrouded Hills even farther north (the
the characters are likely to arrive if this is one of the as Vecna), Arian rubs his chin thoughtfully and
near a serene lake. The light of two suns, one much scattered survivors of the Radanavich clan) occa-
first locations they visit upon their arrival in Rivalis, mentions that the lost manor of Richten Haus once
larger than the other, casts a molten shimmer on the sionally threaten these peaceful folk. The Kargat,
the tavern is less bustling, but still relatively cheerful. held a great number of books. If asked about Richten
water. Fishing boats dot the lake’s calm surface. Darkon’s secret police, occasionally intrudes on
Buckleberry may still be found here, sipping a break- Haus, read or paraphrase the following:
Straight ahead of you, maybe a mile distant, is a quaint the town’s serenity as well, seeking information on
fast stout and plucking lazily at the strings of his
village. From this distance, you can make out a cluster some enemy of the state or simply checking in with
of cottages with thatched roofs. Smoke rises from lute, practicing new songs. Two elderly halfling men, “Ah, yes, Richten Haus. It was swallowed by the
contacts. Rumors of a lake monster, Wolf-Head Wylie,
stone chimneys. Outside the walls of the village are Gordy and Old Prim (commoners), can be found Shroud months ago. Not sure why you’d want to risk
fields of green crops, though from this distance you
also abound as an explanation for the periodic disap- your life to go there. Sit, join my town council and me
playing halfling games of strategy at one of the tables.
can’t make out what kind. Small humanoids walk the pearances of fishing boats on Redleaf Lake or the for a drink instead. Or not. Your choice. All I can tell
They are dismissive of the characters if approached,
rows tending to the greenery. more distant Lake Placid. Finally, on rare nights, a you for certain is that no one who has gone into the
eager to get back to their games. Shroud has ever returned . Hmm, except for Granny
Looking over your shoulder, you see that the Mists that townsperson will wake up with bite marks on their
brought you here are nowhere to be found. Instead, a neck, complaining about feeling weak and anemic. At any time of day, the establishment’s current Fennel. She might be willing to share her secrets with
wide dirt road winds between grassy meadows before owner and operator, Lady Nebba Halfhearth you.”
So far, whatever is causing this has not claimed any
disappearing into a tranquil forest. lives, but it seems to grow more voracious as time (commoner), can be found behind the bar. She is the
goes on, feeding more and more often. The towns- great granddaughter of Old Nuck himself, and she C3. Bait and Tackle
Thanks to the second “sun”, Biffan is able to recog- people may mention these things, but if asked for will gladly share the history of the establishment if This is a general store operated by an enterprising
nize this as the domain of Darkon. The halfling skull more information, they quickly clarify that it’s just a asked. She will also give a little background on any halfling named Taz McGinty. He will sell the charac-
can provide the following information: rumor and move to change the topic of conversation, of the townspeople of Rivalis if the characters ask. ters any common item normally sold on the general
J Darkon is one of the largest domains of Ravenloft. fearful that discussing an evil will earn its attention. Like most townspeople, she will quickly change the equipment lists from the Player’s Handbook. He also
Its Darklord is the immortal wizard-king Azalin subject if asked about Azalin Rex, the Shroud, the sells fishing equipment and has a few used fishing
Key locations in Rivalis include:
Rex. Azalin is an iron-fisted tyrant who rules Kargat, the lake monster, or any other topic viewed as boats that he can sell to the characters.
distantly from Castle Avernus. The wizard-king inappropriate for polite conversation.

32 CHAPTER 2 A HAUS DIVIDED CHAPTER 2 A HAUS DIVIDED 33


C4. Crystal Garden Grandma Fennel. If the characters elect to speak C5. Burgomaster’s House
to Grandma Fennel, they can find her in a small Oh, be careful there, younglings. Yes, yes! First know
The Crystal Garden is the greenhouse at the center that to reach Richten Haus, you must travel through
The burgomaster’s house can be found near the
wooden annex filled with books and potted plants
of Rivalis. It gets its name from the paneled glass the Shroud. And the Shroud is only present at night. north end of town. It looks similar in style to the
attached to the main dome. As one of the oldest
dome that houses plants from every region of Darkon Darkon nights are dangerous in the best of cases, other cottages – simple and rustic, thatch-roofed –
inhabitants of Rivalis, Grandma Fennel has consider- and if you go a-bumbling into the Shroud it’s even
and some other demiplanes. The garden is overseen except larger. The house is quiet and empty most
able information. In particular: worse! The dead go there. The walking dead! Have you
by the gnomish archdruid Fennel Fernhand, known of the time, and there is little of interest that can be
as Grandma Fennel, or Granny Fennel. She has been J Grandma Fennel has not heard the name Vecna. seen them? The dead here in Darkon, they rise and found here.
wander into the night if you don’t destroy the bodies
welcomed as one of their own by the halflings of She recommends that the characters visit the right away! Frightening sight, but they are harmless. However, if they explore the house’s basement and
Rivalis and is viewed by the townspeople as a wise ruins of Castle Avernus to find out more. Castle That is, until they enter the Mists. Something there make a successful DC 13 Intelligence (Investigation)
and beloved leader. Townsfolk will direct the charac- Avernus was once home to Azalin Rex, the inhabits their minds. Some force. Maybe the Dark check, the characters find a secret entrance leading
ters to speak to either her or the burgomaster, Arian Darklord of Darkon. Azalin hoarded knowledge Ones themselves, yes, yes. Or maybe something
to Arian’s hidden crypt below the basement, which
Windfoot, for more information about the region. and his library is rumored to contain information worse. Something from the spaces between the
planes. Indeed, there are worse things to be found will no doubt reveal his true nature to them. Along
Any character who is proficient with an herbalism on the entirety of Ravenloft. one wall of this crypt are rows of cages containing
in the Shroud than just the walking dead, young-
kit can find sufficient herbs to brew 1d4 potions of J Months ago there was a strange explosion from ling. If you are careless, or unlucky, or both, you may rabbits, squirrels, and pigeons, sources of easy blood
healing. If the character makes a successful DC 15 Castle Avernus. Even stranger, the fortress’s stumble upon those things. I’ve seen one once. While for Arian to slake his hunger without having to feed
Intelligence check they also find enough grave weed rubble, rather than tumbling to the ground, harvesting my planties! Slithery things. Slimy. All hooks on his townspeople, which he tries to do only in
and tentacles and suckers and eyes and mouths. Good
to make either 1d4 doses of a concoction similar to remains suspended in mid air. Azalin has not for eating careless adventurers. Be careful, younglings. emergency situations, though his hunger for blood
carrion crawler mucus or 2 doses of torpor (See the been seen since this explosion and there are Careful! But, yes, there are herbs Granny Fennel needs has, of late, been less slaked by the blood of animals.
Dungeon Master’s Guide for information on these competing theories that he is either dead or which can only be found near the house. I can show On a raised stone dais in the middle of the dirt floor
poisons). If the characters harvest these plants they found a way to escape Darkon. you on the map where you would have to enter the
rests a halfling-sized wooden coffin. During the day,
are accosted by a shambling mound and 1d6 needle Mists. I cannot tell you what you will have to do to get
J The ruins of Castle Avernus are bathed in a sickly out again, but I can provide magic that may help keep Arian Windfoot can be found sleeping inside. The
blights. green radiance that can kill even the hardiest you safe once you are inside… inside of the coffin lid is marked with a glyph that
adventurer. Granny Fennel believes that she can will magically awaken Arian if his resting place is
brew a protective potion, but she needs some rare disturbed. During the evening, the crypt is empty. If
herbs known as bog knuckle that only grow in the Potions. For 200 gp each, Grandma Fennel can the characters examine the dais, they can discover
gardens of Richten Haus, the abandoned home provide potions that will keep the undead and a hidden compartment with a successful DC 18
of her old friend Rudolph van Richten. Richten the lurkers in the Shroud at bay. If the characters Wisdom (Perception) check. Inside the hidden
Haus was once north of Rivalis, but has since purchase and consume such a potion, they are invis- compartment is a small treasure trove consisting of
been swallowed by the Shroud. ible to any Undead or Aberration, so long as they are three blood diamonds worth 500 gp each and a pipe
within the Shroud. This effect lasts for twenty four of smoke monsters (appendix D).
J Rudolph van Richten was once a medical doctor hours.
of great promise who, pursuing fame and renown, If disturbed during the day, Arian Windfoot will
engaged in battle with the Radanavich clan. Grandma Fennel is not herself a native of Darkon, admonish the characters for trespassing. He may try
The Radanavich clan was a band of brigands so she is fully aware of the memory anomalies that to talk his way out of trouble but will soon realize that
masquerading as Vistani, led by a warlock of affect visitors. Through her alchemical abilities, she if he lets the characters go free, they may share his
considerable power, Irina Radanavich. was able to brew a concoction that allows her to secret. At this point, he will feel forced to attack.
resist these effects, though it is mildly toxic. She will Should the characters slay Arian and share his
J During this battle the Radanavich’s killed sell these potions to the characters for 200 gp each.
Rudolph’s son, Erasmus, and his wife, Ingrid. secret with the townspeople, most of them will be
A single potion is enough to prevent memory loss for relieved to have been delivered from such an evil.
Haunted by their painful memories, the monster a month. One unfortunate side effect is that it tempo-
hunter has abandoned his ancestral home and They will thank the characters and set about the
rarily reduces the character’s maximum hit points by process of choosing a new burgomaster. The leading
now lives a humbler life in the distant land of 1d8. This side effect lasts for one day.
Mordentshire. candidates would be Sir Humphrey and Lady Nebba
The Burgomaster. Finally, Grandma Fennel also Halfhearth.
J Grandma Fennel can give directions to Castle knows that the town’s burgomaster, Arian Windfoot, One townsperson who will not react favorably to
Avernus (see chapter 3) as well as Richten Haus. is secretly a halfling vampire. She has agreed to keep the news of Arian Windfoot’s destruction is Granny
If the characters indicate a willingness to travel to his secret in exchange for the freedom to run the Fennel. She and Arian have developed a close friend-
Richten Haus, read or paraphrase the following: Crystal Garden as she sees fit. If the characters find ship over the years, and if she hears that the char-
evidence of his secret nature and confront Grandma acters have destroyed him, she will be loath to help
Fennel about it, she will feign ignorance. If pressed them find the location of Richten Haus. Instead, she
on the matter, she will tell the characters that Arian is will lock herself within the Crystal Garden and go
a good man and a good leader. She will chastise the into a period of mourning. Should this be the case,
characters for their ignorant prejudices, admonishing the halfling bard, Buckleberry Tanglenote, or any
Grandma Fennel tends her garden them that being a vampire doesn’t inherently make other townsperson the DM prefers, can become an
one a bad person. alternative source of important information.

34 CHAPTER 2 A HAUS DIVIDED CHAPTER 2 A HAUS DIVIDED 35


The Hidden Trail them. The wall surrounding the manor house will
also be restored, though if the characters are near
they must make a successful DC 13 Dexterity saving
throw or fall prone. Water alone will not remove
D4. Outdoor Larder
This room is lined with shelves filled with rotting
The hidden trail to Richten Haus can be found about the foundation, they will be inside the wall, which will the slime. Characters can use a mixture of lamp oil
foodstuffs and jars containing black tar that were
a mile north of Rivalis, alongside the road leading not be immediately visible to them through the Mists. followed by water, magical means of cleaning, or any
once preserves. There is nothing of value here.
to the distant city of Martira Bay. A character that Other parts of the manor house, such as the stables other process the DM deems suitable.
makes a successful DC 18 Wisdom (Survival) check and an outdoors larder, will be restored as well, Growing along the inner edges of the wall are the D5. Ingrid’s Garden
can find the trail on their own, or they may have though the characters will have to find these through remnants of the garden. Within the garden can be A small garden is at the end of the cobblestone path.
the location marked for them by Grandma Fennel. exploration as they also are not visible from near the found the herbs that Granny Fennel requires. The garden is now little more than briars and weeds,
Traveling the trail is safe during the day. There are stone foundation itself. although if the characters check they can find more
D2. Gate than enough bog knuckle for Granny Fennel to brew
wisps of fog, but little more. However, when the char-
acters arrive at Richten Haus they find only a bare Richten Haus The Richten Haus gate is a wrought iron arch topped
with spikes. In the curve of the arch, written in an
her potions.
stone foundation and the crumbling remnants of the In the center of the garden is a small well. The well
wall that once surrounded it. Richten Haus and its grounds constitute a pocket ornate font, is the family name. The gate is secured
once supplied drinking water for the Van Richten
domain ruled over by Madame Radanavich with a massive locking mechanism. Any character
Searching by Night. If the characters travel at family and their servants and remains intact, though
(appendix A for her backstory and appendix B for her who makes a successful DC 20 Dexterity check
night, then the hidden trail is engulfed by the Shroud. the rope and bucket have long since rotted away.
stat block), the leader of a gang of brigands that once with thieves’ tools can unlock the mechanism. The
While traveling through the Shroud, there is a 50 The characters can hear the faint sound of a woman
inhabited the forests north of Rivalis pretending to be structure itself is quite heavy and sturdy, despite age
percent chance that the characters will encounter a crying at the bottom of the well.
Vistani. Though this domain is linked with Darkon, and rust and requires a successful DC 22 Strength
random horror from the table below: (Athletics) check to force open. Magical means of If a character attempts to climb down to the bottom
they are separate domains, and special rules that
d4 Encounter apply to Darkon, such as the memory anomalies, do unlocking the gate will work normally. of the well, they face a difficult task, as the walls of
1 2d10 zombies not apply here. the well are covered with the same slick substance
Beyond the gate, a cobblestone path leads north
as every other surface within the Mists. Climbing
2 1d4 mist walkers It is eternally night within Richten Haus. Because to the manor (area D6). A smaller cobblestone path
the walls requires a successful DC 20 Strength
3 2d4 gibbering mouthers of this, once characters have entered this pocket leads west to the gardens (area D5) and a muddy trail
(Athletics) check but with proper climbing gear, this
An insectoid, multi-segmented Aberration (use domain, they are trapped. Anytime the characters leads east to the stables and outdoor larder (areas D3
4 check may be reduced in difficulty.
the statistics of a behir) enter the mists surrounding Richten Haus they and D4).
inevitably return to the manor. While travel through Almost a hundred feet down, characters will
There is also a possibility of becoming lost or D3. Stables encounter black water with a few rotting leaves
disoriented in the Mists. Whichever character is the Mists of Ravenloft are always dangerous, this is
no more or less true for Richten Haus than any other Within the stables the characters will find a macabre floating on the surface. They will still hear the
guiding the party must make a successful DC 15
domain. The normal rules for passage through the sight. The ground is muddy and mostly covered with crying of the woman here, though it sounds just as
Wisdom (Survival) check or become lost. It takes 1d4
mist apply (see Van Richten’s Guide to Ravenloft). piles of rotting hay. The smell of horses and manure distant as it did outside the well. The water is foul
hours for lost characters to regain their bearings.
still faintly lingers, but the only sign of the stable’s and undrinkable, and if characters descend into it,
During this time they have a 50 percent chance of The Radanavich ghouls encountered within previous inhabitants are their moldering bones. they will find themselves in a reservoir about eighty
encountering a random horror. Either way, when they Richten house comprise just a small portion of Some of the skeletons remain largely intact while feet wide and forty feet deep. The water is pitch
eventually reach their destination they find Richten Madame Radanavich’s forces. Others prowl the others have been scattered over time by predators. black, and only magical forms of light can pierce it.
Haus intact (see areas D1 and D2). mists, coming and going as they please. If characters
If the bones are disturbed or if the characters linger Darkvision will not work, and other forms of super-
Searching by Day. If the characters manage to find take a long rest within Richten Haus a hunting party natural sight are hindered by the inky darkness of the
of 2d4 Radanavich ghouls (appendix B). returns for more than one minute, they will begin to stir and
the stone foundation of the manor house during the water.
home, likely discovering the characters unless they reassemble. If the characters do not leave at this
day and wait for night to fall, they will witness the
have taken steps to hide their passage. point, they will be attacked by six skeletal steeds. A Lurking within the water is a malevolent water
Mists billow over the rolling hills and through the
skeletal steed has the same statistics as a nightmare, spirit (use the statistics for a banshee). She will
tree line to their north, swallowing the trees before D1. Wall except it lacks the Ethereal Stride action. The charac- initially appear to the characters as a beautiful
rolling quickly across the landscape toward them.
The wall surrounding Richten Haus is just shy of ten ters can flee at any point while the bones are stirring woman who appears to be drowning or in distress. If
Witnessing this firsthand is a terrifying sight for any
feet tall. It is made of brick and topped with wrought and knitting themselves back together. If they do not the characters manage to defeat this spirit, she will
living thing, and each character must make a DC 15
iron spikes. If the characters place a hand upon the close the door to the stables, the horses will pursue dissipate into a watery mist that will reconstitute into
Wisdom saving throw in order to avoid fleeing from
wall, they will find that it is cold, clammy, and damp them outside. However, if the characters depart and her doomed form twenty-four hours later.
the encroaching Mists. While they cannot outrun
with a viscous slime that makes climbing by natural close the gate behind them, the bones will return to At the bottom of the well, the characters may find
them – at least not through natural means – they will
means exceedingly difficult. Scaling the wall without their inert state. Other than the skeletal horses, the her bones mostly submerged in the silt. All of her
become disoriented and lost within the Mists should
assistance requires a successful DC 15 Strength stable contains only rotting saddles and tack. belongings have long since decayed with the excep-
they be affected by this fear effect. As before it takes
1d4 hours for a lost character to regain their bearing. (Athletics) check or DC 15 Dexterity (Acrobatics) Above the stable is a loft containing bales of rotting tion of a periapt of wound closure near her skull.
check. Both sides of the wall are covered with this hay. If the characters search further, they will find
During this time they are attacked by 1d4 mist
same substance. If not washed from the hands and a set of human bones behind the bales. The bones
D6. Entryway
walkers.
feet after scaling, it has detrimental effects. For the are lifeless and do not animate. They are clad in the Unlocked double doors with decorative silver
If the characters manage to hold their ground as next hour, any time a character uses an item, weapon, knockers lead into the manor. Inside is a hallway
remains of a rotting gown that was once probably
the Mists billow over the stone foundation, they will or shield they must make a DC 13 Dexterity saving tiled in black and white marble. Six sconces affixed
quite nice. They wear jewelry worth 250 gp.
witness the house appear. A blanket of mist swirls throw or drop the object. Similarly, whenever they to the walls are made of silver (10 gp each) that have
aside and, suddenly, Richten Haus stands before move during adverse conditions (such as combat) become tarnished with age hinting at the lavish life-

36 CHAPTER 2 A HAUS DIVIDED CHAPTER 2 A HAUS DIVIDED 37


style Richten Haus’s inhabitants once enjoyed. The A sentient bell tower wanders the Forest of It connects to the master bedroom, location D18. If D10. Staircase and Storage
furnishings have been reduced to mahogany splinters 11 Shadows on giant chicken legs, toppling trees as characters return to this room while the elevator is
it moves. These trees are mysteriously replenished A set of wooden stairs lead down to the cellar
shrouded in cobwebs. Nothing else of value can be the following day. at that location, they will find that the dumbwaiter
(area D11) as well as up to the second floor (areas
found here. shaft descends into darkness. If characters have a
12 A colony of weresnakes lives somewhere within the D14 to D19). There are two chambers filled with
A Radanavich ghoul prowls the entryway. It Great Salt Swamp. way of gauging the distance of the drop, they will find
rotted crates and splintering barrels. Most of these
immediately attacks any characters that it sees, but Damon Skragg captains the Bountiful. He and his that solid ground is twenty feet below. Descending
containers are empty, serving as little more than
attempts to flee if reduced to half of its hit points. 13 undead pirate crew inhabit the waters off the coast the dumbwaiter shaft will take characters to location
of Martira Bay. nests to vermin, however any character that thor-
D11, the cellar. There is nothing else of value here.
D7. Parlor oughly searches them finds three vials of holy water.
14 Bathing in the Lake of Lost Dreams will cause one Three Radanavich ghouls are using cleavers to
to lose the ability to sleep. Four Radanavich ghouls prowl the hallway on all
A fire appears to have gutted the parlor at some dismember a dead body. They immediately attack any
point. The furniture has mostly been reduced to ash, The spas of Nevuchar Springs are said to have fours, attacking any intruders that they see. Unless
miraculous properties of healing and rejuvenation. characters that they see. Unless the characters take
with nothing remaining save a stray charred table leg 15 the characters take precautions not to make noise,
Visitors should be certain to visit Cascana precautions not to make noise, there is a 50 percent
or other scraps of wood. Even the mahogany panels Sanitarium. there is a 50 percent chance each round that the
chance each round that the ghouls from areas D8 or
on the walls have been blackened by soot. A fireplace The Night Hag Styrix has taken up residence in an Radanavich ghouls from area D9 hear the battle and
D10 hear the battle and join the fight.
contains cold ashes. 16 abandoned keep on one of the islands off the coast join the fight.
of Martira Bay.
The walls of the downstairs parlor are lined with Darkon has had a long line of kings before Azalin
towering bookshelves. Most of the books on the Rex. One of the most infamous was Darcalus Rex,
lower shelves have been reduced to dust. On some 17 who waged bitter and fruitless wars against the
neighboring kingdoms until he was assassinated by
of the higher shelves, some tomes have survived his own royal guard.
and may still be readable. These books are more Though Brautslava Institute is revered as an
for show and cover only basic topics such as the academy of mystical, alchemical, and scholarly
18 learning, some whisper that it is home to a secret
history and geography of Darkon. By expending half society of evil wizards called the Fraternity of
an hour and making a successful DC 10 Intelligence Shadows.
(Investigation) check, characters may stumble upon A colony of weresharks lives on Wrecker’s Island.
one of the pieces of lore presented in the Darkon 19 They have a longstanding feud with Damon Skragg
and the crew of the Bountiful.
Lore table. Although most are not directly relevant to
this adventure, they can help bring Darkon to life, as 20 Azalin Rex slew his brother Ranald and his son Irik
for perceived treachery to the crown.
well as provide side quests for interested DMs.
D8. Dining Hall
Darkon Lore
This room is dominated by a long table surrounded
5d4 Lore
by chairs occupying the center of the room. The furni-
Il Aluk is the largest city in Darkon and the home of ture was once probably quite nice, but now is covered
5 most of the nobility. For generations, the Eris family
has ruled over the city via machinations, public in cobwebs. The china cabinets contain dinnerware
sway, and, when necessary, assassination. that has become brittle with age, much of it already
The biography of the wandering scholar Firan reduced to shards. The silverware is tarnished, but
Zal’honan claims that he once had the opportunity with proper cleaning, about 75 gp worth can be
6 to serve as a wizard-king but chose a “stranger
path” instead. During his travels, he departed the salvaged.
realm of Darkon never to return.
Five Radanavich ghouls are seated around the
Grave keepers have told rumors of eerie grave table, feasting on a gutted, naked corpse that has
7 lights that hover above the graves of the recently
interred at night or in the quiet gloom before a been bound to the table. They immediately attack any
rainstorm. characters that they see. Unless the characters take
The ever-shifting magical ley lines of Darkon often precautions not to make noise, there is a 50 percent
birth phenomena known as scatebrae. These are
literal pools of magic that roil and bubble in the chance each round that the ghouls from area D9 hear
8 earth for several hours before evaporating into the battle and join the fight.
a greenish mist. Impossible feats are said to be
possible near their presence. D9. Kitchen
The Shadow Dragon Ebbasheyth hails from As with the rest of the house, the kitchen has been
9 somewhere near the twin mounts of Nirka and
Nyid. Legend states that she has formed an alliance reduced to ruin. Cobwebs cover the pots and pans
with Azalin Rex and lairs within Castle Avernus. hanging from hooks on the walls and fill the inte-
The area around Stagnus Lake is inhabited by riors of the cold iron cooking stove. The cupboards
10 twisted, impossible creatures. Some whisper that are barren, having apparently been picked over by
these are failed experiments by the sages at the
Brautslava Institute. previous explorers. A dumbwaiter occupies one
wall. Small characters may enter the dumbwaiter.

38 CHAPTER 2 A HAUS DIVIDED CHAPTER 2 A HAUS DIVIDED 39


D11. Cellar As the characters approach D12f, they see furtive affecting Salizarr. The first is his multiple personal-
movement at the back of the cell and hear the sound ities, all of which seem to be aware of each other. It “Ah, do you not realize that you sssstand in the former
A set of rickety wooden stairs leads down into the home of the idiot Rudolph Van Richten. He thinksss
of claws scrabbling on stone. Eventually, a scrawny is almost as if multiple beings exist simultaneously
damp, dark, cold cellar. Rats skitter across the floor, he understandssss the nature of the Misssts, but he
creature of about four feet tall – though his height within him, all of them murderous. The second, and
fleeing from the characters’ light sources. Shelves knows nothing of their true nature. They are not a
is hard to tell as he is hunched over – will emerge more interesting to her, is the fact that he periodically punishment for those who commit atrocitiessss, but
lining the walls contain common spell components,
into the light. Tufts of matted reddish fur cover much disappears from his cell, only to reappear within the a reward! If only he and the ressst of these foolssss
some preserved, some seemingly fresh. Scuff marks
of his body, though where he is not covered by hair, cell at some random interval later. Every five minutes could underssstand and appreciate! Thisss house
in the dust lead down a narrow crevice roughly hewn belongs now to Madame Radanavich, she resss-
patches of sickly grayish skin speckled with festering the characters spend talking to Salizarr, there is a
into the far wall of the cellar. sponsible for the death of Van Richten’s son. Her
sores are visible. His eyes are glazed over as if he has cumulative 5 percent chance that he will disappear,
Vistani curse transssformed him into a creature of the
D12. Dungeon cataracts, and long talons tip the ends of his fingers sending up a small puff of dust from the cell floor Missssts. Again, a reward! But Van Richten wassss
This narrow passage is lined on both sides with and toes. as he does so. If this happens, he will reappear driven mad by his son’s evolution. He thought he
prison cells. Characters who make a successful DC This is Salizarr (appendix B), a meazel ghoul ten to thirty minutes later. Madame Radanavich is ssslew her, but no. No! She lives on, here in hisss
10 Wisdom (Perception) check will notice that the convinced that if she can study this strange effect, house, twisssting it into a mockery of the peaceful life
who, due to the influence of the Darklord Madame
she may also be able to harness this power herself, Van Richten once knew.“
construction here is newer than the rest of the manor Radanavich, cannot use his Shadow Teleport action
house. The cells are empty save for scraps of moldy while trapped in his cell. He has been imprisoned and even discover how to make these teleportations
permanent, thus effecting her escape from Richten The characters can ask for more information on
hay and a few tiny, scattered bones, with the excep- by Madame Radanavich here in her dungeon for
Haus. Van Richten, though Salizarr knows very little about
tion of D12b, which contains the skeleton of a small further study. She is interested in two odd conditions him other than that he once lived here peacefully
humanoid, and D12f. Salizarr desperately wants to be released, and he for many years until he earned Irina Radanavich
will answer the characters’ questions if they agree to and her clan’s ire by discovering that they were no
let him loose afterwards. true Vistani, but rather a gang of brigands living
When the characters first approach Salizarr, in the woods north of Rivalis. The characters can
the active personality at that moment is Vargetta also discover through questioning that Madame
the Snake. She is a serial murderer with a knack Radanavich’s gang practiced Vistani sorcery they
for crafting and using poisons to kill her victims. had acquired through nefarious means as a way to
When Salizarr teleports while under the sway of frighten the halflings of Rivalis and provide cover for
this personality, he finds himself in Martira Bay. As the Radanavich’s crimes.
Vargetta, she will first procure in whatever way she Finally, Salizarr will tell the characters that there is
can the ingredients needed to craft her poisons, then no safe passage back through the Mists to Darkon or
she will search the inns for a suitable victim, prefer- any other domain. This is true, though as mentioned
ring the heavily inebriated, as they will not wake up earlier, passage through the Mists is no more or less
from their slumber as she plies her trade. The towns- dangerous here than elsewhere, and the normal rules
people of Martira Bay refer to this mystery poisoner for passage through the mist apply. Nonetheless,
as the Spider. he tells the characters that if they slay Madame
Other personalities belonging to Salizarr include Radanavich, he will regain full control of his tele-
the Closet Man, Old Scurvy Jake, Them, and He Who portation powers, and he can use them to return the
Bends Men. Each personality teleports to a different characters (and himself) to Darkon. This is a lie. He
location of the DM’s choosing. If the characters has been cursed with these teleportation abilities by
can determine through conversation the nature of the Dark Powers, transforming him into numerous
these personalities and disappearances, they can bogeymen of local legends and there is no way for
push Salizarr for limited information on the places him to control these powers.
he goes. Note that these personalities hate and The door can be opened with a successful DC 15
mistrust each other, and he will switch between them Dexterity check made by a character proficient with
frequently to convince the characters that they cannot thieves’ tools, a successful DC 18 Strength (Athletics)
trust what the others are saying. The DM should have check, or by finding the keys, which are in area D13.
fun deciding which (if any) of the personalities are If the characters release Salizarr at any point, he will
trustworthy, and to what extent. They may also invent attack them, though the cumulative chance of tele-
any additional personalities they see fit. portation continues, rising by 5 percent per round
Speaking with Salizarr. If the characters ask about of combat. If they open his cell door while he has
Richten Haus, Madame Radanavich, or the Vistani, teleported, he will later enter Van Richten’s Study
read or paraphrase the following. This is written in and attack Madame Radanavich at some point during
the voice of Vargetta the Snake, but you may modify the characters’ encounter with her. Again, during
this to fit any other personality you choose: that encounter, there will be a cumulative 5 percent
chance per round of combat that he will teleport
away.

40 CHAPTER 2 A HAUS DIVIDED CHAPTER 2 A HAUS DIVIDED 41


D13. Ritual Room ghost box. Opening the box requires an action. If a
banshee, ghost, specter, wraith or other incorporeal
Here, a pentagram has been marked onto the floor in
Undead is within 30 feet of the box when it is opened,
chalk. The stone floor at the center of the pentagram
then a yellow light blazes forth from the container. All
has been stained with dried blood. Dark candles rest
such Undead must make a successful DC 15 Wisdom
at the tips of each point of the star, though they are
saving throw or get sucked into the box, after which
unlit. More black candles stand on shelves around
the spirits are sent to the afterlife. A ghost box
the room, also unlit. There are various implements
becomes inert after a single use.
of torture here, both large and small, and hanging on
a hook on the wall are the keys to the cells found in D16. Erasmus’ Bedroom
location D12, including the key to Salizarr’s cell. This room once belonged to Rudolph Van Richten’s
There are also several chests and storage cabinets. son Erasmus. The furnishings have been reduced
If the characters take the time to search, between this to rubble, and the room has been looted of anything
room and location D11, they can find any mundane of value. The walls have been smeared with arcane
spell components they require. With a successful DC symbols in dried blood and feces. A successful DC
15 Intelligence (Investigation) check, a character can 15 Intelligence (Arcana) check will reveal that these
discover that one of the chests has a false bottom. are symbols of warding. They prevent Erasmus’ soul
Searching it, they will find a finely crafted scourge from returning to Richten Haus. If the characters
worth 200 gp. cast dispel magic upon them and wipe them away
(they are unremovable prior to a dispel magic spell),
D14. Closet Erasmus (ghost) will sense their erasure. He will
Dozens of dark cloaks hang from this closet. The appear before the characters. If this occurs, read or
cloaks are covered in dust which seems unnaturally paraphrase the following:
thick. The dust covering the cloaks is actually dust
of sneezing and choking and it billows into a 30
foot cloud if disturbed. A character who makes a “Brave ones! Thank you for allowing me to return to
the home of my youth. Truly, this is the only place
successful DC 15 Dexterity (Sleight of Hand) check where I ever knew peace. It is a blessing to see these
can bottle the dust without disturbing it, although a four walls once again. I wish there was some way I
failure sends the dust billowing into the air. could reward you for your efforts. Please, if there is any
way I can assist you in your quest, please let me know.“
A cloaker lairs amidst the cloaks, attacking if
disturbed. Because of its prolonged exposure to the
dust of sneezing and smoking, the cloaker is immune At this point, Erasmus will answer the characters’
to its effect. questions concerning the history of the feud between
the van Richten family and the Radanavach clan (see
D15. Guest Bedroom the Madame Irina Radanavich section of appendix A)
This bedroom is supernaturally cold and any char- as well as Richten Haus (though he knows nothing
acter who is not protected from the cold finds their about the current layout). As far as Erasmus knows,
breath fogging as they shiver involuntarily. There is the Radanaviches are truly Vistani.
an empty table, an overturned bed, and a dresser. A If Madame Radanavich still lives, Erasmus takes D17. Ingrid’s Parlor D18. Master Bedroom
large mirror hangs on the southern wall. on a look of great distress. Read or paraphrase the This upstairs parlor and dressing room once This was once the room of Rudolph and Ingrid. The
If a character steps into the room, then the mirror following: belonged to Van Richten’s wife, Ingrid. Much like furnishings have been looted or destroyed. If the
ripples and hundreds of tiny ephemeral ghosts fly the rest of the house, this room has been looted and characters search and make a successful DC 15
forth from it. These ghosts cry plaintively, inflicting “I sense Irina in this house. The witch! She must be destroyed. Little of value remains here, though if the Intelligence (Investigation) check, behind a loose
3d6 necrotic damage to any character that enters slain! This “is the only way my father and I will ever characters search the rubble and make a successful baseboard they will find Ingrid’s diary, which will
the room or starts their turn in the room. The know peace. Please, tell me you will assist me in DC 15 Wisdom (Perception) check, the characters provide additional background information on the
restoring honor to the Van Richten name by avenging
ghosts cannot be damaged, although the mirror can. my death.” find a locket buried within the rubble. The locket lives of the Van Richtens. They can read about her
The mirror has AC 10, 50 hit points, and immu- contains a portrait of Rudolph Van Richten and husband’s unhealthy obsession with fame during
nity to poison, and psychic damage. If the mirror their son Erasmus in happier days. Ingrid’s love has his youth. She did not approve of this obsession and
is destroyed the ghosts disappear from the room. If the characters agree, or if they ask Erasmus at
been imbued into this otherwise mundane item, and predicted that it would someday bring ruin upon the
Alternatively the ghosts can be banished by a remove any point to assist them, he will aid them in combat
the strength of that love can assist the characters family. At one point, she considered taking a young
curse spell or by a paladin brandishing their holy against Madame Radanavich (Although she is
should they find themselves in combat with Madame Erasmus and fleeing but was afraid that they would
symbol and expending a use of Channel Divinity. immune to his Possession action). If the characters
Radanavich or the Radanavich ghouls. It will provide not survive long in the countryside alone. She also
refuse to help, Erasmus will take on a look of grim
Any character who looks underneath the over- a +2 bonus to any saves, combat rolls, or skill checks writes about her husband’s crusade against the
resolve. He will tell the characters he will take care of
turned bed finds an iron box, the size of a shoe to the wearer in combat against Madame Radanavich Radanaviches, again disapprovingly. She admired her
his unfinished business himself and disappear.
box, engraved with abjuration runes. The box is a or her ghouls, and a +1 bonus to any character husband’s righteousness but never understood why
standing within 10 feet of the wearer. he put these pursuits ahead of the safety of his family.
42 CHAPTER 2 A HAUS DIVIDED CHAPTER 2 A HAUS DIVIDED 43
D19. Van Richten’s Study of them (if both have been freed, the DM can decide She will look up suspiciously at the characters as Alternatively, the characters may elect to fight
which they find her fighting). At this point, the charac- they enter and come around the desk to face them. Madame Radanavich to escape Richten Haus.
This room is lined with bookshelves containing
ters can choose to assist either Madame Radanavich She will then ask how the characters have managed After her death, the characters may safely leave the
tomes of all ages, shapes, and sizes. Near the far wall
or her opponent. If they stand idly by, she will even- to enter her domain. Whether they tell the truth or grounds of Richten Haus.
of the chamber is Van Richten’s desk, still strewn
tually dispatch her foe. If defeated, Erasmus is not not, read or paraphrase the following: Treasure. Should the characters search the room
with papers. Upon closer examination, the charac-
destroyed, only temporarily banished from this realm. they find a cloak of lesser invisibility (appendix D)
ters will find that these are not the scrawlings of Van
If she is fighting Salizarr, the DM may end the fight “Well now, how you got here is of no matter, ultimately.
Richten, but of Madame Radanavich, who has spent folded within one of the desk’s drawers. Beyond
at any time by having him randomly teleport away. Know simply that you are trapped. You can leave only
many years now poring over Van Richten’s old tomes through my consent. . . or over my dead body. But why this item, the desk also contains what information
Alternatively, Madame Radanavich will eventually should you leave, when I cannot? Can you imagine the Madame Radanavich has managed to uncover in
and papers, looking for any way she might escape
slay him. If the characters did not assist her, she will pain of eternal imprisonment? What I would give to her own research. Although not directly relevant to
this dread domain that has become her home and
sense their complicity in what has just happened and see the forests of my homeland once more. Oh, the this adventure, they add an air of mystery and poten-
prison. She longs to return to the forests of Darkon
immediately attack. cruelty of this eternity!” tial side quests for DMs seeking to expand their
and has come to regret her past evils, which have led
to the destruction of her clan. She laments the fact If neither Erasmus nor Salizarr has been freed, campaign. These notes include:
or if the characters assist Madame Radanavich in She will continue to rant and mumble for a while,
that her family, friends, and loved ones have been
seemingly having forgotten about the characters. At J Partial blueprints for a Rift Spanner of similar
reduced by her actions to the mindless slavering defeating them, read on with this encounter. design and function to the one devised by the
some point, she will snap back to the present and
ghouls that now wander the grounds of Richten As the characters enter, they find Irina Radanavich night hag Styrix.
address the characters once more, asking them why
Haus. standing at Van Richten’s desk, squinting at her own they have come. If the characters mention Azalin Rex J An outline of Salizarr’s personalities and the loca-
If the characters have freed either Erasmus’ scribblings on a sheet of parchment. She is an elderly or Castle Avernus, read or paraphrase the following: tions to which he travels when possessed by each
spirit or the meazel Salizarr from their respective woman dressed in the traditional garb of the Vistani,
differing personality.
imprisonments, they will find Madame Radanavich though all the color has faded from it, leaving her “Azalin Rex? Azalin Rex. The lich-king of Darkon? Firan
(appendix B) locked in combat with one or the other clad in drab grays, whites, and blacks. Her hair is Zal’Honan. For many, many years, he was trapped in J A map of the Mists surrounding Richten Haus;
stark white, and her eyes are cloudy with age. his Domain as I am in mine. I hear the whisperings of though the Mists are evershifting, the map
the Dark Ones inside my head. They are angry. Angry suggests that a few locations appear to be perma-
that he has tried to escape his fate somehow. Oh, if nently fixed. One is labeled “Cosmic Portal.”
only I could know how he has accomplished such a
Another is labeled “The Clockmaker’s Eye.” A
feat! Tell me, why do you seek to know about him?”
third is labeled “The City of Impossible Angles.”
Whether the characters are honest with her or not, J A crudely sketched map labeled “Lamordia,” with
if they reply to her question, she will wave away their an X drawn on an island on the map’s western
answer and say the following: edge. The X is labeled “Haifisch.”
Among Van Richten’s own papers are numerous
“Posh, your mortal pursuits are your own. I will release studies on the anatomy and behavior of vampires,
you from my domain if you swear to bring me what- liches, ghosts, lycanthropes, and other supernatural
ever information you find within his Castle. Otherwise,
you can join me in eternity.”
creatures. From these papers, the characters may
learn any and all information from their entries in the
If the characters swear to bring Madame Monster Manual.
Radanavich any information they find within Castle
Avernus, then she allows them to escape her domain. Nana's Concoction
The next time they enter the mists surrounding the
manor, they emerge along the outskirts of Rivalis. Once the characters return to Grandma Fennel,
However, the characters are now under the effect of a she quickly processes the herbs into a nauseating
geas spell, and are compelled to stay true to however concoction of clotted, green liquid. She can make
they worded their oath. eight such potions. Drinking a potion makes a char-
acter immune to the poisonous energy radiating
If the characters choose to provide Madame
throughout Castle Avernus for one month.
Radanavich with this information, she will also seek
to recover the body parts of Vecna, sending her After making the concoction Granny Fennel
agents forth in pursuit. They will interfere with the provides the characters with directions to Castle
characters’ own plans in any way possible. These Avernus. To reach the castle they need to travel
agents include Salizarr (if he is still alive), who she fifteen miles south, along Hook Road. Then, they
will compel to do her bidding with the promise of must head east, along a pathway known as the
permanent freedom from the dungeon cell to which Ascent, for twenty miles. Granny Fennel advises the
Madame Radanavich he is bound, and her Radanavich ghoul agents. characters to avoid the Ascent during the evening, to
confronting interlopers
in her cursed home avoid the Shroud. See the section on Richten Haus
as to what happens if they ignore her advice.

44 CHAPTER 2 A HAUS DIVIDED CHAPTER 2 A HAUS DIVIDED 45


CHAPTER 3
E3. Isle of Shadow Extended Spell. When the caster casts a spell that
has a duration of 1 minute or longer, they can
The shadows are thickest amongst these collection
double its duration.
of isles, dark and nearly palpable. Any illumination
Float like a Castle, Sting like an Imp appears to be smothered, providing dim light at best.
The central isle is covered in coins, all minted with
Heightened Spell. If the spell forces a creature to
make a saving throw to resist its effect, you can
Following the directions of Granny Fennel, the characters dim light. So long as the characters are cautious, they the stamp of a grim-faced human male. The face give one target of the spell disadvantage on its first
travel to the floating ruins of Castle Avernus, former home can easily jump to neighboring isles. Nonetheless, saving throw made against the spell.
turns into a frightening, skeletal visage on a coin
to the Darklord Azalin Rex. Within the ruins they find Skeev-
er, Azalin’s imp familiar. With Skeever’s help the characters
it may be worth reviewing the rules on jumping in removed from the castle. In total there are 10,000 cp, E3b. Isle of Conjuration
learn of the existence of lesser Vecnan relics, organs from chapter 7 of the Player’s Handbook. 10,000 sp, 5,000 ep, 3,000 gp, and 1,000 pp. This floating island of rock is functionally equivalent
Vecna’s former body. According to Skeever these relics can be
E2. Blacksmith If the characters set foot upon the central isle, they to area E3a, only for conjuration spells.
used to access Cavitius, Vecna’s former Ravenloft domain. E3c. Isle of Divination
This island bears a ruined smithy complete with are set upon by a gloom of five shadows. As soon as
the shadows are defeated read or paraphrase: This floating island of rock is functionally equivalent
an anvil, forge, and crafting table. Along an intact
to area E3a, only for divination spells.
wall, on the southern end of the isle, is a rack that
displays an array of armor and weapons of exquisite The shadows all around you begin to squirm and
E3d. Isle of Evocation
treacherous path winds its way up craftsmanship. The smithy is occupied by a dwarven twitch with life. They congeal together, forming into This floating island of rock is functionally equivalent
a steep mountain. Atop the moun- vampire known as Axrock. Axrock is attended by two something vast and unnatural. A serpentine body to area E3a, only for evocation spells.
tain is a strange, awe-inspiring helmed horrors. takes form. Umbral wings unfurl. And two pits of E3e. Isle of Illusion
sight. A blasted castle, long since impenetrable darkness stare down upon you with cold, This floating island of rock is functionally equivalent
Axrock is friendly to intruders, so long as they impassive malevolence. The air grows colder as the
shattered into pieces, hangs shadow dragon speaks, “Such pathetic worms, hardly to area E3a, only for illusion spells.
respect his workshop. He is obsessed with his forging
suspended in midair. Floating above the castle’s
and keeps to himself. As such he is largely ignorant of worth the effort of eating. But unfortunate for you, E3f. Isle of Wild Magic
wreckage is a radiant sphere of green energy that Ebbasheyth. . . hungers.” Any time a creature casts a spell upon this isle of
the surrounding areas. Axrock is frustrated because,
pulses slowly. stone, they must roll twice on the Wild Magic Surge
with the destruction of Castle Avernus, the eldritch
At this point Ebbasheyth (appendix B) attacks the table from chapter 3 in the Player’s Handbook. The
Castle Avernus
flames of his ever-burning forge have been snuffed
out. If the characters find a suitable replacement, he characters. The shadow dragon begins by hovering caster can use either result.
asks them to bring it to him, going so far as providing over the closest character, attacking them furiously. E4. Hall of Records
Floating bits of stone can be used as a makeshift them with a specially enchanted lantern that can be Ebbasheyth conserves her breath weapon, saving it
stairwell, allowing the characters to climb up roughly A maze of bookshelves winds its way along this
used to hold such a flame. The continual flame spell for when it can target multiple injured characters in
one hundred feet. At this point the characters can expanse of floating rock. Just like the castle itself, the
will not work, since it does not cast heat. Beyond this, hopes of raising at least one of them as a shadow.
access the lower end of a spiral staircase that leads bookshelves are cracked and broken, held intact only
allow the characters to be creative when it comes If any characters stand on the edge of an island,
up another thirty feet to area E1. through magic. A large table is balanced precariously
to relighting the forge. One possibility is to fill the Ebbasheyth uses the shove action to attempt to push
along the northern edge of the island, overlooking a
These effects persists in areas E1 through E7: lantern with flame from the ever-burning brazier in that character off the island. If knocked off the island,
steep plummet into roiling mists. Dozens of books
J A pulsing sphere of spectral green energy can area G26. a character falls 1d10 x 10 feet before landing on a
are scattered atop the table and a glowing, iridescent
be seen about three hundred feet above area If the characters successfully restore Axrock’s piece of floating debris.
quill scrawls within one of them, seemingly of its own
E2. Unless a character has consumed Grandma forge, the dwarf offers to forge them two items of E3a. Isle of Abjuration accord. Next to this table is a gigantic glowing book,
Fennel’s concoction, its radiance makes them feel their choice. These newly forged items have a +1 Arcane runes decorate this smaller, floating isle. A as tall as a grown human. The ghostly figure of an
nauseated and sick at their stomach, inflicting enchantment. If the characters bring Axrock the DC 10 Intelligence (Arcana) check is sufficient to elderly, headless man wanders through the library, a
1d6 poison damage for every minute of exposure. adamantine ingots from area G23, the vampire offers determine that the runes augment abjuration magic. bobbing spectral head following in his wake.
to forge them a suit of adamantine armor in thanks. If any caster casts an abjuration spell while standing
J Despite the spectral radiance, persistent shadows on this island, they can attempt to draw upon the The floating book is known as the Book of Names
cling everywhere, resulting in, at best, dim The weapons rack is filled with a variety of expertly and is filled with thousands of names and dates. The
power of the runes by making a DC 15 Intelligence
illumination. crafted weapons and armor. Although most are bobbing quill appears to be writing the biography
(Arcana) check. If successful, the caster can augment
nonmagical in nature, they are each worth ten times of Alana Cantemir, a young merchant from Il Aluk.
J The mournful wails of a female elf can be heard the spell in one of the following ways:
their usual value due to their craftsmanship. Whenever a sentient creature dies in the domain of
from area E7. Careful Spell. If the spell forces other creatures to
make a saving throw, the caster can protect some Darkon, its name and date of death are recorded, by
J Smaller bits of debris drift about. This debris the iridescent quill, in the Book of Names. Their life
includes crumbled bits of masonry, broken furni- of those creatures from the spell’s full force. The
Rise of Vecna story is then recorded in one of the smaller books,
ture, shattered shards of china, and a grandfather If the characters have played Rise of Vecna and one of them caster can choose up to 1d4 creatures. Any chosen
creature automatically succeeds on its saving throw. located on the table, and then placed amidst the
clock that still chimes ominously on the hour. wields Zespara’s perfect blade, then Zespara is fascinated by
Axrock’s handiwork. She implores the characters to spend bookshelves. The books are moved and sorted by a
Distant Spell. If the spell has a range of 5 feet or headless ghost named Elzarath. Elzarath is peaceful,
E1. Entrance a day with the dwarf, so that she can study his techniques. greater, the caster can spend double the range
Axrock, in turn, is curious about Zespara and seeks to learn although a bit befuddled. He is happy to explain how
This hovering island of stone is roughly 50 feet long from her. If the characters indulge this exchange, and have of the spell. If the spell has a range of touch, the the books work, speaking all the while through his
and 30 feet wide. The edges are crumbling, but even relit the forge, then Axrock agrees to apply his forging tech- caster can make the range of the spell 30 feet. floating, severed head. Elzarath is willing to retrieve
the smaller pieces of crumbling stones are frozen in niques to Zespara’s perfect blade, granting it the properties Empower Spell. When the caster rolls damage for the book for any given name.
midair. During the day, shadows clings to the stone of a sword of sharpness.
their spell, they can reroll any number of damage
with unnatural persistence, shrouding the area in dice. They must use these new rolls.
46 CHAPTER 3 FLOAT LIKE A CASTLE, STING LIKE AN IMP CHAPTER 3 FLOAT LIKE A CASTLE, STING LIKE AN IMP
47
If asked to retrieve the history of Dany Werthy (see non-descript remains of what appears to be humans. Irik manifests if his sarcophagus is opened. E6. Tower
area E5), Elzarath happily obliges. The book recounts The third is covered with elaborate carvings and Once he has appeared, he can supply the following
Although the exterior of this tower is torn and
the exciting exploits of a master thief. After learning engraved with the name, ‘IRIK ZAL’HONAN’. Any information:
cracked, the interior is surprisingly preserved. Inside
the secret password to Azalin’s personal treasure character who peers over the edge of the island and J The treasure piled about the center isle is the four-story tower are a series of richly furnished
chest from some Vistani, Dany planned the ultimate makes a successful DC 20 Wisdom (Perception) guarded by the shadow dragon, Ebbasheyth. common rooms and living quarters.
heist. Sadly, his theft was cut short by the shadow notices a floating, mist-shrouded sarcophagus Surrounding that isle are arcane runes that can
dragon Ebbasheyth. Those reading the history closely floating thirty feet below them. Willow’s Room. On the third floor is a vengeful,
augment a caster’s powers. bitter nemhain named Willow (appendix B; marked
note that the password was ‘Quantarius’. Living within the third sarcophagus is the ghost of
J The wailing from the tower comes from an evil as W on the map). The characters enter the room
E5. Crypt Irik Zal’honan, the son of Azalin. Long ago, before
and tormented spirit called Willow, who will via the northern spiral staircase marked A on the
Azalin was drawn into Ravenloft, he was an iron-
This island is tipped at a forty-five-degree angle, kill any living beings that come near her. In the map and can progress on to the fourth floor using
fisted tyrant who ruled a distant kingdom mercilessly.
with the north edge of the isle pointing downwards. highest floor of the tower is Azalin’s bedroom. the southern spiral staircase marked E on the map.
Irik was the antithesis of his father – kind and gentle;
Moving about it requires a successful DC 12 Strength J The last living person that Irik saw was a male During the ensuing battle, you can have a pleading
guided by forgiveness rather than the rule of law.
(Athletics) or DC 12 Dexterity (Acrobatics) check. half-elf thief called Dany Werthy. Dany claimed but whiny voice yell nervously to the characters:
Azalin saw such virtues as blemishes, weaknesses
If a character fails this check, they slide 10 feet to to know a special password that would allow “Destroy the urn hidden in the middle cupboard.”
that would destroy his kingdom should his son ever
the north, possibly falling off the island. In this case him access to Azalin’s treasures; however, he The voice is that of Skeever (see area E7 and the
take the throne. Putting loyalty to his kingdom above
they fall 1d10 x 10 feet before landing on a piece of was killed by Ebbasheyth before he could gain “Skeever” sidebar).
that of his kin, Azalin went on to execute his only son.
floating debris. entrance to the tower. Finding the urn in the middle cupboard (marked
This sarcophagus was placed within Castle Avernus
Three sarcophagi remain within this shattered U on the map) requires a character to search it with
crypt, wedged amidst shattered debris. Two of the
by the Dark Powers, presumably to torment Azalin. J Azalin is a committed, albeit tight-fisted, leader to a successful DC 8 Intelligence (Investigation) check
his people. So much so that he put his kingdom
sarcophagi are plain and unlabeled, containing the made as an action. The urn has 5 hit points, AC 18,
over family by executing his only son to, at least in
resistance to piercing and slashing damage, and
his own mind, save his kingdom.
immunity to poison and psychic damage. The urn is
Irik can also supply any additional details regarding Willow’s ritual object; if it is destroyed, Willow loses
Azalin’s long and storied history (appendix A) to inter- the Profane Regeneration trait and can’t benefit
ested characters. However, the ghost knows nothing from her Rejuvenation trait as the ashes spill out.
of Azalin’s more recent machinations, including the If a character sees the ashes and succeeds on a
origins of the green star that glows above the castle. DC 15 Intelligence (Religion) check, they learn that
Irik regrets the evils that his father has perpetuated emptying a vial of holy water on the ashes will cause
over the years and, because of their connection, feels the spirits bound to Willow to be released and find
a sense of personal responsibility. If the characters rest, in turn causing Willow to lose the Bound Spirits
indicate a willingness to seek and destroy his father, trait, as well as the Spirit Barrage, Spirit Scout, and
then Irik bestows upon them a divine benediction. Spectral Rebuke actions.
For the next 48 hours, any good-aligned characters
gain the benefits of the bless spell.
The floating sarcophagus is unlocked and contains
a mummified corpse wearing an amulet of health
while clasping a mace of disruption.

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.

60 CHAPTER 5 CARNAGE AT THE CARNIVAL CHAPTER 5 CARNAGE AT THE CARNIVAL 61


Despite being her right-hand man, Hermos is
unrecognizable to Isolde in his current pitiful state
due to her rage. In his mutated state Hermos has AC
14, 100 hit points, and the following properties:
J He has 0 feet of movement.
J As a reaction he can flex his abdominal muscles
to cast the shield spell.
J As a bonus action he can flex his biceps to cast a
3rd-level thunderwave spell (Save DC 16).
J As an action he can flex his forearms to replicate
one of the effects of the Bigby’s hand spell (+8
attack modifier, save DC 16).
If Hermos is slain, he lets out a death cry that is
recognizable to Isolde. At the death of her best friend,
she plunges into an even darker rage.
Finally, a coven of hags (green hag, night hag,
and sea hag; respectively marked G, N, and S on
the map) sits within the bleachers, cackling at the
ensuing chaos. As the characters enter, the hags
harness Isolde’s uncontrollable anger to summon a
spirit of rage (marked R on the map, use the statistics
of a balgura). The rage spirit is banished if Isolde
ever calms down. This can be accomplished through
spells like calm emotions or an appropriate DC
15 social check. Such a check is made with
disadvantage if Hermos has been slain.
Upon entering the big top, Isolde
screams in rage and charges the
nearest feedling. In return, the
feedlings, hags, and the sprite-controlled
Hermos attack Isolde and the characters.
The Organ Grinder sobs uncontrollably
during battle. The unicycle-riding feedling
rides the unicycle over the Grinder’s fraying rope
each round. Each time the feedling does so, there
is a cumulative 20% chance that the rope breaks,
plunging the Organ Grinder into the pool, where he
is torn into by the wereshark. At this point the were-
shark, with a feral, blood-stained grin, wades out of
the pool and joins combat.

Egress Assuming all goes well, Isolde thanks the charac-


ters for their assistance, promising to never forget
With the battle completed, Isolde wastes little time their kind actions. If the characters ask Isolde about
with self-pity. She does not know why the fairies have the first digit of Vecna, she calls out to Professor
marked her and her circus for torment (although Pacali, a short, bespectacled man. After a brief
the reasons are detailed in Van Richten’s Guide to conversation Pacali begrudgingly fetches a pickled
A Spirit of Rage
summoned by a Ravenloft), but she knows that the longer the circus thumb and hands it to the characters.
coven of hags
stays in one place, the greater the risk. With this At this point Skeever offers to transport the charac-
in mind, she orders the surviving circus hands to ters back to Castle Avernus.
pack up. In less than an hour her convoy of brightly alloW THe CHaraCTers To aDvanCe one level
painted wagons is ready to, yet again, plunge into the aFTer oBTaining THe FirsT DigiT oF veCna
mists. iF THey Have alreaDy oBTaineD THe molar oF veCna.

62 CHAPTER 5 CARNAGE AT THE CARNIVAL CHAPTER 5 CARNAGE AT THE CARNIVAL 63


CHAPTER 6
The Head of Vecna has the same statistics as a otherwise toothless mouth. This fact can be deter-
severed head with the following changes: mined by an identify spell or similar magic. The head
does not actually belong to Vecna but, instead, to an
J The Head of Vecna has AC 18 and 100 hit points.
Hit the Road and Hit the Head J The Head of Vecna can cast magic missile and
adventurer who became deluded into thinking he was
Vecna after implanting the molar.
The characters summon the Headless Horseman in hopes of After all the heads have been defeated an eerie shield, as well as any spells that the characters Upon obtaining the head, Skeever bounces up and
obtaining the Head of Vecna. Despite the characters’ assump- silence settles over the road. This silence lasts for cast upon the first wave of severed heads or the down excitedly, suggesting that the characters return
tion, the head is not a Vecnan relic. The true relic, the molar Headless Horseman.
one minute before the following occurs: to Castle Avernus to celebrate their success with
of Vecna, is hidden within the head.
After battle the characters can examine the Head some maggot ale.
A faint rumbling can be heard down the road, like the of Vecna. Although the head is not magical, it radi-
approach of a distant storm. Quickly this rumbling alloW THe CHaraCTers To aDvanCe one level
increases its furious pace until all you can hear are
ates very strong necromancy magic. This is because aFTer oBTaining THe molar oF veCna
the thunderous crash of what sounds like a hundred it is infused with magic from the molar of Vecna iF THey Have alreaDy oBTaineD THe FirsT DigiT oF veCna.
ecide ahead of time how long it (appendix D) that is embedded within the head’s
hooves. A lone rider appears and then disappears as it
will be until the night of the sickle surges through the mist. The rider is mounted atop a
moon and inform the characters. great black horse. The horse’s flaring nostrils puff out
It is suggested that you give them dark smoke and its lips are pulled back, revealing what
one or two weeks so that they find one of the other looks like a demented grin. The man riding the horse
organs first and, while in the process of doing so, is dressed in silver and black finery. His left arm holds
the reins, and his right arm holds a massive sickle that
procure a severed head. gleams in the moonlight.

A Horse of a Different Color


The rider has no head.

The Headless Horseman (appendix B) rushes


If the characters stand upon any abandoned road back and forth across the road, attacking the char-
during the night of the sickle moon while carrying acters until either they are dead or the horseman is
at least one severed head, they will attract the atten- defeated. If any character attempts to flee the road,
tion of the Headless Horseman. As it approaches the road stretches after them, extending in whatever
midnight and the sickle moon grows higher and direction the character flees. The Horseman makes it
higher, a heavy mist settles over the land. The sky a point to purposefully pursue any such character.
begins to rumble ominously. Soon a faint giggle
can be heard from down the road. This, in turn, is
followed by a shrill cackle from the other end
Bring it all to a Head
of the road. Shortly thereafter, numerous
When the horseman is defeated, he and his horse
round silhouettes can be seen bounding
dissolve into mist, leaving behind a set of reins and
through the mists.
a +2 sickle of sharpness (see sword of sharpness).
Before long it becomes evident that Yet again, the night goes quiet. Then there is the
the silhouettes are severed heads sound of soft hissing, as if hundreds of snakes were
with jeering grins, bloody necks, and crawling forth from the ground. This hissing inten-
matted hair. These severed heads sifies until the silhouettes of a dozen heads can be
(appendix B) bounce, float and roll seen following in the wake of the horseman. At this
their way along the road, laughing point eight severed medusa heads and the Head of
hysterically as they do so. Twelve heads Vecna emerge from the mist to attack the characters.
approach from each end of the road, The Head of Vecna has withered flesh stretched tight
attempting to overwhelm the charac- about its skull. A pinpoint of red light burns within its
ters. In the middle of the fight, any rightmost eye socket, but the left socket is curiously
severed heads carried empty.
by the characters, as
A severed medusa head has the same statistics as a
well as Biffan the Skull,
severed head with the following changes:
unexpectedly animate as
severed heads and join J The severed medusa head can use an action to
the fray. cast the slow spell (DC 15). This ability recharges
on a 6.
J On a successful hit the severed medusa head
inflicts 7 (1d4 + 5) piercing damage plus 14 (4d6)
poison damage.

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

Case 2. This case is unlocked and untrapped. 66-70 Agility


Within can be found a fairy-sized gold coffin (500 gp), 71-75 Fortitude
the jeweled scepter of Ankhtepot (1000 gp), and a 76-80 Insight
trunk of jewels (2000 gp). Any character that makes a
81-85 Intellect
successful DC 20 Wisdom (Perception) check notices
the imprint of a three-pronged spear in the dust on 86-90 Leadership
one of the shelves. If the crystal trident from area 91-95 Strength
G14 is placed within the case, then each character 96-97 Greater Absorption
removes 2 randomly determined curses. If the trident
98-99 Mastery
is removed after it is returned, then the characters
regain these curses (no saving throw), and trigger a 100 Regeneration
third curse.
G12. Iounic Conclave
Case 3. A jade figurine (100 gp), a sapphire
bracelet (500 gp), a huge diamond (1000 gp), a bag A large node of iounic stone (see area G11 for
of unusual mithril coins (750 gp), and a crystal skull details) fills up the center of this chamber. The node
(250 gp). is surrounded by six crystalline boulders that appear
to be made from the same multi-colored crystal as
Case 4. A jeweled scarab (100 gp), a large emerald the node. Hundreds of iridescent-shelled beetles
(300 gp), and a silver chalice filled with fresh blood hide within the boulder’s nooks and crannies. These
(200 gp). beetles have been irradiated by prolonged exposure
Cases one, three, and four are locked. The locks to the iounic stone. Each boulder has a dominant
can be opened with a knock spell. Alternatively, beetle that can animate the boulder into a special
they can be picked by a character who makes a type of crystalline galeb duhr. They have the same
successful DC 25 Dexterity check with thieves’ tools. statistics as the galeb duhr with the following
If a character attempts to force the doors open or changes:
fails a check to pick the locks, then the case explodes J The crystalline galeb duhr has 20 AC.
dealing 8d6 fire damage to all creatures within five
feet of it. All treasure within the case is destroyed J Its slam attack is +12 to hit and does an additional
once it explodes. 2d6 slashing damage.
J It does not have the Animate Boulders action.

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

86 CHAPTER 7 PLOW THE CURSED SANDS CHAPTER 8 A SKELETON IN THE CLOSET 87


Palace of Vecna H4. Inner Hall
This inner hallway is flanked by three barracks.
with hooks and depressions where bodies and skulls
are mounted. Any character who fought the war
machine in Tovag notes obvious similarities.
Within the center of the city is a fearsome structure These barracks are filled with empty, sheetless beds
that bears a striking resemblance to a hand, with Dissolution and wooden chests. If a character spends a round A staircase leads up to the citadel’s second level.
five towers jutting from its top like the fingers of an The Dark Powers are working to dissolve Cavitius. The searching a room, they find a chest with 1,000 gp and The mist is at its thickest in this room, as if trying
upraised palm. Whereas most of the fortress appears characters, during their time within the realm, might a +2 mace, although all subsequent rooms are empty. to prevent the characters’ escape. Within the mist
to be built from the same bone as the rest of Cavitius, find themselves caught up in this process, gaining levels lurks twelve mist walkers, all of which attack the
of dissolution. The greater restoration spell can be used As soon as the characters enter the inner hall, 1d6
the central tower is a deep black spire that rises as to remove one level of dissolution. The levels have the mist walkers spawn within each barracks and begin characters. A character can seek refuge within one of
high as the eye can see. Dark stone doors lead into following effects: to march towards the characters in tight, military the war machines, although it takes 10 feet of move-
the palace’s interior. 1. Color and vibrancy begins to fade from the character. formation. These mist walkers look like armored ment to do so. The unfinished war machines lack
Their thoughts drift and their personality weakens. There guards, and they yell ominously at the characters, locomotion; however, inside of them can be found a
H1. Throne Room are no associated mechanical disadvantages. lever. A character can pull the lever as a free action.
threatening to execute them for their trespasses.
Mists continue to swirl within this grand circular 2. All color bleeds from the character and their posses- If they do so, the skulls and bodies surrounding the
chamber. Dark impenetrable clouds writhe thirty sions, and they begin to become insubstantial. All While in the inner hall, on initiative count 20, the
machine emit a terrible shriek, heard more with the
feet overhead, obscuring the ceiling from sight. At weapon attacks inflict half damage. The character’s hungry mists turn unnaturally cold, draining life from
movement speed is halved, although they gain a fly
soul than the ears. All creatures within fifty feet of
the far end of the room, raised steps lead to a great the characters. Each character must make a DC 14
speed of 20 ft. (hover). the war machine must make a DC 15 Constitution
throne that juts forward from a carving of a gigantic Constitution saving throw. The character takes 6d6
3. The character now has a misty translucence, making saving throw. On a failure, a creature drops to 0 hit
spider web. Everything, from the throne to the walls, cold damage on a failed save, or half as much on a
them difficult to see and giving them advantage on points (or dissipates into mist, in the case of the mist
is bleached white, as if the coiling mists have leached successful one.
Stealth checks. The character cannot inflict damage walkers). On a success, a creature takes 6d6 psychic
away every last bit of color. with weapon attacks. Their movement is reduced to 0, H5. Infernal Garage damage. Each wagon can use this effect once.
Any character who flies into the dark clouds finds although they retain a fly speed of 20 ft. (hover).
This huge workshop was where Vecnan engineers The fog within this room is tinged red, as if
themselves quickly disoriented. Within minutes they 4. The character dissipates completely, dissolving into a once worked on the construction of fearsome war angry. Characters feel a slight burn as they move
emerge back into the throne room. thin mist that disperses throughout Cavitius. They can
only regain their form through the use of a wish spell.
machines. These machines, powered by tortured through the mists’ wet, caustic caress. On initiative
The throne is an exact replica of the Spider Throne bodies and captured souls, were then used in Vecna’s count 1, each character must make a successful
used by Vecna in his mortal days. If a character sits war with the forces of Tovag. Five such war machines DC 10 Charisma saving throw or gain one level of
within the chair they feel their awareness dispersed are currently lined up within the garage. They are dissolution.
throughout the palace. They now know the layout of The mist walkers take the form of petitioners and juggernauts shaped from slabs of stone, and covered
the first floor, including the location of the stairwell beg the characters to stop and listen to their griev-
in area H5. However, they also feel a cold sense of ances. Despite these pleas, the mist walkers attack if
oblivion, knowing instinctively that the mists are given the opportunity.
slowly dissolving Cavitius. The character must make H3. Dining Hall
a successful DC 18 Charisma saving throw or gain
This long dining hall is bereft of not only color but
one level of dissolution (see sidebar).
sound as well. Even more eerie is the complete and
After a character sits on the throne, four vaguely total absence of the smells one would expect within
humanoid creatures coalesce within the mist. These such a cafeteria. Three lecture halls adjoin the dining
creatures moan plaintively, “you do not belong here” hall. Each of these lecture halls has a podium and
before attacking. These creatures are mist walkers benches, but little else. If a character spends a round
(appendix B). Anytime a mist walker from the Palace searching one of these rooms, there is a 50 percent
of Vecna hits a creature with its Life Drain attack, chance that they find a magic item (Roll on Magic
the target must make a successful DC 14 Charisma Item Table G in chapter 7 of the Dungeon Master’s
saving throw or gain one level of dissolution (see the Guide).
Dissolution sidebar).
As soon as the characters enter the dining hall, 1d4
H2. Throne Room mist walkers spawn within each lecture hall and
Three rooms line this entry hall. The rooms are begin to immediately pursue the characters. These
scoured clean, filled with sterile white mist that coils mist walkers look like robed humanoids. In a slow,
about benches, tables, and chairs. In the past these haunting voice, they demand that the characters
rooms were used by the citizens of the domain to submit and sacrifice themselves to Vecna.
make petitions. Once the characters are halfway While in the dining hall, on initiative count 20,
through the entry hall, each room spawns 1d4 mist tentacles of mist rise from the floor and attempt to
walkers (appendix B) that pursue the characters. At grab the characters. Each character must succeed on
this point it is suggested that characters roll initiative a DC 14 Dexterity saving throw or take 3d6 blud-
and that this initiative order remain in use until the geoning damage and be restrained until the end of
characters exit the first floor. their next turn.

88 CHAPTER 8 A SKELETON IN THE CLOSET CHAPTER 8 A SKELETON IN THE CLOSET 89


The mist walkers do not pursue the characters up existence and that the characters would do well to magic, including this ritual. As such, he must rely on
the staircase. Azalin has mystically warded the upper You pass through an archway carved to resemble a hear him out. If pressed, he will also divulge that even the characters to perform the ceremony. He prefers
levels of the fortress, making it safe for the characters pair of striking serpents. Beyond the archway is a large with how powerful they are, the characters can’t with- not to discuss his own ulterior motive, which is to use
room filled with a swirling vortex of magical energy, a
should they make it this far. brilliant and nightmarish sea of color and lightning. As stand Azalin’s wrath; they should instead consider the activated portal to escape Ravenloft. However,
themselves fortunate his master has use of them. if pressed, he reveals this information honestly. He
H6. Upper Stories your eyes adjust to its intensity, you hear a low gravelly
voice from behind you. suggests that the characters have little choice in the
Azalin is willing to share the following information
The echoing upper halls of the palace are filled with “Do not let the colors fool you. The portal is sealed matter, since he possesses the only copy of the ritual
regarding Vecna:
the same mist that pervades throughout Cavitius. shut. For now.” needed to activate the portal. If any characters were
Room after room is utterly empty until the characters Turning around you see a lone, robed figure silhou- dissolved into mist, then Azalin offers to use a wish
reach the top of the Black Tower (For more details on “Long ago the so-called lich lord was betrayed by his
etted in the hallway behind you. Skeever shrieks spell to bring them back as added leverage.
closest lieutenant, Kas the Destroyer. Once imprisoned
the upper levels of the palace see Die Vecna Die!) At aloud, “Master! Master!”, flying on batlike wings to
within Ravenloft Vecna thought that his curse was to
the top of the Black Tower can be found two rooms
containing murals that provide additional details to
the silhouette. The silhouette speaks again, “Yes, my
impish familiar. You have done well, bringing these
wage an eternal war against Kas, but I conjecture that
he was wrong. He is arrogant, but rightly so. In terms
Cut and Run
guests to our doorstep.” Skever smiles with true joy in
Vecna’s back story (appendix A). Also atop the Black response.
of power and intellect, he has no equal. But predict-
Tower can be found Vecna’s abandoned throne room. ably, the one-eyed fool has a blind spot. I believe that, If a character willingly completes the grueling, hour-
The figure floats forward with an otherworldly determi- despite escaping Ravenloft, he still bears his curse, long ceremony, then they are immediately afflicted
Once the characters enter the throne room, read, or nation, as if nothing could hold it back, filling you with and that curse is to always be betrayed by those that by two levels of exhaustion. Read or paraphrase the
paraphrase the following: an eerie sensation. The figure’s red robes are obviously are closest to him.”
crafted from the finest fabrics, but what is certain to be following:
centuries has long since turned them into a torn and At this point Azalin gives the characters an aged
tattered shadow of their former selves, now unfit to scroll (see the handout in appendix C), encouraging With the completion of the ritual, a portal opens within
provide any sort of protection against temperature or the swirling maelstrom of energy. The portal takes the
weather. A withered torso is visible beneath the robes them to read it at a later time. The scroll is in fact
shape of a glowing eye. Azalin’s face, illuminated by
and a gaunt arm clutches a scepter, while a jeweled a page magically removed from the first tome of
the wild kaleidoscope of color, beams in triumph. “At
crown rests atop the figure’s head. the stilled tongue, which Vecna kept as a personal last! At last, I am free of this dismal prison.” At these
journal for a time. words, the lich begins to step towards the portal.
The sinister figure is Azalin Rex (appendix B). He Azalin is also willing to divulge the following
is currently protected by a globe of invulnerability. If information: If the characters do not stop Azalin, he steps
attacked, he defends himself with his Negate Spell J Cavitius has gone dormant since Vecna’s escape, through the portal. It is left to the DM’s discretion
and Petrified Retribution reactions but does not slowly deteriorating over time. Through powerful whether the lich escapes to plague Toril, or whether
attack in return. Instead, he attempts to parlay with magic Azalin has been able to absorb Cavitius his efforts are thwarted by the Dark Powers. The
the characters, introducing himself while assuring into Darkon. Azalin does not know it, but as a characters can attempt to persuade Azalin to stay
them that they are united against a common enemy. byproduct of this absorption, Darkon is dete- behind, reminding him of his duty as ruler of Darkon
Azalin is always thoughtful and slow to talk. He is a riorating as well. Azalin is visibly shocked and and pointing out how his actions have brought about
strategic genius who has likely been observing the dismayed if this is brought to his attention. the domain’s destruction. Such attempts require a
characters for days. He acts and speaks accordingly. successful DC 25 Charisma (Persuasion) check. If
J The vortex of energy is a permanent tear in the
Skeever sits near Azalin looking at the characters, this fails, then the characters will have to physically
fabric of Ravenloft, created when Vecna made
nodding as his master speaks. If the characters ask stop him, and combat ensues. Azalin attempts to
his escape years ago. It can serve as a portal to
Skeever, he explains Azalin to be the wisest in all put on a convincing show but allows the characters
whatever world Vecna currently resides upon, in
to destroy him. He is uncertain of whether killing
this case Toril.
the characters will close the portal and prefers not
J The portal is currently sealed shut. However, to take his chances. Assuming the characters are
Azalin knows of a ritual that can open the portal. carrying his phylactery (see area E6), he hopes that
Completion of the ritual requires a Vecnan body he might be unknowingly carried through the portal
part. after his apparent defeat.
J Azalin has a written copy of the ritual that he One way or another, after stepping through the
willingly provides the characters, encouraging portal, the characters are transported back to Toril.
Azalin Rex, Wizard-King them to perform it. If any of the characters are The portal attempts to transport the characters
and Darklord of Darkon spellcasters, they recognize that the ritual is a directly to Vecna’s seat of power in Waterdeep.
complex spell that will push them to the limits of However, Vecna has warded Waterdeep against such
their mastery. In the absence of any spellcasters, magics and so the characters emerge a hundred
the ritual is simply a set of instructions that can miles north of Waterdeep, along the edge of the High
be precisely followed by any character. Road. Escaping Cavitius, the characters lose all levels
If the characters ask why Azalin is unwilling to of dissolution.
complete the ritual himself, he willingly reveals that From here it is an uneventful three-day journey
his curse prevents him from learning or casting new north along the High Road to return to Thornhold.

90 CHAPTER 8 A SKELETON IN THE CLOSET CHAPTER 8 A SKELETON IN THE CLOSET 91


CHAPTER 9 Xanathar's Guide to After your group has completed as many side
missions as desired proceed to chapter 14 where
Saving the World they will begin the process of sneaking into
Waterdeep and finally confronting the archlich Vecna.
No Longer Eye to Eye With Xanathar slain the characters are now in alloW THe CHaraCTers To aDvanCe one level aFTer
The characters find a trap waiting for them when they return control of their own destiny. Equipped with Vecnan reCoveringXanaTHar’s guiDe To saving THe WorlD.
to Thornhold. Their former employer, Xanathar, has been body parts from Ravenloft, it is now time for them
transformed into a death tyrant loyal to Vecna. After de-
to consider bringing the fight to Vecna’s doorstep.
Encounters on the Road
feating Xanathar, the characters find the beholder’s notes.
These notes detail Xanathar’s plans to recruit allies and de- Before doing so, however, they would be wise to seek
feat Vecna. outside aid and allies. Such attempts are limited only
by the scope of their imagination; however, four possi- At this level the characters are not likely to be both-
bilities are described in chapters 10 through 13. ered by the mundane hazards of travel such as
Notes from the Ledger. The ledger is filled with fording rivers, food management, or pesky bands
notes scribbled telekinetically by the eye tyrant over of goblins. Because of this you may consider fast
ecna was not idle while the char-
the last month. The notes are written in Common. tracking such travel. Regardless of whether you do
acters ventured throughout
They are largely a product of the beholder’s rampant this, here are some encounters that add context and
Ravenloft. Given time, the Lord of
paranoia and, as such, are inscrutable. However, color to the apocalyptic world in which the characters
Secrets was able to ascertain that Sylgar
there is a section labeled “ASSETS” which contains now live. Generic battle maps are included with all
Xanathar has been the source of
the following information: the other battle maps in a zipped folder.
recent turmoil. After doing so, he dispatched a group
of liches to eradicate the eye tyrant. As a warning to J Dwarves!! Need more dwarves! Sloopidoop tells An Elemental Quandary
others who might consider resisting Vecna’s reign, me they are trapped in the Elemental Plane of During their travels the characters pass through a
the liches razed Thornhold, capturing Xanathar in J It is Undead. Earth. Send minions to Triboar to speak with small collection of farms. Smoke still rises from the
the process. The liches then performed hideous Hellenrae and find out more. recently burned crops. This destruction was inflicted
rituals upon the beholder, turning them into a death
J It is immune to poison damage and the poisoned
condition. J Vecna is in Waterdeep but how to get in? Can by an adult red dragon, at the behest of the Cult
tyrant loyal to Vecna. One-Eyed Jax get into Waterdeep? Port Llast on of the Dragon, after the farmers proved unable to
When the characters return to Thornhold read or J It can’t cast spells. the next new moon. Note to self: Have minions provide “sufficient tribute” for Tiamat.
paraphrase the following: J It has the following additional trait: pick up spices. When the characters arrive there are two cultists
The last few miles of your journey have been miser- Undead Fortitude. If damage reduces the zombie J Need more bribery money. Alliance with of the Cult of the Elder Elemental Eye, accompanied
able. Brackish mud pulls at your every footstep. drider to 0 hit points, it must make a Constitution Tiamat???? Send henchpersons just in case it by a water elemental and an earth elemental. The
Buzzing swarms of insects hound you relentlessly and saving throw with a DC of 5 + the damage taken,
unless the damage is radiant or from a critical hit. doesn’t work out. Seek Rezmir in Leilon. cultists are offering to restore the decimated fields,
damp, drizzly mist has soaked you to the bone. It is but only if the farmers give them four children (one
because of this mist that you didn’t notice, until just On a success, the zombie drider drops to 1 hit point J How to get into Vecna’s magic tower?? Lots of
now, that the crumbling fortress of Thornhold has instead. for each of the elements) to foster as wards and
magic death traps. Maybe Halaster will help??
fallen into a sprawling pile of slime-caked rubble. raise in the ways of the Elemental Eye. The farmers
During combat Xanathar repeatedly praises Vecna, Have tracked down Durnan to the Stone Hill Inn
are aghast at the deal, but desperate enough to
condemning those foolish enough to resist the arch- in Phandalin.
Allow the characters a minute or two before follow through. If the characters offer, the cultists
lich’s dominion. J Will need distraction to get into the magic are willing to restore the lands for a tribute of 500
reading or paraphrasing:
Should the characters defeat Xanathar, they soon tower. Gather a war council and make an army? gp or greater. Alternatively they can be persuaded to
notice a bit of furtive movement amidst the wreckage Promote myself to General? accept only two children as wards, if the characters
You see a silhouette drifting towards you through the of Thornhold. Ott Steeltoes (CE male dwarf cultist) Each bullet point is more fully described in chap- make a successful DC 18 Charisma (Persuasion or
mist. A large floating orb, with waving eyestalks, it is emerges from the rubble. Ott tended to Sylgar, ters 10 through 13. Your characters can complete as Intimidation) check.
unmistakably Xanathar. Except. . . something about
Xanathar’s beloved pet goldfish. The dwarf proved many or as few of these quests as they like, and in
it seems off. The floating body scrapes carelessly
inconsequential enough to escape the notice of
Deadly Foes
against the ground, and the eyestalks hang like limp, any order; however, if you are going to have the char-
Vecna’s liches. He has been hiding ever since, scared acters search for the dwarves, it is suggested that you As the characters’ power has grown, so too has their
dead weeds. The dead voice that issues forth from the
eye tyrant lacks any semblance of humor or life and to move lest he arouse the ire of his former master. do that chapter first, as it sets up a base of operations notoriety, gaining them the notice of Vecna. Consider
is, instead, moaning and monotonous, “There is no Through it all Ott managed to keep Sylgar alive. for the characters. You can guide characters towards using any of the following encounters during over-
hope. . . There is no resistance. . . There is only Vecna.” He also managed to salvage a ledger containing land travel to reinforce the idea that it is only a matter
(or away from) certain options by having them labeled
Xanathar’s notes. At this point Ott hopes to travel as “High Priority” or “Low Priority”. Of course, you of time until they are found and overwhelmed by
If you have access to Rise Of Vecna, then consider to Leilon and settle there. He is scared that keeping can also supplement or replace any of these quests Vecna and his many minions:
using the provided map of Xanathar’s lair. Otherwise, Sylgar will make him an eventual target for Vecna, so with quests of your own choosing. For example, if An Officer but not a Gentleman. A death knight
the eye tyrant awaits the characters within the ruins he attempts to persuade the characters into taking you own Icewind Dale: Rime of the Frostmaiden, you leading a small Zhentarim troop of twenty veterans
of Thornhold, guarded by ten zombies and two care of the fish. Ott also gives the characters the might consider having the characters explore the accosts the characters as they travel a main road,
zombie driders. A zombie drider uses the statistics pilfered ledger. The ledger is labeled, “XANATHAR’S Necropolis of Ythryn in hopes of securing a magical trying to extort them for money. Unless the charac-
for a drider with the following changes: GUIDE TO SAVING THE WORLD”. spindle that can be used to suppress Vecna’s magic ters take precautions to disguise themselves, the
(area Y19N in Rime of the Frostmaiden). death knight recognizes them and attacks.

92 CHAPTER 9 NO LONGER EYE TO EYE CHAPTER 9 NO LONGER EYE TO EYE 93


A Thickheaded Forerunner. One of the enigmatic Walking Cataclysm. If the characters have a The Archmage. At any point where the charac- Realms from Zariel’s infernal excursions (see Doomed
Skulls from Skullport (see area K2 in chapter 14 for town or city that they frequent, such as Triboar, then ters find themselves potentially overwhelmed, there Forgotten Realms: SwOrd COast Gazetteer for additional
statistics) is dispatched by Vecna to track down and Vecna sends a zombie tarrasque to destroy the city is a loud, thunderous burst of blinding energy that details regarding Zariel). If your characters have
eliminate the characters. It finds them just as they as punishment for harboring the characters. This coalesces into a portal. The plane-hopping, chaotic played Rise Of Vecna, then this is an excellent opportu-
are setting up camp and attacks. If the characters mutilated undead monstrosity is missing its left hand neutral archmage Mordenkainen emerges from the nity for them to reunite with Maximus. The Hellriders
vanquish the skull but remain in that spot, they are and left eye. The characters receive urgent word portal. Depending on circumstances, Mordenkainen are tracking down an infernal battalion of devils, and
attacked five hours later by a lich and four wraiths. from one of their contacts within the city that the either helps the characters or encourages them to it is a coincidence that they have crossed paths with
Dangerous Game. The Grim Hunter (appendix B) slow-moving tarrasque will reach the city within five flee through his portal. Either way, once the conflict the characters. However, if the characters can demon-
is dispatched to track down and kill the characters. days. A zombie tarrasque has the same statistics as has been resolved, he introduces himself as a long strate that they are committed to virtue and justice,
He shadows them for a week, trying to learn as much a tarrasque except that it is Undead, can make only time rival of Vecna’s, while offering his services. then the Hellriders bestow each character with one of
about them as possible before picking a strategic a single Claw attack with its Multiattack action, and Mordenkainen is a stern, bald man with a neatly the two-wheeled infernal war machines (see Archon’s
opportunity to pick them off one at a time. has the following additional trait: trimmed black goatee beard and a penetrating stare. Ride in appendix E).
Undead Fortitude. If damage reduces the zombie Because of his history with Vecna, he is an excel- The Grim. The characters notice that they
Lord of Fangs. Lord Haroln, a warrior vampire,
tarrasque to 0 hit points, it must make a Constitution lent resource for characters that wish to learn more are being followed by a fluffy white cloud, atop
and one of Vecna’s most loyal servants, tracks the saving throw with a DC of 5 + the damage taken, about the archlich. Mordenkainen is willing to cast which rests a single tower whose roof is painted
characters down to whatever town they are passing unless the damage is radiant or from a critical hit. On any wizard spell that might assist the characters, to resemble a floppy, blue wizard’s hat. When the
through. He is accompanied by four vampire spawn. a success, the zombie tarrasque drops to 1 hit point
instead. especially teleport. Although he will not journey tower eventually catches them a staircase of clouds
Lord Haroln confronts the characters publicly, having
with them, the archmage does offer the characters descends to the ground. Should the characters
his vampire spawn kill innocent bystanders if it Young Outside, Dead Inside. The characters a diamond that has been carved into the shape of a climb the staircase, they find Harshnag the Grim,
appears the characters are about to flee. If defeated attract the attention of Innova, a lich that has adopted house. Any character holding the diamond can use a legendary good-aligned frost giant (for more on
but not slain, the vampire lord continues to relent- the form of a six-year-old girl. Innova arranges to be an action to cast the Mordenkainen’s magnificent Harshnag see appendix A). The floors of the two-sto-
lessly hunt the characters. discovered in the wilderness, pretending to be lost. mansion spell. The diamond crumbles to dust after it ried stone tower are made of solidified cloud and
She then ambushes the characters at the most oppor- is used. are filled with giant-sized furniture. The top floor
tune time. Innova’s phylactery is hidden thousands
The Doom Raider. While traveling along a road holds an orb of navigation (appendix D). Harshnag
of miles away, allowing her to serve as a recurring
the characters run across the shield dwarf priestess, commends the characters for their accomplishments
threat.
Istrid Horn (NE female shield dwarf war cleric). and encourages them to continue fighting against the
Obligatory Oozes Istrid is part of the Doom Raiders, a group of unscru- forces of Vecna. To help with this Harshnag offers the
The ground beneath the characters begins to tremble pulous adventurers who liked to plunder lich lairs characters ownership of the tower before departing
unexpectedly. Underneath them the earth has been (called “dooms” by some). The Doom Raiders were on foot to return to the frozen North. If any of the
rotted by the demon taint of Juiblex, the demon lord once part of the Zhentarim but left the faction after it characters are barbarians, Harshnag offers them
of oozes, and soon erupts like a noisome boil, show- allied itself with Vecna. Like all of the Doom Raiders, Gurt’s greataxe (appendix D) as a token of respect.
ering putrid slime everywhere. Green slime (see the Istrid hates liches and wants to see the Maimed This legendary weapon has the potential to unbal-
Dungeon Master’s Guide) now covers the ground and Lord deposed. However, she is still an opportunist. ance the game, so consider requiring the character
hangs from the trees within a one-mile radius. Other Istrid is one of the few clerics in the Realms that to complete a personalized quest before successfully
creatures, such as gelatinous cubes, gibbering has managed to maintain contact with her deity attuning to it.
mouthers, and black pudding bubble up from the (Vergadain, the dwarven god of wealth and luck). If the characters are reckless with their cloud castle
ground periodically. Just as the characters are about She can cast cleric spells up to 9th level and offers (flying it near a village or city, for example) then
to escape the area, a gargantuan slime-tainted worm to do so for the characters, charging as much as she Vecna’s forces learn of its existence. Shortly there-
bursts forth from the ground and attacks them. Use thinks she can get away with. Given her background after a dracolich is dispatched to destroy it.
the statistics of a purple worm, except it does an Istrid is also an excellent resource for hunting down The Loremaster. At some point, as the characters
additional 1d8 acid damage with its attacks and has and killing liches, something she is glad to do. . . for a are debating over a particular course of action, their
the Acid Breath action of an adult black dragon. discounted price. deliberations are politely interrupted by the ghost of
The Hellriders. As the characters travel along a renowned scribe Volothamp Geddarm. The ghost still
Powerful Allies road, they hear a loud, churning metallic sound in the sports his trademark floppy hat and scarf. He strokes
Thankfully the characters’ deeds have also earned distance. This grinding noise grows closer and closer his ghostly mustache thoughtfully as he introduces
them the notice of powerful forces of good. Arrange at an alarming rate before the characters finally himself as, “Volothump Geddarm, spectral celebrity
for these allies to have a meaningful debut, perhaps see, in the distance, two bulky armored coaches who has crossed over because none other could be
arriving just as the characters are overwhelmed that appear miraculously self-propelled. Dozens of trusted to chronicle the redemption of the Realms.”
by some of the nefarious forces mentioned above. smaller, two-wheeled machines mounted by soldiers After helping the characters resolve any unsettled
Possible encounters include: in devil-bone armor surround the coaches. These debates, Volo begins to earnestly interview them.
unusual contraptions are modified infernal vehicles At the DM’s discretion, the ghost might accompany
Lord Haroln is just one (appendix E for additional details). the characters on their journeys, although he avoids
of the many menaces The men and women in devil bone armor (good- combat if he does so. Despite being prone to embel-
the characters might face
aligned knights) are members of the Hellriders, an lishment, Volo is still a font of information and can
elite order of knights dedicated to protecting the answer most questions regarding recent events

94 CHAPTER 9 NO LONGER EYE TO EYE CHAPTER 9 NO LONGER EYE TO EYE 95


throughout the Sword Coast. If Volo is asked how Watch out for the Fine Print
he died, he says that he was murdered by a wizard
While traveling the characters are accosted by
named Ybtihw, although refuses to go into greater
Flibbertiggibet, an imp who seeks their help. Flibber,
detail regarding it.
as it prefers to be called, is the only survivor of a
The Tyrant. Frighteningly, when beholders dream, larger infernal legion that was tasked by Zariel to
their dreams become reality. If the characters have seek out and destroy nearby demons. It does not
agreed to watch over Sylgar, then consider having the Ogremoch is an unlikely but
want to return without finishing its task, knowing important ally in the search
goldfish, due to prolonged exposure and imprinting to that it will be punished for failure. Because of this it for Bruenor Battlehammer
Xanathar, develop this characteristic as well. Initially approaches the characters with a bargain.
this manifests as the characters discovering strange
The crafty imp suggests that if the characters kill
puddles or ornamental fish bowls when they wake up
the demons, it will give them 1,000 gp and award
from a long rest. Consider having it culminate with
one of them a devilish boon on behalf of Zariel. If the
Sylgar, at a dramatic moment, dreaming Xanathar
characters agree, then Flibber produces a vellum
back into existence.
scroll (appendix C) with the deal written in blood. He
Pillaging Giants asks each character to sign this contract using their
The characters encounter a roving band of three own blood before then signing it with his own.
mountain giants (appendix B), five ogres, ten If the characters ask about why there is an asterisk
bugbears, and thirty goblins. The creatures hail next to the word kill, then Flibber just waves it off as
from the mountain giant capital, Grudd Haug, and referencing the standard legal definition of killing as,
are gathering tribute for their liege, the monstrous “being obliterated from existence”. If the characters
Chief Guh. If the giants see the characters, then their ask about the portion written in Infernal, Flibber
leader, Glumglum, demands that they hand over all dismissively refers to it as “standard boilerplate stuff”
food, as well as any edible looking pets or mounts. To that indicates the characters forfeit their souls should
complicate matters the giants have a covered wagon they fail to hold up their end of the contract. If a
filled with ten prisoners (commoners) taken from character can read Infernal, they can confirm that all
whatever community is nearest (If the characters of this is true. Any character who makes a successful
have played Academy Of Adventure, consider having DC 20 Arcana check realizes that demons are not
the Marauders captive as well). The characters are truly destroyed when killed on the Material Plane,
celebrated as liberators and heroes if they slay the instead reforming within the Abyss. If confronted

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.

96 CHAPTER 9 NO LONGER EYE TO EYE CHAPTER 10 DROPPING THE BATTLEHAMMER 97


Cult of the Upon entering the temple Hellenrae spends five
minutes slowly tracing the surface of the earthen
Ogrémoch (appendix B), the Prince of Elemental
Earth. Ogrémoch’s voice sounds like grinding stones
deep gnomes. These miners are excavating the
cavern walls. Scores of gargoyles wielding vicious
Elder Elemental Eye doorway as if searching for something. She sourly
silences anyone who disrupts her concentration
as he queries, “STRANGE. WORMS. WHY?” whips flit about, flogging the miners sadistically.
The Prince of Evil Earth. Interacting with The statue is Bruenor Battlehammer, petrified by
Hellenrae (appendix B), also known as the Abbess during this process, snarling, “Now I have to start Ogrémoch is a test of patience. The Mountain that the Great Khan of the dao as a trophy. The statue is
of Stone, is a high-ranking member of the Cult of the over” every time someone does so. After an unin- Walks is slow and ponderous not only in form but often displayed within the Dismal Delve to demor-
Elder Elemental Eye (for information on this cult terrupted five minutes she stops her tracing, coils also in words and thought. He takes a long pause alize and deter any rebellious dwarves. The statue
see Doomed Forgotten Realms: SwOrd COast Gazetteer). back her arm, and then jabs at the wall with a single between every spoken word and when holding a has AC 15 and 150 hit points. This petrification is
In these difficult times many of the townsfolk have finger. There is a harmless explosion of shrapnel as conversation, he often takes ten or fifteen minutes to divine in origin and can only be removed through a
turned to her for reassurance and security. When the a passageway is exposed. Hellenrae beckons for the respond. Although he is a poor communicator, he is wish spell or by taking Bruenor far enough from the
characters arrive, Hellenrae can be found within a characters to enter the passage if they would seek an excellent listener and can often infer much from City of Jewels (see below for when this happens).
small church, delivering a sermon on the importance audience with Ogrémoch. The abbess, however, what is given to him. The stone gargoyle is an exceptionally powerful
of patience and fortitude. She is a dour, unsmiling refuses to accompany the characters.
If asked about the dwarves or Bruenor, Ogrémoch margoyle known as Terrathraxus, the Earthen
woman who habitually wears drab robes and a
golden gargoyle mask with no eye holes. Beneath her An Audience with Ogrémoch responds, “DWARVES. SLAVES. BRUENOR. STONE.”
Unless they take pains to prevent this, Ogrémoch
Scourge (appendix B). It has four arms and wields
greatswords studded with jagged deposits of acidic
mask can be seen the scarred sockets of her missing salt. One of its arms wields a scepter made from pink
For those brave enough to enter the passage, it slopes can infer that the characters seek the defeat of Vecna.
eyes, although thanks to her blindsight, this does not crystal. This scepter is connected to the collars worn
down steeply. This, combined with the floor’s loose Because of this the Elemental Prince is willing to
hold her back. by the dwarves and gnomes and, if one is attuned to
rock, makes for precarious footing. The passage help them. He offers to teleport the characters to
The Cult of the Elder Elemental Eye currently Bruenor with the following words, “PORTAL? DWARVES. the scepter, it can be used to either remove a collar
appears to only descend for thirty feet, although
views Vecna as an enemy and is eager to see his ONE. PURPLE. STONES. EXIT.” (This is short for, “Would or issue a command to any creature wearing a collar.
as soon as the characters get within ten feet of the
downfall. Because of this Hellenrae is receptive to you like a portal? It can take you to the dwarves, A creature wearing a collar need not comply with
passage’s end, there is a loud churning sound and the
the characters, so long as they patiently wait out her although it will be one-way. To return follow the a command but experiences 1d4 psychic damage
tunnel extends itself, as if it were being burrowed by
sermon. She informs the characters that while she purple stones.”) Ogrémoch is willing to offer more for every round they do not. Whenever a collar is
some invisible beast. At the same time, the ceiling
does not know what has befallen the dwarves, she information, particularly that contained in appendix removed it is rendered inert and cannot be reused.
begins to groan and the tunnel behind the characters
is confident that her lord and liege, Ogrémoch, the A, although he may take hours, or even days, to do so Upon the characters’ sudden appearance
collapses, leaving them trapped within a thirty-foot
Mountain of Doom, does and offers to take the char- effectively. Terrathraxus roars and immediately attacks. The
pocket of earth.
acters to visit him. dwarves and gnomes cheer loudly and begin to attack
This ever-extending pocket of earth continues to Whenever he thinks the characters are ready,
Should the characters accept her invitation, she Ogrémoch opens a portal to the Elemental Plane of their gargoyle captors using picks and thrown rocks.
descend deeper and deeper. Unless the characters
steps out of the small stone building that she was Earth. The portal is a stone monolith that constantly Such actions contradict their standing commands,
have taken precautions, the air within their bubble
using as a church, beckoning for them to follow. She changes its shape, filling the great cavern with a thun- however, so the miners experience 1d4 psychic
exhausts itself within twenty minutes. At this point
stands with her legs arched, bracing herself in a derous grinding noise. Once the characters step into damage every round that they do so. For simplicity
a character can hold their breath for a number of
martial arts posture, before slowly moving her arms it, they find themselves in the Dismal Delve. assume that 10 miners are reduced to 0 hit points
minutes equal to 1 + their Constitution modifier
and upper torso in a graceful dance. After a minute each round. When Terrathraxus is reduced to 70 hit
(minimum of 30 seconds). Once a character runs out
of this the ground begins to tremble, and then three
bulettes burst from the ground. Hellenrae mounts
of breath, they can survive for a number of rounds The Dismal Delve points, it yells loudly, “If I am going to be sent to oblivion, then
I am going to bring your pathetic king with me!” The margoyle
equal to their Constitution modifier (minimum 1
one of these subdued beasts while gesturing for the The Dismal Delve is a vast cavern, spanning then uses a reaction, if possible, to attack the statue
round). At the start of their next turn, they drop to
characters to mount the other two. Regardless of the hundreds of miles in all directions, that surrounds of Bruenor. From this point on Terrathraxus dedi-
0 hit points and are dying, and they can’t regain hit
characters’ actions Hellenrae and her bulettes wait the City of Jewels, the capital city of the dao. The cates all its actions to destroying Bruenor.
points or be stabilized until they can breathe again.
only a minute before racing off. The abbess sets a dao are a race of earth-based genies who take great Once the margoyle has been defeated any
relentless pace, traveling roughly 20 miles southeast, Just after the first character runs out of breath (or
pride in their wealth and use armies of slaves to mine remaining gargoyle guards flee. The remaining
into the Dessarain Hills, before finally arriving at the after ten minutes if the characters do not run out of
the Dismal Delve in search of new veins of ore and dwarves and gnomes swarm the characters, hefting
Temple of Elemental Unity. breath) the tunnel finally opens into a large cavern. At
gemstones. them into the air while hailing them as heroes. Any
this point stale air rushes into the chamber, allowing
The Temple of Elemental Unity is a hemisphere of The characters arrive loudly atop a flattened spire character with a passive perception of 16 or higher
any dying character to breathe again.
raw, jagged stone raised straight from the earth. It is near the delve’s edge (in the spaces marked E on the notices that dozens of protruding geodes, scattered
a savage-looking building obviously not built to satisfy This colossal cavern is an alien landscape filled throughout the delve, begin to glow a bright purple.
map). Atop the spire is the statue of a dwarf carved
any sense of civilized aesthetics. The interior of the with soaring stone buttresses, weirdly twisting
with a fierce and proud demeanor (marked B on the
hemispherical building is spacious and houses four columns, and gargantuan shards of glowing crystal.
map). The dwarf wears full plate armor and wields
portals to the elemental planes. A doorway of flame A long path of steps is cut into the uneven floor and Death of the King
an axe and a shield. Standing near the statue is a
burns along the southern wall and a doorway of raw wends its way between the mighty stone pillars to the If the statue of Bruenor is destroyed by Terrathraxus,
twenty-foot-tall gargoyle made of stone (marked T on
earth, scarcely distinguishable from its neighboring cavern’s core. There, the steps climb to the base of dwarven morale is dealt a grievous blow. In this case
the map). Below the spire can be seen hundreds of allow one of the three advisors, or perhaps a gnomish or
stone, is set into the northern wall. In the center of a stone platform. Atop this platform is a shambling,
dwarves (guard) and deep gnomes wearing collars dwarven PC, to step into the role of Bruenor Battlehammer.
the temple is a pool of water, and a shaft is carved 50-foot-tall colossus of rock, with crystal growths
made from rose-colored quartz. There are two In the face of low morale, all three advisors push for an
into the ceiling above it. embedded throughout its body. This colossus is
hundred dwarves in total, as well as one hundred immediate escape from the Dismal Delve.

98 CHAPTER 10 DROPPING THE BATTLEHAMMER CHAPTER 10 DROPPING THE BATTLEHAMMER 99


return at any moment to quell the uprising. Grimnir
suggests that the miners are exhausted and need to March for Freedom
rest. After such a rest Grimnir suggests that he lead a Following the purple geodes leads the characters into
group of dwarves and gnomes to some nearby subter- a capacious tunnel, easily large enough to accommo-
ranean gardens to salvage food for what might be a date their followers (see the Elemental Earth map
lengthy journey. Kolathid takes a more militaristic for a generic stretch of tunnel). After a few hours of
stance, suggesting that they press their advantage travel, passing dozens of branching side tunnels, the
and attempt to liberate more of their brethren before characters come across three domesticated bulettes
continuing. grazing upon a pile of rubble. These docile creatures
For every twelve hours spent within the delve will not attack, even in self-defense. However, they
there is a cumulative twenty percent chance that an can be convinced to follow the characters with a
assault party attacks the characters. This assault successful DC 21 Wisdom (Animal Handling) check.
party consists of a dao, two earth elementals and
fifty gargoyles. Have the characters fight the dao and The Mud Hills
the elementals, and assume the dwarves and gnomes Roughly ten hours after encountering the bulettes,
fight the gargoyles. When the characters prevail, any the tunnel begins to pass near an area of the
remaining gargoyles flee; however, 3d6 followers Elemental Plane of Earth known as the Mud Hills.
are slain for every round of combat. The chance The ground grows soft and spongy before eventually
of a future assault party resets to twenty percent; turning into a viscous mud that grasps greedily at the
however, the next assault party will be twice as large boots of those walking through it. After another hour
as the first. This pattern continues indefinitely until of travel the ground turns watery, resembling quick-
the characters are either slain or flee the delve. sand rather than mud.
Grimnir’s Advice. Grimnir insists that everyone If the characters allowed their allies time to rest,
spend twelve hours resting. After this he is willing the dwarves and gnomes push through undaunted.
to lead a squad of fifty dwarves to nearby gardens However, if they were unable to rest, then ten percent
to forage for food. If allowed to do so he returns of the army perishes within the mud unless the char-
with ample provisions twelve hours later. He then acters take action to prevent this. Such actions might
insists that it would be wise to visit a nearby well range from the use of powerful magic to an inspiring
and gather some water. If allowed to do so he takes speech. Regardless, halfway through the trek the
another squad of fifty dwarves and returns, twelve dwarves carrying Bruenor stumble, and their liege
hours later, successfully. Finally, Grimnir mentions falls into the grasping muck. The characters have
that the dwarves noticed some abandoned barracks two rounds to secure Bruenor before the six-hun-
while gathering water and suggests he lead a party of dred-pound statue sinks into the mud, after which it
a hundred dwarves to gather weapons and armor for is sucked into the Paraelemental Plane of Ooze.
their journey. If allowed to do so, he and the dwarves After another few hours the ground begins to
are intercepted and killed. solidify, and the characters pass into an area known
Kolathid’s Advice. Kolathid initially insists on as the Tunnels of Madness.
taking a group of fifty dwarves and fifty deep gnomes Tunnels of Madness
to go looking for others that might be saved. If
A Time for Planning J Kolathid (NG female deep gnome) is a wizened Over the next ten hours the tunnel becomes smaller
allowed to do so she returns, after twelve hours, with
mystic who speaks on behalf of the svirfneblin. and is honeycombed with hundreds of strangely
an extra one hundred dwarves and one hundred
She is initially suspicious of the characters, wary shaped holes. An eerie wind blows through the
After a brief celebration a shocked uncertainty settles deep gnomes. Afterwards she asks to go again with a
that they might not have the best interests of her tunnel, creating an alien melody as it passes through
over the former prisoners. From the group of liber- new group of fifty dwarves and fifty deep gnomes. If
people at heart. the various holes. The wind blows from a nearby
ated prisoners, three potential advisors emerge: allowed to do so she returns twenty-four hours later
These three advisors attempt to confer privately portal to the Plane of Pandemonium. After two hours
with an extra one hundred and fifty dwarves and two
J Lieutenant Abatha Lea (LG female dwarf veteran) with the characters. If the purple geodes have not of travel, the characters must make a DC 20 Wisdom
hundred deep gnomes. She then asks to make one
is the highest-ranking dwarf. She is old, even by been noticed, then Kolathid brings them to the saving throw (The saving throw can be made with
last trip to liberate more prisoners. If allowed to do
dwarf standards, but her strength and vitality character’s attention. The deep gnome speaks of advantage if the characters have plugged their ears or
so she leaves with one hundred dwarves and one
remains undiminished and the only sign of her old legends in which Ogrémoch has used glowing taken similar precautions). If the characters fail the
hundred deep gnomes, all of whom are slain before
age is her braided silver hair. purple stones to guide supplicants from danger. Both saving throw, then they are afflicted with a short-term
they can return.
J Grimnir (CG male dwarf priest) is the spiritual Abatha and Grimnir agree with this interpretation. madness (Dungeon Master’s Guide, chapter 8). If the
At some point the characters will decide that it is characters fail the saving throw by five or more, then
backbone of the former prisoners. His eyes have Beyond this, however, the advisors disagree. Abatha
time to flee the Dismal Delve. Before leaving, the they are also afflicted with a long-term madness. If
been gouged out, but he refuses to let this hold suggests the characters rally the current prisoners
dwarves create a makeshift platform of stone that the characters fail the saving throw by ten or more,
him back. and leave immediately, noting that the dao might
they use to carry the statue of their king. then they are also afflicted by an indefinite madness.

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

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