Candlekeep Mysteries
Candlekeep Mysteries
Candlekeep Mysteries
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Disclaimer: This book has been compiled by the Avowed ofCandlekeep, in accordance
620C9278000001 EN
ISB N : 978-0-7869-6722-3
UK with the wishes of the late Alaundo the Seer, whose prophecies foreshadow all events of
consequence in the Forgotten Realms. Alaundo warned that anyone who unravels all the
F i r st Printi n g : March 2021 CR mysteries of this tome will be hunted down by the Time Dragons ofChronepsis, tossed
into the gaping maw of Dendar the Night Serpent, and cast into the Vortex of Ineffable
Damnation. Ha ha. What a sense of humor, that Afaundo!
9 8 7 65432 1
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A Book of Books ................... ...................... 4 The Price of Beauty....... ... .... .. ...... .. ... ...... 75 Finding Quill .
...... ............................ ...... ...156
Using the Adventures .............. ...... ..... ........ 4 Beginning the Adventure. .. .. ...... .............. 75 Arrant Quill* ...... ... ..................... .. .... ........ .156
Temple of the Restful Lily........................ 76 The Party ..... ... .. .. ... .... ... .... .. ..... .. ....... ...... ...157
Candlekeep . ... .... ............ ........ ... ...... ..... .... ... . 6
Naiad* ........................................... ........ .... ....84 Aftermath ..................................................158
Entering Candlekeep .. ...... .......................... 6
Conclusion ...................... ................ ..... ..... ... 90
Defenses and Decorum.............................. 7 The Book oflnner Alchemy................159
The Avowed................................................... 8 Book of Cylinders ....................................91 Finding the Book ...................... ...... .. .......159
Sages and Master Sages............................ 8 Beginning the Adventure............... ....... ... 91 Order of the Immortal Lotus ... ...... .... ... 161
Sage* ........................................................... 9 Northward Ho! .... ..... ....... ........... ...... .......... 92 Into the Cloakwood .................................162
Master Sage* ............................... .............. 9 Helping the Grippli...... ..... .. ...... ........... .... ..93 Temple of the Immortal Lotus ... ... . .......163
Candlekeep Locations. ..... . ...... ........ .. ....... 10 Aftermath ....................................................98 Steel Crane* ...... ...... ...... ... .........................164
Miirym* ........................................................ 16 Grippli* ......................................... ................99 Immortal Lotus Adept* ..........................165
The Joy of Sarah ofYellowcrest Manor .... ...... .....100 Jade Tigress* ................................ ........ ..... 166
Bak Mei* ...... ............. ..... ...... ......... .............168
Extradimensional Spaces ...... ........... 17 Beginning the Adventure.......................100
Aftermath ...... ... ....... ........ .... ... .............. .....169
Finding the Book ................ ............ ..... ...... 17 Grieving Ghost .. ...... ....................... ..........102
Opening the Portal... ...... .. ... ..... ...... ...... ... .. 18 Secrets in Waterdeep ... ..........................103 The Canopic Being .... .... ................. ....... 170
Fistandia's Mansion ......... ... .. .. ......... ... ... ... 18 Green fast ...................................................106 Beginning the Adventure ....................... 170
Swarm of Animated Books* ................... 19 Temple of the Burnt Tongue Cult.........108 Player Handout: Xemru's Note.............171
Broom of Animated Attack* ....................20 Conclusion.................................................113 Mission to Tashluta .................................172
Animated Chained Library* ....................24 Valin's Tomb.. ... .... .... ... ....... ... ........ .... ....... .174
Lore ofLurue....... ........ ............................114
Conclusion..... ... ...... ..... ....... .. .... ... .... ....... ... .. 25 Canopic Golem* ....................................... 179
Finding the Book ..................................... 114
Conclusion.................................................182
Mazfroth's Mighty Digressions ...........26 Lore Comes to Life ..................................115
Finding the Book .......................................26 Into the Wood ......... ..... ....... ....... ... ........ .. .. 116 The Scrivener's Tale .............................184
What's Going On?......................................27 Peril at the Pool .......................................122 Beginning the Adventure. ... ... .. .... ..... ... .. 184
Gingwatzim* ...............................................27 Conclusion.................................................123 The Scrivener's Mark .............. ......... ...... 185
Monstrous Books 28
...................................... Corrupted Avatar of Lurue* . ...... ...........123 A Mysterious Dream ... ... ........ .......... .......186
Journey to Baldur's Gate ... .... .......... ... ... ...29 A TroubledJourney .................................187
Kandlekeep Dekonstruktion .............124
The Wide .....................................................29 Baidur's Gate ............................................188
Beginning the Adventure.................. .....124
Blackgate ............................................ .........31 Haven of the Red Quill . ... ... ....... ..... ..... ...190
Earthquake! ..............................................125
Amberdune Hideout ............. ....................31 Conclusion.... ..... .. ......................................196
The Barn Door .........................................126
Conclusion .. .. .... .... .. .... .... ....... .............. .... ....34 Nintra Siotta, Princess of
Under the Barn Door ..............................130
the Shadow Glass ................................196
Book of the Raven ... ......... .......... ........ ... ... 35 Conclusion.................................................134
Nintra Siotta* ............................................197
Finding the Book .......................................35 New Monsters...........................................135
Map of Mystery ............... ... ............. ............37 Skitterwidget* .......................................136 Alkazaar's Appendix ............................198
Chalet Brantifax .........................................37 Kiddywidget* .........................................136 Adventure Overview ...............................198
Shadow Crossing ............ ..........................46 Finding the Books ...................................198
Zikran's Zephyrean Tome.. . ... ... ..........137
Wereraven* .................. .......... .. ..... ....... .. ...... 4 7 Adventure Background ....... ...... ... ..... .... .199
Finding the Book .....................................137
Arriving in Anauroch ............................. 200
A Deep and Creeping Darkness . ... .. ....48 Gazre-Azam's Predicament ..................137
Travel in Anauroch ..................................202
Finding the Book .......................................48 Zikran's Laboratory ................................138
Arrival at Haruun ....................................203
Maerin .......................................................... 49 The Cloud Peaks ..................................... 140
Travel to the Necropolis .........................205
Vermeillon ................................................... 51 Cloud Giant Keep . ... .. .......... ..... .... ........... 143
Necropolis of Azumar. ..... .. ..... ......... ...... 206
Fate of Vermeillon .....................................59 Conclusion.. ...... ... ... ..... ....... .. .. .. .. .... ...........146
Storm Giant Skeleton* ....... .. ....... ... ....... 208
Meenlock* ..... ...................... ...... ........... ........60 Cloud Giant Ghost* . ..... ...........................146
What Happens Next? ... ... ... .....................211
Shemshime's Bedtime Rhyme . ... ........ 61 The Curious Tale of
Chwinga* ...................................................212
Adventure Overview ................................. 61 Wisteria Vale........................................147
Xanthoria ..................................................213
Player Handout: Finding the Book .. ... ...... .......................... 147
Beginning the Adventure .... ...... .............213
Shemshime's Rhyme ............................62 The Cure ....................................................148
The Lykortha Expanse .. .. ............... ........215
Finding the Book ...... ..... ..... ......... ........... .. . 62 Adventure Summary ..............................148
Xanthoria's Defeat ...................................222
Cellar Inhabitants. . .. .. ... ........ ...... .. ... ...... ... .63 Into the Demiplane..................................148
Lichen Lich* ..............................................223
Events . ...... ........... .......... ...............................65 Wisteria Vale.............................................149
Shemshime*................................................ 69 Constructed Commoner*.... ...... .... .. .. .. .. .149 Contributor Bios ....................................224
The Firefly Cellar ...................................... 70 Exploring the Manor............ ... ..... .... .......152
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A �OOK OF �OOK�
) ANDLEKEEP MYSTERIES IS AN ANTHOLOGY
of adventures written by members of
RU N N I N G THE ADVENTURES
To run these adventures, you need the fifth edition
the DUNGEONS & DRAGONS community.
core rulebooks (Player's Handbook, Dungeon Mas
Each adventure begins with a book that
ter's Guide, and Monster Manual).
the characters find in Candlekeep, an enormous
library located on the Sword Coast in the Forgotten
Realms setting. Text that app ears in a box l i ke this is meant to be
If you're not running a Forgotten Realms cam read a l o u d or p a rap h rased for the p layers when thei r
paign, you can adapt the adventures in this book for characters fi rst arrive at a location or under a sp ecific
other settings, substituting any large library similar
c i rc u mstance, as described i n the text.
to Candlekeep. Examples from other published
D& D settings include the following:
The Monster Manual contains stat blocks for most
• On the world of Exandria, the Soltryce Academy
of the creatures encountered in these adventures.
in Rexxentrum (a large city on the continent of
When a creature's name appears in bold type, that's
Wildemount) or the Cobalt Reserve in Westruun
a visual cue pointing you to its stat block as a way
(a small city on the continent of Tal'dorei)
of saying, "Hey, DM, get this creature's stat block
• On the world of Eberron, the Library of Korran
ready. You'll need it." If a stat block is new, the ad
berg in the nation of Zilargo, the University of
venture's text tells you where to find it.
Wynarn's library in the nation of Aundair, or Mor
Spells and equipment mentioned in the adven
grave University's library in the city of Sham
tures are described in the Player's Handbook. Magic
• On the world of Oerth, the Great Library in the
items are described in the Dungeon Master's Guide
Free City of Greyhawk
unless an adventure's text directs you elsewhere.
USING THE ADVENTURES BE A SENSITIVE DUNGEON MASTER
The Candlekeep Mysteries table summarizes the Before running an adventure with a new group of
adventures in this anthology. Each adventure is de players, have a candid out-of-game conversation
signed for four to six characters of a particular level, with them about hard and soft limits on what topics
but you can adjust it for larger or smaller groups can be broached in-game. Your players might have
as well as for characters of higher or lower level by phobias and triggers you aren't aware of. Any topic
swapping one monster or trap for another, changing or theme that makes a player feel unsafe should be
the number of foes in an encounter, and adjusting avoided. If a topic or theme makes one or more play
DCs to make important tasks easier or harder for ers nervous but they give you consent to include it
the characters to accomplish. in-game, incorporate it with care. Be ready to move
Each adventure in this anthology embraces one of away from such topics and themes quickly if a prob
the following narrative conceits: lem crops up. It's okay for characters to feel stressed
and anxious, but your players should be relaxed and
• The characters discover a book in the library that
having fun.
contains a mystery. Getting to the bottom of this
mystery requires embarking on an adventure. TE N DAYS A N D DALERECKO N I N G
The characters come to Candlekeep on a quest for
I n the Forgotten Real m s sett i n g, a week i s ten days
•
information, perhaps to solve a crisis elsewhere long and is referred to as a tenday . There are three ten
in the world. During their research, they uncover days in a month a n d twelve months in a year. For more
a book and the mystery it contains, which leads to i nformation on the calendar of the Forgotten Rea l m s ,
adventure. s e e "The C a l e n d a r of H arptos" s i d e b a r i n the Dungeon
Master's Guide.
These short adventures work best with players Dalerecko n i ng ( D R) is the most com m o n recko n i n g
who like mysteries and discovering their secrets. o f years i n the Real m s . T h e adventures i n Candlekeep
That said, each adventure contains opportunities for Mysteries are p resumed to take p lace i n 1 492 D R , but
exploration, roleplaying, and combat, to appeal to the exact d ate is not i mp o rtant.
�KS
�
players of all persuasions.
(A N D L E K E E P M Y S T E R I E S
Adventure Level Description
Thejoy of Extradimensional Spaces A book leads characters on a q u est to fi n d a miss i n g sage.
Mazfroth's Mighty Digressions 2 A monstrous revelation s h eds l ight o n a book merchant's scam.
Book of the Raven 3 A treas u re m ap tucked i ns id e a book beckons adventurers to a remote h i l l
top chalet occup ied b y a secret society that s h u ns vis itors .
A Deep and Creeping Darkness 4 A book describing a m i n i n g d is aster p rompts adventu rers to search for a
m iss i n g town.
Shemshime's Bedtime Rhyme 4 A catchy and contagious rhyme traces back to a s i n is ter clockwork book.
The Price of Beauty 5 A book about beauty s hows the way to a secluded temp le where beauty is
only s ki n deep .
Book of Cylinders 6 Engraved cyl inders contai ned with i n a book tell a gripp i n g a n d portentious
tale when rolled across wet clay.
Sarah of Yellowcrest Manor 7 A hau nted book poi nts a ghos tly fi n ger at the p e rpetrators of an u ns olved
m ass k i l l i n g in Waterdeep .
Lore of Lurue 8 Adventurers becom e i m me rsed i n a s torybook conflict i nvolving Lurue the
U n icorn Q ueen and Malar the Beast Lord.
Kandlekeep Dekonstruktion 9 A s tolen book leads adventu rers to a tower in Candlekeep that is m o re
than what it seems .
Zikran's Zephyrean Tome 10 A d j i n n i trapp ed i n a book offers a wish sp ell to adventu rers who fi n d a way
to release h i m .
The Curious Tale of Wisteria Vale 11 A book holds t h e key t o u n locki n g a bard 's p ris o n .
The Book of Inner Alchemy 12 A search for t h e m iss ing p ages o f a b o o k p uts adventu rers i n conflict with
the m o n ks of the I m mortal Lotus .
The Canopic Being 13 A book brings several p uzz l i n g organ transp lants to l ight.
The Scrivener's Tale 14 A tome leaves its magical mark o n the adventu rers , doom i n g them u n l ess
they can fi n d a way to remove it.
Alkazaar's Appendix 15 A book chronicles a n u ns olved mystery about a wandering stone golem in
the des ert.
Xanthoria 16 A fel l grimoire helps adventurers end a fu n ga l p lague.
·- - - ....
W R I T T E N B Y C H R I S LI N D S A Y
�
E D I T E D B Y M I C H E L E C A RT E R A N D H A N NA H R O S E
�D
seekers, can request the assistance of an Avowed
n
adjutant who acts as a guide and research assis WAR D S
tant for the duration of their visit. This guide has
Numerous magical defenses protect the library.
access to all the resources of the library, with the
The most innocuous include wards to protect
exception of the vaults that contain the rarest and
the library's books from mold, weevils, and other
most dangerous works. Seekers can appeal to
threats. Other protections are more dramatic, as
higher-ranking Avowed for permission to peruse
discussed below.
these off-limits works.
Magic Restriction. Wards prevent anyone from
S E C U R I N G A GU I D E entering Candlekeep by any route other than
through the front gates. Any attempt to magically
If the adventurers require a guide, roll a d 8 and
bypass these gates fails. These wards do not prevent
consult the Avowed Adjutants table to determine
creatures from using magic to exit Candlekeep.
the adjutant who is assigned to them, or choose one
Anyone who tries to fly over the wall into Candle
that you like.
keep is stopped short. Magical flight is dispelled,
and the subject floats slowly to the ground fifty
AVO W E D A DJ U TA N T S
feet outside the gates. An intangible ward forces
d8 Description creatures that can fly naturally to either land or cir
Fembris Larlancer, an 1 8-year-old h u m a n scribe cumnavigate Candlekeep altogether. Ordinary birds
w ith a bright s m i le, a can-do attitude, and a n ob are unaffected by this ward, and a clever wizard or
noxious need to i m press others other individual can bypass the ward by assuming
2 Sprig S um merfoot, a 2 3-year-old halfl i n g scri be the form of a Tiny bird. The Avowed don't discuss
w ith i n k-stained fi ngers, a small bag of cookies i n
this flaw with outsiders, but anyone who can see the
gulls flying over Candlekeep can easily reach the
o n e pocket, a n d a good m emory fo r rec i pes
conclusion that certain creatures are exempt from
3 Parmak, a 2 5-year-old h u m a n scribe who is con
this magical restriction.
stantly rea d i n g a book and occasionally walks into Fire Suppression. Flames larger than a candle
things are suppressed within the keep. (The fireplace in
4 Ga rlyth G raystock, a 39-year-old dwarf scribe who the Hearth, Candlekeep's tavern, is an exception.)
cuts off others i n mid-sentence a n d always seems Thus, any spell that creates fire is wasted if it is cast
to know w hat they w a nt o r need before they d o within the keep.
Theft Protection. Every book, scroll, and other
5 N a x O lossis, a 22-year-old d ragon born scribe
work considered part of Candlekeep's collection is
( b rass d ragon ancestry) who loves conversation
magically protected against theft. Any such work
6 Orrin G lass, a 67-year-o l d h um a n scribe who is that is removed from the keep disappears and im
deaf in one ear, forgetfu l , a n d easily exasperated mediately returns to its proper place in the library.
7 Vooshadi Moon river, a stoic 87-year-old moon elf This ward also has a flaw that the Avowed don't
scribe who i s d ifficult to a nger and doesn't m i nce discuss with outsiders. If pages from a book or parts
words of a scroll are torn away, these fragments can be
8 I ro ny, a 1 5 -year-old tiefl i n g scribe who follow s
removed from Candlekeep as long as the bulk of the
work remains in the library. Similarly, if a work is
the r u l e s , never l i e s or steal s , and aspires t o be
split into pieces and entirely removed from Candle
Keeper of Tomes one day
keep, only the largest piece disappears and returns
to its proper place in the library.
DEFENSE S AND DEC ORUM Shielding Mythal. From any location in Candle
keep, the Keeper of Tomes (see "The Avowed" later
Candlekeep is fortified by a fifty-foot-tall, fifteen
in this section) can activate a mythal-an excep
foot-thick, iron-reinforced stone wall with a double
tional, unbreakable magical effect-that envelops all
gate facing east. Although most of the Avowed are
of Candlekeep in a protective shield through which
humble scholars, a number of potent spellcasters
nothing but air and sound can pass.
fill critical posts. If trouble occurs, the Gatewarden
(an archmage) and up to four mages arrive to inves ORDERS OF AC C ORDANCE
tigate immediately. If they can't bring the situation
under control in short order, up to four additional All who enter Candlekeep must agree to the Orders
archmages arrive to lend assistance. of Accordance, rules set forth by the senior staff to
prevent misconduct. Violating one or more of these
orders results in banishment from Candlekeep, and
the banished are seldom allowed to return. The
rules are simple:
-
No fighting. All arguments must follow the rules of
cordial debate and discussion. Violent altercations
THE AVOWED
•
are not tolerated. Roughly three hundred Avowed live i n Candle
No stealing. This rule applies to all objects in the keep. The majority of them are low-level assistants,
keep, not just the library's works. newcomers to the order, or scribes who handle the
No copying. Visitors are permitted to take notes everyday work in the keep (use the commoner stat
while studying the library's works, but anyone block to represent them).
who wants to make a full copy of a work must pay High-ranking members of the Avowed include the
to have the manuscript created by scribes at the individuals described below.
House of the Binder.
KE EPER OF TO M E S
No damaging, marking, or otherwise modifying
the works. This rule doesn't apply to privately The Keeper is the highest-ranking member o f the
owned books, scrolls, and other documents that Avowed and the governor of Candlekeep, who se
aren't part of Candlekeep's collection. lects scholars to fill vacant leadership positions. The
Keeper's word is law, and each Keeper's edicts are
SAGES AND MASTER SAGE S recorded for the edification of future Keepers.
A Keeper of Tomes chooses their own replace
Candlekeep's resident lore experts are master sages
ment. If a Keeper dies or departs before making
and sages who dedicate themselves to scholarship
that choice, the council of Great Readers votes to de
above all. Stat blocks for the master sage and the
termine who among them is elevated to the position.
sage appear on the facing page.
Tie votes are broken by the First Reader.
In 1492 DR, the Keeper of Tomes is the human
NPC G E N D E R A N D A L I G N M E N T
archmage Janussi, a devoted follower of Deneir.
I f no gender o r alignment is specified f o r a non player
character in Cand l e keep, you can choose that N PC's READERS
gend er id entity and a l ignment.
The Keeper of Tomes appoints individuals to fill key
roles, as described in the sections that follow.
-
MASTER SAGE
Medium humanoid (any race)
Shocking Grasp (Cantrip). Melee Spell Attack: +8 to hit (with ad STR DEX CON INT WIS CHA
vantage if the target is wearing armor made of metal), reach 5 8 (-1) 10 (+O) 1 0 (+O) 18 (+4) 1 5 (+2) 1 1 (+O)
ft., one creature. Hit: 1 3 (3d8) l ightn ing damage, and the target
can't take reactions u ntil the start of its next turn . Skills Arcana +8, H i story +8, I nsight +4, Investigation +8,
Fireball (3rd-Level Spell; 3/Day). The sage creates a fiery explo Medicine +6, Nature +8, Religion +8
Senses passive Perception 1 2
sion centered o n a point it can see within 1 50 feet of it. Each
Languages Common plus any four languages
creature in a 20-foot-rad ius sphere centered on that point must
Challenge 1/2 (100 XP) Proficiency Bonus +2
make a DC 1 4 Dexterity saving th row, taking 28 (8d6) fire dam
age o n a fa i led save, or half as much damage o n a successful
one. The fire spreads around corners and ignites flammable
ACTIONS
objects i n the area that aren't being worn or carried.
Shocking Grasp (Cantrip). Melee Spell Attack: +6 to hit (with ad
Spellcasting. The sage casts one of the followi ng spells, using
vantage if the target is wearing armor made of metal), reach 5
I ntel l i gence as the spel lcasting abil ity (save DC 1 4, +6 to hit ft., one creature. Hit: 9 (2d8) l ightn ing damage, and the target
with spell attacks): can't take reactions u ntil the start of its next turn.
At will: light, mage hand, mending, prestidigitation
Spellcasting. The sage casts one of the fo llowin g spells, using
3/day each: comprehend languages, detect magic, dispel magic,
I ntel l igence as the spellcasting ability (save DC 14, +6 to hit
identify, levitate, locate object, Tenser's floating disk, un-
with spell attacks):
seen servant
l /day each: banishment, contact other plane, Drawmij's in At will: light, mage hand, mending
stant summons, legend lore, locate creature, planar binding, 3/day each: comprehend languages, detect magic, identify
polymorph, protection from evil and good, scrying, sending, l /day each: dispel magic, levitate, locate object, see invisibility,
true seeing sending, tongues, unseen servant
REACTIONS REACTIONS
Shield (1st-Level Spell; 3/Day). When the sage is hit by an attack Shield (1st-Level Spell; 3/Day). When the sage is h it by an attack
or targeted by a magic missile spel l, it cal l s forth an invisible or targeted by a magic missile spel l , it cal ls forth an invisible
barrier of magical force that protects it. Until the start of its barrier of magical force that protects it. Until the start of its
next turn, the sage has a +5 bonus to AC, i ncluding agai nst the next turn, the sage has a +5 bonus to AC, i ncluding against the
triggering attack, and it takes n o damage from magic missile. triggering attack, and it takes n o damage from magic missile.
C A N D LE K E E P
FIRST READER In 1492 DR, the Chanter is a middle-aged shield
The First Reader constantly expands Candlekeep's dwarf priest of Mil ii (god of poetry and song) named
literary resources and base of knowledge. Acquiring Benedora Stoneforge.
unique tomes and scrolls falls under the First Read
er's purview. GATEWA R D E N
In 1492 DR, the First Reader is Bookwyrm, a The Gatewarden maintains security a t the front
dragonborn master sage (see the stat block earlier gates, through which all visitors must enter.
in this section) of green dragon ancestry. Book In 1492 DR, the Gatewarden is Kalan Strong
wyrm's real name is Skoda Valanaster. branch, a human archmage.
CANDLEKEEP
/
//
CANDLEKEEP
-C•
contain heated pools for respite while engaging i n
LITTLE ONE
casual conversation o r debates with others. Side
O n e of Cand le keep's guests stand s out fro m the rest
of the crowd: a chaotic good ogre wearing a headband
chambers hold hot saunas and massage parlors.
of intellect. H e's most often found s itti n g by h i mself i n
a corner o f the H earth's taproom, read i n g a book .
HOUSE OF THE BINDER
A few years a g o , the ogre was l i ke m a n y others o f h i s A seeker can request a copy of any book or scroll in
k i nd- brutish a n d cruel. H e m e t a halfl in g adventu rer the library, and the work of creating copies is per
wearing the s h i ny gold headband and k i l led the p u ny formed by scribes in the House of the Binder. The
r u nt fo r it. When the ogre attu n ed to it, the head ba nd entire text must be replicated, since the Avowed in
grew in s ize, enabling h i m to wear it. With an i m p roved sist on maintaining the scholarly intent and integrity
a b i l ity to reason and ponder, the ogre felt com pe l l ed to
of the original author.
a p p reciate the error of his ways and seek out a better
Nonmagical Tomes. The copying and binding
l ife. H e adopted the name Little One, to honor the
h a l fl i n g w hose l ife he cut s hort. of a typical book in Candlekeep's library generally
S h u n n ed by polite society, Little One came to Can costs 100 gp or so (double for a translated version),
d l e keep hoping to learn as much as he could . He's a though large books incur an additional charge. The
q uiet but popular fixture i n the keep, and the Avowed manufacture of a facsimile takes weeks or even
are always s aying hello to h i m a nd reco m m e nd i n g new months for large tomes, so those who desire such
books for h i m to read . He is cu rrently read i n g Storm a work must commission it in writing, provide pay
King's Thunder, by Scriers Ph i n k. This book fol l ow s the
ment in advance, and then return to the front gates
exploits of a band of adventu rers searching for a storm
giant k i n g named H ekaton , w hose sudd en d isappear to pick up the book or pay an additional price to
ance caused great u pheaval u p a nd d ow n the Sword have it delivered.
Coast some years ago. Spellbooks. A copy of a spellbook costs 50 gp
You can use Little One to introd uce your player char· per level of spells contained within it. For example,
acters to rare books s uch as the ones d escribed in this a spellbook that contains two 3rd-level spells, four
adventure a nthology. Little O n e d oesn't m i nd sharing
2nd-level spells, and six 1 st-level spells (20 spell lev
w h atever book he is cu rrently enjoying.
els total) costs 1 ,000 gp to copy over to a new book.
Works of the Avowed. Each year, Candlekeep
The Hearth's patrons are a mix of fresh-faced releases a small book stamped with the sigil of the
adjutants, stodgy scholars, and eclectic guests. library and credited to "The Avowed of Candle
Demiplanar Chambers. Several doors line the keep." These limited editions contain short essays,
walls of the Hearth. Although visible from inside excerpts, and other writings relevant to a particular
the taproom, they do not appear to exist when the theme or subject, such as gardening, gemstones,
structure is viewed from the outside. Each of these longevity, or transformative curses. They are sold at
portals leads to a 30-foot-square demiplane that the keep and by Candlekeep representatives in large
houses either a private meeting chamber or a shrine cities for between 50 gp and 100 gp per book; spec
dedicated to Deneir (god of writing), Good (god of ulators often acquire multiple copies in anticipation
craft), or Milil (god of poetry and song). Anyone can of a high resale value.
freely enter one of the shrines, but access to a pri
vate chamber requires a key from the barkeep and a PILLARS OF PEDAGOGY
payment of 5 gp. Seekers engage in quiet study and research within
Meeting Chambers. Each of the meeting cham this austere cluster of closely huddled, flat-topped
bers is humbly appointed with a large round table towers of varying heights. Each tower contains
and chairs, plus a pair of sideboards containing private rooms, available by reservation only, that
dishes and cutlery. The menu and beverage list are feature permanent silence spells, allowing their oc
posted on one wall in case those inside want to or cupants to read without disturbance.
der food and drink during their gathering. Most research conducted by seekers happens in
Shrines. Each of the shrines is outfitted with a these towers. Seekers at the Pillars must rely on
simple wooden altar, tables and benches for study their Avowed guides to retrieve or return specific
and reflection, and suitable wall hangings. These works from the Great Library to assist with their
adornments vary from deity to deity, but generally research. Most seekers never pass through the
include beautiful tapestries telling key stories of the Emerald Door into the library proper.
relevant deity or framed, illuminated scriptures dis TEMPLE OF 0GHMA
cussing and illustrating the god's key tenets.
This modest stone temple is dedicated to the god
BATH AND STEAM HOUSE of knowledge. Its bronze bell announces the begin
Avowed and seekers alike use this building as ning of services. Four large stone gargoyles perch
a place to relax. Spacious rooms in the building on the cornices and gaze down protectively; these
�
seemingly inert statues are stone golems charged SMITHY AND STABLES
with defending the temple. If called to service, they A gold dwarf veteran named Khe'ril Hammerbind
glide gently to the ground using a programmed ef oversees the smithy, which adjoins the stables.
fect similar to a feather fall spell. Khe'ril and his apprentices produce shoes for
The caretaker of the temple in 1492 DR is a hu horses and other mounts here. The heat from the
man priest of Shou descent named Lorekeeper forge provides warmth when winter comes calling.
Kei Tigersteel. Though not officially an Avowed, The stables accommodate a wide range of mounts.
the Lorekeeper enjoys the privilege of entering the Most of the stalls are designed for horses and po
library unaccompanied. nies, but specialized stalls offer secure lodging and
care for hippogriffs, griffons, and wyverns as well.
ERUDITE OUTFITTERS & CLOTHIERS
Seekers and members of the Avowed can buy new EMERALD DOOR
robes or have their well-worn clothes mended at this The Emerald Door-the main point of access to the
modest exchange. Inner Ward-stands at the western end of the Court
In 1492 DR, the exchange is managed by Feld of Air. It is fifteen feet tall and made of a translucent
mar Bisset III, a human acolyte of Gond, an expert dark green stone that glows with an inner light. An
tailor, and a sericulture hobbyist. He and his fam arcane lock spell seals the door, which is further
ily fashioned a place among the Avowed, crafting warded against all damage. Here, a Keeper of the
robes and other garments upon request. Feldmar Emerald Door (a mage) stands at all times to wel
teaches a compulsory class on simple stitching to come newly arrived seekers. The Keeper uses run
adjutants in an effort to reduce the amount of basic ners to help seekers secure lodgings at the House of
patchwork he and his family do to keep the Avowed Rest and places to study in the Pillars of Pedagogy.
neatly clothed. Keepers of the Emerald Door politely dispel any
Next to the workshop is an atrium where Feldmar mistaken notions seekers might have about passing
indulges his hobby of raising silkworms and har through the Emerald Door and exploring the Great
vesting their cocoons to weave small amounts of the Library beyond. The Inner Ward is off limits to
precious cloth.
seekers without special dispensation, which must stockier buildings, all joined together in the shadow
come from the Keeper of Tomes, the First Reader, of a high-walled citadel called Exaltation.
or one of the eight Great Readers. When permis
sion to enter the Inner Ward is granted by such an GREAT LIBRARY
individual, it's customary for the beneficiary of this The Avowed transported the towers of the Great
consent to receive a signed and sealed letter of ad Library piecemeal from other locations and
mittance. The wax seal must be intact and unbroken painstakingly reassembled them, creating a sky
when the letter is presented to the Keeper of the line of bristling spires in a panoply of architectural
Emerald Door. The Keeper determines the letter's styles. Among the stone structures are a few towers
authenticity by opening and reading it. If the letter made of stranger materials, such as infernal iron
passes muster, the Keeper returns it, opens the and the bones of a long-dead colossal red dragon.
Emerald Door, and allows the letter's owner to enter Non-Avowed rarely enter the Great Library, but
the Inner Ward. Unless a shorter or longer duration senior staff members occasionally bestow letters of
is specified in the letter, permission to occupy the admittance upon individuals of remarkable talent
Inner Ward lasts for a tenday, during which time the and impeccable reputation (including adventurers).
letter's recipient can come and go as they please. These visitors may peruse the contents within, with
A Keeper can spot a forged letter of admittance an Avowed adjutant (a commoner) serving as their
with a successful Wisdom (Insight) check contested guide. Visitors are required to stay with their guide,
by the forger's Dexterity (Deception) check. Anyone since those unfamiliar with the library might be
caught presenting a forged letter is denied access to come lost in its labyrinthine halls and extradimen
the Inner Ward indefinitely. sional spaces.
A seeker who is denied entry to the Inner Ward The oldest of the library's buildings are soar-
can still enjoy the bulk of Candlekeep's collected ing stone affairs with floors crafted from lustrous
works. The seeker need only ask an Avowed adju dark wood and floor-to-ceiling shelves. Ceiling
tant to fetch the desired works and deliver them to heights vary, ranging from as low as ten feet to
the seeker's preferred place of study in Candlekeep as high as one hundred feet in the tallest towers.
(usually a chamber in the Pillars of Pedagogy). Not The Avowed use floating disks, each one large
all books in the collection can be checked out in this enough to hold three Medium creatures, to reach
manner, however; the rarest and most dangerous the highest shelves. Continual flame spells light the
tomes can be accessed only by creatures who are well-traveled areas, and the Avowed employ drift
granted passage through the Emerald Door. globes when visiting remote sections. An intricate
If a request is made for a work that has been arrangement of mounted mirrors lights the upper
checked out by another Candlekeep resident, it reaches of the tallest chambers, reflecting sunlight
could be days or weeks before that work becomes by day or a continual flame spell on cloudy days or
available. at nights.
Modrons. Candlekeep is a haven for thirteen
I N N E R WA R D rogue modrons (monodrones) that escaped from
Mechanus. The Avowed struck a deal with the crea
T h e poster map included with this book shows the
tures, and they've been part of the library staff ever
Inner Ward, which contains the Great Library-a
since. Working alongside the Avowed, the modrons
veritable forest of stone towers clumped around
catalog and shelve books, though each of them can
manage only one book at a time.
EXTRAD I M E N S I O N A L S PACES
Candlekeep has invisi ble doorways to dozens of EXALTATION
permanent extrad imensional s paces, some as small
The bastion of Exaltation is the tallest and most
as a roo m at a n i n n and others as large as the space
created by a demiplane o r Mordenkainen's magnificent
heavily defended structure in Candlekeep. From
mansion spell. The Avowed try to keep track of a l l the the citadel's stone battlements, one can see over the
extrad imensional s paces i n Cand lekeep, but a few for walls of Candlekeep in every direction.
gotten doorways l u rk i n the l i b rary, their locations o r The Avowed live in Exaltation, and visitors are
access req u i rements lost. Va l u a bl e books, scrolls, and not welcome here unless they've made an extraor
other items m ight be trapped i nside these extrad i m e n dinary donation or performed a special favor for
s i o n a l spaces.
the Avowed, in which case they're allowed a room
When a n extrad i mensional s pace is red iscovered,
it m ust be thoroughly explored, the resources within
and given strict instructions not to wander the halls
cataloged, and the s pace tested for its stability. When without their assigned guides.
a n extrad i mensional s pace is n o longer needed o r de The halls of Exaltation connect to its classrooms,
s i red, the a rchmages of Cand lekeep d i s pel it. kitchens, bakeries, dining halls, shrines, workshops,
offices, study halls, scriptoriums, and dormitories.
Bells rung at dawn mark the beginning of every as a set of immense spectral jaws whose essence
one's daily routine, and bells rung at highsun and roils with the promise of breath weapons and spells
sundown signal the serving of lunch and dinner. of destruction.
These bells also denote the changing of the guard at Adventurers who explore the passages beneath
the eastern gatehouse and the Emerald Door. Candlekeep might encounter Miirym, who's more
interested in news of present-day FaerO.n than in
B E N EATH CA N DLE K E E P fighting. Indeed, M iirym is an engaging conversa
Secret staircases abound in Candlekeep, leading tionalist if one has the inclination to chat with her.
down to dusty vaults and catacombs that hold the M iirym doesn't have a treasure hoard. Instead,
oldest books. The flooded caves at sea level are she protects the books and scrolls kept in her
haunted by all manner of strange creatures. subterranean domain. The Sentinel Wyrm can be
summoned by the Keeper of Tomes and called upon
MIIRYM THE SENTINEL WYRM to defend Candlekeep from invaders who would
Well over 1 ,500 years ago, the silver dragon Miirym plunder or destroy it. In her role as Candlekeep's
broke into Candlekeep, intent on adding its riches defender, Miirym can move anywhere within the
to her hoard. She devoured scholars and destroyed library fortress, passing through walls and other
a score of irreplaceable books before she was con solid barriers. She can't enter extradimensional
fronted by an archmage and bound into service to spaces, since they are not on the same plane of exis
protect Candlekeep as penance for her misdeeds. tence as Candlekeep. Miirym's stat block appears at
The wizard passed away before Miirym's sentence the end of this section.
had been served, and other spellcasters were unable
to break the enchantment that bound her. ECHOES OF ALAUNDO
Time passed and so did Miirym, whose corpse Shortly after Alaundo the Seer began speaking
has long since crumbled into dust. Unfortunately his prophecies, a wise novitiate devised a way to
for Miirym, the enchantment remains in effect on magically record his spoken words into prismatic
her spirit. The spectral dragon-what's left of her gemstones now stored in a vault beneath Candle
-
dwells in the catacombs and caves under the library. keep. Only the First Reader and the Keeper of
re;
Those who have visited the depths describe Miirym Tomes have the ability to coax audible recordings
�
MIIRYM ACT I O NS
Large undead Bite. Melee Weapon Attack: + 1 0 to hit, reach 5 ft., one target.
Hit: 34 (9d6 + 3) force damage.
Armor Class l 0
Hit Points 262 (25d l 0 + 1 25) Breath Weapon (Recharge 5-6). M ii rym uses one of the follow
Speed 0 ft., fly 60 ft. (hover) ing breath weapons:
Cold Breath. M i irym exhales an icy blast in a 90-foot cone. Each
STR DEX CON INT WIS CHA creature in that area must make a DC 21 Constitution saving
1 7 (+3) 10 (+O) 20 (+5) 18 (+4) 1 5 (+2) 23 (+6) th row, taking 67 (l Sd8) cold damage on a fa iled save, or half
as much damage on a successful one.
Saving Throws Dex +7, Con +12, I nt +l l , Wis +9, Cha +1 3 Necrotic Breath. M i i rym exhales a bolt of necrotic energy i n a
Skills Arcana +1 1 , H istory +1 1 , Perception +1 6, Stealth +1 4 1 20-foot line that is 10 feet wide. Each creature in that l i ne
Damage Resistances acid, fire, l ightning, thunder must make a DC 21 Dexterity saving th row, takin g 82 ( l S d l O)
Damage Immunities cold, necrotic, poison necrotic damage on a fa iled save, or half as much damage on
Condition Immunities charmed, exhaustion, frightened, a successfu l one.
grappled, paralyzed, poisoned, prone, restrai ned Paralyzing Breath. M i irym exhales paralyzing gas in a 90-foot
Senses blin dsight 60 ft., darkvision 1 20 ft., passive Perception cone. Each creature in that area must succeed on a DC 21
26; see also "X-Ray Vision" below Constitution saving throw or be paralyzed for l min ute. A
Languages Common, Draconic creature can repeat the saving th row at the end of each of its
Challenge 22 (41 ,000 XP) Proficiency Bonus +7 turns, ending the effect on itself on a success.
Frightful Presence. Each creature of M i irym's choice that is
Bound to Candlekeep. M i i rym can't leave Cand lekeep and is with i n 1 20 feet of her and aware of her must succeed on a DC
immune to any effect that would place her i n a location outside 21 Wisdom saving throw or become frightened for l minute. A
it, including an extradi mensional space. I f she d ies, Miirym creature can repeat the saving throw at the end of each of its
regains her form and all her hit points after l d l O days, reap turns, ending the effect on itself on a success. If a creature's
pearing in the location where she died or in the nearest unoc saving th row is successfu l or the effect ends for it, the creature
cu pied space. is immune to M i irym's Frightful Presence for the next 24 hours.
Regeneration. M i i rym regains 40 hit points at the start of her Spellcasting. M iirym casts one of the following spells, using
turn. If Miirym takes damage from a magic weapon or a spell, Charisma as the spellcasti ng ability (save DC 21) and req u iring
this trait doesn't fun ction at the start of M i i rym's next turn. no material components:
M i i rym d ies only if she starts her turn with 0 hit points and
At will: dancing lights, mage hand
doesn't regenerate.
3/day each: detect magic, detect thoughts, dispel magic, lo
Incorporeal Movement. M i i rym can move through other crea cate creature
tures and objects as if they were difficult terrain. She takes 5 l /day each: dispel evil and good, wall offorce
(l d l O) force damage if she ends her turn inside an object.
LEG E N DARY ACTIONS
Legendary Resistance (3/Day). If M i i rym fa ils a saving th row,
she can choose to succeed instead. M i i rym can take 3 legendary actions, choosing from the op
tions below. Only one legendary action option can be used at
X-Ray Vision. Miirym can see through solid matter out to a a time and only at the end of another creature's turn. Miirym
range of 60 feet. To her, opaque creatures, objects, and obsta regains spent legendary actions at the start of her turn.
cles with i n that distance appear transparent and don't prevent
l ight from passing through them. This vision can penetrate 5 Bite. M i i rym makes a bite attack.
feet of stone, 3 i n ches of common metal, and up to 10 feet of Teleport (Costs 2 Actions). M i i rym magically teleports up to
wood or dirt. Thicker su bstances block this vision, as does a 1 20 feet to an u noccu pied space she can see.
thin sheet of lead.
from these magic gemstones. Each one holds a to contact the spirits of long-dead sages that are
prophecy spoken by Alaundo himself in an anti willing to share their insights and knowledge.
quated version of Common that is incomprehensible High-ranking members of the Avowed make use of
without the aid of magic. These gemstones came to this chamber, but few seekers know of it.
be called the echoes of Alaundo. Any creature that has an Intelligence of 8 or
Alaundo's prophecies are easily misinterpreted, higher that spends 1 hour meditating in the cham
which is why First Readers and Keepers of Tomes ber gains the ability to cast the contact other plane
rarely consult or take advantage of the echoes. spell once, allowing the creature to commune with
a spirit. The spell doesn't need to be cast right away,
CHAMBER OF LOST LORE nor does it need to be cast in the chamber. If the
Deep beneath Candlekeep, past Miirym and the spell is not cast within 24 hours, however, it is lost.
echoes, is a rough-hewn chamber lit by contin
ual flame spells. Here, one can gain the power
AN A D VE N T U R E F O R l S T - L E V E L C H A R AC T E R S
THE JOY OF
I 1 �XTRADIMEtfSIOtfAL SPAC�.�
� -1 C\
� �
W R I T T E N B Y M IC H A E L P O L K I N G H O R N
E D I T E D B Y H A N NA H R O S E
�
HE]OY OF EXTRADIMENSIONAL SPACES WAS that Fistandia requested this room each time she
donated to Candlekeep with the rest of the visited the keep. They also turned up mysterious
library of the mage Fistandia, following reports that she rarely left the room for weeks at
her untimely disappearance. In her will, a time. Rumors said that she was not even seen to
Fistandia bequeathed her collection to Candlekeep eat or sleep during her visits. She would, however,
in appreciation for the many years she spent in its go missing for hours at a time. Matreous concluded
hallowed halls. This book is a treatise on extradi that she must have gone through the gateway during
mensional spaces similar to those created by the those absences. By searching through the books
Mordenkainen 's magnificent mansion spell. This Fistandia donated to the library, he found the com
information alone would make it worthy of note, but mand word to open the portal and stepped inside.
Fistandia's additions in the margins are even more
interesting. In arcane shorthand, she details how FINDING THE BOOK
she created a permanent Mordenkainen's magnifi The characters have come to Candlekeep seeking
cent mansion spell and records the command word aid for a stricken town, which could be the home of
to open the mansion's doorway. one or more of them. The settlement has withered
Many researchers perused this book over the this year. Crops have failed, the livestock stands in
years it spent in Candlekeep, but knowledge of the the fields like stick figures, and the rain has dwin
command word was useless without the location of dled. A local mage determined that a curse had
the gateway to the mansion-until a chance discov been levied on the land and recommended that the
ery by the sage Matreous, an expert in the applica town seek aid from a sage named Matreous. After
tion and removal of curses. Upon arriving at Candle some inquiries, the mage found that Matreous was
keep to further his expertise, Matreous cast detect studying in Candlekeep and sent the characters
magic, as was his habit. The spell revealed a gate to find him.
way in the very study room he had been assigned! Alternatively, the characters could discover The
Forgetting about his earlier purpose, Matreous joy ofExtradimensional Spaces while researching
asked for any knowledge of who might have created one of the following topics:
such a gateway. Research by the Avowed revealed
• Creating permanent versions of existing spells
• Demiplanes, pocket dimensions, and other spaces
that exist outside the Material Plane
Tied to The joy ofExtradimensional Spaces are
two mysteries. The first is the whereabouts of the
missing sage Matreous. The characters can resolve
this question by opening the portal to the mansion.
The larger mystery, however, is how to escape once
they are trapped inside.
B O O K D E S C RIPTION
The joy of Extradimensional Spaces is a heavy
tome. Its thick covers are made of ornately tooled
leather decorated with gold filigree. Of particular
interest is the illustration on the cover: the bust of
an imposing spellcaster. A character who succeeds
on a DC 12 Intelligence (Arcana or History) check
recognizes the legendary mage Mordenkainen.
M3. LIBRARY
room , a b room hovers i n the a i r, sweep i n g the floor Swarm. The swarm can occupy another creature's space and
vice versa, and the swarm can move through any open ing large
by itself!
enough for a l -foot-tal l , 8-inch-wide, 2-i nch-thick object. The
swarm can't regain hit points or gain temporary hit points.
This room was where Fistandia practiced her ACTIONS
martial and magical skills (at the expense of the
Book Club. Melee Weapon Attack: +3 to hit, reach 0 ft., one tar
fine floors). The mannequin has numerous cuts get in the swarm's space. Hit: 6 (2d4 + l ) bl udgeon ing damage,
and chips. The weapons in the rack are mundane or 3 ( l d4 + l) bludgeoning damage if the swarm has half its hit
but finely made. There are four daggers, four quar points or fewer.
terstaffs, and twenty darts in a bandolier hanging
T H E J OY OF E XT RA D I M E N S I O N A L SPAC E S
attention to it, the cat waits for a short time, but then
loses interest and leaves for the kitchen.
Small construct If the characters spend 30 minutes investigating
the books in this room, they discover the follow
Armor Class 1 5 (natural armor)
Hit Points 1 7 (Sd6) ing facts:
Speed 0 ft., fly 50 ft. (hover) • Almost all the books in this study were written by
CHA
someone named Fistandia. Most are her memoirs.
STR DEX CON I NT WIS
1 0 (+O) 17 (+3) 10 (+O) 1 (-5) 5 ( 3)
- 1 (-5) • Fistandia was a powerful mage as well as a priest
of Mystra. She frequented Candlekeep to further
Damage Immunities poison , psychic her studies.
Condition Immunities bli nded, charmed, deafened, exhaustion, • In exchange for Fistandia's pious service and
frightened, paralyzed, petrified, poisoned, prone
achievements in expanding the arts of magic, Mys
Senses bli ndsight 1 20 ft. (bl ind beyond this rad ius),
passive Perception 7 tra granted Fistandia a permanent extradimen
Languages - sional mansion for her to reside in when studying
Challenge Rating 1/4 (SO XP) Proficiency Bonus +2 in Candlekeep.
• Fearful that a guest might become trapped in the
False Object. If the broom is motionless at the start of combat, mansion, Fistandia hid the command word to
it has advantage on its in itiative rol l . Moreover, if a creature open the portal to Candlekeep on the spines of
hasn't observed the broom move or act, that creature must seven books in her mansion.
succeed on a DC 1 5 Wisdom (Perception) check to discern that
the broom is ani mate. Paintings. There are three paintings hanging
on the walls: a landscape scene with a large green
Flyby. The broom doesn't provoke opportun ity attacks when it
flies out of an enemy's reach. dragon emerging from a grove of pine trees, a study
of a pegasus in flight, and a portrait of a unicorn in a
AC T I O N S wooded glade.
Multiattack. The broom makes two melee attacks. Secret Door. There is a secret door behind the
Broomstick. Melee Weapon Attack: +5 to h it, reach 5 ft., one left bookcase on the far wall. When the bottom left
target. Hit: 5 ( l d4 + 3) bludgeoning damage. most book in the bookcase is pulled, the bookcase
slides forward to reveal the passage behind it. A
character who succeeds on a DC 10 Intelligence (In
from one of the pegs. One wall holds diagrams of vestigation) check discovers the proper book.
attack and parry positions for wielders of staffs Puzzle Book. The puzzle book with the letter I on
and daggers. its spine is sitting on one of the armchairs.
The broom is an animated broom (see the accom
panying stat block). If left alone, it goes about its du M6. KITCHEN
ties cleaning the floors and ignores the characters. The door to this room is left slightly open so the cats
If a creature attempts to grab it or menace it in any can enter and exit.
way, it attacks.
MIDDLE LEVEL
� flSTAH�!"�� s��HSIOH
.��
The homunculi have had only the cats and the faerie • The faerie dragons in the arboretum (area M9)
dragons in area M9 to cook for or clean up after for are mischievous but harmless. Try to stay out of
ages, so they practically trip over themselves in their their way.
eagerness to provide any service to the characters.
Cats. In one corner of the kitchen, several small
They pester the characters for tasks to do and insist
ceramic bowls painted with stylized cats are
on serving them fresh bread and soup.
filled with water and kitchen scraps. Any cats the
The duties of the homunculi are confined mostly
characters have encountered in the mansion are
to the kitchen and the adjoining dining room (area
found again here, along with an additional cat the
M8). They don't know much about what happens in
characters haven't yet seen. The cats are eating
the rest of the mansion, but they can answer direct
from the food bowls and occasionally batting at one
questions with the following information:
another to get the choicer morsels.
• Cumin was created by Fistandia, while Coriander
says that a mage named Freyot created it. M7. PANTRY
• Their masters went away a long time ago. The shelves in this pantry are stocked with sacks
• They have been warned by their masters not to of flour, vegetables, preserved meats, and other
touch any books that have single letters on their staples-all the dry goods needed to sustain a
spines. (The homunculi don't know the signifi household.
cance of these lettered books.)
• Fistandia used to go into the planetarium (area FISTA N D IA'S A N D FR EYOT'S H O M U N C U L I
M 1 2) and disappear for a long time afterward. A character w h o s ucceeds on a D C 1 5 I ntelligence (Ar
cana) check knows two vital facts about the homunculi
• Something keeps building piles of books in the
i n area M 6 . The fi rst i s that a master can have only one
library. (The homunculi are unaware of the swarm
homunculus at a time. The second is that a homuncu
of animated books in area M3.) l u s dies when its master d ies. This fact suggests that
• The imp that Fistandia summoned hasn't been Fistan d i a and Freyot are sti l l a l i ve. Characters m ight
seen in some time. encou nter one o r both mages in a future adventu re.
Ml6. BALCONY
are firmly affixed t o the shelves by enchanted chains
and can't be freed without being destroyed.
The door from the bed ro o m leads to a wrought i ron
Treasure. If the characters defeat the animated
chained library, one of its books breaks free with a balcony l i ned with slate flagstones. The greenery and
length of chain still attached and functions as a +l colorfu l flowers of the a rboretum a re visible below.
flail. The book is entitled Martial Attack Techniques.
Puzzle Book. The book on the reading desk is the
The oppressive miasma seems to press in even
puzzle book with the letter L on its spine.
closer above the mansion here than at ground level.
Ml4. TROPHY ROOM Ml7. ALCHEMICAL LABORATORY
� .. MAZFROJH'S
�) cc:MIGHTY DIGRESSIONS ....
W R I TT E N B Y A L I S O N H UA N G ·, ; E DI T E D B Y H A N NA H R O S E
D EV E L O P E D B Y H A N N A H R O S E & C H R I ST O P H E R P E R K I N S
�
COLLECTION O F ESSAYS CALLED MAZFROTH's
Mazfroth 's Mighty Digressions is seven inches wide • All magic depends on the Weave, an interface be
and nine inches tall. The brown leather cover is tween casters and raw magic that is governed by
worn from time and use. The name of the book and Mystra, god of magic. Arcane spellcasters access
its author, Mazfroth Gethur, are elegantly written in the Weave directly, while divine spellcasters are
cursive with black ink on the first page. The care put granted access to it by their deities and ideals.
into the front page, however, does not apply to the Damage to the Weave can cause unimaginable de
rest of the book's contents. Mazfroth's handwriting struction, as evidenced by the Spellplague in 1385
is messy and hasty, as if they couldn't write down DR, the Year of Blue Fire.
their thoughts fast enough. Furthermore, the book's Some scholars believe that Malar, god of the hunt,
1 5 1 pages don't all match, indicating that the author is responsible for lycanthropy. Mazfroth disagrees
kept adding more pages. The book's stitching is with this theory on the basis that not all lycan
haphazard, and looks like it could come undone at thropes are evil as Malar is. Werebears are an ex
any moment. ample of lycanthropes that are usually good.
The Abyss is ruled by demon lords-Baphomet,
E S SAYS A N D RAMBLINGS Demogorgon, Graz'zt, Juiblex, Orcus, Yeenoghu,
Zuggtmoy, and many others. Mazfroth ties the
Mazfroth 's Mighty Digressions contains a collection
origins of several monsters to these demon lords
of eclectic essays, though not much is revealed or
(saying Juiblex created all oozes, for example).
known about the author. Mazfroth's essays often go
on long tangents. Although the topics in the book After a character who reads Mazfroth 's Mighty
are many and varied, it is clear that divinity, the Digressions finds an essay pertaining to their
denizens of the multiverse, and the nature of magic interests, but before they can finish reading the pas
were subjects of particular interest to Mazfroth. sage, the book attacks them.
--
If asked the right questions, Yalerion discloses the
MONSTROUS BOOKS following information:
Characters interested i n the mystery surround
ing Mazfroth 's Mighty Digressions might ask the • Ten days ago, Yalerion bought the book they
Avowed of Candlekeep for information or conduct thought was Mazfroth 's Mighty Digressions from
their own investigation. a market stall in the Wide, a large and crowded
marketplace in the Upper City of Baldur's Gate.
WHAT T H E AVOWE D KNOW • They remember that the stall's name had "dune"
in it, but nothing else about the place. The Wide
The following information can be learned from
was too noisy and hectic for their liking.
talking to Candlekeep's monks and sages:
• They arrived at Candlekeep five days ago and in
• Mazfroth 's Mighty Digressions is the third book tend to stay for five more.
to transform into an ectoplasmic monster. The
other two books were The Dark Hunger (about a VALOR
powerful entity served by star-fearing warlocks) With broad shoulders and a permanent scowl on
and Fallen Tethyamar (about a dwarf king named her face, Valor is an intimidating, 24-year-old tief
Ghellin who sought to reclaim his kingdom in the ling knight. Originally from Cormyr, a country to
Desertmouth Mountains). the east, she served as a Purple Dragon Knight in
All three books were used to gain entrance to the Cormyrean army. Since leaving that life behind,
Candlekeep in the past two months. she has taken up bounty hunting, which she greatly
The Avowed keep records of the seekers allowed prefers. Valor is in Candlekeep to research a partic
into Candlekeep and the books they gifted the ularly elusive target. Her entrance gift wasn't cheap,
library. Two seekers who gained entry with mon and she's annoyed that it turned out to be a mon
strous books are still in Candlekeep: Yalerion strous fake. She is helping the Avowed with various
Highscroll (who brought Mazfroth 's Mighty Di chores to make amends.
gressions) and Valor (who brought The Dark Hun Valor is reshingling the roof of the Hearth during
ger). The Avowed know where to find them. the day, or pacing in the Court of Air at night. Agi
tated and restless, she's wary of people who want to
If the characters talk to the Avowed about the inci
speak with her. A successful DC 1 5 Charisma (Per
dent they experienced involving Mazfroth 's Mighty
suasion) check, or polite and persistent questioning,
Digressions, the monks offer them a helm of com
convinces her to talk to the characters, if only to get
prehending languages as a reward for finding out
them to leave her presence sooner.
who is responsible for the deception.
Valor can share the following information:
U E STION I N G S EEK ERS • Thirteen days ago, she arrived at Candlekeep with
If the characters question Yalerion Highscroll or The Dark Hunger, a series of nearly incomprehen
Valor about the books they used to gain entry into sible notes about Hadar, a powerful yet inscruta
Candlekeep, use the following information to role ble entity that lives among the stars.
play these NPCs. • She purchased her book from a market stall in the
Wide, a bustling marketplace in the Upper City of
YALERION HIGHSCROLL Baldur's Gate. She doesn't remember much about
. Yalerion is a 26-year-old human acolyte with an the stall because she didn't want to stay in the
approachable demeanor and a relaxed posture. A Wide for too long. (If the characters ask why, she
scholar from Waterdeep, they have a never-ending says, "It reeks of greed.") But she does remember
thirst for knowledge, especially information con it was in "not the most reputable" corner of the
cerning the history of Tori!. They made the trip to marketplace.
Candlekeep because they've read all the books con • After finding the information she needed, she
tained within the Font of Knowledge, a Waterdavian prepared to leave three days ago. That's when the
temple to Oghma, god of knowledge. Yalerion hopes Avowed informed her that her gift, The Dark Hun
to make the best out of their tenday-long visit by ger, had revealed its true form, attacking and de
reading rare books and meeting likeminded people. stroying a wizard's homunculus. The wizard killed
Yalerion can be found in the House of the Binder, the monster before it could harm anyone else,
socializing with other followers of Oghma. They but not before it turned into a spider and tried to
sometimes read books in the Pillars of Pedagogy. scuttle away. When the monster died, no trace of it
As long as the characters are friendly and not con was left behind.
frontational, Yalerion is happy to talk with them.
They are surprised to hear that Mazfroth 's Mighty
Digressions was actually a monster in disguise.
-
decadence; a nightly curfew means that those who
JouRNEY TO BALDUR's GATE don't live there must leave at nightfall each day un
From Candlekeep, it takes five days of travel along less they have a special token.
the Coast Way to reach Baldur's Gate. Bandits and Almost anything can be found in the Wide. Ven
thugs lurk along this road, waiting to ambush any dors can operate here without official licenses and
one carrying rare books or other valuables. taxation, as long as their wares are legal. Even so,
the Wide is not immune to corruption: hefty bribes
LYC ANTHROPE LOOTER
and reputations determine where every vendor is
On the fourth night of their journey, the party is situated in the marketplace.
attacked by the wererat Mushika and three giant
rats. Mushika bears nasty scars from his time in TH E WATC H
the thieves' guilds of Baldur's Gate, and has since Ten veterans of the Watch, a military organization
turned to easier prey along the Coast Way. While that protects the citizens of the Upper City, patrol
the giant rats attack, Mushika stands back in hybrid the Wide. Though their job consists mostly of watch
form and uses his hand crossbow. He tries to flee if ing out for pickpockets and thieves, they also break
he's reduced to half his hit points or fewer or if all up disagreements and come to the defense of mer
three giant rats are defeated. chants being harassed by customers.
-
the Wide. On a success, a customer or stall owner Tailing the]ackalweres. The characters can
gives them directions to Amberdune Books. On a also find the Amberdune hideout by following pack
failed check, they eventually find the stall after 1 members after their shift. If the characters succeed
hour of searching. on a DC 1 3 group Dexterity (Stealth) check, the
Other stalls the characters might encounter in the jackalweres don't notice that they're being followed.
Wide include: If they do notice the characters, they hurry to alert
Korvala but don't engage unless the characters do
• Autumn's Breads, a street bakery with fresh pas
so first. See "Roleplaying the Jackalweres" below for
tries, breads, and cakes for 1 sp each.
more information.
Coppers to Crowns, an "antiques" shop selling a
miscellany of trinkets and oddities (roll 2d4 times AMBERDUNE PAC K
on the Trinkets table in the Player's Handbook).
Each trinket costs 2d10 cp. The jackalweres of the Amberdune Pack were the
Gems for All, a shop with a variety of gemstones, servants of Nidalia, an unusually kind and learned
all worth 50 gp or less. lamia. The jackalweres' alignment is neutral
Heath's Hot Drinks, a stall offering cups of mulled evil rather than chaotic evil, and their goals are
wine, hot cider, and strong teas for 2 sp each. In self-serving, not actively malicious.
the summer, the sign is repainted to read "Heath's Because the pack originally resided in the nation
Cool Drinks" and the stall serves chilled fruit of Arnn, their humanoid forms have dusky brown
juice and iced tea. skin, brown or blue eyes, and varying shades of
• Wizards of the Wide, a tent bursting with dozens brown hair, like many of the Amnian people. If a
of arcane foci and spell scrolls, including scrolls of surname is required, they use Amberdune.
comprehend languages, detect magic, feather fall, There are seven jackalweres in the Amberdune
find familiar, mage armor, magic missile, shield, Pack, including the leader, Korvala. The other pack
and unseen servant (25 gp each). members are as follows:
• Avani, a middle-aged jackalwere who considers it
AMBERDU N E B OOKS her duty to keep the rest of her pack from doing
Although it's located in an out-of-the-way corner anything to attract attention from the Watch
of the Wide, Amberdune Books always has a few • lobar, a quiet, reserved jackalwere who wears
customers perusing its wares. This market stall is spectacles in his human and hybrid forms
stocked with legitimate but commonplace books (25 • Marliza, a petite jackalwere whose wide eyes and
gp each), as well as illusory copies of rare and ex long braids belie her cunning
pensive books (250 gp each). The stall does not sell • Ramah, Inbar's outspoken brother, who prefers to
spellbooks. spend his shift at Amberdune Books loudly orat
ing from a tome to entice potential customers
WORK SHIFTS • Theryn, a young jackalwere with deft hands, good
Amberdune Books is always supervised by two for repairing damaged books or liberating a few
jackalweres in humanoid form. At sunrise, those coins from wealthy pockets
on the first shift set up the stall with Korvala, and at • Zan, the oldest pack member, who hums quietly
sundown the workers bring their unsold wares back while they organize the books
to the pack's hideout in the Blackgate neighborhood.
Each work shift is four hours long, and Korvala ROLEPLAYING THE jACKALWERES
checks in every two hours. The jackalweres return While working as booksellers in the Wide, the
to their hideout when they are done with their shift. jackalweres are confident and happy to talk with
With the exception of Korvala, they always travel customers. If they're unexpectedly questioned with
in pairs. You can decide which pack members are out Korvala present, they quickly become nervous.
at the stall when the characters arrive (see "Amber Though their innate ability to lie means that they
dune Pack" below for names). can easily behave deceitfully, the pack doesn't cope
Speaking with the Manager. Korvala takes her well without leadership. The presence of Korvala
duties as the owner of Amberdune Books seriously. comforts the other jackalweres. They admire her
She denies all accusations of deception with curt strength and guidance, and they defend her as fer
professionalism and threatens to call for the guards vently as they would Nidalia.
if characters are too aggressive. A successful DC 1 5 The Amberdune jackalweres are not hostile
Wisdom (Insight) check reveals that Korvala isn't unless provoked. They attack only as a last re
being entirely truthful. To avoid making a scene, she sort, preferring to use their Sleep Gaze to subdue
invites characters who see through her lies back to foes, then flee. They are notably more reluctant to
the Amberdune Pack's hideout as long as they are fight spellcasters and characters using silvered or
willing to talk peacefully. magic weapons.
BLACKGATE
The jackalweres live in the northern neighborhood
of Blackgate, not far from the Wide. This district is
part of the Outer City, a sprawl of settlements that
stretch beyond the city's actual walls. The Outer
City is home to Baldur's Gate's poorer inhabitants, AMBERDUNE HIDEOUT
who live in ramshackle huts and flimsy tents-a The Amberdune hideout, a dilapidated hovel with
stark contrast to the opulence of the Upper City. wooden walls, is located on a narrow street tucked
Merchants with wares too meager-or too illicit-to away in a corner of the Blackgate district.
sell in the Wide make do with unregulated back al
ley markets here. The stench of stabled horses and TI M E OF DAY
other beasts of burden permeates the air. Between dawn and dusk, two of the jackalweres are
on their shift at Amberdune Books. During other
WE RE RAT ' S REVENGE times, use the following information to help deter
If the characters allowed the wererat Mushika to mine what the jackalweres are doing.
escape earlier in the adventure, he tries to get his re
• Once Amberdune Books is packed up for the
venge as they make their way through Blackgate to
day, and all the jackalweres have returned to the
ward the Amberdune hideout. But if the characters
hideout, the whole pack shares a meal together
are accompanied by one or more members of the
in area A l .
Amberdune Pack, Mushika leaves them alone. He
• The jackalweres spend their evenings as they
knows Korvala and her associates are jackalweres,
wish, before going to sleep in area A3. Korvala
and he's heard rumors that they serve a more pow
sleeps in area A4.
erful creature called a lamia.
• They all sleep for eight hours. Korvala and the
Mushika has assumed humanoid form and is
two jackalweres on first shift wake up just before
accompanied by a swarm of rats and two human
dawn so they can set up the stall.
thugs named Alaspar and Sufeni. Mushika has
promised to turn both thugs into wererats, but first FRI E N D S
they must prove their worth by helping him slay the
I f Korvala invited the characters to have a civil talk
characters. If either the swarm or the two thugs are
with her, she brings them to her office (area A4).
defeated, Mushika tries to flee the battle. Neither he
nor the thugs have any treasure.
f l
��· The hideout's front entrance opens into this room.
GROUND FLOOR
·a
()
AS fl1�A4 A tattered and fa ded rug d ecorates the wooden floor.
- ,
A3
'
The jackalweres like to relax and chat with each
other in this room, particularly during and after
' - meals together. The faded rug is actually a rug of
smothering friendly to the jackalweres, which de
A1 A2
Cf.
.
fends them if they command it to. If no jackalweres
()
< . are present in this area, the rug attacks intruders.
I
I Q It stops fighting if one of the jackalweres com
0
• ;,· mands it to .
--
0 Development. Noise from fighting the rug of
smothering causes Marliza, a jackalwere in hybrid
form, to run into the room from area A2, scimitar
at the ready. This jackalwere is willing to command
the rug to stop if the characters explain themselves.
A2 . KITCHEN
---
M A Z F ROTH ' S M I GHTY D I G R E S S I O N S
elsewhere in the hideout. Beneath each cot is an un • Korvala can empower a newly formed gingwatzim
locked trunk full of personal belongings. Nothing of to assume two other forms, allowing it to duplicate
value can be found here. a specific object and a tiny beast. As an object, a
Development. Combat in this room alerts Zan, gingwatzim can hide in plain sight. As a common
the jackalwere in area AS, who enters with their beast, it can move about without attracting too
scimitar drawn. At your discretion, Korvala might much attention.
also investigate a ruckus in this room. • A gingwatzim isn't particularly bright, but it obeys
the orders of its creator. The ones Korvala creates
A4. KORVALA'S OFFICE are instructed to remain in book form, but a ging
watzim must occasionally feed on the energy of
A l arge wooden desk takes u p m ost of this room . the living to survive.
Atop the desk, a q u i l l a n d a bottle o f i n k s i t next to • Korvala has created eight gingwatzims so far,
six disguised as books and two more to guard
a l eather-bound journal. A p a i r of decorative swords
her office.
h a n gs o n the wal l behind the desk. There's a s i n gl e
• Korvala never intended her gingwatzims to show
b e d tucked a g a i n s t the western wal l . up in Candlekeep. As reparations, she's willing
to surrender the original versions of Mazfroth 's
Unless she i s with the characters, a t Amberdune Mighty Digressions, The Dark Hunger, and Fallen
Books, or elsewhere in the hideout investigating a Tethyamar so that the characters can deliver them
commotion, the jackalwere Korvala sits at the desk to Candlekeep. (Korvala keeps these books along
in her humanoid form: a woman with brown skin, with three others in area A6.)
sun-streaked brown hair, and piercing hazel eyes. If Trapdoor. A trapdoor leading down into the hid
she has been alerted to the characters' presence by den vault (area A6) is concealed beneath the bed.
the other jackalweres or from a disturbance in the
hideout, Korvala is expecting them. Otherwise, she A5 . STORAGE ROOM
is shocked but keeps her composure, silently assess
ing how to best take out the characters in a fight if it Except for a corner with two stacked wooden trun ks,
comes to that.
the wa l l s of this roo m are l i ned with half- e m pty
The decorative swords on the wall are actually
bookshelves.
two gingwatzims (see the stat block earlier in the
adventure) that assume their true forms and attack
intruders unless Korvala is present. If she is at This room contains all the legitimate and common
tacked in this room, the gingwatzims defend her. I n place books that the Amberdune Pack sells, as well
addition t o appearing a s swords, these gingwatzims as a small portion of the money it has obtained. Zan,
can turn into bats. a jackalwere in hybrid form, is looking through
The journal on Korvala's desk is a ledger docu the bookshelves to decide which books should be
menting all of Amberdune Books' sales, including sold at the market the following day (see "Amber
Mazfroth 's Mighty Digressions, The Dark Hunger, dune Pack" above for more information on the
and Fallen Tethyamar. pack members).
Development. If she is in the room and the char False Storage Trunk. The top wooden trunk is
acters are willing to hear her out, Korvala explains actually a mimic that used to live in Nidalia's lair,
the Amberdune Pack's motives to them. She be protecting her from intruders. The mimic has a
lieves in her plan and doesn't feel the need to omit symbiotic relationship with the Amberdune Pack
anything. Both her pain and her determination are and a sense of kinship toward its fellow shapechang
evident in her steady voice and careful words. ers. The jackalweres feed it leftovers, but it has be
If the characters ask Korvala about the monstrous come hungry from the lack of substantial meals in
books that wound up in Candlekeep, she shares the Blackgate. Unless a jackalwere tells it not to, it will
following information: attempt to eat any character who touches it.
• Using a ritual taught to her by Nidalia, Korvala True Storage Trunk. The bottom wooden trunk,
can create creatures known as gingwatzims. (Kor which is unlocked, is empty except for 50 gp worth
vala claims to be under the effect of a geas spell of assorted copper, silver, and electrum coins scat
cast by Nidalia that prevents her from sharing this tered across the bottom. This money is used by the
knowledge. This is a lie. Regardless, Korvala will jackalweres to buy provisions for the pack.
not divulge the ritual.)
--
A6 . HIDDEN VAU LT
This vault is accessible from area A4. NIDALIA
The true leader of the Am berd u n e Pack, N id a l ia is
I I
a lamia who delights i n hoard i n g books rather than
A n a rrow, desce n d i n g passage e n d s i n a circular i n corruption and torture. Though she is kind to her
chamber conta i n i n g two padlocked wood en tru n ks. servants, this d oesn't necessa rily mean she's altruistic
or generous. U ltimately, she cares only about herself
and her pack. If she's treated with respect and loyalty,
Korvala has the keys to the padlocks. A character N id a l ia won't betray her allies.
using thieves' tools can use an action to try to pick
a lock, doing so with a successful DC 15 Dexterity RESTITUTION
check. A character can also use an action to try to Even if the motives of the Amberdune Pack are re
smash a padlock with a blunt weapon, doing so with vealed, the party might not excuse the jackalweres
a successful DC 17 Strength check. The trunks are for their actions. If characters insist on bringing the
lined with lead to ensure that the locate object spell real books back to Candlekeep without offering a
cannot be used to find their contents: compromise, the jackalweres put up a fight, though
Trunk 1 contains Nidalia's desiccated heart, they'll surrender rather than fight to the death. Los
wrapped in a black silk cloth and resting atop a ing the books is a great setback to the jackalweres,
bed of 450 gp (saved up for Nidalia's resurrection). but they can't revive Nidalia if they're all dead.
Trunk 2 contains six books: Mazfroth 's Mighty Di If the jackalweres are slain in this battle, and the
gressions, Fallen Tethyamar, The Dark Hunger, characters don't know where to find the vault, see
Castanamir's Guide to Gingwatzims (describing "Bloodbath" for assistance.
what gingwatzims are but not how to create them),
NEGOTIATIONS
Wanderings ofa Humble Aasimar (a treatise on
The characters can reach a peaceful agreement
the Outer Planes), and Daughters of Graz'zt (about
with Korvala and the Amberdune Pack through civil
the origin of lamias).
conversation. For example, the party could help
R E S OLV I N G T H E MYSTE RY the jackalweres come up with another way to raise
money, offer assistance with their goal to resurrect
The characters' interactions with the Amber Nidala, or pay a fair price for the real books. (Kor
dune Pack affect the resolution of this section, vala expects at least 250 gp for each book, but she'll
but they can discover what happened to the real settle for less if the characters are tough negotia
books and find the original versions regardless of tors.) If they agree on a deal, the jackalweres let the
their approach. characters take the real books back to Candlekeep.
BLOODBATH
It's possible to kill or defeat the Amberdune Pack C ONCLUSION
without ever hearing their side of the story. With no If characters return to Candlekeep with the books,
one to stop them, characters in this situation can the Avowed reward them with a helm ofcompre
search the Amberdune hideout for the real books hending languages. Valor and Yalerion are grateful
and any treasure they can find. for the party's efforts to solve the mystery. Both
If the party has difficulty finding the hidden vault seekers could be useful allies in the future.
in area A6, any of the characters can make a DC Characters who successfully negotiated with the
10 Intelligence (Investigation) check. On a success, Amberdune Pack gain the support of Korvala and
they arrive at one of the realizations from the fol the other jackalweres, as long as the characters
lowing list. If the check succeeds by 5 or more, they hold up their end of the bargain. Furthermore, if
come up with all three: the party is able to assist the pack in reviving Nida
lia, such as by helping the jackalweres amass the
• There are keys on Korvala's person. This means
money they need, they'll also have a lamia as an ally.
that there must be locks somewhere.
Characters who fought, but didn't kill, any mem
• The hideout is square. If there are any secret
bers of the Amberdune Pack have a potential enemy
nooks between the walls, they would be very shal
once the jackalweres finish licking their wounds. If
low. It is unlikely anything would be kept there.
the Amberdune Pack becomes a recurring adver
• Two gingwatzims defend Korvala's office. Were
sary, consider having Korvala learn other rituals
they guarding something else as well?
or spells better suited to fighting the characters to
Characters who choose this violent path might reflect this grudge.
never uncover the pack's motives, but they can find
the real Mazfroth 's Mighty Digressions and see the
book safely back to Candlekeep, if they so desire.
H E BOOK OF THE RAVEN A RRIV ED AT CAN If the book is left open and unattended, its pages
dlekeep, fittingly enough, by way of a flutter and rustle as though stirred by a silent wind.
raven in 1 282 DR, the Year of the Many
Mists. The raven bore the book in its tal TALE OF VI STA N I KI N D N E S S
ons, set it on the ground within Candlekeep's walls, The Book of the Raven i s the firsthand account
and pecked at its covers until an Avowed acolyte, (written in Common) of an anonymous author who,
witnessing this act of defilement, scared it away. after falling off her horse and breaking her leg, was
The marred book quickly found its way into Candle rescued and befriended by Vistani travelers who
keep's archives, where it garnered little attention graciously nursed her back to health. The author
until a visitor named Anil Zasperdes rediscovered it and her horse traveled with the Vistani for three
sixty years later and hid a treasure map inside it. months, during which the author spent most of her
The treasure map is a prop around which you can time laid up in a Vistani covered wagon, where she
create your own adventure, if you choose not to run took to writing this book to pass the time. Although
the adventure described here. a dozen Vistani are colorfully described in the tome,
only two are mentioned by name: Drasha, a teen
FINDING THE BOOK aged girl who applied bandages and poultices to the
Characters i n Candlekeep might uncover this book author's wounded leg, and Darzin, a one-armed boy
and the treasure map hidden inside it while re with a terrible fear of wolves who sang beautiful
searching one of the following topics: songs to help the author take her mind off the pain.
The book provides a detailed account of the
• The Vistani and other planar travelers Vistani way of life, with emphasis on their food and
• Possible routes into and out of the Shadowfell music. Their overland journey is also discussed,
Alternatively, the book can be delivered to the albeit from the viewpoint of one who spent most
characters by a raven. Avoiding contact with strang of it inside a covered wagon. The author describes
ers, it leaves the book in a place where the charac rough roads, days of travel through impenetrable
ters are likely to find it. This raven contains the rest mist and thick forest, crackling fires on cold nights,
less soul of a dead girl named Heluthe, who wants
to frighten away the squatters in Chalet Brantifax,
her former home. The raven can't speak or make
its intentions clear, but it hopes the map in the book
will lead characters to the chalet, which is described
later in the adventure.
B OO K D E S C RI PTION
This thin book bears no title inside or out, though
the keepers of Candlekeep cataloged it as the
Book of the Raven based on how it was received.
Its covers are cracked, unvarnished thin sheets
of black oak covered with bird scratches and little
indentations made by pecking beaks. Bound with
black wire between these covers are thirty-three
pages that have yellowed with age and wrinkled
from moisture. Each page bears tiny, blotchy brown
BooK OF
script written in an unsteady hand by an unidenti T H E RAVEN
fied author.
BOO K�
I ,..�·· •• •
. " (war(
�
t•:. : -
'tbe }lanb
a }lorn \
,. ., ..-�f' '
� --
..-
----=--=-:-- �-= ---.....= ..
� � -·
,
"'
.
... . ·-
.·
l
(J 5'otlow tbe trail
\ 'to tbe }lanb anb }lorn,
f(
f
( ' 'to tbe wyrme mark.
J'n tbe foS'S'Y moore
\ 1: Weet of tbere,
'tbe treasures youre.
-
wolves howling in the dead of night, and ravens anyone interested in its subject matter might also be
pecking at the roof of the wagon in the wee hours of interested in following the map to its destination: a
the morning. ruined chalet nestled in remote highlands.
Late in the book, the author writes of being able to
hobble about on crutches. She describes the cheery WYTC H WAY
mood of her benefactors as the Vistani caravan trav To use the map, the characters must first locate
eled a winding mountain road to the gates of a tall, Wytchway, a hamlet that serves as a starting point.
dark castle. The book ends with a description of the Its location is left deliberately vague so that you can
castle's dreadful countenance. The writing abruptly place it anywhere you like. The characters can find
stops on the third-to-last page, suggesting that the it by consulting sages or old maps in Candlekeep.
book was snatched from the author in midsentence. Monster attacks forced the residents of Wytchway
The last two pages are blank. to abandon the hamlet years ago. All that remains is
a broken-down wagon surrounded by rotted fences
VI STA N I LORE
and dilapidated, fog-shrouded farmsteads overrun
Characters who read the Book of the Raven learn with wild pigs.
the following information about the Vistani:
FOLLOWI NG THE MAP
• The Vistani are planar travelers often encountered
in the Shadowfell, and they seem to be immune The character's destination is Chalet Brantifax,
to the despair that besets all other visitors to that which you can replace with some other tantalizing
plane. They travel in horse-drawn, barrel-shaped adventure location of your own creation. Little re
wagons and have no permanent home. mains of the trail that once led to the chalet, which
• The Vistani display their wealth openly as a sign is depicted in the bottom left corner of the map, but
of prosperity, sharing their good fortune with the other landmarks are still present: rock forma
friends and strangers alike. Vistani resolve dis tions called the Hand and the Horn, a tall outcrop
agreements through contests that end with recon ping of rock with three pine trees growing atop it, a
ciliatory singing, dancing, and storytelling. river, a bridge, and a hill scorched by dragon fire.
• Vistani families can be big or small, but each Flesh out the journey to the chalet as you see fit,
family is a gerontocracy, with the oldest mem- adding one or more combat encounters appropriate
ber ruling the roost. This elder has most of the for the characters' level if the players are spoiling for
responsibility for enforcing traditions, settling a fight. The characters' journey ends with a slog up
disputes, setting the course for the group's travels, a lonely hill, atop which is perched the chalet.
and preserving the Vistani way of life.
• The Vistani have the power-some say gift-to C HALET BRANTIFAX
travel through the mists that lead to forlorn realms This stone chalet was built for a wealthy noble
within the Shadowfell known as the Domains of named Baron Brantifax on a site chosen for its se
Dread, where creatures born in darkness dwell. clusion and scenic beauty. In the years following the
This "gift" was thrust upon them by mysterious baron's death, the house fell prey to neglect, allow
entities called the Dark Powers, as a boon for ing the Scarlet Sash to lay claim to it without dis
their kindness toward strangers. pute. The wereravens chose the place because of its
• The Vistani believe that ravens carry lost souls remoteness and its proximity to a shadow crossing,
within them. Hence, killing a raven is considered which they monitor for evil activity. See the "Shad
bad luck in Vistani culture. owfell" section in the Dungeon Master's Guide for
more information on shadow crossings.
MAP OF MYSTERY RAVE N K I N D
The mystery surrounding the Book of the Raven has
to do with the map Anil Zasperdes slipped between During daylight hours, skittish ravens perch atop
its pages. It's clear that the map was never part the chalet and alight on the tombstones in its grave
of the book to begin with. You can photocopy and yard. They nervously stare and squawk at visitors
distribute the accompanying handout among your but pose no threat to the characters; when night
players when their characters find the map. falls, the ravens fly off, and an eerie silence settles
Zasperdes was a wereraven who had a gift for over the house until sunrise, when they return.
hiding things. He was also the founder of the Scar As the characters will discover, these birds are
let Sash, a group of wereravens known for stealing actually wereravens (see the end of the adventure
magic items from evil individuals and hiding evil for their stat block). Wereravens live and travel in
items from the world at large. He chose the Book groups called kindnesses, and this particular kind
of the Raven as a hiding place for the map because ness is called the Scarlet Sash.
BOO�
Characters who observe the chalet at night can Bond. "Birds can be greedy, but they're not half as
see lights moving within as members of the Scarlet greedy as humans. I prefer to live among the birds,
Sash creep about the old house in humanoid form, thank you very much."
using oil lanterns to light their way. These lights Flaw. "I stutter when I'm agitated."
occasionally cluster in the upper stories of the tower
(area C 14), where the wereravens spend the most RENNICK GROKA
time together. Lawful good human wereraven (age 22)
A morose, rail-thin figure, Rennick is cautious and
THE S CARLET SASH wise beyond their years. They respect their fellow
Years after Anil Zasperdes's death, members of the wereravens but are deeply mistrustful of others.
Scarlet Sash continue to use the chalet as a meeting Rennick frightens away unwanted visitors by mim
place. They keep some robes, sandals, and scarlet icking the sound of creaking doors and floorboards,
sashes in the house so that they have clothing to and bodies being dragged across the floor.
wear while in humanoid form. They occasionally Personality Trait. "The Scarlet Sash gives me all
stash magic items of evil repute here until better the love I need. I don't need any more."
hiding places can be found for them. Adventurers Ideal. "Freedom is the power to become a
who come to the chalet expecting trouble might be bird, take to the sky, and leave the world behind
surprised to learn that its current occupants are for a while."
neither evil nor much of a threat. Bond. "The Scarlet Sash means everything to me.
The Scarlet Sash has eight members currently, I 'm honored to be part of this kindness and would
though it has had as few as three and as many as die to preserve it."
twelve in the past. Four members are present when Flaw. "Wickedness ruins everything, and nothing
the characters arrive at Chalet Brantifax: Madrina I do seems to matter. I fear we're all doomed to suf
Natterask, Taspar Hatchhill, Rennick Groka, fer the insufferable. Misery has become my bosom
and Vinique. companion."
B O O K OF T H E R AV E N
\V E R E R AV E N M I M I C RY greet the characters in humanoid form, clad in
d6 Sound and Source sandals and dusty black robes with scarlet sashes
tied about their waists, and assure the characters
Madrina m i mics glass break i n g a n d m a kes i t
that they mean no harm. They assume that the char
sound l i ke i t ' s com i n g fr o m the servants' attic
acters have come for one of two reasons: either to
(area Cl 6). loot the chalet or to use the shadow crossing in the
2 Taspar m i m ics a s norti n g hog, w h ich sounds l i ke graveyard. The wereravens assure them that there's
it's com i n g from the kitchen (area C7). no treasure to be found in the chalet. If the char
3 Rennick m i m ics a creaking door, which sounds acters act in a threatening or violent manner, the
l i ke it's com i n g from one of the guest rooms (area wereravens assume hybrid form or raven form and
ClO or C l l ) .
flee the chalet by the most expedient route, return
ing nevermore. (Other members of the kindness are
4 Rennick m i mics crea k i n g floorboard s o r a body
warned to stay away from the chalet as well.)
being d ragged across the Aoor, which sou n d s l ike
it's com i n g from whichever area is d i rectly a bove JOINING THE SCARLET SASH
or below the characters. One or more characters might try to join the Scarlet
s V i n ique m i m ics a laughing c h i l d , which sounds Sash. To become a member of the kindness, a char
acter must meet the following criteria:
l i ke it's com i n g from the attic n u rsery (area C l 5).
6 V i n i q u e m i m ics a d y i n g man's scream, which • The character must be a wereraven.
sounds l i ke it's com i n g from the storage cellar • The character needs endorsements from at least
(area C l ) . three members of the kindness.
Characters who aren't wereravens but who meet
The wereravens are wary o f visitors, particularly
the other criteria for membership must find a patron
armed ones, and avoid direct contact with the char
in the Scarlet Sash or some other wereraven willing
acters for as long as possible. When they are no lon
to turn them into lycanthropes. Any member of the
ger able to conceal their presence, the wereravens
Scarlet Sash who bestows the "gift" of wereraven
-
lycanthropy on a character becomes responsible A change in air pressure causes the door to area C3
for that character's conduct in the eyes of the other to swing open, and the characters hear a whisper
members of the kindness; therefore, the decision to coming from that direction. Characters who have a
bestow the gift is not made lightly. passive Wisdom (Perception) score of 14 or higher
Getting the endorsement of Scarlet Sash mem hear what sounds like a man whispering, "I can't get
bers isn't as simple as succeeding on an ability out." To others, the whisper is unintelligible.
check. Earning the trust and friendship of the were The crates and barrels are empty. The old furni
ravens should require good roleplaying, and it could ture includes six chairs, two hutches, an ottoman,
take days, weeks, or months for members of the an empty cabinet, a desk sized for a child, and a
Scarlet Sash to trust any characters enough to wel coat rack.
come them into their tight-knit circle.
Members of the Scarlet Sash have no obligations C2 . SERVANTS' QUARTERS
other than to support the group's goal of keeping The door to this room is closed and stuck, having
evil items out of evil hands. Madrina asks only that swollen in its frame. A creature can use an action to
members visit Chalet Brantifax on occasion and try to force it open, doing so with a successful DC
keep her apprised of their efforts in this regard. 13 Strength check.
A character who joins the Scarlet Sash can leave
the kindness at any time without fear of reprisal. This col d , windowless room contains a p a i r of wood
If subjected to a greater restoration spell, a remove framed beds, two n a rrow ward robes, and a n o l d
curse spell, or any other magic that ends a curse,
rug. M o u nted o n t h e east wa l l between t h e beds i s a
that character is no longer afflicted with wereraven
woode n shelf su p po rt i n g a pair of candlesticks. The
lycanthropy but can choose to remain a member of
the Scarlet Sash. candles i n them are u n lit.
E N C OU N T E R L O C AT I O N S
This room served as living quarters for the baron's
Chalet Brantifax stands atop a high hill overlooking cook and the chalet's groundskeeper. The ward
fog-shrouded scrubland. It has brick walls, sturdy robes are empty, and anything of value in the room
wooden doors with rusty iron hinges and fittings, was removed long ago.
oak floors between levels, and clay roof tiles. The
wereravens come and go through holes in the roof C 3 . HAUNTED WELL
of the attic (areas C16 and Cl 7). The chalet's doors
are unlocked, although the outer door (see area C4) T h e o n ly feature o f t h i s d a m p, co l d , circular roo m is a
can be barred from within. Most of the windows
fou r-foot-d iameter well i n the m i d d l e of the floor. N ext
are encrusted with dirt and have drapes or wooden
to this shaft s its a wooden bucket fastened to a coiled
shutters in poor condition.
The elements have gained a foothold inside the length of rope.
chalet, causing plaster to peel, wood to rot, metal fix The bottom of the shaft is veiled in darkness. From
tures to rust, and floors to bow and creak. Whatever its depths, a whisperi n g voice says, " Brom! Where a re
grandeur the chalet possessed in its heyday is gone, you, boy?"
replaced by the sight and stench of mold and decay.
The following locations are keyed to the map of
Chalet Brantifax. After the death of Brorn, his beloved mastiff, Baron
Brantifax was beset by spells of sleepwalking,
C l . STORAGE CELLAR during which he would wander about the chalet
To reach this cellar, the characters must descend a looking for his lost hound. The servants mistook
flight of stone steps from area C4. his sleepwalking for temporary madness brought
on by insomnia, and they assumed he was awake at
This col d , d a m p, oddly shaped cel l a r has a n ei ght the time. He was sleepwalking when he fell down
the well, and he drowned before the servants could
foot-high woode n cei li n g a n d a flagstone floor. The
get him out. The haunting whispers of his restless
wal l s are made of rough, m ortared bricks. Thick cob
spirit terrified the staff, who fled the chalet shortly
webs cover crates, barrels, a n d old fu r n it u re stacked thereafter. The baron's spirit is too weak to manifest
against the north wal l . To the south a re a p a i r of physically or cause any harm.
closed woode n doors. The door farthest from you The rough brick walls of the well shaft can be
swings open on rusty h i n ges, a n d beyon d it you see a climbed with a successful DC 1 1 Strength (Athlet
s m a l l e r, a l most sepulchral cham ber.
ics) check. The shaft descends 60 feet to a flooded
cistern 10 feet deep and 10 feet in diameter.
�AVEN
GROUlfD FLOOR SECOlfD FLOOR
. .,.. : ·· ··�::·· .
CELLAR
THIRD FLOOR
. , ... . ·� -- - �. .: .
CHALET BRAHTIFAX
1 square 5 feet
=
Treasure. Any character who spends at least 1 5 Two harmless moths fly out of the cloak if the
minutes searching the bottom o f the well's cistern garment is disturbed. One of the cloak's pockets
finds a holy symbol of Sune (god of love and beauty) contains a rusty iron key that unlocks the padlock
on a gold chain. The item is worth 25 gp and dou in area C 16.
bles as a cameo. It contains a tiny portrait of the
baron's wife, whom the characters might recognize C5. DEN
from the larger framed portrait in area Cl 7. If this
cameo is reunited with the baron (whose remains L i g h t enters this spacious room through a bu lge i n the
are interred in area C9), the baron's spirit is laid n orth wa l l , where cracked and broken wi ndows look
to rest, and each character responsible for this act
out over a foggy vale. D u sty s heets cover most of the
gains a charm ofheroism (see "Supernatural Gifts"
room's fu rnishi ngs. Cobwebs stretch between the a nt
in the Dungeon Master's Guide).
lers, wolf heads, a n d other h u nti n g trophies mou nted
C4. C LOAKROO M o n the walls above the wainscoting. A pale rectangle
The door leading outside has a wooden crossbar a bove the l arge fi re place suggests that a pictu re or a
that can be lowered into iron brackets on either side
m i rror once h u n g there.
of the doorframe, sealing the door from the inside.
A creature can use an action to try to break down
this barred door, doing so with a successful DC 23 Baron Brantifax liked to hunt. From time to time,
Strength check. the baron invited other hunters to join him and his
hound on his merry hunts, after which they would
R u sty i ro n hooks l i n e the wal l s of this entrance foyer.
socialize and wait for meals here. Although the tro
phies testify to the baron's hunting skills, nothing
H a nging from two of these hooks are a shovel a n d
in the den is particularly valuable. A painting of the
a rake. A d u sty c l o a k is d ra ped over a h o o k next t o a baron and his wife once hung above the fireplace,
rou n d -topped door in the south wa l l . but the servants took it down and moved it to the
attic (area Cl 7) after the baron died.
B O O K O F THE R AV E N
A creaky wooden staircase with a beautifully The harp and the table, though obviously valuable,
carved banister climbs to a landing outside the are heavy and awkward to transport.
parlor (area C8). Near the stairs is a partially open The wereravens removed the sheets that covered
door through which the kitchen (area C7) can be the furniture in this room so that they could use the
seen. A short hallway connects to the dining room space from time to time. They left the sheets in a
(area C6). heap by the spiral staircase.
C 6 . D I N I N G ROOM C 9 . GRAVEYARD
This c i rc u l a r c h a m ber at the base of the tower con A seven -foot-ta l l wrought i ro n fence encloses a s m a l l
t a i n s a l arge o a k d i n i n g table s u rrou nded by six high graveyard south o f t h e chalet. Set i nto t h e north s i d e
backed chairs carved with i mages of stags. S u s pended of the enclosure is a gate w i t h the name B R A N T I FAX
above the table is a gaudy chandelier tied off with worked i n to an a rch above it. In the yard are fou r
ropes. Pudd les of water o n the flagstone floor are the graves, each m arked with a n en graved headstone.
res u lt of moisture see p i n g i n through t h ree n a rrow,
broken windows eve n l y s paced a ro u n d the tower wa l l . The elements have eroded the lettering on the head
A fi re place s e t i nto t h e wal l is b l ackened b y soot. stones, so characters must be within 5 feet of one
to read its weather-worn inscription. From north to
south, the headstone engravings (in Common) read
A search of the room yields nothing of value. Mem
as follows:
bers of the Scarlet Sash don't use this room very
often, so there are no signs of traffic or other recent BARON BRANTIFAX
disturbances. Husband, Father, Hunter
BRO RN
The ghostly scent of meals past sti l l h a u nts this
Hound of Bran tijax
kitchen, forever trapped i n the wood of its tables, the
soot in its hearth, a n d the gri m e i n its pots, many Faithful to the End
this s ize can be found here, i nc l u d i n g d i s h -fi l led cup Our Pride and joy
boards , cleaning s u p plies, and coo k i n g utensils. M ice Lost Too Soon
scu rry across the floor, trying their best to avoid you.
SYLPHENE
Beloved Da ughter
It's clear that the kitchen still sees use. Members of
the Scarlet Sash store rations and spices in some May She Find Peace at Last
- -
B O O K OF T H E R AV E N
Treasure. Baron Brantifax had no heirs when he • The baron loved his trusty mastiff, Brom, as much
died, so he was buried with his gold signet ring (25 as he did his wife and children. The baroness dis
gp), which bears the silhouette of a stag. liked it when the baron fed the hound scraps from
Using the Shadow Crossing. Sylphene's grave is the dining table.
a shadow crossing, which the characters can use • The baroness felt too isolated at the chalet. She
without offending members of the Scarlet Sash. much preferred the trappings of civilization and
Characters who befriend the wereravens can learn city life.
how the shadow crossing works (see the "Shadow • Sylphene, the couple's firstborn daughter, was
Crossing" section at the end of the adventure). bedridden, having been born with terrible physical
deformities. The baroness was glad that Sylphene
ClO. GUE ST ROO M could be housed in the chalet, to keep her far from
The door to this room is open. the public's eye. A nursemaid was hired to watch
over the child while the baroness was away. The
T h i s bed room hasn't been d istu rbed in years, as baroness describes Sylphene's death at the age of
evide nced by the thick d u st and cobwebs covering six as "merciful," and there's some indication that
the baroness had a hand in it.
everyt h i ng.
• Heluthe, the younger daughter of the baron and
baroness, was a tomboy-more like her father
Furnishings include a narrow bed with a moldy mat than her mother. Heluthe was slain on her ninth
tress and an elegantly carved headboard, an empty birthday, killed by a wolf while out hunting with
wooden dresser, a nightstand, a coat rack, and a her father. The baroness doesn't blame her hus
padded armchair. An oval mirror hangs on the wall band for Heluthe's death, but neither does she
next to the door. absolve him of his guilt.
• Both daughters were buried in the chalet's grave
Cll. GU E ST ROO M yard, at the baron's insistence. In her final journal
This room i s similar t o area ClO, except that its entry, the baroness speaks of "evil whispers" in
door is closed. the graveyard and makes plans to leave Chalet
Brantifax, vowing never to return.
Cl2. STUDY
Cl3. MASTER B E DROOM
Aga i n st the west wa l l sta n d s a handsome rolltop desk,
n orth of wh ich two leather- padded armchairs face This spacious bed room has wa l l s decorated with
a fi replace ca rved with i mages of wolves and stags. wa i n scot i n g and rusty oil lamps. A fou r- poster sta n d s
D ra ped over each chair is a wolf s k i n . A n a rrow s p i ral a g a i n s t the s o u t h wal l , i t s bed posts carved to look l i ke
staircase choked with cobwebs winds up the east wal l . stags a n d wolves. Opposite the bed is a stone hearth
with a b lack marble m a ntel that has a pair of elk ant
The spiral staircase leads u p t o the attic nursey lers m o u nted above it. A bare, d ust-covered writing
(area C 1 5). The staircase hasn't been used in years. desk i s set against the west wal l under a pair of tall
The rolltop desk is locked, and its key is missing. w i n d ows fla n ked by b u rg u n d y d rapes. Other fu rnish
A character can use an action to try to pick the lock i ngs i nclude a tall ward robe i n the n o rtheast corner
using thieves' tools, doing so with a successful DC and a n e m pty dog kennel in the southeast corner.
13 Dexterity check. A character can also smash the
desk's lock with a blunt weapon.
The desk holds a set of calligrapher's supplies and The wereravens share this room, which belonged
a leather-covered journal with a stylized wolf's head to Baron Brantifax and his wife. The bed is the only
on the front cover. The journal belongs to Baron piece of furniture that's bolted to the floor, as one of
Brantifax's wife and contains her delicate hand its bedposts unlocks a nearby secret door.
writing. In it, she describes her visits to the chalet, Secret Door. Characters who search the room for
which she hated, and the tribulations of her daugh secret doors find one along the southwest wall. The
ters, whom she adored. Any character who spends bedpost closest to the secret door can be twisted
an hour reading the journal learns the following: counterclockwise; doing so causes the secret door
to swing open, revealing area C14 beyond. A charac
• Baron Brantifax was an avid hunter and often
ter can use an action to try to open the secret door
invited guests to the chalet to hunt with him.
using thieves' tools, doing so with a successful DC
The baroness admired his generous nature and
15 Dexterity check.
his vigor.
B O O K OF T H E R AV E N
C l 4 . BARON ' S L OFT
Members of the Scarlet Sash gather in this part
of the tower to hatch their secret plans (see "The
Scarlet Sash" earlier in the adventure). If they are
here when the characters arrive, note their presence
before reading the boxed text to the players:
B O O K OF T H E R AV E N
C l 5 . ATTIC NURSERY bludgeoning weapon. A character can use an action
to try to pick the lock using thieves' tools, doing so
with a successful DC 1 2 Dexterity check. The trunk
This attic has a peaked roof that slopes d own toward
contains some of Baron Brantifax's hunting para
the east and west. Dust b l a n kets everyth i n g in the phernalia: a suit of studded leather armor sized for
room , i n c l u d i n g a stone hearth i n the m i d d l e of the a portly adult human, a leather helm, a heavy cross
north wal l , a n oval m i rror mou nted above it, and an bow, a wooden case with the monogram B.B., and
oval rug o n the floor. Agai n st the west wa l l , half h i d two hunting traps. The wooden case contains fifteen
den beh i n d curta i n s of cobwebs, is a b e d sized for a crossbow bolts with crimson fletching.
Wardrobes. Members of the Scarlet Sash come
you n g child, a rock i n g chair, a shelf li ned with d o l l s,
here and hang up their robes and sashes before tak
a n d a was h basin. A niche to the south conta i n s a
ing raven form, storing them and their extra clothes
s m a l l wooden cradle, a wooden p laype n , a n d a win in the wardrobes and using the holes in the roof as
d ow box. S u s pended a bove the playpen is a m o b i l e their principal way of entering and exiting the cha
made of colorfu l ly pai nted fish o n the ends o f hooks. let. Characters who search the wardrobes find five
dusty black robes, five pairs of leather sandals, and
five scarlet sashes.
Baron Brantifax had two daughters, both of whom
died young (see area C 1 2 for more information). Cl7. STORAGE ATTIC
This room was set aside for them. If characters
disturb any of the dolls on the shelf, the spirit of
You can see the sky through two l arge holes i n the
Sylphene manifests in the room as a poltergeist that
uses the specter stat block, with the modifications peaked roof of this attic. M uch of the a rea has fa l len
in the "Variant: Poltergeist" sidebar that appears p rey to the elements, causing the objects stored
alongside the stat block in the Monster Manual. It here to rot. The roo m is fi l led with old chairs, tables,
tries to frighten away the characters and discourage benches, h u nting trophies, rol l e d - u p rugs, a sta n d i n g
further exploration of the nursery. m i rror, and similar u n wa nted decor. Lea n i n g against
C l 6 . SERVANTS ' ATTIC the east wal l are six fl at, recta n g u l a r objects wrapped
The door that closes off this room from the stair i n ca nvas s heets-framed pict u res or m i rrors, one
case is stuck, having swollen in its frame. A creature m ight vent u re to guess.
can use an action to try to shoulder it open, doing so
with a successful DC 1 3 Strength check.
As the characters search this room, a tiny bird flut
ters out of hiding and flees through a hole in the
Two gaping holes in the peaked roof expose this attic roof. The bird is harmless.
to the elements. S hattered clay roof tiles, spli nters of Treasure. The framed objects wrapped in canvas
wood, d ry leaves, a n d b i rd d ro p p i n gs cover the floor, are two gilt-framed mirrors, one of which is cracked,
which has begun to rot in a n u m be r of p laces. The and four wood-framed oil paintings. The unbroken
mirror is worth 50 gp, as is each painting.
rafters are home to several birds' nests formed out of
One painting depicts three deer grazing on a hill
twigs and straw.
top, backlit by the dawn. Another shows a gray mas
Two woode n bed fra mes stand aga i n st the north tiff with a dead duck in its mouth. A third depicts
wal l . B u i lt i nto the window box between them is a an armored human knight on a hippogriff, both
wooden storage tru n k sealed with a rusty padlock. shown in profile; the knight's shield bears the holy
Other fu rnishings in the roo m include a pair of tall , symbol of Torm (god of courage and self-sacrifice).
n arrow ward robes. The fourth painting is a portrait of Baron Brantifax
seated in a chair, with a gray mastiff sleeping at his
feet, and his wife standing by his side. Brantifax is
The floor groans and creaks ominously when depicted as a stout, well-dressed man in his fifties,
stepped on, but it's not in danger of collapsing. with bags under his eyes. The baroness is shown as
One of the beds belonged to the baron's personal a tall, thin woman in her fifties. One of her hands
valet and hunting companion; the other was used rests gently on the baron's shoulder, while the other
by a maid. grasps a small bouquet of roses. The painting ex
Padlocked Trunk. The padlock on the window pertly captures the nobles' aristocratic bearing and
box storage trunk can be opened using the key the genuine love they bore for each other.
found in area C4 or smashed with a solid hit from a
B O O K OF T H E RAVEN
· � If the gargoyles are destroyed or if the characters
r
•
HARRN M AU S OLEUM
Beyond the mausoleum's unlocked gate lies a cen
tral chamber strewn with the skulls and bones of
three warhorses that were entombed here with their
riders. Two of the mausoleum's three sarcophagi
1 square 5 feet
=
are closed and contain inanimate human bones.
:!i\.____
The third is open, its lid lying broken on the floor
behind it. This sarcophagus, which once held the
corpse of Drovath Harrn, now appears to be empty.
SHADOW C RO SSING Treasure. A hidden compartment in the base of
Sylphene, the baron's deformed daughter, was a tor the open sarcophagus can be found with a success
tured soul. After she was interred, her grave became ful DC 1 3 Wisdom (Perception) check; it contains
a shadow crossing-a gateway to the Shadowfell. Drovath's saddle ofthe cavalier, which he used when
To use this gate, the characters must first open he was alive. If the saddle is taken from the mau
Sylphene's grave and remove the coffin (see area soleum by anyone other than Drovath, the skeletal
C9). In the darkest hours of the night, fog leaches remains of the horses animate and rise as three
into the open grave and fills it. Any creature that warhorse skeletons to slay the thief.
lies down in the fog-filled grave at night is instantly
transported to a similar dug-up grave in the Shad BAC K TO THE MATERIAL PLANE
owfell. There's nothing on the Shadowfell side of Characters can use the shadow crossing to return to
the crossing as grand as Chalet Brantifax, but the Chalet Brantifax's graveyard, but only in the gloomy
topography is similar, with a matching burial site hours of the morning. Given the chance, however,
situated in the middle of a large necropolis full of members of the Scarlet Sash take the time to fill in
open graves, tilted headstones worn bare of inscrip Sylphene's grave, holding no hope of the characters'
tions, and plundered mausoleums. The necropolis, return. In a darkly humorous turn of events, charac
which is roughly circular and 300 feet in diameter, ters who use the shadow crossing to try to get back
is home to a host of creatures that attack the charac to Chalet Brantifax might find themselves buried
ters in waves: under six feet of earth! A character can use an ac
• Two gargoyles roost atop a stone mausoleum tion to try to crawl out of the grave, doing so with a
located 30 feet north of the shadow crossing. successful DC 1 3 Strength (Athletics) check.
The gargoyles have an unobstructed view of the Wereravens who are friendly toward the charac
entire necropolis and keep a close eye on the ters are eager to hear about their experience in the
shadow crossing. Shadowfell and can also provide a hook that leads
the characters to their next adventure, depending on
what direction you want the campaign to go next.
WERERAVEN
Medium humanoid (shapechanger)
Armor Class 1 2
Hit Points 3 1 (7d8)
Speed 30 ft. in h umanoid form; 10 ft. , fly 50 ft. in raven form;
30 ft., fly 50 ft. in hybrid form
B O O K OF T H E R AV E N
A N A DV E N T U R E F O R 4 T H - L E V E L C H A RA C T E R S
· · · --------�· �
A DEEP AND
ff5-REEPING DARKNESS -2
••
•
- WRITTEN BY SARAH MADSEN
D E V E L O P E D & E D I T E D BY M I C H E LE C A RT E R
•• •�
DEEP AND CREEPING DARKNESS CAM E TO
Candlekeep with another group of adven
turers, given to them by a villager who
found it among her grandfather's old pos
sessions. Her grandfather-a traveling bard in his
youth-claimed to have written it. Though appear
ing to be nothing more than a combination of diary
and penny dreadful, the book satisfied the require
ment of a unique work to grant that party entrance
to Candlekeep. It chronicles the death of a mountain
village called Vermeillon by slow, unknown means.
Following a terrible accident in the platinum mine,
survivors and other villagers began disappearing.
Eventually Vermeillon's population all vanished or
fled, leaving the village abandoned. (They never dis
A DEEP AND
covered the cause: a nest of meenlocks.)
C R E E P I N G D A R K N ESS
A D E E P AND C R E E P I N G D A R K N E S S
TH E B OR E D WEASEL ASTRA VORN
Lawful good half-elf florist (age 78)
A mid-range tavern and inn, the Bored Weasel
features a dining area that seats forty people com Astra has pale skin, shoulder-length red hair
fortably, small bedrooms that have surprisingly soft streaked through with white, and cloudy blue eyes.
mattresses, and one tub that can be rented for baths They run a flower stall in the market. Friendly and
by the hour. The menu of tavern fare is simple but a bit wistful, Astra chats with anyone who stops at
satisfying; the establishment is best known for a their stall, as happy to hear the recent news as to
flavorful, piping-hot stew called Salty Fish Surprise. make a sale.
(Where the fish comes from is a mystery best left Astra was a child when their family left Vermeil
unsolved.) A large bowl of the stew costs 3 cp, while lon, so their knowledge of the forgotten village is
a small cup of it costs 1 cp. clouded by time and the hazy memories of the very
young. They remember the disaster at the mine,
LU KAS GROSVENOR bits of conversation overheard from adults talking
Neutral good human tavernkeeper (age 95) in hushed whispers, and the gossip of the other
Lukas is patient, though he suffers no fools. He has children. Astra's family fled the village when Astra's
a charming smile for anyone who gives him a kind mother began to experience nightmares.
word or a good tip. His hunched shoulders have only Personality Trait. "Gossip nourishes me like a
a hint of the strength they once had, and his hands spring rain, but I hate to hear or pass on bad news."
are callused from years of work. Ideal. "People are like flowers: Some grow best
Lukas lived in Vermeillon and worked there as a when left alone, others must be carefully culti
miner. His young wife, Lorna, died in the disaster. vated-and some need to be pruned back, lest they
He left after her death but before the disappear overtake the garden."
ances started. If the characters announce that Bond. "I am my own person, and I fiercely cher
they're heading to Vermeillon, he asks them to place ish my independence. I don't want to owe anyone
flowers on his wife's grave for him, and to find her anything."
old necklace in a hollow of the tree in the center of Flaw. "I love to talk, which means I don't always
the village and return it to him. Lukas can give them listen to what's really being said."
a rough map of the village, though he notes a lot can
change in seventy years.
Personality Trait. "Every since me wife died, my
life has been a dreary march toward death. I look
forward to death when it finally comes."
Ideal. "Hard work won't erase my losses, but it
goes a long way toward easing them."
Bond. "I've poured decades of hard work into the
Bored Weasel. It's all I have."
Flaw. "I become surly and irritable when con
fronted with things beyond my control."
TH E C E NTRAL MARKET
Maerin has a lovely open-air market in the center of
town. Semipermanent tables and tents throughout
the circular area allow space for carts and wag-
ons brought in by traveling merchants. Maerin
sits at the junction of three main roads. The
market surrounds the intersection, making
it a welcome stop for travelers of all types.
Jewelers, clothiers, bakers, farmers, and
occasionally enchanters and alchemists,
frequent the central market.
LUKAS GROSVENOR
A D E E P A N D C R E E P I N G DA R K N E S S
LU RKING DANGER
A nest of meenlocks lives in the mine outside the vil
lage. Though most of the creatures returned to the
Feywild once the village was empty, six meenlocks
(see the end of the adventure for their stat block)
remained to prey on lost travelers. When the charac
ters arrive in the village, these meenlocks become
aware of their presence and stalk them from a dis
tance, staying hidden in the shadows.
The meenlocks of Vermeillon include three that
spawned after the disaster in the mine, two that
were once villagers, and one that was a travel-
ing merchant who thought he'd found a shortcut
through the peaks. The three original meenlocks
stay within the nest, while the other three venture
into the village to torment the characters, either
individually or as a group. You can change the num
ber of meenlocks in in the village, depending on the
number of characters and their abilities.
As the party makes its way through the village,
the meenlocks try to remain unseen as they begin
to psychically haunt the characters, causing halluci
nations. Pick one character to target, or spread the
hallucinations between multiple party members. A
few suggestions:
• Characters see movement out of the corner of
their eyes, but when they turn to look, noth
ing is there.
A voice whispers indistinct words in their ears.
A terrified shriek splits the air.
• Shadows follow the characters, stretching out ab
TH E ROA D TO VER M E I LLON normally across the floor to reach for them.
Vermeillon lies nestled in the snowy mountain • Characters who view themselves in a reflection
peaks north of Maerin, three days' ride by horse. momentarily see the face of a lost loved one or a
The road from Maerin technically still exists, hated enemy instead of their own.
though it has fallen into disrepair and lacks guards • The hair on their arms and neck stands up, and
or patrols. Place whatever obstacles or threats the space between their shoulder blades itches.
you feel necessary to engage the characters: they They can't shake the feeling of being watched.
might face rampaging wildlife, marauding bandits,
NIGHTMARES
and weather and terrain challenges on the road to
Vermeillon. If the characters sleep in the village, the meenlocks
inflict nightmares on them. The characters dream of
being trapped in the suffocating darkness beneath
VERMEILLON piles of rock and rubble, unable to scream or move.
When the characters enter Vermeillon, read the fol After finishing a long rest, each character must
lowing boxed text to the players: make a DC 1 3 Wisdom saving throw. On a failed
save, the character gains 1 level of exhaustion.
The v i l lage is eerily q u iet. P l a nts a n d w i l d l ife h ave
PLAC E S OF I NTERE ST
overtaken the cru m bl i n g houses. Leafless vines cl i m b
rott i n g w a l l s , b i rd s a n d other s m a l l creatures n e s t i n Most of Vermeillon's buildings contain nothing but
decaying furniture and whatever belongings were
t h e exposed rafters , a n d gnarled trees protru d e fro m
left behind when the inhabitants fled, but a few loca
the fal l e n roofs of a few b u i l d i n gs . The overcast sky
tions hold treasure or hints to the village's demise.
adds a n air of o pp ression to the scene, seem i n g to The following locations are keyed to the map of
envelop the vil l age. Vermeillon.
it. O n the o pposite side of the roo m are two work The front door of the stonemason's home and work
benches with stools.
shop gapes open, with the remains of the door lying
several feet away and covered in long brown grass.
The roof has caved in, and remnants of rotting fur
Tormun and Blenyss left with the second wave of vil niture are visible through the open doorway. Blank
lagers. With their livelihood drying up before their headstones stand in front of the house, and one be
eyes and the hidden danger lurking in the village, side the doorway is engraved with the words "Tiris
the couple made the regretful decision to abandon Frosthair, Stonemason. Inquire at Back."
their shop, buying space on one of the last merchant At the back of the house, a covered work area
carts out. They took what they could fit on their holds more blank headstones and slabs of granite
backs, and they left their other possessions behind and marble. Rusted carving tools hang from the
and hid their valuables in order to return and claim wall. A hammer and chisel lie on the ground beside
them later, which they never did. a half-finished headstone that reads:
Treasure. A successful DC 13 Intelligence (Inves
ADALYN GREEN
tigation) check reveals a false panel in the corner
of the floor. The false floor hides a steel shield with Mayyou alw
--
A D E E P A N D C R E E PI NG DA R K N E S S
DC 18 Wisdom (Survival): The scratches and tooth MAYOR D U VE Z I N 'S HOUSE
marks on the broken and empty containers lead
The furniture and belongings in the house remain
one to conclude they were damaged by animals.
in their customary places, the beds made and the
DC 15 Intelligence (Investigation): The driver's
desks arranged neatly under a thick layer of dust.
seat lifts up to reveal a compartment. Inside this
The house served as both the home of the mayor
compartment is a pouch containing 15 gp and a
and the center of government. Meals were prepared
ledger listing sales in settlements around the area.
in the village and brought to the manor, and the ser
vants slept in nearby cottages.
TR AG I C TRA N S F O R M AT I O N
The house hides clues to the death of the village,
M ayor Lei D uvezi n was taken i n t h e night a n d trans
for characters who take the time to look. If any
formed i nto a meenlock. The meenlock that was once
M ayor D uvezi n now l u rks around the mayor's m a n characters are left behind in a room on their own, or
sion, d rawn there by l i ngering memories, and it takes if the party splits up to search the house, that's an
any o p portu n ity to attack characters i n the house. ideal time for a meenlock encounter.
The meen lock shed its clot h i n g a n d other tra p p i n gs
of its former life once the transformation was com Hl. ENTRYWAY
plete, but it sti l l wears the mayor's ring of office: a n or
nate platin u m signet ring em bossed with a snowd rop
blossom (75 gp). The characters can recover the ring Dust covers everyt h i n g i n t h i s wide h a l lway. M ot h
u po n the meen lock's death o r notice it during com bat eaten cloaks h a n g from h ooks o n the left- hand wal l .
with a successful DC 1 8 Wisdom (Perception) check. To the left and the right, h a l lways branch o ff i nto the
The ring offers a h i nt to the fate of the mayor, and also
serves as a potential plot h ook if the characters decide gloom. Ahead, a stai rway leads up to the second floor,
to track down the mayor's c h i l d re n to return the item a n d a door stands beneath the stairs, seemingly lead
and give them closure o n their m other's fate. ing to the back yard .
1 1111 '11111
refreshments during the meetings, is bare. The
shelves in it hold glass tumblers, wine glasses, and
small china plates, all covered with dust and rodent
droppings.
Treasure. The bookshelf holds old and worn
books, a small framed watercolor painting of a
mountain range (2 gp), and a chunk of raw platinum H1
l
ore from the mine (25 gp).
�
H3. MEETING ROOM
1 square = 5 feet
H5. PARLOR
This room i s bare except for the furniture and a
faded oil painting that depicts Mayor Lei Duvezin,
The parlor i s e m pty except for fou r w i ngback chairs
a dark-skinned woman dressed in a cream-colored
situated along the left- hand wal l a n d a desk in the
frock coat with a pale green cravat at her throat.
Her dark hair is pulled up in an intricate twist, and right-hand corner beside the window. A fi replace d o m
she wears delicate platinum and diamond earrings. i n ates t h e southeast corner.
Her hands are folded in her lap. One finger bears a
heavy platinum signet ring, inscribed with a snow
Once a waiting area for villagers hoping to see the
drop blossom.
mayor, this room holds little of interest. The chairs
H4 . DINING ROOM are infested with rodents; mouse holes and drop
pings are obvious with a simple glance. The desk
on the front wall was available for public use and
This roo m holds a rectan g u l a r table with eight chairs. did not hold any personal papers. A few crumbling
A s i deboard sits against the fa r wal l , with d usty ce sheets of blank parchment, a quill, and a dried-up
ra m i c serving d ishes a n d bow l s atop it. A fi replace i s inkwell remain here.
i n t h e fa r corner.
H 6 . UPSTAIRS LANDING
This room was used mainly for dinner parties and A n open l a n d i n g waits at the top of the stairs. Four
family meals. A search reveals ceramic plates,
cl osed d oors lie before you, a n d a l a rge entryway
bowls, and teacups with saucers in the sideboard
cabinets, as well as flatware and serving utensils in gapes fro m across the h a l l to the south.
The doors to the bedrooms are shut but unlocked. Since the village's business was conducted o n the
In the middle of the south wall is a open doorway to first floor of the mansion, the mayor and her wife
the library (area H9). spent their personal time in this room. The shelves
hold books of all sorts, from tomes on history and
H7. DAUGHTER'S BEDROOM treatises on business to thin volumes of folktales
and grand, sweeping novels. An entire section on
This dim roo m holds noth i n g b ut a bed , pa rtially arcane theory includes books about the other planes
coated i n debris from the colla psed c h i m ney. Cold a i r of existence. If you so desire, the library can include
books relevant to other plots in your campaign.
gusts i n t h rough the gaps.
Several open books lie on the table, with notes
scribbled on bits of paper stuck between their
This room belonged to the mayor's daughter, Nia. It pages. The topics include the effects of physical and
contains nothing of interest. emotional trauma, nightmares, and mysterious dis
appearances. Seemingly out of place in comparison
H8. MASTER BEDROOM to the other topics, a book about the Feywild and its
sundry creatures holds a single note, written in a
A d o u b l e bed sits beneath the w i n dows along the fa r shaky hand. It reads: Could this be the answer?
wall. A fi replace occu pies one corner, a n d a win dow The note marks a page with an entry on meen
locks, which includes the following information:
looks out onto the front yard.
• Meenlocks are corrupted fey creatures that spon
taneously manifest in response to fear in places
This room belonged to Mayor Duvezin and her wife,
where the border with the Feywild is thin.
Tifra. A search of the room yields a pile of crumpled, • Meenlocks create more of their kind by transform
half-written letters on the fireplace mantelpiece, ing humanoids through a process of psychic tor
beseeching other nearby settlements for aid; among ment that takes hours or days.
them is a completed letter addressed to the mayor • Meenlocks live in subterranean nests.
of Maerin. This letter is stuffed in an envelope and • Meenlocks are sensitive to bright light and can
sealed shut with a bright red wax seal embossed sense shadows and darkness.
with an ornate snowdrop blossom; sticks of sealing
wax in various colors as well as quills, ink, and pa By the time Mayor Duvezin discovered this book,
per; and the journal of Mayor Lei Duvezin. she was already being harried by the meenlocks.
The journal chronicles the disaster at the mine They took her shortly afterward.
l ]
and the village's anguish at so many victims. The
HlO. GUEST BEDROOM
mayor recounts the rescue efforts in the following
days, and how they had to stop the search due to
fears of more cave-ins if they attempted to remove Em pty except for a bed and a fi replace, this room is
any more of the rubble, even with miners still miss cold a n d has an a i r of l o n e l i ness a bout it.
ing. She writes of villagers going missing in the
night, of her helplessness, and of stubbornly staying
on, determined to find the missing villagers while Intended as a guest bedroom, this chamber rarely
Tifra and their two children, Tavin and Nia, evacu saw much use.
ated to Maerin. The last few pages speak of the may
H l l . SON'S BEDROOM
or's nightmares, of her creeping fear and waking in
the night, soaked in sweat, with lingering screams
echoing in her ears. This bed room has a tall chest of d rawers made of dark
wood i n the corner across from the door. Farther i nto
H9. LIBRARY
the roo m , a s m a l l desk sits between two windows,
with a large bed to the left of it. The sheets a n d blan
S helves fi l led with books l i n e the wa l l s of this l i bra ry, kets o n the bed a re rumpled. O n e moth-eaten p i l low
a n d fo u r wi n gback chairs sit a ro u n d a low table in the lies o n the floor beside it, the other o n the mattress
center of the room . The wide bank of w i n d ows in the where it belongs.
south wall afford s a panora m i c view of the d i l a p idated
houses beyon d the twisti n g branches of the tree in the
Under the bed is a small stuffed toy bugbear, full of
front yard.
holes and with its stuffing removed by the resident
rodents. It belonged to the mayor's son, Tavin.
A D E E P A N D C RE E PI N G D A R K N E S S
P LAT I N U M M I N E The main tunnel heads into the mountain, ending
at a pile of rubble left over from the cave-in. Sec
A gaping hole i n the mountainside northeast of the
ondary hallways branch off to the left and the right.
village marks the entrance to the platinum mine.
The meenlocks, having watched the characters in
Several carts sit outside the cavern. One is filled
the village, escalate their psychic torment when the
with rock and dirt pulled from the mine, the others
characters enter the mine.
piled with large beams of wood-new supports that
Each character who enters the mine must succeed
were never installed after the collapse.
on a DC 14 Wisdom saving throw or have disadvan
If the characters explore during the day, the first
tage on Intelligence and Wisdom checks from being
30 feet inside the mine are dimly lit, and anything
distracted by whispers, shifting movement, and
beyond 30 feet is in darkness. Cart wheels have
other hallucinations while inside the mine.
carved shallow ruts in the dirt floor leading to the
back of the mine, where the cave-in was never fully M2 . SOUTHERN WING
excavated. Smaller tunnels branch off from the
main shaft. The entrance to the meenlock tunnel
This t u n nel ends at a s m a l l chamber that holds worn
opens near the site of the accident.
The following locations are keyed to the map of picks, rusty shovels, and two hand carts fi lled with
the platinum mine. debris and rags.
A D E E P A N D C R E E PI N G DA R K N E S S
mine by the meenlocks' unwholesome presence and another strange effect; i f the check succeeds by 4 or
attack all creatures except the meenlocks. more, the character pieces together the clues, if they
haven't done so already, and realizes that meenlocks
M3. NORTHERN WING created the moss-covered tunnels.
The o p e n i n g of this t u n n e l i s nearly circular. Black d a m pness o f t h e tunnels i s pronou nced i n here. Mois
moss covers the wal l s , fl oor, a n d cei l i n g of the tun nel ture leaches through the moss cei l i n g above, for m i n g
as fa r as you can see. With i n this t u n n e l are severa l fat d roplets that fa l l i nto pools of d a r k water arou n d
branches, a l l of them covered i n the same b l ack moss. t h e cham ber. A s h a r p scent of m i nerals fi l l s t h e a i r a n d
m ixes w i t h t h e earthy s m e l l o f t h e moss. T h e sound
of dripping doesn't echo, but is i mmediately d u l led by
The notable aspect of this tunnel is the uniform
the moss-carpeted su rfaces.
layer of black moss over everything. Characters
who scrape the moss away from the rock see that
the walls are smooth, not rough-carved by pick and The pools here vary in depth: the smaller ones are a
shovel like the rest of the mine. Because the meen few inches deep, and the larger pools measure 2 feet
lock tunnels spontaneously manifested rather than at their deepest. In the subterranean darkness, the
being dug out, there are no scratch marks or signs pools look black. Light sources reflect off the water
of excavation on the walls, floor, or ceiling here. The as if it were a dark mirror, and the characters are
moss muffles all sound, causing a lack of echoes unable to see below the surface.
and creating a sense of claustrophobia. This is another ideal ambush location for the
A successful DC 14 Intelligence (Arcana or meenlocks or, if you want to shake things up a bit,
Nature) check reveals that the tunnels were not for a black pudding or other ooze to lurk on the sur
created by hand, claw, or tool, but rather by magic or face of one of the pools like an oil slick.
--
A D E E P A N D C R E E P I N G DA R K N E S S
M9. TRANSFORMATION CHAMBER
PASSAG E I N TO T H E FEYW I L D
M ee nlocks manifest where t h e Feywi ld's i nfluence
New scents greet you here: the m usty fu n k of d ecay is strong. A shal low lake on the m o u ntainside above
i n g fabric and o l d fu rs, and the smell of rot l in gering the meen lock l a i r (di rectly above area M8) is fed by a
stream that beco m es a river when s u m mer melts the
i n the stagnant a i r. Thick p i l l a rs of moss-covered s now. When the fu l l moon hangs i n the n ight s ky, the
stone s u p port the twenty-foot-high cei l i n g, a n d waist lake becomes a fey cross i n g. Anyone who com pletely
high stone slabs d ot the cavern. s u bmerges in the icy waters d u r i n g this time su rfaces
in the Feywil d .
The meenlocks bring their victims here to be tor takes 22 (4dl0) bludgeoning damage, falls prone,
mented and transformed. The stone slabs are coated and is restrained by the rubble and unable to stand
with blood and filth-the result of mortals being laid up; on a successful save, the creature takes half
out for days of torture. Any party members taken as much damage and isn't trapped in the rubble
by the meenlocks are here, paralyzed on one of the or knocked prone. A creature can use its action to
slabs if they haven't already been transformed (see attempt to free itself or another creature trapped
the "Telepathic Torment" sidebar at the end of the under the rubble within its reach, doing so with a
adventure). Any remaining meenlocks attack when successful DC 20 Strength (Athletics) check. Meen
the party reaches the center of this room. locks that flee return the next night to see what
Dynamite Trap. The miners-turned-meenlocks they've caught in their trap.
used remnants of their knowledge to rig explosives Old Remains. The remnants of other victims lie
on the four pillars in this room. Attached to each on the south side of the room, decades of belong
pillar is a stick of dynamite with a long fuse lead ings shed by transformed meenlocks and left to
ing to a plunger trigger. Any character who has a rot. Heaped piles of bones, clothing, boots, rusted
passive Wisdom (Perception) score of 18 or higher blades, and splintered bows and arrows rest within
spots a candle-like object attached to each pillar, the recessed portions of the walls.
partially hidden beneath the moss. A character who Treasure. Most of the items in the refuse piles
closely examines a pillar spots the dynamite stick are worthless after rotting in the damp and dark
and the fuse leading from it with a successful DC for years. A thorough search reveals 50 gp, an ivory
14 Wisdom (Perception) check. A character can cut drinking horn with platinum filigree (1 20 gp), and a
a fuse as an action (no ability check required). If a set of goggles ofnight.
dynamite stick takes damage from any source, it ex
plodes (as described below).
The meenlocks trigger the explosives as a last
FATE OF VERMEILLON
If the party clears out the nest of meenlocks and
resort. If a meenlock starts its turn with 10 hit
informs the citizens of Maerin, settlers restore
points or fewer, it moves to the nearest trigger, uses
the village of Vermeillon and the mine eventually
its action to set off the explosion, and then uses its
begins production again. The new villagers treat
Shadow Teleport bonus action to escape. The pillar
the characters as local heroes. As news travels,
is destroyed in the explosion. The last meenlock
Tormun and Blenyss eventually hear of the village's
detonates any remaining pillars before it flees. Any
resurrection and return to restart their shop, unable
creature within 5 feet of an exploding dynamite
to pass up the opportunity of being so close to a
stick must make a DC 1 2 Dexterity saving throw,
platinum mine.
taking 10 (3d6) bludgeoning damage on a failed
If the meenlocks survive, travelers continue to
save, or half as much damage on a successful one.
go missing if they attempt to take the road through
If all four pillars are destroyed, the cavern's ceiling
Vermeillon. The number of meenlocks in the nest
partially collapses. Each creature in the cavern
grows to eventually threaten the town of Maerin.
when the collapse occurs must make a DC 1 5 Dex
terity saving throw. On a failed save, the creature
- --
A D E E P A N D C RE E P I N G DARKN E S S
MEENLO C K
Meenlocks are cruel fey that invoke terror and seek
to destroy all that is good, innocent, and beautiful.
They primarily live in forests, although they adapt
well to urban and subterranean settings.
Fear Incarnate. Meenlocks are spawned by fear.
Whenever fear overwhelms a creature in the Fey
wild, or in any other location where the Feywild's
influence is strong, one or more meenlocks might
spontaneously arise in the shadows or darkness
nearby. If more than one meenlock is born, a lair
also magically forms. The earth creaks and moans
as narrow, twisting tunnels open up within it. One
of these newly formed passageways serves as the
lair's only entrance and exit. Inside the warren,
black moss covers every surface, muffling sound. A
large central chamber serves as the meenlocks' den,
where they torment captives.
Dark DwelJers. A meenlock shuns bright light.
It can supernaturally sense areas of darkness and
shadow in its vicinity and thus is able to teleport
from one darkened space to another-enabling
it to sneak up on its prey and run away when
outmatched.
Telepathic Tormentors. Meenlocks have no form
of communication other than telepathy. They can
Armor Class 1 5 (natural armor) use it to project unsettling hallucinations into the
H it Points 31 ( 7d 6 + 7) minds of their prey. These hallucinations take the
Speed 30 ft.
form of terrible whispers or fleeting movements just
STR DEX CON INT WIS CHA at the edges of one's peripheral vision.
6 (-2) 15 (+2) 1 2 (+l) 11 (+O) 10 (+O) 8 (-1) During the day, meenlocks confine themselves to
their dark warrens. At night, they crawl out of their
Skills Perception +4, Stealth +6, Survival +2 tunnels to torment sleeping prey (see the "Tele
Condition Immunities frightened
Senses darkvision 1 20 ft., passive Perception 1 4 pathic Torment" sidebar).
Languages telepathy 1 20 ft .
Challenge Rating 2 (450 XP) Proficiency Bonus +2 TE L E PAT H I C TOR M E N T
U p t o fou r m ee nl ocks c a n telepathically torment one
Fear Aura. Any beast or humanoid that starts its turn withi n 1 0
i ncapacitated creature, fi l l i n g its mind with d isturbing
feet of the meenlock must succeed o n a DC 1 1 Wisdom saving sounds and d readful i magery. Participating meenlocks
th row or be frightened until the start ofthe creature's next turn. can 't use their telepathy for any other p u r pose d u ri n g
t h i s t i m e , though they c a n move about and take ac
Light Sensitivity. While in bright l ight, the meen lock has dis tions and reactions as normal. This torment has no
advantage on attack rolls, as well as on Wisdom (Perception) effect on a creature that is i m m u n e to the frightened
checks that rely on sight. con d ition. I f the creature i s s u sceptible and rem a i n s
i ncapacitated fo r l h o u r, t h e creature m ust m ake a
ACTIONS Wisdom saving th row, t a k i n g 1 0 (3d6) psychic d a m age
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. on a failed save, or half as much d a mage on a success
Hit: 7 (2d4 + 2) slashing damage, and if the target is a creature, fu l one. The save DC is equal to 10 + the n u m ber of
it must succeed on a DC 1 1 Constitution saving throw or be meenlocks participating in the torment, considering
paralyzed for l m inute. The target can repeat the saving throw only those that remain with i n sight of the victim for the
at the end of each of its turns, ending the effect on itself on entire h o u r and a ren't incapacitated d u ri n g it. The pro
a success. cess can be repeated. A h u manoid that d rops to 0 hit
points as a result of this d a mage i n stantly transforms
BON US ACT IONS i nto a meen lock at ful l health and under the D M 's con
Shadow Teleport (Recharge 5-6). The meenlock teleports to an trol. Only a wish spell o r divine i ntervention can restore
u noccupied space within 30 feet of it, provided that both the a transformed creature to its former state.
space it's teleportin g from and its destination are in dim light
or darkness. The destination need not be within line of sight.
-- -
AN A D V E N T U R E F O R 4T H - L E V E L C H A R A C T E R S
u
· · · ------- · .... -··
D E V E L O P E D & E D I T E D B Y M I C H E LE C A RT E R
SHEMSHIM£
silver music box set into the book's spine is heavily
dented at one end.
Causes grief; aroids the blame The book has no pages in the typical sense, but
SHEMSHIM[
it opens to reveal a pop-up cutaway illustration of a
quaint watermill made of painted panels of wood,
tin, canvas, and leather. It's a clockwork device
designed to animate four separate scenes while a
See a dog that tnows how to heel music box built into the book's spine plays a metallic
tune that implants a rhyme in the minds of those
flerer heeds plea nor command who hear it (see the accompanying handout). The
Mother gare it a tasty meal mechanized scenes feature cutout figurines of mem
bers of a family dying in a series of grisly ways as a
Dog chose instead to eat her hand shadowy figure looks on. The images are as follows:
• A mother chops off the feet and ear of her husband
Does the shadow hare a name'! with a scythe.
The family dog bites off the mother's hand.
SHEMSHIME
•
BAC KGROUN D
See a son dc.>ing his chore Centuries ago, a family living in a remote water mill
endured a string of unfortunate events. A malevolent
Washing clothes for folt in town spirit called Shemshime attached itself to the family
Fell into the rirer' s roar and caused the "accidents." The daughter finally de
stroyed Shemshime by crushing it under a millstone
Sant to the bottom and drowned that had been blessed by a traveling halfling cleric
of Chauntea (god of agriculture).
The story became a local legend, a cautionary
Does the shadow hare a name'! tale meant to warn people to keep their attention on
SHEMSHIM[
their chores. When a traveling gnome bard heard
the tale, he was so intrigued that he set the story
Causes grief; aroids the blame down in the book, Shemshime's Bedtime Rhyme. By
doing so, he inadvertently created a conduit through
S HEMSHIM[ which Shemshime could return.
Yowen Pilt procured the book from an adventurer
who discovered it among the debris of a shipwreck.
He brought the mechanical book to Candlekeep,
where it has been ever since.
A KENKu's CURIOSITY CELLAR INHABITANTS
The kenku Avowed, Crinkle, loves to collect all
A handful o f people reside i n the Firefly Cellar while
kinds of curios and baubles. Shemshime's Bedtime
the task of restoring its collection is under way.
Rhyme, with its intricate mechanical workings and
charming music box, was too tempting to resist. VARNYR
After years as the Firefly Cellar's caretaker, she Chaotic good sun elf scribe (age 685)
discovered the book when it was selected to have its
Varnyr is a senior scribe who has spent centuries at
spine repaired as part of a restoration project involv
Candlekeep. She loves the books, which she cares
ing this part of Candlekeep.
for as though they were her grandchildren. She has
Before the adventurers arrive at the Firefly Cellar
little ambition to rise in the ranks of the Avowed,
at the beginning of the adventure, Crinkle brought
perfectly content as a senior scribe. She is hard
the book to her room (area Fl 1) and opened it. The
working and expects others to be as well.
music box started to play, and she became the sub
Varnyr was an adjutant when Shemshime's curse
ject of Shemshime's curse.
first came to Candlekeep, though she is unaware
The rhyme is presented in the accompanying
that the book was the cause of the madness.
handout. Until the music box is repaired, it always
Varnyr is a noble with the following changes:
skips back to the beginning of the song before play
ing the last stanza. That means the last stanza of • Varnyr speaks Common and Elvish, and she has
Shemshime's rhyme doesn't get implanted in the darkvision out to a range of 60 feet. She has ad
minds of those who hear the song until the music vantage on saving throws against being charmed,
box is fixed and the tune plays in its entirety. The and magic can't put her to sleep.
missing stanza is as follows: • Instead of a rapier, Varnyr wields a cane and can
use an action to make two melee weapon attacks
See a da ugh ter grinding gra in
with it: +3 to hit, reach 5 ft., one target. Hit: 2 (ld4)
Wish the spirit's time was through bludgeoning damage.
Trap set for the shadow bane
Personality Trait. "I have a warm, calming de
Her millstone killed it true
meanor, even when circumstances call for concern."
Ideal. "Everything has its- place, and everyone has
S H E M S H I ME' s Cu RS E their role."
Bond. "Candlekeep is the beacon of civilization in
Those who hear the melody o f the rhyme fi n d i t to
an otherwise bleak and backward world."
be irresistibly catchy, and they hum it over and over
Flaw. "When something irritates me, I try to ig
again. Such individuals have become cursed.
nore it, but I usually end up snapping at someone."
The rhyme acts as a summoning ritual intended
to restore Shemshime. When enough people join EBDER SMALLSTONE
in the singing of the rhyme, or enough time passes Lawful good human scribe (age 33)
while people are singing it, the ritual will be com
Ebder is a pessimist who sees every setback as a
pleted. As that occasion approaches, Shemshime's
disaster and every victory as dumb luck. He is a wid
power grows. Anyone who hears the cursed tune is
ower, and his daughter, Gailby, provides him respite
in turn cursed to hum or sing it. They are then capa
from his anxious outlook.
ble of transmitting it further.
Ebder looks older than his actual age, with few
RESISTING THE RHYME traces of black in his otherwise gray hair and a
The characters can will themselves not to sing the harried expression on his face. His clothes and his
rhyme, but doing this requires concentration as fingers are stained with ink.
though casting a spell (see "Concentration" in the Ebder is a commoner who speaks Common and
Player's Handbook). has a set of calligrapher's supplies.
A silence spell or similar magic negates the rhyme Personality Trait. "I'm an anxious person. I worry
in the affected area. about what Senior Scribe Varnyr thinks about me
A remove curse spell or similar magic ends the and my work."
curse on a creature, though it remains suscepti Ideal. "The measure of a person is the quality of
ble to being cursed again. If cast on the book, the their work."
magic suppresses the curse on all creatures for Bond. "As much as I care about my duties as an
1 0 minutes. Avowed, my daughter is my world."
Flaw. ''I'm highly suspicious of other peo
ple's motives."
S H E M S H I M E ' S B E DT I M E R H Y M E
She is an animated talker whose exaggerated ges
ticulations while chatting annoy Varnyr, but the elf
appreciates her academic expertise.
K'Tulah is a tabaxi druid with the follow
ing changes:
• K'Tulah speaks Common and Druidic, and she
has darkvision out to a range of 60 feet.
• When K'Tulah moves on her turn in combat, she
can double her speed until the end of the turn.
Once she uses this ability, she can't use it again
until she moves 0 feet on one of her turns.
• As an action, K'Tulah can make a melee weapon
attack with her claws: +2 to hit, reach 5 ft., one tar
get. Hit: 2 (ld4) slashing damage.
Personality Trait. "I talk fast and can carry on a
conversation about almost anything."
Ideal. "Decorum is overrated. Life's too short for
formalities."
Bond. "The research I've collected painstakingly
over the past decade is my pride and joy."
Flaw. "I don't like feeling trapped."
CRINKLE
Chaotic neutral kenku custodian (age 55)
The aged kenku has lived in the Firefly Cellar for
the past twenty-two years as its custodian and
caretaker of its fireflies. She has lost many of her
feathers, and those that remain are frayed and
disheveled. She carries a long staff with a hook on
the end, which she uses to change the firefly lamps
that hang from the ceiling.
Crinkle has little patience for others, and she
regards Senior Scribe Varnyr's restoration efforts
GAILBY SMALLSTONE as an invasion. Gailby Smallstone has softened the
Lawful good human child (age 8) kenku's dour disposition with her appreciation of
interesting objects.
Gailby is an energetic kid who lives with her father,
Crinkle is a kenku who has a ring of the ram that
Ebder Smallstone, in the Firefly Cellar. She loves to
has all its charges.
draw and insists on sharing her drawings with her
Personality Trait. "I'm a grump who prefers to be
father before bedtime.
left alone."
She wears a yellow hooded cape that hides her
Ideal. 'Tm drawn to beautiful and interesting
short curly black hair and is missing one of her
works of art."
front teeth.
Bond. "I cherish the stash of trinkets and trea
Personality Trait. "I'm curious about everything."
sures I've accumulated."
Ideal. "I'll never be bored as long as I have my
Flaw. "l rub my hands together constantly, as
imagination."
though washing them."
Bond. "I love discovering things on my own, espe
cially things that are off limits."
Flaw. "I'll say anything to avoid getting in trouble."
STARTING THE ADVENTURE
The adventure takes place in the Firefly Cellar
K'TuLAH beneath the House of Rest. Characters might find
Neutral good tabaxi scholar (age 30) themselves drawn to this location for one of two
K'Tulah is a gregarious tabaxi, a catlike humanoid. reasons. Perhaps the House of Rest has had an in
She arrived at Candlekeep six days ago and re flux of guests, and the characters are forced to stay
ceived permission to use the library to conduct her in the only available rooms, which happen to be in
research on regional forms of folk magic. the Firefly Cellar. Alternatively, the idea of taking
lodging in an actual part of the library, close to a
S H E M S H I M E ' S B E DT I M E R H Y M E
collection of ancient books, might be a compelling
enough reason for the characters to stay there.
EVENTS
The characters descend into the Firefly Cellar Below i s a detailed look a t the six events that play
through the hatch in the ceiling of area F l . As they out over the course of the adventure.
do, read the description of area Fl to the players.
EVE NT 1 : QUARANTI N E D
When they arrive, they find the elderly elf Varnyr
precariously balanced on a ladder while arranging a
few of the flowerpots on top of one of the bookcases. After your fi rst n i ght i n t h e F i refly Cellar, you gather
She's engrossed in her work. Before the characters a ro u n d a table in the center of the col lection's m a i n
say anything, she starts speaking without look-
floor. It's q u iet, u ntil y o u notice t h a t y o u r com panions
ing at them.
a re h u m m i n g a melody under their breath-the same
tune that's been stuck i n your head si nce you woke
" Ebder, are you back?"
up. After a moment, you rea l ize that you too are h u m
" I never left!" gru m bl es a voice from below.
m i n g along.
"Oh?" The elf looks down and seems s u rprised at
your presence. Then s h e says, i n d icat i n g the roo m
arou nd her, "Ah . Visitors. I ' m Scribe Varnyr. Sorry for The characters are humming Shemshime's rhyme.
They don't know it by name, and though they all
the state of t h i n gs. As you see, the restoration project
hum it perfectly, they're not entirely certain they
i s a work i n progress. I ' l l be with you shortly." She re
knew it before today. Unknown to the characters,
turns to her work. A m o m e nt later, she says, "Actu a l ly, the cursed tune spread to them when Gailby Small
wou l d you m i n d bringing that stack of books down stone sang it in the hall outside the characters' room
stairs to Ebder? I'll meet you there." S h e poi nts to a after she heard it from Crinkle.
s m a l l p i l e of books on a stool . "Tha n ks so much." K'Tulah and Ebder share the table with the char
acters. Ebder is reading from the same book he had
last night. The humming clearly bothers him, and
Characters who head downstairs to area F2 find after a short time, he sternly asks the characters to
Ebder sitting at the table, hunched over a book. keep quiet in the library. If the characters try to stop
Visibly annoyed, he acknowledges the characters humming, they notice they can't do so without con
as follows: scious effort (see "Resisting the Rhyme").
After a few minutes, Ebder begins humming the
I I
" Keep your voices d ow n , p lease. I j ust put my d a u gh- melody as well, though he is unaware of it at first.
ter to bed." Moments later, the hatch in the ceiling of the upper
floor (area Fl) slams shut, followed by the sound
of several mechanical locks engaging. Varnyr, the
Ebder gives his name if asked. If the characters senior-ranking Avowed in the place, has locked the
present him the pile of books, he pinches the bridge hatch, sealing herself, the characters, Ebder, Gailby,
of his nose with a sigh and explains that the books K'Tulah, and Crinkle inside the Firefly Cellar.
are not for him but for the other guest, K'Tulah, As she descends the spiral staircase to area F2,
who's staying in one of the rooms below. He gives she hums the cursed tune i n a soft voice. With ef
the characters directions to her room (area F l 3) and fort, Varnyr suppresses her humming and shares
asks them to deliver the books. the following information:
If they agree, K'Tulah is grateful for the delivery
and starts a conversation about her scholarly work.
"When I fi rst a rrived at Cand l ekeep, the Avowed
After an hour, Varnyr finds the characters and
were concerned about a 'singing mad ness.' A book
apologetically says that she's exhausted from the
day's work and they will talk in the morning. She merchant had been afflicted with it and was put i n
offers areas F8 and F l 2 as rooms for the characters isol ation after several Avowed began s i n g i n g the song
to stay the night. Behind her is Crinkle with a tray a s wel l ." S h e pauses and frowns. " I don't know what
of food for them. With that, Varnyr bids them good h a ppened to him o r the others. That was six h u n d red
night and leaves the characters alone. years ago."
The characters can look around the library, talk
She gathers her composure and adds, " I 've alerted
with Ebder for a few more hours, or go to their
the Avowed and sealed the exit to stop whatever this
rooms. Ebder isn't much of a conversationalist,
but he warms up if anyone asks about his daugh i s from s prea d i n g."
ter, Gailby.
-
K'Tulah is vocal about her discomfort with being S H E M S H I M E'S I N F L U E N C E
confined down here. Ebder regards the quarantine d6 Phenomenon
as a minor annoyance and complains that all the
For the next 10 m i n utes, all the fi reflies in the
commotion interferes with his work. Crinkle and
Gailby are not present. l a m ps fl icker out at i rregular i ntervals, leavi n g the
Varnyr refuses to speculate about the "madness," l i brary i n darkness for several seconds at a time.
since she's not a spellcaster and doesn't want to 2 Random books fly off the shelves. Each creature
guess at the cause without evidence. "But perhaps in areas F l , F2, or F l 4 m u st s ucceed on a DC 1 3
you can find an answer in all this," she says, waving Dexterity sav i n g throw o r take 2 ( 1 d4) b l u d geon
at the disheveled room. ing d a mage from col l isions with the flying books.
The characters can explore the Firefly Cellar and
3 The l i brary becomes much colder. This d ro p i n
talk with the residents. As they do, emphasize the
temperature lasts u n t i l t h e e n d of t h e adventu re.
concentration needed to resist humming the melody.
When you think it's appropriate, introduce event 2 . 4 Three shadows a ppear in the same area as the
characters. The s hadows attack the characters but
TALKING TO THE RESIDENTS di sappear at the end of their third turn i n com bat
Each of the Firefly Cellar's residents offers their if they have not been d estroyed by then.
own information and perspective.
5 Shemshi me's foul magic man ifests as a random
Crinkle. The steward of the Firefly Cellar is in the
character's worst n i ghtmare. That character must
kitchen (area F7) preparing breakfast. She whistles
m a ke a DC 1 2 I ntel l i gence saving th row. O n a
the melody absentmindedly. If approached by the
characters, she is dismissive and grows irritated if failed save, the character takes 9 (2d8) psychic
they pester her. damage and is frightened of the man ifestation,
Ebder. He remains in the stacks, seated at the believing it to be real . The manifested n i ghtmare
table. If questioned by the characters, he says he has lasts for up to 1 m i n ute, fol lows the character
been working in the scriptorium (area F3). Nothing a round, and can't be harmed. The character m ust
has been out of the ordinary, unless you count the repeat the saving throw at the end of each of its
kenku, who keeps shuffling through that room on turns, e n d i n g the i l l usion on a s uccess or taking 9
the way to and from her supply closet. (2d8) psychic damage on a fa iled save.
Gailby. She's in her room (area F9). If the charac
6 Choose three creatures in the Firefly Cellar. Each
ters approach her, she's more interested in showing
one m u st succeed on a DC 1 4 Wisdom saving
off her toys than in fielding questions. If she's asked
th row, o r it takes 7 (ld8 + 3) psychic d a mage and
about her drawings, she gets scared that she's in
trouble and becomes quiet. makes a melee weapon attack against one crea
K'Tulah. After an hour in the stacks, the tabaxi ture of your choice as a reaction.
can be found in her room (area F 1 3). She's having
trouble concentrating on her work and is visibly check, but each attempt to bypass the spell takes 1
anxious. If approached by the characters, she tells minute. Alternatively, a character can force open the
them she came here to study, not to get sealed away hatch with a successful DC 25 Strength (Athletics)
in a tomb. check. A knock spell or similar magic suppresses
Varnyr. The senior scribe remains in the stacks the hatch's arcane lock spell for 10 minutes.
for an hour before retiring to her room (area Fl4).
She has already shared everything she knows about EVENT 2 : EBDER's OUTBURST
the curse affecting them. If asked about what she's Ebder is seated at the table in area F2 when this
been doing lately, she explains that she has been di
event occurs.
viding her time between fixing up the balcony level
and working in the bindery repairing books. She is
able to suppress the urge to hum the melody without A s h r i l l sound tears through the Fi refly Cel l a r, over
any outward signs of duress. powering a l l other noise. Though it ra p i d ly rises to a n
u ncanny pitch, y o u recogn ize Ebder's voice.
EXIT HATCH
The hatch has been targeted by an arcane Jock spell,
which can be dispelled by using the key in Varnyr's Anyone in area F2 sees that Ebder's eyes are bulg
possession. The hatch has AC 2 1 , 60 hit points, and ing in terror. As he hums the rhyme's melody, the
immunity to poison and psychic damage. A char rest of his body is paralyzed. He's cold to the touch.
acter with thieves' tools can bypass the spell and He continues to sing the rhyme over and over for
unlock the hatch with a successful DC 25 Dexterity five minutes. During this time, Gailby runs into
The tune conti nues to tug at each of you r m in d s , The air a ro u n d you feels thick. It p resses in on you
w i l l i n g y o u t o i ntone its sequence of notes. The n otes from all sides, p ric k l i n g your nerves. You r m uscles
take on the shapes of words you're certa i n you've twitch, as though someth i n g is yanking o n them with
never heard before b ut are somehow fa m i l i a r to you i nvisible strings.
as lyrics.
Crinkle and Gailby flee to Crinkle's room (area F l 1)
Share the handout of Shemshime's rhyme with your when this event begins.
players. The final stanza is absent from the handout. Choose half of the remaining characters, includ
Going forward, whenever a character is compelled ing NPCs (other than Gailby and Crinkle). Those
to hum Shemshime's rhyme, they sing the words to who are not under the effect of a protection from
the tune instead. evil and good spell or similar magic must succeed
on a DC 15 Charisma saving throw or be charmed
by Shemshime for 1 minute. While charmed in this
You becom e aware that the song is n ot o n ly in you r
way, the creature is under Shemshime's control and
head . S o m ewhere nea rby, a deep a n d melodic voice i s is compelled to sing Shemshime's rhyme repeatedly
s i n g i n g the words. while trying to cause physical harm to others.
Creatures whose actions and movements are
being controlled by Shemshime remain aware of
The skull continues to sing unless it's destroyed or
what's going on around them, but they are power
Shemshime is trapped in Shemshime's Bedtime
less to stop themselves from causing harm in accor
Rhyme. The skull is a Tiny object with AC 1 5 , 4 hit
dance with Shemshime's wishes.
points, and immunity to poison damage.
Shemshime's control over a creature is broken
EVE N T 4 : E SCAPE ATTEMPT by the break enchantment effect of a dispel evil and
good spell (magic that is probably beyond the char
K'Tulah reaches the end of her patience with being acters' ability to cast) or by reducing the creature
confined, and she tries to break the quarantine. This to 0 hit points. A charmed creature can repeat the
event can begin in any area. saving throw at the end of each of its turns, ending
When you're ready to begin this event, read the the effect on itself on a success. If a creature suc
following boxed text aloud: ceeds on the saving throw or the effect ends on it,
Shemshime can't take control of that creature again
for 24 hours.
--
S H E M SH I M E ' S B E D T I M E R H Y M E
EVENT 6 : S H E M S H I M E than playing the tune all the way through, i t skips
near the end and starts over. The same is true for
The final event revolves around interacting with
the pop-up scene that plays out when the book
the book and learning the last stanza of the rhyme,
is opened.
which tells how to foil Shemshime and end the
The damage to the exterior of the box is imme
curse. Meanwhile, Shemshime coalesces around
diately noticeable to characters who inspect it. A
the book, lashing out at the characters to stop them
successful DC 1 5 Intelligence check reveals the
from thwarting its manifestation.
problem. Anyone proficient with jeweler's tools or
As event 5 concludes, read or paraphrase:
tinker's tools has advantage on the roll. Inside the
music box is a brass cylinder dotted with tiny pegs.
G a i l by a p pears in the d oo rway, blood s pattered on her When the cylinder turns, narrow bits of metal pluck
fa ce a n d down the front of her clothes. She's shaking, the pegs to produce the notes of the melody. The cyl
with wide eyes, a n d hold i n g a l arge, square book that inder is sitting askew, which prevents it from work
has blood o n the corner of its metal spine.
ing properly. Fixing the music box requires three
successful DC 15 Dexterity checks, each check re
quiring an action. These checks can be made by one
The book in Gailby's possession is Shemshime's character or multiple characters working together.
Bedtime Rhyme. Though she's reluctant to share Characters who try to fix the music box hear
the truth, Gailby admits that she knocked Crinkle Shemshime's maddening whispers in their heads.
unconscious with the book. Either she or Crinkle After making an ability check to fix the music box,
was possessed when it happened, but Gailby's not regardless of whether the check succeeds or not, a
certain which. character must make a DC 1 3 Intelligence saving
throw, taking 14 (4d6) psychic damage on a failed
REPAIRING THE Music Box save, or half as much damage on a successful one.
The key feature of Shemshime's Bedtime Rhyme Once fixed, the music box plays its tune to the end.
is its music box, which broke centuries ago. Rather As it does so, the words of the rhyme's final stanza
- - --
form in the characters' minds (see "The Rhyme").
The scene played out in the book also continues to
its conclusion, showing the tiny representation of
Shemshime being crushed beneath a millstone.
CONFRONTATION
Singing the final stanza draws Shemshime (see the
accompanying stat block) into the room.
-
SHEMSHIME'S BEDTIME RHYME
DESTROYING THE B OOK THE FIREFLY CELLAR
Destroying the book does nothing to defeat or oth
The basement library known as the Firefly Cellar
erwise impede Shemshime. Shemshime's Bedtime
is located beneath the House of Rest. It's entirely
Rhyme is a Tiny object with AC 14, 1 5 hit points, a
below ground, containing a collection of old man
damage threshold of 1 5 (see "Damage Threshold"
uscripts that focus primarily on travelogues and
in the Dungeon Master's Guide), and immunity to
regional customs. Until Senior Scribe Varnyr initi
poison and psychic damage.
ated a restoration effort, its books had been largely
DEFEATING SHEMSHIME neglected over the past few centuries.
To defeat Shemshime, i t must b e crushed by a n
object weighing a t least 1 ,000 pounds. Objects E NC OU NTER LOCATIONS
in the Firefly Cellar that qualify include the book The Firefly Cellar has three floors. The upper two
sculpture suspended from the ceiling in area F l , the contain the book collection. Despite its age, the cel
bookcases in areas Fl and F2, and the stone table lar appears well kept, with smooth stone walls and
in area F2. worn wooden floorboards covered here and there
Luring Shemshime to where it can be crushed with new rugs. The only entrance is a metallic or
takes some effort. Because Shemshime is fixated on ange hatch set into the ceiling at the top of the stairs
the book, the spirit pursues whoever has it. In other that lead down into area F l .
words, the characters can use the book itself to lure The bottom floor contains a kitchen and living
Shemshime into harm's way. quarters. For many years, Crinkle was the only oc
Once Shemshime is in position, a character can cupant, but Varnyr, Ebder, and Gailby have moved in
use an action to drop or topple a heavy object on it. during the recent restoration effort.
Shemshime must succeed on a DC 15 Dexterity sav The Firefly Cellar has no windows. Unless other
ing throw to avoid being crushed under the object. wise noted, orange-gold light emanates from bottles
On a failed save, Shemshime vanishes and one of of fireflies either set into alcoves in the wall or hang
the following outcomes occurs: ing from fixtures.
The following locations are keyed to the map of
• If the book is intact, Shemshime is yanked back
the Firefly Cellar.
into the book. It slams shut, silencing the music
box and ending the curse. Fl . THE STACKS, BALCONY
• If the book has been destroyed, Shemshime is
pulled into the nearest closed book, ending the
curse. That book transforms into a copy of Shem The c i rc ul a r room cont a i n s c u rved, dark wood book
shime's Bedtime Rhyme, destroying the book's cases packed with books of a ssorted shapes, s izes,
original content in the process. and ages. Flowers in cera m i c pots l i n e the tops of the
Once Shemshime is trapped again, Varnyr or s helves, g i v i n g the a rea a sweet fragrance. Alcoves
whoever has the key unlocks the hatch in area F l . a re spaced at reg u l a r i nterval s a ro u n d the perimeter
Varnyr o r Ebder immediately takes the book t o lock of the room . Four of them conta i n polished bronze
it away in one of Candlekeep's secure vaults. statues of bespectacled scholars, and th ree h o l d
Reward. The Avowed give the characters a bag of overstuffed chairs. I n the center o f the room , a brass
holding as a reward for defeating Shemshime.
r a i l i n g su r ro u n d s an overlook that gives a v i ew of the
lower l evel of the stacks.
TRO U B LE S H OOTI N G
H an g i n g from the cei l i n g, a bove the o p e n i n g i n the
The adventure assumes that t h e q u a ra n t i n e rem a i ns
i ntact. B u t t here's a reasonable chance the c h a racters floor, i s a n enormous stone sculpt u re of a n open book
in your game will want to leave the confi nes of the that looks as t h o u gh the cover i s fla p p i n g to keep it
F i refly Cel l a r o r even h e l p K'Tu l a h escape. It's u p to
a loft. A s p i ra l stai rcase to the east leads down, as
you whether to a l low this and to consider how Candle
keep res ponds. well as u p to the trapdoor exit set i nto the cei l i ng. The
I f the c h a racters get bogged down in researc h i n g the occa s i o n a l errant fi refly fl its a bout.
books on the shelves, rol l o n the S h e m s h ime's I nfl u
ence table t o m a i nt a i n a sense o f peril.
Varnyr's restoration project began in this room, and
it's tidier and more welcoming than the chamber
below. She has brought in rugs and flowers and pol
ished the statues. Three of the statues were in such
a poor state that she replaced them with comfort
able reading chairs.
---- -
FIREFLY CELLAR
1 square = 5 feet
�
TOP FLOOR
Down ro F2
� &
llPTII EXIT
Column
MIDDLE FlooR
Downro F6 -- .._ UP ro F1
BorroM FLOOR
F.6
Leather bits, wood shavings, and paper scraps l itter An oven occupies one corner; instead of being
the floor near a l a rge workbench. Too l s and con heated by open flames, it has a coil of iron en
traptions a re organ ized neatly a ro u n d a h a ndfu l of chanted with the heat metal spell, which activates
when a toggle switch on the side of the oven is
books in different states of d is repair. Stools s u r ro u n d
flipped. A well-stocked pantry rests in another cor
the bench, o n e of which h a s a l e a t h e r a pron d ra ped
ner. Pots and pans hang from wall hooks above a
over it. metal sink.
The southeast door leads to a hallway that con
Books in need of repair are brought to the bindery. nects to areas F8 through F14.
Varnyr loves this task, and it's her work on display
F8 . AVOWED QUARTERS
on the bench. The tools are used for bookbinding,
leatherworking, woodcarving, and painting.
A ledger rests on one of the stools. It's open to Two beds, positioned o n op posite walls, fla n k a wash
a list of four book titles, each one with a "repairs basin i n an othe rwise bare room . Both beds a re made,
needed" entry beside it. The titles and their associ but the b l a n ket o n one of them i s a bit r u m pled .
ated repairs are as follows:
Festivals and Festivities ofAncient Cormyr: re In the past, this room would have housed two
place cover Avowed, but it's scarcely used nowadays. If the char
Living a Dream: Three Years Among Stone Giants: acters stay in the cellar overnight, this is one of their
replace cover rooms. Otherwise, the room is unoccupied.
Shemshime's Bedtime Rhyme: repair spine
Halfling Superstitions: rebind F9. GAILBY'S ROOM
The door to this room is open.
A character who succeeds on a DC 12 Wisdom
(Perception) or Intelligence (Investigation) check no
tices that the books on the workbench are three of A c h i l d sleeps here. Toys a re scattered on an u n made
the books on the list. Shemshime's Bedtime Rhyme bed , a n d piles of clothes obscure a l l but a few bare
is missing. patches of the floorboards. Above a writi n g desk in the
F6. THE WORM TUNNEL corner dangles a d ragon marionette made fro m brass
This passage is accessible by the west stairs and wood, with wings of canvas dyed red . A rou n d
in area F2. fi refly l a m p h a n gs i n the opposite corner.
It's c o l d here. A low, barrel-vau lted cei l i n g crowds t h e Gailby has been drawing creepy pictures that depict
a l ready n ar row passage. Light fr om a fi refly l a m p that scenes from Shemshime's Bedtime Rhyme. They're
h an gs o n a hook i n the wall is i n adequate to i l l u m i n ate done in loud colored paint and in a style typical of
the entire space. a child, making them all the more unsettling. One
of the images shows a man whose feet have been
severed. Blood pours from his ankles and from
-- (;
the severed feet next to him. Another shows a boy
S H E M SH I M E ' S B E DT I M E R H Y M E 73
underwater, grasping at his throat. The last one they move the toggle, a 5-foot-wide panel releases
shows a dog with a severed hand in its mouth. A and can be slid to the side to reveal a bank of small
black cloud hovers over each scene. storage spaces. Prior to event 5, Shemshime's Bed
time Rhyme is found here. Otherwise, the spaces
FlO. EBDER'S ROOM contain the following treasures: an amber ring that
belonged to Ebder's wife (25 gp), an ornate curved
This s parse bedroom is tidy, a pa rt from a clay bowl dagger (25 gp), a set of four intricately shaped glass
conta i n i n g the rem nants of a particu l a r ly vi negary bottles (5 gp each) with nothing in them, a potion of
gaseous form, and a potion ofheroism.
meal rest i n g o n a l arge t r u n k .
Fl2 . AVOWED QUARTERS
Other than the trunk, which holds a set of Avowed
robes and a heavy wool coat, the room is furnished A beautiful painting of C a n d l e keep o n the south wa l l
with a bed, a small round table with a rickety chair, looms over the fi v e beds t h a t crowd t h i s roo m . A n a r
and a mirror hanging above a washbasin. A round,
row shelf tucked i nto the northeast corner holds jars
woven green rug with gray fringe covers the floor.
of fruit preserves and pickled vegeta bles.
Anyone who looks under the bed finds an ornate
circular box decorated with silver filigree. Inside
the box is a small glass figurine of a woman fixed If the characters stay in the cellar overnight, this be
to a wooden stand and a post meant to hold a ring, comes one of their assigned rooms. Otherwise, the
though the ring is missing. These items are Ebder's room is unoccupied.
keepsakes of his deceased wife, Valeshti.
Fl3. K'TuLAH's RooM
F l l . CRINKLE's RooM
Crinkle has the key to this locked room. A charac
This room is fu r n i s h ed with a bed, a washbasin, a n d
ter can use an action to try to pick the lock using
thieves' tools, doing so with a successful DC 20 a writi n g d e s k . The desk has a t i n y clockwork oyster
Dexterity check, or force open the door with a suc resti n g o n it.
cessful DC 20 Strength (Athletics) check.
Treasure. Lying next to the clockwork oyster is a
This room is craw l i n g with wingless, l arval fi reflies. metal key. If a character uses an action to wind the
H u nd reds of these tiny glowworms cling to every s u r mechanical oyster with the key, the oyster produces
face, s h e d d i n g light throughout. A canvas h a m mock soothing ocean sounds for 10 minutes. This non
magical device is worth 50 gp.
hangs between two p i l l a rs n e a r the center of the
room . A n e ngravi n g of a goat weari n g a crown leans Fl4. VARNYR'S ROOM
against the north wall.
S H E M S H I M E ' S BEDTI M E R H Y M E
��
�i � A N A DV E N T U R E F O R 5 T H - L E V E L C H A R A C T E R S
W R I T T E N BY M A R K H U L M E S
�q
D E V E L O P E D & E D I T E D BY S C OTT F I T Z G E R A L D G R AY
- --------+"
T H E P R I C E OF BEAUTY
B O O K D E S C R I PTION If the portal manifests while Lorris is present,
the acolyte guesses correctly that it was the cause
The Price ofBeauty is bound in soft green leather,
of Falthrax's disappearance. She fears the power
eight inches wide and fourteen inches tall, and set
ful magic involved and is apprehensive about what
with golden clasps. The book gives off the unmis
might have happened to her friend.
takable scent of lilies. Set into its cover is a polished
If the characters aren't inclined to investigate the
oval mirror with a delicate gold frame styled like
portal or go after the missing acolyte, Lorris goes to
locks of hair, which appear to spill down around the
one of the library's Great Readers to report Falthrax
face of anyone who looks into the mirror.
missing, and she mentions having met a group of
The book is filled with beautiful illustrations of
adventurers in the library. The Great Reader then
woodland scenes, art, and jewelry. Delicate hand
summons the characters and beseeches them to
writing accompanies the illustrations, in the form of
look into the matter.
short prayers and meditations dedicated to seeking
self-worth, techniques for massage and healing, and
recipes for creating balms and cosmetics.
TEMPLE OF THE
On the last page is an inscription by the author, RE STFUL LILY
Sylvarie Silversong, which reads: "A mirror is
This grand temple and bathhouse rests in a serene
a gateway to happiness, truth, and to accepting
and ancient grove in the High Forest, southeast of
ourselves."
Silverymoon. The temple was built over a century
MIRROR MAGIC ago by the author of The Price ofBeauty, Sylvarie
When any creature holds The Price ofBeauty and Silversong, after visions bestowed by Sune led her
gazes into the mirror, the image of Sune replaces to a hot spring infused with fey magic.
their own reflection and speaks in a soft voice, say Ten years ago, a coven of green hags calling them
ing, "Well met, dearest one. How do you feel today?" selves the Fetid Gaze tricked Sylvarie into a bargain
(If the characters have not experienced this already, that allowed them to take over the bathhouse. These
Lorris looks into the mirror while recounting what cruel and cunning fey now use the temple to lure
happened to Falthrax, and then drops the book in wealthy, greedy, and vain nobles and adventurers,
fright when it speaks to her.) preying on their insecurities and tricking them
The mirror's unique illusion magic reacts and into accepting dark bargains that ultimately lead
responds to the creature looking into it. Though it is to misery.
not sentient and cannot answer complex questions, The temple consists of three buildings. What was
the mirror offers encouragement and advice on once Sylvarie's private tower has been taken over by
grooming and self-confidence. As it does so, the illu the hags as a lair, and a former shrine to Sune has
sion shows the creature looking into the mirror, but become a prison for the cursed elf. The main bath
changing and grooming its skin, hair, makeup, and house looks exactly as Sylvarie built it, and it contin
clothing as desired. If the creature holding the book ues to provide services to visitors. Most of the staff
is happy with how it looks, or shows no interest in of the bathhouse are the coven's wicked minions in
such matters, the illusion reverts to a normal mirror disguise, but also here are an undercover Harper
until used again. agent, a water spirit, and a cursed kobold-all po
If the creature holding the book mentions a desire tential allies who can reveal the coven's malicious
to change something about itself, or that it feels machinations.
unwell, tired, or unhappy, the illusion responds, "If
TH E FETID GAZ E
rest, relaxation, or transformation is what you need,
then follow the lilies, dearest one. I am sure Sylva Three green hags named Dread Morgan, Vile
rie will see to your needs." The mirror then glows Sazha, and Auntie Greenbones were once rivals
softly, and a 5-foot-wide, 7-foot-high portal appears who dwelled in an area of the Feywild coterminous
in the nearest unoccupied space. The portal leads with the High Forest. A decade ago, during a time
to an old woodland trail marked by posts that re when the boundaries between the planes thinned,
semble sculpted stone lilies. As the characters will the hags became aware of the magic spring con
discover, the portal leads to a temple and bathhouse trolled by Sylvarie-and decided to control and cor
run by three elf sisters, where all is not as it seems. rupt it for their own purposes. The covetous hags
The portal remains active for 5 minutes, then van each knew part of a ritual for crafting magic paint
ishes. The Price ofBeauty cannot be used to create ings that could bind mortal creatures with a terrible
another portal until the next dawn. curse. After agreeing to share their knowledge and
work together, they formed a coven dedicated to
claiming Sylvarie's temple and making it a base for
their nefarious plans.
The hags use their powers of illusion to pose as Ideal. "Any brute can frighten someone. To truly
three elf sisters named Morganna, Azirssa, and make someone fearful is a high art."
Greensong. They are typically found in the bath Bond. "I will do anything to gain the upper hand
house by day and in their tower lair at night. Each over the other members of my coven and make them
hag carries a master key that opens all the doors in serve me."
the bathhouse and the tower. Flaw. "I find powerful, intimidating figures ir
resistible."
DREAD MORGAN
In her true form, the neutral evil Dread Morgan VILE SAZHA
appears as a thin, pale creature whose long, matted Without her disguise, the chaotic evil Vile Sazha
black hair is festooned with ornaments made from appears as a hunched figure with one muscular and
bones and teeth. Her mouth curves up unnaturally one withered arm. She has catlike eyes, and rust
high at the corners, and her bloodred lips are cov red hair covers her head, back, and arms. Her sharp
ered in blisters and boils. fangs cause her to slur when she speaks, and she
In her disguised form, the hag appears as Mor hisses and screeches when threatened.
ganna, a slender moon elf with smooth black hair In her disguised form, she appears as Azirssa,
and sparkling sapphire eyes. She speaks in a husky, an athletic sun elf with copper hair who wears an
alluring voice and focuses on the business of run ornate breastplate with a red fur mantle. She has a
ning the bathhouse. confident and jovial voice, and she promotes physi
Dread Morgan knows the ritual needed to bind cal strength and good health.
a creature's desire to a cursed painting, which is Vile Sazha knows how to create a suitable can
recorded on a tiny scroll hidden in a bone ornament vas for the hags' cursed paintings. This secret is
in her hair. tattooed on her withered arm in Infernal, and it de
Personality Trait. "I have made subtle insults into scribes a macabre process of stretching elven flesh
an art form." over a frame made from blood-soaked wood.
T H E P R I C E OF B E AUTY
Personality Trait. "I despise the weak, and I love C OVEN M INIONS
to inflict physical pain and violence when I can get The hags of the Fetid Gaze employ a number of min
away with it." ions to maintain the appearance that the bathhouse
Ideal. "Strength is the only thing worth is running normally. Twice a day, the hags use their
respecting." coven spells (see the "Coven Spells" sidebar) to cast
Bond. "Dwarves burned down my home and seeming on their minions, disguising them suitably
killed my daughter long ago, and I will hate all their for their roles.
kind forever." The following creatures serve the hags:
Flaw. "I am terrified of fire."
• Saeth, a cambion, was recruited by Dread Mor
AUNTIE GREENBONES gan in exchange for a gift of unusual components
The eldest member of the Fetid Gaze, the lawful and secret rituals that he intends to put toward
evil Auntie Greenbones often defers to the other two his own evil and ambitious plans one day. Sa-
hags on decision-making. In her true form, she is eth specifically wants to learn the secrets of the
shriveled and worn, her dark green skin covered in cursed paintings, and he is happy to betray his
bark and fungus. Insects crawl across her and hide employers to obtain them. He carries a master key
in the thick braid of white hair that curls around that opens all the locks in the bathhouse and the
her shoulders like a serpent. Anyone who stares tower except the door to the tower studio (area
into her milky-white, seemingly blind eyes sees a T l S). He also carries the coven's hag eye, which is
reflection of their own face made decrepit and with disguised as a cat's-eye pin on his jacket. For more
ered by age. information on the hag eye, see the "Hags" section
The hag's disguise is that of Greensong, a cheer in the Monster Manual.
ful, rosy-cheeked wood elf who feigns blindness. • Morty, a hell hound, belongs to Auntie Green
She wears a delicate white veil across her eyes bones and is her loyal pet. The fiend never leaves
and speaks in a singsong voice, giggling often. She her side and fights to the death to defend her. Vile
keeps her guard dog, Morty, with her at all times. Sazha hates Morty almost as much as she hates
This disguised hell hound appears as a mastiff with dwarves, and would love to see him dead.
bloodshot eyes. • Six scarecrows were created by the hags to re
Auntie Greenbones knows how to infuse demon place the acolytes of Sune who ran the bathhouse
ichor into the paints needed to create the cursed with Sylvarie, and whom the hags murdered when
paintings that drive the coven's evil bargains. This they took over. The scarecrows are disguised as
recipe is inscribed on the inside of Morty's collar. attractive humanoids. They don't speak in their
Personality Trait. "Sometimes I sing to myself roles as bathhouse staff, but they nod and smile if
when I am distracted. It is an old song of the fey, spoken to.
about a daughter betrayed by her father and given to • Two gargoyles act as the guardians for the coven's
the unseelie i n a bargain." lair in the tower beyond the bathhouse, disguised
Ideal. "Patience is the key to survival. She who as statues of other kinds.
laughs last laughs longest."
ROLEPLAYING THE HAGS
Bond. "My beloved dog, Morty, is my world. Were
The hags use Sylvarie's tower as their personal
anyone to harm him, I would hunt that person
lair, but they spend their days in the bathhouse,
across all the planes if need be."
maintaining their disguises. There, they meet with
Flaw. "Those who have pure hearts literally make
visitors and seek out potential new clients to manip
me vomit. I mean, I can't help but heave my bowels
ulate. At night, they retreat to the tower and torment
in their presence."
their current victims before resting.
If any guests become suspicious of the hags or
COV E N S P E L L S
their minions, the hags try to use suggestion or
E a c h m e m b e r of the Fetid G aze has access t o coven
spells, as described in the " H a g Coven s " sidebar in the dominate person to isolate those characters so they
Monster Manual. The green h ags use the fol lowin g l ist can be captured or killed discreetly.
of spells for their S h a red Spellcasting trait, replacing Once the hags become aware that the adventur
the suggested spells: ers aren't at the temple for its services, they try to
distract them by beseeching the characters for aid,
1 st level (4 slots): charm person, witch bolt in exchange for one of their special rituals. The hags
2nd level (3 slots): alter self, suggestion
first try to recruit the characters to destroy Cyrena,
3 rd l evel (3 slots): dispel magic, glyph of warding, slow
4th level (3 slots): blight, p olymorph the naiad who is bound to the baths (area TS), claim
5th level (2 s lots) : dominate person, seeming ing that a "capricious elemental spirit" has been
6th level (1 slot) : Otto's irresistible dance attacking guests and trying to claim the bathhouse
as its home. If the characters appear particularly
-
capable or dangerous, the hags might also try to MAGIC TREATMENTS
trick them into destroying Sylvarie in the sacred The magical benefits that the hags typically offer to
pool below the abandoned shrine (area T 1 2), hoping NPCs can take whatever form makes sense for the
that the cursed elf-turned-medusa petrifies one or story. If one or more of the characters enter into a
more of them in the process. bargain for the hags' services (even if only to learn
The coven's greatest weakness is the hags' con more of the procedure), use the following guidelines
tempt for one another. Each yearns to learn the oth to determine the benefit to the character.
ers' secrets for creating the cursed paintings so that
Ability Enhancement. If engaging in a bargain to
they can replace their rivals with their own daugh
enhance physical or mental acuity, the character
ters one day. Characters who learn these secrets
chooses one ability. The score for that ability in
can thus gain considerable leverage over the hags.
creases by 2, as does the character's maximum for
DARK BARGA I N S A N D that score.
Physical Transformation. A character bargaining
C U RS E D PAI NTINGS
with the hags can choose to change their race,
The process of creating the cursed paintings that sex, or appearance in any way they desire. The
are the hallmark of the Fetid Gaze was first at character retains their ability scores and class fea
tributed to a night hag grandmother whose name tures, but changes their racial traits if applicable.
other hags fear to speak. The method remains Youth. A character who bargains for youth has their
shrouded in secrecy, and each member of the Fetid age reduced to one year older than the standard
Gaze knows only one part of the procedure. Each for adulthood (as noted in the traits for the charac
hag guards her knowledge zealously, fearing that ter's race).
giving up her secret would make her expendable to
the other hags. All such benefits last no longer than a year, and they
Disguised as elves, the hags tempt guests into end immediately if the painting of the character cre
undergoing magical transformations. Their rituals, ated by the hags is destroyed. If a character keeps
which they call treatments, seem entirely beneficial their painting for a year or renounces the bargain,
on the surface (see "Magic Treatments" below), and you can decide what effect the curse brings about.
the hags are skilled at tricking guests into thinking A cursed character also gains the following flaw,
the benefits outweigh the cost. which suppresses any conflicting personality trait
The price for these special rituals is described the character already possesses: "My appearance
as "some small boon," which the sisters promise to and how others perceive me is of the utmost impor
call for within a year. Any creature that accepts the tance to me."
bargain is taken to the studio in the temple tower DESTROYING THE PAINTINGS
(area T l S), where the sisters work together to paint The paintings' magic persists even if the hags are
a beautiful portrait of the creature over a period of killed, and destroying a painting is the only way to
1 hour. At the end of that time, the magic of the por end its curse. Any creature that studies all three
trait alters the creature in the desired manner. parts of the procedure for creating a cursed painting
The benefits granted by the bargain normally last knows that the painting is impervious to damage
for a year. After that, the beneficiary suddenly expe unless its magic can be momentarily disrupted.
riences the opposite of the intended effect of the rit Without full knowledge of the procedure, it takes 1
ual, which transforms the creature into the dark re hour of studying a painting and a successful DC 1 8
flection of its initial desire. For example, those who Intelligence (Arcana) check t o determine this fact.
sought physical power are weakened to the point A creature can use an action to try to destroy a
of helplessness, while those who sought beauty painting, doing so with a successful DC 1 8 Strength
become hideous to behold. If a creature renounces (Athletics) check. On a failed check, the creature
the hags' gift before the year is up, this curse takes takes 14 (4d6) psychic damage. Any character who
effect immediately. uses an action to examine the painting knows, with
Over the last ten years, the hags have cursed hun a successful DC 18 Intelligence (Arcana) check, that
dreds of victims, most of whom have perished as a the painting can also be destroyed by splashing it
result of their dark bargains. with fresh blood from a celestial.
A compulsion placed on each cursed creature pre
vents it from trying to destroy a cursed painting.
-
COVEN VICTIMS GUE STS O F THE TEM PLE
In addition to the missing Falthrax, several
The Temple of the Restful Lily is known among the
other victims of the hags' curse are presently at
more elite folk of the Sword Coast, and any number
the temple:
of those folk might be visiting when the characters
Sylvarie Silversong (a neutral good moon elf) arrive. You can roll for or choose entries from the
founded the Temple of the Restful Lily after being Temple Guests table, or use those guests as inspira
drawn to the hot spring by the visions of Sune. tion for your own NPCs.
Her deep-seated insecurity over serving the god of
beauty was her downfall. Hoping to develop more TE M P L E G U E S T S
confidence in her role as a priest of Sune, she was d8 Guest(s)
drawn into a bargain with the hags that saw her A drow poses as j a rlaxle Baenre, the l eader of a
transformed into a medusa and trapped in the famous mercenary band c a l l ed Bregan D'aerthe,
temple's former shrine for ten years. See area T 1 2
i n the hope of obtai n i n g d iscou nted treatments.
for more information.
The i m postor's d isguise is easily detected by a ny
Gorba Daardenrian (a lawful neutral dragonborn of
one who has met the real j arlaxle.
gold dragon ancestry) was a mighty warrior who
sought even greater strength through her bargain 2 A veteran of the Flaming Fist, a ruthless merce
with the hags. When she realized the true nature n a ry company based in the city of B a i d u r's G ate,
of the bargain shortly before the curse struck, the has come to the temple to recover from a leg
dragonborn returned to the temple to challenge i nj u ry. The treatments and physical therapy are
the coven, but she became a withered husk of her helpi ng, but the mercenary is bored and looking
former self as she arrived (use the commoner stat for excitement.
block for her current state). Now trapped here, she
3 A pair of h alfl i n g scouts from the coastal city of
is especially fearful of Vile Sazha, who torments
N everwinter used the p rofits from a recent shady
her relentlessly.
job to treat themselves to a luxurious stay at the
Glitter (a chaotic good male tiefling) is a member
of the Waterdeep Jewelers Guild, as well as an temple, but they a re paranoid about oth e r guests
informant for one of the Masked Lords of the city. recognizing them.
He came to the temple wanting to be a few inches 4 A merchant and her wife (both commoners) h ave
taller, thinking the extra height would prove ad come to the bathhouse to celebrate their a n n iver
vantageous when conducting business transac sary, but it is clear that the two a re having rela
tions, but he renounced the hags' bargain when tionship issues. One of them wants to go home,
his new, taller form didn't suit him. The hags' while the other does not.
curse transformed him into a kobold (though he
5 A young knight who belongs to an o rder called
uses the spy stat block). In his new form, Glitter
the Purple Dragons has traveled a l l the way to the
now bitterly serves the hags, speaking eloquently
and addressing guests kindly. If the characters temple from Cormyr, seeking Su ne's advice on
agree to help him undo the hags' curse, Glitter how best to i m p ress their betrothed.
assures them they will gain a powerful ally in Wa 6 A dwarf noble from Citadel Ad bar, a dwa rven
terdeep, as well as receive 500 gp in gems as soon city-stro n ghold fa r to the n o rth, recently suffered
as he can return to the city. a magical m alady causing them to lose a l l their
Falthrax Loderr (a neutral good shield dwarf h a i r. Wearing a wig and fake beard, they have
commoner) became fearful of growing old af- come to the temple hoping to fi nd a c u re for the
ter a lifetime of dedication to Candlekeep. After
condition before the truth is found out.
coming through the portal and being drawn in
7 A rock gnome inventor (use the noble stat block)
by the splendor and magic of the bathhouse, he
bargained with the hags to restore his youth. But from the city of S i lverymoon has come to the
when second thoughts caused him to renounce bathhouse to sell the owners a col lection of clean
the bargain, the hags' curse aged him well into ing gadgets.
his venerable years, and he is now wracked with 8 A lawful n eutral assassin targeti n g evil nobles has
constant pain. Having no idea how to return to come to the bathhouse to hide out from the a u
Candlekeep and his old life, he has accepted his thorities, after recently botc h i n g an assignment i n
fate with quiet resignation, and he weeps quietly to Waterdeep o r s o m e other city o f your choice.
himself when anyone speaks to him.
-
TEMP LE OF THE RESTFUL LILY
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T H E P R I C E O F' BE AUTY
ARRIVING AT THE TEM PLE Walls and Floors. The bathhouse and the tower
are luxuriously appointed, with walls and floors of
The Temple of the Restful Lily is built around a
polished stone. The stonework in the abandoned
fey-enchanted hot spring in a large open grove in the
shrine is crumbling and caked with grime.
High Forest. The woodland trail accessed through
Doors. Inside the bathhouse and the tower, wooden
the portal created by The Price ofBeauty leads to
doors are carved with images of water lilies.
the temple from the east after a journey of a quar
Doors in the bathhouse are normally unlocked,
ter mile. A longer trail leads west from the temple,
but they can be locked by anyone who has a mas
winds northward, and ends at the edge of the forest
ter key. Doors in the tower are normally locked.
south of Silverymoon. Both trails converge on the
Unless otherwise noted, a locked door can be
south side of the bathhouse building and the double
opened with a successful DC 1 5 Dexterity check
doors leading into area T l .
using thieves' tools, broken in with a successful
If the characters put o ff entering the bathhouse
DC 1 5 Strength (Athletics) check, or attacked. A
building to first wander the grounds, the cambion
door has AC 1 5 , 18 hit points, and immunity to
Saeth (see "Coven Minions" earlier in the adventure)
poison and psychic damage.
leaves area T l to intercept them. He encourages the
Windows. Within the bathhouse and the tower,
characters to return with him to the bathhouse, de
finely made windows display abstract designs
scribing the abandoned shrine as a dangerous place
in stained glass. A window can be broken
to be avoided, and saying that the tower is a private
through with a successful DC 1 2 Strength (Ath
residence that cannot be entered. He does not force
letics) check or attacked; each one has AC 13,
the issue, however.
3 hit points, and immunity to poison and psy
Saeth calls for reinforcements if he is attacked
chic damage.
or if anyone tries to forcibly enter the abandoned
Light. All areas of the bathhouse and the tower are
shrine or the tower. If the characters are intent on
filled with bright light during the day and evening,
starting this part of the adventure with combat, you
either from sunlight or lanterns. After midnight,
might lead off with a challenging fight against the
these areas are dark unless characters are using
hags and all their servants, then have the charac
a light source. The ground floor of the shrine (area
ters put the pieces of the mystery together in the
T l l) is unlit, while its basement is lit by a magic
aftermath.
pool (see area T 1 2 for details).
TEM PLE FEATURES
TEM PLE LO CATIONS
•
The following features are common t o a l l areas of
The following locations are keyed to the maps of the
the bathhouse, the tower, and the shrine unless oth
Temple of the Restful Lily.
erwise noted.
Tl. LOBBY
R E LAX I N G AT T H E REST F U L LI LY
The Tem pl e of the Restfu l Lily offers many services and
treatments that characters i n search of rest a n d respite The d o u b l e doors open to the sound of a bell. Beyond
can make use of. This feature of the place can a l low the the doors is a l a rge lobby, the air heavy with the scent
characters to socialize with the N PCs i n residence-or of fresh l i l i es . A desk stands at the center of the roo m ,
can provide opportunities for the coven's m i n i ons to
h o l d i n g neatly p i led papers a n d fresh-cut l i l ies i n a
attack them while their guard is down. H ealth services
at the temple incl ude the fol lowi ng: vase. A dark- h a i red man in fi n e clothes stands u p
• Entry to the bathhouse costs S gp per person and in from beh i nd the desk as h e sees y o u .
c l udes the use of the enchanted baths, a comfortable "Welcome, friends, to the Restful Lily. Freshen your
robe, and a private changing room with a l ockable
selves in our l uxurious bath house. Or perhaps you'd
tru n k to store weapons and eq u i pment.
• Lodging for visitors who want to stay overnight at enjoy a m assage? H a i rcut? A shave or pedicu re? O h !
the temple is available at a cost of 4 gp per person . Road-ti red feet s i m ply c r y out for comfort! Wh atever
Meals cost S s p , a n d t h e l o u n ge offers a wide range you r pleasure, I am here to serve."
of beverages .
• Characters can enjoy a h ai rcut, a shave, or a waxi n g
for 2 g p , l g p , or 1 0 g p , respectively. The lobby is staffed by the disguised cambion Saeth
• Massages can be booked for 20 gp and last
(see "Coven M inions" earlier in the adventure). He
for an h o u r.
• A man icure and ped i c u re costs 2 sp. The pedicure
greets the characters warmly and is happy to ex
m ight i nc u r an additional fee depen d i n g on the plain the treatments and services on offer (as noted
cleanli ness of the customer's feet. in the "Relaxing at the Restful Lily" sidebar). If the
characters ask about the missing Falthrax, Saeth
-
feigns ignorance. If the characters aren't interested T4. GARDEN
in the Restful Lily's services at present, he encour
ages them to look around. In any event, as soon as
An i ro n fence overgrown with ivy s u rrou nd s this s m a l l
he is able to do so, he leaves the characters to their
own devices and slips away to inform one of the gard e n . An earthen path weaves between a scatteri n g
hags about the party's arrival before returning to his of trees, fl ower b u s h e s , and sto n e b e n c h e s . Va rious
desk. The characters are free to explore the temple i ro n weights, woode n poles, a n d h eavy sacks a re
on their own at this point. strewn a bout the p lace.
T H E PR I C E OF B EAUTY
Cyrena can cause the water to harm creatures of T7. TREATMENT ROOMS
her choice as though it were an equivalent volume
of acid. Currently, she has made the water harmful
These adjo i n i n g c h a m bers, d i mly lit with s h ro uded
to the hags and their minions, and she can make it
harmful to characters who offend or threaten her. l a m p s , a re each fu rnished with a bed whose fra me can
Any such creature that enters the pool or starts its be ti l ted a n d folded into d i fferent positions. S h elves
turn immersed in it takes 1 1 (2d 1 0) acid damage. and cou nters h o l d an a rray of perfumes, o i l s , and
Cyrena knows the hags and their minions for loti o n s , a n d scented candles that fi l l the room with a
what they truly are. Because the water of the pool is pleasantly invigorati n g scent.
harmful to them, they have been forced to leave the
naiad alone, even as they plot to destroy her.
Cyrena doesn't know what happened to Sylvarie, Guests who request haircuts, shaving, waxing, or
but even after ten years, she is sad about her friend's massages are tended to in these treatment rooms.
disappearance. Her nervousness around other crea Ilmar Mizzrym (a chaotic good drow) works here as
tures has prevented the naiad from asking directly the head aesthetician of the bathhouse. He wears a
for aid. She perceives dangerous-looking creatures simple belted silk robe and flat shoes, and speaks in
as servants of the hags. If she believes a character to a soft, hushed voice. Without armor, his AC is 1 2 .
be pure of heart or an ally of nature, she begs them Ilmar i s secretly a Harper agent and worshiper
to help her discover what happened to Sylvarie. of Eilistraee who goes by the code name Dusk. He
was a close friend of Sylvarie's years ago, but fell out
T6 . KITC HEN of touch with her before the temple was built. If the
characters get on Ilmar's good side with roleplaying
T h i s k itche n h a s l o n g cou nters a n d n u merous shelves or a successful DC 17 Charisma (Persuasion) check,
he confides his true identity to them and shares
fu l l of pots, pans, and ute n s i l s . M etal racks stuffed
his story.
with herbs, flowers, fruits, and vegeta bles h a n g from
Ilmar's Search. Three months ago, Ilmar re
the cei l i ng. ceived a haunting vision of his old friend Sylvarie,
who appeared to be in a suffering state, and appear
By day, Auntie Greenbones is usually here, in dis ing as though her face was being reflected in a bro
guise as the blind wood elf Greensong with her ken mirror. Looking into his former friend's activi
faithful hound Morty at her side. She prepares ties since they parted ways led him to Silverymoon
delicious-looking but tainted meals for guests of a month ago, then to the temple. Ilmar instinctively
the temple, often slipping in putrid ingredients or suspected that the goings-on at the bathhouse hid
traces of poison. Any guest who suffers the effect some dark secret and decided to investigate by pos
of a tainted meal is told that they are feeling toxins i ng as an aesthetician seeking employment.
and impurities leaving their body as a result of the Ilmar has seen through the illusions covering
healthy living the temple promotes. the hags and their minions, and he shares that
The hag keeps her awful ingredients hidden in knowledge if he trusts the characters. He suspects
a secret compartment in the kitchen cupboards, that information about Sylvarie's fate can be found
which can be found with a successful DC 15 Intelli in the shrine or the tower, but has so far been un
gence (Investigation) check (see "Treasure" below). able to investigate those areas because the coven's
If her stash is discovered, Greensong feigns inno minions keep a close eye on him. (The two dis
cence and says, untruthfully, that the drow aestheti guised scarecrows from area T9 lurk around the
cian Ilmar (see area T7) was seen poking around in guest rooms at night, and the gargoyle above the
the kitchen a few days ago. tower entrance of area T 1 3 watches the grounds
Treasure. Auntie Greenbones's stash includes north of the bathhouse for any sign of Ilmar skulk
beholder tears, ground unicorn hoof, chimera vomit, ing around.)
and other foul reagents of your choice. These ingre If the characters agree to help discover what hap
dients are worth a total of 100 gp to an alchemist pened to Sylvarie, Ilmar offers to join them, or to
or a poisoner. The stash also includes a stoppered help by creating a distraction in the bathhouse that
and labeled glass vial containing three doses of might give the characters a chance to slip into the
assassin's blood (see "Poisons" in the Dungeon Mas tower or the shrine unnoticed.
ter's Guide). Treasure. Ilmar keeps a silvered shortsword, a
hand crossbow with twenty bolts, and a spell scroll
of greater restoration hidden underneath the mas
sage bed in the south treatment room. These can
be discovered by any character who searches the
T H E P R I C E O F B E AU T Y
room. He keeps a vial of oil of slipperiness hidden Glitter, a tiefling spy transformed into a kobold
among the massage lotions and oils on the shelf in by the hags (see "Coven Victims" earlier in the
the north treatment room. It can be spotted with a adventure), is working late for his masters. He is
successful DC 14 Wisdom (Perception) check. trying to fix a broken lock, though the characters
might assume he is trying to break into the room by
TB . STORAGE picking the lock. He has darkvision out to a range of
A silk-curtained doorway leads into a storage room 60 feet and doesn't need light to do his work.
piled high with crates and items on shelves. Stock Glitter immediately surrenders if confronted
and supplies for the bathhouse are kept here, includ and tries to explain himself. If any character treats
ing towels, robes, bed linens, bottles, and stores of him kindly or seems to be heroic, he might tell the
grain, fruits, nuts, and salted meat. characters the truth of his transformation and beg
When the characters first enter this area, one their help to undo the curse. Glitter knows what
scarecrow disguised as a humanoid staff member happened to Sylvarie, as well as the layout of the
(see "Coven M inions" earlier in the adventure) is bathhouse and the tower. He also knows that the
present, sorting supplies and arranging boxes. hags store a selection of their cursed paintings in
T9 . GUEST ROOMS the servants' quarters in the tower (area Tl 7).
All the rooms in this area have the same basic TIO . ILMAR'S ROOM
features, plus additional contents related to their
occupants. You can decide how many rooms are
occupied based on how many NPCs are presently at The cl uttered state of this room suggests that its oc
the temple (see "Guests of the Temple" earlier in the cupant h a s been stayi n g at the temple for some time.
adventure). Clothes a n d cosmetic p roducts a re scattered across
the floor and the desk.
This wel l -fu r n i shed g uest room conta i n s a comfort
a b l e bed, a sturd y c h est for storage, a wal l l antern , a This room is the quarters of Ilmar Mizzrym (see
fu l l - le n gth m i rror, and a desk that holds s m a l l bottles area T7). A character who searches the room dis
of lotions a n d soaps. covers a sack hidden in the mattress.
Treasure. The sack holds three diamonds (50
gp each) and a silver holy symbol of Eilistraee (25
Each guest of the temple is given a key that locks gp), the drow god of beauty, dance, and the hunt. A
both the door and the chest, either of which can also chain shirt and a rapier are stored inside the room's
be opened with a successful DC 1 5 Dexterity check locked chest.
using thieves' tools or forced open with a successful
DC 1 5 Strength (Athletics) check. The hags and Tll. ABANDONED SHRINE
Saeth each carry a master key. This former shrine to Sune has fallen into disre
During the day, two disguised scarecrows (see pair over a decade of neglect. It is partially hidden
"Coven Minions" earlier in the adventure) clean any behind the baths and obscured by overgrown trees
unoccupied rooms. If the characters are staying and scrub. If the characters haven't already scouted
here, the hags might instruct the scarecrows to the grounds, any character in the baths (area TS)
"misplace" (steal) any potions, weapons, or other who has a passive Wisdom (Perception) score of 1 3
valuable items left in the characters' rooms. o r higher spots the ruined stone building behind the
Working Late. If the characters take rooms and trees. Characters who travel from the bathhouse to
spend one or more nights at the temple, the charac the tower can easily see the shrine.
ter who has the highest passive Wisdom (Percep
tion) score is awakened at a time of your choice by a
This cru m b l i n g sto ne b u i l d i n g m u s t once h ave been
quiet disturbance:
a beautifu l s h r i n e . Engraved i m a ges of S u n e a re sti l l
visible o n the moss-covered stones, h e r face gazing
A kobold with wh ite scales a n d p u r p l e eyes is fi d d l i n g
d own o n the path by which the faithfu l would h ave
w i t h the lock o n one of the guest room doors. H e
approached. Ston e doors at the front of the shrine
wears a patchwork d ress a n d is q u ietly curs i n g a n d
appear to be sealed s h ut by some sort of thick, clear
whispering.
resi n . A fa int i nscription i s sti l l visible a bove them:
" Welcome, dearest ones. Come fi n d the bea uty
wit h i n you."
T H E P R I C E OF B E AUTY
During the day, the shrine is quiet. At night, any Sylvarie has been transformed into a medusa and
character moving around the shrine who has a spends most of her time in this chamber. The glow
passive Wisdom (Perception) score of 14 or higher ing light is produced by an object at the bottom of
hears what sounds like sobbing or muttering com the pool (see "Treasure" below). The pool is also
ing from within. home to a water weird that has been Sylvarie's only
The door is sealed firmly, as are the shrine's four companion for the ten years of her incarceration.
windows, and all are coated by an unnaturally re The water weird fights alongside her if it perceives
silient resin of the hags' creation. A character can that she is threatened.
open a door or window as an action, but only by Sylvarie's Curse. Sylvarie Silversong was a de
forcing it with a successful DC 20 Strength (Ath voted priest of Sune who shared her knowledge and
letics) check. Any of the hags can touch an area of uplifted others to help them realize their own worth.
resin as an action, causing it to turn into slime that Sadly, her devotion to others masked the moon elf's
flows away over 1 minute. own self-doubt, which made her feel that she wasn't
A hole in the roof 30 feet above the statue of Sune worthy enough to be a priest of the god of love
(see below) offers another way in, and is just big and beauty.
enough for a Medium creature to squeeze through. The hags used her insecurity to manipulate and
One of the hags comes here at night every few corrupt Sylvarie ten years ago. Concealing their
days to throw down firewood and scraps of food true nature, they enticed the priest into a dark bar
for Sylvarie. gain-and a terrible curse. After a year, the painting
Inside the Shrine. When the characters get a created of Sylvarie that had boosted her esteem
good look inside the shrine, read the following: transformed her into a medusa. When she tried to
strike back against the hags, they sealed her in the
shrine, hoping that its great mirrors would turn her
The i nterior of the s h r i n e has the a ppearance of hav
to stone. For fear of petrifying herself, Sylvarie de
i n g been abandoned after some sort of terrible con
stroyed the shrine's mirrors.
frontation years ago. Broken benches with s h redded Sylvarie attacks characters who descend into this
c u s h i o n s a re overgrown by t h i ck fu n g i , and fou r l a rge area, believing they have been sent by the hags to
m i rrors h a n g i n g o n the wa l l s h ave been s h attered, torment her. A character can use an action to try to
leav i n g the stone floor covered in s h a rd s of bro- convince Sylvarie to stand down, first by making the
ken glass. party's good intentions clear and next by succeeding
on a DC 15 Charisma (Persuasion) check. If a truce
is achieved, Sylvarie blindfolds herself with a strip
A grime-encrusted statue of Sune stands against the of cloth so that the characters aren't petrified by her
far wall. The statue's expression might once have gaze accidentally. She removes the blindfold if she is
suggested smiling laughter, but streaks of dirt now forced to defend herself.
make it appear as though she is weeping. Behind The curse that transformed Sylvarie doesn't end
the statue, a staircase descends into darkness. until her portrait in area T18 is destroyed. The
The broken glass covering the floor imposes painting's destruction has the added benefit of
disadvantage on Dexterity (Stealth) checks made restoring Sylvarie's neutral good alignment, where
to move through the area. If any creature without upon she offers to do everything she can to help the
footwear or other protection moves across the bro party rid the temple of the evil creatures infesting
ken glass, treat the area as covered in caltrops (see it. If the characters destroyed Sylvarie's painting
"Adventuring Gear" in the Player's Handbook). before coming here, they encounter Sylvarie in her
true form: a neutral good moon elf priest who is not
Tl2. SACRED POOL wearing armor (AC 10). In this case, she is weeping
The stairs behind the statue in the shrine lead down by the pool and grateful to be free of the hags' curse.
to a dimly lit chamber. Treasure. Submerged in the pool is Radiance, a
+l wand of the war mage in the form of an exquisite
A soft wh ite glow rises from a s q u a re pool set i nto the golden hand mirror. While surrounded by darkness,
floor of this c h a m ber. Torn cushions, rugs, tapestries, it sheds dim light in a 5-foot radius. A creature that
and clothing h ave been p i l ed i n o n e corner as a m a ke
is attuned to Radiance can use a bonus action while
holding the mirror to cast the enhance ability spell,
sh ift bed, w h i l e twigs and scraps of deadfa l l form a
chosing itself and no other creature as the spell's
s i m p l e c a m pfi re nea rby.
target. Once this property of the wand is used, it
can't be used again until the next dawn. The wand
is Sylvarie's, but she offers it to the characters as a
reward for ending her curse.
T H E P R I C E O F B E AUTY
TOWER FLOORS
TEM P LE OF THE
RESTFUL LILY
1 square = 5 feet
Tl3-Tl8. TOWER that she can barely hold her broom. When she sees
the characters, she desperately tries to make them
leave so she doesn't get into trouble. In the time she
A fi nely crafted stone tower rises a m o n g the trees not
has spent at the temple, she has learned what hap
far from the bath house. A statue of a sharp-featured pened to Sylvarie and knows the layout of the tower,
w i n ged elf crouches a bove the front door, whose but she will not share that information unless her
bright red su rface is decorated with golden swi r l s . fear of the characters can be overcome with role
playing, a successful DC 20 Charisma (Persuasion)
check, or suitable magic.
The door is locked. The elf statue over the door is
Both the doors in this area are locked, and Gorba
a gargoyle servant of the hags, wrapped in illusion
does not have the keys to them.
magic (see "Coven Minions" earlier in the adven
ture). It watches the door but makes no move unless Tl4. SAETH's RooM
the characters go inside, whereupon it flies off to Saeth carries the key that opens the locked door to
report to one of the hags. this room.
Tl3. TOWER FOYER
This l u x u rious room h a s a l arge bed covered with rich
s i l k sheets. A ward robe and a d resser with a m i rror
T h i s foyer h a s a central spiral staircase lead i n g u p.
stand against the w a l l s .
The staircase is A a n ked by two closed doors, each one
set i n the m i d d l e of a stone wall . A t h i n , weak-looking
d ragon born is feebly tryi n g to sweep the Aoor h e re The dresser has clothes scattered across it but
with a wel l-worn broom. holds nothing of value.
Treasure. Characters who search the wardrobe
find a suit of scale mail armor customized for a
The cursed dragonborn, Gorba Daardenrian (see wearer with a tail, and a pair of shortswords or
"Coven Victims" earlier in the adventure), is so weak nately scribed with Infernal glyphs (50 gp each).
T H E P R I C E OF B E AUTY
Tl5. TOWER STUDIO Falthrax (see "Coven Victims" earlier in the
The three hags carry the only keys to this room. adventure) uses the commoner stat block and pan
ics at the sight of intruders. He warns the charac
ters that they should leave immediately while trying
Magical light i l l u m i nates t h i s roo m , which h a s a n
to appear loyal to the hags for the benefit of the
oversized c h a i r, heavy curtains cover i n g the wi ndows, gargoyle disguised as the elf statue, which has been
and a la rge, ornate wooden chest. placed here by the hags to watch over the coven's
latest victim.
If the characters try to go upstairs or ask too many
Any characters who requested special magical treat
questions of Falthrax, the gargoyle attacks. If it is
ments from one of the three sisters are brought to
reduced to half its hit points or fewer, it flees by
this room. The other sisters arrive in a few minutes,
smashing out a window and tries to alert the hags.
and they explain that all three working together
If the gargoyle's threat is ended, Falthrax breaks
can guarantee a greater possibility that the magic
down, revealing his identity if the characters haven't
sought by the character can be channeled success
already sussed it out. He is desperate to have the
fully. Characters who allow the sisters to work their
curse undone so he can return to Candlekeep. Hav
magic can watch them labor together to create a
ing just arrived at the temple, Falthrax can describe
cursed painting.
only the studio where his portrait was painted (area
Tools and Supplies. The wooden chest is locked.
T l S) and the room where he sleeps along with the
As an action, a character can try to pick the lock
other curse victims presently held at the temple
using thieves' tools, doing so with a successful DC
(area T 17).
18 Dexterity check, or break open the chest with a
successful DC 20 Strength (Athletics) check. Tl7. VICTIMS' QUARTERS
Inside the chest are the materials the hags use
for creating cursed paintings, including three blank
canvases and paints infused with demon ichor. A Piles of straw and moth-eaten b l a n kets h ave been set
character who examines the canvas determines that up in this a rea a s rough beds, and broken fu rniture
it is made of humanoid skin with a successful DC 1 5 and garbage is scattered a ro u n d . I n contrast to the
Wisdom (Medicine o r Perception) check. Physically s q u a lor, fou r fine painti ngs h a n g along the c u rved
touching the canvas grants advantage on the check. outer w a l l . Each one is h a u ntingly beautiful-but also
The paints appear normal unless examined closely
strangely u n nervi ng to look upon.
by a character who has proficiency in the Arcana or
Religion skill, whereupon their fiendish nature be
comes clear. Three of the victims of the hags' curse sleep and
Treasure. The canvases are worth 200 gp each eat in this miserable chamber, forced to stare at
and the paints are worth 100 gp in total, though the paintings that have caused their downfall. The
finding a buyer for such vile materials might be a fourth painting is the one that was done for Sylvarie
challenge. Silversong ten years before. Each painting depicts
its victim as the person they sought to become
Tl6. TOWER KITCHEN through their bargain with the hags:
• A brawny, female, golden-scaled dragonborn war
A d a n k scent fi l l s the a i r i n t h i s wel l - u sed kitc h e n .
rior engaged in battle (Gorba Daardenrian)
Th ree t a b l e s s t a n d i n the room, o n e of which i s cov • A tall male tiefling with sparkling violet eyes wear
ered in various vegetables a n d stra nge-loo k i n g cuts of ing many fine jewels (Glitter)
meat. A wood stove burns brightly aga i nst the fa r wall, • A youthful male shield dwarf dancing at a feast
a n d a statue of a wi n ged elf stan d s i n the corner, its (Falthrax Loderr)
face carved i n to an open-mouthed s m ile.
• A radiant female moon elf gazing upon her own
reflection (Sylvarie)
An elderly dwarf stands before the stove, h i s h a n d s
tre m b l i n g as he tries t o l i ft a h e a v y i ro n pot. If the characters don't yet know the significance of
the paintings but have met Glitter in area T9, Gorba
in area T13, or Falthrax in area T 16, any character
This kitchen is normally used by the coven's scare who studies the paintings recognizes that the paint
crow minions to prepare meals for the hags and ings depict those individuals.
Saeth, but it now has a new servant in Falthrax
Loderr, the cursed Candlekeep acolyte. The central
staircase leads to the upper floors, and an unlocked
door leads to area Tl 7.
T H E P R I C E OF B EAUTY
Tl8. HAGS' LAIR fALTHRAX'S R E S OLVE
With the curse lifted, Falthrax Loderr i s ready to
The air grows cooler a s you near the top of the tower, return to Candlekeep. The experience of having
a n d it carries a putrid scent. What m i ght o nce h ave sought and then rejected a magical return to youth
been an elegant bed room has l o n g since been soiled has taught him much about focusing on the positive
aspects of his life and his service to knowledge.
a n d r u i n e d . M u ra l s of S u n e that l i n ed the walls h ave
Though his struggles aren't over, a new inner re
been defaced with d i rt a n d fi lth.
solve promises to leave him in a better position to
Th ree beds a re covered i n moldy b l a n kets and an face those struggles.
i m a l fu rs, i nc l u d i n g o n e topped by a canopy of giant
bones a n d ree k i n g, u ntan ned hides. E m pty crates a re SYLVA R I E ' S D E C I SION
scattered t h roughout the room l i ke fu rnit u re , hold i n g Ten years under the effect of the hags' curse have
broken wea pons, moldering cloth i n g, a n d othe r odd left Sylvarie Silversong a changed person. As you
objects. see fit, she might be determined to restore the
Temple of the Restful Lily to its former stature, re
furbishing the shrine and making the site an even
The top floor of the tower has been turned into the stronger place for the worship of Sune. Alternatively,
lair of the Fetid Gaze. Each of the three hags has its she might decide that the temple holds too many
own disgusting bed, and the strange objects that fill dark memories for her, and that it should be up to
the crates are shared by all. others-perhaps the characters-to take charge of
Glyph of Warding. Scratched into the floor at restoring the site. Either way, Sylvarie is grateful to
the top of the stairs is a glyph created by a glyph of the characters for what they've done and becomes a
warding spell. The hags use this glyph to eliminate friend to the party for life.
intruders. It can be detected with a successful DC
1 3 Intelligence (Investigation) check and triggers
when any creature except the hags or their minions
passes over it. When triggered, the glyph splashes
acid in a 20-foot-radius sphere centered on it-big
enough to splatter the whole room and the cen-
tral staircase, top to bottom. This sphere spreads
around corners. Each creature in the area must
make a DC 1 3 Dexterity saving throw, taking 22
(Sd8) acid damage on a failed save, or half as much
damage on a successful one.
Dark Mementos. The objects in the crates are
souvenirs claimed from the hags' victims over ten
years, including weapons, clothing, personal effects,
tools, letters, trinkets, and more.
Treasure. Most of the hags' mementos are worth
less, but a search of the room turns up a spell scroll
of clairvoyance in a leather scroll case that has so
far escaped destruction.
C ONCLUSION
Once the threat o f the hags and their servants is
dealt with, the characters have a chance to rectify
the dark deeds done at the temple.
Destroying the four portraits in area Tl 7 frees
Gorba Daardenrian, Glitter, Falthrax Loderr, and
Sylvarie Silversong from the hags' curse. (See "De
stroying the Paintings" earlier in the adventure for
more information.) Gorba and Glitter are eternally
grateful to the characters and might become lifelong
allies of the party, at your discretion.
-
A N A DV E N T U R E F O R 6 T H - L E V E L C H A R A C T E R S
· · · -------
��OK OF �YLINDER�..�
(
:::,V
� "- W RI T T E N BY G R A E M E B A R B E R
D E V E L O P E D & E D I T E D BY K I M M O H A N
IFTEEN YEARS AGO, THE BOOK OF CYLIN Pelk tells the characters that this news came by way
ders fell into the hands of the archivists of Mitor Jans, a ship captain who makes a living
and librarians of Candlekeep as part of transporting crab meat to Candlekeep. Pelk also
a collection of works recovered from a reveals that]ans, eager for shipments to resume,
ruined keep in Tethyr, far to the south. It describes has volunteered to take adventurers by sea to a
a conflict between a settlement of grippli (froglike trading post where they can meet with the grippli
humanoids distantly related to bullywugs) and an in leader-in-exile, if they decide to undertake the quest
vading force of yuan-ti. The explorers who found the to help the frogfolk.
Book of Cylinders and bore it safely to Candlekeep Pelk informs the characters that the Avowed are
claimed it wasn't a historical account, but a warning willing to pay 500 gp to each character once the
of dire events yet to unfold. threat to the grippli village is neutralized.
--
The second cylinder's story begins with serpent
creatures lurking ominously outside the grippli
village. Then the serpentfolk rush forth, captur
ing or killing any of the frogfolk who try to stand
against them. As the village falls into disarray, the
giant crabs escape from their cages and head back
into the sea.
The third cylinder depicts, and briefly tells about,
the aftermath of the serpentfolk's assault. The vil
lage is vacant, most of its buildings flattened. Still
standing is the grippli's temple to their deity, which
has been taken over by the snake creatures.
Unbeknownst to the characters at this time, the
ancient story told on the cylinders is unfolding now.
Evil yuan-ti are tormenting the grippli, and their
goal is nothing less than the obliteration of all who
stand in their way.
LEARN I N G MORE
After the characters have deciphered the story told
on the cylinders, they can learn more about the
context of the situation by talking to Pelk or other
members of the Avowed. The following information
can be learned:
• Before communications with the grippli tapered
off, people who returned to Candlekeep from a trip
to the grippli trading post reported that a small
W o o D E N CY L I N D E R S
band of yuan-ti had taken up residence at an old
temple site where the grippli village used to be
located. These serpentfolk, unlike others of their
made of supple leather reinforced with thicker strips kind, are friendly toward the grippli, and the frog
of hide. Opening the cover reveals three intricately folk are helping them excavate the location.
carved, hollow wooden cylinders and a linen bag of • One of the last people from Candlekeep to depart
dry clay artfully decorated with a drop of water. from the grippli trading post reports that the place
The outside of each cylinder is covered with writ has been overrun by frogfolk fleeing their village,
ing and simple images, apparently telling a story in which was invaded by a second group of yuan-ti.
three parts. If the characters can't figure out what These monsters are vicious and cruel, the exact
the cylinders have to say, Pelk or another staff mem opposite of the earlier visitors.
ber at Candlekeep can give them instructions.
The first step is to remove some of the clay from NORTHWARD Ho !
its bag and mix it with water to form a thick paste,
It should be apparent to the characters, from what
then spread the wet clay in a thin layer on a flat
ever information they have gleaned, that the grip
surface. Rolling one of the cylinders across this sur
pli trading post is the first stop on their mission.
face presses the writing into the clay and makes it
The trading post is on the coast, due west of the
readable. After repeating the process for each of the
Cloakwood and roughly 90 miles north-northwest
cylinders, the characters have the full story and can
of Candlekeep by sea. They can get there either by
use that knowledge to determine what they do next.
accepting Mitor ]ans's offer of transportation, or by
The impressions in the clay are mostly characters
a longer overland route that takes them east, north,
in the Dwarvish script, combined with simple pic
and then westward through the forest.
tographs that tell a tale about the frogfolk and the
serpentfolk. SEA VOYAGE
The first cylinder shows and explains how the
grippli became skilled at harvesting giant crabs, If the characters need further persuasion, Mitor
which are loaded onto seagoing vessels and taken Jans tells them that he and his ship, the Dog Ear,
away while the frogfolk celebrate their newly have made the trip from Candlekeep to the trading
earned wealth. post and back again more times than he can count.
He and his crew know exactly where to sail to avoid
undersea hazards and stay on the most efficient Mitor Jans and his ship remain at the dock while
route. If the characters are suspicious of Mitor's mo the characters go ashore. He suggests that they seek
tives, a successful DC 10 Wisdom (Insight) check is an audience with the grippli's leader, Pond Mother,
all it takes to verify the truth of his claims. to learn firsthand about what has happened. (Fortu
In fact, this is the faster of the two routes. The trip nately for the characters, she's not hard to find.)
takes a day and a half (36 hours), with no encoun
ters en route. TRAD I N G POST
MITORjANS
Neutral good half-ore As the coastal mist clears, you get your fi rst good look
at the grippli t ra d i n g post. Ramshackle shelters a re
Mitor (use the bandit captain stat block, if neces
sary) joined Candlekeep as a young acolyte but soon c l ustered a ro u n d a l a rge permanent b u i l d i ng. The low
found he was more suited to a life on the sea. His r u m b l e of many voices softly croak i n g can be heard as
greatest source of pride is the book he has written your s h i p p u l l s up to the dock, where grippli bearing
about fish anatomy, which includes a detailed exam weapons a re waiti n g to meet its passengers.
ination of sahuagin biology. He is willing to trans
port the party, but neither he nor his crew will join
in a fight. The central structure of the trading post is a for
tified stone and mud-brick edifice, decorated with
OVERLA N D VOYAGE the preserved carapaces and claws of giant crabs,
If the characters decline the sea voyage, they can where commerce is normally conducted. The
consult a map at Candlekeep that shows the safest ground around it, usually clear of construction,
and fastest overland route, starting with the Way now houses a host of makeshift dwellings, and
of the Lion, the road that leads inland (east) from business has slowed to a standstill. The place looks
Candlekeep. That road intersects with the Coast and feels more like a refugee encampment than a
Way, which runs north along the eastern edge of the trading post.
Cloakwood. About 50 miles north along the Coast The primitive shelters are the new homes of
Way is a trail that runs west into the forest and grippli who escaped when the evil yuan-ti came
eventually leads to the outskirts of the grippli vil through the village in their search for the earlier
lage. This route, well over 100 miles in total, takes group of serpentfolk. All these individuals are
at least seven days to traverse by foot, and at the noncombatants, with no particular knowledge to be
end of it the characters will be entering the village gained by communicating with them.
before they visit the trading post. Both of those facts POND MOTHER SPEAKS
might have a marked effect on how the adventure
The village's leader, who holds the title of Pond
continues (at your discretion). In addition, you might
Mother, is an aged grippli warrior (see the end of
pit the characters against some random encounters
the adventure for her stat block). She evacuated the
along the way, to hint at the error of their ways in
village when most of the other residents did and has
turning down the sea voyage.
set up quarters inside the large building. Assuming
the characters are cooperative, the grippli guards
HELPING THE GRIPPLI take the visitors directly to her. If the party seems
The grippli of the Cloakwood are distrustful of trustworthy, she speaks to them. She prefers Pri
strangers but forced by circumstances to consider mordial (it's easier on grippli vocal cords) to address
outside help. The warriors of the village and its outsiders, but she can speak Common if there are
leader, Pond Mother, are doing all they can to pro no Primordial speakers in the group.
tect the grippli who have taken refuge at the trading She informs the party that a small band of yuan-ti
post, and they cannot mount a counterattack against arrived in the area over a month ago, claiming to
the evil yuan-ti, who have already killed several grip be followers of a benevolent deity they called the
pli for trying to stand up to them. Scaled Mother. They were friendly, the opposite
Assuming the characters traveled by ship to reach of other yuan-ti that the grippli had encountered
the trading post, the grippli guarding the dock watch and fought with. These yuan-ti expressed interest
them carefully but don't speak right away. Grippli in excavating and restoring the previous site of the
have difficulty voicing the language of humans, so grippli village, a mile from its present location. Pond
they speak in Primordial. (Mitor Jans has some flu Mother saw no reason to refuse them, since their
ency in Primordial and offers to be an intermediary motives were seemingly innocent. But then, two
if needed.) As long as the characters are nonhostile, tendays afterward, another group of yuan-ti came on
the grippli will allow them to disembark. the scene. These yuan-ti attacked the village, killed
-
B O O K OF C Y L I N D E R S 93
any frogfolk who tried to resist, and captured the RUNNING THE CRAB MAZE
grippli who weren't able to escape. No craft larger than a rowboat can navigate the crab
She asks the characters for help, telling them that maze because the water is too shallow and already
the yuan-ti have been eating their eggs and torment occupied by angry giant crabs. The characters are
ing the few grippli who remain in the village. Noth dropped off outside the maze at a point of your
ing has been heard from the friendly yuan-ti since choosing. The water is only 4 or 5 feet deep through
the larger force of evil ones descended on the vil out this area, but wading to shore is impossible
lage. Pond Mother fears that either they have been since the crabs are everywhere. The characters'
disposed of, or they have been imprisoned in the old goal is to get to the breakwater that separates the
temple that lies north of the village. In any event, maze from the village while avoiding the crabs as
saving the eggs, or as many of them as possible, is much as they can.
the grippli's main concern. As the characters move, they must make a suc
If the characters demand payment, Pond Mother cessful DC 20 Dexterity (Stealth) group check every
can offer the modest contents of the trading post's 100 feet to avoid attracting giant crabs. If any group
coffers (200 gp) for clearing out the village and safe check fails, ld4 + 2 giant crabs claw their way out
guarding the eggs. She points out that the charac of their cages and attack the characters.
ters are also entitled to keep any items of value that The processing platforms, located wherever two
don't belong to the villagers. walkways join or intersect, are safe havens. The
The trading post is about 5 miles south of the grip platforms are high enough above the water that the
pli village, which is most easily reached by sea. (An crabs won't attack creatures atop one.
overland trip along the marshy coastline is a fool's
route, fraught with obstacles and perils.) Mitor Jans PASSING THE BREAKWATER
will transport the characters as far as he can, then After negotiating the maze, the characters come
drop them off just outside the crab maze that bor upon a low wall that the grippli have constructed to
ders the community before turning back south. keep sea creatures away from the village and to pro
tect the lagoon on the other side from rough water
C RA B MAZE when a storm is raging. This breakwater is made
of intertwined branches reinforced by tough vines.
Hinged on the sides and split in the middle, it can be
Col u m n s of stone with p latforms b u i lt a ro u n d them, opened to allow the passage of small boats. In the
c o n nected by rickety- looking gangways that touch closed position, as it is now, the breakwater is not
the sea or d isappear beneath the frot h i n g waves, a re designed to prevent entry to the village by anyone
a rrayed before you . I n the d i st a n ce you can see the who can simply climb up and over it.
m a rshy shore. Dark s h a pes move u nd e r the su rface, If the characters avoided any contact with the
giant crabs, or if they have handled those threats
a n d flashes of red cara pace d raw the eye. This is not a
with a minimum of commotion, they can easily
safe p l a ce .
move over and beyond the breakwater without alert
ing the yuan-ti in the village. By taking the shortest
Getting to the village is the characters' first chal path to shore, the characters can make landfall just
lenge. Between the characters and the village is a north of the docks.
network of cages where the grippli have kept, cap Several yuan-ti are roaming through the village
tured, and bred giant crabs for centuries. when the characters arrive, but the serpentfolk are
The crab maze is a collection of low-to-the-water not particularly vigilant. The characters can earn
walkways, ranging in height from just above the the yuan-ti's attention by making an undue amount
water to being submerged by up to 2 feet. Each main of noise during their approach or giving themselves
walkway is wide enough for two Medium creatures away with a display of flashy magic. If they do so, a
to walk side by side, while the smaller branching squad of five yuan-ti purebloods ambushes them
ones are wide enough for only a single person. Inter soon after they get out of the water.
spersed through this web of rickety wood and net The yuan-ti, overconfident to a fault, are likely
ting are processing platforms built around the stone to fight to the death without trying to summon
columns, each large enough to hold four creatures. reinforcements. To give the characters a stiffer
Under the water, in open-topped cages made of net challenge, you can have a patrol of l d4 + 2 yuan-ti
ting, lurk a great number of giant crabs that haven't purebloods arrive on the scene, attracted by the
been fed recently. As the characters start to make sounds of combat, before the original squad has
their way to shore, the water begins to froth as the been vanquished.
giant crabs become excited.
�DERS
VILLAGE DOCKS
Unlike the materials used for the crab maze,
the docks are sturdy planks of wood tightly fas
The gri p p l i v i l l a ge i s set n e a r the sea in a brackish tened together and treated to make the structure
marsh. Rising from the muck a re c i rcu l a r, domed waterproof.
m u d -brick b u i l d i ngs that the gri p p l i use for homes Only a couple of small boats remain tied up at
a n d storage facilities. The carapaces a n d cl aws of these piers, the others having been used by the grip
pli who retreated to the trading post.
g i a nt crabs feature h eavily i n the a rch itectu re.
The yuan-ti have no interest in the small boats
that are moored here-meaning that if they re
If the characters get to shore without causing a main undamaged, the characters could use them
conflict with the yuan-ti, they can move freely (if for transport when they decide to leave this
carefully) around the village. (The evil serpentfolk place behind.
are here for a particular purpose, and as a rule
they have no quarrel with anyone who doesn't POND MOTHER'S HOME
directly threaten their plan or try to impede what The religious center of the village, this enormous
they're doing.) building made of wood and mud bricks has been
The ground throughout this area is damp and soft turned into a prison where the evil yuan-ti are hold
at best. Staying dry is difficult to impossible. ing some of the followers of the Scaled Mother. The
The dozen or so grippli warriors (see the end of hemispherical building, 20 feet high and 50 feet
the adventure for their stat block) remaining in the in diameter, is by far the largest structure in the
village are there only to do the yuan-ti's bidding; community.
they all show signs of abuse from their treatment. The ground level contains a pool of water in the
Some are in a state of mourning, after being forced center, directly beneath an opening in the roof of
to watch the yuan-ti consume their eggs. the same size. The marshy ground around the pool
�
serves as an assembly area for group ceremonies.
B O O K OF C Y L I N D E R S
95
Two staircases on opposite sides of the dome lead BROOD POOLS
up to the second floor, which is divided into four Near the outskirts of the village is the grippli
chambers, each about 10 feet square. Three of these nursery. In five places, built up like the sides of a
rooms currently hold a total of ten wounded yuan-ti well, stand 3-foot-high mud-brick walls enclosing
purebloods with half their hit points remaining. 20-foot-diameter circular areas. These repositories,
These benevolent, neutral good yuan-ti are being filled with clean, fresh water, are where the grippli
guarded by four evil yuan-ti purebloods stationed lay their eggs and nurture offspring as they mature.
just outside the cells. This location is under the control of four yuan-ti
The guards remain at their stations until they purebloods and two yuan-ti malisons (any type).
hear significant sounds of activity coming from the They permit a small number of grippli to tend the
ground level, or until a character ascends one of the eggs, which is why the eggs haven't all died since
staircases and comes into their view, whereupon the arrival of the serpentfolk. This permission could
they all rush to attack. The prisoners, even if they're be an act of mercy, or it could just be that the yuan-ti
left unattended, won't leave their cells willingly like to eat the eggs: each of the malisons has been
while combat is going on. consuming at least one egg per day, and always
If the characters dispose of the guards and free within sight of one or more of the grippli for no rea
the prisoners, the benevolent yuan-ti explain what son other than cruelty.
they know of the situation: they are allies of the grip All six yuan-ti are languishing on the ground be
pli who have been victimized by the evil yuan-ti that tween the pools and don't react until at least one of
invaded the village recently. They know from their them becomes aware of the characters. If one of the
captors that two of their number have been hauled malisons remains alive after 3 rounds of combat,
through the marsh northward to the location of a it pours a vial of poison into the water of one pool,
temple in the old village, where they are to be sacri which kills all the eggs in it. On each succeeding
ficed to the evil deity Sseth sometime soon. round, if the characters don't prevent it, the same
creature moves to poison a different pool until it is
vanquished or until all the eggs have perished.
�ERS
HOMES AND STORAGE
0
storage b u i l d i ngs a re spread h a ph az a rd l y around the
m a r s h . M ud-brick with wicker roofs, they're modest
affa i rs , prim itively decorated with giant crab claws.
M ost are e m pty and show signs of abandonment.
Altar
I
Storage huts sit on stilts that keep their thatch •
•
lsquare�J
floors from getting wet and thus protect the materi
als stored there from deterioration. Wood and other
marsh vegetation used in construction are left here
to dry out.
courtyard. From there, the characters can approach
OLD VI LLAGE A N D TEM PLE
the upper court (area T2), where the prisoners are.
Following the river leads the characters northeast The following locations are keyed to the map of
through the Cloakwood. The characters should re the temple.
alize that this is the route to the grippli's old village,
which they have heard about from Pond Mother and Tl. COURTYARD
perhaps also from the yuan-ti captives.
The old village was abandoned when the grippli At the top of a short set of steps l ies an open a rea
realized they would fare better being closer to the
enclosed by a ten-foot-high outer wall and paved with
water. They relocated to where the village now
t i ghtly fitted stone slabs. To either side a re truncated
stands. The only structure left in the old village is
the temple-now the site of activity once again. ramps that lead down to a lower a rea, sti l l blocked
Before the evil yuan-ti arrived, the followers of the with earth and r u b b l e that n eeds to be c l e a red away.
Scaled Mother had begun to excavate the temple Ahead of you , some fi fty feet away, is a nothe r short
ruins, hoping to find evidence of their benevolent de stai rcase that leads to a ten-foot-high i n n e r w a l l with
ity. The work is continuing under the rule of the evil a d oo r-sized ope n i n g i n it that's covered by a curta i n .
serpentfolk, but it's slow going. Several grippli have
Com i n g from beyond t h e doorway i n side t h e encl osed
been forced to continue digging the place out, while
area, you can h e a r the groa n i n g and p l a i ntive c ries of
their masters stay inside the part that has already
been opened up. It's here that preparations are be creatu res being m i streated.
ing made for the sacrifice of the yuan-ti's prisoners.
When the characters approach the temple, they The temple's courtyard can serve as a staging area
won't be able to escape the notice of the grippli for the characters, whose presence will not be no
prisoners. But the frogfolk know enough to remain ticed by the yuan-ti as long as they remain here. Any
silent in the face of potential rescue, and they use grippli in the courtyard when the characters arrive
hand signals to direct the characters toward the will make a hasty but silent retreat to places of
safety outside the temple.
B O O K OF C Y L I N D E R S
T2 . UPPER COURT SERPENT SCALE ARMOR
Armor (scale mail), uncommon
The upper cou rt of the tem p l e h a s been com p l etely This suit of magic armor is made from shimmering
cleared of debris. S i x p i l l a rs s u pport the ten-foot- h i gh scales. While wearing it, you can apply your full
Dexterity modifier (instead of a maximum of +2)
cei l i n g, a n d the northern h a lf of the enclosed a rea i s
when determining your Armor Class. In addition,
bathed i n b r i g h t light, m a k i n g it e a s y fo r y o u t o s e e the
this armor does not impose disadvantage on your
horrific scene playing out i n the far end of the roo m . Dexterity (Stealth) checks.
SERPENT'S FANG
The following events are unfolding a s the party
Weapon (longsword), rare
enters. Lashed to a makeshift altar are two neutral
good yuan-ti, a type 1 yuan-ti malison named Maaz This single-edged magic sword is made from
and a yuan-ti pureblood named Vorsa. They are the scrimshawed fang of a giant serpent. Its hilt
being tortured by an evil yuan-ti abomination that changes shape to adjust to the grasp of any creature
is presiding over a ritual. An enormous sarcophagus that picks it up. The weapon deals an extra l d l O
rests behind them, its exterior carved with serpents. poison damage to any target it hits.
Two yuan-ti malisons, a type 1 and a type 3, are
positioned on either side of it. Both are evil. One AFTERMATH
carries a lantern that is the source of the illumina When the abomination and its malison minions fall,
tion, and the other one is holding up a chime and the captured yuan-ti are overcome with joy. They tell
preparing to strike it. As the characters take in the the characters that they hail from a land to the south
scene, the abomination is studying the script on the called Chu It. They were called into service by the
sarcophagus intently, engrossed in what it sees. At a deity they know as the Scaled Mother and followed
gesture from the abomination, the chime is struck. her portents as they traveled north. They began ex
As it rings out, the seam around the lid of the sar cavating the old temple, with the grippli's consent,
cophagus glows brightly for an instant. Then the in the expectation of finding relics left behind by the
sarcophagus comes open partway, and the bound yuan-ti that raided through this area in ages past.
prisoners howl in agony. They were unable to open the lid of the sarcophagus
Even after the evil yuan-ti notice the characters, once they unearthed it and were in the process of
their first priority is to complete the ritual, which clearing rubble from the courtyard stairs when the
opens the lid of the sarcophagus and kills the evil yuan-ti descended on the village and captured
prisoners. With fast action and accurate attacks, all the followers of the Scaled Mother.
the characters can interrupt the ritual and prevent With the threat to the area neutralized, it doesn't
further harm to the victims. The abomination must take long for things to return to normal. When the
use two of its turns to finish performing the ritual, grippli prisoners realize that the characters have
which climaxes with one more sounding of the persevered, they waste no time getting the news
chime as the lid is thrown open. If the abomination to the village and the trading post. The refugees
takes any damage before completing the ritual, it return home, and within a tenday the frogfolk have
stops what it's doing and turns its attention to the repaired any damage to the crab pens and are back
interlopers and attacks them, ordering the malisons in business.
to join the fight. The benevolent yuan-ti, once they recover from
Treasure. The objects used by the malisons are a their wounds, might decide to continue digging out
chime of opening and a lantern of revealing (which the temple or to return to their homeland, as you see
they use as a precaution against invisible enemies). fit. If the excavation goes on, you can populate the
After the malison strikes the chime for the first lower level of the temple with treasures or traps at
time, the item has 5 uses left. The lantern has 2 your discretion.
hours of fuel remaining. If the characters journeyed by land and went di
Assuming the characters interrupted the ritual, rectly to the temple after spending little or no time
the lid of the sarcophagus is only slightly open, and in the village, the now-freed grippli prisoners ex
the chime must be struck once more to open the lid plain that other evil yuan-ti are stationed in the vil
fully. Inside the sarcophagus are two items of great lage, and they too need to be dispensed with before
significance to the yuan-ti: a suit of serpent scale the grippli can reclaim their homes.
armor and a serpent 's fang (both described below).
�DERS
GRATEFUL GRIPPLI
Having done what they came to do, the characters
are free to take their leave of the grippli anytime;
once regular traffic resumes between the trading
post and Candlekeep, the heroes have no trou-
ble finding a ship that will carry them back to
the library.
In the meantime, if the characters prevented one
or more eggs in the brood pools from being killed,
the returning grippli are so ecstatic that Pond
Mother offers to perform a ceremony for the party's
benefit, called the ritual of friend marking. If they
agree, they are brought to the pool in the center of
Pond Mother's home at midnight. The grippli, croak
ing sonorously, surround the characters while they
stand in the warm water and Pond Mother pours the
contents of a jar into the pool. The liquid swirls, and
motes of light begin rising up around the characters.
Any party members who have second thoughts at
this point can avoid the effect by succeeding on a
DC 15 Wisdom saving throw. Party members who
don't resist, or who fail their saves, fall into a trance
until dawn-when they come to their senses, com
pletely rested and healed. All party members who
completed the ritual can speak and understand the Small humanoid (grippfi)
Grippli language from now on.
Armor Class 1 2
Hit Points 1 3 (3d6 + 3)
GRIPPLI Speed 30 ft., climb 30 ft., swim 30 ft.
A t first glance o r from a distance, a grippli looks like
STR DEX CON INT WIS CHA
a large frog. Its head and body are indeed those of a 10 (+O) 1 5 (+2) 1 2 (+l) 10 (+O) 1 4 (+2) 10 (+O)
frog, but its front extremities end in hands with fin
gers that enable it to manipulate weapons and other Skills Athletics +2, Stealth +4, Survival +4
objects, and its rear legs have similar digits that it Senses passive Perception 1 2
Languages G rippli plus one other language (usually Common,
can use for grasping and climbing. A grippli can
Draconic, or Primordial)
move as quickly on all fours as it can on two legs. Challenge 1/4 (50 XP) Proficiency Bonus +2
Communal Effort. Grippli rely on ambushes and
guerrilla warfare to defend themselves and their
Hold Breath. The grippli can h o l d its breath for 20 minutes.
settlements. They can snare foes with their tongues
to make them easier targets. Grippli villages are Standing Leap. The grippli can leap 30 feet h orizontally or 20
feet vertically from a standing position.
generally built from mud bricks and other natural
materials harvested from the immediate vicinity. ACTIONS
Young grippli are raised by the community rather
Multiattack. The grippli makes one attack with its tongue. I f
than by a single set of parents, and all of a commu this attack hits, the grippli can make a melee attack using its
nity's eggs are kept in freshwater pools until they trident against the same target.
mature. Protecting their eggs is a major concern for
Tongue. Melee Weapon Attack: +4 to hit, reach 5 ft., one Me
grippli, since lizardfolk, yuan-ti, and other creatures dium or smal ler creature. Hit: The target is grappled (escape
are known to have a taste for them. DC 1 2) . U ntil this grapple ends, the ta rget is restrained, and the
Close to Nature. Most grippli care more about grippli can't grab another creature.
survival than they do about abstract ideals such as Trident. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
good and evil. Grippli religion is based in animism or range 20/60 ft., one ta rget. Hit: 5 ( l d 6 + 2) piercing damage,
and nature spirits; the frogfolk do not pay reverence or 6 ( l d 8 + 2) piercing damage if used with two hands to make
to a single deity, but they might beseech a particular a melee attack, plus 2 (l d4) piercing damage ifthe grippli had
nature spirit for aid from time to time. advantage on the attack roll.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft. ,
o n e target. Hit: 5 ( l d 6 + 2 ) piercing damage, p l u s 2 (l d4) pierc
ing damage if the grippli had advantage on the attack rol l .
B O O K OF C Y L I N DE R S 99
AN A D V E N T U R E F O R 7 T H - L E V E L C H A RA C T E R S
. . . ------- ·
SARAH OF
�ELLOWCREST MANOfk
0 W R I T T E N BY D E R E K RU I Z •
• •)
D E V E L O P E D & E D I T E D BY S C O T T F I T Z G E R A L D G R AY
BOOK D E S C R IPTION
Sarah of Yellowcrest Manor is a leather-bound book
with brass corner fittings and an intricately carved
brass clasp that holds the book shut. Embossing on
the cover depicts the same symbol seen on Sarah's
uniform-a lemon tree with the rising sun behind it.
A character who has the noble background, who has
an extensive knowledge of Waterdeep, or who suc eyes (see "Lord Viallis's Tome" later in the adven
ceeds on a DC 14 Intelligence (History) check recog ture for more information).
nizes this as the seal of the Yellowcrest family. Sarah also attempted to sketch what she remem
The book's title appears handwritten on the first bered of the rune-marked circle. Any character who
page, and it is clear that all of its pages were once has proficiency in the Arcana skill and succeeds on
blank. Only a handful of pages at the end of the a DC 1 5 I ntelligence (Arcana) check recognizes the
book remain so. The rest are filled with handwrit circle as part of a ritual casting of the contact other
ing that starts out crude but slowly becomes more plane spell, and can intuit that the runes Sarah has
elegant, hinting that it was produced by a person hastily copied are tied to an entity from the Outer
learning to write, who then practiced their writing Planes. Characters who do not recognize the circle
by keeping a diary. can seek assistance from one of the Avowed to de
termine this information.
A HUMBLE LIFE
The pages of Sarah of Yellowcrest Manor are a mix YE LLOWC REST LORE
ture of exercises, drawings, and reminiscences. The
A thorough reading of the diary reveals the broad
earliest pages bear nothing but repetitions of the
details of the lives of Sarah and the Yellowcrest
name "Sarah." Lists of household chores, pending
family. Alternatively, if the characters call Sarah
activities, shopping lists, and names take up a full
back (see below) and are able to communicate with
third of the book.
her, you can allow the poor servant's spirit to reveal
Where the diary begins, the book becomes a
some of this information:
firsthand account (written in Common) of the life
of Sarah, who describes herself as a servant in the • Yellowcrest Manor stands on Delzorin Street in
Waterdeep manor of Lord Viallis Yellowcrest and Waterdeep's North Ward.
Lady Maria Yellowcrest. The diary entries are not • Lord Viallis and Lady Maria had two sons, Malik
on consecutive pages, and most are undated. In ad and Janus, and one daughter, Tianna.
dition to writing about her daily obligations and life • The family owned several tanneries and shoemak
in the manor, Sarah also wrote about Lady Maria, ing shops in Waterdeep, but most of its wealth was
who came from a poor family and empathized with inherited on Maria's side.
Sarah's own lack of education. Lady Maria's genuine • Lord Viallis's closest business associate was
affection for Sarah led her to teach the young ser an elf named Faerl, who visited Lord Viallis
vant to write, and to give her the leather-bound book twice a tenday.
that became the diary. • Sarah had a romantic relationship with a young
squire named Vecken, who lived close to the
A GLIMPSE OF DARKNESS manor on Immar Street.
The last entries of the diary, dated just over five
The details of the murders at Yellowcrest Manor
years earlier, change in tone as Sarah worries about
can be learned from a few hours' research into re
the strange conduct of Lord Yellowcrest, and his
cent Waterdeep history, or by consulting any scholar
habit of spending too much time with ancient books
at the library who has an interest in that history or
in his study. The final diary entry reads:
the noble families of Waterdeep. The public details
of the dark event are well known:
I sto le close to Lord V i a l l i s today, and saw that he had
• Lord Yellowcrest was away from Waterdeep on
c h a l ked a c i rcle m a r ked with strange runes across the
business, then returned to find his wife, his sons
floor of his study. A p u d d l e spread with i n the c i rcle and daughter, and the manor's four servants bru
a n d a p pea red to m e as bubbling blood . Lord V i a l l i s tally murdered. Shocked into a deep depression by
stood n e x t t o it m otionless, o n e of h i s v i le books the tragedy, Lord Yellowcrest left Waterdeep to be
in h a n d , and m uttered someth i n g I cou l d not hear. alone with his grief.
I s l i pped away q u i ckly, though I fea r he m i ght h ave • Rumors seemingly spread by members of the City
Guard after investigating the murders hinted at
heard me t h i s time. I h ave never been so scared, but I
some sort of cult activity, but details of the killings
m u st tell Lady M a r i a what I h ave seen. I must!
were never revealed. No suspects were ever identi
fied or charged.
In her diary, Sarah tried to draw the image of the • The Yellowcrest family had a good reputation,
cover of an old tome Lord Viallis was reading. The with no hint of personal or public impropriety. No
sketch shows a monstrous creature with a bulbous one ever accused the grieving Lord Yellowcrest of
head, long arms, tentacles for legs, and multifaceted having any connection to the murders.
WHAT SARAH KNOWS
A character who succeeds on a DC 12 Wisdom (In
sight) check or who is able to calm the ghost with
appropriate roleplaying can glean some information
from Sarah's mournful moaning:
• Lord Viallis Yellowcrest was responsible for the
murders of his wife, his children, Sarah, and three
other servants, all of whom were killed as part
of a dark ritual. (The trauma Sarah suffered has
occluded her memories of the details of the ritual
and of her own death.)
• The book that Sarah observed Viallis reading was
the source of the ritual, and a work of evil.
• The souls of Lady Maria, Malik, Janus, and Tianna
have not moved on since their deaths. All four are
trapped in the mortal realm until their physical
remains can be buried in hallowed ground.
• The remains of those victims are missing. Sarah
doesn't know what happened to them, but she
is certain that Lord Viallis has something to
do with it.
Sarah's anguished state of mind means that she
can share no information other than what is noted
above. Though she has all the abilities of a ghost,
Sarah has no wish to harm anyone. You might allow
SARAH'S GHOST
her to use her Possession action to speak what she
knows through one of the characters if needed.
GRIEVING GHOST Five years ago, Lord Viallis murdered his family,
Sarah, and three other servants as part of a ritual to
Sarah was one of the servants killed alongside Lady
contact an otherworldly entity. The ritual was suc
Maria and the three Yellowcrest children-all mur
cessful, and with the magic circle he had scribed, Vi
dered by Lord Viallis as part of his willing descent
allis established contact with a Great Old One called
i nto evil. For five years, the young woman's immor
Gaernoo. This aberrant patron offered to grant Lord
tal spirit has been bound within Sarah of Yellow
Viallis arcane powers in exchange for establishing a
crest Manor. Ever grieving, the spirit has had no way
cult dedicated to Gaernoo.
to communicate with the mortal realm-until the
Lord Viallis, empowered by Gaernoo's other
presence of the characters draws her forth.
worldly magic and wanting to get away from talk
Once she appears for the first time, Sarah (a
of his family's death, moved to the village of Green
ghost) reappears whenever the characters speak
fast, a day's travel southeast of Waterdeep and the
her name in the presence of the book. The an
home of his business partner, Faerl. Claiming that
guished state of the young woman's spirit is clear to
he wanted to have his family interred close to him,
anyone who sees her.
he took the remains of his wife and children along,
Sarah understands characters who speak Com
with evil intent. For the last five years, Viallis has
mon and tries to respond to them, but she can't
been building a cult to Gaernoo around himself,
speak because Lord Viallis cut out her tongue
calling it the Burnt Tongue Cult for the sacrifice that
before killing her. The ghost tries to communicate
new members must make before being accepted.
through moaning whispers and by pointing the
characters to the parts of her diary that hint at Lord LORD VrALLi s ' s TOM E
Viallis's evil.
Sarah's ghost is bound to the diary and can't move The crude sketch composed by Sarah shows the
farther than 30 feet from the book. If the book is monster on the leather-bound cover of the book
z
Lord Viallis was reading. This creature is a repre 0
0
destroyed, the ghost is able to move freely and re 5
doubles her efforts to seek justice for the dead. sentation of the statue in area B7 of the temple of "'
S A R A H OF Y E LLOWC R E ST M A N O R
the best possible place to learn about a mysterious of the Yellowcrest family and their servants, a suc
book, the characters can spend a day or two in dili cessful DC 10 Wisdom (Insight) check made while
gent research to turn up references in other works speaking to the butler confirms that he finds the tale
to a book whose cover matches Sarah's sketch-a exciting for the dark reputation it gives the manor.
tome called Retribution of the Ancients. If the characters make it clear that they mean no
That work is not a part of Candlekeep's collection, trouble for the Falgarst family, effective roleplaying
but several of the Avowed know it by reputation. It is or a successful DC 14 Charisma (Persuasion) check
a dark work of ritual magic, its contents potentially inspires the butler to share what he knows. Offering
deadly in the wrong hands. Arnulf any alcoholic beverage grants advantage on
the check, and magic such as a charm person spell
SECRETS IN WATERDEEP guarantees an automatic success.
Accepting Sarah's mission to seek the truth of Arnulf can reveal any of the following details:
what happened at Yellowcrest Manor and to locate • The manor was previously owned by the Yellow
the remains of Lady Maria and her three children crest family, most of whom were killed one night.
takes the characters to Waterdeep, which holds the • Though full details of the event were never made
first clues in the mystery. Like all other books in public, rumor holds that Lady Maria, her three
Candlekeep, Sarah of Yellowcrest Manor cannot children, and four servants were all stabbed to
be removed from the library, so make it clear to the death, then had their tongues removed.
characters that Sarah's ghost has revealed all she • The sole survivor of the family was Lord Viallis,
knows. The characters can have the book copied at who was allegedly away from the city that day.
the usual rates to have a way of referencing Sarah's • After the murders, Viallis sold the manor and all
notes and sketches, but you can also assume that his family's possessions, then moved to a small
they remember any necessary information from the village in the countryside.
book as the adventure continues. • A few tanneries, leatherworkers' shops, and cob
To get the characters into the mystery as quickly blers' shops in the Trades Ward reportedly still
as possible, their trip to Waterdeep unfolds with belong to Lord Viallis, but if he has ever returned
no problems or random encounters, unless you de to Waterdeep, Arnulf doesn't know about it.
termine otherwise. The easiest way for characters
without access to teleportation magic to travel from YE LLOWCR E ST BUSI N E S SE S
Candlekeep to the City of Splendors is to sail up the A few hours of asking around the Trades Ward en
Sword Coast. Many merchant ship captains offer ables the characters to identify the three cobblers'
to carry adventurers as passengers for free, in ex shops, two leatherworkers' shops, and two tanner
change for their assistance if anything goes wrong ies still owned by Lord Viallis. The Yellowcrest busi
along the way. nesses are all nondescript, and none of the workers
or managers know Lord Viallis personally or know
YE LLOWC RE ST MANOR
anything of his whereabouts, except that he lives
The former Yellowcrest Manor is easily located, "out in the country somewhere."
either by using Sarah's directions from the diary or The characters can get on the good side of one of
asking in Waterdeep. Though no members of the the cobblers or tannery managers working for Vial
Yellowcrest family remain in the city, their name is lis with a successful DC 15 Charisma (Persuasion)
still well known because many people remember check or 10 gp in bribes. Doing so earns them the
the terrible tragedy. knowledge that Lord Viallis has an overseer who
The manor is on Delzorin Street in the North comes once every second tenday to check the books
Ward, and it is now home to the Falgarst family. of each enterprise, pay wages, and collect profits.
Characters who present themselves at the estate are The overseer, an elf named Faerl, lives in the village
met by a well-dressed butler at the front door. Arnulf of Greenfast southeast of Waterdeep, and is ex
(a lawful neutral human commoner) is a short, bald pected in the city in two days.
ing man with a warm smile and a fine mustache, The characters are free to head for the village in
who gives off a faint scent of wine. He is amicable search of more clues, in which you can case skip to
and conversational, especially if he has already the "Greenfast" section later in the adventure. They
undertaken his daily "inspection" of the Falgarst can also wait in Waterdeep to try to talk to Faerl.
family's wine cellar. The overseer arrives two days later, and spends that
day visiting each business in turn. Characters who
FAMILY BUSINESS stake out any of those locations can see Faerl as
Arnulf knows the history of the house well, in
he arrives just after noon in a private coach, which
cluding the public details of the horrific murders.
barely fits along the narrow Trades Ward streets
Though he expresses honest sadness for the fate
S A R A H OF Y E LLOWC R E ST M A N OR 10 3
where the Yellowcrest businesses are located. His SPEAKING OF THE PAST
bodyguards include two cult fanatics, three thugs, As long as the characters approach in a nonthreat
and two veterans-all on horseback. The driver ening way, Faerl is willing to talk to them, though
of the coach is an unarmed commoner. The char his bodyguards stand close by. Faerl pretends to
acters can easily perceive that this is an unusually take an interest in any talk of the characters looking
large entourage, even for someone carrying money. into the Yellowcrest murders, calling the fact that no
one was ever charged with the crime "a terrible in
FAERL justice." If asked about Lord Viallis, Faerl describes
Faerl, a neutral evil wood elf, is proud and cruel. He
him as "broken by the tragedy." He denies that his
believes that he must be in control at all times. He
employer could have had anything to do with those
dresses in pompous finery and an oversized red hat.
terrible events if any character suggests it.
He speaks precisely, but in a volume so low that it
Faerl's loyalty to the Burnt Tongue Cult and Lord
forces people to pay close attention to him.
Viallis is absolute, making him impervious to brib
Faerl uses the noble stat block with the follow
ery and intimidation attempts. If magic such as a
ing changes: charm person spell is used to influence his attitude
• He speaks Common and Elvish. toward one or more characters, Faerl refuses to
• He has advantage on saving throws against being mention the cult, even to characters to whom he is
charmed, and magic can't put him to sleep. friendly, so as not to incriminate himself. He calls
the City Watch if the party gives him trouble.
Personality Trait. "Others are beneath me. My
If the characters express their intention to ques
position in the cult ensures my future."
tion Lord Viallis, Faerl orders his bodyguards to
Ideal. "My loyalty to the cult is critical to its suc
attack while he climbs back in the coach and tries
cess. I must lead by example."
to leave. If he gets away, he returns to Greenfast,
Bond. "With my loyal assistance, Lord Viallis will
where the characters might encounter him again.
surely take over Waterdeep one day."
Flaw. "My standing makes it important that noth STREET FIGHT
ing happen to me. If it's necessary that others sacri If Faerl orders his bodyguards to attack, or if any
fice themselves for my security, so be it." character attacks him or the bodyguards first, the
bodyguards do their best to protect Faerl and en
sure that he escapes in the coach. They then lay
into the characters without mercy. The cult fanatics
cast command or hold person on melee combatants,
hoping that the veterans and the thugs can dispatch
them quickly. The thugs focus on the same target to
make use of their Pack Tactics feature.
When more than half the bodyguards have fallen,
the others surrender. All are Waterdeep mercenar
ies on long-term contract to guard Faerl when he
visits the city. They don't know Lord Viallis per
sonally and know nothing of the cult, but they can
provide the following information about Faerl and
Lord Viallis:
• Faerl met Lord Viallis in Waterdeep years ago and
became his business partner. Faerl lives in the vil
lage of Greenfast southeast of Waterdeep, where
Lord Viallis also lives now.
• The profits from the Yellowcrest businesses gener
ate a tidy sum that funds Viallis's retirement.
• The bodyguards were to accompany Faerl back to
Greenfast that evening with the latest profits from
the Yellowcrest businesses, then make their way
back to Waterdeep after being paid.
Treasure. If the characters overcome Faerl and
the bodyguards and prevent Faerl from leaving, a
search of the coach turns up a locked iron strong
box. Faerl carries the key. As an action, a character
can try to pick the lock using thieves' tools, doing so
with a successful DC 1 5 Dexterity check, or pry the
box open with a successful DC 18 Strength (Ath
letics) check. Inside are the profits from the estab
lishments Faerl has already visited that day-35 gp
and 400 sp.
Faerl carries a potion ofhealing (superior) in his
belt and 20 gp in a leather pouch. He wears jewelry
worth a total of 20 gp.
SIR VECKEN
Vecken (a lawful good human knight) is a burly fig
ure, heavily scarred but with a pleasant disposition. course of their conversation with him, Vecken can
He turned to adventuring to help him move past the reveal the following information:
death of his beloved Sarah, and he becomes notice • After the murders, the remains of Sarah and the
ably distraught when speaking of her. other three servants were interred in the public
Personality Trait. "We all have a moral obligation cemetery, Waterdeep's City of the Dead. The re
to protect the weak and the innocent, and I will do mains of Lady Maria and her children were not.
so at any cost." • Vecken remembers talk of Lord Viallis wanting
Ideal. "Good will prevail as long as the strong his wife and children to be interred near his new
stand against evil." home, so that he need never return to Waterdeep
Bond. "My frail father needs my care. It is good to visit them.
that I gave up my adventuring life."
Flaw. "When anger and grief take hold of me, Vecken doesn't know that Lord Viallis has relo
there is little I can do to control myself." cated to Greenfast. If the characters share this in
formation with him, he grows thoughtful, then says
DARK MEMORIES that he has heard from former compatriots of recent
Vecken is at home when the characters call, and he trouble along the roads in that area. South of Water
is initially pleased to see them. He assumes they are deep, travelers are being robbed of valuable relics
adventurers he must have met and forgotten about and jewelry, and more than a few have disappeared,
during his earlier days. When the characters make their bodies never found.
the reason for their visit known, he grows visibly
grim but invites them into his home for tea. In the VECKEN'S RETRIBUTION
living room, Vecken's old helmet with its shattered If the characters ask Vecken to join their investi
horn hangs above the fireplace hearth. gation, the warrior demurs, telling them he would
Vecken is sympathetic to the characters' objectives rather let the past fade. In truth, he won't join the
because he still feels the pain of Sarah's death five characters because their unexpected news has
years ago. Any talk of the characters having spoken inspired thoughts of vengeance that he wants to
to Sarah's ghost reduces him to tears. Through the undertake on his own. As soon as the characters
leave him, Vecken dons his armor and weapons
S A R A H OF YE LLOWC R E S T M A N O R
and heads for Greenfast by horse. Assuming the live in and around the village. She doesn't know the
characters don't set out for Greenfast immediately full extent of his activities, nor does she have any
by faster means, the warrior arrives at the village idea that he and his secret cult are responsible for
ahead of them, confronts cultists on the road, and is the increasing number of travelers disappearing
captured. See area BU of the temple of the Burnt along the Trade Way.
Tongue Cult for more information. Two months ago, Kara's sister, Yaeda, fell under
Viallis's sway and went to what Kara calls the no
GREENFAST ble's "new estate" (the cult's temple). She believes
The village of Greenfast is located a day's travel that Yaeda is working for or romantically involved
southeast of Waterdeep. Characters can easily with Viallis, not knowing that he holds her prisoner.
obtain directions to the small farming settlement, Kara has never been to the estate and has no idea
which lies a short distance off the Trade Way, along of the extent of Viallis's activities there, but she can
a broad creek flowing into the Dessarin River. give the characters directions if they share what
Greenfast is a prosperous community whose farm they suspect about Viallis and promise to bring
ers take advantage of their proximity to the Trade Yaeda back.
Way to sell to both Waterdeep and Daggerford. G2 . THE BULGING CAULDRON
Lord Viallis is well known in the village, though
This tavern has a warm, homey feel, filled with lo
any people the characters talk to describe the re cals at mealtimes and the end of the workday. Trav
tired noble as a quiet person who keeps to himself. elers stop in more rarely, and the proprietor, Old
All the villagers know about the tragedy of five years Fargo (a chaotic good human commoner) , is happy
before. They also know that when Viallis moved to
to serve them. Fargo is recognizable by his old flan
Greenfast, he announced his plans to rebuild an old
nel shirt and riding hat. The tavern has two spare
tower an hour away as a private estate. Not much rooms on the second floor that can be rented out by
has happened at the site as far as the villagers are
the day or tenday.
aware, though construction and renovations are Old Fargo's Suspicions. Old Fargo has long
slowly ongoing, and Viallis is known to have a num distrusted Lord Viallis, instinctively seeing him
ber of workers living at the tower. (Viallis's talk of
as a bad sort, but he keeps his thoughts to himself
rebuilding the abandoned tower is a cover for his unless the characters engage him in conversation.
sinister activities, as the characters will discover.) With appropriate roieplaying or a successful DC 1 3
Viallis lives in a comfortable house (see area G3), Charisma (Persuasion) check, h e describes Viallis
but he is not home when the characters arrive. The as a collector of sycophants who uses wealth to try
village features other places the characters might to impress people. His son, Young Fargo, fell into Vi
go and a number of NPCs they might talk to as they
allis's circle of influence a month ago, and Old Fargo
search for clues about what the evil noble is up to. hasn't seen him since. He knows that Viallis and
GREE N FAST LOCATIONS his followers are said to be building an estate away
from the village, and he can give the characters di
The following locations are keyed to the map of rections there.
Green fast. If the characters share their suspicions about Vi
allis being involved in the Yellowcrest murders or
Gl . MAYOR'S HOUSE
other dark business (especially if they have learned
The largest building in the village is the home of
of the cult after a fight at the barn at area GS), Old
Mayor Kara Firenni (a neutral good human com
Fargo becomes distraught and begs them to rescue
moner) , who is busy working in her garden if the
his son from Viallis's grasp.
characters seek her out. Mayor Kara is middle-aged
and wears her hair in a short ponytail. She is a good G3 . LORD VIALLIS'S HOUSE
and compassionate leader, but shows clear signs of Lord Viallis bought this comfortable home when he
stress as the characters talk to her. left Waterdeep, but he has spent little time here over
Kara's Fears. If asked about Viallis, Kara says the past year as the cult's activities have ramped
that the noble keeps to himself and that she barely up. The front and back doors are locked, and the
knows him. Her manner is unusually brusque, and windows are shuttered and curtained. As an action,
any character who succeeds on a DC 1 5 Wisdom a character can try to open a door or window using
(Insight) check can tell that she is hiding something. thieves' tools, doing so with a successful DC 14 Dex
With appropriate roleplaying or a successful DC 14 terity check, or force open a door or window with a
Charisma (Persuasion) check, a character can con successful DC 1 5 Strength (Athletics) check.
vince her to speak openly. Inside, the house appears almost abandoned. Only
Kara knows that Viallis is creating some sort of the kitchen and the main room show signs of recent
following, having attracted many admirers who now
--- --
use, and the place holds nothing of importance or the area. When Viallis needs new sacrifices, the
value. (Lord Viallis has moved all his important be cultists snatch victims along the Trade Way at night.
longings out of the village and into the cult's temple.) (If at least one day passes between the characters
meeting Vecken and arriving in Greenfast, the cult
G4. FAERL'S HOUSE ists' most recent expedition ended with the capture
The residence of Viallis's overseer is a comfortable of the vengeful warrior. See area B l l .)
cottage whose main room doubles as an office. The The cultists pay close attention to Faerl's house
place is filled with business records and correspon (area G4) and to any strangers in the village. If the
dence, all of which concern Lord Viallis's business characters ask them any questions about Viallis, the
and none of which appear suspicious or out of cultists respond by attacking. If they see the previ
the ordinary. ously agreed-upon signal of a window being opened
If the characters came to Greenfast without meet in Faerl's house, they go there immediately, ready
ing Faerl in Waterdeep, you can have them find the for trouble.
overseer at home if you see fit. Use the details in the Use the guidelines in the "Street Fight" section
"Yellowcrest Businesses" section and the informa earlier to run the encounter if the cultists and the
tion on Faerl there to shape the conversation. If the characters face off. Unlike the mercenaries in
characters threaten him or ask questions that indi Waterdeep, these villains know a great deal of in
cate they know more about the cult than Faerl likes, formation that they share if they are defeated and
the overseer makes a point of opening a window "to threatened:
get some air." This is a signal to the cultists at the
barn (area GS) to come running. • Lord Viallis is the leader of what he calls the
Burnt Tongue Cult, and he has made Greenfast
G5. BARN the center of the cult's activities.
Two cult fanatics and two veterans-neutral evil • Viallis worships a dark entity called Gaernoo,
humans loyal to Viallis-work here by day. They whose power he channels by sacrificing prisoners.
keep an eye out for trouble and keep their ears open This otherworldly patron provides Lord Viallis
for word of nondescript travelers passing through with aberrant creatures to command.
• Lord Viallis took over an old ruin outside the vil TEM PLE FEATURES
lage, wanting to turn it into an estate. The work
The tower and its basement levels are o f ancient
at the site is a ruse for opening up and rebuilding
construction, their original purpose long forgotten
a series of subterranean chambers, which now
by the area's residents.
constitute the cult's temple. With the temple com
Ceilings throughout the temple are 10 feet high
pleted, Lord Viallis has ordered the cult's activi
and fiat. All areas of the upper level of the temple
ties to be stepped up.
are illuminated by braziers, lamps, or magical light.
The cultists know nothing of the whereabouts of All areas of the lower level are dark except for the
the remains of Lady Maria and her children. Lord the south cell in area Bl 1 and the training room
Viallis never speaks of his life before the cult. (area B 1 2).
--
•
--
•
TEM PLE OF THE
BURNT TONGUE ( ULT
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-
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0
87
k� 1 square = 5 feet
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SARAH O F Y E LLOWC R E ST M A N O R
B2. ARCANE STUDY If the characters reach this area without making any
sound, they find a single cult fanatic stationed at the
stairs. If alerted to the characters' intrusion (such
B u ndles of papers, diagra m s , scro l l s , and books lie
as by combat in area Bl), the fanatic flees down the
scattered o n a d e s k a n d across the floor of t h i s roo m , stairs, races along the tunnels of the lower level, up
which i s l it b y t w o glow i n g crystal spheres o n a s h e l f into area BS, and through the secret door into area
a l o n g the n o r t h wall. B7 to alert Lord Viallis.
B4. OFFICE
Lord Viallis studies magic in this room, which is off The lack of a door along the stairs to the chapel
limits to his cultists. The papers are covered with (area B7) means that characters going into this area
formulas and schematics, recognizable as related to or area BS might attract the attention of the cultists
arcane magic by anyone who has proficiency in the in the chapel-or might be already in view from the
Arcana skill. foot of the stairs if Viall is has been warned of the
The book Retribution of the Ancients sits on the characters' approach (see area B3 above).
table. In addition to describing various dark rituals,
this tome serves as Lord Viallis's spellbook and
Books a n d trin kets a re spread across a wooden desk
contains the following spells: cone of cold, contact
other plane, counterspell, darkness, detect magic, set i n this a l cove c h a m ber, which is lit by a b u r n i n g
fear, fireball, greater invisibility, fly, ice storm, mage brazier.
armor, magic missile, misty step, polymorph, ray of
sickness, shield, and suggestion.
The trinkets are worthless, mysterious-looking
Pitfall Trap. The glowing spheres on the shelf
objects. The books appear to be registries of pur
are two cracked driftglobes that can no longer float
chases, as well as lists of items and people. These
or give off their daylight effect. Removing either
documents, created by Faerl, have nothing to do
orb from the shelf triggers a trap. A character who
with the cult's activities but look important at a
searches the area for traps and succeeds on a DC
glance. Lord Viallis leaves them here to test secu
16 Wisdom (Perception) check notes a slight de
rity; if any of them go missing, Viallis knows his
pression in the floor in front of the shelf that warns
temple has been infiltrated by a spy or a thief. A
of the trap. Triggering the trap causes any creature
character who spends at least 10 minutes examin
standing next to the shelf to fall 20 feet, landing
ing the books can ascertain their lack of importance
prone in the north cell of area B l l and taking 7
with a successful DC l S Wisdom (Insight) check.
(2d6) bludgeoning damage. Though the trap's trig
ger is magical, the floor must be lifted and set into B 5 . SYMBOL WORKSHOP
place again for the trap to be reset. Before the trap
is reset, a character can climb back up into this area
A bronze oil l a m p burns o n one of two tables i n this
from area Bl 1 with a successful DC 20 Strength
(Athletics) check. a rea, both of which h o l d woodcarving too l s and
Secret Door. A character who searches the south strange woode n objects.
wall for secret doors finds one with a successful
DC l S Wisdom (Perception) check. Once found,
Cultists work here to craft the wooden symbols that
the door can be slid sideways to reveal a short pas
mark membership in the cult-a distended tongue
sage with an identical secret door at the far end. No
with a torn root. Fifty newly carved symbols are
check is needed to find the second secret door, as
spread across both tables, hinting at the scope of
both doors are obvious to anyone in the short hall
Viallis's expansion plans.
way that separates areas B2 and BS.
Secret Door. The north wall contains a secret
Treasure. Inside the desk drawer are two golden
door similar to the one in area B2.
medallions worth 1 2 S gp each. A wooden box on the
table contains a chime of opening. B 6 . STUDY
This area is set within the larger space of area B7.
B3. DUNGEON ACCESS
Its door is unlocked.
S A R A H OF Y E L LOWC R E ST M A N O R
Treasure. The bookcase holds a collection of de
based literature, dark mythology, studies of aberrant
magic, and mad treatises on elder gods. Lord Viall is
has been building this collection for years for the
benefit of his followers. The collection can be sold
to a discerning purchaser for 300 gp. Alternatively,
if brought to Candlekeep and donated, it might earn
the characters favors and benefits as you see fit.
ters' intrusion), three cult fanatics lurk behind the do not deserve my attention."
Ideal. "Gaernoo gifts u s with i n s i ght. The knowledge
statue-the same three who watch the north stairs if
from beyond the vei l w i l l open o u r eyes."
Lord Viall is is expecting trouble. They join the fray.
Bond. " My s o u l belongs to G aernoo."
Faerl is also here if he was able to flee Waterdeep Flaw. "I m u st thi n k about things, then t h i n k agai n .
and you did not choose to have the characters meet Decis ions can not b e made q u ickly."
him at his house. He is reclining on one of the pews.
� ---
S A R A H OF Y E L LOWC R E ST M A N O R
Pits. Four pits stand in alcoves along the sides of BIO. OSSUARY
the chapel. After each sacrifice, the cultists throw
the ashes and bones of the victims down these
T h i s dark, dead-end c h a m ber holds a m o u n d of
shafts to area B 1 3 below.
Treasure. In addition to his robe of scintillating charred bones, desiccated body parts, a n d s k u l l s scat
colors and spell scroll of teleport, Lord Viallis car tered across a l i n e n s h eet. Stra n ge red -black runes
ries the keys to area B2 and the cells in area B l l . A mark the s heet's edges, seemingly scri bed i n blood.
number of objects are arranged around the altar as
offerings, including five gold bracelets (worth 150 gp
On Gaernoo's instructions, Lord Viallis and the
each) amid various worthless trinkets.
cultists have been gathering the remains of dozens
Secret Doors. Characters who search the room
of ritually slain victims in this area. A character who
for secret doors and succeed on a DC 1 5 Wisdom
has proficiency in the Arcana skill or who succeeds
(Perception) check find sliding wall sections to ei
on a DC 1 5 Intelligence (Arcana) check can inter
ther side of the altar. These secret doors open easily
pret the runes to realize that these remains are be
and reveal passages to area BS and area B9.
ing collected to fuel a huge ritual at a later date-one
B 8 . SECRET VAULT that will ultimately require hundreds of victims.
A short hallway runs from the secret door in area
Bll. CELLS
B7 to stairs leading down.
These two cells-one to the north and one to the
I I
south-are closed off by locked iron-bar doors. Lord
Two woode n chests a re the o n ly objects to be seen in Viallis carries the keys that unlock the doors. As an
this d a rk roo m , which h a s a sta i rcase lead i n g d ow n . action, a character can try to pick a door's lock us
ing thieves' tools, doing so with a successful DC 1 5
Dexterity check.
Treasure. Both chests are unlocked, and they
North Cell. This cell, which lies beneath the trap
hold valuables the prisoners in area B l l had on
in area B2, is empty when the characters first arrive
them when they were taken: a longsword, two dag
at the temple.
gers, a pair of jeweled earrings worth 150 gp, and
South Cell. This cell holds six prisoners, includ
1 1 5 gp. If the characters are captured by the cultists
ing Yaeda Firenni, Mayor Kara's sister. Though
and moved to either cell, their belongings end up
she originally joined Lord Viallis willingly, Yaeda
here as well.
was imprisoned after the full scope of the cult was
B9. SECRET LIBRARY revealed to her and she tried to flee. She is in poor
health; treat her as an unarmed commoner with 4
levels of exhaustion.
This s m a l l , dark c h a m ber holds a golden urn resting If Vecken got to Greenfast ahead of the characters,
atop a small table a n d a bookcase stuffed with books he is also one of the prisoners. The warrior tells
a n d scro l l s , many of them old a n d worn. the characters that their news inspired him to seek
his own vengeance for Sarah, but he was captured
when he took on a squad of cultists looking for
The books and scrolls contain arcane formulas, al victims along the Trade Way. Vecken has been re
chemical recipes, ritual instructions, and lore about duced to 25 hit points. Though injured, he is healthy
the Outer Planes, half of which is written in Deep enough to escort the other prisoners to safety if the
Speech. Interspersed among the older books are characters have more of the temple to explore.
several newer journals written by Lord Viallis. The four remaining prisoners include three un
Characters who spend a few minutes reading armed commoners and a child noncombatant.
through the lore here learn any information they Their names are Jalrax, Durz, Seffra, and Ashlan.
might have missed about the murders at Yellow They were part of a caravan attacked by the cultists
crest Manor. Additionally, one journal reveals that a few days earlier. Two of their companions (the un
Viallis placed the cremated remains of his wife and fortunate victims in the chapel) were taken from the
three children in a golden urn that he sometimes cell a few hours earlier.
uses as a focus for his dark rituals. The golden
urn mentioned in this journal is the same one that B12. ACOLYTES' 'TRAINING ROOM
rests on the table. The urn is engraved with arcane Scrolls and notes are spread across the floor of
sigils relating to the Outer Planes. It holds ashes this worked stone alcove. Four recent recruits of
the remains of Lady Maria and her children-and the Burnt Tongue Cult (three cultists and one cult
radiates an aura of necromancy magic to a detect fanatic) normally work here to learn and practice
magic spell. spellcasting. You can make the encounter tougher
-
by adding two gricks that act as watchdogs. If the RETRIBUTION OF THE ANCI E NTS
cultist from area B3 passed through here to warn
As a unique tome, Retribution ofthe Ancients can
Lord Viallis of intruders, the creatures in this area
be used to gain entry to Candlekeep. Given its dan
are waiting for the characters and ready to fight. If
gerous nature, donating the book might also earn
they have not been warned, the gricks remain alert
the characters special favor from those among the
but the cultists are distracted as they try to cast a
Avowed who are pleased to know that its rituals can
spell under the cult fanatic's watchful eye.
no longer be misused.
Familiar Face. One of the recruits bears a notice
able resemblance to Old Fargo and is his son, Young YOU N G FARGO
Fargo. He fights as furiously as the other cultists but
loses his zeal if the characters subdue him. In the If the characters spare Young Fargo's life, they come
aftermath of the fight, appropriate roleplaying or a to understand that as a new initiate, the young man
successful DC 1 2 Charisma (Persuasion) check can had not yet been exposed to the worst of the cult's
help the young man understand that Viallis has cor depravities. In time, he is able to come to terms with
rupted and used him. what he has done and make amends. A grateful Old
Treasure. A search of the scrolls on the floor Fargo offers the characters the hospitality of the
turns up a spell scroll of counterspell. Bulging Cauldron, free of charge, whenever they
pass through Greenfast.
Bl3. SACRIFICIAL REMAINS
Mounds of ash and bone dropped down from area FINAL R E ST
B7 after Lord Viallis's rituals are piled up in these The ashes of Lady Maria and her three children
locations. must be spread in hallowed ground to grant them
eternal rest. Any of the mausoleums in the City of
C ONCLUSION the Dead in Waterdeep would be a suitable location.
When the characters have ended the threat of the As the ashes are interred, the spectral forms of
cultists, the threads of the mystery in Sarah of Yel Lady Maria, Malik, Janus, and Tianna materialize
lowcrest Manor can be connected. before the characters. In silence, Lady Maria hugs
her three children close to her as she meets each
AFTE RMATH IN GRE E N FAST character's gaze. Sarah's ghost appears, her connec
Learning about the actions of the Burnt Tongue Cult tion to the diary broken as her quest is fulfilled. The
shocks the folk of Greenfast and neighboring com five spirits then vanish, their forms scattering like
munities. They undertake the process of clearing flower petals on the wind.
out the cult site, making what restitution they can If Vecken is present, he weeps upon seeing Sarah
to Viallis's victims, and collapsing the tower to seal again, then thanks the characters for what they've
off the entrance to the temple. The attacks along the done after all the spirits have passed on. Vecken
Trade Way drop off immediately. The farm folk are might remain a lifelong friend to the characters, and
grateful to the characters for their actions, and vow his own exploits could provide inspiration for future
to become more watchful for unseen threats. adventures.
S A R A H OF Y E L LOWC R EST M A N O R
OF !fillU E ···�
W R ITT E N B Y K E LLY LY N N E D 'A N G E L O
DEVELOPE D & E D IT E D B Y K I M M O H A N
" We were out for a bit of a revel when a swarm of 14-16 T h ree h u m a n berserkers pass nearby w h i l e on a
h u nt, purs ui n g a fa m i ly of deer. If the characters
w i l d -eyed ravens attacked us. We're in n o fit state to
m a ke their presence known, the berserkers attack
fight. Cou l d you perc h a n ce h e l p us get home?"
them i nstead.
1 7-20 Four i nj u red wolves come upon the party but
The satyrs want to get back to Polvarth Plateau,
keep their d istance. Each has l d 8 h it poi nts
where they can party safely. They aren't sure how
re m a i n i n g. If a p p roached , they i nsti nctively
far they've strayed, only that the plateau lies to the
snarl but then q u ickly w h i m per in pain. Their
north and is a journey of a few hours by hoof. The
blood - m atted fu r is evidence of a recent attack
satyrs pass the time by singing, drinking wine from
wineskins, and sharing ribald stories. o n the wolves (they were wounded by h u nters but
During the trip, the characters have an opportu escaped ) . I f a character ma kes a successful DC
nity to converse with the satyrs. If this happens, the 14 Wisdom (An i m a l H a n d l i ng) check, the wolves
characters learn the following information: become c a l m and a l low the characters to treat
their wounds. If they a re given a i d , the wolves tra i l
• Often over the past tenday, several cracks of thun
der have sounded, even when there appears to be beh i nd t h e party a n d assist i n fights if needed.
I I
ing for their webs to snag some prey. At the sound of
" G reetings, big fo l k . I , Wheeldoli, welcome you to
intruders, they scurry into the underbrush and hide,
Dewl i ght a n d s u ggest you be on you r way."
staying 30 feet away from the webbed path, loosely
spread out. The ettercaps are ambush hunters and
Wheeldoli is prepared to turn invisible and make run from a prolonged fight.
himself scarce at the first sign of aggressiveness,
but if the characters start by mentioning that they HAG'S HOVEL
have spoken with Feynor, or if they talk to him The characters' path takes them into a densely for
about the book they discovered, the sprite becomes ested area. By following a break in the trees that
friendly and contributes some additional details sends them north and west, they come upon a sign
about their situation. that this area is inhabited:
As a scholar among his kind, Wheeldoli knows
about some of the gods revered by the big folk,
G na rled bushes and dead or d iseased trees s u rrou nd
and he shares his supposition about the nighttime
a r u n -down wooden shack. A wisp of s m o ke rises
thunderclaps and lightning strikes in the distance.
"Signs of a battle brewing," he says. A group of from a rotted-out hole i n the roof that i s l i ned with
vicious predators have been stalking through the fu ngus. South of the s h ac k i s a low stone wall that
forest of late, and Wheeldoli fears they are disciples forms the perimeter of a l a rge hole, w h i l e east of the
of Malar the Beast Lord (see the "Cult of Malar" b u i l d i n g i s a l a rger wooden structure covered with
section later in the adventure). The disturbances to c reeping v i nes.
the north, he says, seem to be coming from the vi
As you come a bit closer, the sound of voices sud
cinity of the Pool of Eternal Spring, a hallowed site
d e n l y emerges from the shack. One occupant cackles
associated with a lesser deity known as Lurue the
Unicorn. The sprite says he would not be surprised wicked ly, and two othe r voices emit m uffled w h i m pers
to find that Malar's minions are behind that turn of and groan s .
events as well.
In conclusion, Wheeldoli injects some urgency
The following locations are keyed to the map of the
into the situation. "Whatever's happening at the
hag's hovel.
pool is likely to reach its peak on the winter solstice,
which is at most a day or two from now." H l . DRY WELL
When the characters have learned all they can The characters might correctly assume that this
from Wheeldoli, the sprite directs them to a narrow place is what it looks like: the site of a well (which
gravel path that skirts the community and then con is now abandoned). If they approach to within 5 feet
tinues northward through the underbrush. of the stone wall, they can peer over the 2-foot-high
"Hurry along now," he says. "Danger along the wall into the hole, which is dark, but they don't get
way might impede your travel, so there's no time an idea of how deep the hole is or what's in it.
to waste!" If a character comes up to the stone wall and
looks down inside the hole, this activity attracts the
WEB B E D PATH
attention of a grick alpha that uses the place as a
The pebbled path leading out of Dewlight soon lair. The water source at the bottom of the 30-foot
turns into dirt, and the area on either side of it is deep hole has long since dried up, making it an ideal
sparsely covered with underbrush. After the char place for the grick to lurk when it's not out hunting.
acters walk for a few more minutes, they discover The grick's Stone Camouflage trait prevents the
that the road ahead is covered in large patches of characters from realizing its presence-unless they
spiderwebs. The webbed path, 20 feet wide and shine a light source down into the hole or have some
60 feet long, is difficult terrain. A creature that en other way of seeing the bottom of the pit. If they
ters the area for the first time on a turn or starts don't see the grick at the same time it sees them,
its turn there must succeed on a DC 12 Dexterity the monster lurches out of the well to confront its
saving throw or become restrained by the webs. prey. A character who can see into the hole and has
A restrained creature can use its action to try to a passive Wisdom (Perception) score of 14 or higher
escape, doing so with a successful DC 12 Strength notices the grick before it attacks; any other charac
(Athletics) or Dexterity (Acrobatics) check. Each ters start the encounter surprised.
� -
H2 . HAG SHACK teach the interlopers a lesson, but if the characters
This run-down shack is the occasional home of a don't dispose of her promptly, she does not hesitate
night hag named Lanedrie Staggersoul. When she to cut her losses and uses a plane shift spell to leave
spends time on the Material Plane, she enjoys im their company.
prisoning and terrorizing denizens of the forest. Her The two dryads are named Trekaila and Argentia.
two "house guests" at the moment are among the If the characters free them from their bonds, the
prisoners she has taken most recently. dryads are appropriately grateful. If the characters
The only way into the shack is through the door on ask how they got here, they sheepishly explain that
the east side. When a character first peers into the the hag caught the two of them and a third dryad
room, read: named Hanah unawares while they were paying
little attention to their surroundings. Trekaila and
Argentia are quick to disclose that Hanah was taken
The i n si d e of the shack is in a terri b l e state of d i sre
away by the hag several hours ago, and they fear
p a i r. The o n ly contents of note a re a ramshackle bed , that the worst might have happened to her. The dry
a scratched - u p table, a warped wooden shelf with ads tell the characters about seeing the hag return
several contai n e rs o n it, a n d a fi replace with wooden from someplace that lies to the east of the shack and
spoo n s and ladles h a n g i n g from hooks a bove it. To urge them to investigate.
you r left, two fi g u res are bound a n d gagged on the Treasure. All of Lanedrie's prized possessions
are sitting on the shelf. A character who makes a
floor while a bl ue-skin ned hag looms over t h e m . The
successful DC 1 2 Intelligence (Arcana or Investi
c a ptives appear to be d ryads.
gation) check identifies two useful items: a potion
of clairvoyance and a potion of healing (greater).
The night hag is focused on tormenting her captives As figments of the demiplane, these potions vanish
and can be taken by surprise if the characters suc when the characters leave if they're not consumed
ceed on a DC 15 Dexterity (Stealth) group check. before then.
Lanedrie begins by using her claws and spells to
--
L O R E OF LURUE
H 3 . HAG'S MENAGERIE RIVER'S E D GE
Tucked in a clearing is a ramshackle structure 1 5
feet wide and three times as long. I f the characters
rescued Trekaila and Argentia in area H2 before At last, it seems as though you have reached the
coming here, the dryads follow closely behind the n o rthern edge of the forest. The trees a re fewer and
characters, eager to find their missing dryad com fa rther betwe e n , and a s hort d istance a head you can
panion, Hanah. A door on the west end of the build see the edge of a body of water. As you come closer,
ing opens easily, revealing the following:
you see it's a wide river r u n n i n g perpen d i c u l a r to
you r path . Off to the east, the river r u n s between two
The moment the d oo r is opened, you a re met with swaths of dense forest. To the west is a well-worn tra i l
a cacophony of wild s o u n d s . Clawing and g n a s h i n g
t h a t l e a d s through the u nderbrush and seems t o fo l
at the cages t h a t con fi n e t h e m , a n i m a l s of a l l sorts low t h e waterco u rse. On the gro u n d i n fr ont of you a re
screech and h o l l e r in every which way, some growl i n g the rem a i n s of c a m pfi res, suggesting that othe rs have
with pent- u p aggression, others w i n c i n g i n p a i n . used t h i s a rea as a place to rest.
E ighteen cages, m ost of them occ u p i e d , l i n e t h e
wal l s of t h i s grotesq u e m en agerie.
This stop is what it seems: an opportunity for the
party to rest before their next confrontation. The
The door to each cage is barred on the outside and characters can finish a long rest (if they choose to
features a small window through which the charac do so) without incident. The river water is good to
ters can see what's inside. Seven of the cages are drink, and if the characters have the means, they
empty (though their doors are still barred). Ten of can fish for their supper.
them hold single specimens of various animals-a When the characters are ready to move on, they
baboon, a hyena, a boar, an ape, a vulture, a blood quickly discover that the story is compelling them
hawk, an eagle, a giant rat, a hawk, and an owl. All to follow the trail heading west. (Turning back is not
of them are weakened from minor wounds and in an option.)
sufficient nourishment, but they are still able to fend
for themselves. If the door is opened on an occupied C U LT OF M A LA R
cage, the animal inside immediately bolts (or flies) In the prologue of Lore ofLurue-not a part of the
for freedom, doing what it must to foil any attempts story that the characters witness or experience
to keep it from escaping. Ecamane Truesilver describes the underlying truth
The door of the last cage, in the far southeast cor of the situation and identifies the entity responsible
ner of the building, has no window. The characters for the upheaval of the demiplane.
l ]
need to open the door to see what's inside: The evil creatures waiting to confront the charac
ters at the end of their journey are the bloodthirsty
Curled u p o n the floor is a d ryad. Her arms a n d l egs minions of Malar, god of the hunt, also known as the
Beast Lord. Malar's goal is to assume dominance
a re bou n d , and s h e a ppears to be u n conscious.
over the forest-particularly the area around the
Pool of Eternal Spring-and his agents have been
This unconscious dryad is Hanah. If Trekaila and hard at work brutally killing animals of all sorts
Argentia are present, they try to rush to Hanah's in tribute to their god, then casting the carcasses
side and minister to her. Hanah has been reduced into the pool.
to 0 hit points from the hag's rough treatment, but As the adventurers will discover, this cult of Ma
she is stable. If the characters don't administer lar (otherwise nameless) includes several crazed
healing of their own, one of the other dryads casts berserkers as well as worgs and werewolves. When
a goodberry spell and force-feeds the berries to Ha the characters arrive on the scene, the cultists' dep
nah. If she regains even 1 hit point, Hanah becomes redations have corrupted the water of the pool, set
conscious. ting the stage for Malar's final act in his campaign
After she gets her bearings, Hanah says she's able of terror.
to travel. She wants nothing more than to leave this Malar believes that there is no better way to
place. Trekaila and Argentia, of course, are in com demonstrate his dominance than by using his cult
plete agreement. The dryads part company with the members to help bring forth a corrupted version of
characters, heading back toward Polvarth Plateau the avatar of Lurue the Unicorn to serve the Beast
after wishing the adventurers success in whatever Lord's ends in his newly claimed domain. It is this
they are trying to do. effort that the characters must foil if they are to see
their role in the story of Lore ofLurue end happily.
�
..
Following the river cou rse e n abled you to make good A gro u p of vicious-loo k i ng warriors a re gathered
progress for a w h i l e by s k i rt i n g the fo rest. N ow, as the aro u n d the fi re. They c l i n k together their bone mugs
s u n d i ps below the horizo n , the river makes a s h a rp and rip i nto raw a n i m a l flesh with their teeth. Fresh
turn to the n o rt h away from the trees. From the o ppo blood d r i ps from t h e i r mouths and h a n d s . I t seems
s ite d i rection comes a r u m b l e of t h u n d e r and a fl ash l i ke a celeb ration of some sort. Occas i o n a l ly, between
of red l i ghtni ng, vivid against the darkening s k y. the warriors' cruel laughs, you can hear a cry of "To
the Beast Lord ! "
rr;
their scent and, with a roar, alerts the berserkers
- �
to the characters' presence. The berserkers fight to If any creature drinks the corrupted water from
the death until one remains. That warrior tries to re the pool, it must make a DC 1 5 Charisma saving
treat to the south, hoping to alert the cult members throw. On a failed save, the creature gains a ran
gathered at the pool (see below). domly determined form of short-term madness (see
"Madness" in the Dungeon Master's Guide).
PERIL AT THE POOL TH E C ORRU PTED AVATAR
After the characters deal with the cultists at the
campsite, the way forward is obvious: lightning In normal circumstances, the avatar of Lurue is a
flashes in the sky every few minutes, seeming to be breathtaking sight; her silver, stardust-like mane,
centered over a place that's within a couple minutes' her shimmering hooves, and her perfectly formed
walk to the south. spiral horn elicit awe from even the most hardened
In the far distance, the sky is clear, but directly souls. As powerful and striking as she is in her true
above the pool is a black storm cloud spitting bolts form, she's just as wicked in her alternative state.
of red lightning. When the characters arrive, stand With necrotic energy twisting and dancing at the tip
ing at the edge of the pool are six wolf-like human of her black horn, this corrupted avatar of Lurue is
oids, their backs to the characters. With faces raised instead a nightmare come to life.
up in supplication, they chant ominously. Read: While tainted by the influence of Malar, the avatar
of Lurue carries out the Beast Lord's will: to slaugh
ter anything that dares to cross its path.
You h ave come u po n the Pool of Eter n a l S p r i n g, o r
When the corrupted unicorn comes into being, it
at least what's left of it: i t s o nce c l e a r waters a re now does so within reach of at least one of the cult mem
streaked with red and b l ack i m p u rities. Sta n d i n g at bers. If a fight has not already started, roll initiative.
the edge of the pool i s a fera l - looking h u m a n clad in On each of the avatar's turns, and when using its
a n i m a l s k i n s . This i nd iv i d u a l leads five werewolves in legendary actions, it randomly attacks one or more
chanting " Water i nto blood , earth i nto bones!"
creatures from among any targets it can reach. The
avatar prefers a wounded foe over a fresh one, but it
also singles out enemies who deal grievous injuries
In less troubling times, the Pool of Eternal Spring to it and attacks them without mercy.
was a little slice of Mount Celestia on earth. Its The cult members, briefly transfixed by the spec
crystal-clear waters nourished the nearby lands and tacle they have just witnessed, are not immediately
fostered the most abundant plant and animal life hostile, though they defend themselves against
imaginable. The usual pleasant fragrance that wafts characters who threaten or attack them. When it be
from the pool is now replaced by the scent of metal comes apparent to the werewolves that they are also
and blood. being targeted by the avatar, they might join forces
The cult of Malar has prepared the pool in with the characters (if the avatar is getting the upper
anticipation of the winter solstice. By filling the Pool hand) or break off and run away (if the characters
of Eternal Spring with offerings to Malar-creatures seem to be in control of things).
of the forest that have been brutally killed and slain,
then tossed into the water-the cult has tainted it as F I NA L S C E N E
a gesture of reverence to their deity. Unbeknownst I f the characters vanquish the corrupted avatar of
to them, the arrival of the solstice triggers the final Lurue or are in danger of being vanquished them
phase of Malar's plan. selves, read:
The cultists at the edge of the pool are six were
wolves. Five begin the encounter in hybrid form,
A j agged stroke of white lightning origi nates fro m the
and the one leading the chant is in humanoid form.
The characters have come on the scene just in time moon and strikes the u n icorn, transforming it i nto a
to witness the final stage of the ceremony, which true, l i v i n g avatar of L u r u e the U n icorn with a si lvery
culminates at midnight. Before the characters can m a n e, s h i m m e r i n g hooves, and a s p i r a l i n g horn. She
do anything to prevent it, a bolt of red lightning gives a than kful nod and bends down to dip her horn,
splits the sky and strikes the surface of the pool. now cleansed of corrupti o n , i n the pool.
When the resulting steam cloud dissipates, the cor
rupted avatar of Lurue (see the accompanying stat
block) materializes at the edge of the pool-and sud The lightning bolt from the moon either destroys
denly, the characters and the cultists have a com the corrupted avatar to spare the adventurers from
mon enemy (see "The Corrupted Avatar" for more a likely tragic ending, or revives and purifies the
information). slain avatar. (The book speculates that this divine
intervention is courtesy of Selune, who has been
--
�
waiting for Malar's plan to come to fruition so that
she might demonstrate to him the utter futility of his
desire to hold sway over the forest.)
Divine magic pours from Lurue's horn and turns
the tainted pool back into silvery, glistening pure
water. The Pool of Eternal Spring is restored to its
former nature. A short distance away along the bank
of the pool is a narrow, spring-fed outlet stream that
leads north toward the river. The purifying effect
continues to flow into and along the stream, remov
ing all traces of corruption that might have escaped
in the current. Her work finished, Lu rue lifts her
head, regards the characters once more, and pre
pares to take her leave.
C ONCLUSION
Regardless of the outcome o f the characters' efforts,
the book's final scene ends the same:
c
The avatar of Lu rue g a l l o ped t h rough the n ight, freed
fro m t h e th reat of M a l a r. As a way of showing her grat
itude, and e n s u ri n g that M a l a r and h i s m i n i o n s wou l d
n ever d a re to ravage the forest aga i n , s h e conti n u ed t o
l e t the s i lvery s p r i n g flow, t u r n i n g the p lace i nto a Pool
of Ete r n a l S i lver. These waters, forever protected by
CORRUPTED AVATAR OF LURUE
Large monstrosity
her grace, lie near the site of a city n ow called S i lvery
m oo n , w h i c h was n a m ed as s u c h i n h o n o r of t h i s tale. Armor Class 1 4 (natural armor)
Hit Points 90 (12d l 0 + 24)
Speed SO ft., fly SO ft. (hover)
As these words pass into the characters' conscious
STR DEX CON I NT WIS CHA
ness, the book begins to pull the characters out of 18 (+4 ) 14 (+2) l S (+2) 1 1 (+O) 17 (+3) 1 6 (+3)
the story. When the last line is read, the characters
return to the same spot in Candlekeep they left. Saving Throws Int +3, Wis +6, Cha +6
Lore ofLurue, closed and sealed, rests where it did Damage Immunities poison
when the characters' experience began. Condition Immunities charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 1 3
If the characters defeated the corrupted unicorn Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
before Sehlne intervened, and thus they feel deserv Challenge 8 (3,900 XP) Proficiency Bonus +3
ing of a reward, they might discover that Lurue her
self has provided them with one. Sitting on the front
cover of the book as the characters emerge from the AC T I O N S
demiplane is a moonstone and opal ring. A success Multiattack. The avatar makes two attacks: one with its hooves
ful DC 18 Intelligence (Arcana) check reveals this to and one with its horn.
be a ring ofshooting stars. In addition, each charac Hooves. Melee Weapon Attack: +7 to h it, reach S ft., one target.
ter is the recipient of a supernatural gift from Lurue: H it: 32 (8d6 + 4) necrotic damage.
a charm ofanimal conjuring (see "Charms" in the Horn. Melee Weapon Attack: +7 to hit, reach 5 ft. , one target.
Dungeon Master's Guide). H it: 32 (8d6 + 4) necrotic damage. If the target is a hu manoid,
it m ust succeed on a DC 13 Wisdom saving throw or be trans·
formed i nto a wolf u nder the avatar's control. This transfor
mation lasts for l h o u r, or until the target drops to 0 hit poi nts
or dies. The target's game statistics are replaced by the wolf's
statistics, b ut it retains its h it points. The target is lim ited in
.the actions it can perform by the nature of its wolf form, and it
can't speak, cast spells, or take any other action that req uires
hands or speech . The target's gear melds into the new form,
and it can't activate, use, wield, or otherwise benefit from any
�
of its equipment.
-------------
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_
L O R E O_
F__
_
U_
L U R_ E�
-- � 123
�
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A N A DV E N TU R E F O R 9 T H - L E V E L C H A R A C T E R S
I
· · · ------ ·-
KANDLEKEEP
·---
GQ)EKOtfSTRUKTIOtf
" I...
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I
W R I T T E N BY A M Y V O R PA H L
D E V E L O P E D BY C H R I ST O P H E R P E R K I N S
••• �
E D I T E D BY S C OTT F I T Z G E R A L D G R AY
q
· ...,
against a ticking clock to stop a misguided You a re a p p roached by a decrepit, gray- bearded dwarf
cult from launching one of Candlekeep's in a custodial u n iform ca rryi n g a h eavy, s q u a re tome
towers into space, along with a small trove bound in black l eather. The weight of the book cau ses
of valuable tomes. One of the cultists has a change the old dwarf to wheeze, s q u int, and clench his teeth .
of heart and tries to thwart the whole enterprise Before he can utter a word , h i s k nees buckle a n d h e
by stealing one of the books, hoping to delay the
col l a pses with the b o o k pressed u nd e rn eath h i m .
launch. This book ends up in the characters' posses
sion after the cultist dies while carrying it.
Titled Kandlekeep Dekonstruktion, the book de The dwarf, Buron Sternmettle, i s dead-the victim
scribes how Candlekeep was built and contains ar of a sudden heart attack. Because his soul doesn't
chitectural diagrams for most of its structures. The want to return, spells such as revivify and raise dead
book's author, a former Keeper of Tomes named can't restore him to life.
Isajar, also describes the magical wards protecting Buron Sternmettle was a quiet Avowed acolyte
Candlekeep. Among other things, Isajar was well who also belonged to a secret cult called the Live
known for detesting the use of the letter C as a hard stock. In the cult, Buron was known by the alias
consonant, preferring the letter K. Rooster Muffin (see "Stonky's Cult" later in the ad
venture). A search of Buron's body yields nothing of
BEGINNING THE ADVENTURE value except the book he was carrying.
Read or paraphrase the following to the players, ad
B O O K D E S C RI PTION
justing to account for their location in Candlekeep,
when you're ready to begin: Kandlekeep Dekonstruktion is bound in sturdy
black leather, with the title and Isajar's name neatly
engraved on the front cover and spine. Images of a
smiling dwarf and a builder's hammer are stamped
into the front cover. Its crisp white pages, which
measure fifteen inches square, are marred by an
occasional smudge or tear from a reader's thumb.
A quick flip through the book reveals diagrams and
descriptions of almost every location in Candlekeep.
K A N D LE K E E P DEKO N S T R U K T I O N
WHAT NEXT? EARTHQUAKE !
If the characters are alone, they can notify other Rather than halt or slow Stonky's progress, the
members of the Avowed about the death. Acolytes theft of Kandlekeep Dekonstruktion has inspired
remove Buron's body, seizing the book with a firm the gnome to accelerate his plan to launch the Barn
ness that makes it clear the dwarf should not have Door into space. Soon after the book finds its way
had it in his possession. If asked, the acolytes ex to the characters, an earthquake rattles Candlekeep.
plain that the book came from the restricted vaults
I I
and is not to be viewed by outsiders.
An earth q u a ke causes a l l of Candlekeep to shudder!
BARN DOOR INQUIRIES And then it stops as q u ickly as it bega n .
If the characters ask about the Barn Door, any
friendly member of the Avowed can share what little
A range o f emotions from calm assertiveness t o out
information they know:
right panic spreads through the Avowed and visitors
• The Barn Door is one of many towers in Candle alike as folk gather in the Court of Air. No one can
keep's Inner Ward. Like everything else in the recall the last time an earthquake shook the library.
Inner Ward, it's off limits to most visitors. Characters who talk to witnesses and compare
• The tower has been condemned for years, though their own recollections of the quake can try to
the reason has become obscure. No effort has ascertain its nature. With a successful DC 14 In
been made to tear it down or repair it. telligence (Arcana or Nature) check, a character is
• There have been a few recent reports of strange confident that the earthquake wasn't magically cre
noises coming from the tower, but nothing to war ated. As such, it must have been caused by a natural
rant great concern. phenomenon.
--
true nature, having never read Kandlekeep Dekon Stonky has assigned aliases to the members of
struktion or entered the tower. He does, however, the Livestock. Each alias is a combination of a farm
know the command word to bypass the arcane lock animal and a farm export, as shown in the Livestock
spell on the tower's front door ("jeopardy"), which Cult Members table. All these cultists are chaotic
he shares with the party. neutral and wear custodial uniforms.
If asked about Stonky Noptopper, the First Reader
knows that the rock gnome oversees the custodial THE BARN DOOR
staff assigned to clean and maintain the towers of When the characters arrive at the Barn Door, read
the Inner Ward. Bookwyrm believes that Stonky or paraphrase the following:
would never do anything to endanger Candlekeep.
HEADING TO THE BARN DOOR The B a r n Door is a th ree-story stone tower topped
It takes 5 minutes t o walk from the Emerald Door with a roof of metal s h i ngles pai nted red . The o n l y
to the Barn Door. As the characters begin to inves e ntrance a ppears t o be a gro u nd -level i ron door w i t h a
tigate the condemned tower, Bookwyrm meets with
woode n sign bolted to it that reads i n Com m o n , " Da n
the Keeper of Tomes and the Great Readers to dis
ger! N o Trespassing!"
cuss next steps. None of them can act soon enough
to stop the Barn Door's launch. From this point for
ward, the characters are on their own. There's nothing outwardly peculiar about the
tower. It has a retractable roof on its topmost level
STONKY's CuLT
(see area B4), but this feature can be noted only
The Livestock is the name of Stonky's secret cult of
from above, not from the ground. The Barn Door's
custodial engineers, chosen as a play on the Barn
rockets can't be seen because they're hidden
Door tower's name. All the cult's members came
underground. Characters who examine the ground
to Candlekeep hoping to be accepted as acolytes,
around the tower find several metal shingles that
but the leaders of the Avowed never gave them the
came loose during the test firing.
opportunity. The custodians recruited by Stonky are
united in their bitter belief that they have been over BARN DOOR FEATURES
looked and underappreciated.
The tower has the following features.
Stonky has persuaded his followers that the
way to ascend in the hierarchy is to reveal that the Ceilings. Ceilings throughout are 10 feet high and
higher-ups are not as capable of protecting the lore have murals painted on them depicting human
of Candlekeep as they should be. He dreams of de oids with the heads of farm animals.
livering a solution for its protection that no Avowed Cleanliness. The interior is cleaned daily by the
has yet considered: sending the most important cultists and is free of dirt, dust, and cobwebs.
books in the library into space. Doors and Windows. Doors are made of iron and
The cultists look to Stonky for validation and the fitted with iron fittings and handles. The tower's
promise of ultimate knowledge. Having finally found windows, which are made of a transparent metal
purpose in the triviality of their roles, the cultists called glassteel, can't be opened or smashed by
take up positions in the tower when the countdown any mundane means.
to launch begins. Light. All areas of the tower are lit by lanterns hold
ing wax candles.
L I V E S TO C K C U LT M E M B E R S
Alias Real N ame N otes
Alpaca Macadamia N uts M arci P l u m pitter H u m a n cultist; speaks Com mon
Chicken Peach Baff Boltlock Rock gnome cultist with darkvision 60 ft. ; speaks Common and G nomish
Cow Cotton Patch Va rnast H alf-elf cultist with darkvision 60 ft.; speaks Common and Elvish
D o n key B iscuit Merla One-Tu s k H alf- o re cultist with darkvision 60 ft.; speaks Common and Ore
Duck Bean Trop T h u nderhew S h i e ld dwarf cultist with d arkvision 60 ft.; speaks Common and Dwarvish
G oat Beet Stekk H alf-ore cultist with darkvision 60 ft.; speaks Com mon and Ore
H orse Egg G ly n n Yam a n a c h i H alf-elf cultist with darkvision 60 ft. ; speaks Common and Elvish
Pig W heat N eff C u n n i ngfoot Lightfoot h a l A i n g cult fanatic; speaks Common and H a l A i n g
Ram Sugar N orty B rass d ragonborn cult fanatic; speaks C o m m o n and D ra co n i c
Sheep Sweet Corn Yoh n B lofron d H u m a n cult fanatic; s p e a k s Com mon
K A N D L E K E E P D E K O N ST R U KT I O N
THE BARN DOOR
1 square = 5 feet
BARN D O OR LOCATIONS Chicken Peach (the rock gnome), and Cow Cotton
(the half-elf)-to guard the remaining books. The
The following locations are keyed to the map of the
three of them attack intruders at once and gladly
Barn Door.
throw away their lives for Stonky's cause. Each
Bl. LIBRARY wields their heavy broom as a weapon, using the
The tower's front door is sealed with an arcane lock statistics for the cultist's scimitar attack but dealing
spell, the password for which is "jeopardy." Stonky bludgeoning damage.
and his cultists know the password. The door can After the fight, or as the characters get a better
also be opened with a knock spell or similar magic, look at the room during the fight, add the following:
or broken down with a successful DC 30 Strength
(Athletics) check. Against the far wall, a wooden stai rcase covered with
green carpeting leads up. In front of the staircase
The tower's ground floor s m e l l s of old books a n d h a s rests a golden credenza with i m a ges of farm a n i m a l s
walls l i ned w i t h floor-to-cei l i n g bookcases. Wood carved i nto i t . A h i g h - backed c h a i r w i t h b u rgundy
fra med doors set with small, d i a m o n d - s h a ped panes cushions s its behind the credenza.
of glass keep the books secure o n the shelves, each
section of wh ich h a s a rol l i n g ladder a n c hored to a Books. Members of the Livestock have been
cei l i n g rai l . snatching books from other parts of Candlekeep
Three custo d i a n s a re working here, sweep i n g t h e and storing them in this room for eventual transport
floors: a h u m a n , a gnome, and a h a l f-elf. into outer space. Although the cultists believe this
collection to be priceless, most of the books are
plodding dissertations of questionable value. The
After Kandlekeep Dekonstruktion was stolen from books are arranged in alphabetical order by title. A
this room, Stonky ordered three of his most fanati gap on one shelf shows where Kandlekeep Dekon
cal cultists-Alpaca Macadamia Nuts (the human), struktion was stored before Buron took it.
K A N D L E K E E P D E K O N STRU KT I O N
Credenza and Chair. These furnishings were • Stonky is planning to launch the Barn Door and
installed in the tower when it was built. They are all its books into space. The countdown has be
unremarkable, albeit finely made. gun. (The cultists don't know precisely when the
Secret Door. A secret door is built into a short launch is set to occur.)
stretch of bookcase. A character who searches the • Stonky and three senior members of the Livestock
bookcase finds the secret door with a successful (Pig Wheat, Ram Sugar, and Sheep Sweet Corn)
DC 1 3 Wisdom (Perception) check. Once the door are in the underlevel, making final preparations
is found, closer examination identifies a false book before launch.
that, when pulled, causes the door to swing open. • A secret door hidden in a library bookcase (see
A narrow staircase beyond the secret door leads area Bl) conceals the only route to the tower's
down to area U l . A small wooden pedal at the top of underlevel.
the stairs opens the door from the inside. • The Barn Door will be launched into space by ar
Stonky and Friends. Five minutes before the cane devices called rockets, which are attached to
launch, any members of the Livestock in the under the bottom of the tower.
level who haven't been defeated make their way
to this chamber by way of the secret door. That B 3 . STONKY'S STUDY
includes Stonky Noptopper (a rock gnome master This smaller tower is attached to the main tower's
sage; see page 9 for his stat block) and three second level. The door to this area is sealed with an
cult fanatics (Pig Wheat, Ram Sugar, and Sheep arcane lock spell that only Stonky can bypass. The
Sweet Corn). Eager to get to their assigned spots in door can be opened with a knock spell or similar
area B4 prior to the launch, Stonky and the cult fa magic, or broken down with a successful DC 30
natics avoid combat with any characters still explor Strength (Athletics) check.
ing the tower. As he runs upstairs, Stonky shouts,
"To the stars, my animals! To the stars!" This circ u l a r c h a m be r a ppears to be a private study
with a l arge bay window. A fi replace along one wal l is
B 2 . MAIN ROOM
The larger part of the tower's second floor contains u n l i t and faced by two burgundy armchairs, one s m a l l
two staircases, which descend to area Bl and as a n d o n e l a rge.
cend to area B4. Tal l bookcases a re b u i lt i n to the wall opposite the
fi replace, their contents protected behind wood-and
The scents of sa lted meat a n d d ried fru i t fi l l this a rea. glass doors. A rol l i n g ladder attached to a cei l i n g rail
Bookcases b u i lt i nto the stone walls a n d fronted by a l lows access to the h ighest shelves.
wood -and-glass doors a re stuffed fu l l of rations. H u ge An oak table is bolted to the floor, fla n ked by two
windows seal off a p a i r of a l coves set i nto the tower h i gh cha irs designed for shorter people and two
w a l l s , and an i nward-curving wall between the sta i r chairs b u i lt for h u m a n -sized fol k. Lyi n g on the table i s
cases h a s an i ro n door at its center. a s m a l l piece of paper.
The cei l i n g is braced by fou r wooden p i l lars, be
tween which a re set fou r p a i rs of stocky woode n The paper is Stonky's task list, which reads as fol
c h a i rs facing i nward. Each c h a i r i s bolted t o the fl oor lows in Gnomish:
and fitted with two lengths of rope. Fou r of the c h a i rs
h ave people i n cu stod ial u n iforms tied to them-two Seven Steps to Success:
h a lf-ore s , a h a l f-elf, and a dwarf. Test 1ockets!
Sepa1ate Ba111 0001 f10111 fou11datio11!
Four Livestock cultists have tied themselves into Set co11ectcoo1di11ates!
the chairs in preparation for blastoff, with the Setcou11tdo�rn ti111e1 fo1 60 11iii1utes!
ropes acting as seat belts. All four are unarmed, re Evacuate u n derlevel !
strained, and unable to free themselves. They go by Tie self to com mand c h a i r!
the names Donkey Biscuit (the first half-ore), Duck
Blast off!
Bean (the dwarf), Goat Beet (the second half-ore),
and Horse Egg (the half-elf).
Despite their helplessness, the cultists are un Books. One or more of the other books described
cooperative. They refuse to talk about why they're in this adventure anthology might be found here at
here, divulge Stonky's whereabouts, or shed light on your discretion, having been purloined by Stonky.
his intentions. Only if magic is used to coerce them The remaining books are mostly dull treatises with
do they reveal what they know: titles that tickled the gnome's fancy. The books are
K A N D L E K E E P D E KO N STRU KTION
arranged by color rather than some more useful sys
The top l evel of the B a rn Door is an observatory with
tem, but characters who make a quick survey of the
shelves discover three tomes that warrant further th ree wide, windowed a l coves. The c h a m be r h o u ses a
examination: l a rge telescope mou nted on a revolving dais. A s m a l l
c h a i r is bo lted t o the d a i s u nd e r the telescope, with a n
Heroes' Feast: A Cookbook. This richly illustrated
book of recipes was written by a trio of culinary i ro n l ever j utti n g u p from t h e floor n ext t o i t , topped
enthusiasts named Wyk Nenmael, Nojen Eptros, by a perfectly rou nd ru by. A s m a l l woode n steering
and Imrit Welachwe. Any creature that spends wheel attached to the c h a i r is adorned with glow i n g
a short rest poring over the book's recipes gains n u merals a t i t s coppe r- p l ated center.
a supernatural charm called the charm of the T h ree l a rger c h a i rs along one wall have l i kewise
heroes' feast. This charm allows you to cast the
been bolted to the floor, all facing the telescope. Two
heroes' feast spell as an action, no components
l e n gths of rope a re fastened to each c h a i r, i n c l u d i n g
required. Once used, this charm goes away. See
"Supernatural Gifts" in the Dungeon Master's the one on the d a i s .
Guide for more information on how charms work. C h a i n s a n d w h e e l s attached t o the tower's conical
The book teleports to a secret vault in Candlekeep metal roof s u ggest that the strong, tightly fitti ng pan
after bestowing its charm on a creature. e l s can be retracted, e n a b l i n g the telescope's user to
Stonky Noptopper's SpeJls o' Plenty. Stonky's fat lit
peer i nto the starry heavens o n clear nights.
tle spellbook contains the following wizard spells:
alarm, animate objects, arcane lock, banishment,
chain lightning, clairvoyance, detect magic, dispel This observatory doubles as the control room for
magic, fabricate, firebaJJ, flesh to stone, fly, globe the rocket ship. Stonky's chair is the small one on
ofinvulnerability, glyph of warding, grease, knock, the dais. The other three chairs are reserved for his
legend lore, levitate, locate creature, locate object, cult fanatics, Pig Wheat, Ram Sugar, and Sheep
mage armor, planar binding, polymorph, pro Sweet Corn.
grammed illusion, protection from evil and good, If anyone other than Stonky tampers with the
scrying, see invisibility, sending, shield, telekine telescope or the steering wheel, three lightning
sis, and true seeing. golems are conjured to appear next to the dais and
Trobriand's Machinations, Vol. X This hefty tome, attack anyone who isn't Stonky or a member of the
written by the mad wizard Trobriand of Under Livestock. These golems resemble humans made
mountain, describes the processes by which he of crackling lightning. They use the flesh golem
creates animated metal constructs. The book is stat block but deal lightning damage instead of
filled with the wizard's ravings and drawings of bludgeoning damage with their slam attacks, and
his contraptions. Characters who compare those they lack the Aversion to Fire trait. The golems can't
drawings with Stonky's skitterwidgets can tell leave the observatory.
where the gnome got the inspiration for his me Lever. Stonky has placed a glyph of warding spell
chanical creations. on the red ruby atop the lever. Any character who
inspects the lever and succeeds on a DC 16 Intel
Navigation Notes. A slip of paper tucked into
ligence (Investigation) check spots the tiny, nearly
Stonky's spellbook is covered with the notes he
invisible glyph. If any creature other than Stonky
made while studying the possible settings for the
moves the lever, the glyph activates to fill the room
steering wheel in the observatory (see area B4). A
with magical lightning. Each creature in the room
character who examines the notes and succeeds on
must succeed on a DC 16 Dexterity saving throw,
a DC 18 Intelligence (Arcana) check discerns that
taking 36 (8d8) lightning damage on a failed save,
Stonky has identified 626 through 666 as an import
or half as much damage on a successful one. The
ant range of numbers, but he doesn't yet understand
glyph disappears once the spell is triggered, render
what those numbers refer to.
ing the lever safe to use.
B4. OBSERVATORY The lever can be moved to fit into one of three
An iron door at the top of the staircase from area B2 slots, which are labeled Coop, Shed, and Stable,
leads into the observatory on the third level of the all in Common. The lever is currently in the notch
tower. The door is closed but not locked. labeled Stable. When the countdown timer in area
Read or paraphrase the following boxed text when U7 reaches zero, the rocket reacts according to the
the characters arrive here for the first time: lever's position:
Coop. The launch is aborted when the countdown
timer reaches zero. The engines under the tower
shut down and remain inoperable for 24 hours.
-- --
Shed. The countdown is paused and the Barn The staircase's inner wall eventually gives way to
Door's launch is delayed for as long as the lever an iron bannister, affording an unobstructed view of
remains in this position. area U2 as the characters complete their descent.
Stable. The Barn Door blasts off when the count Wall of Stone. When the countdown timer
down timer reaches zero. reaches zero, a wall of stone magically appears on
the stairs at the point marked on the map, as if cre
Steering Wheel. This wheel sets the rocket's
ated by the spell of the same name. The wall seals
trajectory. Its glowing numerals currently read 646;
off the underlevel as the tower soars into the sky.
this number scrolls up if the wheel is turned clock
wise and down if the wheel is turned counterclock U2 . ROCKET BOOSTERS
wise. Any setting from 626 to 666 is sufficient to A four-section rocket engine is attached to the un
launch the Barn Door into space. derside of the tower above this area and protrudes
down through the ceiling. The embers falling from
UNDER THE BARN DOOR the rocket fill the area with bright orange light.
Stonky and his cult fanatics are i n the process of
evacuating the chambers beneath the tower, having At the bottom of the stairs, a t h i rty-foot-d i a m eter
set the Barn Door on a programmed countdown to
room opens u p d i rectly u n d e rneath the Barn Door
launch. But their evacuation has been delayed by an
unforeseen complication: Stonky can't find his ring tower. Fou r ten-foot- long metal cylinders protrude
of telekinesis and doesn't know where he left it. It's from the twenty-foot- high cei l ing, glowi ng with
a race against time to find the ring before the four i ntense h eat and s h e d d i n g bright e m bers that rai n
of them must go up to the Barn Door's observatory, down o n t h e floor. Fou r mechanical constructs resem
secure themselves to the chairs there, and blast into b l i n g wolf-sized, dog-headed cockroaches marc h i n a
space along with the rest of their cult and their col
c i rcle a ro u n d the peri meter of the cyli nders.
lection of "priceless" books.
Before running this part of the adventure, de
termine how much time has elapsed since the The constructs are four skitterwidgets (see the end
earthquake. That tells you how much time the char of the adventure for their stat block). They have or
acters have left before the 60-minute countdown ders to attack anyone approaching the double doors
timer reaches zero. What happens then depends who is not a Livestock member. They break off their
on the position of the lever in the observatory (area attack if the characters take one or more kiddywid
B4). See that area and the "Conclusion" section gets as hostages (see "Kiddywidget Nests" below).
for details. The skitterwidgets won't do anything that might
harm their young.
UN DERLEVEL FEATURES If the characters are eager to fight the skitterwid
The Barn Door's underlevel i s hewn from solid rock gets, run that combat now. Otherwise, describe the
and has the following features. rest of the room:
I I
A s this u n l it ston e staircase c u rves downward, the a i r Double Door. If Stonky has not yet evacuated
i n the stairwell grows warmer. the underlevel, the iron double door to area U3 is
K A N D LE K E E P D E K O N ST R U K T I O N
f UNDER THE BARN DOOR
·��
U4
O D
D O
l
��
1 square = 5 feet
.®�
locked. The complex lock can be opened with a suc Stonky has reprogrammed the illusion magic that
cessful DC 1 5 Dexterity check using thieves' tools, protects this hallway, which functions similarly to a
but any such check takes 1 minute. A character can programmed illusion spell. The magic triggers when
also use an action to try to force the doors, doing so any creature except a member of the Livestock en
with a successful DC 22 Strength (Athletics) check. ters through the double door, creating the illusion of
Kiddywidget Nests. The fallen sections of wall a giant silverfish at the east end of the hall, beyond
collapsed when the Barn Door's rockets were test the range of most characters' darkvision. As one or
fired, exposing cavities behind the walls. Characters more characters enter the hall, the monster scuttles
who investigate find one kiddywidget (see the end toward them threateningly:
of the adventure for its stat block) in each cavity.
These offspring of the skitterwidgets chirp loudly if
Out of the d a rkness comes a giant, wi ngless a rth ro
disturbed by anyone other than their parents.
pod ten feet tall and t h i rty feet long. The creature's
Stonky and his cultists are unaware of the kiddy
widgets, and they would be surprised to learn that head has two long feelers and m u l tifaceted eyes,
skitterwidgets can procreate. Stonky would be even and its cara pace gleams with a si lvery sheen. Its
more surprised to find that he can't control kiddy tapered body swishes from side to side as it crawls
widgets by using his ring of telekinesis. (See area toward you !
US for more information about Stonky's ring.)
-- -
A character can use an action to examine the crea Treasure. Hidden amid the acid-pitted wreckage
ture, discerning its illusory nature with a successful at the bottom of the well is an undamaged ring of
DC 16 Intelligence (Investigation) check. Physical telekinesis that Stonky accidentally dropped while
interaction with the giant silverfish also betrays its working here.
true nature, since it has no substance and objects Stonky's ring doubles as the control ring for the
pass right through it. If the illusion is not dispelled seven skitterwidgets he has created (the four in area
(DC 16), it disappears after 5 minutes. The magic U2 and the three in area U6). Without the ring, he
then resets, triggering again the next time one or can't command them to do anything other than what
more intruders enter the hall. they're programmed to do: attack intruders on sight.
Any character who attunes to the ring gains control
U4 . FORGE of Stonky's creations, though the skitterwidgets
ignore commands spoken more than 30 feet away
A stone forge stan d s at the back of t h i s d a rk roo m , from them. The ring cannot control the kiddywid
w h i c h conta i n s fou r stone t a b l e s apparently m e a n t to gets in area U2 , even if they become skitterwidgets.
A character needs to spend a short rest attuning
serve as workstations. Smith's tool s are s pread across
to the ring, and a short rest is at least 1 hour long.
the tables, protective a prons and hel mets h a n g from
This means that unless the countdown is delayed or
hooks on the walls, a nd p ieces of sheet metal a n d aborted, the Barn Door will launch before the char
weapons a re stacked u p i n t h e corners of t h e room . acter attunes to the ring.
U6. WORKSHOP
The components of the Barn Door's rocket engines
were built here, and Stonky made use of this room
when he and his cultists repaired the rockets. Eight l a nterns hang from the cei l i n g of this spacious
Treasure. A quick search of the room yields workshop, fi l l i n g the area with light and shadow. M a r
four sets of smith's tools. Characters who spend 5 ble m o l d i n g a n d col u m n s e m b e l l i s h the stone wa l l s,
minutes exploring the room find a 4-inch-tall me while the far wall i s made of riveted i ro n plates with an
chanical owlbear figurine (750 gp) tucked in the i ro n door set i n the m i d d l e of it. A copper sign bolted
pocket of a leather apron. The key used for winding
to the door reads "Control Room" in Com m o n .
the figurine sticks out of the owlbear's back. Using
The room conta i n s fi v e stone t a b l e s t h a t hold u n
an action to wind the figurine causes it to walk in a
straight line at a speed of 5 feet for 10 minutes. At fi n i shed mecha n ical constructs, a l l i n various stages
the end of every minute of operation, the owlbear of completion. Components and pa rts a re scattered
changes from walking on all fours to walking on its across the tables and the floor. S kittering a ro u n d i n
hind legs. It turns 1 80 degrees whenever it hits a t h e debris a re th ree creatures that l o o k l i k e oversized ,
barrier, reversing its course. dog-headed cockroaches made of a rticu l ated metal.
-
Sheep Sweet Corn (the human). As a dragonborn, precious books out of the hands of all who are un
Ram Sugar has resistance to fire damage and the worthy of such knowledge. (Stonky makes it clear
following additional action option: he considers the characters part of that group.)
Breath Weapon (Recharges after a Short or Long Rest). Ram The gnome can't take credit for building the
Sugar exhales fi re in a 30-foot-long l i n e that is 5 feet wide. Any rocket ship, but he takes great pride in having made
creature i n the line must make a DC 11 Dexterity saving throw, it operational once more. "Once the countdown
taking 7 (2d6) fi re damage on a fai led save, or half as much timer reaches zero, WHOOSH!" He also divulges
damage on a successfu l one. that the only way to abort the launch once the count
The cult fanatics are trying to help Stonky find down has begun is to shift the lever in the tower
his ring of telekinesis, which he has lost. They fight observatory (area B4), and that he has placed a spell
alongside the skitterwidgets as soon as the char on the lever to keep others from tampering with it.
acters enter this area, and they gladly throw away Console. The blinking red button indicates that
their lives "for Stonky!" the Barn Door is on a countdown to launch. If the
Treasure. A thorough search of the room requires timer on the console reaches zero, the tower blasts
10 minutes and yields four metal gizmos worth 250 off. Pushing the button has no effect while the
gp each. These gizmos serve no function on their countdown is in progress. If the characters delay the
own, but their value can be used toward the cost launch by using the lever in area B4, the countdown
of constructing an iron golem or a similar metal timer pauses. If the launch is aborted, the timer re
construct. sets and the red button stops blinking.
The wireframe windows mounted above the
U7. STONKY'S COMMAND CENTER console are magic projection screens that act as
The door to this room is sealed by an arcane lock security cameras, showing the interior of the tower
spell that members of the Livestock can bypass. The (areas B l , B2, B3, and B4, respectively). Stonky has
door can be opened with a knock spell or similar been too busy searching for his ring to pay any at
magic, or broken down with a successful DC 30 tention to them. Casting a dispel magic spell on the
Strength (Athletics) check. console causes these projected images to vanish, as
does destroying the console.
This c h a m ber conta i n s an i ro n safe roughly five feet
The console is a Large object with AC 19, 27 hit
points, and immunity to poison and psychic dam
on a s i d e a n d a low metal console with a s l anted top.
age. Destroying the console doesn't stop a launch
The safe's t h i ck door stan d s open o n its i ro n h i n ges.
in progress.
The console, which is securely bolted to the floor, h a s Safe. The iron safe is empty. It sports a combi
a cou ntdown t i m e r a n d a b l i n k i n g red button b u i lt i nto nation lock with a dial that displays tiny images of
it. S uspended a bove the console a re fou r w i reframe farm animals in place of numerals-bull, cat, cow,
wi ndows, each displaying a p rojected i mage. dog, donkey, falcon, goat, hen, horse, llama, ox,
pig, pigeon, rabbit, rooster, sheep, and turtle. Only
Stonky knows the safe's combination: pig, goat,
Unless the characters have already encountered llama, hen, rooster. The safe's door locks automat
him (see area B l), Stonky is here. The intrepid ically when it closes and can't be opened from the
gnome master sage (see page 9 for his stat
block) is currently crawling underneath the con STO N KY NOPTO P P E R
sole, looking for his ring of telekinesis. (The ring is Stonky J . Noptopper ("the J is for gen ius!") is chaotic
in area US, but it hasn't yet occurred to Stonky to neutral and proud to a fault. He is particularly brag
search there.) gadocious o n ce the cou ntdown to l a u nc h has begun,
If anyone knocks on the door, the distracted but once his adrenaline i s p u m ping, he i s bound to
Stonky opens it, expecting to see his cultists on panic and let h i s true colors show. Ston ky's main goa l
is t o protect the books h e has collected. I n h i s warped
the other side. As soon as he sees the characters
m i n d , a few deaths a re a s m a l l price to pay for success.
instead, he attacks them in a panic. See the "Stonky Personality Trait. "I don't l i ke most people, which is
Noptopper" sidebar for additional guidance on how why I relish the thought of spending the rest of my life
to portray him. in the cold d a rkness of s pace, s u rrou nded by books
Stonky carries an iron key that unlocks the double and skitterwidgets."
door between areas U2 and U3. See "Treasure" be Ideal. " Knowledge is power, and most people are
low for his other possessions. u ndeserv i n g of it. N ot me, though. I a m knowledge
i ncarnate!"
Stonky's Plots. If he's captured and interrogated,
Bond. "Won't someone p lease t h i n k of the books?!"
Stonky is delighted to share his master plan with Flaw. "I a m burdened with the curse of being right a l l
his captors. That plan entails launching the Barn t h e t i m e."
Door into space, thereby keeping Candlekeep's most
K A N D L E K E E P D E K O N STRUKT I O N
inside except by a knock spell or similar magic. A
character outside the safe can spend 1 minute try
C ONCLUSION
ing to find the combination with a successful DC 25 Depending o n what actions the characters took to
Dexterity (Perception) check. Thieves' tools are of affect the impending launch, this adventure can end
no benefit in opening the combination lock, since its in a few different ways.
mechanisms are inaccessible; what's needed here is
BLASTOFF!
a delicate touch and a keen ear.
See the "Variant: Skills with Different Abilities" The characters can use the lever in area B4 to abort
section in the Player's Handbook for guidance on or delay the launch. If they fail to do that, you must
how one makes a Dexterity (Perception) check. determine when the launch occurs based on your
Treasure. In addition to the key in his possession, estimation of how much time has elapsed since
Stonky carries a wand he uses as a spellcasting the earthquake. If the characters take a short rest
focus, a brass locket with a broken chain (5 gp), and or otherwise waste time, the Barn Door launches
a scrap of paper. The locket contains a painted por at the end of the 60-minute countdown. When that
trait of Stonky on one side and a sketch of a rocket happens, the entire tower flies into the sky, soaring
ship with little hearts surrounding it on the other. along its preset trajectory. It leaves behind a cloud of
Scribbled in Gnomish on the scrap of paper are the smoke large enough to engulf the entire Inner Ward
following word pairs: of Candlekeep (treat the area as heavily obscured
for 1 minute). Any creature in area Ul or area U2
Coop-Abort takes 1 32 (24d10) fire damage from the rocket en
Shed-Delay gines as the tower lifts off.
Stable-Blastoff! Any creatures clinging to the outside of the tower
when it launches are shaken off, while those inside
These words provide clues to how the lever in area are borne upward at phenomenal speed. Creatures
B4 works. Stonky wrote them down as a reminder in the tower that are not tied down when it launches
to himself. are thrown about, taking 10 (3d6) bludgeoning
K A N D L E K E E P D E K O N ST RU KT I O N
damage and falling prone at the start of each of their
turns until they find some way to secure themselves.
NEW MONSTERS
If the Barn Door's trajectory is altered enough to This section provides stat blocks for the two new
prevent it from reaching outer space, it crashes and creatures encountered in the adventure: the skitter
explodes in a remote location of your choosing, deal widget and its offspring, the kiddywidget. The stat
ing 88 (16d10) bludgeoning damage plus 56 (16d6) blocks appear after the creatures' descriptions.
fire damage to each creature aboard. If it reaches
S KITTERW I D GET
space, the tower begins to orbit the planet, as magi
cal wards kick in to provide occupants with artificial A skitterwidget is made of metal and bears a pass
gravity and a continuous supply of air and heat. ing resemblance to a giant dog-headed cockroach.
If the characters were inside the Barn Door for No two skitterwidgets look exactly alike, but all are
the launch and have come along for the ride, you surprisingly cute.
can decide what measures might allow them to re Language of Squeals. Skitterwidgets speak their
turn to the world, from reprogramming the tower's own simple language, which is composed of high
controls and the rocket engines, to having a spell pitched, vowel-heavy squeals.
scroll of teleportation circle found amid Stonky's Control Ring. A skitterwidget that was created
books. If Stonky and his cultists take off alone, the is bound to a magic control ring and must obey the
tower's supply of rations keeps them fed for a year, commands of whoever is attuned to that ring. It un
after which they turn to cannibalism. derstands the ring wearer's commands as though
they were spoken in the skitterwidget's language.
LAU N C H D E LAYED OR AB ORTED Up to seven created skitterwidgets can be Jinked to
If the characters use the lever in area B4 to delay the same control ring.
or shut down the launch, they can continue explor Protective Parents. Skitterwidgets have the abil
ing the tower and its underlevel without fear of the ity to mate and breed, producing kiddywidgets that
Barn Door launching into space. They can also Jet are even cuter than their parents. A skitterwidget
the Avowed deal with Stonky and his cultists. The strives to protect nearby kiddywidgets, whether it
Avowed aren't likely to punish Stonky severely for gave birth to them or not. If it receives a command
his transgressions, since there are technically no from its master that would endanger the life of one
laws against launching rocket ships in Candlekeep. or more kiddywidgets in its care, a skitterwidget
But the gnome and his minions are forbidden from can make a DC 5 Charisma saving throw, ignoring
entering the Barn Door thereafter, and the structure the command and all other commands from its mas
is placed under the protection of a guards and wards ter for 1 minute on a success.
spell to discourage further exploration of the place.
K IDDYW I D GET
SKITTERW I D GET PROBLEM A skitterwidget that gives birth to a kiddywidget
If any of Stonky's skitterwidgets or their kiddywid can't procreate for 3d6 days afterward. Still, given
get offspring were left to their own devices after that skitterwidgets are constructs with no natural
the characters' excursion into the Barn Door, those life span, there is no telling how many kiddywidgets
constructs might become a problem for Candlekeep. a pair of skitterwidgets can produce.
Any pair of skitterwidgets-including any left unde Growth Cycle. It takes 3d6 hours for an impreg
stroyed in area U6, which survive even if the Barn nated skitterwidget to give birth to one kiddywidget.
Door launches into space-can mate and give birth A newborn kiddywidget magically grows into a full
to kiddywidgets. Those tiny constructs soon grow sized skitterwidget in 10 days.
to be as big as their parents, and they can make Autonomous. Unlike skitterwidgets that are cre
kiddywidgets of their own in turn. If the construct ated rather than born, kiddywidgets aren't beholden
population isn't culled, Candlekeep might one day to the wearer of a control ring, even after they grow
be overrun by the creatures. to become skitterwidgets.
Stonky's ring allows a character to control his
original seven skitterwidgets (the four in area U2
and the three in area U6). No others, including
the offspring of the original skitterwidgets, can be
controlled using the ring. The Avowed permit skit
terwidgets under the characters' control to remain
in Candlekeep, but not in the Inner Ward. Stray
skitterwidgets are eventually hunted down and
destroyed.
K A N D L E K E E P D E K O N STRUKT I O N
SKITTERWIDGET
Medium construct
�
Speed 20 ft., climb 20 ft.
Lightning Absorption. Whenever the skitterwidget is subjected
to l ightning damage, it takes no da mage and i nstead regains a
STR DEX CON I NT WIS CHA
number of h it points equal to the l ightning damage dealt.
6 (-2) 14 (+2) 1 8 (+4) l (-5) 10 (+0) l (-5)
Unusual Nature. The skitterwidget doesn't require air, food,
drink, or sleep. Damage Immunities lightning, poison
Condition Immunities blinded, deafened, exhaustion,
ACT I O N S paralyzed, petrified, poisoned
Senses darkvision 60 ft. , passive Perception l 0
Multiattack. The skitterwidget makes two attacks: one with its
Languages S kitterwidget
bite and one with its tai l .
Challenge 1/2 ( 1 00 XP) Proficiency Bonus +2
Bite. Melee Weapon Attack: + 6 t o hit, reach 5 ft. , o n e target.
Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it
Unusual Nature. The kiddywidget doesn't require air, food,
is grappled by the skitterwidget (escape DC 1 3) .
drink, or sleep.
Tail. Melee Weapon Attack: + 6 t o h it, reach 5 ft. , o n e target.
Hit: 6 (ld6 + 3) piercing damage plus 10 (3d6) l ightning dam ACT I O N S
age, and if the target is a creature, it must succeed on a DC 1 5 Multiattack. The kiddywidget makes two attacks: one with its
Constitution saving th row o r be stu nned until the end of its bite and one with its tail.
next turn.
Bite. Melee Weapon Attack: +4 to h it, reach 5 ft., one target.
R EACT I O N S Hit: 4 ( l d4 + 2) piercing damage. l fthe target is a creature, it is
grappled by the kiddywidget (escape DC 8).
Good Parent. The skitterwidget imposes disadvantage on
one attack rol l made against a kiddywidget it can see with in 5 Tail. Melee Weapon Attack: +4 to h it, reach 5 ft. , one target. Hit:
feet of it. 4 (ld4 + 2) piercing damage plus 2 (l d4) lightning damage.
-
\8� ··· --------··
(I �._..
A N A D V E N T U R E F O R l OT H - L E V E L C H A RA C T E R S
� · ZIKRAtf'S
/. .
� ZEPHYREAN TOME
· · ·�-------� · ··� W R I T T E N B Y TAY M O O R R E H M A N
D E V E L O P E D & E D I T E D BY C H R I ST O P H E R P E R K I N S
'
IKRAN'S ZEPHYREAN TOME WAS DONATED
to Candlekeep by adventurers seeking
GAZRE-AZAM's
refuge from a storm that seemed to fol PREDICAMENT
low them wherever they went. A junior Gazre-Azam has been trapped i n the book for
member of the Avowed, although unable to open the many years. When the book is opened, it releases
book, cataloged it as a treatise on the Inner Planes, small, wispy clouds that form into the shape of
based solely on Zikran's reputation as an expert Gazre-Azam's head. The djinni speaks to any char
on the subject. The book has been moving through acter willing to listen and asks for their aid.
the archives ever since, as Avowed who were also Gazre-Azam was summoned by Zikran, a wa-
unable to open it take guesses at its contents. After a ter genasi wizard, and bound to the book. Zikran
time, they stopped trying. wanted the djinni to teach him how to make ele
mental devices, with the ultimate goal of building
FINDING THE BOOK a floating castle fortress. For some time, the djinni
Characters i n Candlekeep might uncover this book served the wizard. Hoping to earn his freedom,
while researching any of the following topics: Gazre-Azam shared much of his knowledge, but the
wizard would not release him. When Gazre-Azam
• Denizens of the Inner Planes, especially the Wind
changed tactics and became less helpful, Zikran
Dukes of Aaqa (powerful beings of elemental
cast a complicated and near-permanent spell to
air) and djinn
keep Gazre-Azam from escaping. The djinni reveals
• Extraplanar travel
that the only way to free him is for Zikran to end
• Magic fortresses
the enchantment willingly or for Zikran to be killed.
B O O K D E S C RI PTION Repeatedly and desperately, yet still with a noble
manner, Gazre-Azam asks for the characters' aid. In
The book is a heavy tome with covers of white mar exchange, he offers the characters one free casting
ble bound in pale blue leather. A large padlock pre of a wish spell.
vents the book from being opened and resists all at
tempts to open it with magic, but it snaps open when
the book is held by someone who intends to leave
Candlekeep with it. The book contains one hundred
eight mostly blank pages made of tissue-thin white
paper and emits a soft breeze whenever a page
is turned. Most important, when the book is first
opened, it reveals the creature trapped inside it: a
djinni named Gazre-Azam.
The first ten pages of the book contain various
notes in Zikran's hand that indicate he tried several
times to trap a djinni in the book before finally suc
ceeding. The next eight pages are observations of
Gazre-Azam's behavior during his time of servitude
to Zikran. The last ninety pages of the book are
blank, and a character who succeeds on a DC 1 5
Intelligence (Arcana) check can figure out that this
volume used to serve as a wizard's spellbook. At
some point, the spells were removed in such a way
as to leave the pages blank. Z E P >< Y R E A N TOME
--
If the characters agree to Gazre-Azam's request, E N C OU NTER LOCATIONS
he asks that they take him along. While bound to
The following encounters are keyed to the map of
the book, Gazre-Azam can't use his magical abili
Zikran's laboratory.
ties, but he can speak freely to the party and provide
valuable information. Once members of the Avowed LL CORAL SPIRE
learn that a creature is trapped in the tome, they
will allow the characters to leave Candlekeep with
it, on the condition that the book is returned to them A spire of coral rises from the water j u st off the coast.
once the djinni is freed. (The Avowed are in no rush Its base at sea level i s ten feet across, and it tapers to
to get the book back.) a point forty feet a bove the water. T h rough the clear,
gentle waves, you can see that it extends down i nto a
F I N D I N G Z I KRAN
coral reef that wou l d destroy seafaring veh i cles that
Gazre-Azam hasn't seen Zikran i n a long time, but d ared sail i nto it. Di rectly east of the s p i re is the open
since his enchantment is still intact, he knows that
ing to a flooded cave.
Zikran must be alive. He suggests searching for
Zikran at a seaside laboratory-the last place where
the djinni interacted with Zikran. It might hold clues Characters who explore the area underwater can
about what the wizard is up to now. Gazre-Azam search the submerged portions of the coral. They
describes to the characters a landmark that might find that the plant life is healthy, and they see long
help them find this hidden location. His directions claw marks in the coral leading to and from the
are as follows: flooded cave. Any character who has a passive Wis
dom (Perception) score of 14 or higher notices simi
" Fo l l ow the Sword Coast south for two n ights and a
lar marks on the walls at the cave entrance and can,
with a successful DC 1 2 Intelligence (Nature) check,
d ay u nt i l you fi n d a s p i re made of coral . Stand at the
determine they were made by a young dragon.
base of this s p i re and look i n la n d , and you will see the
mouth of a flooded cave. T h i s cave conta i n s Z i k ran's L2 . FLOODED CAVE
la boratory and sanctu m ." To enter this flooded cave, the characters must wade
or swim into the water that fills it.
-
ZIKRAH'S LABORATORY
1 square = 5 feet
When the ghosts are defeated, the half-elves' spir The claw marks were made by Ashgarlyth and are
its can be laid to rest by removing the corpses from similar to the ones in area Ll.
the cave and burying them side by side in the earth. Characters must swim to cross the room, which
Treasure. After the ghosts have been dealt with, a acts as a reservoir to prevent the incoming tide from
search of the corpses yields two potions of healing flooding the rest of the cave system.
in addition to 37 gp. Leather armor worn by the
corpses is not salvageable, nor are the half-elves' L4 . ZrKRAN's QUARTERS
weapons (two shortswords and two shortbows).
Secret Tunnel. A character who spends at least 1 This c h a m be r a p pears to have been dug out of the
minute searching the chamber for secret doors finds s u rro u n d i n g stone. The floor is slick with moisture but
one with a successful DC 15 Wisdom (Perception)
not fl ooded. This place was once a bedroom . Sta ins
check. Behind this secret door is a dry, dark tunnel
o n the floor mark where o n ce stood a bed, a desk, a
above the water line. Another secret door at the
opposite end of the tunnel can be found without a table, and c h a i rs . The s p l i ntered rem a i n s of this fu r n i
check; it pulls open to reveal area LS beyond. ture h ave b e e n p u s h e d i nto a corner. A l a rge wooden
door to the nort h is ajar.
L3 . TIDAL CHAMBER
M o u nted on the wa l l next to the d oor, seemingly
The floor here is 6 feet lower than in area L2.
left u ntouched, is a s h e l f of books and scro l l s . I t has
been fi l led with colorfu l covers a n d attractive s h ades
This cave i s fi l led with water to a depth of ten feet,
of parchment.
and its cei l i n g is a nother ten feet a bove the water's
s u rface. A la rge opening to the east leads to a nother
Bookshelf. Characters who examine the contents
c h a m ber. A lip a l o n g the bottom edge of this open i n g
of the bookshelf find that there's no rhyme or reason
prevents water from procee d i n g a n y farther, a n d l a rge
to the organization of the books and scrolls. The
c l aw marks a re visi ble a l o n g t h i s l i p . books are ship logs with daily entries; the scrolls
Z I KR A N ' S Z E P H Y R E A N TO M E 139
are navigational charts. Ashgarlyth recovered these Searching the Laboratory. Use the following
"treasures" from the sunken wrecks of ships off the boxed text to describe Zikran's lab in more detail:
coast. Their pages are wrinkled from being under
water. Although the dragon values this collection,
The cave conta i n s several tables covered with i ntricate
the books and scrolls are worthless.
mach i n e ry a n d crafting tools. Bookshelves a re fi l led
L 5 . LABORATORY AND LAIR with books a n d d i ora mas. Freesta n d i n g c h a l kboard s
Characters can approach this room through either i n woode n fra mes o n ce d i splayed a rcane form u l a s ,
the door from Zikran's quarters (area L4) or the se t h o u g h o n l y s mudges and streaks o f c h a l k rem a i n .
cret tunnel from the flooded cave (area L2).
-
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CLOUD GIANTS' KEEP In the courtyard, there are pieces of rubble large
enough that characters can hide behind them.
The ruins of a cloud giant keep sit i n a frozen, nat If they keep watch, the characters can take a
urally formed cleft in the mountain near its peak. short or long rest here without being disturbed.
Sheltered by the high walls of the cleft, the ruins are If the characters use Zikran 's Zephyrean Tome to
not subject to strong wind. Rules for extreme cold consult with Gazre-Azam, the djinni encourages the
apply, however. party to press on, eager to be freed.
What was once a truly impressive structure, six
or more floors in height, is now frozen rubble. Only C 2 . ENTRANCE HALL
the first floor of the castle, part of the second floor, Part of this room is open to the sky, as shown
and the basement are traversable. The surrounding on the map.
rubble is scattered in a way that suggests a tornado
might have been responsible.
The ghosts of two cloud g i a nts wander t h i s h a l l , the
KEEP FEATURE S floor of which is made of frost-covered wh ite a n d
green t i l e . A worn ca rpet l e a d s from the entra n ce to
Everything about the keep is sized for cloud giants,
who average 24 feet tall. Doorways are 25 feet stai rcases going up and down. Two doors to the west
high, and the doors set into them are made of thick, lead to other rooms. T h ree gia nt-sized d i splay cases
bleached wood that has begun to rot. Ceilings, along the east wall hold faded documents.
where they exist, are typically 30 feet high; much of
the second floor is open to the sky.
The bricks and tiles that make up the intact por The two cloud giant ghosts seem to have no regard
tions of the keep emit soft light from their interior for the party. They are indifferent toward intruders
sides. This effect causes all interior spaces to be but turn hostile if attacked or if any of the display
brightly lit. cases in this room are destroyed or looted.
The three display cases are 15 feet tall, made
CLOUD GIANT GHOSTS of bleached wood, and enclosed by panes of
The keep is haunted by the ghosts of cloud giants frost-covered glass. In them are twelve artistically
who perished long ago (see the end of the adventure displayed scrolls that contain the clan's history
for the cloud giant ghost stat block). These ghosts four scrolls per case. The scrolls are in Dwarvish,
are indifferent toward the characters until some the written language of giants. A character who
action on the characters' part causes the ghosts to can speak Dwarvish or Giant realizes that these
turn hostile. What actions cause the ghosts to turn writings tell the history of the cloud giants who once
hostile vary from one encounter to the next. Char occupied this keep.
acters who are cautious can avoid combat with the They were an isolated clan, content to live in
ghosts by not doing anything to anger them. peace away from the squabbles of other giants and
mortals. Their propensity for using magic to alter
E N C OU NTER L O C ATIONS the weather caught the attention of one of the Wind
The following encounters are keyed to the map of Dukes of Aaqa on the Elemental Plane of Air. This
the ruined cloud giant keep. benevolent entity gave them access to powerful
elemental magic in exchange for their fealty. After
C l . FRONT YARD learning and harnessing this new magic, the giants
became a force for good in the region for many
The mountainside s p l its, leav i n g a natural cleft i n
years, until their patron was overthrown in a coup.
Enemies of the deposed Wind Duke wiped out the
t h e rock. Desce n d i n g i nto this cleft, you come to a n
giant clan, and their keep fell to ruin as the last rem
i c y cou rtyard strewn w i t h r u b b l e. H a rdy b l u e s h rubs
nants of the clan fought against their eradicators.
rise from the frozen gro u n d . Lodged at the fa r e n d of Stairs. The stairs leading up to the second floor
the cleft is a keep sized for giants. O n l y the fi rst floor and down to the basement are sized for cloud gi
a n d p a rt of the second floor rem a i n i ntact, the h igher ants. Creatures smaller than Huge treat the stairs
floors having colla psed long ago. The rubble left from as difficult terrain.
this col l a pse s u rro u n d s what's left of the keep.
Treasure. The twelve scrolls that chronicle the
clan's history are worth 250 gp each to a historian
A twenty-five-foot-t a l l d o u b l e door made of
or to the Avowed of Candlekeep. Each scroll is a
bleached wood with bronze fittings provides the o n l y
sheet of parchment measuring 3 feet wide and 6
entra nce at gro u n d level. feet long.
C 3 . ARMORY C 5 . KITCHEN
T h i s room is m i s s i n g its cei l ing. Ston e racks a l o n g the T h i s kitchen conta i n s a l a rge stove, c u p board s and
w a l l s h o l d giant-sized m orn i n gstars, shields, warha m cabi nets fo r storage, a n d a fi replace. Two cera mic
m e r s , a n d h e l mets, a l l w i t h icicles h a ng i n g from them. j u gs sit o n a twelve-foot-h i g h table i n the m i d d l e of
The room a l so conta i n s a padlocked wooden chest the roo m . O n e of the j u gs i s bl ue, the other o ra n ge.
i n o n e corner a n d a n enormous, whee l - s h a ped whet Sta n d i n g next to this table is a cloud giant ghost going
stone i n a nother corner, froze n in position. Sta n d i n g through the motions of prepa r i n g food, but without
by the wheel is a c l o u d g i a n t ghost staring b l a n k l y i nto actual food or u te n s i ls-the act i s just a m i me.
the s k y.
C ONCLUSION
Once freed, Gazre-Azam offers to cast a wish spell
on the characters' behalf. Unless he was treated
terribly by the characters, he is unlikely to twist the
wording of the party's wish. If he wasn't brought
along, he teleports to the party now that he has free
access to all his abilities.
If the party brought the djinni along and treated
him well, he suggests an alternative to the wish
spell: Gazre-Azam can imbue Zikran's Zephyrean
Tome with the properties of a censer of controlling
air elementals, except it summons only Gazre-Azam.
Altering the book in this way deprives Gazre-Azam
of the ability to cast a wish spell for one year. The
characters must weigh their decision against any
promise they made to return Zikran 's Zephyrean
Tome to Candlekeep.
-
A N A D V E N T U R E F O R l l T H - L E V E L C H A RA C T E R S
-
. . . -------=-- ·
THE CURIOUS
'[ALE OF WISTERIA vfl.E
... ··· �
-2
W R I T T E N BY K I E N N A S H AW
�
D E V E L O P E D & E DI T E D BY C H R I STO P H E R P E R K I N S & H A N NA H R O S E
-
T H E C U RI O U S TALE OF W I ST E R I A VA L E
AcT I THE CURE
In the first act, the protagonist, Vargan, lives out a
To reverse Quill's corruption, the Harpers crafted
peaceful childhood in the village of Wisteria Vale.
a dagger infused with several forms of purifying
Vargan is a boy with a penchant for storytelling and
magic. The magic dagger is carved from a single
a knack for magic. During the day, Vargan helps his
piece of amethyst, with leather wrapped around the
parents on the farm, and in the evening he performs
hilt and minuscule runes emblazoned on the flat
in the tavern to the delight of all the villagers. When
of the blade. When light hits the dagger, the blade
Vargan is on the cusp of adulthood, the cruel Lord
appears to pulse with an inner radiance. The dagger
Ephraim Rathmore visits Wisteria Vale, demand
resembles the one that scarred Quill as a child.
ing drink, food, and a place for him and his retinue
To activate the spells imbued within the dagger,
to stay. When the hospitality isn't to his liking, he
the weapon must pierce the flesh of the intended tar
burns down the village. Lord Rathmore leaves Var
get. After the purifying magic is released, the dagger
gan alive as a witness to his village's punishment,
loses its magical properties.
but not before slashing him across the face with a
crystal dagger. The event changes Vargan forever,
and he vows to bring down the pitiless lord and pre ADVENTURE SUMMARY
vent him from hurting anyone ever again. The characters begin their adventure by activating
the portal to Wisteria Vale, after which they can
AcT II explore the village and talk to the inhabitants. The
Vargan tracks down Lord Rathmore in a bustling locals reveal that Quill lives in a manor on the edge
city. Unsure how to proceed, the young bard starts of the village, but he hasn't left it recently because
asking around the city for information. He is ap he has a very important guest: a beholder that
proached by a wizard, who tells him that she be suddenly appeared in Wisteria Vale. To allay the
longs to a secret group looking to bring down Lord villagers' justifiable concerns about his guest, Quill
Rathmore and others who have been corrupted by is planning a party for that evening and has invited
evil. The wizard invites Vargan to join the secret everybody in town to meet the beholder.
organization, and he agrees, becoming a member As the characters explore the manor, they must
of the Harpers. With the aid of information from avoid the gaze of the beholder. They learn from
the Harpers, Vargan sneaks into Lord Rathmore's Quill's notes that the beholder dreamed itself into
manor during a banquet disguised as a performer Wisteria Vale from the Underdark, and that Quill
and dispatches Rathmore once and for all. Although has been trying to charm it into revealing how to
his quest for vengeance has been fulfilled, Vargan is escape the demiplane. It eventually becomes clear
obsessed with the fact that many other corrupt and that the beholder has imprisoned the real Quill in a
evil people exist across the land, and that only peo magic painting.
ple like him and the Harpers can stop them. The characters must find Quill, convince him that
they're here to help, and administer the cure without
ACT III
incurring the wrath of the beholder, who wants to
Vargan becomes more powerful, using his talents in
keep its new haven intact.
magic and espionage to single-handedly take down
corrupt kings and mages. Although he becomes
a legend among and outside the Harpers, Vargan
INTO THE DEMIPLANE
stays humble, believing that it is his duty to protect The secret to entering the demiplane of Wisteria
others. At the climax of the play, Vargan battles an Vale is hidden in the text of the play. Ryllia tells the
archmage who was turned evil by an ancient crys characters that there is a line in the final scene that
tal touched by the evil god Cyric. Though Vargan gives a clue to the portal's activation phrase, though
defeats the archmage, prolonged contact with the she doesn't know the details. A character who exam
crystal corrupts the bard, convincing him that his ines the script notices that the penultimate line spo
former allies are too powerful and must be elim ken by the Harper wizard in the play is underlined
inated. The Harpers devise a solution to prevent twice. This line reads:
Vargan from hurting anyone while they develop a
I I
cure: banishing him to a demiplane. We l i ft up o u r light to reveal what is h id d e n a n d ban-
The play ends with a short monologue by the i s h the d a rkness forever.
Harper wizard who befriended Vargan years ago,
saying that though Vargan's ultimate fate is still
unknown, the day will come when light will ban A character who makes a successful DC 1 2 Intel
ish darkness. ligence check realizes that this line might be more
than a metaphor-a puzzle that requires literal
�
I
T H E C U R I O U S TALE OF W I S T E R I A VA L E
-
interpretation of an aphorism would be just the kind
of thing a Harper playwright would enjoy. Shining a
source of light directly on the page reveals a phrase
written in invisible ink: "Harpers at Twilight."
When that phrase is uttered, the book shakes and
flies into the air, pages flipping of their own accord
and separating from the binding, then rearranging
themselves to form a portal. Anyone who steps
through the opening is transported to Wisteria Vale.
After all the characters pass through the portal, the
pages rearrange themselves back into the form of
the book, and the portal closes.
WISTERIA VALE
Wisteria Vale is a demiplane created by the Harp
ers for one purpose: to imprison Arrant Quill while
they devise a cure for his corruption. Everything in
Wisteria Vale is bright and colorful, tailored to keep
Quill comfortable and entertained. The weather is
always mild and temperate, with just enough rainy
days to nurture crops. Wisteria blossoms are always
in full bloom amid the verdant greenery. The air is
filled with the soothing sounds of nature, from bird
song to the chirping of crickets to gentle breezes
ruffling the leaves. Time passes differently here:
each day in Wisteria Vale equates to three days on
the Material Plane.
Because of the nature and purpose of the demi
plane, any spells used to try to escape Wisteria Vale
fail. The only way to leave the demiplane is to termi
nate it by curing or killing Quill.
C ON STRUCTED C OM MONERS
To populate the demiplane without endangering any
innocents, the Harpers created constructs out of CONSTRUCTED COMMONER
Medium construct
wooden mannequins to act as villagers (see the ac
companying stat block). Magic makes them look like Armor Class 1 5 (natural armor)
flesh-and-blood people, and the constructs conduct H it Points 6 ( l d8 + 2)
themselves as convincingly real humanoids who Speed 25 ft.
are simply living their lives in Wisteria Vale. Detect
STR DEX CON I NT WIS CHA
magic spells do not reveal their true nature, as each
1 0 (+0) 10 (+O) 1 5 (+2) 1 0 (+O) 10 (+O) 10 (+O)
construct is shielded by a spell that makes it seem
nonmagical. Damage Immunities poison
Though these constructed villagers can physi Condition Immunities exhaustion, poisoned
cally interact with the environment around them Senses passive Perception 1 0
Languages Com mon
and hold lengthy conversations, a few clues to their
Challenge 0 ( 1 0 XP) Proficiency Bonus +2
true nature exist. A character who observes one or
more of the commoners closely and succeeds on a
Unusual Nature. The commoner doesn't require air, food,
DC 1 5 Wisdom (Perception) check notices a faint
drink, or sleep, and it gains no benefit from finishing a short
clicking sound whenever a villager touches a hard or long rest. When it drops to 0 hit points, it becomes a life
surface. The villagers are also cold to the touch, less object.
which can be ascertained only through physical
contact. A character who succeeds on a DC 1 5 Wis AC T I O N S
dom (Insight) check notices that if the villagers are Club. Melee Weapon Attack: +2 to hit, reach 5 ft. , one target.
asked about anything outside Wisteria Vale or their Hit: 2 (l d4) bludgeon ing damage.
individual talents, they quickly change subjects to
T H E C U R IO U S TALE OF W I ST E R I A VA L E
small talk about the weather or gossip, and always W I S T E R I A VA L E EV E N TS
in Common regardless of their apparent origin. d8 Event
Constructed commoners don't bleed or feel pain
1 -2 None.
like flesh-and-blood humanoids. If a villager's hit
points drop to 0, its true form is revealed: that of a 3 Light rain fa l l s from a c lear s ky.
lifeless wooden mannequin. Overnight, the man 4 The sky turns dark as t h u n d erclouds rol l i n . Light
nequin disappears, and a replacement villager is n i n g flashes in the distance, but it doesn't rai n .
generated by the demiplane to take over the "slain" 5 An object near the cha racters suddenly loses its
villager's place and role in the village a few days color and becomes gray and d u l l .
later. If the mannequin is disintegrated or reduced
6 An object near the cha racters suddenly becomes
to ashes, it is not replaced and the population of the
satu rated with bright colors.
village permanently decreases by one.
7 An i n congruous smell or sound man ifests.
ABERRANT EVE NT S 8 A smell or sound that s h o u l d be present is notice
Beholders can alter reality when they dream. Re ably a bsent.
cently, a beholder named Renekor entered Wisteria
Vale by dreaming itself into the demiplane. Renekor UNEXPE CTED VISITORS
sees Wisteria Vale as its own creation-a very real
(if utterly bizarre) sanctuary brought into being by The villagers of Wisteria Vale are surprised to see
its dreaming mind. outsiders. Nevertheless, they welcome the charac
Renekor's presence warps the demiplane, causing ters with warm hospitality. The villagers are curious
erratic weather and strange phenomena. Each time about where the characters come from and why
the characters move to a new location or room, roll they're here. If the characters mention that their
on the Wisteria Vale Events table to determine what purpose is to cure Quill of his corruption, the villag
strange effect they experience, if any. When the ers are confused, since Quill has been nothing but
characters are in the manor, closer to the beholder kind and friendly to them since his arrival.
itself, roll twice and use the higher result.
--
In further conversation, the villagers describe the They are a married couple. The tavern is the heart
arrival of a terrifying creature that appears to be a of the village, a place where people gather to talk
giant floating orb with a central eye and sharp teeth, and share meals. Even though the villagers don't
with many smaller eyes on stalks. Though the villag need to eat or drink because they are constructs,
ers were frightened by the creature, Quill assured they do so when Quill is around. In the evenings
them that he would keep it under control. He urged when Quill visits the village, Ulrich always insists
them to treat the creature as an honored guest while that Quill perform for an enraptured audience that
it was in Wisteria Vale. never seems to get bored of his stories and songs.
Daphne tells the characters that Quill hasn't vis
L O C ATIONS I N WI STERIA VALE ited in the past two weeks, which is unusual for him.
In an attempt to make the demiplane as comfort She theorizes that his absence is due to the arrival
ing and familiar as possible for Quill, the Harpers of the many-eyed creature, and while the villagers
designed it to resemble his hometown, down to the trust Quill, they are still concerned about him.
buildings, the villagers, and the name. The locals
find Wisteria Vale to be normal and don't question
W4 . SILKS AND SOLES
any of the oddities of the demiplane. Although they Silks and Soles is owned by Josephus Lovett (male
human) and Henrietta Storm (nonbinary tiefling),
know that there are places outside Wisteria Vale,
both constructed commoners. Josephus is the
they have no interest in leaving home.
tailor and the village gossip, gathering and sharing
The following locations are keyed to the map of
information as he measures his neighbors and sews
Wisteria Vale.
their clothes. If given the opportunity, he talks about
Wl. VYRIDIAN FOREST his favorite topic: Quill and his secretive past. Henri
The Vyridian Forest encircles the village. It is an an etta is a cobbler by trade and also a social butterfly,
cient forest with well-worn trails, old-growth trees, helping to organize community events and create
and a supply of wild game such as deer, boar, and decorations from spare cloth and leather.
rabbits. The villagers supplement their crops with Josephus or Henrietta shares information on
occasional hunts in the forest, especially for feasts Quill, his arrival in Wisteria Vale, the appearance
on holidays and for village gatherings. of the creature two weeks ago, and the party in the
While in the forest, the characters might encoun manor taking place that evening, to which all the
ter Ki'lara, a half-elf hunter and a constructed com villagers have been invited. Like their neighbors,
moner who knows how to navigate the woods and Josephus and Henrietta have reservations about
where the best hunting spots are. She warns the Quill's strange houseguest.
characters about wandering too far into the woods, Without any need for a check, the characters can
since the ancient forest can often be disorienting. convince Josephus or Henrietta to let them tag along
If they walk far enough into the woods in one di as their "plus ones" to the party.
rection, they end up on the other side of the forest
approaching Wisteria Vale, as if they had walked in
W5 . MARKETPLACE
This small marketplace is where the farmers along
a giant loop. Characters who succeed on a DC 1 3
the edge of the village sell their wares. Once in a
Intelligence (Arcana) check recognize that this is
while, the demiplane generates a traveling merchant
part of the demiplane's magical design to keep Quill
inside the village. who passes through Wisteria Vale to sell food, fab
ric, and other goods from "outside" the village, to
W2 . FARMS further enhance the illusion that Wisteria Vale is a
A group of family-owned farms dot the western edge real village. Three traveling merchants visit regu
of the village. These farms have a variety of crops larly. Each of these constructed commoners never
and livestock, from produce and grains to cattle and stays longer than a day, and one appears only once
sheep to medicinal plants. every few weeks to break up the monotony of the
These farms exist for Quill's benefit alone, though village's everyday events.
they provide enough food to sustain an entire village
indefinitely. The farmers surreptitiously get rid of
W6 . MANOR
The manor on the northern edge of Wisteria Vale
almost all of what they produce.
stands out as the biggest and most ornate building
W3 . BLOSSOM'S REST in the village, two stories tall and made of white
Blossom's Rest is the tavern in the center of the vil stone that gleams when the light catches it.
lage owned by Ulrich (male hill dwarf) and Daphne
(female wood elf), both constructed commoners.
T H E C U R IO U S TALE OF W I ST E R I A VAL E
EXPLORING THE MANOR the people he lost in his childhood, though he also
takes some comfort in being able to live out the
The characters can approach the front door o r try life he could've had. His time spent alone with his
to sneak in through the side door that leads to the thoughts in Wisteria Vale has led him to suspect
kitchen (area M 2). If they try the front door prior to that the Harpers were never going to find a cure,
the time of the party, they find that it's locked and and that they were simply biding their time until
no one answers. The door can be broken down with he became complacent enough that they could kill
a successful DC 15 Strength (Athletics) check or him without his being a threat. Quill's corruption
unlocked with a successful DC 15 Dexterity check has convinced him that the Harpers have become
using thieves' tools. The back door is unlocked, but a powerful force that must be taken down; he
Damien (see "Servants" below) notices the charac trusts only himself to identify and eliminate agents
ters using it unless they succeed on a DC 15 group of tyranny.
Dexterity (Stealth) check. Fake Quill. Renekor the beholder has imprisoned
Inside the manor, the characters might feel as Arrant Quill in a magic painting. Furthermore, the
though they're constantly being watched, but this beholder has used its reality-altering dreams to
isn't necessarily the case. There are, however, three create a twin of Quill that feels real to the touch. A
stone golems and six suits of animated armor that detect magic spell reveals an aura of illusion magic
guard the halls of the manor and attack intruders around the fake Quill, which otherwise looks and
(see the Manor Encounters table below). behaves exactly like the real Quill. The fake Quill
can't do anything except move and talk, and it is
MANOR O C CU PANTS
dispelled if it takes damage from a spell or a magic
As the characters explore the manor, they might weapon. No other magic or damage affects it.
encounter one or more creatures roaming the halls
or moving from one room to another. Whenever you RENEKOR THE BEHOLDER
feel the need for a random encounter, roll a d20 and Lawful evil beholder
consult the Manor Encounters table to determine This beholder dreamed itself into Wisteria Vale
whom or what the characters encounter. from the Underdark to escape its enemies. Due to
the unconventional way that it entered the demi
M A N O R E N CO U N T E R S
plane, Renekor believes that Wisteria Vale and
d20 Encounter its inhabitants are all products of its imagination.
Roll twice more on this table, u s i n g 2 d l 0 i n stead Therefore, the beholder is unusually complacent
of a d20 for each rol l . and relaxed as long as nothing disturbs or threatens
2-9 Two s u its of animated armor (see " Servants"
its new haven and playthings.
Renekor floats around the manor during the day
below)
before retreating to the ballroom at night. Although
1 0-1 2 One stone golem (see " Servants" below)
it might not be on high alert, it is still keenly obser
1 3-1 7 The fake Q u i l l (see "Arrant Q u i l l and the Fake vant and paranoid as all beholders are.
Q u i l l " below)
SERVANTS
1 8 -20 Reneko r the beholder
The manor is guarded by six suits of animated ar
mor and two stone golems. One of the stone golems
ARRANT QUILL AND THE FAKE QUILL doesn't leave the library (area M7), and two suits
Neutral evil human (age 36) of animated armor are stationed outside the doors
Quill is a charismatic bard who carries himself with to the ballroom (area M6). The remaining sentries
a quiet confidence that doesn't hint at the full extent roam the manor freely. The suits of armor and
of his skills or powers. His handsome features are golems also perform hands-on labor that doesn't
marred by a scar that curves from the top of his left require conversation or delicate movements.
cheekbone down to his jaw, though he doesn't con A housekeeper named Damien takes care of the
sider the scar disfiguring. If asked about the scar, he cooking and cleaning. He is a constructed com
explains that he got it years ago when the man who moner and the only full-time staff member in the
burned down his home village slashed his face with manor, although some local villagers have been
a dagger. It serves as a grim reminder of his past. drafted to serve as waiters during the party in the
Although outwardly friendly, Quill is driven by ballroom (see "Quill's Party" later in the adventure).
three selfish desires: to preserve his well-being, to Renekor's presence is slowly warping the demi
alleviate his boredom, and to escape Wisteria Vale. plane, causing these servants to shift allegiance,
He holds a grudge against the Harpers and Ryllia becoming loyal and obedient to the beholder rather
for imprisoning him in a place that reminds him of than to Quill or the Harpers.
T H E C U R I O U S TALE OF W I S T E R I A VA L E
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T H E C U R I OU S TALE OF W I S T E R I A VA L E
M 3 . DINING ROOM
The wooden d oors o p e n i n to a dazzling, spacious
room . The polished walls gleam i n the l i ght of h a nging
T h i s room is d i m ly lit b y a g o l d e n c a n d e l abra resting
l a m ps s h a ped l i ke celestial bod ies, and the cei l i n g is
atop a rectangular dining table that h a s a s i l ve r pl ace
painted with conste l l ations. On the east w a l l is a long
sett i n g at the h ead of it. On the east w a l l h angs a la rge
stage with red velvet c u rtai n s closing off a backstage
p a i nt i n g of an o p u l e nt b a n q u et.
a rea. A portrait of Q u i l l pos i n g on a chaise longue
h a n gs o n the north wall, though the i mage i s distorted
The dining table can easily seat six people, but the as i f someone had smeared the paint before it d ried.
chair that accompanies the silver place setting is the
only one that shows any sign of regular use.
Banquet Painting. The banquet painting is the The ballroom takes up two floors, with a 50-foot
gateway to one of four connected extradimensional high ceiling and a balcony that is accessible from
spaces throughout the manor. See "Finding Quill" the upper floor.
later in the adventure for more information. If the characters arrive here during Quill's party,
Treasure. The silver place setting is worth a total see "Quill's Party" later in the adventure for a de
of 750 gp. scription of the ballroom's occupants and other
features. If it hasn't been encountered and defeated
M4 . STORAGE elsewhere, Renekor the beholder is here.
This cluttered space holds cleaning supplies, spare This room serves as Renekor's lair. The beholder
silverware, cooking utensils, food, and general can use its lair actions (as described in the Monster
household goods for the manor. Manual), but only within this room. If the characters
Treasure. Any character who spends at least 5 forced their way into the room, destroying the suits
minutes searching the room finds a satchel contain of animated armor in the process, Renekor assumes
ing a packet of dust ofdisappearance. they're hostile and attacks them on sight. Other
wise, it assumes the characters are creations of its
M5. BACKSTAGE dreaming mind until they demonstrate otherwise. If
the characters make a scene, Renekor feels threat
T h i s recta n g u l a r space is stuffy, dark, and cl uttered ened and attacks them. If one or more characters
with l a rge wooden set p ieces and fu r n iture. Props a re
move to within 10 feet of the painting on the north
wall, the beholder instructs them (in Undercommon)
scattered i n d isorganized piles, a n d a rack of d u sty
to keep away from it on pain of death. Characters
costumes sta nds n ext to a van ity. Two la rge ropes
who can't understand the beholder can surmise that
d a n g l e at either end of a set of d rawn c u rtai n s . A black it doesn't want them near the painting.
table aga i n st the north w a l l holds a stack of i n stru Quill's Prison. The painting on the north wall is
ment cases. the entrance to an extradimensional space where
Arrant Quill is imprisoned. Renekor has covered
the painting in slime to prevent Quill from getting
The backstage area of the ballroom's stage is filled out, though characters can still enter the painting's
with set pieces, props, and costumes. extradimensional space from the ballroom. A char
Treasure. Among the many other instruments acter who has a passive Wisdom (Perception) score
stored here is Quill's instrument ofthe bards (Cli of 1 5 or higher notices that the image of Quill in the
lyre), which is kept in an ornate wooden case that painting is moving slightly. See "Finding Quill" later
bears the monogram A.Q. Quill takes this instru in the adventure for more information.
ment with him whenever he entertains villagers at
Blossom's Rest. M7. LIBRARY
M6. BALLROOM
Two suits of animated armor stand guard at the Large woode n doors open to reveal a cozy l i brary lit by
double door, outside the ballroom. Prior to Quill's warm c a n d l e l ight. Two wa l l s of shelves stretch to the
party, these doors are locked. As an action, a char cei l i ng, with a rol l i n g ladder to h e l p reach the higher
acter can try to unlock the doors using thieves' books. I n the center of the room is a n armchair a n d a
tools, doing so with a successful DC 1 5 Dexterity desk. Books a re pi led haphazardly on the desk, many
check, or force open the doors with a successful DC
of them left open next to a bottle of ink and a q u i l l . An
1 5 Strength (Athletics) check. Trying to open the
i m posing stone statue sta nds i n the corner n ext to the
door without the proper key causes the suits of ani
mated armor to attack. door, s i l e ntly watching.
T H E C U RI O U S TA L E OF W I ST E R I A VA L E
The library is a replica of one of the Harper librar • Quill used to write frequently during the first few
ies that Quill frequented. The books contain well months of his captivity, with the entries becoming
known stories and plays, research on monsters, and more sporadic until the arrival of Renekor.
information about the Harpers. A character who • Quill believes that a year has passed in Wisteria
spends time studying here can learn facts about the Vale, when it really has been three years on the
Harpers (see the "Who Are the Harpers?" sidebar Material Plane. (Quill is unaware of this fact.)
earlier in the adventure) or any monster described • Quill knows that he can't be harmed in Wisteria
in the Monster Manual. Vale unless he gives his consent.
The books on the desk cover research about the • Quill believes that the Harpers were lying when
Underdark and beholders, with notes written by they said they were going to find a way to cure
Quill scribbled i n the margins. him, and he is worried that the Harpers are just
The statue is actually a stone golem. If a charac biding their time until they can kill him.
ter attempts to take Quill's notes or any of the books • Quill notes that the beholder might be his key to
out of the room, the stone golem activates, stepping escaping Wisteria Vale.
in front of the door. It doesn't fight the characters
unless they try to push past it and leave with the M9. GUEST BEDROOM
notes or books.
A character who takes 10 minutes to read Quill's This bedroom conta i n s a d o u b l e b e d and a s pacious
notes can learn the basics of beholder lore as well wardrobe. A l a rge painting of a roe i n fl ight h a n gs o n
as obtain the following information:
the n o r t h w a l l .
• Quill has been researching beholders, particularly
their ability to warp reality and bring to life things
The wardrobe is stuffed with formal and informal
from their imagination.
clothing.
• Renekor dreamed itself into Wisteria Vale from
Roe Painting. The roe painting is the gateway
the Underdark. The beholder believes that the
to one of four connected extradimensional spaces
village and its residents are its own creations. The
throughout the manor. See "Finding Quill" later in
beholder's appearance has caused weird events to
the adventure for more information.
happen in Wisteria Vale, and these strange occur
rences are becoming increasingly common (see MlO. GUEST BATHROOM
"Aberrant Events" earlier in the adventure). The guest bathroom is unremarkable, though char
• Quill thinks that if he can get close enough to acters who search the room and succeed on a DC
Renekor, he can charm the beholder into revealing 1 3 Wisdom (Perception) check notice a loose tile
information on how to escape Wisteria Vale, or on the ceiling. Above the tile is a crawl space that
manipulate the beholder's reality-warping magic spans the entire upper floor. The crawl space is
to create an exit from the demiplane. dusty and has a 3-foot-high ceiling. Characters can
• The last note Quill made was about his fear use the crawl space to enter any other room on the
that Renekor suspects his schemes. The ink is upper floor through removable panels in the ceiling.
smeared as if he had been interrupted in the mid
dle of writing it.
FINDING QUILL
M8. MASTER BEDROOM Renekor has imprisoned the real Quill in a magic
painting in the ballroom. The extradimensional
space where Quill is trapped can be accessed in one
The fu r n i s h i n gs and ornate d ecorations m a ke it clear
of two ways: by sneaking through the ballroom or by
that this i s Q u i l l's bed room. A large fo u r-poster bed
traveling through the other magic paintings found in
d ra ped i n blue velvet occupies the middle of the the manor.
roo m . N ext to it is a dark woode n ward robe and a
bedside table with a l eather- bo u n d j o u r n a l s itting next MAGIC PAI NTINGS
to a vase of freshly picked flowers. Set in the east wall Four magic paintings are scattered throughout the
i s a d oor. manor, each one a portal to an extradimensional
space. These framed paintings are 5 feet square and
can't be removed from the walls to which they're
The door in the east wall opens into a private bath attached.
room with a mirrored vanity. Any creature that touches one of these paintings
The journal on the bedside table is Quill's diary. is magically transported to its extradimensional
A character who spends at least 10 minutes leafing space-a cube-shaped stone chamber 30 feet on a
through it obtains the following information: side. A creature can resist this effect by succeeding
--
on a DC 1 5 Charisma saving throw. From inside An extradimensional chamber's walls, floors,
its extradimensional chamber, a painting looks like ceilings, and doors are impervious to damage. A
a frameless, 5-foot-square open window through creature can leave an extradimensional chamber
which is visible the interior of the room in which and return to the manor by climbing through the
the painting hangs. Characters inside the extradi chamber's window (although Quill's prison is a
mensional space are visible as part of the painting bit different, as described below). A creature that
itself as they interact with the extradimensional climbs through the window emerges from the paint
space's contents. ing without damaging it.
In addition to the wall with the window, each If one of the paintings is damaged, the window in
extradimensional chamber has a 7-foot-high, 3-foot that extradimensional chamber disappears, leaving
wide wooden door set into each of its other three a bare stone wall. If all four paintings are damaged,
walls. These doors lead to the other paintings' the paintings' extradimensional chambers remain
extradimensional chambers. Only one of the three connected to one another, but not to the manor.
doors can be open at any given time, and a door
can't be opened unless the other two doors are FOREST
closed. Each door is opened by pulling on its shiny Within this painting's extradimensional space, the
brass doorknob, regardless of which side of the door walls are painted to depict a forest of trees and
one happens to be on. shrubbery, the floor is covered with a thin layer
The chaotic nature of the connection between the of dirt, and the ceiling is painted to resemble the
spaces means that a door is likely to lead to a differ sky. Hiding against the wall with the window are
ent chamber each time it is opened. To determine four medusas wearing hooded robes and covered
where a door leads, use the appropriate table for with greenery for camouflage. The medusas at
whichever extradimensional chamber the charac tack intruders as they cross the room. Characters
ters are in presently. The characters always enter a who have a passive Wisdom (Perception) score
new chamber through the doorway on the wall op of 1 5 or higher spot the medusas and aren't sur
posite that chamber's window. prised by them.
FO R E S T PAI N T I N G ' S C H A M B E R
BANQUET
This painting's extradimensional space contains a
d6 Door's Destination
1 5-foot-long banquet table covered with prepared
1 -2 B a n quet (behind the painting in area M 3) dishes that look and smell delectable. Each dish
3-4 Q u i l l 's prison (beh i n d the painting i n a rea M 6) has a magical property that functions only when the
5-6 Roe (be h i n d the painting i n a rea M 9) food is consumed in this room. The dishes and their
properties are as follows:
T H E C U R I O U S TA L E OF W I ST E R I A VA L E
Qmu,'s PRISON CHAMBER in fine attire, all having a good time. Five villagers
When the characters enter the ballroom painting, have gathered on the stage to perform instrumen
the doors on the walls of this extradimensional tal music. This band includes a harpsichordist, a
space close and disappear. The window is fogged cellist, a violinist, a flutist, and a fiddler. Milling
over, covered in slime that prevents anyone from through the crowd are four waiters. All the guests,
exiting through it. performers, and waiters are unarmed constructed
Arrant Quill (see the accompanying stat block) commoners that do not engage in battle and flee if
is sitting in a chaise longue, protected by his mind combat erupts.
blank spell and occupying his time by reading the Renekor can tell the real Quill from the fake one.
book he was holding in the library when he was When it notices the characters and the real Quill,
trapped in the painting two days ago. He's out the beholder attacks, hovering just out of reach of
wardly friendly, and he politely asks the characters melee weapons and using its lair actions when ap
who they are and what they're doing here. Because propriate. The two suits of animated armor stand
he's hungry and parched, he also kindly begs them ing guard outside the ballroom also attack at the
for some food and drink. If the Harpers are men command of the beholder. Renekor wants to keep
tioned, Quill can barely hide his contempt. Quill alive and avoids attacking him.
As long as Quill remains in Wisteria Vale, he is The two Quills look the same. However, the fake
immune to all damage and automatically succeeds Quill can't do anything except move and talk, and it
on all saving throws. This feature is suppressed is dispelled if it takes damage from a spell or magic
if Quill wills it (no action required) or while he is weapon. No other magic or damage affects it.
within 15 feet of Renekor the beholder. t ,,,g ;+:Z§r #kAf
5 Ri t1¥? - ·d
No matter how much time seems to have passed At w i l l : light, mage hand, prestidigitation
3/day each: detect magic, dispel magic.faerie fire, hold monster ,.
inside the painting, when Quill and the characters
l /day each: mind blank, teleport
leave the extradimensional space, they land near
the north wall of the ballroom during the party that Supreme Mockery. Q u i l l hurls a string of i nsults laced with
enchantments at a creature he can see withi n 60 feet of h i m .
Renekor and the fake Quill are hosting. The room
If t h e creature c a n hear Quill (though it need n o t understand
has been decorated with garlands of wisteria, and him), it must succeed on a DC 17 Wisdom saving throw or take
small tables hold hors d'oeuvres and drinks. Rene 66 ( 1 2d l 0) psychic damage and have disadvantage on the next
kor and the fake Quill are in the middle of the room, attack rol l it makes before the end of its next turn.
surrounded by a crowd of thirty villagers dressed e 5 aeswm
--
T H E C U R I O U S TA L E OF W I ST E R I A VAL E
If the real Quill believes the characters are on his
side, he gives them permission to stab him with the
AFTERMATH
magical crystal dagger. If he thinks the characters When Quill i s either cured o r killed, the demiplane
have come to Wisteria Vale to kill him, he flees of Wisteria Vale unravels. Everything around the
using his teleport spell, reappearing in some other characters fades before a streak of blue light flashes
location of your choice in Wisteria Vale. Quill's pri across their vision and they arrive back in Candle
ority is to stay alive. keep, appearing in unoccupied spaces as close to
Quill loses his immunity to damage while he's The Curious Tale of Wisteria Vale as possible.
within 1 5 feet of Renekor, but he is not immediately If Quill survives the ordeal, he happily reunites
aware of this. Once Quill realizes that Renekor is with Ryllia, who gives the party the full reward of
negating his invincibility, he tries to distance him 5,000 gp. Quill is indebted to the characters and
self from the beholder. might become a valuable ally in the future. If Quill
If combat erupts in the ballroom, the villagers dies, the demiplane unravels as the characters
begin to panic and scatter, turning the ballroom and Quill's corpse return to Candlekeep. Ryllia is
into difficult terrain until they clear the room, which saddened to hear of Quill's death, but if his body is
takes 2 rounds. delivered to her, she pays to have the bard resur
rected. The reward she promised to the characters
A D M I N I STERING TH E C U RE is instead used to pay for Quill's resurrection.
If Renekor is alive when the demiplane unravels,
If Quill is stabbed with the magical crystal dagger,
the beholder is sent back to its lair in the Underdark
he staggers backward, momentarily dazed as he '
where it holds a deep grudge against the characters.
overcomes the effects of his corruption. His eyes
It sends its minions to spy on them while it gathers
glow an eerie purple for a few seconds before re
resources and plots revenge.
turning to normal, whereupon his alignment reverts
to neutral good. After regaining his senses, he
thanks the characters for helping him-just before "'
N
the world around them disappears. ::>
N
-
A N A DV E N T U R E F O R l 2 T H - L E V E L C H A RA C T E R S
· · · --------4..:'I
D E V E L O P E D & E D I T E D BY H A N NA H R O S E
HE BOOK OF INNER ALCHEMY IS ONE O F THE one day it captured the attention of a monk deter
oldest books in Candlekeep. The precise mined to bend the natural order of life to his will.
date of its curation has been lost to time,
but its origin can be attributed to three FINDING THE BOOK
masters of the Open Hand, the Ren Brothers Characters i n the Great Library of Candlekeep
Rendi (pronounced REN-dee), Renjie (REN-jee-eh), might encounter The Book ofInner Alchemy while
and Renmei (REN-may). The Way of the Open Hand researching one of the following topics:
is a monastic tradition centered on the defensive
and healing uses of ki and martial arts combat. The • The nature of ki and its uses in hand-to-hand
masters recorded their life's work in this book, de combat and healing
scribing how they turned the traditional Open Hand • Legends pertaining to immortality
martial arts techniques into tools for achieving ever • Monastic traditions, especially the Way of
lasting life. the Open Hand
Rumors of an ancient tome containing martial • The crafting of magic weapons
arts techniques associated with immortality circu
B O O K D E SC R I PTION
lated among the martial orders. The three masters
knew that many would seek out this power, and that At first glance, this book of moderate thickness
circulating this knowledge would bring chaos to appears to be one of the many insignificant tomes
the world. Toro between the need to preserve their that fill the shelves of the Great Library. Upon closer
secret techniques and the guilt from making use of inspection, this volume reveals itself to be of excep
such powerful martial lore, the three masters chose tional quality. Except for minor damage to the cor
to conceal the knowledge they discovered among ners, its olive-green covers are in perfect condition.
the vast collection in Candlekeep. Sewn into the binding with silk threads are sacred
The Book ofInner Alchemy remained unnoticed texts and medical illustrations. Text is recorded on
for centuries, its secrets hidden in plain sight, until paper pages, and illustrations are drawn on silk
sheets. The paper pages appear to have aged, but
the silk illustrations have stood the test of time, ap
pearing as they did when the original artist first laid
a brush upon the pages.
Composed in the language of the lands to the east
•
of Faerun, the text of The Book ofInner Alchemy is
written in columns that are read from top to bottom,
right to left. The comprehend languages spell can
be used to understand the text. Alternatively, many
of the Avowed can translate the text for a small fee
(no more than 100 gp). The Avowed will not make
copies of the book because it contains dangerous
knowledge.
T H E B O O K OF I N N E R A L C H E M Y
the body and obscure practices for cultivating one's (soul, essence, and mind) corrupted. Unable to
vitality. It describes the techniques monks learn achieve an immortal state of being, he ordered his
to consciously control their life energy, to gain ad most trusted students to infiltrate the library and
vantages in combat or perform extraordinary feats. steal pages from the book that might have a solution
These techniques emphasize the use of controlled to his problem. Using the instructions on the stolen
breathing, meditation, and spiritual discipline as the pages, Bak Mei seeks to craft a pair of magic gloves
primary means of achieving control over ki. and use their necromantic power to enhance the
Also contained in the book is a secret body of sa techniques of the Open Hand to god-like levels.
cred wisdom about ways to manipulate the fl.ow of
ki. Unlike the conventional teachings of the Open ATTAC K ON TH E GREAT LI BRARY
Hand, this catalog of martial arts techniques tells After delivering The Book ofInner Alchemy to the
how the physical and spiritual aspects of one's being characters, an embarrassed member of the Avowed
can be joined to achieve immortality. The book of informs them that critical pages from the tome
fers detailed descriptions of pressure points that all are missing.
the bodies of humanoid beings have and how ki can
not only be attacked, but also stolen.
" M y a po l ogies, seekers, but The Book of Inner Alch emy
The book opens with theories on how the natural
energies of the primordial trifecta-soul, essence, h a s been vandal ized . This m a n u a l is said to grant
and mind-can be combined. It notes that obstacles u ntold power over l i fe and d eath to a nyone who can
on one's journey are common. The soul can be cor master its secrets ... and l ast n ight, someone had
rupted by the absence of wisdom. One's body can be the a u dacity to come i nto t h i s sacred place and dese
sullied by violent deeds. The mind is easily compro crate it! "
mised by ego and emotional attachment.
Following the sections on spiritual and medicinal
wisdom is one on the crafting of magic items that Though they might not understand the intricacies
augment the user's martial abilities, with grisly de of the concepts in the book, the Avowed know that
tails of how the authors obtained such knowledge. the stolen pages contain instructions for creating
Accounts of experiments on captured people and gloves ofsoul catching (see the item's description at
animals are found throughout. It is through these the end of the adventure). They want the characters
experiments that the masters developed rituals for to retrieve the stolen pages so that, in addition to re
the creation of magic items capable of circumvent storing the tome to its original state, a magic item of
ing the work that would otherwise be needed to per such power will never be created.
fect the soul, the essence, and the mind. The Avowed acolyte accompanies the characters
to the Great Library to view where the attack and
I N N E R ALC HEMY subsequent theft took place:
Characters who read from The Book ofInner Al
chemy learn the following information about ki: You a re led to a section of the stacks that h a s been
• Though commonly thought of by those outside the ransacked. Cou ntless l iterary treasu res a re strewn
monastic orders as mystical energy, ki has strong across the floor. The covered bodies of two Avowed
ties to elemental air, for breath is what connects acolytes stil l rest o n the floor.
one's soul to one's essence (body).
• Ki is a vital force present in all living things. Medi
cal techniques and training can be used to control For the return of the stolen pages, the Keeper of
the fl.ow of ki. Tomes is offering 8,000 gp or the equivalent in tran
• All living beings are made up of two "lives," phys scribed magical knowledge from the Candlekeep
ical and spiritual. When these aspects are in har archives.
mony, great power can be attained.
SCENE OF THE CRIME
M I S SI N G PAGE S The following clues point the characters in the
direction of the Cloakwood, an ancient forest
Several pages have been sliced from the binding of located near the Coast Way that leads north to the
The Book ofInner Alchemy. They were recently sto city of Baldur's Gate:
len on behalf of a radical monk named Bak Mei, an
apostate practitioner of the Open Hand who seeks • A character who succeeds on a DC 14 Wisdom
physical and spiritual perfection-the keys to true (Medicine) check can tell that the Avowed acolytes
longevity and immortality. The life he has chosen to slain during the attack were killed using martial
live, however, has rendered his primordial trifecta arts. Their bruises and broken bones are evidence
of powerful unarmed strikes.
-
T H E B O O K OF I N N E R A LC H E MY
• Speak with dead spells cast on the slain acolytes a pure white flower that floats even upon the dirtiest
yield descriptions of the two killers: a dark-haired waters. To represent this belief, Immortal Lotus
woman in her late thirties or early forties, her monks wear simple, fitted black clothing under a
face marred by a thin scar, and an attractive white, flowing robe. The symbol of the Immortal
silver-haired man in his thirties. Both killers Lotus is a white lotus inside a black circle. When
wore simple, fitted black clothing under white, operating outside the Cloakwood, the monks pass
flowing robes. themselves off as beggars or trappers to avoid atten
• A character who examines the bodies and suc tion, or they disguise themselves as traveling rang
ceeds on a DC 1 3 Intelligence (Investigation) ers, druids, or rogues.
check discovers a torn piece of white cloth Members of the order are responsible for acquir
clutched in the fist of one victim. The scrap of fab ing knowledge through force or thievery. They are
ric is emblazoned with a white lotus inside a black each obligated to contribute at least one new tome
circle. The Avowed recognize this as the symbol or scroll a month. The proximity of their temple to
of the Order of the Immortal Lotus, a league of Baldur's Gate and Candlekeep enables them to take
monks led by a master martial artist known as advantage of the traffic that flows into and out of the
Bak Mei. For years, Bak Mei's followers have at nearby metropolis as well as the knowledge-seekers
tacked travelers on their way to Candlekeep from on their way to the library.
Baldur's Gate, stealing their offerings of knowl Inside their temple in the Cloakwood, members of
edge before the travelers could reach the library. the order lead structured lives, engaging in intellec
tual, physical, and spiritual training from dusk until
DEVELOPMENT dawn. Bak Mei's teaching and training methods ap
If the characters don't locate any clues or identify pear insane in their use of violence but are effective
the wounds, an Avowed scholar discovers the scrap nevertheless. Those who persevere accomplish in
of white cloth. weeks what others take months to learn.
A commune spell or similar magic can be used to
establish the location of the killers, leading charac I M PORTANT M E M BERS
ters into the heart of the Cloakwood. Alternatively,
Bak Mei i s the undisputed leader o f the order, and
any character who studies the scrap of white cloth
he relies on two apprentices-Steel Crane and Jade
and succeeds on a DC 20 Intelligence (History)
Tigress-to help train its junior members. Steel
check) knows that the Order of the Immortal Lotus
Crane and Jade Tigress are also the ones Bak Mei
is rumored to have a sanctuary deep in that forest.
entrusted to attack Candlekeep and obtain the
pages he needed from The Book ofInner Alchemy
ORDER OF THE
BAK MEI
IMMORTAL LOTUS Lawful evil human monk (age 70)
Bak Mei and his original students traveled as vaga
Bak Mei was once an agile and skilled Shou monk
bonds until they settled in the city of Baldur's Gate.
famous for upholding justice and helping the needy
Clashes with criminal organizations and the local
in his distant homeland to the east of Faeriln. As
peacekeepers soon forced the fledgling order out of
he grew older, learned more about the world, and
the city after the monks' influence began to threaten
began to feel the weight of old age, his worldview
the established powers. The monks took refuge
changed dramatically. Motivated by his growing fear
in the heart of the Cloakwood. Toughened by the
of death, Bak Mei became obsessed with living an
area's rugged terrain and monstrous inhabitants,
unending life. He began collecting texts on the sub
the fledgling order became a dominant force in
ject, consulting with practitioners of the necroman
the forest.
tic arts, and seeking audiences with dark forces.
The order has a simple hierarchy in which Bak
The abbots of his temple confronted Bak Mei
Mei is the elder abbot, followed by apprentices and
about his radical pursuits and demanded that he
rank-and-file monks. His trusted apprentices, Steel
cease his activities. In response, he tried to stage a
Crane and Jade Tigress, serve as secondary leaders
revolt at the temple, a traitorous action that resulted
who help instill in members the values Bak Mei
in the excommunication of Bak Mei and his follow
deems most essential: obedience, discipline, and
ers, who christened themselves the Order of the
tenacity in the pursuit of knowledge.
Immortal Lotus. The small group eventually settled
Bak Mei is a traditional master of the Open Hand,
in the forest near Baldur's Gate, where they recruit
and other members of the order bring knowledge
new members. Under Bak Mei's cruel tutelage and
from various traditions. They are united in the belief
eccentric training methods, the order has grown
that the world has become sullied by war and cor
in power and numbers, living in seclusion while he
ruption. For them, the only path is that of the lotus,
planned his revenge on his former superiors.
Bak Mei is notorious among the monks of Faerfm.
Some see him as a vagabond, exiled from his order
INTO THE CLOAKWOOD
for traitorous acts and disregard for tradition. Oth The characters can use the clues found a t Candle
ers see him as a radical seeker of knowledge. keep to track the thieves north along the Coast Way
Bak Mei is an old man with a long white beard to the Cloakwood. Within this dark forest is the
and bushy eyebrows. Like the other members of base of operations for the Temple of the Immortal
his order, Bak Mei is clad in snow-white robes se Lotus. When the characters enter the forest, read:
cured by a black sash over a form-fitting black shirt
and trousers. As you begi n your journey i nto the Cloa kwood, the for
Personality Trait. "I judge others by their actions. est darkens at an a l a r m i n g rate. From a l l a ro u n d , you
Words mean nothing."
hear whispers, rust l i n g fol iage, and the d istant roars
Ideal. "Knowledge. The Book ofInner Alchemy
of u n identifiable beasts.
will help me leave behind the sins of my past by
giving me an unending future."
Bond. "I will lead my students to a life unstained The Cloakwood is home to many fierce fey and
by the problems of the world. We will rise above all beasts. Due to its dangerous inhabitants and flora,
into eternity." only the desperate dare enter these woods, mak
Flaw. "I am convinced that I deserve eternal life, ing it a suitable location for Bak Mei's secret tem
despite all the suffering I've inflicted on others." ple complex.
STEEL CRANE D I SP O S I NG OF EVI DENCE
Lawful evil human monk (age 36)
After a few hours of travel, the characters discover a
Steel Crane is tall and slender. He is exceptionally worn path leading deeper into the forest. If they fol
handsome, with neat silver hair and deep green low the path, they happen upon a grisly scene:
eyes, and carries himself with the grace of a dancer.
A strip of cloth was torn from the left sleeve of
Steel Crane's white robe during the raid on Candle A noxious smell fi l l s you r nose. j ust off the path is a
keep, and Steel Crane hasn't yet bothered to mend h o l l ow, petrified tree t r u n k fi l l ed with a viscous black
the garment. The robe's damage is clearly visible ooze. B l a c k ten d rils extrude from the ooze, rea c h i n g
evidence of Steel Crane's role in the theft. toward two fi g u res clad i n white robes. These figures
Personality Trait. "The technique of the Immor a re twenty feet away from the tree tru n k and p u s h i n g
tal Lotus is beautiful and powerful. I will succeed
a wheelbarrow fi l led w i t h b o d i e s toward i t .
Master Bak Mei."
Ideal. "The ancient traditions and secret martial
arts must be preserved and learned. Hiding them Two black puddings reside within the hollow, petri
away in libraries dishonors our teachers." fied tree. Bak Mei uses these oozes to dispose of ini
Bond. "The Immortal Lotus is my new family. Bak tiates who can't handle the rigors of training, spies
Mei will lead me to a brighter future." who meddle in his affairs, and lost travelers who
Flaw. "The monks of my old temple know my accidentally discover his temple.
shameful history. I can never return." The white-robed figures are two Immortal Lotus
monks (see their stat block later in the adventure).
]ADE TIGRESS Their wheelbarrow contains four bodies-the re
Lawful evil human monk (age 40) mains of two adult humans (monks) who were killed
Jade Tigress is a powerfully built woman whose in training exercises, and the remains of two forest
body has been honed by intense physical training. gnomes who were caught stealing from the temple's
She is rugged in appearance, with jet-black hair, garden. If the characters do nothing but watch, the
hazel eyes, and a long, thin scar running across her monks dump the bodies within 5 feet of the tree
right cheek. She matches the description of one of trunk. As the bodies tumble out of the wheelbarrow,
the thieves who infiltrated Candlekeep. the puddings seep out of the tree and begin consum
Personality Trait. "Nothing can shake my faith ing the remains. Each black pudding can devour one
in Bak Mei." gnome corpse in 2 rounds or one human corpse in
Ideal. "I do what I must. The authority of the tem 4 rounds. The puddings ignore creatures that leave
ple is to be obeyed." them alone.
Bond. "I owe my life to Bak Mei. He took me in The monks don't stick around to watch the pud
when my parents left me for dead." dings' feast; they guide the wheelbarrow back to the
Flaw. "My pride won't let me back down from a temple, about 500 yards east of the dump site. If the
challenge or forgive any insult." characters make their presence known, the monks
--
T H E B O O K OF I N N E R A L C H E M Y
<! d
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abandon the wheelbarrow and take cover behind Treasure. The dryads are grateful to the charac
trees, hoping to draw the characters into melee ters for ridding their forest of the black puddings.
range. Perhaps foolishly, they stay and fight-ea- Each dryad presents the party with a reward: a
ger to put their new training to the test. If they are wooden vial containing a single dose of sweet sap
captured, the monks remain tight-lipped and won't that functions like a potion ofhealing (superior).
divulge information willingly. A suggestion spell or Development. The dryads urge the characters to
similar magic, however, can force them to share in follow the tracks left by the monks, saying they lead
formation about the temple's location, configuration, to a "greater evil that must be defeated." The charac
defenses, and leaders. ters can't convince the dryads to accompany them,
No ability check is needed to follow the monks' because the dryads fear the temple and avoid it.
tracks back the way they came, since the wheelbar
row leaves a deep furrow in the earth. Characters TEMPLE OF THE
who follow these tracks arrive at area Ll.
IMMORTAL LOTUS
FRIENDLY DRYADS If the characters follow the tracks leading to the
If the characters slay the black puddings as well as temple, read:
defeat the monks, five dryads appear, using their
Tree Stride ability.
The tracks lead you to the western edge of a secluded
glade. The trees partial ly obscure what appear to be
The o m i n o u s s o u n d s of the forest fad e as warm
several woode n structu res in the cleari n g, but these
s i n g i n g fi l l s the a i r. Beautifu l fey forms step out from
a re dwarfed by a tower-sized m o n u me n t at the far e n d
i n s i d e the trees s u r ro u n d i n g the cleari n g. They raise
res e m b l i n g a g i a n t lotus blossom, h ew n o u t o f solid
their h a n d s i n a gestu re of peace and s m i l e at you .
roc k a n d b u rsting out of the earth .
T H E B O O K OF I N N E R A LC H E MY 1 63
If the characters arrive at the temple without alert
ing its inhabitants, they can observe the monks'
movements and routines. Life at the temple is highly
regimented. The day-to-day activities of the order in
volve patrolling the perimeter, hunting in the forest,
groundskeeping, training, and practicing the teach
ings of Bak Mei.
The following locations are keyed to the map of
the Temple of the Immortal Lotus. A gravel footpath
extends up to the entrance of each structure. Clever
characters can avoid certain encounters by moving
\
through the forest rather than the clearing.
I
LI . STELE FORE ST
STEEL CRANE Force Strike. Melee Weapon Attack: + 7 t o h it, reach 5 ft., one
target. Hit: 8 (ld8 + 4) force damage, and ifthe target is a crea
Medium humanoid (human)
ture, it must succeed on a DC 1 5 Constitution saving throw or
Armor Class 1 7 (U narmored Defense) be stunned until the start of Steel Crane's next turn.
Hit Points 76 (9d8 + 36) Whip. Melee Weapon Attack: +7 to hit, reach 10 ft. , one target.
Speed 40 ft. Hit: 6 (ld4 + 4) slashing damage or, ifthe target is a creature,
Steel Crane can grapple the target i nstead (escape DC 1 5) .
STR DEX CON I NT WIS CHA Steel Crane can't make attacks with t h e w h i p w h i l e u s i n g it to
1 3 (+l) 18 (+4) 18 (+4) 1 3 (+l) 17 (+3) 14 (+2)
grapple a creature. Anytime on his turn, he can release a crea
ture grappled by the whip (no action requ i red).
Saving Throws Dex +7, Int +4
Skills Acrobatics +7, Deception +5, Perception +6, Stealth +7 Heal Self (Recharges after a Long Rest). Steel Crane regains
Damage Resistances poison, psychic 2d8 + 4 hit points, and all levels of exhaustion end on h i m .
Senses passive Perception 1 6
Languages Common REACTIONS
Challenge 8 (3,900 XP) Proficiency Bonus +3 Deflect Missile. I n response to bei ng hit by a ranged weapon
attack, Steel Crane deflects the missile. The damage he takes
Unarmored Defense. While Steel Crane is wearing no armor from the attack is reduced by l dl O + 1 0. If the damage is re
and wielding no shield, his AC i ncludes his Wisdom mod ifier. d uced to 0, Steel Crane catches the m issile if it's small enough
to hold i n one hand and Steel Crane has a hand free.
ACTIONS
Slow Descent (3/Day). When Steel Crane falls, he can slow his
Multiattack. Steel Crane makes three attacks. descent, taking no damage from the fal l .
-
T H E B O O K OF I N N E R A L C H E M Y
"Very few people wou l d d are to come h ere," says a
L2D. STORAGE
Adjacent to the kitchen is a modest storage space
voice fro m above. Perched twenty feet a bove you is
that holds food, kitchen supplies, and spare robes.
a m a n bala nced with h i s l egs b raced between two of
Treasure. A thorough search of this room yields a
the l a rger sto n e col u m n s . He has a s l i m , ath l etic b u i l d silk bag containing ten 50 gp gemstones.
a n d stares a t you w i t h pierc i n g green eyes. Aro u n d
h i m a re fo u r you n ger i nd i v i d u a l s who a re s i m i larly b a l
L2E. DINING HALL
A long table made from a tree trunk cut lengthwise
a nced o n o t h e r ston e s l a bs.
dominates this room, surrounded by stools made
With the grace of a b i rd , h e floats d own from his
from small tree stumps. Monks take their meals in
perch, s i lently l a n d i n g o n the gro u n d as h e d raws a shifts. Bak Mei usually keeps to himself, rarely eat
n i ne-sectioned c h a i n w h i p from a ro u n d h i s waist. ing among his students.
" You 've got courage. I ' l l give you that. But before
L2F. GARDEN
you get a c h a n ce to fi ght B a k M e i , you ' l l h ave to deal
Next to the living quarters is a well, north of which
with me-Steel C ra n e ! "
is a small garden where the order grows its vegeta
bles. Next to the garden is a chicken coop. As with
As Steel Crane presses his attack, the monks use all temple duties, the monks take turns maintaining
the steles for cover and leap between them to en the garden and feeding the chickens.
gage the characters in close-quarters combat. Four Immortal Lotus monks (see the accom
Red Key. Steel Crane carries a red wooden key panying stat block) are tending the garden and
that unlocks the door to area L3. drawing fresh water from the well. If the monks are
aware that the characters are nearby, they're stand
L2 . LIVING UARTERS ing guard and ready to fight. These foes use their
Members of the order live in a modest single-story gardening implements as weapons (use the monk's
building built on raised posts. Its shingled roof pro Unarmed Strike attack option but change the dam
vides protection from the elements, and its sliding age type to piercing or slashing, as appropriate). If
exterior wall panels can be opened and closed to two of the monks are defeated, the remaining ones
meet the needs of the order. The walls of the living flee to the training grounds (area L4) to seek rein
quarters are made of paper on wood frames, offer forcements.
ing little privacy. The dwelling is within view of the
Jagged Sanctum (area LS), but far enough away to IMMORTAL LOTUS MONK
provide Bak Mei with solitude he requires. Medium humanoid
T H E B O O K OF I N N E R A LC H E M Y
L3 . HALL OF KNOWL E D GE
]ADE TIGRESS Force Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one
�
Medium humanoid (human) target. Hit: 13 (2d8 + 4) force damage, and if the target is a
creature, it m ust succeed on a DC 1 5 Constitution saving th row
� Armor Class 15 ( U n armored Defense) or be stunned u ntil the of J ade Tigress's next turn.
Hit Points 71 ( l l d8 + 21) Poisoned Dart. Ranged Weapon Attack: +5 to h it, range 20/60
;,
Speed 40 ft. ft., one target. H it: 4 (ld4 + 2) piercing damage plus 7 (3d4)
poison damage, and the target must succeed on a DC 15 Con
STR DEX CON I NT WIS CHA stitution savi ng th row or g a i n 1 level o f exhaustion.
18 (+4) 1 4 (+2) 1 5 (+2) 1 1 (+O) 1 6 (+ 3 ) 1 1 (+O)
Heal Self (Recharges after a Long Rest). J ade Tigress regains
Saving Throws Str +7, Con +5 2d8 + 2 hit points, and all levels of exhaustion end on her.
Skills Athletics +7, I nsight +6, I ntim idation +3, Perception +6
Damage Resistances poison BONUS ACTIONS
Condition I mmunities charmed, frightened Nimble Escape. Jade Tigress takes the Disengage or
Senses passive Perception 1 6 H ide action.
Languages Common
Challenge 8 (3,900 XP) Proficiency Bonus +3 REACTI ONS
Deflect Missile. I n response to being hit by a ranged weapon
Unarmored Defense. While J ade Tigress is wearing no armor attack, J ade Tigress deflects the missile. The damage she takes
and wielding no shield, her AC i ncludes her Wisdom mod ifier. from the attack is reduced by l d l O + 9. If the damage is re
duced to 0, J ade Tigress catches the missile if it's small enough
ACTIONS to hold i n one hand and J ade Tigress has a hand free.
Multiattack. J ade Tigress makes three attacks.
THE B O OK O F I N N E R A LC H E M Y
TORMENTED CAPTIVE inhabitants of the temple train here under harsh
As the characters explore the area, read: conditions. Violence is the primary teaching tool
employed by Bak Mei and his apprentices, leaving
the students well acquainted with pain.
You h e a r a fa int moan nearby, from b e h i n d the rows
jade Tigress (see the accompanying stat block)
of practice d u m mies. A dwarf sus pended from thick and four Immortal Lotus monks (see their stat
ropes, stripped to t h e i r u ndergarments, h a ngs l i m ply block earlier in the adventure) are training in this
in the bonds. As you d raw c l oser, you see dark, pai nfu l area. When the fighting starts, read:
bruises on their body i n a pattern that matches the
grooves o n the wooden d u m m ies. " I ntruders ! " shouts the wom a n . "They're here to steal
They l o o k u p at you with tears strea m i n g from their the secrets of M aster Bak Mei! Students, s h ow these
eyes and rasp, " Please, let me d i e." i nterlopers what the power of the I m m o rtal Lotus
looks l i ke ! "
The 145-year-old shield dwarf held captive in the I n one swift moti o n , as her students r u s h forward
southwest corner of the building is named Kharbek. to attack, she assumes a powerful stance, h a n d s out
They use the scout stat block with these changes: stretched l i ke the claws of an attack i n g tiger.
• Kharbek speaks Common and Dwarvish.
• They have 1 hit point and 5 levels of exhaustion. Jade Tigress charges into battle with the monks.
• They have darkvision out to a range of 60 feet, All of them are willing to die for Bak Mei and are
resistance to poison damage, and advantage on determined to stop the characters from reaching the
saving throws against being poisoned. Jagged Sanctum.
Kharbek is the only survivor of a party of adven Red Key. Jade Tigress carries a red wooden key
turers captured by the Order of the Immortal Lotus. that unlocks the door to area L3.
If questioned, Kharbek is able to recall how a mem
ber of the Immortal Lotus disguised as a beggar
L5 . JAGGED SANCTUM
lured the group to the temple, where the adventur
ers were tortured one by one. Kharbek's weapons This stone structure rises o m i nously a bove the rest of
rest on a nearby table. If their wounds are healed
the temple com p l ex. I t resembles a giant stone flower
and levels of exhaustion removed, Kharbek offers to
growi n g in the heart of the forest. Stone steps d raped
fight alongside the characters as a sign of gratitude.
Kharbek is a mountain dwarf explorer with brown with a long red carpet c l i m b ten feet to the entrance
skin, brown eyes, and jet-black hair. They stand just of a rough-hewn cham ber. The soft glow of torches
over 4 feet tall and have an athletic build. beckons you i nside.
Personality Trait. "I am a zealous worshiper
of Moradin and take it upon myself to protect
those in need." The Jagged Sanctum is a study, meditation hall,
Ideal. "Honesty is the best policy." and residence for Bak Mei (see his stat block later
Bond. "When someone helps me, I 'm bound by my in the adventure). At the center of the chamber is
honor to return the favor." an artificial pool filled with water and covered with
Flaw. "I am far too trusting and have a difficult floating lilies.
time discerning a lie." The stolen pages from The Book ofInner Alchemy
rest on an intricately carved wooden altar beyond
L4 . TRAI N I NG GROUN D S the pool. Bak Mei has yet to collect the materials
needed to craft the gloves ofsoul catching. The
pages feature detailed illustrations of hands, show
Cries a n d the s o u n d s of sto m p i n g feet cut t h rough ing how ki flows through them. When the pages are
the a i r. Within the open courtyard, a tall, i m perious held up to the light of the moon, instructions for cre
woman barks orders at fou r younge r i n d i v i d u a l s . ating the gloves ofsoul catching are revealed. Bak
Mei knows this fact but won't share it with anyone,
not even his most trusted subordinates.
This wide stone courtyard is surrounded by weapon Bak Mei is joined by four Immortal Lotus monks
racks, balance beams, sandbags, and wooden train (see their stat block earlier in the adventure). To
ing posts for striking. From sunrise to sunset, the increase the difficulty of this encounter, add more
monks who have just come back from foraging.
They arrive in the middle of combat.
-
T H E B O OK OF I N N E R A LC H E M Y 16 7
BAK MEI
..
Multiattack. Bak Mei attacks three ti mes: twice with Thunder Crane Dance. Bak Mei moves u p to 20 feet. This movement
Strike and once with his staff of striking. does not provoke opportu n ity attacks.
Thunder Strike (Costs 2 Actions). Bak Mei uses Thu nder Strike.
Thunder Strike. Melee Weapon Attack: +9 to h it, reach 5 ft. , one
target. Hit: 15 (2d l 0 + 4) thunder damage, and ifthe target
--
T H E B O O K OF I N N E R A L C H E M Y
When the fighting begins, read: • What happened to the original masters of the
Open Hand?
• Will the monastic orders in Bak Mei's homeland
Stro k i n g h i s wel l - ke pt white beard, the o l d m a n begins
east of Faen1n want to know his fate?
to mock you a s his students take u p fighting positions
• Considering the knowledge contained in The
around the c h a m ber. Book ofInner Alchemy, is it safe in Candlekeep?
" Do you rea l l y t h i n k that you can d efeat m y I m Should it be destroyed-and if so, how?
mortal Lotus style? You a re m e re wor m s s l itheri n g • Who else might know the secrets of this book?
t h rough the m u d o n a rai n y d a y . I a m the b i rd , here • What should happen to the now-abandoned Tem
to feast! " ple of the Immortal Lotus? Are there surviving
members of the order who will try to avenge Bak
B a k Mei e nters a l o w fi ghti n g stance. H i s a r m s a n d
Mei's death?
h a n d s m ove i n a fl u rry, d i s p l ay i n g u n n atural grace a n d
• The last breaths (souls) of three individuals-one
a g i l ity for a h u m a n of s u c h adva nced age. of great intellect, one of strong body, and one of
"I h ave no wea kness. No flaw. S how m e you r so a pure heart-are required to craft gloves of soul
called power." catching. How can this be accomplished?
Regardless of the characters' choices, they have
Bak Mei doesn't hesitate to kill. He attacks fero now been exposed to martial arts secrets that many
ciously and chides the characters for their lack of would kill for. They are marked, and there are reper
martial refinement. When he's near death and vic cussions for having such knowledge.
tory for his order looks unlikely, he begs for mercy.
NEW MAGIC ITEM
The Book of Inner Alchemy contains instructions
C h o k i n g on blood , B a k Mei looks u p at you i n d i s be
for crafting magic gloves that grant the wearer the
l ief. "Who i n the H e l l s a re you? My I m m ortal Lotus
ability to siphon vitality from other creatures. The
style was s u pposed to be ... u n beatable." authors note, however, that this item is theoretical
and has never been created.
Bak Mei's fate is ultimately up to the characters. Crafting the gloves requires silver thread, fine
Death is a fitting end for one who feared death so leather, and other material components worth a
much that he inflicted great pain on others, but Bak total of 5,000 gp. To imbue the gloves with magic,
Mei was once a kind man devoted to justice, so per a ritual must be performed, and this ritual requires
haps he could find a path to redemption. three sacrifices: a being of great intellect, a being of
Treasure. Scattered around the Jagged Sanctum strong body, and a being of pure heart. The ritual
are shelves and chests containing a total of ten must take place under the light of a full moon and
rare books (100 gp each) and twenty rare scrolls requires 5 hours to perform. The ritual consumes
(50 gp each). and destroys the souls of those who are sacrificed,
The backside of the altar has a secret compart meaning they can't be brought back from the dead.
ment. A character who examines the altar can find GLOVES OF SOUL CATCHING
this compartment with a successful DC 17 Wisdom
Wondrous item, legendary (requires attunement)
(Perception) check. It contains a potion ofmind
reading and a Quaal's feather token (bird). Your Constitution score is 20 while you wear these
gloves. This property of the gloves has no effect on
AFTERMATH you if your Constitution is already 20 or higher.
After making a successful unarmed strike while
The characters have defeated Bak Mei, left the wearing these gloves, you can use the gloves to
Order of the Immortal Lotus in disarray, and re deal an extra 2d10 force damage to the target, and
covered the stolen pages from The Book ofInner you regain a number of hit points equal to the force
Alchemy. Now what? damage dealt. Alternatively, instead of regaining hit
When the party returns to Candlekeep with the points in this way, you can choose to gain advantage
stolen pages, the Avowed are grateful and set about on one attack roll, ability check, or saving throw you
repairing the book. They hail the characters as he make before the end of your next turn.
roes and provide them the promised 8,000 gp worth
of coin or transcribed knowledge from the Candle
keep archives. The conclusion of the adventure can
serve as a catalyst for the next chapter in the char
acters' journey. The following questions might help
you shape future adventures:
-
T H E B O O K OF I N N E R A L C H E M Y
A N A D V E N T U R E F O R l 3 T H - L E V E L C H A R AC T E R S
· · · ------- ·
D E V E L O P E D & E D I T E D B Y S C O T T F I T Z G E R A LD G R AY & C H R I ST O P H E R P E R K I N S
THE CANOPIC
BEING
-
BOOK D E S C RI PTION PLAYER HANDOUT:
The Canopic Being has a cover and spine made of
thin crystal sheets, with gems that represent eyes
XEMRu's NOTE
embedded in them. Every so often, the eyes move,
shifting their gaze between different locations. The
book's pages are edged in a protective crystalline
finish and filled with a hurried, nearly illegible
scrawl. Xemru Thaal's note (see the accompanying
player handout) still accompanies the book and
is tucked in an envelope that bears the seal of the WJe,. wt J,�,,. U.ij t•",.,.l-J, 111t& lk
House of the All-Seeing Orb, a temple of Savras in
Tashluta, the capital city of Tashalar. 11/"(tlt 11( lk lll-5tu°':f o,.J,, lk l,,.�i
The book describes rituals relating to the creation
of a mummy lord. One is a unique and horrific pro V(/,;,. 5,,.,.61,e,., J(I( ,,. i.lffl":J wlue ii.
""!J.Ji �,/. Ii ,j ""J J.,..,. .1,q J,vt J,u,.
cess by which a mummy lord's organs, normally
stored in sacred canopic jars during mummification,
can be magically preserved and transplanted into
living humanoids. The transplant recipients come
jt�u,/ 6 /k �ji J111t111" QV/ /"t.ttpitlfi.
under the control of the mummy lord, either as liv
�, iv":J v,1,;,. ' pit.tt 11( ""Jjtl{ QV{
ing supplicants or mindless golems through which J
the mummy lord can see and speak. The book also t"uu·v":J ' pit.tt 11( Ju iJt 1"d1t1"1t, I 4,.
hints of a ritual that can free a servant after the
mummy lord is destroyed. Jelp /k /dt 11( /k w11/"/,/ 1t1t{./,/ 6 jJt
The last page of the book appears to be a list of
those who have undergone this rite to become a J6 (.f"t.!>ttlf.
Ii t°j ""J J.,..,. .1,q f'"..ltd lk 11utlt iJt
mummy lord's servants-but it also includes the
names of the missing Candlekeep sage and of the
characters.
Ju j(1tdlt,,.y, tlfj1tf"i.lf lk.L 111t& J111t11/"j
J
QV/ f"t.ttpit1t4 ""'J njil. Ju. I J,vt 1t11
NAMED BY AN ORACLE
Before arriving at Candlekeep, The Canopic Being
was stolen from the person who has most recently
made use of it. Valin Sarnaster is an honored ora
lftul 11( lk t"il.t 11( /"U�•di111t, (.,. I
cle of Savras, based in the House of the All-Seeing
Orb in Tashalar. In accordance with visions she
/,elt·evt iJt lk Vt°ji111t QV/ pt,.{uiti11t 11(
experienced years before, the oracle has embraced V,/,;,. 5,,.,.61,e,..
undeath by becoming a mummy lord, using the rit
uals described in the book. The list of names in the ft,,. t�f"il.y'j j,t, / .ffe,. U.,s ,.u.,.J .(
back of the book is written by many hands, since it
includes creatures bonded to other mummy lords /k f1"11UJ1t1"t.!> pu(.,.,,,.u/ 11/f /k J111t11/"j
QV/ f"Utpit1t4, wJ11jt � QV{ 11 (lfj Ut
before the tome came to Valin. The names Valin has
added at the end are those of the oracle's current 'J
and intended victims, as seen in her visions:
lf11w b111t1t,/ ./,q /k 11/"(t/e. /fl'J jJt jUVt
• Alessia Baseer, Valin Sarnaster's longtime atten
dant (and the unwitting custodian of Valin's heart) lk lll-5tu°':J (.,. U1t./.M.n"t.!> ./,q IA>•t.
• Xemru Thaal, the high priest who sent the book to
Candlekeep (now a golem serving Valin)
Zeren Zoradius, a human mage (who now serves
•
Valin as a golem)
1,. U(ltjfUtlft:J,
• Okuzor, a tiefling gladiator (and another of Valin's
golem servants)
Xt""'"" 11,,,_1, ll!J.J fnt.!>i 11( 5,v,.6
"
f
The sections that follow have more information on
Valin Sarnaster's servants.
T H E C A N O P I C B E I NG
MISSION TO TASHLUTA ENTERING THE TEMPLE
When the characters enter the temple, read:
A'lai Aivenmore asks the characters to travel to the
city of Tashluta in Tashalar, find Mayastan Sadaar
at the House of the All-Seeing Orb, and bring her Several p riests a re present in the temple, a l l with a
back. The First Reader has no proof that Mayastan t h i rd eye tattooed on their foreheads, and a l l wea ring
is in danger, but the implications of her name ap s i m ple yellow robes belted at the wai st with a sash.
pearing in The Canopic Being are alarming. A'lai M a ny carry ela borately ca rved and decorated staffs.
expects that the characters have their own reasons
Some a re at work swee p i n g or scru bbing the temple's
to investigate, having seen their names in the book.
Aoors, while others gaze i nto scry i n g bowls o r scruti
If they need further incentive, she offers the party
5,000 gp or the future services of Candlekeep to un n ize tea leaves.
dertake the mission. The priest who sits at the l a rgest table has her tat
Mages at Candlekeep can set up the characters' tooed eye deco rated with gemstones. H e r d a r k green
journey by casting the teleportation circle spell h a i r is c l ose-cropped, with a m a r k s h aved i nto it that
to reach a permanent teleportation circle at the matches a sigil on h e r cherrywood staff. She looks u p
House of the All-Seeing Orb. This is the same des
toward y o u a s she pours from a stea m i n g p o t o f tea.
tination to which Mayastan Sadaar traveled the
" M ore visitors from Candlekeep. M ost del i ghtfu l . I
previous day.
trust that your jou rney was not too taxi ng?"
HOUSE OF THE ALL- SEEING ORB
Tashluta is the busy port-city capital of Tashalar, The figure with the bejeweled third eye is Shir
set between sea, mountains, and jungle. It is a wel Endellion (a lawful neutral human priest), currently
coming stopover point for travelers, merchants, and the highest-ranking official in the temple. While
traders in the south. Tashalar is a land known for engaged in her divinatory studies a tenday ago, she
warm, breezy weather, bright, flowing garments, foresaw the arrival of both Mayastan Sadaar and
and spicy, delicious foods. It is also famous for the the party, but she does not know the purpose of the
obsession its citizens have for divining the future; characters' visit.
most Tashlutans claim to have some amount of skill If the characters join her, Shir offers them tea,
with personal prognostication. then calls for fine Tashlutan wine, pastries, and
One of the most notable sights in Tashluta, the other finger foods to be delivered to the table. The
House of the All-Seeing Orb is an immense com priest knows the following information, which she is
pound dedicated to the study of magical divination. happy to share:
Clerics, mages, and other scholars work at the in
stitution's Celestial Observatory, its Library of Ulti • Mayastan arrived yesterday, intending to speak
mate Truth, and its College of Divination. with the oracle Valin Sarnaster. The sage was
When the characters arrive at the temple, read or taken to Valin's sanctum and has not returned.
paraphrase the following: • Valin Sarnaster is known to all who serve Savras,
and her works have long been an inspiration. She
has lived alone for decades now, so that the influ
The teleportatio n c i rcle is s u rrou n d ed by a cou rtyard ence of the outside world will have no effect on her
garden and several b u i l d i n gs . The d ay is warm , with divinatory abilities.
a m i l d breeze. Yel l ow-robed sages and priests, some • If The Canopic Being is discussed, Shir doesn't
carryi ng tomes o r mysteri ous-looking magic d evices, recognize the name of the book. If its contents are
b u stle a bout the i m mense com p o u n d . The la rgest described, she is horrified, but she says that the
dark rituals the book describes have nothing to
b u i l d i n g is patterned with i nscribed eyes. A la rger,
do with Savras's work. If she is told that Xemru
more detailed eye is carved a bove the b u i l d i n g's m a i n
Thaal sent the book to Candlekeep nine months
d oorway. ago, she has no idea why that happened.
• If the characters ask to see Xemru, Shir says that
The large building is the compound's main temple, the high priest went through the portal to visit
home to the priests and oracles of Savras. Despite Valin eight months ago and has not come back.
its elaborate exterior, the interior of the temple is Messages received from him through Valin's at
simple, containing only an altar, modest living quar tendant, Alessia, say that he continues to study
ters, a kitchen, and a dining area. The building's with Valin and plans to remain with her for the
only noteworthy feature is its reflecting pool, which foreseeable future. (Xemru accepted the future in
is filled with holy water. which he saw himself becoming Valin's servant.
But a sense of misgiving caused him to send The be unlocked with a successful DC 25 Dexterity
Canopic Being to Candlekeep as evidence of what check using thieves' tools, or forced open with a suc
Valin had become-as Valin had already foreseen.) cessful DC 25 Strength (Athletics) check.
• Valin lives in a secret sanctum, since she would The shed holds unused gardening equipment
otherwise be sought out by too many people seek and has a hidden trapdoor that can be found with
ing her wisdom and counsel. A portal hidden in a successful DC 18 Wisdom (Perception) check
the temple complex is the only means of reach if not revealed by Shir. Below the trapdoor is a
ing her. The oracle sends her attendant, Alessia, 5-foot-diameter stone-walled well with a sturdy
through the portal regularly to convey and re wooden ladder. The well descends 20 feet before
ceive messages.
• Three other people have traveled through the por WHAT I s A N D WHAT'S TO Co M E
tal to seek Valin's guidance within the past three The presence of the characters' names i n The
months: Zeren Zoradius, a human mage; Okuzor, Canopic Being poi nts to the m u m my lord oracle, Val i n
a tiefting gladiator; and Mayastan Sadaar, the Can Sarnaster, hav i n g seen them i n visions o ft h e future.
The particulars of that future and the oracle's i nterest
dlekeep sage. As with Xemru Thaal, none of the
i n the characters is left to your determi nati o n .
other visitors have yet returned. Val i n has l o n g plotted t o u s u rp the role o f Savras,
acq u i r i n g power through her d ark rituals that w i l l
THE ORACLE'S PORTAL e n a b le her t o become a n e w demigod of fate. I n h e r
Behind the main temple stands a nondescript and visions, she has s e e n that t h e characters w i l l thwart
locked shed, within which is the portal that leads to her plans-so she has a rran ged the events that cause
Valin's sanctum. The shed is quietly watched at all them to come to her, so she can end their th reat before
hours by faithful acolytes, and an alarm spell regu it begin s . I n the cou rse of their fight to expose and de
larly cast on the door by the temple's mages sounds stroy Val i n , the characters m ight gain g l i m pses of the
future o r hear coded t h reats from her about the fate
out if the door is opened by anyone except Shir
she sees for them. E specially if your campaign is built
Endellion or Alessia Baseer (see area Tl of Valin's
a ro u n d a n epic story l i n e, these oracu lar i nsights can
tomb). Shir and Alessia carry keys that can unlock help you foreshadow what's to come.
the door from inside or outside. The door can also
-
opening up into a 40-foot-square chamber whose Characters who look outside the temple see the
walls and floor are worked stone. The portal that demiplane beyond as a shifting space of glowing
leads to Valin's sanctum is on the wall opposite the crystals. The demiplane does not enter into the
well's ladder. adventure, and its full details are left to your de
termination.
The p l a i n gray stone of the wa l l d i ffu ses i nto a swirling
C A NOPIC GOLEMS
e l l i psoid of blue-and-wh ite light, edged by transl ucent
Three of the creatures that have received Valin's or
crystals. From across the room , the portal resembles
gans-Okuzor, Xemru Thaal, and Zeren Zoradius
a n enormous eye. have been transformed into canopic golems by the
dark rituals the oracle learned from The Canopic
This portal is a permanent magical effect set up by Being. Valin can see through these golems' eyes and
Valin Sarnaster. It connects to the crystalline demi can speak through them as she wishes. Mayastan
plane that serves as the mummy lord's tomb. Sadaar, the Candlekeep sage, would have become
a golem if she had not destroyed her transplanted
VALIN's TOMB organ and died. Her body is in area T7.
Valin's tomb exists on its own demiplane. The site O R G A N REC I P I E NTS
was once a temple and was long abandoned until
Recipient (Location) Transplanted Organ(s)
the oracle's magic rediscovered it. It is filled with
Alessi a Ba seer (area T l ) H eart
the signs and symbols of Savras, but whether it was
built as a temple to the god or whether it was con Okuzor (area TS) Eyes
structed by Savras when he was still a mortal, not Xemru Thaal (area T6) N erves
even Valin has been able to determine. Zeren Zorad i u s (area T6) Kid neys
The former temple is built entirely of clear, spar
M ayastan Sadaar (area T7) Pancreas (destroyed)
kling crystal. Though the complex has its own grav
ity and is not fully transparent, moving through it
can sometimes create the unsettling sense of float TOM B FEATURES
ing in space. Valin's tomb has the following features:
VAL I N 1S V I C T I M S Walls and Floors. The crystal from which the tem
I f a creature dies after o n e o f its vital organs is re ple was constructed glows with a bright light that
placed by Val in's o rgan s , it can be retu rned to life by a fills all areas, even as it allows the characters faint
wish spell or i n one of the ways described below. glimpses of what lies beyond it. The magic of the
Rite ofReclamation. A ritual k n own as the rite of rec walls obscures certain features, however, so that
l a mation i nvolves c l a i m i n g some of the dust of Val i n 's secret passages and rooms can't be seen from
body after she has been red u ced to 0 h it points. The outside them. The crystal that makes up the tomb
ritual describes a process for m i x i n g the d ust with wax
can't be damaged by any means available to the
to create a magic candle, then float i n g the l it candle
i n a vessel of holy water. If a creature i m bued with one characters.
ofVa l i n 's o rgans spends a n entire long rest withi n S Ceilings. Hallways and smaller chambers in the
feet of the candle, the candle is consumed, Val i n ' s tomb are 1 5 feet high with flat ceilings. The ceil
organ is destroyed, and the creature's m i s s i n g organ i s ings in larger chambers are 20 to 30 feet high.
restored. T h e rite of reclamation is known t o Val i n a n d Doors. All doors in the tomb are made of crystal,
deta i l ed o n a scro l l fou n d i n area TS. T h e characters and most of them are unlocked. A character can
might also be a b l e to learn the ritual through research
use an action to try to open a locked door, either
or a s i d e q uest.
Replacing What's Lost. A more d irect restoration
by using thieves' tools and succeeding on a DC 20
can be u n dertaken if the creature i m b ued with one Dexterity check, or by forcing open the door with
of Va l in's o rgans has been k i l led a n d the characters a successful DC 25 Strength (Athletics) check. A
have access to the creature's original organ . Removing door has AC 1 5 , 60 hit points, and immunity to
Val i n 's organ from the creature's body reveals it to be poison and psychic damage.
s h riveled, glassy, and pulsing with u n natural life. I f the Eyes of Savras. The walls of the tomb are adorned
creature's o riginal o rgan is replaced wit h i n 1 hour of
with decorative eyes that serve as magical sen
its death at the same t i m e Va Ii n's organ is destroyed,
the creature returns to life immediately as if targeted sors, following the movements of visitors who
by a resurrection spell. A character who removes one of explore the site. Valin Sarnaster controls the eyes,
Val in's o rgans from a d ead h ost creature and succeeds which have truesight out to a range of 1 20 feet and
on a DC 1 7 Wisdom ( M edici ne) check i ntuits how this allow her to surveil the characters from anywhere
process works. in the tomb. She must maintain concentration (as
if concentrating on a spell) to do so. The eyes are Alessia's Aid. Alessia does not wander the temple
free-floating in area T9 and are prevented from except as directed by Valin, who sends orders to the
functioning in area T3. attendant through her canopic golems. She tells the
Extradimensional Interference. The tomb is characters that they have free run of the temple, and
warded against teleportation, and creatures inside that they will find Valin when fate determines it. She
it can't travel using teleportation or by extradimen does warn them against the dangers they might face
sional or interplanar means. in certain areas, including the mirrors of fortune
(area T3), the testing chamber (area T4), and the
TOM B LOCATIONS phasing passage (area T7). She also knows why the
The following locations are keyed to the map of the sword hilt has been hidden in the dais in area T4,
tomb of Valin Sarnaster. but does not share that information until Valin's true
nature is revealed to her.
Tl. PORTAL With suitable roleplaying or a successful DC 1 5
The portal beneath the House of the All-Seeing Orb Charisma (Persuasion) check, Alessia agrees to
brings the characters to this location. The portal escort the characters through area T3, but then re
is not affected by the wards against teleportation turns to her quarters (area T2).
magic that fill the tomb. Alessia keeps the key to her quarters and
the key to the portal door on a leather thong
Ste p p i n g t h rough the portal brings you i n to the center around her neck.
of a s q u a re room , its wa l l s , fl oor, and ceil i n g made of T2 . ALESSIA's QUARTERS
glowi n g c rystal set with i m a ges of u n b l i n k i n g eyes. A The door to this room is locked, and Alessia car
crystal door stan d s closed, but you can j u st make out ries the key.
the l o n g corrido r beyo n d it, a n d a l o n e , yellow-robed
priest of Savras waiting for you. T h i s room is fu r n ished with a s i m p l e cot, a s m a l l
footlocker, a rou n d t a b l e a n d c h a i r, a n d a wooden
As the characters move around in the room, the c u p board with one door ajar. S m a l l figurines of cats
eyes in the walls turn to follow them. set along the top of the cupboard a re the roo m ' s o n ly
The guard is Alessia Baseer, a lawful good human decorati o n . A fo l d i n g screen obscures the far corner of
priest of Savras (see the "Alessia Baseer" sidebar). the roo m .
A premonition of someone arriving through the por
tal brought her here to await the characters. When
she sees them, she assumes they have been sum Alessia's collection o f cat figurines include sculp
moned by or have important business with Valin, tures made of glass, ceramic, and wood. She has
and she freely answers any questions put to her. collected them since childhood, though they are
Power ofDisbelief. Alessia scoffs in response to a
suggestion that Valin might be involved in improper ALESS I A BAS E E R
activities or evil plots, and insists that the charac Alessia's c u rly brown h a i r is tied i nto a l o n g braid. She
ters will know better once they speak with her. If is d ressed in the s i m p l e yellow robes, belted sash, a n d
leather sandals of the priesthood o f Savras, a n d bears
the idea that Valin might be a mummy lord is men
the c u stomary t h i rd -eye tattoo on her forehead.
tioned, Alessia confirms that she sees the oracle N a ive cu riosity paired with a lack of conversational
regularly and that Valin appears quite normal. (This practice m a kes Alessia honest to a fault. She rem a i n s
is a product of the mummy lord's diadem, which u n aware of Va l i n ' s e v i l nature-and o f the fact t h a t she
functions as a hat of disguise.) i s the l i v i n g canopic vessel for Val i n 's heart. Alessia's
Having escorted all the recent visitors to the tem own heart was removed three years ago as part of
ple, Alessia is under the impression that they are the u n ique ritual descri bed i n The Canopic Being. The
magic of the ritual a l lows her to remember being i n
communing with Valin in the observatory of fate
volved i n a ceremony t h a t bou n d her t o Val i n ' s service,
(area T9). She explains that time passes differently but she reca l l s no detai l s of the transfer. The ritual l i ke
in the observatory, making it not unusual that those wise leaves n o physical signs behind.
visitors have apparently been gone from the world Personality Trait. "I serve my m asters i n faith w i l l
for months. (This is a lie told to her by Valin.) She i ngly, a n d I l e t fate a n d faith command me."
thus does not understand that the canopic golems Ideal. "I yearn to see the best of all possible futures,
have been created from Valin's visitors. She has not so that I can h e l p those futu res come to pass."
Bond. " I faithfu l l y serve Va l i n Sarnaster, the l iving
been through area T7 in a few days, and so likewise
e m bodiment of the divine will a n d power of Savras."
does not know Mayastan Sadaar's fate. Flaw. " I never q uestion orders."
-
.. - -
TS
• .
HALL PASSES
r
UllDER RAM RAMP UP Canopic jar
-
Pit
Sarcophagus
Ledge
- Canopic jars
T
-
�_} in alcoves
under ledge
g;;
i-
- -tii-, J/
•@ "i
:�: ··-·
....
:.�. :#:!
- -
T6 Ledge
RAMP UP
T1
T3
-
not valuable. The footlocker holds the attendant's the attendant leads the characters through the area,
modest personal effects, including a stuffed cat with she tells them to follow her closely, and doing so
green button eyes and a bracelet with five charms. grants them advantage on their saving throws.
One of those charms is the key that unlocks the Secret Panel. A hidden panel along one wall of
door to the antechamber (area TS). the room can be noted with a successful DC 25
Cupboard. This magic cupboard radiates an aura Wisdom (Perception) check. It slides open to reveal
of conjuration to a detect magic spell. It generates a meditation room (area T3a) that holds a number
food and drink for Alessia and any visitors to the of rotting cushions and two potions ofhealing
tomb. It currently contains empty glass flasks, half a (superior).
loaf of bread, and three peaches. Hidden Hallway. Any character who has a passive
If the cabinet door is closed, a bell rings. When Wisdom (Perception) score of 20 or higher, or who
the door is reopened, the previous contents are gone succeeds on a DC 20 Wisdom (Perception) check
and the cabinet's shelves are filled with foodstuffs while moving through the room, notices that one
fresh bread, dried meat, flasks of clear water, fruit, of the mirrors near the corner of the room has a
sweet cakes, and more. Once used, this property of shimmer in its reflections. A creature that touches
the cabinet cannot be used again for 24 hours. that mirror takes no damage and causes the mirror
Folding Screen. The folding screen in the corner to turn sideways, revealing an empty chamber (area
of the room conceals a magic self-cleaning toilet. T3b) and a hallway that leads to area T 1 1 .
The crystal floor, w a l l s , a n d cei l i n g o f this room a re The wide corridor you are fol l ow i n g leads i nto a h uge
obscured by h a n g i n g m i rrors whose b rightness i nten squ are c h a m ber whose o n l y feature is a l a rge crysta l
sifies as they catch you r reflectio n . line d a i s at its center.
This chamber was once used by the priests of the This area was once used by priests and acolytes to
temple for meditation, and its magic is still intact. sharpen their mental acuity against harmful psychic
Two-sided mirrors set along the outside walls of this energy. Valin has turned it into a formidable hiding
area reflect everything inside and outside it, causing place for a powerful weapon.
the area to appear empty from the outside. From the As soon as any character enters this area, they feel
inside, the mirrors block the eyes of Savras, prevent a sudden pulse of psychic energy radiating from the
ing Valin from looking within. dais, which can't be sensed from the corridors be
The magic mirrors that cover this area and hang yond. The effect of this numbing energy causes any
as freestanding walls inside it show a super-realistic creature in the room to suffer visible tremors and
reflection of everything in the room, including the have its speed halved.
other mirrors-quickly creating a confusing cascade A creature that has a passive Wisdom (Percep
of images. Any creature that enters the area and can tion) score of 18 or higher, or that succeeds on a DC
see normally is overwhelmed by multiple visions of 18 Wisdom (Perception) check made to observe the
itself. Each creature that passes through this area dais, spots an ornate sword hilt embedded within it
must succeed on a DC 20 Dexterity saving throw or (see "Treasure" below). The hilt can be noted auto
accidentally make contact with a mirror. A creature matically by anyone within 5 feet of the dais.
that makes contact with a mirror for the first time Genie Guardians. Obtaining the hilt requires
on a turn or starts its turn in contact with one takes smashing through the dais, which has AC 18, 50
22 (4d 1 0) psychic damage. hit points, and immunity to poison and psychic
A creature that passes through the area without damage. If the dais is attacked or touched by any
taking damage earns a gift of supernatural insight creature, two dao wearing bejeweled necklaces are
that lasts until it finishes a long rest. While it has conjured above it and immediately attack any crea
this gift, the creature can roll a d8 and add the num tures in the room.
ber rolled to one ability check, attack roll, or saving On their first turn in combat, the genies target
throw it makes. The creature can wait until after intruders with their phantasmal killer spells, main
it rolls the d20 before deciding to use the number, taining concentration on these spells for as long as
but it must decide before the DM says whether the possible while attacking with their mauls on later
roll succeeds or fails. A creature can't gain this gift turns. When a dao dies, its body disintegrates into
again until it finishes a long rest. crystalline powder. A slain dao leaves behind its
Creatures that have blindsight or truesight can maul and its necklace (see "Treasure" below).
move through the area normally, as can Alessia. If
T H E C A NO P I C B E I N G 177
The dao do not pursue creatures that leave the Valin controls Okuzor and uses her to interact
room. If the characters all leave the area, any dao with the characters. The oracle speaks through the
that wasn't defeated vanishes after 1 minute but re golem, greeting the characters warmly and asking
turns with full hit points if the dais is touched again. why they've come to the temple. She describes
Shattered Dais. The hilt (see "Treasure" below) the golem as one of her servants, and responds to
can be easily claimed once the dais is destroyed. any talk of her illicit activities by saying that such
The first creature to pick it up must make a DC 16 rumors were no doubt started by enemies of the
Intelligence saving throw, taking 14 (4d6) psychic House of the All-Seeing Orb. She offers to have
damage on a failed save, or half as much damage her golem servant escort the characters to her lo
on a successful one. A character wearing gloves or cation if they seek an audience. Okuzor then leads
other protection has advantage on the saving throw. the characters to the false tomb in area T6, where
The shattered dais repairs itself 1 hour after be she and the other two canopic golems there at
ing destroyed. If the hilt (or any other object) is left tack at once.
amid the rubble, it is trapped inside the dais when If the characters attack Okuzor, the golem fights
it re-forms. The dais can't re-form around creatures until reduced to 30 hit points or fewer. She then
and can't repair itself while one or more creatures tries to flee to area T6, hoping to draw the char
occupy its space. acters to the false tomb and the other golems
A character who studies the rubble of the shat waiting there.
tered dais and succeeds on a DC 17 Intelligence (Ar Toxic Steam. The room is heavily obscured by the
cana or Religion) check determines that its original dark steam coming off the scrying pool. At the end
function was allowing acolytes to focus their divina of each minute a creature spends here, it must suc
tions in the presence of low levels of psychic energy, ceed on a DC 1 5 Constitution saving throw or take
and that its power has now been corrupted. 14 (4d6) poison damage.
Treasure. The hilt in the dais is a sun blade Scrying Pool. Any character who has proficiency
placed there by Valin. It came into her possession in the Arcana skill, or who succeeds on a DC 1 5
years before, after she had received two visions Intelligence (Arcana) check, recognizes that the
about it-one in which she used the weapon to slay runes along the edge of the pool once channeled div
a great enemy, and one in which it was used to slay ination magic, but have been corrupted. Though the
her. Not willing to destroy the weapon for fear of 10-foot-deep pool once held holy water, the liquid
thwarting the first vision, she has kept the hilt hid is now unpleasantly odorous and boiling. Any crea
den in an attempt to keep the second vision from ture that starts its turn in the water takes 36 (8d8)
coming to pass. fire damage. A creature that drinks the water must
Each dao wears a golden, gem-encrusted necklace succeed on a DC 1 5 Constitution saving throw or be
worth 2 , 500 gp. poisoned for 1 hour.
A character can spend 1 minute trying to undo the
T5 . ScRYING PooL corruption of the runes, doing so with a successful
This chamber was once used to conduct scrying DC 19 Intelligence (Arcana) check. If this occurs,
training and rituals, but it has been desecrated by the noxious smell dissipates as the water cools and
Valin's corruption, as can be confirmed by a detect reverts to holy water over the course of 1 hour.
evil and good spell or similar magic. Divine Insight. Any character who has a back
ground involving Savras, or who succeeds on a
Dark swirls of noxious steam fi l l this circ u l a r c h a m ber, DC 20 Intelligence (History or Religion) check,
whose fl oor is taken up mostly by a l a rge reflect i n g
understands that once its corruption is undone, the
pool can bestow a blessing on anyone who medi
pool. Ru nes carved i nto the p o o l ' s rim glow fai ntly,
tates here. A character who finishes a long rest in
and heat s h i m mers off its fetid water. On the fa r s i d e
this area can roll a d20, taking note of the number
o f the p o o l ' s edge, a fi gu re moves, i t s t w o brigh t rolled. The character can then substitute that roll for
ochre eyes piercing the fog. one attack roll, saving throw, or ability check made
by them or another creature they can see. This ben
efit is lost if the substitution isn't made before the
Okuzor, a tiefting gladiator, sought out Valin expect
character finishes another long rest.
ing to persuade the oracle to offer up predictions
Treasure. A small cabinet that stands against the
for Okuzor's success in the arena. Instead, Valin
back wall of the room can't be spotted through the
enticed Okuzor into undergoing the ritual that
fog until a creature is within 5 feet of it. It holds a
transferred Valin's eye into the gladiator and turned
collection of dusty divination ritual components. A
her into a canopic golem (see the accompanyi ng
character who searches the cabinet and succeeds
stat block).
on a DC 20 Wisdom (Perception) check discovers
T6 . FALSE TOMB
Adjust the following boxed text i f Okuzor fl e d here
from area TS:
Large construct
The crystalline figures guarding the pit are two
canopic golems (see the accompanying stat block) Armor Class 1 7 (natural armor)
who were once the high priest Xemru Thaal and Hit Points 252 (24dl 0 + 1 20)
the mage Zeren Zoradius. Zeren came to Valin hop Speed 30 ft.
ing to become a master of divination. Instead, she
STR DEX CON I NT WIS CHA
showed him a very different future.
20 (+5) 10 (+O) 20 (+5) 7 (-2) 11 (+O) l (-5)
The golems attack intruders at once, while Valin
speaks through them to challenge the characters. Saving Throws I nt +3, Wis +5, Cha +0
She arrogantly proclaims that no one will ever Damage Immunities poison
break through her sarcophagus to face her, hoping Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned
to entice the characters to approach the magically
Senses darkvision 1 20 ft., passive Perception 1 0
warded sarcophagus at the bottom of the pit. Languages -
Canopic Gallery. The gallery below the main Challenge 1 3 (1 0,000 XP) Proficiency Bonus +5
platform houses eight canopic jars, four on either
side of the room. It can be reached by descending Limited Spell Immunity. The golem automatically succeeds on
the steep ramps, dropping a rope down from above, saving throws against spells of 7th level or lower, and the attack
or any other way the characters might devise. Each rolls of such spel ls always m iss it.
canopic jar is ceramic and approximately 2 feet tall. Unusual Nature. The golem doesn't req uire air, food,
Five hold organs from the servants currently under drink, or sleep.
Valin's control, and each jar is carved with a symbol
that represents the former owner, as summarized in ACTI O N S
the Canopic Jars table. Multiattack. The golem makes two attacks.
Slam. Melee Weapon Attack: +1 0 to hit, reach 5 ft., one tar
(A N O P I C J A R S get. Hit: 27 (4d1 0 + 5) force damage.
Symbol Organs and Former Owners Crystal Dart. Ranged Weapon Attack: +1 0 to hit, range 1 20 ft. ,
Cat H ea rt from Alessia Baseer o n e target. Hit: 1 4 (2d8 + 5) force damage.
-
VA L I N SA R N A S T E R
The validity of Valin's threat is up to you and the
needs of your campaign.
Va l i n S a r naster has been thoroughly corrupted by
visions of a fut u re in which she sees herself as the Treasure. Valin's diadem remains behind when
i m m o rtal h e i r of Savras's rea l m . The Canopic Being she turns to dust. It functions as a hat of disguise. A
came i nto h e r possession years ago, a n d an obsessi o n search of the dust that was Valin's body also turns
w i t h the d a r k ritua l s therein s e t the oracle o n her pres up a large adamantine key (50 gp) that opens the
ent cou rse. door to area TlO.
Val i n has become a powerfu l u ndead as the fi rst step
on her path to godhood, and is n ow a m u m my lord TlO. TREASURE ROOM
with these cha nges:
The door to this room is locked and can be opened
• She has the clairvoyance, dimension door, and scrying with the key in Valin's possession (see area T9).
spells prepared i nstead of animate dead, guardian of A glyph of warding cast on the door triggers if the
faith, a n d insect p lague. door is opened any other way. A character who
• While h e r heart rem a i n s i n Alessia's body, Va Ii n's
searches the door for traps spots the tiny glyph
Rejuvenation trait causes h e r to re-form i nside the
sarcophagus i n a rea T6. with a successful DC 17 Intelligence (Investigation)
• Val i n can u se her l a i r actions in a n y area of the tomb. check. When triggered, the glyph erupts with magi
cal energy in a 20-foot-radius sphere centered on it.
Personality Trait. "I h ave seen the futu re. Therefore,
n oth i n g su rprises me." The sphere spreads around corners. Each creature
Ideal. "To know a l l thi ngs is the goa l of the most in the area must make a DC 17 Dexterity saving
powerful oracles. And I will be the most powerful o ra throw, taking (31) 7d8 thunder damage on a failed
cle of a l l." save, or half as much damage on a successful one.
Bond. "This temple was made for me. I t has come to
me. I t is part of me."
Flaw. " Each fut u re that a l l ows a c h a n ce for my fai l u re A l a rge p i l e of clear, crysta l l i n e gems fi l l s one corner of
to occur m u st be tracked, must be focused o n , a n d this room, glea m i n g i n the l ight given off by the walls.
m u st be destroyed."
H overi n g i n the middle of the room are three objects:
a s ix-foot- l o n g staff made of tra n sparent crystal , a
Fate's Boon. All creatures in the room experience
s h i n y steel h e l m embossed with lid less eyes, a n d a
glimpses of the immediate future fl.ashing through
their minds. At the start of the second round, each t i ny b l u e rhomboid a bout the s ize of a piece of candy.
creature in the room can use a bonus action to focus
on the future, granting advantage on its next attack Treasure. Though most of the crystals piled in
roll, ability check, or saving throw. (The characters the corner are of no value, a 10-minute search of the
are aware of the effect and the benefit it imparts. De pile yields ten fine gemstones worth 500 gp each.
scribe the boon to the players so that their charac One of these crystals radiates an aura of trans
ters are aware of it and can use it.) Once a creature mutation magic under the scrutiny of a detect magic
uses this boon, it can't do so again until it finishes a spell. If this crystal is crushed (destroying it), its
long rest. powdered remains magically coalesce into a ring of
Endgames. If Valin is reduced to 0 hit points but spell storing that holds the spells bless and revivify.
her heart has not been destroyed, she snarls out a The objects hovering in the middle of the room
threat before turning to dust: cease to fl.oat as soon as they are grasped. The blue
rhomboid is an Joun stone (awareness). The crystal
I I
"I still have lessons yet to teach you. But you w i l l staff is a staff of fate, and the embossed steel helm is
learn . . . "
a watchful helm (see the "New Magic Items" section
for descriptions of these two items).
I I
T6) after that time. See the "Conclusion" section for The s h e l l of this la rge, spherical chamber begi n s to
more information.
s h i m me r with color, fo r m i n g patterns a n d i mages.
If the characters destroy Valin's heart before de
feating her, she says the following before dying:
Creatures that enter this area feel their feet begin to
I I
" Fate defies me. So be it. But though you defeat me, I
lift gently off the floor. As in area T9, a zero-gravity
effect grants any creature a flying speed equal to its
promise you w i l l n ot s u rvive the future I have seen . . . "
walking speed while in this chamber. Because there
is no combat in this area, characters do not need to
worry about acclimating to the unusual gravity.
Visions of the Past. The images that begin to flow D E STROYING VAL I N
and ebb along the spherical wall of the chamber are
Valin i s permanently destroyed only i f the charac
random at first-creatures and places unfamiliar to
ters reduce her to 0 hit points and also destroy her
the characters. But any creature that remains in this
heart before she re-forms. Once Valin is destroyed,
area for 1 minute feels their mind open up as the
the priests of the House of the All-Seeing Orb can
room establishes a connection with them.
convert the tomb back into the temple it once was.
As an action, a character can use the room to
If the characters can't find Valin's heart, spells such
replay up to 10 minutes of any past event they are
as commune or divination can lead them to the truth
aware of, whether personal or historical. The event
about Alessia Baseer.
plays back in perfect detail along the wall of the
chamber for all to see and hear. When the vision VAL I N ' S VENGEANCE
ends, the character must make a DC 20 Intelligence
saving throw. On a failed save, the character gains If Valin's heart is not destroyed, the mummy lord
the following flaw, which lasts until removed with a re-forms 24 hours after her defeat, appearing in the
greater restoration spell or similar magic: "I obsess sarcophagus in area T6. If the characters are still in
about the past, and I'm constantly trying to go back the tomb at that point, you can set up the terms of
to undo my mistakes." the rematch. As soon as she is restored, Valin is able
to see through the eyes of Savras throughout the
NEW MAGIC ITEM S tomb, and she uses dimension door to move directly
from her sarcophagus to the characters' location
The new magic items described below wait to be
provided they're still in the tomb.
claimed in area TlO of Valin's tomb.
If the characters leave the tomb before Valin re
STAFF OF FATE forms, the mummy lord oracle might hunt them
Staff, very rare (requires attunement) down, becoming a recurring villain. If the charac
ters bring Alessia with them but don't remove Va
This transparent crystal staff can be wielded as a
lin's heart from her, the vengeful mummy lord tries
magic quarterstaff that grants a +3 bonus to attack
to recover her heart by the most direct means.
and damage rolls made with it.
Altered Outcome. The staff has 6 charges. As a M AYASTAN SADAAR
bonus action, you can expend 1 of the staff's charges
to give yourself or one other creature that you can Word of Mayastan Sadaar's death hits the scholars
see a d4. The recipient can roll this d4 and add the of Candlekeep hard. At your discretion, the char
number rolled to one ability check, attack roll, dam acters can return the scholar's body to Candlekeep
age roll, or saving throw it makes before the start so that she can be returned to life (perhaps with
of your next turn. If this extra die is not used before the characters performing the rites). Alternatively,
then, it is lost. you might decide that the nature of Valin's ritual
If you expend the staff's last charge, roll a d20. On prevents Mayastan from being restored to life even
a roll of 9 or lower, the staff becomes a nonmagical with a resurrection spell. The characters might thus
quarterstaff that breaks the first time it scores a hit be charged with a side quest to learn more about
and deals damage. On a roll of 10 or higher, the staff the ritual, with the knowledge they gain eventually
regains ld6 of its expended charges. allowing the sage to be resurrected.
T H E CANOPlC BEING
A N A DV E N T U R E F O R 1 4T H - L E V E L C H A R AC T E R S
. . . ------- ·
D E V E L O P E D BY C H R I ST O P H E R P E R K I N S · -,.. E D I T E D BY S C OTT F I T Z G E R A L D G R AY
T H E S C R I V E N E R ' S TA L E
The details of The Scrivener's Tale indicate that The mark can't be removed from any character
the Princess of the Shadow Glass began as a fey except by a wish spell or by destroying the Princess
of indeterminate type, most likely an eladrin, and of the Shadow Glass, either of which ends the mark
ultimately became an archfey possessing power- on all the characters. If a character dies and returns
ful magical abilities relating to shadow, glass, and to life, the scrivener's mark remains in place.
illusion. The scrivener of the title is an elf named
Zyrian, who wrote the book nine hundred years ago. S C R I V E N E R 'S M A R K E F F EC T S
The content of the book suggests that the scrivener Level Benefit a n d Drawback
was compelled to write the tale, which contains effu Ben e.fit: You can speak, read, a n d write Sylvan ,
sive praise for the princess.
and magic can't p u t you t o sleep. Drawback: You
no l onger cast a reflection or a shadow.
THE S CRIVENER'S MARK 2 Ben e.fit: You can cast the message cantrip at w i l l ,
Machi! Rillyn ordered The Scrivener's Tale hidden
no components req u i red. Drawback: M agic p o ·
away by the scholars of Candlekeep because he un
t i o n s no longer affect you.
derstood the potency of its magic, having borne the
scrivener's mark until he paid to have a wish spell 3 Ben e.fit: C hoose one of the fol lowi ng spells: blur,
cast to end its effect on him. in visibility, mirror image, phan tasmal force, o r
When a character reads even a small part of The silen ce. You can cast the chosen spell once (save
Scrivener's Tale for the first time, all the characters DC 1 5) , no components req u i red, and you regai n
feel the magic of the book wash over them. After t h e a b i l ity t o cast t h i s spell after you fi n ish a long
finishing a short or long rest, each character dis rest. Drawback: You can't att u n e or be attuned to
covers that 20 percent of their skin is covered in magic items.
writing that matches portions of The Scrivener's
4 Bene.fit: You cease to age natural ly, and magical
Tale. The text starts at the character's fingertips
agi ng no longer affects you. Drawback: You be
and winds around one arm to the shoulder, chest,
come as brittle as glass. You gai n v u l nerabil ity to
and back. The lettering in the Elvish script is tiny
but precise and legible. Each character also gains bl udgeon i ng, piercing, and slashing da mage, and
the level 1 benefit and drawback of the mark, as effects that grant you res istance or i m m u n ity to
noted in the Scrivener's Mark Effects table. Any such damage are supp ressed.
character marked in this way must make a DC 2 0 5 Drawback: I f the Princess of the S hadow Glass
Charisma saving throw every third dawn thereafter. has not been released from her prison by the time
On a failed save, the level of that character's mark your mark reaches this level, you tran sform i nto
increases by 1 . Each additional level of the mark a statue made of solid, smoky gray glass. You are
covers another 20 percent of the character's skin
petrified while in this state. Any magic that ends
with writing until 80 percent of the character's body
the petrified condition restores your true form
is covered; the character also gains a new benefit
u ntil the next dawn, when you revert to a glass
(up to level 4) and a new drawback, in addition to
statue.
retaining the ones from lower levels. A character
can choose to fail the saving throw, and a character
instantly becomes aware of any new benefits and A S S E S S I NG THE MARK
drawbacks.
Whether making use of their own experience and
This progression means that the adventure might
knowledge or seeking information from the sages
end after 1 2 days as a character succumbs to the
of Candlekeep, the characters can assess the magic
highest level of the mark's effect, assuming that
that has afflicted them to learn the following:
character fails every saving throw.
You can adjust the progression of the mark as you • Any character who has proficiency in the Arcana
see fit. If you want to run lengthy side adventures skill and inspects the writing confirms that spells
while the characters travel overland to Baldur's such as dispel magic, greater restoration, and re
Gate, you might lower the DC of the Charisma sav move curse aren't powerful enough to remove it.
ing throw or call for the save at longer intervals. • With a successful DC 18 Intelligence (Arcana)
Conversely, if the characters have access to enough check, a character determines that the affliction
magic that they're likely to finish the adventure is progressive but double-edged, granting benefits
quickly, the effects of the mark might increase as well as negative effects. (The characters would
by one level every day at dawn with no saving be correct to assume that the drawbacks outweigh
throw allowed. the benefits, but there's no way to know until the
benefits and drawbacks are bestowed.)
T H E S C R I V E N E R' S TALE
INQU I R I E S I N C A N D L E K E E P In response to any discussion of the mark that has
appeared on the characters, Ramilir suggests that
Knowing that The Scrivener's Tale came to them
they speak with one of the Great Readers of Can
from Ramilir, the characters are likely to question
dlekeep: Teles Ahvoste, a scholar who specializes
him about the book's origins. Horrified at having
in curses. The acolyte arranges that meeting, then
mistakenly given the characters the tome, the aco
escorts the characters to Teles a few hours later.
lyte does what he can to make amends.
Ramilir (a human commoner) is a hardworking, GREAT READER TELES AHVOSTE
earnest man in his mid-forties. He takes great pride Teles Ahvoste (a human archmage) is Candlekeep's
in his work-and is mortified by his mistake. He foremost expert on the subject of curses. Born
explains how The Scrivener's Tale came to Candle and raised in the magocracy of Halruaa, Teles has
keep under the condition that no one ever open it, always been comfortable around magic but also
and that it has been shelved with other dangerous understands its inherent dangers.
volumes for ten years. While collecting books for If the characters are still seeking any of the in
several scholars at the same time, Ramilir guesses formation in the "Assessing the Mark" section,
that he must have accidentally taken The Scriv Ahvoste can provide it. Teles can also reveal that
ener's Tale instead of a book intended for another The Scrivener's Tale was brought to Candlekeep by
scholar, then placed the unrecognized tome in with Machi I Rillyn, an adventurer from a noble family
the characters' books. A successful DC 10 Wisdom in Baldur's Gate. Teles doesn't know what became
(Insight) check confirms that the acolyte's mistake of Rillyn, but if the characters don't automatically
was an honest one. think about traveling to Baldur's Gate to question
the noble, Teles suggests they do so.
S E E K I N G H I G H E R K N OWL E D G E At your discretion, Teles might offer to stay in
As they try t o learn more about t h e affl iction that has touch with the characters once they leave Candle
befa l l e n them, the cha racters might u se magic such as keep, providing support and answering their ques
commune, divination, or legend lore spells. The Pri n cess tions by way of sending spells.
of the S h a dow G l ass has the a b i l ity to m i s d i rect such
Personality Trait. "I crave new experiences, per
i n q u i ries.
The Scrivener's Tale. Q u estions asked a bout the
spectives, and ways of connecting ideas."
book with commune or divination spells yield o n l y the Ideal. "The gods have hidden the great
information given earlier i n the adventure. The legend truths throughout the world and tasked us with
lore spell returns o n ly the fol lowin g response: "The finding them."
shackle that is the key, the prison b u i lt by a prisoner." Bond. "Halruaa will always be my home."
That cryptic c l u e refers to the m a n ner in which the Flaw. "It's not that I want to tell stories out of or
book b i n d s the Pri ncess of the S h adow G lass, even as
der. It's just important sometimes to circle back and
it a l l ows her to m agically m a r k the book's readers a n d
others n e a r and d e a r to t h e m . explain things properly."
Princess of the Shadow Class. Commune a n d divi
nation spells reveal noth i n g about the Pri ncess of the A MYSTERIOUS DREAM
S h a d ow G l ass, who has m agically hidden her h i story
After gaining the level 1 benefit and drawback of
u nder other names. If the cha racters learn the names
" N i ntra Siotta" or " Lady of D read Omens" later i n the
the scrivener's mark, the characters experience a
adventure a n d use those names i n their i n q u i ries, such dream that comes to them during a time of rest, rev
m agic returns the h oped-for results. erie, or quiet reflection. Even characters who don't
The legend lore spell returns a n especi a l ly cryptic sleep have the dream. If the characters don't rest at
res u lt for the princess: "G lass o m e n s , d read crowns, the same time, you might decide that only the first
th ree princesses, shadow l ady, deathless i s the seeker." character who rests has the dream.
The response a l ludes to each of N i ntra S iotta's known
Read the following boxed text only to the players
titles-Pri n cess of the S hadow G lass, Lady of Dread
O m e n s , and Seeker of the Three Crow n s .
whose characters experience the dream (preferably
Haven of the Red Quill. W h e n t h e characters learn out of earshot of those players whose characters
the name of the ancient l i brary beneath the fa l l e n city didn't have the dream). If all the characters have the
of Del i m biyran , commune and divination retu r n n o dream, read the boxed text to everyone:
i nformation regard i n g the site, because it is warded
agai n st divination m agic as a side effect of the scriv
ener's b i n d i n g ritual. Legend lore returns the fol lowi ng:
•
" W here once was a d ream of k i n s h i p and valor, d i s pa
rate k i n u n d e r three crow n s , wisdom was preserved i n
deep p laces. I n t h a t depth w a s a great deed done, t h e •
T H E S C R I V E N E R ' S TALE
street as they are to set up an ambush in a remote
The d ream is as vivid as anything you rem e m be r fro m
location. All are fanatically loyal to the queen and
your act u a l l i fe. You feel the swelte r i n g s u n beati n g fight to the end.
down as you take s h elter i n the s hadow o f a tu m ble If the characters capture and subdue one or more
d own tower. I n the d istance, a vast army is o n the of these assailants, threats and intimidation do
m a rc h across m u d-ch urned fa r m fi e l d s . The n eed to nothing to break their loyalty to the Queen of Air
h id e fro m that force overwh e l m s you , a n d you q u ickly
and Darkness. Effective roleplaying, magic, or a
successful DC 18 Charisma (Deception or Persua
retreat i nside the tower.
sion) check enables the characters to convince the
I ns i d e the tower's h a lf-r u i n ed wa l l s , you d i s cover a
elves and fomorians that they are not a threat to the
boar spear that is d riven s haft-down i nto the gro u n d , Gloaming Court.
a n d whose h ead is adorned with t h ree crowns. O n e If they believe the characters, and particularly
l i m b of the s p e a r ' s crossguard b e a r s a n a r row s i lver if the characters agree (truthfully or otherwise) to
circlet. O n the other h a n gs a crown of a d a m a n t i n e , help the queen destroy the Princess of the Shadow
s haped to be worn over a hel m . Aro u n d the spearhead
Glass, the elves and fomorians can reveal that the
Queen of Air and Darkness sent them from the Fey
i s a golden crown adorned with e meralds. You feel the
wild to slay the marked characters and steal back
n eed to seize one of them-and then the d rea m e n d s . The Scrivener's Tale. The queen is set on ending the
threat of the princess by destroying the book and all
The dream, which ends abruptly, is meant to be those connected to it.
mysterious. The dream's imagery will make more If the characters ask about the Princess of the
sense as the adventure progresses. Shadow Glass, the elves say that she was exiled
Any character who has proficiency in the History from the Gloaming Court for treason against
skill, or who succeeds on a DC 1 5 Intelligence the Queen of Air and Darkness. They know that
(History) check, remembers that the silver circlet, The Scrivener's Tale is linked to a ritual that
the adamantine crown, and the golden crown were trapped the Princess of the Shadow Glass in an
symbols of Phalorm, also known as the Realm of extradimensional prison after her exile, but they do
Three Crowns. This kingdom fell to an invasion of not know that her prison is the book.
goblinoids nearly nine hundred years ago. The characters might also use the speak with
dead spell to learn some of the above information
A TROUBLED JOURNEY from fallen enemies.
-
VOI C E OF THE PRI N C E S S of Baldur's Gate, known as patriars, generally keep
to the Upper City, which is built on high ground.
When the characters became imbued with the scriv
The Lower City, closer to the river, holds the middle
ener's mark, the magic of The Scrivener's Tale tied
classes and is the site of much of Baldur's Gate's
them to the Princess of the Shadow Glass. After
long-simmering class conflict. The city's poorest
the first assault by agents of the Queen of Air and
folk live in the Outer City, a series of squalid neigh
Darkness, the princess communicates telepathically
borhoods located outside the city walls.
with a character of your choice. See the end of the
adventure for her stat block and guidance on how to RI LLY N HOUSE
portray her.
After arriving i n Baldur's Gate, the characters can
The princess, who does not reveal her true name,
make general inquiries about the retired adven
claims to be the only one who can destroy the
turer and patriar Machi! Rillyn. They learn that
Queen of Air and Darkness and free the Gloaming
Rillyn House, his noble estate, is in the Upper City.
Court from that tyrannical ruler. It's clear that the
Their inquiries also inform the characters that
speaker's hatred of the queen runs deep, as she's
Machi! died ten years ago (not long after gifting The
unable to keep her scorn out of her voice.
Scrivener's Tale to Candlekeep), having built up a
The princess insists that the characters free her
in exchange for which she will end "the scrivener'�
fortune as an adventurer but squandering most of it
before his death. His family is now led by his niece,
curse" placed upon them. The characters can't tell
Yvandre, who has only recently begun to regain her
whether she's lying or not, since she's nothing more
family's former standing.
than a voice in their heads. She claims she's being
The characters' status as seasoned adventurers
held in the ruins where Machi! Rillyn found The
means they have no difficulty entering the Upper
Scrivener's Tale and tells the characters (truthfully)
City, finding Rillyn House, and arranging an audi
that she doesn't know where those ruins are. (She
ence with Yvandre Rillyn. Taresson the butler (a hu
knows that the ghost of the scrivener, whose name
man commoner) meets them at the gate and takes
was Zyrian, still lingers where the book was found.
their message to Yvandre. If he can see the writing
She wants the characters to destroy Zyrian's ghost
on their skin resulting from the scrivener's mark,
so that she can free herself from The Scrivener's
Taresson recognizes the mark from having seen it
Tale, but she doesn't share that information yet.)
on Machi! Rillyn and promptly brings the characters
If the characters require further enticement, the
to see Yvandre.
princess offers to immediately bestow upon each
of them the following supernatural charm (see the YVANDRE RILLYN
Dungeon Master's Guide for more information on The driving force behind the Rillyn family's revival,
supernatural charms), which she can do even while Yvandre (a human veteran) is an iron-willed and
imprisoned. accomplished swordfighter as well as a rising polit
ical figure in Baldur's Gate. Her manner is brusque
CHARM OF THE SHADOW GLASS
but professional. She is happy to deal with anyone
This charm allows you to cast the shatter spell (save
who appears likely to further her family's goals, but
DC 16) as an action, no components required. The
she can be ruthless toward those who cross her. A
next time you finish a short or long rest after cast
former member of the Flaming Fist, she has many
ing the spell, you gain temporary hit points equal to
friends in that mercenary company who would be
double your proficiency bonus. Once it is used three
only too happy to make trouble for the characters on
times, this charm goes away.
her behalf.
If Yvandre is attacked, ld4 guards arrive at the
BALDUR's GATE end of each of her turns until twenty have appeared.
The city of Baldur's Gate lies some 1 50 miles Personality Trait. "Complicated problems are de
north of Candlekeep. Overlooking the River Chion feated in the same manner as overwhelming forces:
thar, it is one of the dominant trading hubs on the divide and conquer."
Sword Coast and home to much wealth, greed, and Ideal. "The Rillyn clan must put aside its past
corruption. scandals and return to our values of honorable
A number of separate agencies keep a semblance behavior and hard work."
of order in Baldur's Gate. The most widely known Bond. "My family comes first, in every word
among them is the Flaming Fist, a mercenary and action."
company that deals out violence freely to keep the Flaw. "I can't hide my scorn for laziness, or the
middle and lower classes in line. The wealthy elite arrogance of other patriars."
T H E S C R I V E N E R ' S TALE
WHAT YVANDRE KNOWS
Yvandre works to conceal her anger as she talks
about how her uncle, Machi!, squandered the Rillyn
fortune. Instead of establishing a legacy and serving
the needs of Baldur's Gate with the riches earned
during his adventuring career, he continued his
mercenary explorations, seeking glory and plunder
across the Sword Coast. Machi! found less glory
over time, though, and even less wealth.
Yvandre knows that Machi! discovered The Scriv
ener's Tale in a vault deep beneath the ruins of
Delimbiyran. That capital city of the lost kingdom
of the same name once stood near where the town
of Daggerford is now. Yvandre knows also that her
uncle suffered briefly from a magical malady that
produced strange writing on his skin, and which
he finally overcame only by spending the last of the
family fortune on a wish spell.
Deep in debt and clearly shaken by his experience,
Machi! was killed by unknown assailants a month
later-no doubt someone calling in a debt, Yvandre
assumes. (In truth, Machi! was murdered by agents
of the Queen of Air and Darkness, who were look
ing for the book.) Those who accompanied Machi!
on his final expedition were mercenaries, and
Yvandre doesn't know who they were or where they
might be found.
With suitable roleplaying or a successful DC 1 5
Charisma (Persuasion) check, Yvandre informs the
characters that Machil's possessions have been
stored away since his death. Anything of value was YvA N D R E R I LLVN
sold off years ago, but a few "worthless journals and
letters" remain. She offers to let the characters look
through her uncle's possessions in return for an
equal share of the wealth they might earn as a result
of information found in his old notes. Machil's notes and journals are packed haphazardly
Characters who want to take a stealthier approach into three boxes in this storeroom. Taresson stays
to gaining information at the estate (or who anger with the characters and watches while they search
Yvandre) can try to approach Taresson or other the boxes. They contain the following pieces of
servants. With a bribe of at least 100 gp in addition information relevant to The Scrivener's Tale and
to suitable roleplaying or a successful DC 1 5 Cha Machi l's expedition to the ruins of Delimbiyran:
risma (Intimidation or Persuasion) check, Taresson • A vellum map labeled "Delimbiyran and Environs"
can be convinced to grant the characters access to shows a few locations in the aboveground ruins
Machil's possessions. of the city. A note written on the map in Elvish
identifies one site as "Haven of the Red Quill."
MACHILS REMAINING POSSESSIONS
The handwriting matches that seen in The Scriv
The office that Machi! once kept in the east wing
ener's Tale.
of Rillyn House has long since been turned over
• A folio torn from an unknown tome details the
to storage for items the family has no use for but
history of Delimbiyran and Phalorm. Also called
doesn't want to throw out.
the Realm of Three Crowns, Phalorm was one of
the many kingdoms of old in the North. When the
T h i s d usty c h a m be r is cram m ed with stacks of old Realm of Three Crowns fell, the kingdom of De
books, barrels of broken tool s and weapons, un limbiyran rose after it.
m a rked crates, a n d shelves of b ri c-a-brac. The grimy • Tucked into the folio is a sheaf of notes written by
windows barely a l low a view of the city beyo n d .
Machi!. The notes talk of the adventurer seeking
"the shadow glass," which he expected to be a
great treasure.
T H E S C R I V E N E R ' S TALE
• Within a stack of old bills marked "Past Due," EXPLORING D E L I M BIYRAN
the characters find an unsigned and apparently
The city of Delimbiyran, located a day's march north
unsent letter from Machil, which reads: "To my
of Daggerford, was once part of Phalorm, the dwar
family. Forgive me the vanity that took me from
ven, elven, and human Realm of Three Crowns. Re
you, and must soon claim my life or soul. You
peated attacks by powerful neighboring clans even
know how ambition corrupted my love for you. I
tually laid Phalorm low. The smaller kingdom of
pray that someone avenges the evils done by Nin
Delimbiyran rose in Phalorm's place with the city as
tra Siotta, Princess of the Shadow Glass, Lady of
its capital, only to fall in turn. The passage of nearly
Dread Omens, Seeker of the Three Crowns. But
nine centuries since then have left little more than a
spend not your own lives against it. The scrivener
few partially collapsed walls and archways to mark
bound her in his haven, and only there can I be
the fallen city aboveground, though its underground
free of her. But it is too late for me." (Machi I wrote
ruins are better preserved.
the letter when he knew he was being pursued by
If you have not yet staged a follow-up encounter
agents of the Gloaming Court but was killed be
with agents of the Queen of Air and Darkness, an
fore he could send it.)
appropriate time to do so would be shortly after the
• A piece of parchment is shot through with dry rot
characters enter Delimbiyran. The surface ruins are
and crumbles when handled. What remains of the
otherwise bereft of dangerous inhabitants.
parchment afterward displays writing in Machi l's
Using Machil's map, the characters can easily find
hand, which reads: " ... stairs among the surface
the entrance to the Haven of the Red Quill.
ruins of Delimbiyran and descended deep to the
At your discretion, there might be other dungeon
Haven of the Red Quill. The guardians almost
complexes of your own design hidden amid the
finished us before the door was opened. Gods,
ruins of Delimbiyran. Previously undiscovered
how l wish ..."
trapdoors might conceal staircases leading down to
The characters are welcome to take or copy any of long-forgotten cellars, crypts, armories, workshops,
the documents, but Taresson makes a record of any shrines dedicated to dwarven deities, prisons, and
items removed from the room. tunnels to the Underdark. Terrifying creatures such
Any character who rifles through the other objects as arcanaloths, beholders, and vampires would find
in the room can make a DC 1 5 Dexterity (Sleight themselves at home in such places.
of Hand) check. On a success, the character pock
ets a random trinket (determined by rolling on E NTERING THE HAVEN
the Trinkets table in the Player's Handbook). On The entrance to the library i s a vertical shaft that
a failed check, the character sends a pile of dusty plunges deep into the bedrock, with a crumbling
items spilling to the floor and earns a stern look stone staircase clinging to its stark gray walls. A
from Taresson. successful DC 14 Wisdom (Survival) check indi
cates that no one has passed this way in years.
CRIMES AGAINST HOUSE RILLYN
If the characters commit murder or other crimes DARK MANIPULATION
in House Rillyn, they are tracked down 4d l 2 hours As the characters prepare to explore the Haven of
later by one of Yvandre's allies, an adult copper the Red Quill, the Princess of the Shadow Glass
dragon named Hastarglyrr, who demands gold from telepathically urges them to follow Machi l's route
them to pay for damages and for raise dead spells. into the haven and destroy the ghost of Zyrian the
scrivener, whom she describes as the queen's evil
HAVEN OF THE RED QUILL pawn-the same pawn who cursed the party with
With Machil's notes and map in hand, the charac his scrivener's mark.
ters are ready to retrace the late adventurer's steps If the characters refuse to aid her, the princess
to the place where The Scrivener's Tale was found: continually makes telepathic contact with random
the library called the Haven of the Red Quill, hidden characters, urging them to reconsider before it's
beneath the ruins of Delimbiyran. An overland jour too late. She tries to convince the characters that if
ney from Baldur's Gate or Candlekeep would take a they don't vanquish the ghost quickly, the scrivener's
month, so the characters' best course of action is to mark will destroy them. At the same time, she uses
teleport to Delimbiyran or the nearby town of Dag the link binding her to the characters to gain an
gerford. If the characters lack the means to teleport instinctive sense of their actions, though she is not
themselves, Teles Ahvoste can cast the teleport spell aware of the details of what they're doing. "Destroy
for them, or he might know a suitable spellcaster in the scrivener," she says, "and I will rid you of his evil
Baldur's Gate who owes him a favor, or whom the mark!" She also says, "The only way this ends well
characters can hire for the job. is with us saving each other!"
-
T H E S C R I V E N E R ' S TALE
HAV E N FEATU RES
A n a rrow s p i ra l stai rcase descends fi fty feet from the
The library ruins have the following features: ruins o n the s u rface. A weathered m osaic d ecorates
Floors, Walls, and Ceilings. All areas of the ruins the stai rwe l l , depicti n g dwarves, elves, a n d h u m a n s
except the cavern (area H7) are worked stone. worki n g together t o fo rge t h e Rea l m o f Th ree Crow n s .
Ceilings are 30 feet high, except in area H8, which The a rea reeks of decay, and a few bird s fly o u t o f
has a domed ceiling 50 feet high.
t h e shaft.
Light. Unless otherwise noted, all areas are unlit.
Golems and Mummies. Each section of wall
marked "G" or "M" on the map indicates the loca The birds are harmless. Images of the silver cir
tion of a hidden stone golem (G) or mummy (M) clet, the adamantine crown, and the golden crown
in stasis. A detect magic spell reveals an aura of from the characters' dream are still recognizable in
conjuration magic emanating from that section of the mosaic.
wall. When called for in the text, the golems and Descending the crumbling stairs on foot is peril
mummies phase out of the walls and materialize ous, and each creature doing so must make a DC 14
in the dungeon. Until then, they are hidden and Dexterity saving throw. On a failed save, a creature
can't be harmed. either tumbles down the stairs before being able to
stop itself or pitches over the edge and falls to the
HAVEN LO CATIONS ground below, taking 14 (4d6) bludgeoning damage
The following locations are keyed to the map of the in either event.
Haven of the Red Quill. When the characters reach the bottom, they see
an open archway at the base of the stairs. Beyond
H l . DEEP STAIRWELL this archway lies area H2.
The wall near the top of the stairs has the word
"HAVEN" and a crude picture of a quill scratched
into it, left by Machi I before he made his descent.
-
H 2 . C OLLAPSING ROOM H4 . READING ROOM
The walls o f t h i s c h a m b e r s how cracks a n d othe r Decaying desks, chairs, and lecterns fill this c h a m be r.
s i g n s o f stress from t h e weight o f fi fty feet of earth Th ree s moot h , o n e-foot- d i a m eter crystal h e m ispheres
and stone a bove, but h ave so fa r rem a i ned sta nd i ng. protrude from the cei l i ng, even l y s paced along the
The floor i s covered in a thick layer of rot and debris, center of the roo m from east to west.
wit h i n which can be seen scraps of l eather, the h u s k s A concave wa l l on the far s i d e of the room has a
of cou ntless dead i nsects, a n d b i t s o f rusted m etal. steel - b a n d ed ston e d oo r in the m id d l e of it. Th ree
A d oo rway i n the far wa l l h a s collapsed a n d i s fu l l y sharp-edged glyphs a re cut i nto the s u rface of
blocked b y a p i l e of r u b b l e . the door.
Though this area appears dangerous at first glance, Scholars and guests of the library once worked and
a dwarf or any character who has a background taught in this area. The furniture here is of similar
or a proficiency related to stonework can tell that construction to that seen in area H3, surviving for
it's stable. centuries in the relatively dry environment of the
Ten years earlier, Machi! and his companions haven but eventually succumbing to rot.
collapsed the archway in the north wall as they left, The room is dark when the characters enter. Any
leaving it blocked. A Small character can squeeze creature in the room that speaks the command
through gaps in the rock with a successful DC 2 0 word "candesca" causes the three crystal hemi
Dexterity check, but unless the characters pass the spheres in the ceiling to glow, filling the room with
barrier by magical means, it needs to be cleared. bright light. The hemipsheres go dark again as soon
For each hour of work, one character can make a as there are no longer any creatures in the room.
DC 1 5 Strength (Athletics) check or Intelligence Warded Door. The door in the center of the
check using mason's tools. On a failed check, a concave wall opens by sliding into the wall, but it's
character triggers a short rockfall and takes 7 (2d6) sealed by powerful magic. The door is airtight and
bludgeoning damage. After three successful checks, imbued with a dimensional lock that prevents char
the archway is cleared. acters from teleporting through it. It is impervious
to damage, and its magic cannot be dispelled or dis
H3. CENTRAL C HAMBER missed by anything short of a wish spell. Opening
the door requires fitting the three key runes carried
Though a l ayer of debris a n d dead i nsects coats the by the haven's stone golems (see below) into the
floor of t h i s a rea, its contents rem a i n l argely i ntact. three indentations on the door. Any character who
has proficiency in the Arcana skill recognizes that
Fou r trestle tables, a s i d e table set with what looks
the indentations have the shape of arcane glyphs.
l i ke c u ps, and two dozen chairs stand covered i n d ust.
Any inspection of the indentations suggests that
each is meant to have an object of the same shape
Clearing the dust from the furniture shows that pressed into it.
all the pieces are constructed of heavily lacquered The first time a character tries to damage the
wood. Half are afflicted with dry rot, but the other sealed door or open it with an ability check or
pieces are in good condition. The side table holds magic, or if a character touches any of the indenta
a tea urn and two dozen teacups, all coated in a tions, the ghostly figure of an elf steps through the
vermilion glaze. door. (If the characters try to break through the door
Three other 10-foot-wide open archways lead by dealing damage to it with a spell, go to "Opening
out of this area, which was once a meeting and the Door" below. The fight that immediately en-
dining hall. The archway to the west has the word sues will have the characters taking on the haven's
"CANDESCA" inscribed above it (see area H4). guardians without knowing what's going on, but the
Treasure. The tea service is fragile but can be ghost of Zyrian the scrivener can fill them in during
sold for 1 50 gp if it is safely transported out of the battle.)
the ruins. The spectral elf initially ignores the characters
and wanders around the room, nodding and moving
his mouth as if speaking to unseen people. If the
characters interact with the ghost, or after a few
minutes of this one-sided silent conversation, it fi
nally takes notice of them.
-
T H E S C R I V E N E R ' S TA L E
HAVEN OF THE RED QUILL
G = Stone golem location
1 square = 5 feet
M = Mummy location
Zyrian the Scrivener. The ghostly figure is Zyrian haven't sussed out. He then relates how, shortly be
the scrivener, the archmage who created the Haven fore the fall of Phalorm, the Princess of the Shadow
of the Red Quill to preserve the lore of Phalorm. Glass attempted to subvert and destroy that king
Zyrian (use the ghost stat block) doesn't attack the dom and was bound into The Scrivener's Tale by a
characters unless attacked first. He disappears if powerful ritual created by Zyrian. The ghost can't
reduced to 0 hit points, but the magic that binds him open the sealed door into the great library (area H8),
to this place causes him to re-form at full health but Zyrian can explain how the characters can do so
after 1 minute with no knowledge of any previous (see below) and how they can end the threat posed
interaction with the characters. Zyrian can be per by Nintra Siotta (as described in area H8).
manently destroyed by reducing his ghost to 0 hit Throughout any of the characters' interactions
points after the haven's guardian creatures have with Zyrian, the Princess of the Shadow Glass is
been dispatched and the door sealing off area H8 a continual presence in their minds, moving tele
has been opened. (See "Opening the Door" and pathically from character to character to frantically
"Guardian Battle" below for more information.) If warn them that the ghost is lying, and that it and its
this is done, Zyrian screams as he passes on from guardian creatures must be destroyed.
the world. Opening the Door. Generations of the haven's
If the characters attack Zyrian at once, he fights scholars bound themselves to defend the site beyond
back and begins to speak, saying, "You shall not death. Three stone golems and a number of undead
free her! I will protect the free peoples of the world scholars (now mummies) protect the site, held in
against the Princess of the Shadow Glass until the magical stasis until a threat is detected. The mas
end of time!" If the characters show Zyrian the writ ters of the haven once knew the rituals that would
ing of the scrivener's mark on them, the ghost im summon the keys held by the golems, allowing easy
mediately understands what has happened to them passage through the door to the great library. With
and becomes kindly and coherent. those masters long gone, the characters must now
Zyrian can fill in any details of the story of the defeat the combined forces of the library's guard
Princess of the Shadow Glass that the characters ians to claim the keys.
-
Zyrian knows that the guardians are summoned The floor of this room is so covered with detritus
when any damage-dealing spell is directed at that the whole room is difficult terrain. Any inspec
the door to area HS. When the characters are tion of the debris spots fragments of well-gnawed
ready, the ghost wishes them luck. As soon as a bone, which can be recognized as humanoid with a
damage-dealing spell targets the door, the ground successful DC 1 5 Wisdom (Medicine) check. These
trembles and a cold wind gusts through the haven are the decades-old bones of unknown adventurers
as its guardians are released. who were killed by the guardians of the haven.
Guardian Battle. Three stone golems (carved to A detect magic spell reveals three magical auras
resemble an S-foot-tall crowned dwarf, a 10-foot in this room. Two of these auras-one of divination
tall crowned elf, and a 1 2-foot-tall crowned human, magic and one of conjuration magic-emanate from
respectively) guard the haven. Each golem has a key a pair of magic items hidden beneath a loose flag
rune set into its chest that fits one of the indenta stone in the middle of the floor (see "Treasure" be
tions on the door to area HS. The golems are joined low). The third aura is one of transmutation magic,
by an effectively unlimited number of undead schol and it comes from an iron wand embedded in the
ars, all of which use the mummy stat block but are north wall (see "Fresco" below).
lawful neutral. The scholar mummies are wrapped Fresco. Characters who examine the fresco that
in funeral robes set with purple-glowing runes of spans the north wall notice the following:
oath-binding, recognized as such by any character
• The dragon is as big as one would expect an adult
who has proficiency in the Arcana or History skill.
black dragon to be, and it clutches a small chest in
When the fight starts, two mummies per character
one of its foreclaws. This chest, like the dragon, is
emerge from stasis at each of the locations marked
a fiat image rendered as part of the fresco, but it
"M" on the map. When half of those mummies
has a deep, half-inch-diameter hole bored into it.
are destroyed, the first stone golem and one more
• The wizards, like the dragon, are life-sized. One
mummy per character emerge from stasis. When
of them appears to hold a 1-foot-long black wand.
the first stone golem is reduced to 0 hit points, its
This wand is not part of the fresco; it's an actual
key rune pops out of its crumbling form and the
iron wand embedded in the wall, and it looks like
second stone golem appears-along with one more
it can be removed.
mummy per character to sustain the pressure. The
third stone golem emerges 1 round later, along with The first creature that touches the wand triggers a
two more mummies per character. Reducing each chain lightning spell (save DC 17) that springs from
golem to 0 hit points allows the characters to claim it, targeting that creature. The bolts that spring from
its key rune. that creature then target other creatures randomly.
The guardians pursue characters who move Once the spell goes off, the wand is safe to handle
from area to area, but they move no farther than and can be removed from its indentation.
area H2 if the characters ascend the stairs and flee The half-inch hole in the fresco is as deep as
out of sight. the wand is long. If the wand is inserted fully into
You can adjust the number of mummies depend this hole, there's an audible "click" as the wand
ing on whether the characters are having too easy locks into place and the dragon vanishes from the
or too hard a time, with more mummies appearing fresco. At the same time, an adult black dragon
intermittently until all three key runes are touched materializes in the middle of the room. The dragon,
to the sealed door. At that point, any remaining whose name is Caustilancer, has been trapped in
mummies disappear as they fall back into stasis, the fresco for hundreds of years. It has no quarrel
and the sealed door opens. with the characters but attacks them if they harm
Treasure. A character who succeeds on a DC it or stand in its way. If it's given a clear path to the
15 Intelligence (Investigation) check made while exit, the dragon stomps through areas H3 and H2
searching this area finds a spell scroll of conjure fey before escaping the dungeon by flying up the shaft
jammed into a compartment in one of the lecterns. in area H l .
Treasure. A loose flagstone near the center of
H5. DRAGON FRESCO the room (at the location shown on the map) can
be lifted, but it must first be spotted beneath the
The floor of t h i s room is covered with filth a n d mold filth and debris by conducting a thorough search of
the room and making a successful DC lS Wisdom
ering debris, a n d reek s of u ntold generations of rats.
(Perception) check. Beneath the loose flagstone is a
A faded fresco o n the back wall d e p i cts several h u
3-foot-deep, 4-foot-wide cubbyhole that holds three
m a n , elf, and dwarf wizards battl i n g a b l a c k d ragon. rotted crates (empty), several empty glass vials,
a potion ofgiant strength (fire), and a bundled-up
robe of eyes.
H6. BUNKROOM The panes of smoked shadow glass on the walls
are each 5 feet wide and 8 feet tall. The panes can't
be moved and are impervious to damage until the
This cham ber i s fi l led with moldering wooden fu r n i
ritual to destroy the Princess of the Shadow Glass
tu re. O n l y th ree b u n k b e d s re m a i n recognizable as is completed.
what they are, a n d all are close to coll apse from rot. Closer examination of the ritual circle reveals
A door in the north wal l has been smashed open, that it contains a semicircle of candle stubs, a
and a d a m p d raft comes from beyond it. stack of unused parchment, an inkwell filled with
silver-flecked black ink, and a crimson quill.
Summoning Nintra. The process for destroying
The haven's scholars and mages once slept here. the Princess of the Shadow Glass can be learned
The floor is covered with slippery mold. If a fight oc from Zyrian the scrivener in area H4. The first part
curs here, each creature that moves more than half of the ritual summons Nintra, who must be reduced
its speed on its turn must succeed on a DC 1 5 Dex to 0 hit points. The second part of the ritual then
terity saving throw or fall prone. The stone golems destroys the Princess of the Shadow Glass for all
automatically succeed on this save. time (see "Nintra's End" below). If the characters do
not speak with Zyrian for some reason, spending
H7. DEEP SPRING
an hour searching the books of the library turns up
references to the ritual that created The Scrivener's
This n at u ra l cavern has been worn s m ooth by water Tale and bound Nintra, and to the second part that
erosion and is made cool and d a m p by the spray of a can destroy the evil archfey.
four-foot-h ig h waterfa l l , w h i c h feeds a s m a l l stream To begin, a character imbued with the scrivener's
that d isappears i nto a h o l e at the opposite end of the mark must stand in the ritual circle, light six can
dles, and invoke all of the princess's names: Nintra
cavern. A s keletal fi g u re lies sprawled across the floor,
Siotta, the Princess of the Shadow Glass, Lady of
its head poi nted toward the n arrow stream .
Dread Omens, and Seeker of the Three Crowns.
The marked character must use the parchment and
This underground spring supplied the haven with ink found in the circle to express in writing their
fresh water. The body is that of an adventurer killed intent to free Nintra-whereupon the Princess of
by the haven's guardians. The body's clothing and the Shadow Glass appears in the circle and the
leather armor have rotted away to scraps. fight begins.
Treasure. Any character who searches the stream Fighting Nintra. Nintra screams in ecstasy when
finds an ivory drinking horn (500 gp) with a gilded she is finally released from The Scrivener's Tale,
rim, which belonged to the fallen adventurer. then attacks at once. (During the fight, you can have
Teles use sending to contact the characters in a
H8 . GREAT LIBRARY panic, telling them that The Scrivener's Tale flared
with light just moments before, releasing a shadowy
A large, c i rc ul a r c h a m b e r heavy with the scents of d u st
form within.) Even if the characters have played the
part of Nintra's helpers thus far, her link to them
a n d stal e a i r opens u p beyond the door. A fifty-foot
through the book makes her aware of any intention
h i g h dome of crystal panels forms the cei l i n g , a n d tall
to destroy her, and she tells the characters that their
bookshelves sta n d perpe n d i c u l a r to the c u rved wal l betrayal will be their undoing.
i n six places. T h e s pace between each p a i r of shelves As a bonus action in the first round of combat,
is set with a table, a scri be's desk, and several c h a i rs, Nintra summons six shadow glass warriors. Each
with six t a l l panes of smoky gray glass hanging o n the one steps out of one of the wall-mounted panes of
wa l l s , o n e i n each compartment. At the center of the
glass around the room and resembles an elf made
of smoky gray glass. Use the gladiator stat block to
space, a ritual c i rcle t h i rty feet across i s i nscri bed i nto
represent the glass warriors. When one is reduced
the stone floor.
to 0 hit points, it shatters like glass, and the scat
tered shards melt away to vapor in 1 round.
This was once the library and scriptorium of the Nintra treats the library as her lair for the purpose
Haven of the Red Quill. It has been kept in pristine of using her lair actions, but she cannot use those
condition even over nine hundred years by the same actions elsewhere in the Haven of the Red Quill.
magic that wards the door. The panels set into the Scrivener's Marks. Nintra is aware of what type
ceiling are magicked to match the sunlight on the of scrivener's mark each character bears when the
surface directly above the haven, ignoring weather. fight begins. If any character has a level 4 mark, or
if Nintra is having too hard a time in the fight and
--
T H E S C R I V E N E R ' S TALE
needs an additional edge, she can use an action to FAVOR OF TH E GLOA M I NG C OU RT
force a character to make a DC 20 Charisma saving
Ending the threat of the Princess of the Shadow
throw. On a failed save, the character's mark be
Glass brings the characters to the attention of the
comes one of the next higher level.
Queen of Air and Darkness-whether they want that
Nintra's End. When Nintra is reduced to 0 hit
attention or not. Though the queen does not deign
points, she falls to the ground, unconscious. To
to consider herself in the debt of mortals, she might
complete the process, a character with one or more
bestow favors on them if asked, or she could be
levels of the scrivener's mark must extinguish the
come a powerful but unpredictable ally or patron.
candles, whereupon Nintra turns to ash, as does
The Scrivener's Tale in Candlekeep. The panes of A L ITTLE LIGHT READING
shadow glass lose their magic when Nintra is de
stroyed and shatter harmlessly, and the scrivener's The wealth of knowledge in the great library of the
mark fades from all the characters. Haven of the Red Quill represents an amazing find
If the ritual is not completed, Nintra regains all for the scholars of Candlekeep. If the characters
her hit points and expended spells in 1 hour. During offer up some or all of the collection for donation,
that time, she is immune to damage. If she returns they earn the favor of the First Reader and all the
to life, Nintra summons six more shadow glass Avowed, and might develop close, permanent ties to
warriors and sets them on the characters, then the library-fortress.
tries to flee.
D RAGON MATTERS
Treasure. Any character who succeeds on a DC
18 Wisdom (Perception) check while searching If the characters harmed or killed Hastarglyrr the
through or collecting shards of shadow glass, or copper dragon, other good-aligned dragons might
who checks the shards with a detect magic spell, track them down and try to settle accounts.
notes an aura of abjuration magic around one small If the characters allowed Caustilancer the black
piece of shadow glass. That shard functions as an dragon to escape into the wild, it returns to its old
Joun stone (awareness). lair in the Lizard Marsh, not far from the town of
The books in the library amount to nearly ten Daggerford. If the characters spend time in Dagger
thousand volumes and cover a host of subjects in ford before setting out on their next adventure, they
cluding arcana, history, and nature. If the characters might encounter the black dragon once more as it
want to sell the collection, you can decide what it swoops over the town's walls, settles on a rooftop,
might be worth, but the characters should earn at and demands tribute from the townsfolk.
least 50,000 gp for the lot (see also "A Little Light
Reading" below). Such a reward might take the NINTRA SIOTTA, PRINCESS
form of one or two very rare magic items, a small
keep, a large parcel of land, or a seaworthy galley
OF THE SHADOW GLASS
with a full crew. Nintra Siotta, a chaotic evil archfey who was exiled
from the Gloaming Court by the Queen of Air and
C ONCLUSION Darkness long ago, is known in Faerfin by three
titles: Princess of the Shadow Glass, Lady of Dread
After Nintra is defeated and the characters are freed
Omens, and Seeker of the Three Crowns. She ap
from the threat of the scrivener's mark, the adven
pears as a 9-foot-tall humanoid made of smoky gray
ture might wrap up in several different ways.
glass, wrapped in a cloak-like darkness that appears
ZYR I A N ' S LEGACY to devour the light.
Nintra's eyes burn with green fire, and she speaks
Nintra's demise frees Zyrian from his pledge to in a high, musical voice. Deception comes naturally
guard against her return, but his ghost lingers in the to her, but imprisonment in The Scrivener's Tale
world long enough to thank the characters before has made her impatient and prone to telepathic out
fading away. bursts that betray her cruel nature.
The characters might decide to seal the site away Personality Trait. "I have no patience for those
or take it over as a home base or stronghold. If the who are less than me-and all are less than me."
latter occurs, news of a group of powerful adventur Ideal. "After I destroy the Queen of Air and Dark
ers setting up shop in the ruins of Delimbiyran trav ness for her weakness and insolence, I will take my
els quickly. Other groups might become interested rightful place at the head of the Gloaming Court."
in restoring the greatness of the fallen city or Bond. "I have many supporters in the Gloaming
searching for other dungeon complexes buried Court who worship the ground I walk on. They de
under the ruins-and might inadvertently stumble serve a sovereign who is worthy of their love."
upon dangerous secrets and magic. Flaw. "Why should I worry about the schemes of
others? No one is my equal in cunning."
-
LAIR ACTIONS
On initiative count 20 (losing initiative ties), Nin
tra can take a lair action to cause one of the fol
lowing effects; she can't use the same effect two
rounds in a row:
• Nintra targets one pane of shadow glass in her
lair, causing it to explode into shards. Each crea
ture within 20 feet of the exploding pane must
make a DC 18 Dexterity saving throw, taking 1 3
(3d8) piercing damage o n a failed save, o r half as
much damage on a successful one. The shards
fade away to vapor and the pane is restored to nor
mal at the next initiative count 20.
• Nintra targets one pane of shadow glass in her
lair, briefly transforming it into a swirling vor-
tex. One creature of her choice within 20 feet
of the pane must succeed on a DC 20 Strength
saving throw or be drawn into the vortex, taking
1 1 (2d 10) necrotic damage. The creature is then
teleported to an unoccupied space within 5 feet of
another pane of shadow glass in Nintra's lair (de
termined randomly).
Spellcasting. N intra casts one of the fol lowi ng spel ls, using
Charisma as the spel lcasting ability (save DC 20) and requiring
no material components:
3/day each: dispel magic.faerie fire, mirror image
Storm ofShattered Glass (Recharge 6). N intra targets a point
she can see within 60 feet of her and creates a 20-foot-radius
STR DEX CON I NT WIS CHA sphere of swi rling glass shards centered o n that poi nt. Each
1 6 (+3) 24 (+7) 1 6 (+3) 1 7 (+3) 1 5 (+2) 24 (+7) creature i n the sphere must make a DC 20 Dexterity savi ng
throw, taking 28 (8d6) slashing damage o n a fai led save, or half
Saving Throws Str +8, Dex + 1 2, Wis +7 as much damage o n a successful one. I f N i ntra is i n the sphere,
Skills Deception +12, I nsight +7, Perception +7 the shards deal n o damage to her.
Condition Immunities charmed, exhaustion, stun ned
Senses truesight 60 ft., passive Perception 1 7 LEG E N DA RY ACTIONS
Languages Com mon, Elvish, Sylvan
N intra can take 3 legendary actions, choosi ng from the options
Challenge 16 ( 1 5,000 XP) Proficiency Bonus +5
below. Only one legendary action option can be used at a time
and only at the end of another creature's turn. N i ntra regains
Legendary Resistance (3/Day). I f N i ntra fails a savi ng th row, spent legendary actions at the start of her turn.
she can choose to succeed instead.
Attack. N i ntra makes one attack.
Fey Step. N i ntra teleports to a n u noccupied space she can see
ACTIONS
within 30 feet of her.
Multiattack. N i ntra makes two attacks. Shadow Strikes (Costs 2 Actions). Provided she is in bright
Claw. Melee Weapon Attack: +1 2 to h it, reach 5 ft., one target. or dim light, N i ntra causes her shadow to attack a creature
within 10 feet of her. Her shadow makes two claw attacks,
Hit: 12 (2d4 + 7) piercing damage.
each attack identical to N i ntra's claw attack except that it
Shard ofShadow. Ranged Spell Attack: +1 2 to h it, range 1 20 ft., deals psychic damage instead of piercing damage.
one target. Hit: 1 0 ( l d 6 + 7) necrotic d amage, and if the target
is a creature, it must succeed on a DC 20 Constitution savin g
th row or b e poisoned u ntil t h e e n d o f its next turn.
T H E S C R I V E N E R ' S TA LE 1 97
A N A DV E N T U R E F O R 1 5T H - L E V E L C HA R AC T E R S
. . . --------� · .,......._ �--
W R I TT E N BY A DA M L E E
D E V E L O P E D B Y M I C H E LE C A R T E R & C H R I ST O P H E R P E R K I N S
�)
)j
E D I T E D B Y M I C H E L E C A RT E R
ADVENTURE OVERVIEW
This adventure begins when the characters read
the story of the lost golem in Alkazaar's Appendix
FINDING THE BOOKS
and discover the magic picture in the book. The Alkazaar was a n adventurer of great renown. Tales
picture-portal can teleport the adventurers to the proliferate about his daring and incredible discov
golem. The book was found by members of a tribe eries across Faerun. Knowing that the definitive
of nomadic people called the Bedine, who live in collection of Alkazaar's adventures rests within the
the desert of Anauroch. The Bedine are discussing walls of Candlekeep is reason enough for an adven
what to do with the golem and how they can profit turer to seek out this legendary book and claim a
from it. The golem appears inactive, but the party cozy corner to read about the escapades of Alkazaar
can figure out how to activate the golem from the and his dungeon-delving companions. Alkazaar's
book. By talking with the Bedine, the adventurers Thrilling Tales is a hefty tome, but its smaller com
learn about a ruined cave complex known as the panion-Alkazaar's Appendix-contains the intrigu
Hall of Rainbows that could contain clues to the go ing story of Alkazaar's one unfinished quest.
lem's origin. But the Bedine also warn that the cave The Avowed in Candlekeep could bring Alkazaar's
complex is in the territory of a deadly purple worm. Appendix to the characters' attention and approach
The adventurers travel to the Hall of Rainbows. the characters (especially if the party has visited
After defeating the worm, they discover clues that Candlekeep before) in hopes that they can complete
lead to the ruined city of Azumar. They must navi Alkazaar's unfinished quest and perhaps procure
gate the ruins and find the vault where the golem's for the library the fabled Nether Scroll that Alkazaar
master, Prince Hamukai, now rests. believed the golem once guarded.
In the final showdown, the party must defeat a Alternatively, an ogre named Little One (see the
dracolich named Zikzokrishka and then command "Little One" sidebar in the "Candlekeep" section
the golem to open the vault and complete its mis earlier in this book) might approach the characters
sion-to deliver the prince's body to Elysium. while they're relaxing in the Hearth and give them
the books, thinking they might be intrigued by the
tale of the lost golem.
ALKAZAAR' S APPENDIX
B O O K D E S C RIPTIONS • On the final page of the story, cryptic symbols sur
round an illustration of the golem. If deciphered,
Alkazaar's ThriJJing Tales is a weathered and
this code reveals the magic words to activate the
cracked leather-bound tome eight inches by ten
picture portal.
inches by two inches thick. Embossed gold letters
proclaim the title on its lavishly decorated cover. Its TH E P I CTURE PORTAL
beautifully rendered interior abounds with images
The symbols bordering the illustration of the golem
of Alkazaar's handsome, mustachioed face under
unlock magic that turns the picture into a portal,
his wide-brimmed hat. Alkazaar is often shown with
teleporting any adventurer willing to touch the por
the wind whipping at his flowing shirt but having
tal to where the golem waits, thanks to the tracer
no effect on his tight pantaloons and shiny boots.
inscribed on it.
He's depicted looking marvelous in fantastical
Deciphering the code requires 1 hour of study. Af
realms alongside his rugged and ready adventuring
ter that, a character knows the magic words needed
companions.
to activate the portal.
Alkazaar's Appendix is barely half an inch thick
When an adventurer activates the portal, it stays
but otherwise has the dimensions of its companion.
active for 1 minute and then reverts back to an ordi
When it is opened, a few grains of sand fall from
nary picture. Anyone who touches the activated por
between its crisp, dry pages. It contains the story
tal appears instantly in an unoccupied space within
of the lost golem as well as detailed drawings of
50 feet of the golem (see "Arriving in Anauroch"
a stone golem with a brilliant blue sapphire for a
later in the adventure).
heart. One of these illustrations doubles as a portal
to Anauroch (see "The Picture Portal" below).
ADVENTURE BACKGROUND
TH E L O ST GOLEM Long ago, the wizards o f Netheril created a mag
Adventurers who read the story of the lost golem in nificent stone golem to guard one of the Nether
Alkazaar's Appendix learn the following facts about Scrolls-a collection of dangerous scrolls that
the one quest Alkazaar couldn't complete: described the creation of magic and the nature of
the Weave. The wizards gave the golem a sapphire
• Alkazaar was searching for a Nether Scroll. This heart and magically bound a sliver from the gem to
was to be his last adventure before retiring. the right palm of its master, Hamukai. They charged
• In the Anauroch desert, he came across a wander the young wizard-prince of the ancient nation of
ing stone golem. Alkazaar believed this golem was Anauria with guarding the priceless scroll. The
the legendary Sapphire Sentinel, rumored to have sapphires allowed both Hamukai and the golem
been created by Netherese wizards to protect one (whether together or separate) to unlock a magically
of the fabled Nether Scrolls under the control of sealed vault that held the Nether Scroll.
Prince Hamukai . The blue dragon Zikzokrishka discovered the
• The golem recognized its master's name, Ha scroll's location, and she arrived at the vault ready
mukai, when Alkazaar mentioned it. From to destroy any and all in her path. In the ensuing
that point on the golem followed him, obeying battle, the golem gravely wounded Zikzokrishka,
his commands . but she blasted the golem with eldritch magic that
• The golem communicated through sign language. damaged its memory and hurled it to a far corner
It seemed lost and sad. of Faerun. Thinking his golem destroyed, Hamukai
• Alkazaar met Bedine nomads who said they knew put a shield around the vault containing the scroll
of a place that held clues about the golem, but it that could be opened only by the sapphire's power.
was in purple worm territory. He followed the Be Too weak to continue the fight, Zikzokrishka limped
dine guides until a sandstorm obscured the route. away to heal her wounds. But as she left, she in
The camels ran off, and, after losing his guides canted a powerful Netherese curse: when the prince
and his transportation, Alkazaar called an end to died, the shield would disappear and the scroll
the expedition. would be hers for the taking.
• Before he left the desert, Alkazaar inscribed a Knowing that Zikzokrishka's curse had sealed his
magical tracer on the golem in the hope that he fate, Hamukai made a decision. Against the wishes
could find it again. of his subjects, who dearly loved him, the prince
He begs the reader to go to Anauroch and find the ordered his wizards to perform a ritual that would
lost golem, which might lead to the discovery of a keep him on the brink of death for millennia. His
Nether Scroll. magically sustained life force would maintain the
shield that would seal him in the vault and protect
the Nether Scroll. Since opening the vault required
ALKAZAAR'S A P P E N D I X 19 9
either the sapphire shard in his right palm or the THE B E D I N E
golem's sapphire heart (which he assumed was de
The Bedine are a group o f disparate nomadic tribes
stroyed along with the golem), Hamukai felt sure of
that interact with one another in the desert of Anau
the scroll's safety.
roch. Bedine tribes differ in how friendly or hostile
Zikzokrishka returned with an army, intent on
they are to outsiders. But all Bedine obey a code
ripping the sapphire from the prince's head. She
of hospitality and honor, and they provide shelter,
scattered the populace and reduced the prince's
food (goat cheese and dates), and drink (strong tea
city of Azumar to ruin. To her dismay, she found
or water) to anyone who visits the desert unless the
the prince's tomb to be impregnable. Howling with
visitors prove unworthy of such kindness.
rage, Zikzokrishka knew that the spell that kept the
Bedine guides know how to survive in the desert.
prince alive would thwart her curse for thousands
Stories about the magical destruction wrought by
of years, far beyond her draconic life span. In her
the Netherese on Anauroch make them wary of
thirst for power, she sought and achieved transfor
wizards and abhor magic, believing that it brings
mation into a dracolich, willing to wait an eternity
destruction and ruin.
to outlast the spell that held Hamukai near death,
Bedine are dark-haired and olive-skinned, with
knowing his life force would one day dissipate and
brown eyes. They wear a loose-fitting, linen robe
the vault would become openable.
called an aba, covered by a dark cloak called a
As she held her vigil, the desert wasteland of
jellaba. They carry daggers and scimitars as weap
Anauroch consumed the city. Believing the golem
ons, and some use eagles and falcons to catch prey
and its sapphire to be destroyed, Zikzokrishka now
such as small antelope and hares.
lies coiled around the vault's entrance, waiting with
The Bedine speak Common.
the patience of undeath for the death of the prince,
surrounded by her undead minions and jealously PESH
guarding her promise of godhood. 16-year-old human nomad
Pesh has the naive charm of a young human adult
ARRIVING IN ANAUROCH but is also wise to the unforgiving ways of Anau
Created by fearsome magic, the ancient desert of roch. He warms up to kind adventurers quickly (es
Anauroch hides ruined cities under its sands. The pecially if they offer gifts).
most famous include the lost cities of Netheril, an Personality Trait. "I want to learn about
empire of wizards doomed by their lust for mag everything."
ical power. Ideal. "Life is an adventure."
When the characters come through the portal, Bond. "My grandfather is my best friend."
read the following: Flaw. "Sometimes I put curiosity before caution."
SHAMIR
The desert s u n b l i nd s you r eyes, and you fee l the heat
64-year-old human nomad
t ryi n g to pull every bit of m o i st u re from you r body.
Shamir is Pesh's grandfather. He's cautious and
The bone-d ry a i r m a kes each breath b u r n hot a n d
pragmatic, with a kind and honorable heart. As an
taste o f the baked earth.
elder of a Bedine tribe, he is wary of magic users
Below you, about fi fty feet away, a camel watches and not above scolding them, citing the folly of the
two desert nomads u nea rth a h u l k i n g stone golem Netherese and how their arrogance destroyed a
h a l f- b u ried i n the sand. I ntent o n their i nvestigat i o n of once lush and verdant land.
the gol e m , they don't notice you r a rrival. Shamir is cautious and superstitious, but he's also
intelligent and curious. The blue circle painted on
the golem's chest and the symbols on its body make
The two desert nomads (use the bandit stat block) him think it's the same golem he heard about as a
and a camel they call Old Stink (for good reason) boy. His grandmother used to tell a strange story
hail from a Bedine tribe. They are discussing what about a foreigner named Alkazaar and a lost golem
to do with the golem. Their curiosity about its poten with a sapphire heart that once guarded a powerful
tial value conflicts with their fear of disturbing items treasure. He believes this to be the same golem. His
of Netherese origin. The golem sits motionless, its grandmother tried to guide Alkazaar to the caves
eyes glowing dimly. of Haruun, but a sandstorm created by a wild djinni
The Bedine nomads are wary of the characters drove them back. A cavern inside Haruun called the
until they assess the party's intentions. A successful Hall of Rainbows holds colorful paintings, some of
DC 1 2 Charisma check quickly allays their fears. which depict a golem.
-
Shamir knows the story of Hamukai and his stone The disk can be removed to reveal the glowing
golem and can help the characters remember the sapphire only when the golem receives a command
details as needed. to use its power from someone whose commands it
Personality Trait. "I know much about the an- obeys (see "Getting the Golem's Attention" below).
cient history of Netheril." Otherwise, the sapphire remains hidden. The gem
Ideal. "I want to know what my ancestors knew." stone is 6 inches in diameter and has the following
Bond. "My grandson, Pesh, is my life." properties:
Flaw. "I think magic is a road that leads to ruin."
• It is indestructible until the golem completes
TH E GOLEM its mission.
• The sapphire has 3 charges. As an action, the
The Bedine allow the characters to examine golem can expend 1 charge to cast dispel magic
the 14-foot-tall stone golem known as the Sap (as a 9th-level spell) from the sapphire using Con
phire Sentinel. It has the following features and stitution as its spellcasting ability. The sapphire
behaviors: ceases to glow if all its charges are expended, but
• The golem understands Common but can't speak. it regains ld3 expended charges daily at dawn and
• It can open the sealed vault where the prince rests glows again once it has 1 or more charges.
(see area V3). • The golem attacks anyone who tries to remove the
• The golem remains a noncombatant unless it is sapphire, which is worth 25,000 gp.
directly attacked.
GETTING THE GOLEM'S ATTENTION
THE SAPPHIRE The golem perks up considerably if the characters
The sapphire is inside the golem's chest, hidden mention Hamukai's name. Its stone face grinds
behind an 8-inch-diameter stone disk. The outer and changes into a pleased expression as its eyes
surface of the disk is inscribed with a blue circle light up. It then bonds with and follows the party
that has eight golden beams radiating from it like member who mentioned the name and obeys that
rays of the sun. person's commands.
-
A LK A Z A A R ' S A P P E N D I X 201
Attempting to pry out the sapphire in its chest
activates the golem, and it does not take kindly to
TRAVEL IN ANAUROCH
thieves. If provoked further, it fights to the death. Due to its magical history, Anauroch is more than
a barren wasteland and a hostile desert climate to
WHAT PESH AND SHAMIR THINK those who wander within its borders. Anauroch
Pesh and Shamir are both suspicious and im holds lost cities, savage monsters, and more than its
pressed when the golem wakes. Pesh, in particular, share of otherworldly phenomena.
thinks the golem is the coolest thing since sliced Traveling across the desert by day is not recom
goat cheese and wants to learn all about it. Shamir mended. Use the extreme heat rules in the Dungeon
thinks the golem is valuable and will lead to a big Master's Guide for daytime travel in Anauroch.
treasure. Both are keen to go on a treasure hunt and Traveling in the cool of the night is the best way
offer to guide the adventurers to Haruun. Shamir to journey across the desert, but explorers should
reminds the characters that the area is purple worm beware of nocturnal creatures hunting for prey.
territory. The Bedine travel mostly by night, along the an
cient roads and paths that crisscross Anauroch.
ROLEPLAYING THE GOLEM Some of these paths are invisible on the ground,
The golem expresses itself through a variety of ex and the Bedine navigate by using the stars at night.
pressions and postures, much like Frankenstein's Groups of Bedine might be traders carrying goods,
monster. Characters can infer the golem's intent scouts looking for food, or bandits hoping to raid
through its gestures and body language. The golem merchant caravans that try to shortcut their way
rubs its head when it's confused, becomes animated across the desert rather than circumnavigate it.
when it's excited, and slumps its shoulders when it The Bedine nomads can act as guides for lost
loses hope. characters, offer clues for stuck players, and provide
The golem also employs a unique sign language food and water for adventurers in desperate need.
created by its master, Hamukai. Any character who
spends 1 hour observing the golem as it uses this D E SERT E N C OU NTERS
sign language can, with a successful DC 20 Wis If the players are restless or spoiling for a fight, use
dom (Insight) check, learn enough of the language the following encounters. Pesh and Shamir avoid
to communicate with the golem on a basic level. combat and try their best to stay out of harm's way.
A character who fails the check can repeat it after
spending another hour watching the golem commu WANDERING MONSTERS
nicate in this fashion. • The characters encounter three cyclopes who
The golem's memories are damaged and it wants are bickering at each other while looking for food.
to return to its master, Prince Hamukai. It has They have Bedine prisoners tied up in their lair-a
vague impressions of its past. The golem can be as cavernous crack inside a granite escarpment that
communicative or as noncommunicative as you like. juts out from the sands.
• Two rakshasas masquerading as Bedine nomads
KEEPING THE GOLEM ALIVE named Imura and Sikkat offer to guide the party
For story purposes, the golem or its sapphire must to a magic oasis. The rakshasas attack the charac
reach area V3 for the vault to be opened. On seeing ters as soon as they let down their guard.
the golem restored, Zikzokrishka can't contain her
glee. She tries to destroy the golem so she can use STONE ANDROSPHINX
the sapphire to open the vault and steal the Nether The characters find a sandstone sphinx crouched
Scroll. If the dracolich is defeated, the golem goes to atop a granite pedestal. Bleached humanoid bones
be reunited with its master and complete its mission lie half-buried in the sand around the pedestal.
to deliver Hamukai's body and the Nether Scroll Any character who touches the sphinx telepathi
to Elysium. cally receives the following riddle:
Over the course of the journey, the golem might
face mortal peril. If it drops to 0 hit points, the go
Forked like a serpe nt's tongue,
lem stabilizes and topples over but isn't destroyed.
I spark the thunder's peal;
It doesn't make death saving throws, and it can be
revived and repaired using healing magic. If if has With e very stroke, the storm is wrung
0 hit points after being struck by a disintegrate spell Of darkness by my zeal.
or similar magic, the golem is obliterated, but the What am I?
sapphire is left behind.
ALKAZAAR' S A P P E N D I X
the sphinx gains resistance to lightning damage for
10 days. If an incorrect answer is given, the statue
transforms into an androsphinx and attacks the
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.
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VOICES OF NETHERIL
As the adventurers walk along the dunes, a cold
wind howls across the desert. The shrieks of the
wind soon turn to cries of anguish, as if coming
from tortured souls. Bedine nomads believe that
these are the voices of evil wizards who are endur
ing an eternity of punishment for defying the gods
and dooming the land to ruin. To the Bedine, the
wind is an ill omen.
ARRIVAL AT HARUUN
Haruun was a series of natural caves set into a cliff
face that comprised one wall in a twisting maze of
canyons. Those who fled the destruction of Azumar
thousands of years ago used this area as a refuge.
Over time, they carved and painted the interiors
with the story of their prince, the golem, the battle,
�
and the vault containing the Nether Scroll.
Within the last five centuries, all the caverns ex
cept one have been reduced to rubble as the area 1 square = 5 feet
fell under the sway of a purple worm. Only a small .��
section of the old cavern complex now remains-the
Hall of Rainbows.
When the characters arrive, read the following: H I . C AVE E NTRANCE
As the characters approach the entrance, a horrid
The l an d scape aro u n d you bears the scars of a purple stench hits their nostrils. Any Bedine with the party
worm's ha bitatio n , a complex of caves that col l a psed grip their weapons and remark grimly, "Worm dung.
as the worm created its r u b b l e-fi lled t u n n e l s . You
Move carefully."
As they enter the cave, the characters see that
see a crack in the face of a c l i ff that looks l i ke a n
the walls are sculpted and chiseled, empty sconces
e ntra n ce to a n u n d a maged cave. Aro u n d i t , a few
dot the walls, and chunks of stucco-once brightly
fiftee n-foot-d i a m eter, rubble-fil l ed holes provide clear painted with scenes and writing-lie crumbled on
evidence of a pu rple worm's passage. Vultures c i rcle the floor. Long, viscid, rubbery tubes of glistening
overhead, a s if a ntici pating scraps. purple worm dung lie strewn about, giving off their
acrid odor.
,___________________ __
ALKAZAAR'S APPENDIX
The dragon's name translates as Zikzokrishka. The OPTIONAL E N C OU NTER
inscription reads: "Here the Sapphire Sentinel is
If the characters are struggling or you worry about
destroyed in the terrible battle against the dragon
their ability to defeat the dracolich at the end of the
Zikzokrishka, who curses Hamukai."
adventure, this encounter adds a "here comes the
MURAL E cavalry" possibility to bail them out if they face se
rious trouble. You can also use this encounter as a
purely feel-good moment.
T h i s m u ral shows the you n g m a n being entom bed i n
As the characters make the trek from Haruun to
a sarcophagus a l o n g with a gol d e n cyl i n d e r i n scri bed the necropolis, you can place this encounter in their
with symbols. Three wizard s with u n i q u e h ats cast path. The journey to Azumar takes a few days. A Be
a spell on the you n g m a n , whose eyes a re closed. dine guide fills each night around the campfire with
M ou rners crowd all a ro u n d . S m a l l labels identify the horrifying stories about the accursed city.
fi gu res, and there's a l arger i n scription below.
0 GRUHL THE DRAGON TORTOISE
If you use this encounter, read the following:
The labels translate as Prince Hamukai of Azumar
and the three wizards Abzin, Kaalin, and Sharisa. You crest a d u n e a n d see a rocky esca rpment in the
The inscription reads: "Here Hamukai enters the d istance with small cave entra nces all over its su rface.
eternal sleep to avert the dragon's curse and is
Dozens of tiny h u manoid creatures dash back i nto the
sealed in slumber with the Nether Scroll."
caves, sensing you r presence.
MURAL F
The tiny creatures are desert-dwelling chwingas
This m u ra l s hows the destruction a n d slaughter of a (see their stat block at the end of the adventure)
city by an assault from a o ne-eyed b l u e d ragon a n d that live in tiny caves built up on the shell of a giant
i t s horde of m on sters. T h e b l ue d ragon stands atop dragon tortoise. If the characters approach the es
a mastaba under which lies a star-filled vault s u r carpment, the earth rumbles as the dragon tortoise
raises its massive head out of the sand, addresses
rou n d ed by a magical a u r a . The vault holds a you n g
them, and asks their intentions.
m a n i n s i d e a s a rcophagus. O n the left s i d e o f the m u
For the dragon tortoise, use the dragon turtle stat
ral, t h ree wizards wea r i n g cu rious h ats flee toward a block with the following changes:
d i stant series of caves. An i nscription below the pai nt
• It speaks Draconic and Terran.
i n g is acco m pa nied by a rough m a p.
• It lacks a swimming speed and the Amphib
ious trait.
The inscription reads: "Here the dragon returns to Its breath weapon is a 60-foot cone of abrasive
destroy the city of Azumar and open the tomb of sand instead of steam that deals slashing damage
Prince Hamukai as the survivors flee to Haruun." instead of fire damage.
The crude map shows the location of the city of Ogruhl has been trapped here for millennia, re
Azumar relative to Haruun. Following the map strained by magic chains. Ogruhl was the prisoner
correctly requires a successful DC 14 Wisdom (Sur of a cruel Netherese wizard. When the city around
vival) check. If a Bedine is present to consult, the the tortoise was abandoned, Ogruhl was left to die.
check succeeds automatically. A band of chwingas found the tortoise and brought
it food and water little by little to keep it alive. Over
TRAVEL TO THE NECROPOLIS time, the chwingas and Ogruhl developed a symbi
After seeing the murals i n the Hall o f Rainbows, the otic relationship-it defended them and provided a
characters know their next destination: the ruined home for them, and they helped it to survive.
city of Azumar that is now the necropolis ruled by Helping Ogruhl. A successful DC 20 Intelligence
Zikzokrishka. Any Bedine guide knows the tale of (Arcana) check determines that the chains that
the city of Azumar, which was plunged into ruin bind Ogruhl can be broken with a successful dispel
by a terrible dragon. The Bedine also know of the magic spell (DC 1 9).
eternally seething sandstorm there and believe that If commanded to do so, the golem uses its sap
nothing but death and misfortune lie within the phire heart to cast dispel magic with a flash of blue
cursed city. light. If the players don't realize that the golem can
dispel magic, you can have the golem do this auto
matically and the players learn about it that way.
ALKAZAAR'S APPENDIX
- .
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50 ft. ' - ·
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- MASTABA
UrtDERGROUrtD LEVEL
0 0
E!l[fil Up to
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0 6
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I.
-- - --- -
Vl . M A STABA
You see a dome-shaped sand storm, fo u r h u n d red feet
wide, before you . Flashes of p u rp l e lightning cou rse This mastaba is a 2 0-foot-high mesa built from 50-
to 80-ton megaliths in the form of a step pyramid
through the roi l i ng sto r m , and the s o u n d of the sand
with a mausoleum on top of it. A ruined stone wall
i s nea rly d eafe n i ng. Scoured bones l i tter the gro u n d
surrounds the mastaba, which is the only structure
beneath i t , a n d t h e stone of t h e nea rby r u i n s h a s been still standing in the area.
gouged by its ceaseless w i n d s . Inside the wall, sand lies in deep drifts over the
stone floor. Three giant scorpions and four wights
hide under the sand at each end of the mastaba, in
The dome of swirling sand is 80 feet thick. The
the locations indicated on the map, ready to attack
properties of the sandstorm are as follows:
anyone who climbs the nearest steps. The wights
• Any creature that enters the sandstorm for the chant a word in Netherese ("Meat!") in a rasping
first time on a turn or starts its turn in the storm chorus as they advance. If fighting breaks out at
takes 55 (lOdlO) slashing damage. either end of the mastaba, a storm giant skeleton
• Creatures in the sandstorm are blinded. (see the accompanying stat block) lying dormant on
The golem's dispel magic creates a 20-foot-wide, top of the mausoleum awakens and attacks.
20-foot-high tunnel through the sandstorm that lasts The storm giant, Helmdar, was sent to destroy two
for 1 minute. frost giant criminals who stole a horn of blasting
Those who make it through the sandstorm from a storm giant king. Helmdar completed his
emerge to see the ruined wall and the mastaba that mission but was killed by Zikzokrishka and turned
houses the vault. The following locations are keyed into an undead thrall to guard her lair.
to the map of the mastaba. TREASURE
The horn ofblasting hangs across the giant's back
STORM GIANT SKELETON and is sized for a storm giant. However, it magically
Huge undead resizes to fit in the hands of whoever holds it.
ALKAZAAR'S APPEN D I X
Paladins, members of holy orders, and Harpers
across Faen'ln respond to the disaster in a joint
campaign to defeat the dracolich and destroy the
Nether Scroll ofAzumar.
CHWINGA
Tiny elemental Chwingas are tiny elemental spirits that exist all
over Faerun. These gentle creatures tend to nature
Armor Class 1 5 as humble custodians. Chwingas live inside plants,
Hit Points 5 (2d4) rocks, and springs far from civilization. Painfully
Speed 20 ft., climb 20 ft., swi m 20 ft.
shy, they prefer to move about unseen.
STR DEX CON I NT WIS CHA Though no two chwingas look exactly alike, they
1 (-5) 20 (+5) 1 0 (+O) 14 (+2) 16 (+3) 16 (+3) all resemble 6-inch-tall animated dolls with strange
masks, spindly limbs, and wild hair. Chwingas
Skills Acrobatics +7, Perception +7, Stealth +7 brighten a natural setting as they adorn their bur
Senses blindsight 60 ft., passive Perception 1 7
rows with colorful rocks and plants.
Languages -
Challenge 0 ( 1 0 XP) Proficiency Bonus +2 Humanoid Fascination. Chwingas shun other
creatures, but they find the trappings of civilization
fascinating. They puzzle over creatures that wear ar
Evasion. When the chwinga is subjected to an effect that a l lows
it to make a Dexterity saving throw to take only half damage, it
mor, carry weapons, use tools, and cook food. When
i nstead takes no damage if it succeeds on the savi ng th row, a n d a chwinga encounters one or more humanoids, its
o n l y h a l f damage if it fai l s . curiosity compels it to shadow those creatures for a
Unusual Nature. The chwinga doesn't req u i re a i r, food, or
short time and observe them. If it takes a liking to
drink. When it d ies, it turns i nto a handful of flower petals, a a particular humanoid, a chwinga uses its cantrips
cloud of pollen, a stone statuette resembling its former self, to aid it, or bestows a magical gift before departing.
a tiny sphere of smooth stone, or a puddle of fresh water The features that attract a chwinga to a particular
(your choice) . humanoid vary. A chwinga might like the way a
humanoid walks or the way it combs its hair, or be
ACTI O N S
smitten by a humanoid's ability to play music or to
Magical Gift (1/Day). The chwinga targets a humanoid it can eat copious amounts of food.
see within 5 feet of it. The target gains a s upernatu ral charm
Chwingas that live in the desert can bestow the
of the DM's choice. See the Dungeon Master's Guide for more
i nformation on s u pernatural charms. following additional supernatural charms:
Natural Shelter. The chwinga magically takes shelter inside Charm of the Mirage. This charm allows you to cast the halluci
a rock, a living plant, or a natural source of fresh water i n its natory terrain spell (save DC 1 5) as an acti o n . Once used, this
space. The chwinga can't be targeted by any attack, spell, or charm vanishes from you.
other effect wh ile inside this shelter, and the shelter doesn 't im· Charm ofthe Water Bearer. This charm allows you to create u p
pair the chwinga's bli ndsight. The chwinga can use its action to t o 1 g a l l o n o f fresh water, which fi l l s one or more empty con
emerge from its shelter. I f its shelter is destroyed, the chwinga tai ners i n you r possession. You can do this up to thrice per day
is forced out and appears in the shelter's former space, but is for 10 days, after which this charm vanishes from you .
otherwise u n harmed.
Spellcasting. The chwi nga casts one of the fol l owi ng spells,
requ i ring no material or verbal components:
At will: druidcraft, guidance, pass without trace, resistance
A N A D V E N T U R E F O R 1 6 T H - L E V E L C H A RA C T E R S
. . . ------- ·
:� C_) �ANTHORIA -2
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W R I TT E N BY T O N I W I N S LOW - B R I
D E V E L O P E D BY B I L L B E N H A M & C H R I ST O P H E R P E R K I N S
E DITED BY K I M MOHAN
the discovery of a mad druid's quest for lichdom and and h u m a noids. Eventu al ly, the plague red uces all i n
the plague she unleashed in the process. Ordinary fected creatu res and foodstuffs t o puddles of ooze.
liches contain their souls in inanimate objects, but H u m a no i d s i nfected with the plague d rone the word
the druid Xanthoria discovered a way to house her "Xanthoria" over and over for no d iscern ible reason
soul in a living being.
before death fi na l l y c l a i m s them. You have determ i ned
that there's a book by that n a m e conta ined i n the
BEGINNING THE l i brary-fo rtress of Candlekeep. With l u c k , the book
ADVENTURE holds i nformation that m ight help you end the sapro
Read the following boxed text t o the players to kick phytic plague before it w i pes out every v i l l age, town,
off the adventure: and city i n Faer O n .
TH E SAPROPHYTIC PLAGUE
Xanthoria's research into lichdom and her creation
of a living phylactery led to the emergence of the
plague spreading across the Sword Coast. Any
beast or humanoid that comes within 10 feet of a
creature infected by the saprophytic plague must
succeed on a DC 20 Constitution saving throw or
become i nfected as well. On a successful save, a
creature is immune to the plague for 24 hours, and
any creature that is immune to disease succeeds on
the save automatically.
-
After a failed save, a creature experiences the first Quiet and unassuming, Zelyth concentrates on
symptoms-body aches, nausea, slurred speech, and training new acolytes and tending to those in need,
uncontrollable drooling-ld4 hours later and gains but she's aware of the fungal plague spreading
1 level of exhaustion. Every 24 hours thereafter, like wildfire up and down the Sword Coast. She
the creature automatically gains another level of has been expecting someone to show up looking
exhaustion. Any creature killed by the saprophytic for the book.
plague transforms into a lifeless magenta ooze. Zelyth allows the characters to peruse the book
A creature infected by the saprophytic plague for and assures them it's safe to do so. (The lichen cov
at least 24 hours behaves like a zombie and seems ering the book poses no danger.) She also shares
barely aware of its surroundings, as fungal growths the following information with the characters:
sprout from its head, body, and limbs. It feels an
• Xanthoria was a druid of Silvanus (god of wild
overriding urge to be around groups of uninfected
nature) whose forest home was threatened by un
creatures so that it can spread the contagion. This is
dead. By researching fungi and lichen, Xanthoria
the time when infected humanoids begin speaking
hoped to create a weapon that could protect her
the word "Xanthoria" over and over, with no under
forest against undead invaders.
standing of what the word means. This behavior is
• At some point, Xanthoria's research became more
the result of a mycelial network of spores that forms
geared toward creating a ward against death it
a tenuous connection between Xanthoria and hu
self, then finally toward achieving lichdom.
manoids that become infected by the plague.
• According to the book, Xanthoria never discov
Foodstuffs that are exposed to the plague's spores
ered the source of the undead incursion that
decay or go sour within 2d12 hours, leaving behind
prompted her initial research.
a lurid magenta mass of oozing fungi. Eating in
fected food requires a saving throw as above. Zelyth doesn't know what caused Xanthoria's slide
Any magic that cures a disease can rid a creature into madness. If questioned about the saprophytic
of the saprophytic plague. Casting purify food and plague, Zelyth muses that the book's information
drink destroys the infection in foodstuffs. could be helpful in preventing further outbreaks.
Zelyth allows the characters to spend as much
F I N D I N G THE B O OK time with the book as they need. When they're done
Upon arriving in Candlekeep, the characters can with it, Zelyth returns the book to its vault.
use an Avowed guide to help them track down the
B O OK D E S CRIPTION
book titled Xanthoria. This quest brings them to the
attention of Zelyth Lightleaf, one of Candlekeep's The book's browned pages have become swollen
sages and the foremost expert on Xanthoria-both and wrinkled due to age and exposure to moisture.
the book and its mysterious author: Crumbling yellow lichen obscures the title on the
front cover, rendering it illegible. Harmless spores
puff into the air when the book is opened. Standing
You r guide does not retu rn. I nstead, you are greeted
eight and a half inches tall and five inches wide, it
by a robed wood elf with brown h a i r and a p l a i n face.
has been cataloged as Xanthoria, titled after the
In her h a n d s , she holds a book so encrusted with author who is identified inside the work.
l ichen that its covers can barely be closed around its
wrin kled pages. " I bel ieve you 're looking for t h i s , " she
JOINING OF Two WORLDS
Written in Common, Xanthoria begins with a set of
says with a warm, bri ght s m ile. " M y name i s Zelyth
scientific essays about symbiotic relationships in na
Lightleaf. I 'm Cand lekeep's fo remost expert o n t h i s ture before deteriorating into confusing ramblings
b o o k a n d i t s a u thor." on the merits and similarities of life and death. It
describes the author's numerous experiments both
natural and unnatural. One of the more thorough
A few months ago, Zelyth Lightleaf (neutral good
studies details the life cycle of a worm-like parasite
wood elf sage; see the "Candlekeep" section at
that infiltrates different species of wasps, taking
the front of the book for her stat block) joined the
Avowed, using the book as her entrance gift into the over their motor functions, while essentially wear
library. She found it in an abandoned satchel near a ing their still-living bodies as a disguise so the para
secluded cave system called the Lykortha Expanse, sites can infect other wasps.
which is known among druids for its rare fungal Ultimately, Xanthoria found a way to link her soul
to the life force of another creature and thereby
growths. Zelyth assumed the book had been lost
unnaturally prolong her own life, by transforming
and took possession of it.
the other creature into a phylactery.
-
Characters who peruse Xanthoria learn the fol GEN E RAL FEATURES
lowing additional information:
The areas that make up the Lykortha Expanse
• Xanthoria was fearful of a surge in undead in have several common physical features, summa
vading the forest near her home in the Lykortha rized here:
Expanse, a cave complex. She was seeking a way
Light. The complex is dimly lit by bioluminescent
to stop their spread and preserve what she viewed
fungi growing in patches on the walls.
as the natural order of things.
Fungus. The ceilings, walls, and floors are coated
• Most of the book discusses healthy symbiotic rela
in fungal growth.
tionships in nature.
Passages. The caves and tunnels are made of un
• The author spent time researching undead in the
worked stone. Ceilings throughout are 20 feet
hope of gaining insight into their actions and as
high unless otherwise noted.
certaining where they could be coming from.
• As the author sinks into madness, the writing MADNESS OF ZUGGTMOY
turns into almost incomprehensible fragments, Certain effects within the Lykortha Expanse can
many alluding to her desire to combine natural life afflict characters with a type of madness brought
and the undead. on by the influence of Zuggtmoy. A greater resto
• The end of the book records several failed at ration spell or more powerful magic rids a char
tempts by Xanthoria to extend her life through a acter of this madness, which otherwise lasts until
process similar to becoming a lich. There are vari cured. The madness gives the character a new flaw
ous drawings of dissected animals and humanoids that suppresses any contradictory character trait.
alongside musings on the viability of experiment Roll on the Madness of Zuggtmoy table to deter
ing on fey creatures. mine the flaw.
• The sketches and margin notes get progressively
darker the farther one reads. The terms "Mycorji? M A D N E S S O F Z U G G T M OY
Shedaklah?" and "Lady of Lichen" appear several
dlOO Flaw (lasts until cured)
times each. Furthermore, the number 222 ap
0 1 -20 " I see visions in the world a ro u n d me that others
pears frequently throughout the latter half of the
book devoid of explanation. do not."
21 -40 "I periodically s l i p i nto a cataton i c state, staring
Characters can locate the forest containing the
off i nto the d istan ce for long stretches."
Lykortha Expanse on a map. If one or more charac
ters try to draw some conclusion about the outbreak 41 -60 "I see a n a ltered version of real ity, with my m i n d
based on the forest's location, a successful DC 20 conv i n c i n g itself that thi ngs are t r u e even in the
Wisdom (Insight) check allows them to safely con face of overwhe l m i n g evidence to the contrary."
clude that the plague likely originated there. 61 -80 " M y m i n d is s l i p p i n g away, and my i ntel l i gence
Zelyth doesn't know the meaning of the words seems to wax and wane."
"Mycorji" or "Shedaklah," nor does she know the
81-00 "I a m constantly scratch i n g at u nseen fu ngal
significance of the number 222. If the characters
i nfections."
have experience fighting demons or knowledge per
taining to the Abyss, you can allow them to make
an Intelligence (Arcana) check. On a check total of E N C OU NTER L O C ATIONS
20 of higher, a character recalls that the Abyss's The following locations are keyed to the map of the
2 22nd layer is known as Shedaklah and sometimes Lykortha Expanse.
is called Mycorji. On a total of 25 or higher, the
character also knows that this layer is home to two Ll. ENTRANCE
demon lords: Juiblex, the Demon Prince of Oozes,
and Zuggtmoy, the Demon Queen of Fungi.
Ahead , a d a rkened cave mouth beckons from beneath
the forest canopy. G rowths of green, brow n , and gray
THE LYKORTHA EXPANSE lichen cover the cave mouth, and a s m a l l strea m flows
Characters can use the notes i n Xanthoria t o locate
deeper i nto the yawn i n g darkness.
the Lykortha Expanse and the forest surrounding
it. This natural cave complex was created by eons of
erosion and hosts a wide array of lichen, molds, and The character who has the highest passive Wisdom
fungi-an ideal location for Xanthoria's research. (Perception) score hears faint crying coming from
Though she worked to make it suitable for habita a small stand of stones. Investigating the cries re
tion, it has fallen into an unhealthy state and reflects veals a tiny winged figure, head in hands. This is
the druid's deepening insanity.
�
momentary feeling of intense longing and hunger.
This event occurs only once.
Thunderwing was Xanthoria's friend until the
druid's mind became twisted by the influence of
Zuggtmoy, causing Xanthoria to conduct grisly
experiments on living creatures. Thunderwing
is one of Xanthoria's more recent subjects. The
sprite looks alive, yet she is subject to effects that
turn undead.
Thunderwing can't be harmed unless she chooses
to be. This is true for as long as she functions as a
living phylactery for Xanthoria. Weapons and harm
ful effects pass through her as though she were a
mere projection.
Thunderwing accompanies the characters as they
explore the Lykortha Expanse, providing additional
information she "remembers" if they need clues.
The sprite can't remember if Xanthoria is home or
not, but she doesn't recall seeing the druid outside
the cave complex recently. Since Xanthoria moves
freely throughout the Lykortha Expanse, she could
be anywhere, according to Thunderwing.
Personality Trait. "I'm very emotional."
Ideal. "Living things should be free and wild, not
caught up in the trappings of civilization."
Bond. "I will always try to help a friend."
Flaw. "I'm such a scatterbrain. I forget important
pieces of information until something reminds me."
L2 . ALCHEMIST'S ALCOVE
(i)l
experiences an image in their mind's eye of a fe the brewer also ages 4d10 years.
male half-elf in a gossamer cape made of mycelial
thread,. Thi' bcief vi,ion '' accompanied by a
�
LYKORTHA
EXPANSE
1 square = 10 Feet
�
cave, the white vines clinging to the walls quiver as l ower h a l f i s a mass of writhi ng, p u l s i n g tentacles cov
-
the purple flowers open wide and spread their sweet ered with fu ngal growths, rese m b l i n g a horrific gown.
scent. Each charnct°' ;n the cave must succeed
�
The figure in the vision is Zuggtmoy, with her fungal L7. KITCHEN
palace in the background. Anyone who experiences An unlocked wooden door seals off this cave. The
the vision becomes afflicted with the madness of door is covered with what is obviously a patch of
Zuggtmoy (see "Madness of Zuggtmoy" earlier in yellow mold (see the Dungeon Master's Guide). Any
the adventure). intruder who opens or otherwise disturbs the door
The vision is fleeting, and characters who experi causes the mold to release its spores.
ence it find themselves back inside the faerie ring
when it concludes.
The stonework in this cavern s u ggests t h i s a rea was
L6. FLOODED CAVERN o n ce a kitc h e n . Pots a n d pans l i e piled on the floor i n
one corner, as i f someone had sta rted t o gather them.
A h uge pool of stagnant water fi l ls t h i s cave. Blooms Kitchen ute n s i l s are scattered about the floor, most of
of glow i n g green a l gae drift o n the s u rface w h i l e ti ny, them bent and m isshapen. Open bags of s pices rest
wh ite biol u m i nescent fish fl it a ro u n d in the water. o n s helves, and rat d roppings are evident o n every
su rface.
-
LIO. CHARNEL PIT
The scent of deco m po s i n g vegetation is overpower
i n g in t h i s area. Creatu res of a l l shapes a n d s izes are
The stench of death is t h i ck i n this yaw n i n g cavern.
pa rtia l l y ento m bed i n fu ngal growths res e m b l i n g a
The floor s lopes toward a hole r i m m e d with corpses
h orrify i n g botanical gard e n . Ancient m u s h rooms as
and ooz i n g fu n g i . A m p utated p ieces fro m a variety of
l arge a s trees loom overhead, a n d p u d d l es of sti n ki n g
creatu res h a n g from the wal l s and cei l i n g in t h i s h i d
goo dot t h e floor.
e o u s space.
floor of the cave as difficult terrai n for M e d i u m U nder o n e of the giant m us h rooms, a robed fi g u re
and s m a l l e r creatures u n t i l the worm's n ext t u r n . works fu riously on a vivisected deer s played across
2 The worm vom its a gout of rotten flesh i n a 30- a m oss-covered table. Ten feet away, a you n g boy
foot cone. Each creature i n the cone m u st m ake a bounces excitedly in a n i ro n cage, swi n g i n g i t to get a
DC 1 6 Constitution sav i n g t h row. A creature takes better view of what the robed fi g u re is worki n g o n . H e
55 ( l O d l O) poison dam a ge and is poisoned for l is not afraid b ut seems curious, a n d h e is clean and
h o u r on a fa i led save, or takes half as m u ch d a m seems well fed . He addresses the robed fi g u re, c a l l i n g
a g e and i s n o t poisoned on a success. her Xanthoria and a s k i n g h e r t o show h i m what she's
3 The wor m thrashes a bout in rage. Each Large or doing i n a n attem pt to a l l eviate h i s bored o m .
s m a l l e r creature i n the cave m ust succeed o n a
DC 1 6 Dexterity savi n g throw or be moved 20 feet
Xanthoria, a lichen lich (see her stat block at the
closer to the pit's edge. I f t h i s movem e n t forces a
end of the adventure), senses the characters and
creature i nto the pit, it takes 35 ( 1 0d6) bl udgeon shoots them a crooked smile. As she does so, the
i n g dam age from the 1 00 -foot fa l l . boy's form abruptly stiffens and his body withers
4 No additional effect. into a dry husk. Stealing the life force of the boy en
ables her to cast antilife shell immediately and with
Treasure. Lodged in the purple worm's gullet out visibly doing so. She continues to concentrate on
is an emerald the size of a halfling's head (worth the spell as she resumes her grisly work.
25,000 gp). Once the worm is dead, a search of its Xanthoria was a half-elf druid of Silvanus, and a
gullet yields the enormous gemstone. small symbol of Silvanus hangs around her neck.
Lll . XANTHORIA'S GROVE OF HORRORS Unfortunately for her, she fell into madness and her
research became twisted due to the machinations
An unlocked wooden door seals off this cave. The
door is covered with what is obviously a patch of of Zuggtmoy. She began to perform terrible exper
iments on living creatures to try to find ways to
brown mold (see the Dungeon Master's Guide). Any
x�
intruder who opens or otherwise disturbs the door bridge the gap between life and death. Eventually,
causes the mold to release its spores. she turned her experiments on herself, causing her
to transform into an unholy lichen lich.
:
Xanthoria is quite lonely and willing to talk to the
group that has entered her grove, though she cannot
be pe uaded to discontinue hec e
has been aware of the characters' presence since Convincing Thunderwing to give up her life
they first entered the ruins of Lykortha and has should be handled through roleplaying rather than
been eagerly awaiting their arrival. ability checks, although you can require the charac
Xanthoria should be well prepared for the adven ters to succeed on a DC 15 Charisma (Persuasion)
turers by the time they arrive at her warped druid group check if the scene proves difficult to roleplay.
grove and laboratory. She has called a nalfeshnee If Thunderwing is convinced to sacrifice herself, she
named Danjak to her service. Danjak is an emissary lets out a deep sigh before flying about and kissing
of Zuggtmoy, and the demon's form is crusted and each character on the forehead-even the ones she
interwoven with a riotous blend of molds, lichen, doesn't like. Finally, she approaches the character
and fungi. He lurks at the back of the cave, awaiting with whom she has made the strongest connection,
Xanthoria's command before stepping out of the lies down in their open hands, and shivers slightly
shadows. Additionally, nearby lurks the rotting husk before expiring. Thunderwing can't be brought back
of an infected treant ready to defend its master. The to life by any means.
treant can't use its Animate Trees action here, since If the adventurers fail to convince Thunderwing
there are no other trees in the vicinity. In addition to to give up her life, she turns invisible and leaves
the treant, four invisible will-o'-wisps flit about the the cave complex, taking refuge in the surrounding
grove, ready to use Consume Life on adventurers forest. Xanthoria re-forms ldlO days later, appear
who fall in battle. ing next to Thunderwing. The rejuvenated lichen
Environmental Factors. Xanthoria's grove and lich then relocates to another lair to resume her re
the tunnel leading to it from area L9 are warded search as the plague continues to ravage Faenln.
against magical travel by creatures other than Xan If the characters return to Candlekeep, they find
thoria. Such creatures can't teleport into or out of Zelyth eager to hear the tale of their harrowing ex
this area or use planar travel to enter or leave it. perience. If the characters inform Zelyth that Xan
Effects that allow teleportation or planar travel do thoria has been destroyed, Zelyth thanks them for
function if the starting point and the destination are putting an end to Xanthoria's madness and granting
both within this area. her the final rest that she deserves.
Lost Memento. Showing Xanthoria the book
from area L7 awakens long-dormant memories of
her previous life and causes her to take no actions,
legendary actions, or lair actions until the end of her
next turn. The book affects Xanthoria in this way
only once.
XANTHORIAS DEFEAT
Once Xanthoria is defeated, the characters find the
last few pages of her notes among her possessions.
They detail her growing obsession with undead
and her success at turning Thunderwing into her
phylactery.
Armed with the information about Xanthoria's
phylactery, the characters must convince Thun
derwing to give up her life to destroy the lichen
lich once and for all. Here are some of the
ways in which the characters might con
vince Thunderwing to sacrifice herself for
the greater good:
• Promising to raise her friend, Bunny
Blossom the faerie dragon, from
the dead.
• Promising to complete Xanthoria's origi
nal mission to rid the surrounding forest
of undead.
• Destroying Xanthoria's notes so that
the process of creating a lichen lich can
never be duplicated by anyone else.
-
The destruction of Xanthoria and her phylactery its next turn. The cloud lasts for 1 minute or until
halts the spread of the saprophytic plague. Crea it is dispersed by a strong wind.
tures infected by the plague continue to suffer its • The lich commands the might of its diseased
effects but no longer utter the word "Xanthoria" as grove, creating a shambling mound. The sham
they lose their mycelial connection to the lichen lich. bling mound appears in an unoccupied space
Moreover, their spores are no longer contagious. within 30 feet of the lich, acts on its own initiative
count, and obeys the lich's commands. The sham
LICHEN LICH bling mound dies after 1 hour or when the lich
Lichen liches are the undead remnants of power uses this lair action again.
ful druids. • Rotten roots and vines magically erupt in a 20-
A lichen lich looks like a skeleton covered with foot radius centered on a point on the ground that
fungi and bark-like lichen. A lichen lich has vines the lich can see within 1 2 0 feet of it. the lich is
writhing within its chest cavity. These vines exude unaffected by the roots and vines. For all other
viscid and poisonous black fluid. creatures, the area becomes difficult terrain, and
each creature in the area must succeed on a DC
LAIR ACTIONS 19 Strength saving throw or be restrained by the
roots. As an action, a creature can try to free itself
On initiative count 20 (losing initiative ties), the
or another creature within its reach, doing so with
lichen lich can take a lair action to cause one of the
a successful DC 19 Strength (Athletics) check.
following effects:
The roots and vines wilt away when the lich uses
• Poisonous spores fill a 10-foot cube that the lich this lair action again or when the lich dies.
can see within 1 2 0 feet of it. Any creature that en
ters the cloud for the first time on a turn or starts
,
its turn there must succeed on a DC 19 Constitu
tion saving throw or be poisoned until the end of
5 <:.._, s- - ;u; #± f Ql¥4} SSS £ e+i§ I
LICHEN LICH Wither. Ranged Spell Attack: +9 to h it, range 60 ft., one target.
Medium undead Hit: 14 (4d6) necrotic damage.
Fire Storm (7th-Level Spell; 1/Day). The lich fi lls up to ten 1 0 -
Armor Class 20 (natural armor) foot cubes with fi re. Every cube must b e within 1 50 feet o f the
Hit Points 225 (30d8 + 90)
l ich and occupy a space the lich can see, and each cube must
Speed 30 ft.
have at least one face adjacent to the face of another cube.
Each creature in the area must make a DC 19 Dexterity saving
STR DEX CON I NT WIS CHA
th row, taking 38 (7d l 0) fi re damage o n a failed save, or half as
1 1 (+O) 1 6 (+3) 16 (+3) 14 (+2) 20 (+5) 16 (+3)
much damage on a successful one. The fire ign ites flammable
Saving Throws Con +9, I nt +8, Wis +1 1 , Cha +9 objects i n the area that aren't being worn o r carried. If the l ich
Skills M edicine +l l , Nature +1 4, Perception +l l , Survival +l l chooses, plant l ife i n the area is unaffected by the spell.
Damage Resistances cold, necrotic Spellcasting. The l ich casts one of the fol lowi ng spells using
Damage Immunities poison Wisdom as the spellcasting abil ity (save DC 1 9) :
Condition Immunities charmed, exhaustion, fr ightened,
paralyzed, poisoned, stu n ned At wil l : druidcraft
Senses truesight 1 20 ft., passive Perception 21 3/day each: detect magic.fog cloud, pass without trace
Languages Common, Druidic, Sylvan l/day each: antilife shell, dispel magic, speak with plants, trans
Challenge 18 (20,000 XP) Proficiency Bonus +6 port via plants
L EG E N DARY ACTI O N S
Legendary Resistance (3/Day). If the lich fails a saving throw, it
The lich can take 3 legendary actions, choosi ng from the op
can choose to succeed i n stead.
tions below. Only one legendary action option can be used at
Rejuvenation. I f it has a phylactery, a destroyed lich gains a a time and only at the end of another creature's turn. The lich
new body in l d l O days, regai n i ng all its hit poi nts and becom regains spent legendary actions at the start of its turn.
ing active aga i n . The new body appears within 5 feet of the Attack. The lich makes an attack.
phylactery. Poison Prick (Costs 2 Actions). The lich targets one poisoned
creature it can see with i n 30 feet of it. The target must
ACT I O N S succeed on a DC 1 9 Constitution saving th row or fall uncon
Multiattack. The lich makes four attacks. scious u ntil the poisoned condition ends on it.
Sap Life (Costs 2 Actions). The lich targets one creature it can •
Poisonous Touch. Melee Weapon Attack: +9 to h it, reach 10 ft.,
see within 30 feet of it. The target must succeed on a DC 1 9
one creature. Hit: 1 7 (5d6) poison damage, and the target m ust
Constitution saving th row o r take 1 1 (2dl 0) necrotic damage.
succeed on a DC 1 9 Constitution saving throw or be poisoned The lich regai n s a n u m ber of hit poi nts equal to the amount
for l minute. The target can repeat the savi ng th row at the end
�
of damage that the creature takes.
- - (;
of each of its turns, ending the effect o n itself o n a success.
�
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---�-____�
XAN T H O R IA � 223
.0oNTRIBUTOR
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GRAEME BARBER has worked as a scientific a n d commercial d iver, CHRIS LINDSAY worked i n Wizards customer service f o r seven years
d e p l oyed m u lti p l e t i m es overseas with the Ca nadian Armed Forces, before j o i n i n g the D&D team where, a m o n g other things, he leads
and done wet site archaeology. H e's currently living a qu ieter life the D&D Adventurers League as its head D u ngeon Master and
i n the i nterior of B ritish Col u m b i a , where he enjoys d iving, writing, ch ief storyteller. C hr i s l i ves i n the Seattle area w i t h h i s fa m i l y and
and being a d a d . three bl ack cats.
BILL BENHAM is a prod u cer a n d someti me writer f o r t h e D&D team, SARAH MADSEN has been an author s i nce she wrote her first
havi ng lived all over the world d u r i n g h i s 20-year career i n t h e U . S . vampire story i n sixth grade and can often be found d a b b i n g i n the
Army. W h e n h e ' s n o t wo rki n g on D & D , B i l l enjoys overeati n g a n d background of her sons' video chats. H e r s i m pl e pleasures include
watc h i n g movies with h i s loyal h o u n d , a sassy French B u l l dog gin cockta i l s , expensive lattes, and romanceable N PCs. She lives i n
n a med Kizzy. t h e Atlanta area with her s o n s , her h u s band, and t h e i r d o g , Brynjolf.
MICHELE CARTER began her career as an editor for TSR in 1 992. KIM MOHAN i s a renowned author, ed itor, and game designer who
S h e's been working o n D&D projects ever si nce a n d still considers worked for TSR, I nc., and Wizards of the Coast for over 25 years. He
it the best job i n the wor l d . S h e lives i n Maryland with her h u s b a n d , was a l o ngtime editor of Dragon magazi ne and the managing editor
B i l l Slavicsek, a n d an increasingly vocal elder c a t named M ouse. for the D&D game's third edition. H e lives i n the Seattle area with
his wife, Pamela, and their dog, Ch armand er.
KELLY LYNNE D'ANGELO has done her fai r s hare of storytel l i n g,
i n c l u d i n g being the D u n geon Master for Girls Guts Glory. She has CHRISTOPHER PERKINS i s a world-famous D u n geon Master who has
a l so written for comedy television s h ows, ani mated shows, a n d contributed to more than five h u n d red D&D products and worked
stage m u sical s. S h e currently resides i n B u rb a n k , CA, with a bucket o n every edition of the game. He is one of the arch itects of fifth
fu l l of hope, a m i n d fu l l of d reams, and a room fu l l of m o u nted edition and has been a Wizards of the Coast e m ployee s i nce 1 997.
dragon heads. H e lives i n Seattle, WA, with a hel l ho und named M i lo.
SCOTT FITZGERALD GRAY i s a writer of fantasy a n d specu lative MICHAEL POLKINGHORN sta rted his professional life as a geologist.
ficti o n , a fiction editor, a story ed itor, and an editor and designer H e now works i n the wine i n d ustry and can often be fou n d wa l ki n g
of ro leplayi ng games-all of which means he fi n a l l y has the job the vineyards of S o n o m a County with h i s fa m i ly and four house
h e really wanted when he was sixteen. H e shares h i s l ife i n the tabaxis.
Ca nadian h i nterlan d with a schoolteacher, two itinerant d a u ghters,
a n d a n u m ber of a n i m a l companions. TAYMOOR REHMAN works with the creative teams behind D&D
a n d Magic: The Gathering. H e m i sses the snow of New York, loves
ALISON HUANG began creating adventures i n late 201 8 and nona lcoholic beverages, and wants you to be h a p py. This isn't the
contributed to the Uncaged antho logy. S h e won two silver ENnie last you've seen of h i m .
Awards i n 2020 and helps tra i n new adventure writers as part of the
RPG Writer Workshop. She lives i n M e l b o u rne, Austra l i a . HANNAH ROSE i s a n ed itor, writer, erstwh i l e software developer,
and perpetual nerd . When not playing games, she enjoys cooking,
MARK HULMES is the D u ngeon Master for a variety of live-streamed travel i ng, and rea d i n g (though us ual l y not al l at once). She lives in
D&D s h ows and runs a TTRPG- and LARP-focused YouTube Seattle with her partner, James, and two fel i n e fam i liars.
c h an n e l . M a rk has just begun his writing an d game design career
b u t has created lots of homebrew content, from adventures to DEREK RUIZ began h i s career i n the tabletop roleplayi n g game
p a lad in oat hs. bu siness writ i n g adventu res and i l l ustrating maps of wondrous
places for the award-w i n n i n g Elven Tower Cartography blog. Derek
JENNIFER KRETCHMER i s a writer, performer, co n su ltant, an d enjoys read i n g and playing new RPG systems for fu n . He lives in
producer fo r television and tabletop g a m i n g. J e n , who has E h l ers Mexico with h i s wife and two cats.
D a n los syndrome, is also an advocate for d isabled access i b i l ity,
i nc l u s i o n , and representation i n media and storyte l l i n g. She lives in KIENNA SHAW i s a wearer of many hats i n the TTRPG i n d u stry,
Los Angeles, CA. working as a designer, strea mer, and com m u n ity creator from her
base i n Canada. She i s the cocurator of the TTRPG Safety Tool k i t .
DANIEL KWAN is a Toronto-based podcaster, game designer, a n d and has d e s i g n credits i n a variety of i n d i e p u b l ications alongside
cultural consultant. H e i s the c oh o s t a n d producer of t h e award her self- p u b l i s hed works.
w i n n i n g Asians Represent/ podcast and has pu bl i shed games
such as Denizens of Mountains a( Seas and Ross Rifles. Daniel a l so BRANDES STODDARD designed craft i n g systems i n the video game
cofounded Level Up G a m i ng, an organization that h e l ps a d u lts who i n d ustry. From there, he resorted to designing and r u n n i n g LARPs,
have autism and other d is a b i l ities. then degenerated into freelance writing. H e lives i n Atlanta, GA,
with h i s wife, Rabbit, their two sons, and two cats.
ADAM LEE has been a worl d b u i ld e r, story guy, character creator,
adventure writer, and n arrative designer for Wizards of the Coast AMY VORPAHL i s a comedy actor and writer, having worked on
for over 10 years. He l i kes a l l forms of cake and enjoys the si lent several movies, co m merci als, and TV shows s u ch as The Newsroom,
wilderness, which constantly c alls to h i m . The Mindy Project, and Livefrom the 8th Dimension. She's a l l over
the internet as a digital media host, writer, and Du ngeon M aster.
ARI LEVITCH toi l s as a writer for D&D, which he w i l l conti n u e t o d o
without complaint u n t i l t h e terms o f the curse have b e e n fu lfilled. TONI WINSLOW·BRILL i s a s u permom by day and a ha lf- d ragon
His adventure is de d icated to h i s dad, E l l i ott, to whom l i braries by n i ght, prowling the frosty reaches of Su perior, WI. When not
were h a l l owed grou n d . moonlighting as the D i rector of Research for a mergers and
acq u isitions fi rm , she w o r k s f o r B al dm an Games as a project lead ,
writer, and ed itor.