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Eldritch Lairs
Eldritch Lairs
HAECK,
JERRY LENEAVE,
MIKE SHEA,
BILL SLAVICSEK
8 Short Adventures
for 5th Edition
Credits
Design: James J. Haeck, Jerry LeNeave , Mike Shea, and Bill Slavicsek
Cover Art: Marcel Mercado
Interior Art: Marcel Mercado, Florian Stitz, Bryan Syme
Cartography: Jon Pintar, Michael Tumey
Editing: Chris Harris
Art Direction: Marc Radle
Layout and Graphic Design: Marc Radle
Publisher: Wolfgang Baur
KOBOLD PRESS
PO Box 2811
Kirkland WA 98083
www.koboldpress.com
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Table of Contents
PIT OF THE DUST GOBLINS ................................................................................................ 4
An adventure for five 4th-level characters by James J. Haeck
CRYPT OF GREEN SHADOWS.............................................................................................10
An adventure for five 5th-level characters by James J. Haeck
UNDER THE DEVIL’S THUMB............................................................................................16
An adventure for five 5th-level characters by Jerry LeNeave
BLOOD VAULTS OF SISTER ALKAVA................................................................................30
An adventure for five 5th-level characters by Bill Slavicsek
CARRION SHRINE OF QORGETH.....................................................................................38
An adventure for five 6th-level characters by James J. Haeck
THE LEYSTONE OF THE INDIGO STAR............................................................................44
An adventure for five 7th-Level characters by Mike Shea
PALACE OF THE WIND LORDS..........................................................................................52
An adventure for five 7th-level characters by James J. Haeck
THE UNDYING TOURNAMENT.......................................................................................58
An adventure for five 8th-level characters by James J. Haeck
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Pit of the Dust Goblins
An adventure for five 4th-level characters set in the Western Wastes
by James J. Haeck
6
PIT OF THE DUST GOBLINS
Hana, Feycircle’s loyal gatekeeper, was captured by the or weapons. The dust goblins manning the gate in Area
goblins when they took over, but managed to escape. She’s 5 may also see characters in the cemetery and attack with
been trapped inside her house ever since, and the stress their light crossbows. The gravestones in the cemetery
has made her paranoid. She wants to search for Rennie provide half cover to prone creatures.
and Linde, the missing children, but regular goblin patrols Collapsed Wall. The goblins invaded by swarming
and dangerous worms make it impossible to leave. Hana through both the main gates and a collapsed portion of
is a guard. the wall behind the cemetery. It faces a shallow wall of
Hana’s home is sparsely decorated; she dismantled most the sinkhole, and can be used to escape the dungeon by
of her furniture to build barricades inside and to board up making a DC 10 Strength (Athletics) check.
the windows. She has a rack of four potions of greater healing
hidden beneath her bed and an heirloom set of fine china Monument. Amidst the smaller graves is a grand
worth 25 gp. monument to three heroes; an elf paladin, a human
wizard, and a half-elf warlock. These warriors founded
What Hana Knows: Feycircle, and made a pact with the Summer Court. The
• The only people who remained in town after the fairy ring created by their pact has until now kept the town
goblin attack, other than herself, were a handful of safe from the Wastes—the answer to the failure of this
now‑deceased guards, Rennie and Linde, and their magic lies beneath this monument, in the Crypt of Green
father, a butler named Petring. Shadows. A successful DC 13 Intelligence (Investigation)
• The goblins have domesticated a herd of beasts called check reveals that the slab bearing the heroes’ names
dogmoles and are using them to fight the worms. (al-Azill, Tenebrae, and Flamesong) can be moved. A
• While she was the dust goblins’ prisoner, she learned staircase beneath leads into the crypt, but opening the slab
that their leader is a shaman named Sisskuss, and she causes four giant crusher worms (use constrictor snake
has used the blighted fairy ring to summon a shadow statistics) to surge out of the opening.
fey.
5. PORTCULLIS AND COURTYARD
3. SERVANTS’ QUARTERS
Amid the keep’s crumbling walls is a mighty iron portcullis. Five
This house is filled with smashed bunks, overturned lavatory squat figures move about atop the battlements, crossbows drawn.
buckets, and splintered mops. Worm corpses are strewn To the right of the gate is a hole in the crumbling wall, wide
throughout the room, and several are being gnawed upon by enough to pass through. On the other side is a granite fountain,
a pack of hound-sized beasts, their tentacled mouths eagerly now dry and full of sand.
slurping up wormflesh.
Five dust goblins stand atop the battlements above the
The worm-eating beasts are 4 dogmoles (Tome of Beasts, gate and attack any humanoids or worms that draw near,
p. 120). They arrived in Feycircle a few days after the
worms appeared. They are escaped, domesticated beasts
trained to track subterranean worms. The dust goblins
found them easy to retrain and turn against the invading
worms, and are using the servants’ quarters as a kennel.
The dogmoles lash out if a creature gets too close, but
can be calmed by a DC 15 Wisdom (Animal Handling)
check. A character who makes three successful checks
before three failures gains the beast as an ally as if it
were affected by the animal friendship spell. It fights
independently of its master.
4. CEMETERY
Cracked gravestones lie strewn across a field
of blackened grass. Bones jut awkwardly out
of the sandy earth. A dogmole chews on a
worm caught in an iron trap beside the only
standing structure in the destroyed cemetery—a
towering monument topped with the weathered
statues of three knightly heroes.
The dogmole is busy devouring the worm, but it is
still famished. It attacks anything that smells of worm—
including characters with worm blood on their clothes
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unless a truce has been made (such as with Tummy in 8. AUDIENCE CHAMBER
Area 1). They can open the gate from the battlements,
but a DC 25 Strength (Athletics) check can also force the The walls of this wide chamber are covered in decaying tapestries
portcullis open for 1 round. of golden trees and crimson flowers. Against the back wall is a
marble throne, and piled at its base are the eviscerated corpses of
Collapsed Wall. Part of the wall has crumbled just south a dozen goblins. On the throne sits a bloody sword.
of the gate, but it is heavily trapped. A trip wire hidden
within the rubble drags a net barbed with poison hooks A flying sword rests on the throne, coated in dried blood.
onto any creature who triggers it. The wire requires a This animated object is a dancing sword (longsword) that
successful DC 17 Wisdom (Perception) check to spot, has been magically bound to protect the throne from
and a successful DC 15 Dexterity (thieves’ tools) check to usurpers. If defeated in single combat, it acquiesces to its
safely disarm. A creature who triggers the trap must make new master. If the sword is not defeated in a fair duel, it
a DC 16 Dexterity saving throw. On a failure, the target is shatters when reduced to 0 hit points.
restrained by the net and takes 1d4 piercing damage and A short hallway in the east of the chamber leads to the
6d6 poison damage. lord and lady’s bedchambers (Area 9).
Keep Courtyard. Two beautiful fountains flank the door; 9. BEDROOM
now dry and full of sand, there are heaps of money piled in
the bottom of this fountain if a character takes 5 minutes A tower has fallen on this once-luxurious bedchamber. The
to sift through each. Each dry fountain contains 40 gp in splinters of a rich four-poster bed are strewn across the floor,
assorted coinage. mingling with scattered coins and the dust of pulverized
flagstones. The collapsed tower has also smashed through part
6. ENTRANCE HALLWAY of the southern wall, and you can smell burning excrement and
hear the sound of low, chittering voices from beyond the wall.
The air inside the keep’s entrance hall is dry and sour. The hall
extends straight for about ten yards, then turns to the right. This room was once the lord and lady’s bedroom. It has
There are two doors—a stone one on the north wall, embellished been smashed by a falling tower, creating a passage to the
with gold, the other carved from wood and decorated with an outside (see Area 1a). Similarly, the tower has crushed the
engraving of a crown of flowers. The sweet smell of honey lingers south wall between here and the Dining Hall (Area 10). A
around this door. creature can make a DC 15 Dexterity (Acrobatics) check
to squeeze through; failure by 5 or more means that they
The entrance hall has two doors to the north and south, take 1d6 damage and do not enter. Characters who want
and bends south after 30 feet. The north door leads to the to clear the rubble can undergo 5 man-hours of heavy labor
Audience Hall (Area 8) and the south door to the Shadow to clear a path, but the noise alerts the inhabitants of Area
Ring (Area 11). 10 to investigate and sneak up from behind by way of the
Pit Trap. At the corner of the hallway is a pit trap (marked Audience Chamber (Area 8).
on the map). The trap is poorly concealed and requires Stones from the fallen tower have left debris of
a successful DC 12 Wisdom (Perception) check to spot, crushed armoires and bedside stands. An Intelligence
but cannot be disarmed, only avoided by passing a DC 13 (Investigation) check reveals jewelry and coins worth a
Dexterity (Acrobatics) check. A character unaware of the number of gold pieces equal to the result of the check × 10
trap must make a DC 15 Dexterity saving throw to avoid it. gp; the check can be repeated, but yielding up to 500 gp.
On a failure, a character falls 40 feet through the floor into The jewelry includes sapphire earrings and a golden heart
a freshly-dug pit. locket.
The locked door to Area 4b requires a DC 13 Dexterity Secret. In the northeast corner of the room is a heroic
(thieves’ tools) check to unlock and bears an image of statue of Hassan. A DC 14 Intelligence (Investigation)
Hassan sleeping on a stone slab. check reveals there is a groove in the floor that allows it to
be pulled 1 foot west. Moving the statue in this way opens
4. HASSAN’S RELIQUARY a secret door in the wall to Area 11.
A stone wall divides this chamber, in the center of which is a
glowing barrier. Within the barrier is a tome upon a pedestal. 6. INSIDE THE WORM
Shining treasure is strewn across the floor, but from beyond the Where you would expect to see a door is instead the toothy maw
partition you can hear the sounds of steel striking stone. of a gargantuan purple worm! Faint slurping sounds echo from
The wizard Hassan desired his tomb separated in three; inside its gullet.
one half for the arcane relics he had collected throughout The purple worm that devoured this hallway is only 1 day
his life, one half for his body, and a small alcove for his dead, slain by the shadow fey in Area 6. Its gullet is still
spellbook in the center. wet. Three young purple worms (use giant constrictor
Treasure. The reliquary is filled with mundane treasure, snake statistics) are inside its body, devouring it from
such as gold and platinum coins, and gem-encrusted within, but are hungry for fresher flesh.
ceremonial weapons worth a total of 3,000 gp. If Hassan Fey Door. The shadow fey have created a magical gateway
is substituted for a legendary hero in your campaign, between the inside of the snake and their base in Area 6.
this reliquary may have a signature legendary item in it; Its onyx-black archway glistens with amethyst light, and
otherwise the treasure chamber also contains a brooch of the other chamber can be seen
shielding and carpet of flying (capacity 600 lbs.). clearly through it.
Spellbook. Hassan’s spellbook is on a pedestal in the center
of his burial chamber. It is surrounded by a permanent
translucent barrier similar to an antilife shell. This barrier
can be dispelled as if it were a 7th-level spell, but the
spellbook can also be bypassed through player ingenuity;
nonliving matter passes through the barrier without
resistance. The spellbook contains up to 70 levels of spells,
or the following:
1st – burning hands, identify, mage armor, magic missile, shield
2nd – acid arrow, darkvision, gentle repose, knock, levitate,
rope trick
3rd – fireball, haste, magic
circle, slow, vampiric touch,
water breathing
4th – black tentacles, dimension door, polymorph,
secret chest
5th – animate objects, hold monster, passwall
5. HASSAN’S TOMB
A stone wall divides this chamber, in the center of
which is a glowing barrier. Within the barrier is
a tome upon a pedestal. The chamber is spattered
with dark blood, and three armored warriors
are mechanically hacking at six man-sized worms
struggling to get inside a stone sarcophagus.
Three suits of animated armor tasked
with defending Hassan’s body are
beset by six giant worms (use
constrictor snake statistics), and
the corpses of a dozen more are
strewn across the room. The suits of
armor attack all creatures who touch
Hassan’s perfectly‑preserved body.
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7. SHADOW FEY CAMP fire damage. Whenever the skeleton hits with a melee
weapon attack, the target takes an additional 5 (1d10)
This tomb has been converted into a military camp. Two fire damage. The skeleton is immune to fire damage.
ten-foot-tall, hulking creatures with gray-black skin and
glimmering chain shirts stand arguing around an unlit brass Water Susceptibility. For every 5 feet that the skeleton
brazier. Despite their monstrous size, their speech sounds elven. moves in water, or for every gallon of water splashed on
it, it takes 1 cold damage.
The shadow fey arrived to protect the heroes a few days
ago. They were originally led by an enchantress named 9. TYMANDE’S TOMB
Xarrika, but she was ambushed by the wormhearted
suffragans in Area 8 and hurled into the Pit of Undying This sepulcher rings with unearthly screams as the wraith of a
Flame. Now all that remains is the muscle; two hulking husky half-elf plunges its daggers into the cloaked figure before
shadow fey guardians (Tome of Beasts, page 174). They it. No blood spills from the wound as the figure turns to face you.
are lost without Xarrika’s leadership, and are bickering in Through rotting lips, it growls, “Hurry. Together, we can destroy
their camp about the best course of action to protect their this spirit.”
heroes. A character may attempt a DC 14 Charisma check Tymande’s spirit watches over her lifeless body—interred
to convince them to go along with any plan. in a sarcophagus in the tomb’s northeast corner—as a
Brazier. The shadow fey can see up to 60 feet in magical wraith. She is locked in combat with a wormhearted
darkness, and have left the brass brazier unlit. It is filled suffragan (Tome of Beasts, page 410) and 4 giant worms
with tinder, and can be lit with green flame from the (use constrictor snake statistics) seeking to devour her
entrance to create another inextinguishable source of corpse. The suffragan sees the PCs as potential allies and
flame. offers them wealth or information in exchange for their
aid in destroying Tymande. It honors this amnesty until
Sarcophagi. Four sarcophagi are arranged along the the PCs have let their guard down.
western wall of this room. Inside are the corpses of
Tymande’s retainers, perfectly preserved by the gentle repose Tymande. Tymande’s spirit is mad with rage, and cannot
effect that pervades the crypt. Searching the sarcophagi be reasoned with unless the PCs present one of her
yields 52 gp, a +1 dagger, a mithral chain shirt, and a silk companions’ treasured artifacts. If this is done, she
burial shroud worth 50 gp. regains her senses for 1 minute and urges the PCs to seek
Krythitas in the northernmost room for a way to set the
Secret. A section of wall in the northwest corner has a heroes’ spirits to rest.
picture of the half-elf warlock Tymande Firestorm with
daggers crossed in front of her chest. The wall slides open Treasure. Tymande was a Pact of the Blade warlock in
if a character adopts the same pose in front of it, leading to service of the Old Ones that wander Midgard’s Western
the inside of an empty sarcophagus in Area 9. Wastes. Her pact weapon was the dagger of venom now
laid across her chest. She wears a set of glamoured studded
8. PIT OF UNDYING FLAME leather enchanted to look like a flowing robe with a flame-
embroidered collar.
You stand at the top of a marble platform above a sea of fire.
As you enter, a cowled figure wheezes and rises to its feet on the Secret. Against the west wall of the room is a heroic statue
platform on the far end of the room. Out of the corner of your eye, of Tymande. A DC 14 Intelligence (Investigation) check
you can see humanoid shapes moving within the flames. reveals there is a groove in the floor that allows it to be
pulled 1 foot east. Moving the statue in this way opens a
The floor of this chamber is a sea of emerald fire. All secret door in the wall to Area 11.
entrances to this room are on elevated stone platforms 10
feet above the flames. A 3-foot-wide stone bridge connects 10. RETAINERS’ TOMB
north and south platforms. Meditating on the north
platform is a wormhearted suffragan (Tome of Beasts, The hallway before you is flanked by ten upright sarcophagi. For
page 410), that awakens as soon as the PCs enter. It casts a tomb, the room smells surprisingly fresh, as if there were no
command on the first PC it sees, pointing a gnarled finger dead interred here.
and rasping, “Approach.” The PC must move towards it This hallway is home to the sarcophagi of eight of the three
by the shortest and most direct route, ending its turn if it heroes’ loyal soldiers. The wormhearted suffragan in Area
moves within 5 feet of the suffragan. 8 transformed these warriors into zombies. The zombies
Within the pit are 12 flaming skeletons loyal to the throw the lids off their sarcophagi as soon as the PCs fully
suffragan. They climb up the platforms to attack the enter the hall. Nothing physically indicates that these
PCs in melee. They act like typical skeletons with the perfectly preserved warriors are undead other than their
following features: glowing red eyes.
Fire Form. A creature that touches the skeleton or hits it Secret. The two central coffins on the east and west of the
with a melee attack while within 5 feet of it takes 5 (1d10) hall do not have zombies inside. If they are opened, a wall
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PIT OF THE DUST GOBLINS
with the carved image of a hero is revealed. See Areas 3 or 6 retains some of her mind and sense of holy purpose, but
for their description. only freeing her wrathful spirit (see Area 11) will restore
her senses.
Trap. When the northern door is opened, a trapdoor in the
floor in front of the door falls open. Any creatures within 5 At the far end of this room is Krythitas’ sarcophagus,
feet of the door must make a DC 12 Dexterity saving throw its lid thrown on the floor. Piled in front of it are the
of fall 20 feet into Area 10. A character can make a DC 16 corpses of a wormhearted suffragan and two shadow fey
Intelligence (Investigation) check to discover the trap, and guardians. Nothing is inside the sarcophagus. Krythitas
a DC 18 Dexterity (thieves’ tools) check to disable it. strikes when the PCs examine the sarcophagus.
Krythitas initially attacks with her longbow and
11. DRAINAGE DITCH cannot be reasoned with unless they present one of her
companions’ treasured artifacts. If this is done, Krythitas
The green light pervading the crypt makes the river of momentarily regains her senses. She realizes that the
crimson blood in this ditch appear to be made up of sticky, heroes’ spirits have been driven into a rage by Qorgeth’s
black ichor. The perfectly preserved corpses of would- minions, and reveals that the only way to end their wrath
be tomb raiders lie broken and mangled beneath the is by cremating their corpses on the pyre in Area 12. She
trapdoor. The blood of the giant worm slaughtered in Area only remains lucid for 1 minute, after which she continues
12 drains through an iron grate into this ditch. A door to attacking anyone in sight.
the east carved with spiraling flame sigils leads to Area 7.
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Under The Devil’s Thumb
An adventure for five 5th-level characters set in the Southlands
by Jerry LeNeave
Special Thanks to: Ben McFarland, Ben Menard, Angela LeNeave, and Irish breakfast tea.
For my Dad, who I lost this year. He was always a big fan of perilous adventures. Although he never played,
I know he’d have loved a good dungeon crawl.
SISTER STARKFEATHER
Of the five Exalted, Under the Devil’s Thumb focuses
SYNOPSIS
primarily around only two of them; Sister Starkfeather, Player characters enter the city and immediately notice
and Lord Vermin. Sister Starkfeather, an albino tengu that despite its outward appearance, something is wrong.
cleric is the current Venerated Exalted of the lower left Plagued by an affliction being called "stone sickness" or
hand of Nakresh, and plans to hold that position until "the gorgon’s touch" that disorients people and turns
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them to stone. Those with, or suspected to have, the In the distance ahead through the undulating heat, you see the
affliction are being banished from the city. Some demand a white limestone walls of the city known as Highgate shining in
cure, but most are just scared for their loved ones. the midday sun.
A ravenfolk woman named Spinel Larkdon, mother to a
Allow players to introduce themselves and their
child with the gorgon’s touch, begs the PCs for assistance.
characters and get acquainted briefly. Tell them that
An artifact known as the Shroud of Tiberesh, capable of
their journey on the Lotus Trail has had its fair share of
curing any sickness, is locked away within The Umbers'
hardships and that stopping at Highgate is advisable since
vault of spoils below the city. Passionate, she is determined
the nearest civilized shelter and source of supply is at least
to save her son and all those afflicted.
2 days’ journey from here.
She explains that the Shroud could heal and even
As they approach the city:
completely reverse the effects of the gorgon’s touch. A
vocal group of citizens also believe the Umbers' treasure As you approach the looming perimeter of Highgate, you notice
horde holds some magic powerful enough to rid Highgate there are many stone statues outside its walls. Depictions of men,
of the disease. However, none of the aristocrats or city women, and children in various poses grow in number the closer
officials will do anything to retrieve it. Officials say that you get to the entrance. Some in fetal positions, some on their
there is no guarantee raiding the Umbers’ lair would knees, some embracing one another.
produce anything useful, and drawing the ire of the Characters investigating any of these statues do not need
cult will do more harm than good, likely costing more to make a check to notice they are immaculate depictions
lives than it would save. Some of the braver residents of of the various races that inhabit this region. However, a
Highgate attempted to infiltrate The Umbers' Gauntlet successful DC 12 Investigation check reveals that some of
themselves, but wound up either found as corpses riddled the statues appear slightly moist in places, as if made from
with knife wounds, or simply never seen again. clay that is not fully dried.
Lord Vermin and his cronies don’t know that one of their If a player character gets a particularly high result (DC
seemingly mundane magical baubles among hundreds 20+), they believe one of the statues made a muffled sound.
within their vault contains such power. They have so many
items down there they can barely keep track of them all. THE STONE SICKNESS
It’s treasure, nonetheless, and they don’t like to part ways Also referred to as “The Gorgon’s Touch”, this disease is
with their spoils, with one exception: a reward for those transferred through the sharing and/or contact of bodily
who survive the Umber’s Gauntlet. fluids with someone who is already afflicted. So far, there is
Fortunately for the player characters, completing the no known cure for the disease although some in Highgate
Umber’s Gauntlet alive means they are not only entitled believe there is magic powerful enough within the thieves
entrance into the cult, but also a single item from its vault guild's vaults to help.
of spoils. The PC's only hope of procuring the Shroud is
by traversing this initiation Gauntlet – a series of traps, ENTERING THE CITY
monsters, and puzzles devoted to the demon-god Nakresh Upon entering the city, the characters should immediately
- and claiming the Shroud as their prize. notice, amid the typical hustle and bustle of the city,
To gain the Shroud from the Gauntlet, the PCs either everything here is not exactly as gleaming and bright as it
need to enter undetected or by posing as prospective seems from the outside.
cultists themselves. Once inside the Gauntlet, should
Horse and camel-drawn carts steadily trot along the stone streets
they survive and obtain the Shroud for Spinel, they will be
before you. The smell of freshly baked bread wafts through the air
rewarded handsomely for their hard work.
as children run about and play, and vendors boast about their
Only after it’s too late will they realize that they’ve served
wares loudly from their stalls.
as a pawn in a much larger scheme of Sister Starkfeather’s,
Louder however, is the voice of a dark-skinned dwarven
which in turn, could spawn an entirely new adventure!
man standing atop a barrel. Ringing a bell and holding a bold
statement on a sign that reads, “ANU-AKMA COMES.”
PART 1: CALLOUSED Allow the characters to briefly soak in their
The adventure opens as characters traverse the Lotus Trail, surroundings. Interacting with the dwarf man should
headed either north toward Per-Bastet, or south toward clearly let the players know:
Per-Kush. Allow the group to come up with their own • His name is Badul and he believes the city is
reasons for traveling together. Perhaps they are a nomadic succumbing to a divine plague.
group of entertainers, or a specialized team of “tomb • He declares people are slowly turning to stone, it starts
liberators.” Maybe they formed a bond after surviving a with a small patch of dry skin but quickly spreads and
perilous event together such as exploring the Tomb of turns their entire person to chalky white stone within a
Tiberesh or meeting an angry djinn. few days’ time.
18
PIT OF THE DUST GOBLINS
• The city officials are doing almost nothing to help, and city of thieves will risk their own neck to help, but perhaps you
simply urging citizens to stay indoors until the sickness will? I can make it worth your while.”
runs its course.
Spinel is dressed in sandy-colored hooded robes tied
Whether interacting with Badul or not, after being in the with a simple white sash. Her eyes are a pale blue, and
city for a few moments read the following. filled with desperation. Allow the player characters to
The bazaar at the city gates is peppered with various statues like question her as they see fit, while doing so keep the
the ones outside. Some lay in corners, others lie prostrated on the following in mind:
sandstone streets. People bustle past the statues while avoiding • Spinel is genuinely concerned about saving a young
looking at them, many covering their mouths with handkerchiefs boy named Etiryp (Et-rip) who has the stone sickness,
or wearing makeshift masks. although he is not actually her son. He is the son of a
friend of hers, Galena, who came to her for help, and
MEETING SPINEL (HOOKS) is in the middle stage of the disease’s progression. He
Whatever the player characters decide to do next should only has about 24 hours before it consumes him.
be interrupted by Spinel Larkdon, a tengu woman with • The Umbers have a hold over the city, they are a
reddish-grey plumage, and a beak that has a deep gouge guild of thieves dedicated to a cult of the demon-god
in its left side. If the players decide not to approach or Nakresh, devoted to thievery and magic. Any character
interact with Badul, the same information is relayed to succeeding a DC 10 History check reveals whatever
them after speaking with Spinel. portions of the History section you’d like to relay.
“Travelers!” A somewhat shrill and fragile voice erupts from the • She is familiar with the cult of Nakresh and its Gauntlet
hum of the city. “Please, a mother begs of your aid. My son suffers because she is a member herself, she serves Sister
with this terrible sickness. A mother cannot simply stand by and Starkfeather. Although she passes this knowledge off
watch her only child slowly turn to stone! No one in this forsaken with a convincing story about how Lord Vermin’s
19
associates troubled her family for decades. (Insight irritated, and she’ll no longer increase the reward.
DC 25 reveals she's telling a partial truth. Her clan If pressed for provisions, Spinel can offer to provide two
skirmishes with Vermin.) potions of greater healing, basic ammunition, rations, and
• She claims that a family heirloom artifact (the Shroud torches.
of Tiberesh) was stolen by The Umbers several years For combat purposes, should less wise characters’
ago, and without its healing properties, her sister attempt to cross or harm Spinel, she is a Tengu archmage.
passed away. This story is absolutely false, but Spinel Additionally, her friend Galena is a crimson-feathered
shares it with the conviction of one who’s told a lie Tengu assassin and will arrive to assist her 1 round after
so many times that they themselves believe it. An combat begins.
Insight check (DC 25) reveals this. Spinel refuses to Characters who attempt to make checks to detect
acknowledge the falsehood. deception fail automatically, Spinel has had a lifetime of
• She has more than adequate monetary and magical practicing her craft. Repeatedly prying or accusing her of
resources to pay the characters handsomely for the falsehood will only anger her; each time a player character
artifact’s return (within reason), a paltry price to pay does so, decrease the amount of gold rewarded to them by
for aiding Sister Starkfeather while simultaneously 10% and remove a minor magical item from the treasure
avoiding risking her own life. cache. Additionally, each time this happens, reassure the
players that Spinel seems genuine. Proceed to Part 2.
THE JOB
If the players show interest, Spinel asks them into her
home, which is nearby, to speak more privately, though she
PART 2: THE VARIOUS ROUTES
doesn't insist. In either case, have her direct them toward a Once the characters have agreed to help, whatever their
secluded space to discuss the job more in depth. motivations, Spinel provides them with a means to escape
“Thank you, thank you so much. Now, we’re going to need to the Gauntlet swiftly once they’ve obtained the shroud.
recover a magical artifact that once belonged to my family. Stolen “Take this scroll, it was a gift from a mother’s grandfather
by Lord Vermin’s filthy little insects, it is a burial shroud of a once many moons ago. It was he who planned to infiltrate the cult’s
powerful sorcere- king that has immeasurable restorative and Gauntlet and steal their most prized possessions and whisk
preservative powers.” himself away. The spell inscribed herein will teleport your group
to safety once you’ve got what you need.”
Spinel explains this artifact is hidden within the Nakresh
Guild maze, with powers capable of saving her son. The The scroll of word of recall only functions to return its
item is known as the Shroud of Tiberesh. Not only will it help travelers to the permanent circle within Spinel’s home.
save Etiryp, but it could also save and potentially reverse “Now, as for gaining entrance to The Umber’s Gauntlet and
the effects of the sickness on other citizens. claiming its prize, you can either sneak your way in or pose as
She explains those who survive the Gauntlet are not only initiates. The Umbers have little faith in outsiders who wish to
granted entrance into The Umbers, but may claim a single prove themselves, assuming they’ll perish almost instantly, and
item from the hoard at the end of the trial. This treasure so they let most anyone into the trial.”
serves both as a prize and as proof of survival. This of
course is not the only way, as breaking in and finding a way If the PCs pose as cultists, they can approach the guards
to the hoard is also an option. She laments, she would do it directly through the entrance below the Bazaar at the
herself, if she were the bird she once was 20 years ago. center of town. Spinel tells them:
She offers to pay 300 gold pieces per character, and “Have your wits about you, you’ll need to give the impression of
she has a small cache of minor magic items for them as utmost devotion to the ‘8-armed Demon God Nakresh, his hands
well (GM’s pick), one for each of them, to divide among grasp all there is to take and hold’. Head straight to the Umbers'
themselves as they choose. If the players agree to meet in Gauntlet foyer by speaking with Corvus, one of their fences who
her home, she shows them the cache by motioning toward runs a shop as a cover, set up in the bazaar.
a locked chest and showing them a sample from within
However, if they opt to avoid interacting with the Umbers,
(your choice as DM). Otherwise she does not specify which
there are two little-known routes through the sewer that
items, but assures the characters they are worthwhile.
can conceal their entrance into the Gauntlet, and Spinel
Spinel is wealthy, though she doesn’t really look the part,
can direct the PCs to either.
and can be bargained with. A successful DC 16 Persuasion
If the characters decide to break into the Umbers'
check convinces her to pay more; she offers an additional
Gauntlet, Spinel tells them:
100 gold pieces per character. A result of 20 or higher
causes her to offer the characters the option to keep the You’ve two options for sneaking in; either through the Dead
Shroud of Tiberesh after it is used to cure Etiryp, should Man’s Slough in the graveyard district, or Geb’s Maw. The
they do a particularly efficient job of acquiring it. Checks graveyard is a bit less conspicuous, but beneath is surely guarded
failing to meet the DC by 10 or more cause her to become by something undead.
20
PIT OF THE DUST GOBLINS
Characters inquiring about Dead Man’s Slough hear: If the characters approach Corvus as an entire group,
“Beneath a grate near the back of the graveyard district near the they must prove themselves worthy. Doing so requires
old king’s tomb, lies a tunnel that should lead you directly into each of them to succeed a DC 15 Persuasion or DC 14
one of the chambers within the Umber’s Gauntlet.” Deception check to even have him begin considering
them for admission. Characters may intimidate him by
Characters inquiring about Geb’s Maw hear: succeeding a DC 20 Intimidate check instead, but these
“Between the stables and the slums, a massive sinkhole breaches checks are made with disadvantage.
the city streets. Not many go near it for fear it will widen and If the characters approach Corvus individually, or after
swallow them whole. At its bottom is a sewer tunnel that lead to the group has proven themselves to him, they must simply
the Umber’s Gauntlet.” show their “devotion” to Nakresh by “donating” an item
of their own or by procuring one from a stranger in the
After speaking with the characters about their approach, bazaar.
she takes a few moments to provide them with a rough
hand-drawn map indicating where to find Corvus, and the
entrances she’s described.
Allow the characters to make any final requests, ask
questions, etc., before they set out to enter the Gauntlet.
Proceed to the appropriate entrance chosen by the group.
GAUNTLET FOYER
Characters seeking out Corvus will easily find him marked
on Spinel’s map in an octagonal black tent with gold trim,
each side having an embroidered shape of a hand on it.
Upon entering, read the following aloud to the characters:
Standing inside and idly admiring his own jewelry is a finely
dressed roachling man with a pompadour haircut of thick, wiry
hair, and well-polished shoes. He regards you with a wide smile,
as his antennae stand up from his well-groomed coiffure. “What
can I do for ya’?”
Corvus’ Tent
This is the characters' chance to roleplay a bit, allow them
to interact with Corvus and guide those interactions based
on the following:
• Corvus is a roachling of stature within Lord Vermin’s
ranks. He is a faithful and tenured guild fence. He is
primarily concerned with the moving of goods, and his
own self-importance.
• He does not know of Spinel personally, all of Sister
Starkfeather’s acolytes are all the same to him.
• He does not know of the Shroud of Tiberesh or many
specifics of the guild Gauntlet beyond being glad
he was grandfathered in before the trail became
mandatory.
• He takes the intake of initiates into the Gauntlet very
seriously, and only allows those who prove their true
devotion to Nakresh to pass.
• He knows that, typically, Umber initiates come one or
two at a time, an entire party of initiates is uncommon,
and often a red flag.
• When taking payments being shown as devotion to
Nakresh, Corvus doesn’t care about the source, so
long as they have some value. Every little bit helps Lord
Vermin’s cause.
21
Once this has been done and Corvus decides to let the The Sunken Homestead
characters through, read the following aloud: At the bottom of this massive sinkhole, roughly 20 feet
Corvus pulls back the fine gnollskin rug on his floor, revealing a in diameter and 150 feet deep, lies a shattered home, its
hatched sewer entrance. Well-kept and relatively free of grime, debris strewn and stretched across a natural chasm.
you descend directly down into a foyer where four heavily armed Should characters decide to enter this way, they may
guards, two roachlings and two gnolls, stand watch over the draw a crowd of onlookers swept up in fear and awe. They
Gauntlet’s entrance. The hatch closes and seals above you. will also require climbing tools, magic, or some other
means of securing themselves as they travel downward.
Development. If the party attacks Corvus, he flees, but If traditional climbing tools are used, know that the earth
tells no one in order to save face. He is there when they here is unsettled, ask for DC 10 Athletics or Acrobatics
return and congratulates them on their success. checks every 50 ft. If one of these checks fail, explain that
If the party pursues Corvus, they will face the guards in they lost some footing but manage to steady themselves.
the Vestibule (Part 3, Area 1). Two subsequently failed checks, or a die result of 1 results
in the character falling the remainder of the distance.
GRAVEYARD The bottom of the sinkhole is effectively in darkness.
Marked with a skeletal hand on Spinel’s map, the Once a light source is used, or for characters with
Graveyard district holds the most discrete entrance to the darkvision, read the following aloud:
Umber’s inner workings, however, it is dangerous. Should
From the bottom here, you find a short dog-leg tunnel, and
the characters decide to go this route, read the following:
far down it, perhaps 100 yards, you see a natural chasm
The limestone streets here are cracked and choked with brambles approximately 10 feet wide, separating you from the other side
and loose sand. At the base of a tall marble statue depicting an where a torch lit entrance to the sewer ducts gleams. This jagged
old king lies a simple brass grate and ladder. Hollow whispers of tear in the earth descends to further unknown depths. Across
air bellows from beneath. it lies splinters of the broken home, and a ruined support pillar
from the city walls above.
King's Antechamber
The chasm is a straight drop for another 300’ and what
This entrance leads way into the old king’s tomb, guarded
lies at the bottom is certain death. Characters who further
still by undead servants. The ladder descends into a small
inspect the boards and succeed on a DC 12 Investigation
10 ft. by 10 ft. featureless room that smells of rot and dust.
check should be read:
A simple wooden door here gives way to a much larger
30 ft. by 30 ft. antechamber filled with monsters and The boards that stretch across are unfit for supporting even the
crumbling limestone that’s strewn about the floor. weight of a dog without crumbling.
Beyond this room lies a narrow, linear series of hewn Characters may determine their own solution or use
stone crypts that lead to a dead end. The dead end is the crumbled support pillar to form a makeshift bridge to
actually a secret revolving door (Perception DC 13) which cross the gap. If so, one character must succeed on a DC 16
leads into the Gauntlet’s chapel. Athletics check to move the pillar, and each must succeed
Creatures. The antechamber contains a wraith, a ghoul, on a DC 13 Dexterity check to cross without falling. Other
and 2 zombies that attack on sight. precautions can be taken, such as the use of ropes, to
increase the chance of success.
Treasure. The creatures have no treasure, as the guild
After half of the party has crossed the gap they encounter
regularly cleans out this area and dresses it to appear
3 hungry gricks hiding amid the rubble (Perception DC 16
abandoned and unused.
to spot). Read the following aloud:
Proceed to area 5, Chapel of Chance in Part 3.
The silence here is suddenly pierced by chittering and suckling
STABLES sounds as 3 tentacled snake-like creatures slither outward. Their
Not long ago a sinkhole opened up just within the city’s body's colors shifting like chameleons as they detach from the
walls near the stables. Many locals thought this was a sign rubble they in which they were hiding.
from the gods. In reality, the subterranean foundation of
After crossing the chasm, Proceed to area E, Demon’s
the city was merely settling and unfortunately swallowed
Gambit in Part 3.
up a nearby homestead from the adjacent slums district.
Creatures. The gricks are trained to remain in this area
and do not pursue parties out.
Treasure. The creatures have no treasure, as the guild
regularly cleans out this area and dresses it to appear
abandoned and unused.
22
PART 3: THE GAUNTLET 2. NAKRESH’S GRASP
All who wish to serve The Umbers, and in turn, Nakresh, The iron doors creaks shut with a low rumble of metal against
must complete this Gauntlet in order to become a the stone floor. From the other side you can hear the muffled
member. Located deep below the city, within segregated sound of a board being slid across the door, barring you inside.
sections of decommissioned sewer, lies a series of linked
Five bronze keys lay within plain sight, but four of them
chambers filled with traps, challenges, and monsters. No
are false, and they are all guarded by very real traps.
matter which path is taken, all 5 trials must be completed
The relief on the floor represents Nakresh and his eight
in order to unlock the vault of spoils and prove themselves
arms, grasping all that he can hold. The pillar in the center
worthy. Each chamber contains one of the 5 keys required
holds one of the five keys in this room, although it is
to open the vault.
false. The true key lies on the shelf of the pillar (4) to the
Each key should have a different description, and feel
southeast that Nakresh’s lower-left hands are grasping.
free to be creative with the shapes, like a skeletal hand, or
a shooting star, or a dragon. However, the portion of each This chamber of smooth stone is home to a carved relief of a
true key to be inserted is triangular in shape. Keep the massive beast upon its floor. At its center, a simian face with its
descriptions filled with details, and only include this if the mouth agape holds an octagonal pedestal that rises about three
group asks for specifics about that portion. feet from the floor. Two bodies lie propped up against it. Directly
Unless otherwise noted, throughout the Gauntlet all the across the way, you see another door.
doors are unlocked, and not trapped. All rooms are lit by Characters who inspect the bodies and succeed a DC
torches in sconces. 10 Medicine check reveal that they have both been dead
Additionally, taking a rest is not an option during this for approximately 1 week. Both halflings, one appears
event, as saving the boy is time sensitive, should characters to have been killed by a crossbow bolt to the head. The
consider taking a rest, remind them that it will cost Etiryp other, who is much older, remains unknown. A successful
his life. DC 11 Perception check reveals that among them is a
hand crossbow, 4 bolts, a small pouch filled with sand,
1. VERMIN’S VESTIBULE 2 daggers, and each wears leather armor and plain iron
Descending from Corvus’ tent is a short trip. Once wedding bands.
characters reach the bottom, read the following aloud: Once the characters have been in the room for a minute
This massive cave holds a gigantic carving of a demonic baboon read the following aloud:
face, its tongue sticking outward. A half dozen armed guards You notice that the relief includes eight arms that snake along
stand before you, seeming completely ambivalent to your the floor in pairs of two, each set branching toward four separate
presence. Flanking a sturdy iron door with pull-rings, the gnolls columns that run floor-to-ceiling at the north and south ends of
brandish polearms. The roachlings each wear a bandolier of the room.
daggers and shortswords rest at their hips. None of the guards
speak or make much eye contact. These 4 columns are at the northwest, northeast,
southwest, and southeast attached to the walls, flanking
Interacting with the guards here won’t elicit much both doors. Marked on the map as 1-4, each is painted
of a response. They tell the characters to move into the with a different scene, and each contains a small shelf
Gauntlet or get out. The guards here assume, like most, holding an identical triangular bronze key. Column 4
the characters will not survive long. holds the real key.
Creatures. The two roachlings are assassins, and the The columns each depict an aspect of Nakresh’s aspects:
four gnolls are gladiators. This is a deadly encounter that
1. Brazen Theft: Hooded figures stealing from paupers
would make short work of the PCs should they pick a fight
and the elderly.
here. Alternatively, the guards could opt to subdue them
and let them live, delivering them to some other portion of 2. Magical Treasure: Piles of glittering gold, wands,
sewer, the desert wastes, or whatever you prefer. weapons, and baubles.
Treasure. The creatures have their gear. However they 3. Power: An insect, holding a blade in its pincers and
represent a challenge which should be beyond most sitting atop a throne.
parties. If defeated somehow, they have an uncommon 4. The Exalted: One hooded figure, stealing from
magic item each, and 50gp. another dressed identically.
23
Each is also trapped. DC 15 Perception to spot Once the ceiling has descended 15 ft., all creatures
irregularities, DC 14 Investigation to assess the medium sized or larger must succeed a DC 15 Athletics
mechanism and discover how to disable each trap: skill check or fall prone. If the ceiling manages to descend
fully, it crushes and instantly kills any living creature
The Columns within the room.
1. Necrotic Trap (magical trap)
A DC 15 Perception check notices a fine white hair about 3 3. MAGIC-MONGER’S MENAGERIE
inches in length lying under the key. The column is infused The central chamber to the Umber’s Gauntlet is in
with necromantic magic that can be detected with detect dedication to the arcane and strange magical puzzles that
magic, or a successful DC 15 Arcana check. Removing this wizards of Nakresh adore.
key will instantly age the first person who touches it 3d6 A massive obsidian skull sits in the center of the room,
years. (DC 15 Wisdom save to resist, but the creature's hair faux gemstones made of glass are set into the stone floor
turns white on a successful save). A DC 15 Arcana check below it. Adorning its third eye with a proper gemstone
can temporarily bypass the trap. will relinquish the key held in a protective stasis above it.
Using the wrong gemstone may result in certain death, or
2. Poison Gas Trap (mechanical trap)
mighty amusement.
A narrow slot just below the shelf can be detected with Regardless of the entry point into this chamber, read the
a DC 15 Perception check. A DC 10 Investigation check following aloud:
determines that there isn't a sure way to deactivate the
This perfectly square chamber has a high ceiling and doors on
trap, but succeeding by 5 or more on the check reveals
each wall. At its center, sitting in a shallow pool cut into the floor
that standing back some distance and using an object
is a huge obsidian skull. Floating high above it within a small
to remove the key might avoid whatever effect it has. A
magical force field is a triangular bronze key.
burst of sour-smelling, yellow gas sprays from the slot.
Creatures adjacent to the pillar must succeed on a DC 15 The skull itself was carved from a single chunk of
Constitution or become poisoned for 1d4 hours. obsidian. Its mouth frozen in a grin, it has two massive
3. Spear Trap (mechanical trap) cannonball-like gemstones for eyes. Its left is made of
ruby, and its right sapphire. Each gemstone weighs 85 lbs,
A spear bursts from a hidden recess in the column (+6 and can be removed using an adequate metal instrument
to hit, range 5 ft., one target. Hit: 11 (2d10) piercing after succeeding on a DC 20 Strength check. At the center
damage). It thrusts forward five feet and then retracts back of its forehead is a third eye, carved depicting eyelashes
into the pillar. and a centered gaze. Characters succeeding on a DC 12
4. False Trap (mechanical trap) Investigation check notice that there is a shallow divot in
Characters hear a deep metallic “click” followed by a faint this center eye where the pupil would be.
rumble from somewhere deep within the walls. Nothing The key is suspended in midair, 10 ft. above the skull.
happens. The skull itself is roughly 4 ft. tall. Characters attempting
to climb, fly, or otherwise reach the key cannot interact
Removing the key from this pillar causes the with it; the magical barrier surrounding it is far too
weight‑sensitive plate it rests upon to trigger the crushing strong. The barrier radiates abjuration magic (Arcana
ceiling trap. DC 14). The only way to dispel the barrier is to pluck the
ThePedestal (crushing ceiling trap) proper gemstone from the floor and put it into the inset of
the skull’s third eye.
(mechanical trap)
Read the following aloud when characters take a closer
A DC 15 Perception check is required to spot the seam inspection of the area surrounding the skull:
around the plate. With a successful DC 14 Investigation
check, a PC can determine that removing the key without The skull sits in a shallow pool of water cut a few inches into
triggering the trap requires something else of similar the floor here. Beneath the calm ripples, you notice a series of
weight (4lbs) be placed here when the key is removed. colorful, fist-sized gemstones, which are also set into the floor.
The ceiling of this chamber is 20 feet high, and the The gems are arranged in a straight line from left
crushing ceiling trap descends at a rate of 5 ft. per round, to right under the shallow water: quartz (clear), red,
each round after being triggered on initiative count 20. orange, yellow, green, blue, purple, black. Each of these
If the key or an object of the same weight is placed back “gemstones” are simply cut and dyed glass made to
upon the pedestal the ceiling trap stops, remains still for resemble similarly colored gems such as ruby, citrine,
one round, and recedes another 5’ back toward its initial onyx, and have no value. This can be deduced via a
position until back in place, or until the trap is triggered successful DC 15 Investigation check, but only after one of
again. the gems has been removed from their inlays and properly
inspected. They can easily be pried up from beneath the
24
water with a dagger, knife, or anything thin enough to
wedge between them and their inlays in the floor.
The combined colors of the skull’s eyes provide the
solution to the puzzle, so purple is the correct gemstone
to remove and place in the skull’s third eye. Upon doing
so, the force field from above flickers out, and the key falls
to the ground with a metallic *clang*.
When other gemstones are removed and placed within
the eye, other effects take place. They cannot trigger more
than once, and removing the gemstone will not reverse its
effects once triggered:
• Quartz. The character who placed the gemstone has
its lungs immediately filled with water and begins
suffocating. (A DC 13 Constitution check to vomit
out the water and remove the condition)
• Red. A portal opens from the back of the skull and a
cambion crawls forth, attempting to drag a character
back into the hells with them. It fights to the death.
• Orange. A fireball explodes from the skull’s nostrils
as if cast from a 5th level spell slot, delivering 35
(10d6) fire damage.
• Yellow. Lightning leaps out in all
directions, filling the room and affecting
every creature inside per the effects of
lightning bolt (DC 14 Dexterity save for
half damage). Creatures standing in the
shallow pool around the skull take an
additional 2d6 lightning damage.
• Green. Cloudkill erupts from the skull’s
mouth as if cast from a 6th level spell
slot (20-foot radius, 27 (6d8) poison
damage, DC 15 Constitution for half
damage).
• Blue. The entire room is temporarily
plunged through the arcane veil as 3
nothics skitter into existence and Evard’s
black tentacles (DC 15 Dexterity to evade,
or 3d6) erupt around the skull for 5 rounds.
Fighting to the death, the nothics use
their weird insight power to taunt the party in
undercommon.
• Black. Unnatural darkness dims the torchlight in the
room. Three night scorpions flicker into view and
immediately attack.
Creatures. The creatures do not leave this room. Sprinkles of rock and dust crumble to the ground as an animated
Treasures. The creatures have no treasure. mouth on the north wall opens with a yawn. It speaks to you.
“Travelers, perhaps I may be of some assistance?”
If the Wrong Gem is Chosen. Luckily, the characters
won’t be without at least a little help here. A sentient The magic mouth does not operate per the standard rules
magic mouth dwells on the north wall of this chamber. It for such a spell. It promises to answer two “yes-or-no”
can be easily spotted by anyone looking on the north wall questions from the party, and it bluntly tells them that one
near the door. It triggers after the first time the wrong gem of the answers will be true and the other will be a lie.
is inserted into the skull’s third eye. Read the following After being asked its two questions, the wall recedes and
aloud when this happens: doesn’t reappear until the next set of hopefuls traverses
the Gauntlet.
25
Development. As the core of the test, the party may pass The ground in the areas adjacent to the ledges (indicated
through this area several times as they complete the other by dotted lines, lightly shaded) are regularly greased by
tests. As long as they do not reset the gems, they do not cultists, and are for all purposes under the effect of a
trigger further effects. Proceed to the appropriate areas. permanent grease spell.
The precipice at the center of the chasm is littered with
4. DEMON’S GAMBIT rubble from bolt impacts and the natural degradation of
This chamber is also the byproduct of the Umbers being the cave, and it is considered rough terrain.
resourceful with the natural areas of their subterranean Each demonic simian face carving adjacent to the
Gauntlet. This chamber holds its key atop a specialized door (A, B) is a relief, depicted with its mouth agape.
bolt thrower that rains death onto those who enter the The tongue of each relief serves as a button, if both are
room, trapping its occupants inside. depressed simultaneously, the flechette volley trap stops
Any characters entering this room from either entrance for 1 full round before resuming. The buttons are rather
may immediately notice that the ground near the chasm is obvious, and only require a successful DC 12 Perception
covered in a translucent brown liquid on a successful DC check to notice.
11 Perception check. This is grease, set to make traversing
Flechette Volley Trap
the chasm even harder.
Once the flechette volley trap is activated, read the
Entering From Geb's Maw following aloud:
If characters are entering from the east, read the following A metallic *SHING* echoes sharply as mechanical grinding
aloud: sounds fill the chamber. The cylinder at the center of the precipice
After traversing the sewers for some time, you find your passage whirs to life and begins launching thick iron quarrels in all
widens and gives way to a room carved from a natural cave. directions, their impacts biting tiny chunks out of the walls with
At the center of this chamber a precipice of rubble-strewn rock each volley.
runs its entire width. Across it, you see a wooden door flanked by
The bolt thrower is a specialized mechanism, loaded
carvings of demonic simian faces. At the center of the precipice
with special flechette munitions. Every other round (1,3,5,
sits a cylindrical post with a bronze key atop it, glinting in the
etc.) on initiative count 20, it fires 4 heavy crossbow bolts
torchlight of the room.
in orthogonal directions. Each bolt is tipped with a glass
Once characters step far enough into the room, a bauble filled with acid that does an additional 1d4 acid
pressure plate (marked by PP in the dotted area on the damage in a 5-ft. radius sphere from its point of impact.
map) (Perception DC 20 to spot) will send a portcullis Every other round (2,4,6, etc.) that it does not fire on, it
from a recess above slamming down into the rock, rotates 45 degrees counterclockwise and reloads. It has
trapping the characters inside the room. It is immensely enough ammunition to fire 30 times.
heavy and requires a DC 26 Athletics check to pull up. The shots fired from this mechanism can strike any
Once this happens, the flechette volley trap activates. creature within a 10’ wide path from the direction it is
fired, striking the first creature or object in its path.
Entering From Magic-Monger's Menagerie The bronze key sits freely atop the flechette volley
If entering from the west read the following aloud after all mechanism, bouncing a tiny bit with each activation, but
characters have crossed into the room: not enough to cause it to fall off. The door on the west wall
Just as the last of you steps into this room, the door behind you remains locked (DC 20 Dexterity check with thieves' tools)
emits a deep *click* that reverberates through the chamber, until the key is obtained.
locking you inside. The door is flanked by carvings of demonic
simian faces, and directly across from you is a wide chasm 5. CHAPEL OF CHANCE
interrupted by a thin precipice of rock, across from that the room Access to this chamber is possible through Area 3, and
continues off into a perilous tunnel of darkness. through Part 2, The Various Routes.
This small crypt wasn’t part of the Gauntlet when first
Approximately one round after the characters have
built, but The Umbers have turned it into a shrine to
taken a few moments to take in their surroundings and
their demon-god. It also serves as an initiate's first test of
potentially notice the grease on the floor or take a closer
loyalty. Cultists come here to pay tribute and beg favors
look at the demonic faces on the walls, the flechette volley
of Nakresh, in return they offer tribute in the form of
trap activates.
coin, magical treasure, or nothing at all. Those who offer
The chasms (indicated by the heavily shaded dark areas)
nothing gamble with their lives.
are over 200 ft. deep and filled with jagged rubble at the
A skeletal servant of Nakresh guards this room, holding
bottom. Any creature falling into this chasm is killed
one of the keys needed to unlock the vault of spoils
outright from the fall.
and also offering up a game of chance to those feeling
particularly bold.
26
When characters enter, read the following aloud: The first character making an offer of gold or magic is
Littered with rubble, this chamber is brightly lit by three large rewarded with the key by the skeletal servant and also
braziers on its south wall with doors to the west and east. To gains a +1 bonus to all die rolls for the remainder of
the north sits a crumbled sarcophagus turned into a makeshift the adventure. Subsequent offerings grant characters
throne. Upon it sits a blindfolded skeleton, it turns and tilts its advantage on a single check of their choice before the
skull curiously at you as you enter. adventure’s end.
Those who attempt to steal from the offerings amuse
The skeleton sits motionless and will look at and offer Nakresh greatly, the sheer audacity required to steal
a roll of the dice it holds to each character only once. The from the shrine of a god dedicated to thievery begets
skeleton does not speak and if threatened or attacked divine intervention. If this happens, the character who
it vanishes in a burst of shimmering particles. After all perpetrated the act is affected by one random result of the
characters have either rolled, passed, or made an offering, dead man’s dice, regardless of any further rolls.
the skeleton sits back in its seat, dormant until its next set
Should the skeleton leave after being threatened or
of visitors.
attacked, it still leaves a key behind. However, this key is
When the characters approach the skeleton: cursed (Arcana DC 17 to detect), inflicting disadvantage to
The skeleton holds its thumb and index finger in a circle, with any attack rolls or checks made by the first PC to pick it up,
its other three fingers fanned upward and places it over its an effect which lasts until the party reaches 6. The Hive.
blindfolded eye as if it were a monocle. Looking at you, its other
hand extends forward holding two blank dice carved from bone 6. THE HIVE
in its palm. This final trial focuses around being able to kill or outwit
These dead man’s dice the skeleton holds are useless whatever guardian lurks within it. The Hive is a circular
if rolled separately. If they are taken from this room they chamber, dank, and filled with refuse and rubble. It is lined
vanish in a puff of iridescent smoke after crossing the with mottled windows, outside of which hang the corpses
room’s threshold. of those who have come before and failed. Kept both as
a grim reminder to those who make it that far, and as a
The braziers in this room are meant for offerings, the
means of storage for feeding whatever beasts currently
brazier on the left has piles of coins, jewelry, and other
reside as The Hive’s guardian.
valuables at its base. The brazier on the right holds a
collection of small magical items such as enchanted The guardian can be chosen randomly from the
daggers, wands, scrolls, and the like. The brazier in the following table, or determined ahead of time by the DM.
center only has a shallow velvet-lined box at its base.
d8 Hive Guardian
Characters who wish to make an offer to Nakresh may do
so by leaving 20gp or more worth of valuables, any magical 1-2 Cloaker
item, or by offering nothing and rolling the dice offered by 3-4 2x Mezzoloth
the skeleton into the velvet lined box. 5-6 2x Otyugh
For those who do roll the dice, consult the following
table and feel free to get vivid when describing to them 7-8 Grick Alpha, Grick
what happens to their character:
28
If They Hold Back. In the event that the characters did not WHERE TO GO FROM HERE?
bring back the Shroud or attempt to keep it, Spinel, Galena, There are now some pretty great threads for you to take
and 3 other hidden cultists attack, fighting to the death. and run with in your own Southlands campaign. For
Creatures. The party is highly unlikely to survive example, does the party:
against this group. Feel free to use a high-level spell as • Attempt to stop Spinel?
a demonstration to prove this to them, and give them a • Join up with The Umbers and try and take them down
second chance to turn over the Shroud. Spinel (archmage), from the inside? Or actually join the Umbers?
Galena (assassin) and cultists (3)
• Side with Starkfeather and join up?
Treasure. The creatures have their gear for treasure, that • Seek to re-obtain the Shroud of Tiberesh for themselves?
is all.
Should the Party Flee. Spinel tracks them and teleports
after them later, to recover the Shroud with prejudice. It
should be an unpleasant encounter. If they give up the
Shroud and just flee, she hunts them later, helping
their enemies for a year.
If They Fail. In the event that the characters
did not return the shroud because they
failed the trials or felt they could not
survive, Spinel and Galena are greatly
disappointed; they search the characters'
belongings and then demand they
leave. They go on to gather other
Starkfeather devotees to get the job
done themselves. Etiryp will likely
die, however.
29
Blood Vaults of Sister Alkava
An adventure for four to six characters of 5th to 6th level
by Bill Slavicsek
The bone covered floor shifts and rumbles. Suddenly bones rise up “I think that one would be perfect as a meal for my blood
and fly together, assembling to form eight distinct skeletons. The elemental.”
skeletons turn empty eye sockets toward you and rush to attack. “Their blood is not worthy to fill these cauldrons, Crimson
The skeletons attack the intruders as Sister Alkava Mother.”
continues to pray at the statue of the Red Goddess. If The Blood Cauldrons have been necromantically
the PCs remain in the lower level, they can deal with the enchanted to increase Sister Alkava’s power. Each Blood
skeletons without any other interference. But if any of the Cauldron provides Sister Alkava with the following
PCs step into the central portion of the sepulcher, the next benefits: +1 AC bonus, 25 temporary hit points, and 1 extra
layer of defense is activated. action each round. So, while all four cauldrons are active,
Wights. When any of the PCs enter the central region of Sister Alkava has a +4 bonus to AC, 100 temporary hit
the sepulcher, read: points, and 4 extra actions every round. (Damage always
targets temporary hit points first, if they are available).
The churning blood in the nearest stone cauldron bubbles over Sister Alkava acts normally on an initiative count of 13.
and a head rises out of the crimson depths. Blood flows down its She can use her extra actions on initiative counts 20, 15,
face and neck as dead eyes open wide. The rest of the body emerges 10, and 5.
as blood continues to run down its arms and chest. Then the When the Red Sister uses an extra action, crimson
wight opens its mouth and screams. energy rises out of one of the cauldrons and flows into her.
The first round in which any of the PCs enter the She then releases that energy as either an extra move or
sepulcher’s center region, the wight inside the nearest attack action.
cauldron emerges. It screams a terrible, mournful wail, Destroying the Blood Cauldrons. If the PCs realize that
an indication that it realizes the fate that has befallen it. the priestess draws power from the Blood Cauldrons,
These four wights were created from the bodies of some they can deny her some of that power by destroying the
of the villagers who arrived as part of the first tribute, used enchanted vessels.
to power the Blood Cauldrons and prepared in case Sister Each Blood Cauldron has AC 10 and 20 hit points. When
Alkava needed undead defenders. It shambles toward the a cauldron is destroyed, Sister Alkava loses one point of
nearest PC and attacks. bonus AC, 25 temporary hit points, and 1 extra action
In subsequent rounds, Sister Alkava uses a bonus action (starting with initiative count 20, then 15, then 10, and
each round to call forth another wight. She does this each finally 5). If all the cauldrons are destroyed, she loses all the
round until all four wights have come into play. She can associated bonuses and benefits.
36
CONCLUSION CONTINUING THE ADVENTURE
What happens next depends on the relationship the PCs
After defeating Sister Alkava and her minions, the PCs
have with either the Red Goddess or the Elders of the
should return to the village and claim their reward. The
Principality. Do they destroy the Blood Vaults? Do they try
village elders remain true to their word. They hand over the
to restore the site to gain favor with the priesthood? Or do
coffer filled with gems totaling 2,000 gp if the PCs bring
they report Sister Alkava’s activities to the Shroud-eaters
back proof that Sister Alkava has been defeated, news
in hopes of earning an additional reward from the ruling
regarding the fate of the village’s young men and women,
class of vampires?
or if they return any of the rescued donors safely back to
the village. The more victims from the second tribute they
were able to save, the more grateful the elders are toward
the PCs. In addition, the PCs receive 100 bonus XP for
each villager rescued from the Blood Vaults.
37
Carrion Shrine of Qorgeth
An adventure for five 6th-level characters set in the Western Wastes
by James J. Haeck
GM INTRODUCTION FACTIONS
Qorgeth’s fanatical undead followers await a messenger A number of parties with divergent goals occupy the
from their dark master. They whisper blasphemous shrine's chambers, all presenting their own challenges to
prayers at blood-drenched altars in total darkness, their the PCs.
profane chants calling Qorgeth’s demonic emissary to the
mortal world. The unspeakable evil that now threatens Wormhearts
Midgard’s Western Wastes was awoken by the well- Qorgeth’s most devoted servants, the Wormhearts,
intentioned mistakes of a man named Petring, a loving long to hear what they call "The Utterance of Certain
father who was seduced by Qorgeth’s lies. It falls to a Decay," a word of power sacred to the Writhing Prince.
party of PCs to undo his cataclysmic mistakes and protect The malakbel demon they are summoning will deliver
Midgard from the coming of a demon prince. it unto them. The wormhearted suffragans animated by
Petring’s misguided rituals singlemindedly pursue the
task at hand: summoning the malakbel or killing their
SUMMARY enemies, in order of immediate importance. If Qorgeth’s
This dungeon can be used to conclude the adventure minions claimed any of the artifacts in the Crypt of
began in the Pit of the Dust Goblins and continued in the Green Shadows, they are used against the PCs by the
Crypt of Green Shadows, or as a standalone adventure. This wormhearted suffragans in Area 8.
adventure is most cohesive if the PCs are familiar with the Prisoners
children Rennie and Linde from the Pit of the Dust Goblins
A number of prisoners—living, dead, and undead—are
adventure and have heard of Petring, their father.
being held as sacrifices for the Wormhearts’ summoning
Petring was once a butler who served the lord and lady ritual. As a demon lord, Qorgeth demands living
of Feycircle, but withdrew from service when he began sacrifices, but as Prince of Decay, he also hungers for dead
experiencing apocalyptic dreams; every night he saw Anax flesh. The zombified corpses of the living suit his needs
Apogeion, one of the Great Old Ones that menace the well. Those prisoners who have not yet been ceremonially
Western Wastes, swallow up his little town. He prayed to prepared and slaughtered are too weak to escape on
every god he could think of, but only Qorgeth responded. their own, but can reward the PCs if they are saved and
The demon lord manipulated Petring into corrupting the returned home (see Area 4).
corpses of Feycircle’s ancient dead into his own undead
servants. When Petring began to resist, the undead Petring and his Children
Wormhearts subdued him, his usefulness outlived, and Petring has a special role in the Wormhearts’ ritual:
continued their profane quest to summon the malakbel, bait. Qorgeth’s minions have been commanded to lure
a demonic messenger said to spread the corrupting word his innocent children and their heroic protectors to the
of Qorgeth until such time as the lord of worms can be ritual as grand sacrifices. Petring is a captive and longs for
summoned himself. freedom, but is tormented by guilt for what he’s done. If
sufficiently motivated (see Area 1), he joins the PCs and
MONSTERS helps thwart the Wormhearts’ profane scheme. Rennie is
Some of Qorgeth’s undead followers use NPC statblocks; a precocious six-year-old and is full of childish bravado,
these creatures also have the following traits: though it crumbles to panic at the first sight of danger.
• Their type is changed to Undead. Ten-year-old Linde is a well of quiet determination, and
• Their Armor Class is reduced by 2 and they gain her courage can grant inspiration to one PC when they
vulnerability to radiant damage. need it most. All three are human commoners.
• They gain the Undead Fortitude trait, as a zombie.
• Their attacks deal an extra 1d6 necrotic damage.
38
ADVENTURE HOOKS • He is a prisoner of the undead priests that Qorgeth
used him to create. They are conducting some damn
As your players’ GM, you know best how to involve the awful magic in the tunnels, and he doesn’t know why
PCs in this adventure. The following adventure hooks are he’s kept out here.
provided to inspire and assist you. • The Wormhearts keep talking about some “Uttering of
• A Missing Father. Following the adventure in the Sudden Doom” or something, and said that they want
Crypt of Green Shadows, the PCs learn that Rennie and a demon to tell it to them.
Linde’s father created a secret passage leading to a • Other prisoners are being kept in the tunnels
shrine beneath the crypt. Only their swift intervention somewhere. Some are alive, others are undead.
can save him.
• End of Act I. A demon-summoning ritual is the 2. MOUTH OF QORGETH
perfect capstone for the lower levels of a long-term Inside the worm’s mouth are two earthen tunnels; the eastern
campaign. If the campaign isn’t Qorgeth-focused, is sealed by a stone door and the western is blocked by a wall of
the Wormhearts may be the militant religious arm of stinking flesh. Flies buzz throughout this chamber.
an evil empire or the secret heart of the corruption
infesting a church of purity and light. Both tunnels lead to the Heart of Qorgeth, but only
the western path is currently used by the Wormhearts.
Unless otherwise noted, all areas in this dungeon are
Petring has been dragged through both tunnels countless
devoid of light. The descriptive text in this adventure
times, and knows that prisoners are being held in the
assumes that the PCs have darkvision or a light source.
west, but doesn’t know why the undead priests don’t use
The PCs descend two flights of crude earthen steps the eastern passage anymore. He also knows that the
leading to a cramped passageway, clearly only designed for Wormhearts always say a certain phrase before opening
one person’s use. Immediately before them is a room lit by doors in this place. He can’t remember it very well: “Vosh
flickering torchlight. tilloobum Qorgeth dar.” A successful DC 14 Intelligence
check reveals that he is trying to speak the Abyssal phrase
1. INNOCENT ALTAR
“Qorgeth’s messenger will come,” correctly “Va’ash
At the base of the stairs is a tiny chamber dug out from the tar’rupan Qorgeth ta.” This phrase protects the speaker
surrounding earth. Looming in the center of the wall opposite against the infestation trap on the walls of flesh along the
you is a stone carving of a massive worm’s toothy mouth. western path.
Through the mouth is a dark tunnel, and in front of it is a stone Eastern Door. The eastern path was locked down when
altar. A motionless man is shackled to the slab. His fine silken the furious earth elementals rose from the soil and killed
clothes are spattered with blood and muck. Two torches flicker a Wormheart, setting its many undead thralls free. The
dimly on either side of the altar. iron door to this tunnel bears an ominous circle of Abyssal
The man shackled to the slab is Petring, and this shrine sigils, surrounding what looks like a handprint of dried
is of his own creation. The caverns just behind the gaping blood. It is also locked, requiring a DC 15 Dexterity
maw were entirely created by the undead created through (thieves’ tools) check to unlock.
his rituals. He is unconscious, but stable at 0 hit points. Inflict Wounds Trap. The eastern door bears a deactivated
If revived, Petring awakens in a state of panic, but he is trap. A successful DC 14 Intelligence (Arcana) check
calmed by a DC 20 Charisma (Persuasion) check or the puzzles out that a character can reactivate the trap by
sight of his children. Unshackling him requires a DC 15 either casting inflict wounds on the door or by self-inflicting
Dexterity (thieves’ tools) check or a DC 18 Strength check. 5 damage and placing a bloody handprint within the ring.
The Children. Rennie and Linde love their father dearly When this inflict wounds trap is active, the next creature to
and are terrified by what has happened to him. They beg touch the door instantly takes 3d10 necrotic damage. After
recalcitrant PCs to forgive him and refuse to leave his side. being triggered, the trap becomes inert until recharged by
If the PCs wish to bring Petring into the dungeon with blood or magic.
them, Rennie’s eagerness may prove dangerous, though
Western Door. The western path is blocked by a wall of
Linde’s resolve can grant inspiration to a character once
rotting flesh. Tiny, grotesque helminth worms audibly pop
per day.
through its flesh as they writhe through it. A door is visibly
What Petring Knows carved from the wall, with a handle of bone protruding
from the flesh. The door is unlocked and can be opened,
• He built this small shrine because for weeks he received but the opener may be victim to its Infestation Trap.
apocalyptic dream-visions. The Great Old Ones
converged on Feycircle and destroyed everything and Infestation Trap. Parasitic helminth worms, like those
everyone. He gave in and created this shrine, which that live within the wormhearted suffragans’ flesh, have
was shown to him in a dream. The tunnels through the infested this wall of flesh. A creature that touches the flesh
worm’s mouth aren’t his creation at all. or attacks it without first speaking the word of power must
40
make a DC 14 Constitution saving throw. On a failure,
they are infested by parasites. An afflicted creature can’t
regain hit points and its hit point maximum decreases by
10 (3d6) for every 24 hours that elapse. If the affliction
reduces the target’s hit point maximum to 0, the victim
dies. The affliction lasts until removed by any magic that
cures disease.
3. THROAT OF QORGETH
The walls and floor here smell rank, like a decaying corpse,
and the ground squelches beneath your feet—and you realize
that this chamber isn’t made of stone at all. All around you
is a cavern of rotten flesh, and four humanoid corpses
partially protrude from the walls and ceiling.
If living creatures enter this room without
a wormhearted suffragan for an escort, a
group of four undead thugs drop from the
ceiling as a single wight pulls itself out of a squishy
orifice on the floor.
Walls of Flesh. The northern door of this chamber
is crawling with helminths and has an Infestation
Trap identical to the one in Area 2. Touching the
walls, ceiling, and floor of this chamber is viscerally
disgusting, but not actually harmful.
Secret. The lifeless head of a giant worm
protrudes through the northern wall, its jaw
clenched tight like an iron vise. A successful
DC 20 Strength check is required to force
its jaws open. The decaying worm “tunnel”
leads to the cells in Area 4, allowing
sneaky creatures to ambush the undead
guards there.
4. RIBS OF QORGETH
Massive, yellow-white ribs grow from
the floor and pierce the walls, creating
three separate cages. All are filled with
bodies, and you can see movement in one,
hear breathing from another, and see only
motionless bodies in yet another. Three
figures in full armor with ghastly white skin stand
guard between the doors in the north and south.
A trio of wights protect the Wormhearts’ future sacrifices
from living intruders. They were once mortal worshipers has no concept of subtlety or a “stealthy escape.” Her
of Qorgeth trapped in undeath by some damning bargain, fellow prisoner is the last human captive from Feycircle,
and exist solely to drain souls from their living foes a grizzled hunter named Klegg who accepts rescue
and transform them into undead abominations, just as but tries to secretly kill Petring with a hidden knife for
Qorgeth did to them. They do not immediately notice bringing this calamity upon his town. The final prisoner
intruders from the secret passage in Area 3, but prolonged is Nevamira, an elfmarked adventurer from Dornig. She
noise, even whispers, draws their attention. was staying in Feycircle to investigate the Crypt of Green
Shadows when the blight hit.
Cages. The northwest cage is filled with corpses.
The northeast cage holds five placid zombies. The Walls of Flesh. This chamber is made entirely of flesh
southernmost cage is filled with three living creatures. and smells of vomit and acid, as if the stone itself was
The first is a dust goblin raider named Wristsnapper, who transmuted into a giant digestive organ. The walls drip
41
with corrosive ooze that deals 1d10 acid damage to anyone 7. GARDEN OF HANDS
who touches it, and the helminth-infested door is identical
to the Infestation Trap in Area 2. Dozens of skeletal hands protrude from the dirt floor of this
cavern, grasping and reaching as if for something just out
5. SHATTERED RIB OF QORGETH of sight. Some have their bony fists clasped tight around the
motionless bodies of worms as long as your arm. There is a stone
The fleshy walls of this room ooze black, metallic-smelling ichor. door to the north.
A giant curved bone the color of spoiled milk has been turned
into an altar in the north of the room. You can hear the shuffling Each 5-foot square in this room is filled with undead
of multiple creatures coming from the tunnel to the north. hands; a space filled with hands is difficult terrain.
Whenever a creature enters or examines a new space, roll
Upon examining the altar: 1d6 + 2 to determine the number of hands. The hands
This altar is caked with dry blood and covered with torn toenails, make a grapple attempt whenever a creature enters their
atop which rests a small clay bowl of squirming helminth larvae. space, gaining a +1 bonus on its check for each hand in
the space. If the hands successfully grapple a creature, it is
If the PCs enter from the south, two wormhearted
knocked prone and takes 2 slashing damage for each hand
suffragans, (Tome of Beasts, page 410) arrive from the
in its space at the beginning of its turn.
northern passage, each dragging two corpses. They hiss
A space can be cleansed of hands by dealing 20 damage.
when they see the characters and one spends its first action
The hands are vulnerable to fire damage and immune to
to cast animate dead to turn the corpses into zombies, while
necrotic, poison, and psychic damage. A space cleared of
the other begins by casting hold person on the best-armored
hands is no longer difficult terrain, but new hands sprout
PC. On subsequent rounds, one wades into combat
out of the soil 2 round later.
while the other casts spells. The undead minions use the
Help action whenever possible to grant the suffragans Trapped Door. The northern door of this chamber is
advantage on its helminth infestation attacks. made of thick stone and bears a circle of Abyssal sigils and
If subdued, the Wormhearts mechanically repeat, an uncharged Inflict Wounds Trap just like the door in Area 2.
“We await the messenger of the Devourer. We await the
Utterance of Certain Decay.” 8. HEART OF QORGETH
The walls of the tunnel fade from dull grey and black to bright,
6. PIT OF CORRUPTED EARTH bloody crimson. The walls pulsate, and the bass notes of a
This wide, stone chamber suddenly drops off into a pit of dark thunderous heartbeat rumble through the cavern. Soon, the
soil. The movement in the pit is subtle, but you can see three large sound is all around you. The tunnel curves and you emerge into
mounds of earth churning through the pit with the speed and the atrium of a massive, beating heart. At the far end of the
energy of swarming hornets. chamber swirls a vortex of color, sickly green morphing into puce
and then gangrenous black and yellow. A pile of bodies
Unlike the rooms in the western passage, Areas 6 and 7
Four wormhearted cultists of Qorgeth stand in small ventricles
are made of stone and dirt, not rotting flesh and bone. The
on the sides of the chamber, their heads lowered and chanting
pit is 20 feet deep, with no obvious way in or out. Dozens
demonic verses. Each one is surrounded by a half-dozen corpses,
of corpses were tossed into this pit for later use before this
already sacrificed. In the center of the atrium is the undead priest
passage was sealed. The three mounds of dirt that move
leading the incantation. Beside it is a coiled purple worm.
slowly within the pit are earth elementals that have been
driven mad by the corruption in these caverns, and bits The Wormhearts’ ritual need only continue for 30 more
of rotting human limbs protrude out of them. When an seconds before the portal at the far end of the room
elemental is killed, the two zombies inside it emerge and stabilizes, allowing the malakbel demon (Tome of Beasts,
attack the nearest living creature. page 78) to emerge. The ritual can only be stopped by
Trapped Door. The northern door of this chamber is killing or otherwise incapacitating all three wormhearted
made of thick stone and bears a circle of Abyssal sigils and suffragans (the ritual leader and the cultists in the
an uncharged Inflict Wounds Trap just like the door in Area southernmost chambers) and both undead cult fanatics
2. (in the northern chambers). The young purple worm (use
giant constrictor snake statistics) protects its master, but
Secret. A character who makes a successful DC 20 is not important to the ritual.
Wisdom (Perception) check on the raised lip around the If the ritual is halted, Qorgeth’s power instantly begins
pit notices a dimly shining hunk of onyx protruding from to collapse. Any remaining undead disintegrate and
the north wall. A DC 15 Intelligence (Arcana) check reveals the fleshy, necrotic walls of Areas 3, 4, 5, and 8 wither
that it is a receptacle for necrotic energy. When the gem away to nothing, causing these rooms to collapse after
takes at least 10 necrotic damage, it slides into the wall and 1d6 rounds, dealing 10d6 bludgeoning damage to any
creates a tunnel leading north into Area 7. The stone has 50 creatures within them.
hit points.
42
If the ritual is completed, the malakbel tears through CONTINUING THE ADVENTURE
the portal in a burst of radiant, black flame. The malakbel The worms and their masters are gone from Feycircle,
delivers a message to the cultists when it appears—the the dead are at peace, and life is returning through the
Utterance of Certain Decay. purified fairy ring. Rebuilding Feycircle may still require
“The Writhing Prince, Lord of Decay, Devourer of All Things, adventuring into the blighted Wastes. The prisoners from
will be reborn into the world of the living on the night when Qorgeth’s shrine could all use assistance getting back
a consul of the Free City devours the heart of her rival. This home, and are fairly wealthy; managing the personalities
knowledge is now known, and you have served your purpose, of sarcastic Wristsnapper and aristocratic Nevamira is an
loyal servants. Embrace your reward.” adventure of its own.
After delivering the Utterance, the malakbel attacks the
undead servants of Qorgeth, granting them the decay
they sought to bring to the world. Its Abyssal radiance
probably makes short work of the Wormhearts,
after which it turns its attention to
the PCs. Depending on the size and
strength of the party, they may be able
to overcome it, at which point the
Carrion Shrine of Qorgeth begins
to crumble as if the ritual had been
halted. If they flee from the malakbel,
it allows them to escape, preferring to
see them sow fear and chaos by spreading
rumors of Qorgeth’s return.
CONCLUSION
The Carrion Shrine of Qorgeth is
the jumping-off point for a longer,
Qorgeth-themed campaign. GMs
looking to use it as a standalone
adventure or a conclusion to a trilogy
of short adventures can exclude this
new plot hook; instead, the Wormhearts
intended to summon Qorgeth himself,
but underestimated their power, and
summoned a malakbel that sought only to
destroy them.
Petring and his children can be
returned to their wife and mother
in the refugee camp, reuniting the
family. If the PCs deem Petring worthy
of punishment, it is their duty alone; none
else know of his transgressions. The undead
minions of decay had no use for wealth, but
the villagers pooled together what money they
had left to give the PCs a reward of 500 gold in
mixed coinage and family heirlooms.
43
The Leystone of the Indigo Star
An adventure for five 7th-level characters on the edge of the Western Wastes
and the Magocracy of Bemmea by Mike Shea
GM INTRODUCTION FACTIONS
An ancient palace constructed by the mighty Wind Lord The flying city currently hosts several different parties, all
Boreas has a new master: the gnoll sorcerous matriarch at odds with one another and possibly the PCs as well.
Odjanbago and her clan—the Archthieves. With the flying
Sky Palace at her command, Odjanbago’s legendary clan Gnoll Archthieves
of thieves and killers have cast a shadow of fear over the Odjanbago, Archthief matriarch, uses the power of her
Southlands’ northwestern desert. All tremble in fear of the captured djinni to slake her thirst for power and stroke
Archthieves, from the jinnborn tribes of the Dominion her massive ego. Her gnolls aid her out of abject fear,
of the Wind Lords to the priests of Bastet in Nuria Natal. not loyalty—though the promise of fabulous wealth also
Even lords of Midgard’s Seven Cities grow uneasy at keeps them in line.
their mention. Whether they hail from the Southlands Leyla
or elsewhere in Midgard, the PCs must shoulder the
Leyla is completely at Odjanbago’s mercy. She has no will
responsibility of ending Odjanbago’s reign of terror.
of her own, but hates the gnolls with every fiber of her
elemental being. Even death would be a welcome escape
SUMMARY from servitude. Djinni are predisposed to twisting the
intentions of their masters’ wishes, but if rescued, Leyla
The Palace of the Wind Lords, also known as the Sky
considers herself honestly bound to anyone who delivers
Palace, was once a retreat for Boreas the North Wind.
her from this torment.
When Boreas betrayed the Wind Lords and departed
for the Northlands, the magic that supported the palace Aechatta
began to fade, and the city that once surrounded the This elemental gearforged was once a free air spirit before
palace has been dashed upon the earth below. When being bound by humans to a physical form. He led a party
Odjanbago and her gnolls discovered the flying fortress, of adventurers in an attack on the Sky Palace about one
only the central palace remained. Odjanbago battled the week ago, but their raid ended disastrously. With his metal
palace’s last owner, a djinni named Leyla, and trapped her body crippled, Aechatta simply wishes to gain the power
within a magic crystal. to emancipate his spirit and return to the Plane of Air.
No matter the PCs’ reasons for entering the Sky Palace,
an army of gnolls, demons, and evil witches stands
between them and victory. ADVENTURE HOOKS
As your players’ GM, you know best how to involve the
MONSTERS PCs in this adventure. The following adventure hooks are
Some of the gnolls use NPC statblocks; these creatures provided to inspire and assist you.
also have the following traits:
• Theft. Baron Raúl Cazagoza of Capleon has been
• Their type is changed to humanoid (gnoll) and they can robbed! The extravagantly wealthy lord of Capleon—
only speak and understand Gnoll. one of Midgard’s Seven Cities—paid handsomely
• They gain the Rampage trait, as a gnoll. for an ivory-white Mharoti camel, believing that the
• They gain darkvision out to 60 feet. beautiful beast possessed magical powers. Not long
• They gain a bite attack that deals 1d4 piercing damage after the money and the camel changed hands, the
plus their Strength modifier. This attack has a +5 bonus Archthieves and the Sky Palace descended upon the
to hit. baron’s caravan and stole his prize. He already sent
a team of mercenaries to reclaim it, but they never
returned. He is willing to pay a king’s ransom to
retrieve the white camel.
• Hunting the North Wind. The ascended Wind Lord
Boreas was exiled from the Dominion of the Wind
52
Lords and was reborn as a dark god in the northern at half their usual speed, and must make a DC 12 Strength
tundras of Midgard. Adventurers from both Midgard (Athletics) check at the beginning of each of their turns to
and the Southlands have reason to want Boreas’s hang on.
power diminished, as he often visits his ancient home
in the Southlands to wage war against the other Wind 2. CRUMBLING GATE
Lords and their followers. Rumor has it a blade of At the top of the palace’s mooring is an arched gateway tall
the south wind, a weapon fashioned to slay the North enough to accommodate a savannah giraffe with room to spare.
Wind, was locked within the Sky Palace after Boreas Its monumental doors are shut; engraved into their crumbling,
fled the Southlands. cloudy-white stones are hundreds of djinn and winged soldiers,
• Three Wishes? A popular rumor says that the fearsome their scimitars drawn and their faces leering down at you. The
Archthieves have been able to terrorize the Middle lower engravings have been crudely altered to depict cackling,
Sea region with impunity because they have a djinni in hyena-headed gnolls instead.
their service. If the PCs have need of a wish, an ally may
know where they can find one. A character who examines the doors may make a DC 12
Wisdom (Perception) check. On a success, they discover
The PCs approach the palace by its tether, an anchor that the door is very slightly ajar, just enough to fit a
currently weighed atop a sandy bluff overlooking a murky crowbar or another small tool into the gap.
lake. The trek up the hill is simple enough, but the sphere Attempting to force open the massive doors requires 1
of whirling air keeping the Sky Palace aloft creates vicious minute of work and a successful DC 20 Strength check;
sandstorms around its mooring. creatures making the check without a crowbar or similar
Sandstorms. Any outdoor area within a half mile of tool do so with disadvantage. Failure by 5 or more alerts
the palace, including bridges between palace rooms, is the gnoll gatekeepers inside, giving them time to retrieve
scoured by sandstorms. All creatures within a sandstorm the horn of alarum and hide behind the statue of Boreas (see
have disadvantage on ranged attack rolls and Wisdom Area 3).
(Perception) checks. Creatures with a nonmagical fly speed
must land at the end of their turn or fall in a direction of 3. GRAND GATEHOUSE
the GM’s choice. Beyond the Sky Palace’s enormous threshold is a gatehouse
Falling. The Sky Palace is floating 100 feet above a small dominated by the towering statue of a winged old man, his
lake. If a creature falls from the palace, they may make a long hair and shaggy beard blown in all directions by a wild
DC 15 Dexterity saving throw to twist towards the lake. A gale. While the gatehouse and its furnishings are made of the
creature who falls in the water takes half the usual falling same cloudy stone as the gates, the statue is carved from solid,
damage. unmelting ice. A cold wind surrounds the statue. There are doors
to the northeast and northwest.
Clearance. Rooms within the Palace of the Wind Lords
are 100 feet tall unless stated otherwise, and the hallways If the PCs infiltrated the palace without alerting the
between rooms are little more than unrailed bridges gnolls within (see Area 2), add the following:
exposed to the elements. Doors are 40 feet tall and 20 feet Four mangy, hyena-headed humanoids bark and cackle at one
wide. Huge-size or smaller creatures must make a DC 15 another, squabbling over a zebra haunch in front of the statue.
Strength check to open or close a door, though all interior On the floor near them is an ivory bugle, forgotten in the scuffle.
doors are left open enough for one Medium creature to
pass through. The palace was clearly constructed for a The four gnolls in the gatehouse have abandoned their
massive being, perhaps Boreas himself. guard duties to fight over rations. Their horn of alarum (see
next page) has been dropped halfway between the base
1. CLIFFSIDE MOORING of the statue and the main gate. The gnolls have a passive
Wisdom (Perception) of 5 for the next 2 rounds while they
You push through the howling sandstorm to the top of a rocky squabble.
bluff. Above you looms the silhouette of a flying palace; a
magnificent ruin of crumbling walls and broken battlements, Alert. If the gnolls discover the PCs, one scraggly whelp
surrounded by a perfect sphere of howling wind. At the top of this remembers his orders and rushes to grab the horn of alarum
cliff is an anchor the size of a bull, linked by a sturdy chain to the and blow it (requiring an action) to alert Odjanbago to the
citadel hovering above you. intrusion. If the matriarch is alerted to the PCs presence,
two invisible stalkers uncoil from the icy statue of
Before the Sky Palace dropped anchor here, this cliff Boreas and wait until the PCs have let their guard down to
overlooked a gentle oasis 50 feet below. Another 50 feet ambush the most vulnerable character.
above the cliff is the palace itself. Creatures cannot easily After the horn is blown, Odjanbago uses scrolls of
fly within the sandstorm that surrounds the palace, but sending to alert the gnolls in Areas 4 and 9, and the sand
may climb the anchor’s chain. A climbing creature moves hag in Area 5 to prepare for intruders.
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HORN OF ALARUM 5. GARDEN OF SALT AND STONE
Wondrous item, uncommon (requires attunement)
A cloud of whirling sand engulfs this open courtyard. Through
This ivory horn is decorated with engravings of trumpeting the sandstorm, you catch a glimpse of three tall standing stones
elephants. The horn is designed to be blown by a creature in the southeast. The wind whistles through holes in the stones,
other than the one attuned to it. It produces no sound and they sing a quiet, despairing melody.
when blown, but instantly alerts the attuned creature of
the direction of the creature that blew the horn as long as If the horn was blown:
that creature is on the same plane of existence. You briefly see the delicate figure of a young woman chained
between the standing stones. She turns to face you and you briefly
4. DINING HALL AND THE SHIPWRECK see her tear-streaked face before she is engulfed by the sands.
This chamber is filled with the wreckage of what was once a
If the horn of alarum was not blown:
lavish dining hall. Dishes of all shapes and sizes litter the room—
some human-sized, others the size of humans! The devastation You see a cloaked figure with wispy white hair in the east of
seems to have been caused by the single-masted ship that smashed the room. It turns toward you and you can just barely see its
through the chamber’s walls. The wrecked ship takes up most of withered face before it vanishes into the sandstorm.
the room, and its hull is torn open. The sound of cackling gnolls This aged creature is a vile sand hag (Tome of Beasts,
echoes from inside the ship, and you see a trio of gnolls outside page 245) named Mambinn. If the horn of alarum alerted
the ship, tossing around a metal leg. You can see the sandstorm Odjanbago, then the hag already disguised herself as the
raging outside the smashed walls, but it does not enter inside the djinni Leyla, bound in chains by her wrists and ankles to
palace walls. three standing stones. If not, she assumes her disguise
About a week ago, a wooden ship named the Reddenwick as soon as the sandstorm conceals her, appearing as a
was caught in the Sky Palace’s sphere of wind and plucked beautiful woman with icy blue skin barely visible through
from the Western Ocean. The vessel smashed into the her spiral-patterned headscarf.
walls of the dining hall and is now lodged here with its The open-air garden was once green and filled with tall
belly torn open. Three gnoll berserkers are playing a game cedar trees, sweet myrrh, and flowering saffron. Since
of toss-and-catch with a dismembered gearforged leg Leyla’s capture, it has become a sand-blasted plain of worn
outside the ship. stones and withered plants. The sandstorm here restricts
Inside the Reddenwick are four gnolls, three bandit visibility to 30 feet to creatures without blindsight or
captains led by a musclebound gladiator named truesight in addition to its other effects. In the west of the
Gurzinbago, the Archthieves’ second-in-command and room is Leyla’s boudoir, but a sizeable chasm was created
prideful sister of matriarch Odjanbago. Gurzinbago near the bedroom when the Reddenwick crashed into the
wields a +1 flail. The gnolls are in the main hold of the palace. A creature who unwittingly steps into the chasm
ship, searching through the cargo and filling their pockets must make a DC 20 Dexterity saving throw or fall 100 feet
with gold taken from the slaughtered crew. Baron Raúl to the water below.
Cazagoza’s stolen white camel is inside this ship (see Mambinn’s Deception. The sand hag Mambinn joined
“Aechatta,” below), and the gnolls are here to return the Archthieves for the chance to spread chaos and
it to Odjanbago. Eight human corpses can be found misery on a massive scale, and her approach to intruders
throughout the ship, plus the legless body of a gearforged is no different. Pretending to be the benevolent Leyla,
named Aechatta. she promises to grant her rescuers three wishes each if
Aechatta. This air elemental gearforged veteran was the they free her from her enchanted chains. She claims the
leader of the first adventuring party hired to reclaim Baron “magical key” is in her boudoir, lying through false tears.
Cazagoza’s prized camel and captain of the Reddenwick. She urges the PCs to watch out for the crevasse between
His legs were torn off by the Archthieves when they her and the bedroom, but uses a “shape earth” spell to
slaughtered his crew, and he has been feigning death ever close it up—in reality a major image designed to look like
since. If the gnolls are killed or otherwise eliminated, he part of the crevasse is closed up.
stops feigning death and tries to get the party to help him: Mambinn’s chains are a major image as well. Trying
he accepted Cazagoza’s offer to rescue the camel for an to break them or unlock them with the key from the
ulterior reason. Aechatta is an elemental gearforged—an boudoir instantly reveals the deception. When found out,
air elemental spirit unwillingly bound to a mechanical Mambinn calls six anubians (Tome of Beasts, page 113)
body. He seeks the djinni Leyla, fabled master of the from the sand while she uses invisibility and flees, hoping
Palace of the Wind Lords, in the hopes she can return his to ambush the PCs in another room of the GM’s choice.
spirit to the Plane of Air. Without his legs, he can do little
to help, but he begs dearly for the PCs’ aid.
Treasure. The gnolls are laden with loot: 150 gp in coins
and semiprecious gems.
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6. LEYLA’S BOUDOIR feed on the crystal’s magic. Inside is the hilt of a blade of
The djinni’s boudoir has all the trappings of a lavish the south wind (see below). The crystal weighs 4,000 lbs.,
bedroom, but all the beautiful portraits, quilted has AC 5, 100 hit points, and has immunity to all damage
bedsheets, and silk nightgowns are ragged and torn. except bludgeoning damage from magical attacks.
Despite the squalor, the walls shine with all colors of the Magic Carpets. The three rugs in the southeast of the
rainbow, glinting as the light shifts. A DC 14 Intelligence room seem to be carpets of flying when identified, but are
(Investigation) check on the walls reveals that the mirror- actually rugs of smothering that envelope any would-be fliers.
like walls are actually coated with motionless prismatic
beetles. A DC 15 Wisdom (Perception) check reveals a BLADE OF THE SOUTH WIND
silver key hidden stabbed into a shredded portrait of Weapon (greatsword), very rare (requires attunement)
Leyla. Touching the key causes the entire room to explode This silver hilt has no blade, and deals 1d4 bludgeoning
in a flurry of wings and flashing light as four prismatic damage. An attuned wielder can speak the command
beetle swarms surge from the walls to devour the nearest word to summon a greatsword-sized blade of wind. The
living creature. sword has a +1 bonus to attack and damage rolls and is
Treasure. Looting Leyla’s chamber yields four sapphires light enough to be wielded in one hand. The blade can be
each worth 100 gp and one ethereal robe that glows like summoned and dispelled as a bonus action. As an action,
silver, moonlit fog. It is nonmagical, but worth 1,000 gp. you can expand the blade into a gust of wind. You cannot
use this ability again until next dawn.
7. PILLARS OF SALT
The still stagnant air here tastes of salt. Even the roaring 9. ARCHTHIEF BARRACKS
wind outside sounds muted and distant. In the northeast is a This barracks is thick with the scent of blood, carrion, and wet
fifty‑foot‑tall ice statue of Boreas, looming imperiously over two fur. Seven hastily-constructed wooden bunks line one of the
dozen perfectly-white petrified worshipers. walls. The floor is strewn with gnawed bones, and a group of
Two salt devils (Tome of Beasts) lurk at the base of the armored gnolls are batting them around like toys.
statue. They are bound to follow Odjanbago’s orders; if the This structure is divided into two rooms—Areas 8 and
horn of alarum was blown previously, the gnoll matriarch 9. If a battle takes place in one room, the occupants of the
ordered these devils to kill all non-gnoll intruders. If the other hear it.
horn was not blown, they cannot attack unless the PCs Twelve gnolls and two gnoll knights make these
strike first. They sarcastically mock the PCs, hoping to barracks their home and are so fearful of their matriarch
goad them into violence. that they never leave unless ordered. At any given time,
Worshipers. At the height of Boreas’s power, he seven are awake and playing, gambling, or fighting. The
commanded a cult of thousands. The two dozen petrified other half are in their bunks and awaken if combat breaks
worshipers here were transformed into pillars of salt, out in Area 8 or 9 or if the horn of alarum was blown within
smote in the midst of prayer by a higher power when the past hour.
Boreas departed for the Northlands. A pillar disintegrates Treasure. Beneath each of the seven bunks is a small
into fine grains when touched and the creature that footlocker containing 3d6 gp and a potion of greater healing.
touched it is cursed by a bestow curse effect of the GM’s
choice. 10. WINDBORNE ARMORY
Grand Door. The ornate stone doorway to the throne The distinctive scent of myrrh and patchouli invades your
room (Area 10) can only be opened by a powerful gust of nostrils when you open the door. A single talisman-draped gnoll
wind, such as the gust of wind spell or an attack from the sits cross-legged amidst a heap of swords and daggers, a smoking
blade of the south wind in Area 7. censer in his lap. Around the gnoll stand racks of spears and
blades and suits of metal and hide armor.
8. HOUSE OF MYSTIC CRYSTAL
This structure is divided into two rooms—Areas 8 and 9.
Your skin tingles with the ineffable sensation of magic. A
If a battle takes place in one room, the occupants of the
twenty‑foot-tall, sky blue crystal hums with energy in the center
other hear it.
of the room, its surface crawling with turquoise insects. In its
This gnoll cult fanatic has an AC of 16, has 66 hit points,
center floats the silver hilt of a sword with no blade. Several
and has an additional +1 bonus to all saving throws. Smoke
bookshelves have been forcefully knocked to the ground and
emanates from his censer of controlling air elementals, which
dozens of books and scrolls are strewn across the sandy floor. Three
has the following additional property:
colorful carpets lay rolled up tightly in the southeast of the room.
If you spend your action concentrating on the censer,
The insects crawling on the storm crystal are three you can animate up to 5 unattended weapons as flying
manabane scarab swarms (Tome of Beasts, page 374) that swords which act on your initiative. If you do not spend
56
your action concentrating, the weapons fall inert at the initiative count 20, another rotting wind emerges from
end of your turn. the crystal. After the third rotting wind is created, the
Treasure. The gnoll wears +1 studded leather and a ring crystal shatters and Leyla dies. Only touching the crystal—
of protection, and possesses an unconventional censer of becoming its new master—and wishing to save the djinni’s
controlling air elementals. life can save her.
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The undying tournament
An adventure for five 8th-level PCs set in a subterranean city of the ghouls
by James J. Haeck
$24.99