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Cloakmaster Jarvis: The DM Lair
Cloakmaster Jarvis: The DM Lair
The DM Lair
Luke Hart
Copyright Notice
Copyright 2018, Lucus Hart, the DM Lair, www.thedmlair.com
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls,
Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R.
Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave
Arneson.
Cloakmaster Jarvis
Monsters
• Mithsanki Warrior (MM 160, CR 3, 700 XP)
• Mithsanki Knight (MM 160, CR 8, 3900 XP)
• Brain Eater (MM 222, CR 7, 2900 XP)
• Minotaur (MM 223, CR 3, 700 XP)
• Gith Hound (per hell hound, MM 182, CR 3, 700 XP)
• Bugbear (MM 33, CR 1, 200 XP)
• Bugbear Chief (MM 33, CR 3, 700 XP)
• Gargoyle (MM 140, CR 2, 450 XP)
• Zemmogoth (MM 313, CR 5, 1800 XP)
DM Notes
• Designed for 5 characters at level 7, 8, 9, or 10.
Plot Overview
• Cloakmaster Jarvis Clayton is the leader of the Midnight Thieves in the Baydeep region.
o Jarvis is a Mithsanki. Tall, gaunt, green skin, pointed ears.
• Jarvis Clayton Motivation: He is using the Midnight Thieves as a means to an end. He’s not
really invested in their goals (establish thieve guild in Baydeep and kill Lords of Baydeep).
o Jarvis’s larger Mithsanki nation has given him the task of supplying them with food and
drink.
o He uses the wierdust production as a front to get victims hooked on the drug and then
snatch them for food.
o Jarvis also raids other worlds in addition to Sormul.
o The Shadow Thieves are just a convenient front to get pawns to help him.
o Jarvis also enjoys the intrigue.
• Cloakmaster Jarvis is setup in warehouse 54 on Adder Lane.
• The true Crimson Ropes, lead by Dain Flintlock, have already assaulted the warehouse.
• The true Crimson Ropes have been keeping an eye on the Shadow Thieves, content to let the
heroes wipe them out, but they had to move on Jarvis because they feared he would escape.
• Dain will reveal that the heroes have not been working for the Crimson Ropes. He’ll tell them
that Etis Bright works for a half-drow named Shindia Darkeyes. Shindia works for some shady
organization that the Crimson Ropes have been unable to learn much about.
• Jarvis and the other Mithsanki escaped (plane shift).
• Dain has a powerful wizard working on opening a gateway to the Astral Plane to where Jarvis
went when the heroes arrive.
• The Mithsanki have special collars powered by their psychic energy that compel collared brain
eaters and slaves to obey their orders.
o For a collar to work, a Mithsanki must snap it on a captive and channel psychic energy
into it to activate it.
• While traveling through the astral plane, they notice a massive shard of rock hurdling through
the plane.
Jarvis’s Warehouse
warehouse 54 on Adder Lane
Backstory
• The true Crimson Ropes have already assaulted the warehouse
o Dain Flintlock lead this assault. (Dain was recruited into the Crimson Ropes recently.)
o They believed Cloakmaster Jarvis was going to escape before the heroes could get to
him.
• The Crimson Ropes believe the heroes are working for the Zenobar.
o They have been keeping tabs on their meetings with Etis Bright (a known Zenobar
associate).
o They also know about the gnome’s wierdust production operation.
▪ They believe the stall to sell potions in the marketplace is a front.
o They haven’t done anything about the heroes just yet because they have actually been
doing the city a favor in taking out the Midnight Thieves.
Topside of Warehouse
• Full of crates and barrels (miscellaneous goods, and quite a bit of wierdust and raw ingredients
to make wierdust)
• There is an office in the back.
• Behind a mostly empty bookcase is a wooden staircase that leads down.
Immaculately dressed black-haired dwarf with silver clasps in his well-oiled beard. Rather tall for a dwarf
and quite muscular.
• Dain challenges them, states that he works for the Crimson Ropes.
• When the heroes say they do, too, he laughs and says he knows they work for the Zenobar.
o He explains stuff noted in the Backstory above.
• Let the heroes persuade him that they didn’t know anything about it.
• Dain says that to prove their innocence, they can help the true Crimson Ropes by taking out
Cloakmaster Jarvis.
o Dain explains that Jarvis escaped the compound via planar travel.
o They have a wizard at work now to open a gate to the location that Jarvis went.
Movement Rules: Speed = 3 X Intelligence score (for example, INT 10 = 30 ft. speed)
In the distance, approaching you is large ship, some 100 feet long. Its hull is covered with alien
protrusions. It appears to have multiple decks, including elevated forecastle and poop deck. It appears to
be crewed by humanoids, though it is difficult to make them out from this distance.
Notes:
• Evasion: The players may try to avoid the ship. (Let them!) If they do, the ship docks at the
Mithsanki base while the heroes are in it and reinforcements arrive from behind to attack them.
• Fight: If the heroes confront the ship, the Mithsanki want to capture them.
o They send a brain eater and minotaurs at them.
o When that doesn’t work, the Mithsanki start making passes on their ship, firing ballistae
at the heroes. The heroes will have to engage them or get picked to pieces.
Wave One
Level 7 Level 8 Level 9 Level 10
Difficulty Deadly Hard Hard Hard
Adjusted XP 8600 8600 10,000 11,400
XP Awarded 4300 4300 5000 5700
Brain Eater 1 1 1 1
Minotaur 2 2 3 4
Battle Notes: Brain Eater can use Misty Step as a bonus action.
Loot: 400 cp, 200 sp, 50 gp
Wave Two
The ship starts at 400 feet away. It takes ~6 rounds to close with the ship. So, the Mithsanki will get 2
shots each with the ballistae before the heroes close on the ship.
Ballista (DMG 255): +6 to hit, range 120/480, one target, 16 (3d10) piercing damage.
• One action to load, one action to aim, one action to fire.
• There are 4 ballistae on the ship, and each Mithsanki mans one of them.
Battle Notes:
Loot: 3 coral gems (100 gp each), 800 sp, 400 gp
This room must be the captain’s quarters. It is wood-paneled with a luxurious bed, gilded dresser, and a
table made of polished humanoid bones. Polished, bone-white skulls of various creatures hang on the
walls. A large, iron trunk stands in one corner. On one wall hangs a large tapestry depicting tall, gaunt
alien creatures battling brain eaters.
This is Cloakmaster Jarvis’s quarters when he is on the ship. He uses the trunk to stash spoils from raids
but empties it out when he docks at his base.
Dresser: 5 sets of fine clothes, very alien looking and made for someone tall and lean
Trunk: (DC 20 lock) (glyph ward trap: 2d10 physic damage to everyone in the room, DC 12 Intelligence
Save for ½ damage; and Jarvis is telepathically notified that someone opened his truck) empty
Tapestry: shows a massive battle between Mithsanki and brain eaters. 1000 gp value.
C20 – Hold
• There are some crates and barrels through the hold (C20, C21, C22).
• Minotaurs sit on crates and are arm-wrestling on a barrel.
Crates - Hold salted meat. (DC 15 History to recognize that this is human and elvish flesh.)
Barrels: Some barrels hold water and others hold some sort of alien fish in a brine solution.
Battle Notes:
Loot: 400 cp, 200 sp, 50 gp
C19 – Hold
• Stuffed in this area are 14 captives.
• The Mithsanki captured them on a raid to the Prime Material Plane.
• They are from Sembia.
G1 – Dock
The landing has steel posts fixed with thick ropes for the ship to moor to.
G2 – Storage
• Stuffed full of amphorae and crates.
Amphorae: Contain an exotic beverage similar to feywine. DC 15 History to know it is not native to the
Realms
Crates: Contain salted meat. DC 15 History to recognize that this is human and elvish flesh.
G3 – Slave Barracks
Sleeping mats, a large wardrobe, and a hole in the ceiling. Nine burly dwarves stand beneath the hole,
large axes in their hands. They stare at you blankly and say nothing.
• The dwarves (thugs) are compelled by their collars to attack anyone not Mithsanki (or
accompanied by one) who tries to go up the hole to other levels.
• Removing their collars returns them to their normal selves.
• The dwarves are from the mountains near Dona’s homeland.
• They know of other slaves that the Mithsanki use in the kitchens.
Wardrobe: Contains common clothing and boots fit for the dwarves.
Vertical Shaft A
Vertical shaft runs up for a little over 100 feet. There are strange carvings all along its length.
Carvings: DC 15 Arcana to recognize these as alien magical runes of some sort. DC 20 to know they are a
magical trap of some sort.
Shaft Trap: When a living creature that is not Mithsanki or wearing a slave collar gets 50’ up the shaft,
the trap is triggered.
• If Triggered: Psychic energy emanates from the runes all up and down the shaft, dealing 4d6
psychic damage and stunning everyone in the shaft, DC 14 Intelligence save for ½ damage and
not stunned.
o If stunned, may repeat saving throw at the end of each turn.
o And an alarm sounds: a loud humming sound.
o The alarm triggers the gith hounds and minotaurs above to attack.
• Disarming: Dispel magic (DC 13 spellcasting check) suppresses the trap for 1 hour.
• Bypassing: If the heroes put collars from the dwarves on, they don’t trigger the trap.
F1 – Color Pool
The floor of half of this room is covered by a russet-colored, shimmering, rippling pool.
Russet Color Pool – leads to Gehenna (see DMG 63 and Yugoloths MM 311).
Bedding: They are made from the skin of humanoids, mostly elves and humans. Serve as the hound’s
bedding.
The gith hounds are trained attack dogs of the Mithsanki. Instead of breathing fire, they breathe a cone
of psychic damage.
Battle Notes:
Loot:
F3 – Guard Room
A large table and oversized chairs stand in part of the room. The far side of the room is littered with
debris and bones. Another vertical shaft leads up into the ceiling.
Minotaurs sit at the table playing some game that involves shouting at each other and pounding the
table. They are making tons of racket.
Battle Notes:
Loot: 400 cp, 200 sp, 50 gp
F4 – Butchering Room
Counters with cleavers and knifes on them. Wooden crates stacked about. One large wooden drum. The
floor and counters are crimson with blood.
This room is where the Mithsanki slaughter captives, butcher and salt their flesh, and then package the
meat in crates.
Crates: Empty.
F5 – Cells
Perhaps two dozen humanoids – mostly humans and elves – sit about this chamber. They look abused
and their clothing is dirty and torn. Smells of sweat, urine, and feces.
Captives:
• These are humans and elves that the Mithsanki have captured on their raids to the Material
plane.
• The captives await slaughtering and processing in the butchering room.
• All of the captives have witnessed others being butchered, and they are terrified.
M1 – Minotaur Barracks
Beds, large table, wardrobe, two chests. Smells musty and rank.
Chest B: 1000 gp
Battle Notes:
• One of the minotaurs uses the halberd of life stealing.
Battle Notes:
Loot: Halberd of Life Stealing
M2 – Tunnel to Bugbears
Slops steeply upward and goes on for quite a way, turning loops along the way.
B1 – Poison Workshop
Workbenches full of alchemical equipment, two cabinets, large brass gong.
Bugbears work here creating poisons and other compounds for their assassination work.
Cabinet B: Poison, basic (vial) x 10, Poison (carrion crawler mucus) x 5, Poison (serpent venom) X 5,
poison (midnight tears) x 1
Battle Notes
• The bugbear closest to the gong will ring it in order to alert the bugbears in the rooms.
Battle Notes
• B2 – 1 bugbear (asleep)
• B3 – 1 bugbear, 1 bugbear chief (awake)
• B4 – Empty
• B5 – 2 bugbears (asleep)
• B6 – 2 bugbear chiefs (awake)
Secret Door: (Perception DC 25, unless they explicitly search under the rungs) Trap door under rugs.
Fifteen-foot ladder leads down to tunnels.
Chest: (DC 15 Lock) (trapped) pouch with 6 100gp gems; potion of healing X 9, potion of greater healing
X 4, potion of superior healing X 2
• TRAP: Poison dart, auto-hit person opening the chest, 1 piercing damage and 2d10 poison
damage; DC 15 Constitution save or poisoned for 1 hour.
Binder: contains meticulous notes of assassination jobs the bugbears have done
Encounter Notes:
• Mithsanki are distracted as they eat (disadvantage stealth checks) but attack any intruders they
notice.
• Servants, including Selise, flee to their barracks.
• If Selise sees Dona, or Dona calls out to her, Selise will try to go to her. The Mithsanki will try to
use her as a hostage.
Loot: 500 gp
GY2 – Kitchens
Ovens, counters, cooking implements, cabinets above the counters, several servants cooking
• The servants may have fled here. They will be cowering in their barracks.
• Most of the servants have had their minds burned away and are unthinking slaves that obey the
Mithsanki without thought.
LOCKED DOORS: Doors covered with runes. They are opened by triggering the correct runes with
psychic or arcane magic. DC 15 spellcasting check while using magic from a cantrip.
GY11 – Maze
Footfalls echo a lot as does any noise.
LOCKED DOORS: Doors covered with runes. They are opened by triggering the correct runes with
psychic or arcane magic. DC 15 spellcasting check while using magic from a cantrip.
Encounter Notes:
• The brain eater and bugbears know the heroes’ exact location when they enter the maze.
• Some bugbears will circle around behind them and take them in the rear.
• Others prepare ambushes.
Random Encounter
This is a patrol of Mithsanki that can be used at any time to attack the heroes. Typically when they are
taking a short or long rest, and they haven’t “earned” it. (After this battle, they’ll have earned it…)
In the middle of the room is a large fount of dark water. Half a dozen leering stone gargoyles are perched
up along the walls.
Gargoyles. The gargoyles are just stone statues. These rooms are to set the tone and to make the heroes
think that the gargoyle statues are just gargoyle statues. Then, when the gargoyle statues in DM1 –
Basin Room are actually real, living gargoyles, it’s a surprise.
A long basin of dark water stretches the length of this room. At least a dozen gargoyles are up along the
wall near the ceiling, leering down at you.
Basin. The water in the basin is about seven feet deep. Hiding in the water are bugbears, using thin
reeds to breathe.
Gargoyles. Some of these gargoyles are alive. They move to attack when the heroes are all in the room,
or when the first hero reaches the north exit.
Battle Notes:
• If the heroes didn’t already fight and gain the ring of spell storing, one of theses bugbear chiefs
is wearing the ring of spell storing (see magic sheet for spells it has).
• Bugbears use carrion crawler mucus poison on their weapons:
o DC 13 Constitution save or be poisoned for 1 minute. While poisoned, also paralyzed.
Can repeat save at end of each turn, ending effect on success. (DMG 258)
Battle Notes:
• Zemmogoths use darkness as much as possible to gain advantage, give heroes disadvantage,
and frustrate spell casters (who typically need to see their targets).
• Zemmogoths use teleport to pop form place to place in the darkness, confusing the heroes as to
where they are.
• If the battle is turning into a cake walk, a zemmogoth has a 30% chance to summon another
zemmogoth (1 time per day). You can also just have it automatically be successful.
J1 – Lounge
Fancy couches, gilded table.
LOCKED DOOR: Door covered with runes. It is opened by triggering the correct runes with psychic or
arcane magic. DC 15 spellcasting check while using magic from a cantrip.
J2 – Jarvis Bedroom
Massive ornate bed, wardrobe, large chest.
Wardrobe: 5 pairs of fine clothes (15 gp each) and tooled, black leather boots
Chest: (Locked, DC 15) (Trapped, 2d10 psychic damage to everyone in the room, DC 15 Intelligence save
for ½ damage) 4500 gold pieces
J3 – Jarvis’s Study
Large desk, shelves on walls covered with knick-knacks.
Desk:
• Maps and notes detailing nearly a hundred “meat farms” where the Mithsanki harvest human
and elven flesh. They have a raid rotation that ensures each farm has time to recover before
they raid it again. Many of the locations appear to be on entirely different worlds.
• In a desk drawer there are several scroll cases containing the following scrolls: chromatic orb,
expeditious retreat, invisibility, gust of wind, locate object, lightning bolt, blink, tongues, wall of
fire, hallucinatory terrain, dimension door, conjure elemental, contact other plane
There is a short hallway that ends in double doors. The doors are covered with intricate carvings of
Mithsanki battling brain eaters.
This hallway is an illusion meant to pull the heroes into it. Once the heroes get to the end of the hallway
and try to open the doors, the illusion drops, and the real doors to J4 slam closed.
Tall ceiling, fluted columns with leering statues on them, dais, throne, one Mithsanki with a silver sword
on the throne; other Mithsanki stand in front of the throne.
Battle Notes:
• Cloakmaster Jarvis and Mithsanki warriors engage in melee with the heroes.
• Mithsanki sorcerer…
Mithsanki Sorcerer
• Per Mithsanki warrior with following exceptions:
o AC 15, Charisma 16 (+3), Doesn’t have multi-attack
o Dagger (instead of greatsword): 1d4+1 piercing damage plus 2d6 psychic damage
• 7 level spellcaster. Ability is Charisma, DC 13, +5 to hit with spell attacks
th
o Cantrips (at will): eldritch blast, blade ward, message, shocking grasp
o 1st level (4 slots): magic missile, shield, mage armor
o 2nd level (3 slots): blindness/deafness, hold person
o 3rd level (3 slots): lightning bolt, counter spell
o 4th level (1 slot): greater invisibility
An Exit
Crushing the Gem of Returning alerts the Crimson Ropes wizard that the heroes are ready to return, and
he opens a portal for them.
Resolution
If the heroes decide to go after Etis Bright, run the “A Meeting with Etis Bright” adventure.