Professional Documents
Culture Documents
by PAUL BIMLER
CREDITS:
All text by Paul Bimler
Art by William McAusland, Patrick E. Pullen, Arcana Games
Playtested by Charles Perreault, David La Boon, Jason Svedin
Maps by Paul Bimler
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INTRODUCTION COMBAT SHEETS
Welcome to Adventurers Wanted! All encounters in this adventure are
This is a short solo adventure for managed via the use of custom
D&D 5e, set in the Forgotten combat sheets, which are found at the
Realms, and can be dropped into any back of the book (but don’t look
ongoing campaign, solo or otherwise. now!) They progress you through a
DMs might want to use this series of events that make up each
adventure to help their characters encounter, and which can take many
gain some gold, or just to give them different paths.
something to do between sessions. You will need to roll dice, saving
This series of adventures is also throws and all other appropriate rolls
designed to perhaps partially plug for yourself AND any enemies. Keep
the gap between my major solo in mind that a few of the encounters
adventures, such as The Tortured in this adventure would be
Land or Citadel of the Raven, which considered ‘deadly’. You will enter
generally take about 4 months to some dangerous places in the course
write. of this adventure, and if you blunder
The Dread Vault of Tgozur is designed into somewhere you shouldn’t be,
for a single level 10 player, without a you may end up paying for it with
DM. The written narrative entries in your life!
this book serve in place of the
dungeon master and guide you FEATS
through the adventure. Every class has combat feats; a
fighter’s action surge, a bard’s
WHAT WILL YOU cutting words, a barbarian’s rage, a
rogue’s sneak attack… the list is long
NEED? and varied. Use these in your combat
All you will need for this adventure encounters. You do not need to be
is a level 10 PC. You can use any race prompted by the text to do this.
and player combo you like, but keep
in mind that this adventure is
designed to be balanced for core HOUSE RULES
classes. No death saves:
There are no death saves in this
adventure, unless there are two or
MOVEMENT more PCs (see below), or an NPC
All battle maps utilise a standard 5 ft. present. If you die, you will simply
grid. When moving diagonally, treat have to roll up another PC and try
every other square as 10 ft of again!
movement. Max HP:
To balance out the above rule of no
death saves, and to account for the
fact that there is only one of you,
we’ve added the additional rule that
when you level up, you take max HP SKILLS
instead of rolling. It keeps the Skill checks will be asked for when
combat a bit more interesting and appropriate.
means you’re not so squishy! So, take
max HP for every level of your PC
(and your con mod too). OTHER ISSUES
Any issues where you are not sure of
the judgement or how you should
MULTIPLAYER AND play it, just exercise common sense
DM VERSIONS OF and ask yourself…
THE QUEST WHAT WOULD A DM DO?
If you are playing with a friend as a This should be your guide when in
two-player party, death saves are doubt.
allowed, but also, ignore the Max
HP rule. This adventure is balanced GO WITH IT
for either 1 x Level 10 PC, or 2 x Feel free to improvise. The last thing
Level 6 PCs. I want this adventure to be is too
When the narrative text calls for prescriptive. You might decide that
skill checks, all PCs will get to try, the monster you are fighting does
but the DC is raised by 2. something different, even if it’s not
Also, keep tabs on who is interacting so great for your PC. If it’s in the
with whatever is going on in terms of spirit of the game, go with it.
what’s happening in the story - it Sometimes you may need to roleplay
could be both of you, or, if something your character would
appropriate, it could be just one of definitely do in this circumstance. In
you while the other stands a little that situation, you have my
way off observing. permission to perhaps look an entry
You can also run this adventure as a or two ahead to see what the
DM’d campaign. The DM keeps the outcome is, and decide which is the
Adventure Book to themselves, runs fairest outcome for your character.
the combat, and both DM and Try to keep this sort of thing for an
players have the maps visible. The emergency, however, when you are
DM controls the maps and reads the certain you must play it in this way.
entries to the player.
REPLAYABILITY
RESTING AND While this short solo quest does not
HEALING possess the replayability of one of our
If you have healing abilities (Lay longer quests such as Tyrant of
hands, Goodberry, Cure wounds etc), Zhentil Keep, you can still run
or healing potions, use those when multiple PCs through it and retain
you like and as appropriate, following the element of surprise by using the
normal 5e rules. You do not need to following suggestion.
be prompted by the text to use these.
Instead of basing your choices on Common: 100
previous playthroughs, instead play Uncommon: 500
your PC true to form, or else Rare: 1000
randomize their choices by using a
d6. When choosing between two For ability scores, use point-buy or
options, 1-3=option 1, 4-6=option 2. standard array.
When 3 choices are available, 1- There are no restrictions on race or
2=option 1, 3-4=option 2, 5- class – go with whatever you’re
6=option 3. feeling, but keep in mind that this
adventure is designed to be balanced
with core classes. If you’re new to
CHARACTER D&D just stick with creating a
CREATION character using the Player’s
If you are new to our adventures, Handbook, as the PHB already
please create a level 10 character, contains numerous options for
equipping them with gear according character creation. For the sake of
to class. In addition to that, let’s say my own sanity, I do not include feat
they’ve already completed one quest options for non-core classes in the
and received 2000 gp, which they can adventure text. I can’t possibly
spend before the quest begins. This account for every known class and
includes the purchase of common to their feats by level and still keep the
rare magic items, which the player adventure entries at a manageable
may have picked up on their size! So if you are playing a
travels. For each common non-core class, and in
to rare magic item general really,
you wish to accept that you
add to your won’t be able
inventory, to do
deduct the everythin
everything
following you can think of –
amounts that’s just the
from nature of
your this style
starting of play.
gold: With all
that out of
the way, let’s get
into the
adventure!
BACKSTORY
The name Lady Eleyn Dellinora the Dellinora now will not go near the
Fierce is legendary in the village of place.”
Woodholme. Slayer of fiends and Lord Brion goes on to tell you that
horrors of all descriptions, her name pilgrimage to the tomb is a major
is written into the history of this source of revenue for the town. But
small settlement in the Shadowvale. now that the tomb has been defiled,
Since arriving in the village of no-one is visiting any more.
Woodholme, you have heard many “Even worse,” he continues, “the
tales of her bravery and exploits. She undead are beginning to venture out
is revered here, a local hero. of the tomb, and have been seen
You are a traveller, passing through wandering close to Woodholme. We
Woodholme, and staying at the local must do something!”
inn. But you are well accustomed to Lord Brion, on behalf of the
adventure finding you, and so are not Woodholme Council, offers you 1500
surprised when a local noble turns up gold pieces if you will enter the
at your door. He introduces himself Tomb of Lady Dellinora and rid
as Lord Brion Farris, a councillor Woodholme of this threat once and
and lifelong resident of Woodholme. for all.
“My friend, I will cut straight to the “But be careful,” he says. “Most
heart of the matter,” he tells you, pilgrims just visit the site of the
seating himself by the fire in your tomb. Actually entering into it may
room. “Lady Dellinora’s tomb, just expose you to some devilish traps.
outside Woodholme on the edge of Lady Dellinora put these in place to
Ganlam Wood, has been invaded by deter looters.”
the undead. The townsfolk are It seems there is never any rest for
petrified, and many who went there an adventurer as capable as yourself.
regularly to visit the tomb and Now turn to Entry 1 and begin the
receive blessings from Lady quest!
ENTRIES
1 2
The trip to Ganlam Wood takes You back away from the mirror,
most of the day, but soon you are unwilling to do the voice’s bidding.
passing through small copses of trees After all, you have no way of
which mark the outskirts of the knowing if it can even be trusted!
forest. Glancing back, you see the To have a closer look at the eastern
lights of the village of Woodholme door, go to entry 11.
begin to light up as darkness falls, To inspect the western door, go to
little golden stars piercing the night. 43.
You wonder what the quest ahead
will hold for you. 3
You press on. Surely you must be Inserting the key into the bear’s
getting close to the tomb now? Then, mouth, you turn, hoping that you
through the trees, you see what looks will feel the lock open.
like the light of lanterns, and hear But instead, you feel resistance
low murmuring. Pilgrims? Perhaps against the key, and then cry in
these are the lanterns of visitors who alarm as a spectral limb, a huge
have not heard of the tomb’s recent bear’s paw, swipes outward from the
undead infestation. door towards you!
At the same time as you notice these Make a Dexterity saving throw, DC
lights, you also see that you are 18. If unsuccessful, take 2d8 slashing
passing a sort of low cliff, and in the damage.
face of this cliff is a cave entrance, To try the lion’s mouth keyhole, go
opening into a tunnel that leads into to 25.
subterranean blackness. To try the wolf’s mouth keyhole, go
You check your backpack. Inside are to 45.
your supplies, as well as four healing To inspect the mirror by the north
potions which the town mage of wall, go to 27.
Woodholme supplied you with (add
these to your inventory). 4
What will you do? Your eyes settle on a collection of
Continue straight ahead towards the bones that seems to be moving,
lights, towards the Tomb of Lady coming to life before your eyes.
Dellinora? Go to entry 23. Backing away, you watch in horror
Or enter the cave? Go to 14. as a large serpent-like creature rears
up before you, nothing but white
bone and malice, utterly devoid of
any living flesh.
Go to Bone Naga Combat Sheet and
do battle with this undead horror!
5 are hordes of undead, cheering and
Taking the key which you found on clapping, and you clap your hands
the body of the bone naga, you place over your ears to try and block out
it within the lock and turn. To your the horrible sound. They all wait for
amazement, the door opens, and you the show to begin, eyes dangling
see a passage beyond, leading into from stalks, flesh hanging loose on
the darkness. brittle bones.
Turn to entry 12. Find the card you noted down in the
left column of the table below, then
6 reference that against the appropriate
The naga collapses in a pile of column depending on whether you
shattered, rickety bones, the half-life won or lost. This will determine
that was animating it now what undead foe or foes you will face
completely evaporated. in this nightmarish arena!
Something catches your eye now.
Looking closer, you see that one of NOTED If you If you
the naga’s teeth looks strange. CARD won... lost...
Indeed, it seems to you that this
particular tooth is shaped like a key! Skeleton 6 skeletons -
This is too strange to be merely
some freak of nature. Carefully you Zombie 6 zombies -
pry the bone key from the naga’s Shadow 3 shadows 5 shadows
horrific head and stow it in your
pocket. Ghoul 3 ghouls 5 ghouls
Add “Bone Key” to your inventory.
Spectre 3 spectres 3 spectres
From here, you could either leave the
room via the northwest passage Wraith - 2 wraith
which leads off this cavern: go to Spider spiders
entry 15.
Or you could retrace your steps and
Then go to Undead Arena Combat
leave this cave system altogether: go
Sheet and do battle with your
to 22.
enemies!
7
8
“You played well, my friend!” the lich
You speak the words “Come forth
announces. “And now, you shall reap
Xorgax!” and prepare yourself for
the rewards of your victory!”
battle.
The lich throws its head back and
At first, nothing happens. The mirror
laughs, and you see his form crumble
is silent, and you wait for a long
into dust before your eyes. Then you
moment, feeling a bit of a fool. But
watch open-mouthed as the walls fall
then you see motion within the
away, and you are in a huge arena
mirror. The skull silhouette
with rows of seats ascending as high
gradually grows in size, and now you
as you can see. Looking down at you
can make out its details. Flames 11
wreath it, and as you watch, backing You walk up to the eastern door and
away, it emerges from the mirror, a inspect it closely. The keyplate
rune-scribed, floating skull, its mouth appears to be made of bone of some
open in a hideous laugh! kind. Do you possess a bone key? If
You must do battle with this foe. Go so, go to entry 5.
to Flameskull Combat Sheet. If not, you could go to the western
door. Go to 43.
9 Or, if you are a rogue, you could
You move ahead into the cavern, attempt to pick this ornate lock using
which is quite large, and filled with your thieves’ tools. Go to 32.
the bones of many creatures. Perhaps
this is the lair of a predatory beast 12
which has made its home here at the The door creaks slowly open
edge of Ganlam Wood. You prepare revealing a passageway beyond. You
yourself for whatever might come. enter warily and follow the passage a
The walls of the cavern are rough short distance before it turns north.
and uneven, not shaped by any You continue into the northern
humanoid hand. Bones cover just passage, which stretches quite a way
about every foot of this floor, but at ahead. After walking a while, you see
the far northwest side of the cavern, that ahead are two alcoves either side
you see that a passage appears to of the passage. There appear to be
continue deeper into the earth. statues in both of these alcoves.
To move through this cavern of “You are nearly there, brave
bones towards the northwest traveller! The disembodied voice
passage, go to 29. booms around you. “Just a little
Or, to retrace your steps and leave while, and you shall face your
this cave, go to 22. glorious death at my hands, and join
my undead legion! But first, there is
10 one special guardian you must
Moving through the trees towards defeat…”
the lights, you catch yourself just in Ahead, you hear a metallic clanking
time before stumbling into a pit of like the sound of an empty suit of
quicksand! Most probably these armour, and you look ahead to see a
lights were trying to lead you astray, large spectral warrior stepping out of
and now they seem to be getting the alcove to face you. Slowly it
closer, bobbing and weaving their draws a long, gleaming sword and
way towards you, and shimmering then begins striding, then running
with an unholy radiance! towards you, lifting the sword to its
Go to Will-O’-Wisp Combat Sheet shoulder as if charging into the fray!
and face these mischievous spirits! You must do battle with this
intimidating warrior. Go to Sword
Wraith Warrior Combat Sheet.
13 15
“You have failed, friend!” the voice You make your way out of the bone-
informs you. “And I was so looking filled cavern into a tight passageway
forward to reaching you. Oh well… if leading further into the rock. This
you could not even guess my name, passage continues for some way,
what hope would you have of gradually curving to the left until, by
defeating me in battle? It takes more your reckoning, it is heading due
than strength of arms to vanquish a east. Just when you think it is getting
foe as mighty as me, brave fool!”’ too narrow to proceed, you emerge in
Cursing your unseen adversary, you a room with hewn, regular walls.
feel the poison filling your lungs, and Unlit bronze braziers stand around
your life ebbing away. There is no the walls and rubble litters the floor.
hope now. If there is any mercy, it is If ever this room had a purpose, it is
that you expire before the closing long since past.
walls can crush you to death… You can see no exits from this room,
(Although if you are immune to despite a thorough visual assessment
poison, that is exactly what happens!) of these walls.
Your adventure ends here, but this is Make an Investigation check, DC 10.
not the end. In a quest as short as If successful, go to 35.
this, it is a simple matter to roll up If unsuccessful, you have no choice
another PC and try again. Best of but to retrace your steps. Go to 22.
luck in your next attempt at
conquering The Dread Vault of 16
Tgozur! Moving towards the northwest
passage, you are caught completely
14 off-guard when the bones across
You step inside the cave entrance. which you are walking seemingly
What little light the moon and stars come to life beneath your feet! A
above were providing is now gone as large creature begins to assemble
you descend into the dank earth. The itself from the bones, animating itself
tunnel slopes gradually downwards, right beneath you!
and soon you see it twisting left. Make a Dexterity save, DC 16, then
(If you do not have darkvision, you progress to Bone Naga Combat
light a torch at this point). Sheet. If you failed the Dexterity
Ahead, you see that the tunnel opens save, grant the Bone Naga one free
up into a large cavern. attack before rolling initiative.
What will you do?
Continue ahead towards the cavern? 17
Go to entry 9. Wandering through the forest,
Or leave the cave and walk towards focusing on the lights, you fail to
the lights, where the tomb keep an eye on where you are
supposedly is? Go to 22. walking, and soon feel the ground
give way beneath you! You fall up to
your chest into a pit of sticky, slimy the walls as you think this, and soon
quicksand! you find it: a secret door, not very
As you are struggling to get out, you well concealed. Does this lead to the
see that the lights seem to be coming main tomb of Lady Dellinora? You
closer, bobbing and weaving through have a strong instinct that it does, as
the trees. But they do not belong to these sort of crypts are generally not
the lamps of peasants! These very large.
disembodied balls of light seem to Soon, you find the mechanism that
have a life of their own, and they fly opens the door, and you trigger it.
quickly towards you, shimmering Smoothly, and almost silently, the
with an unholy radiance! door slides open, revealing a large
Go to Will-O’-Wisp combat sheet room beyond.
and do battle with this mischievous Turn to entry 37.
spirit!
20
18 Finally, after a short distance, you
You search thoroughly around the reach a sturdy wooden door banded
door and the handle, but find nothing with metal.
resembling a trap. Seeing nothing To check for traps, make an
else for it, you try the door handle Investigation or Perception check,
and find it open. You progress DC 14.
through into the room beyond, from If successful, go to 18.
which a strange light emanates. If unsuccessful, go to 30.
Turn to 34.
21
19 You work quickly, trying to make a
As you slay the last of your enemies, name that sounds suitably villainous.
the scene around you falls away: the You don’t know why, but the letters
arena and all its inhabitants dissolve just seem to jump out at you, even
into smoke, and the noise fades to though the name you have spelt is
nothing. As you come to your wits, certainly not one you have heard
you see that you stand in a simple before: TGOZUR.
room with a stone table at its centre. “Yes, friend, that is my name!” the
There is nothing here but a passage voice booms. “You may proceed
leading off to the north. deeper into this vault I have claimed
Slowly, silently, you make your way for my own. I hope we meet very
down it. soon…” A chilling hollow laugh
It travels for some time before rings out around you, filling the
turning east, and you follow this in chamber.
near-complete darkness until you The door ahead releases and swings
reach a dead end. open, revealing a room beyond, and
It occurs to you that the voice has you run to it, eager to escape this
not spoken for some time. Perhaps rapidly shrinking room of crushing!
you are beyond its vision. You search Go to entry 40.
22 25
Leaving the cavern, you walk Carefully inserting the large key into
towards the area where you think the the lion’s mouth, you turn, and
pilgrims are, visiting the site of the breathe a sigh of relief when you feel
tomb. the lock move and release! Yes, you
Go to entry 23. remember the statue of Lady
Dellinora from outside the tomb, and
23 the coat of arms displayed on her
You move forward through the trees, shield: a lion on a grassy plain.
trying to make out the murmured But you do not waste too much time
conversation. But as you near the congratulating yourself. You have
lights you find that they don’t really already had a glimpse into how
seem to be getting any closer. dangerous this crypt is, and so,
Choose between a Survival or steeling your nerves, you proceed
Perception check, DC 18. Make the into the passage beyond.
check with advantage if you have Turn to 31.
darkvision.
If you are successful, go to 10. 26
If unsuccessful, go to 17. You work at the lock with great care,
but the mechanism is unorthodox
24 and takes you some time. Eventually,
Placing the emerald within the eye of however, you feel it give way and the
the lion, you see the gem light up door swings open to reveal a passage
with a blinding effulgence, and you beyond!
back away, shielding your face. You Turn to entry 12.
hear Tgozur roar in pain, and this
emboldens you somewhat. And then 27
you hear a voice, speaking within Slowly, you approach the mirror of
your head. swirling mists, thinking to yourself
“House Dellinora blesses you, brave that this looking glass must be
champion. You have our blessing in magical in some way. As you
ousting this foul beast from the approach, the mists dissolve and you
resting place of our daughter Eleyn!” see the silhouette of a skull appear.
As a boon from the lion deity, a Then, the same booming voice that
divine patron of House Dellinora, addressed you in the first room
you have been gifted with lion’s speaks once more!
courage. You may make three attacks “Within this mirror, most worthy
during this combat at advantage. foe, lies a trusted minion of mine. He
You can choose when to make those guards a secret boon which may aid
attacks. you in defeating me, but first you
Now go to Tgozur Combat Sheet must face him in combat, and I warn
and do battle! you, he is a mighty foe! Nevertheless,
I have always been in favour of a fair
fight, and so I offer you this chance.
If you wish to face him in single Choose between a Survival or
combat, speak the words ‘Come forth, Perception check, DC 16.
Xorgax!’ and your wish shall be If you are successful, go to 4.
granted. If, however, you think that If unsuccessful, go to 16.
you can defeat me unaided, then step If you are a cleric or a paladin go to
away from this mirror, and continue 38.
through this vault, edging ever
closer to your doom!” 30
With that, the same hollow laughter You search the door and all around
echoes off the walls around you, and it, but find nothing. Seeing nothing
the vault goes quiet once more. else for it, you try the door handle
To speak the words “Come forth and find it open. You progress
Xorgax!” go to 8. through into the room beyond, from
To back away, go to 2. which a strange light emanates.
Turn to entry 34.
28
You work for some time at this lock, 31
but it is not giving way. And just You enter a smooth stone passage
when you think you may be making and follow it a short while before it
some progress, you hear a “click” and turns north.
your heart stops. You see a light coming from ahead.
A swarm of needle-thin missiles What could be up there? Cautiously
shoot out from somewhere unseen, you edge your way forward, and
piercing your skin! Even the most what you see causes you to rub your
skilled thief would not have found eyes in astonishment.
this trap as the mechanism was so “Come, have a seat with me!”
cleverly concealed as to be Beckoning you towards the room is a
undetectable! figure seated at a table, a humanoid
Make a Dexterity saving throw, DC figure with rotting skin and hollow
18. If unsuccessful, take 2d8 piercing cheekbones. And he is currently
damage and 1d8 poison damage. If shuffling a deck of cards! You have
successful, take 1d8 piercing damage. heard stories of creatures such as
The lock is not giving way to your this, and think it to be a lich.
attempts! “I will not hurt you, friend. No, that
To inspect the door to the west, go is not my job!” it rasps in a chilling
to 43. rasp. “No, my only purpose here is to
Or, to investigate the mirror, go to play a few hands of cards with you!”
27. Wordlessly you sit down opposite
the lich and watch as his bony,
29 decayed fingers expertly shuffle a
Bones crunch underfoot with every deck of cards.
step you make towards the far wall of “The game is very simple,” he says.
the cavern. There are six creatures in this deck,
minions of the grave, like myself.” At
this, the lich gives a chuckle as if 32
enjoying a personal joke. “We will You take out your tools and begin
draw cards, each taking a card from carefully working on the ornate lock.
the top of the deck. If your card is Make a thieves’ tools check, DC 16.
more powerful than mine, then you If successful, go to 26.
win that round. We will play three If unsuccessful, go to 28.
rounds. At the end of the three
rounds, there will either be a winner, 33
or a loser!” You try to spell out a six-lettered
You clear your throat, trying to stop name by touching the glowing
your voice shaking with fear. “And letters, but nothing happens. The
what will happen to the loser?” you pungent-smelling yellow gas creeps
ask. into your nostrils, and you feel it
“Ah, that’s a surprise!” the lich says poisoning you from within!
jovially. “And now, let us begin!” Take 2d8 poison damage.
“Try again, friend,” the voice
1. SKELETON (¼) commands. “Don’t dally now, you are
2. ZOMBIE (¼) running out of chances!”
3. SHADOW (½) Make a second History or Religion
4. GHOUL (1) check, DC 14.
5. SPECTRE (1) If successful, go to 21.
6. WRAITH SPIDER (3) If unsuccessful, go to 36.
Armour Class 19
Hit Points 22
Speed 0 ft., fly 50 ft. (hover)
Armour Class 15
Hit Points 58
Speed "#!$%&
Armour Class 13
Hit Points 50
Speed 0 ft., fly 40 ft. (hover)
Armour Class 13
Hit Points 13
Speed 30 ft.
ACTIONS
Shortsword Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 1d6+2
piercing damage.
Shorbow Ranged Weapon Attack +4 to hit, range 80/320 ft., one target. Hit
1d6+2 piercing damage.
Zombie
Medium Undead, Neutral Evil
Armour Class 8
Hit Points 22
Speed 20 ft.
Undead Fortitude If damage reduces the zombie to 0 hit points, it must make a
Constitution saving throw with a DC of 5 + the damage taken, unless the damage
is radiant or from a critical hit. On a success, the zombie drops to 1 hit point
instead.
ACTIONS
Slam Melee Weapon Attack +3 to hit, reach 5 ft., one target. Hit 1d6+1
bludgeoning damage.
Shadow
Medium Undead, Chaotic Evil
Armour Class 12
Hit Points 16
Speed 40 ft.
Skills Stealth +4
Damage Vulnerabilities radiant
Damage Resistance acid, cold, fire, lightning, thunder, bludgeoning, piercing and
slashing from non-magical attacks.
Damage Immunities necrotic, poison
Comdition Immunities exhaustion, frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained
Senses darkvision 60 ft, passive Perception 10
CR ½
Amorphous The shadow can move through a space as narrow as 1 inch wide
without squeezing.
Shadow Stealth While in dim light or darkness, the shadow can take the hide action
as a bonus action. Its stealth bonus is also improved to +6
Sunlight Weakness While in sunlight, the shadow has disadvantage on attack rolls,
ability checks, and saving throws.
ACTIONS
Strength Drain Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 2d6+2
necrotic damage. The target’s strength score is reduced by 1d4. The target dies if
this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a
short or long rest (an opportunity which will not occur during this adventure). If a non-
evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours
later.
Specter
Medium Undead, Chaotic Evil
Armour Class 12
Hit Points 22
Speed 0 ft., fly 50 ft.
Damage Resistance acid, cold, fire, lightning, thunder, bludgeoning, piercing and
slashing from non-magical attacks.
Damage Immunities necrotic, poison
Comdition Immunities charmed, exhaustion, grappled, paralyzed, petrified,
poisoned, prone, restrained, unconscious
Languages understands all languages it knew in life but can’t speak.
Senses darkvision 60 ft, passive Perception 10
CR 1
Incorporeal Movement The specter can move through other creatures and objects
as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an
object.
Sunlight Sensitivity While in sunlight, the shadow has disadvantage on attack
rolls, as well as on Wisdom (Perception) checks that rely on sight.
ACTIONS
Life Drain Melee Spell Attack +4 to hit, reach 5 ft., one target. Hit 3d6 necrotic
damage. The target must succeed on a DC 10 Constitution saving throw or its hit
point maximum is reduced by an amount equal to the damage taken. This reduction
lasts until the creature finshes a long rest. The target dies if this effect reduces its hit
point maximum to 0.
Ghoul
Medium Undead, Chaotic Evil
Armour Class 12
Hit Points 22
Speed 30 ft.
ACTIONS
Bite Melee Spell Attack +2 to hit, reach 5 ft., one target. Hit 2d6+2 piercing damage.
Claws Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 2d4+2 slashing
damage. If the target is a creature other than an elf or undead, it must succeed on a
DC 10 Constitution saving throw or be paralyzed for 1 minute. the target can repeat
the saving throw at the end of each of its turns, ending the effect on itself on a
success.
COMBAT SHEET: Wraith Spider
Wraith Spider
Medium Undead, CE
Armour Class 14
Hit Points 57
Speed 30 ft., climb 30 ft.
Armour Class 16
Hit Points 45
Speed 30 ft.
Damage Resistances bludgeoning, piercing and slashing COMBAT NOTES (Use Flameskull
from non-magical attacks battle map)
Damage Immunities poison
Condition Immunities exhaustion, frightened, poisoned, 1. Place tokens. S: Sword Wraith
unconscious
Warrior. PC: You. Roll
Senses darkvision 60 ft., passive Perception 9
initiative.
Languages the languages it knew in life (Common)
2. The Sword Wraith comes
CR 3
straight at you, using Martial
Martial Fury As a bonus action, the sword wraith can Fury on its first turn to make
make one bonus attack. If it does so, attack rolls two longsword attacks.
against it have advantage until the start of its next turn. 3. On each of its attacks, roll a d6
ACTIONS for the Sword Wraith. On a 5
Longsword Melee Weapon Attack +6 to hit, reach 5 ft., of 6, it uses its Martial Fury
one creature. Hit: 1d10+4 slashing damage. Feature.
Longbow Ranged Weapon Attack +3 to hit, range
4. If you are victorious, go to
150/600 ft., one target. Hit: 1d8+1 piercing damage.
entry 42.
COMBAT SHEET: Tgozur
(Use Tgozur Battle Map)
1. Place tokens. T: Tgozur, PC: You. Roll initiative.
2. Location 1 is by the eastern entrance, Location 2 is by the western
wall. What location you spawn your PC at is determined by which
route you reached this room by.
3. Every time Tgozur attacks, roll a d6 to determine how he attacks. 1-3:
Bite, 4-6: Eye Ray. If he cannot get to melee range, however, he will
always use the Eye Ray.
4. If you are victorious, go to entry 46.
Tgozur (Beholder Wraith)
Medium Undead, Chaotic Evil
Armour Class 15
Hit Points 93
Speed 0 ft., fly 20 ft. (hover)
Spectral Shift As a bonus action, Tgozur can teleport 20 ft to a place that he can see.
ACTIONS
Bite Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit 4d6 piercing damage.
Eye Ray Tgozur uses a random magical eye ray, choosing a target that it can see within
60 ft. of it. Roll 1d4 to determine which eye ray is used.
1. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution save
or be paralyzed for 2 rounds. The target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
2. Confusion Ray. The targeted creature must succeed on a DC 14 Wisdom save or
be confused for 2 rounds, during which time it must make all its attack rolls/ability
checks/saves at disadvantage. The target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
3. Enervation Ray. The targeted creature must make a DC 14 Constitution save,
taking 8d8 necrotic damage on a failed save, or half as much damage on a
successful one.
4. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity
save or take 10d8 force damage. If this damage reduces the creature to 0 hit points,
its body becomes a pile of fine gray dust.
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