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6 Polymorph: the attacking creature must If the southern corridor is still on fire (see

make a DC 10 Constitution saving throw. location 15), the PCs will spot puffs of smoke
Unfortunately, the mind flayer also carries a
Failed save: they are turned into a slug for emanating from under the southern door.
pouch of maggot-like rot grubs. Any creature
1d4 minutes, or until they take damage The mind flayer’s imp familiar (Bestiary p.26)
from an attack.
that opens the pouch must succeed on a DC 12
Dexterity saving throw: on a failure, the grubs hides in this kitchen, greedily munching its way
burrow into their flesh and start wriggling through the brotherhood’s evening meal. The
toward their heart. Only the application of fire to mind fog has temporarily severed the imp’s
This section covers two locations: the refectory the wound can safely extract the parasites once telepathic bond with its master and, thinking that
marked on the map as location 10, and the they’re inside: knowledge of which requires a Lugicorion is now dead, it indulges its favourite
adjoining balcony. successful DC 14 Wisdom (Medicine) check. The pastime: feasting.
afflicted creature dies if fire isn’t applied within
When the PCs enter the refectory, read:
1d3 rounds.
Anybody entering the kitchen should make a DC
This chamber was once a simple feasting hall. A When the PCs enter the balcony, read: 16 Wisdom (Perception) check. Those who pass
long table has been upturned in the middle of the the check will spot a rasher of bacon
floor, lying amidst a mess of cutlery and broken This sturdy balcony hugs the hall’s western flank. disappearing into thin air just above the table,
clay plates. Smoke and ash coil into the chamber Fire has spread from a doorway in the west wall, accompanied by greedy lip-smacking noises.
through a pair of open windows. setting much of the balcony ablaze. An open door Closer inspection of the table reveals a line of tiny
A doorway in the northern wall exits onto a to the north leads into the hall’s refectory. footprints passing through a patch of spilled
balcony overlooking the mountains. Two more flour.
doors are set into the southern wall, while a stone The balcony is impossible to traverse until the
The imp observes the party invisibly. If they try
staircase to the northeast descends to the floor fires are extinguished. Putting out the fire
to capture it - or worse, meddle with its food – the
below. requires a bucket chain back to the pool, and at
imp polymorphs into a rat and attempts
Drow and human bodies are scattered least 5 successful DC 15 Wisdom (Survival)
suggestion on one of the PCs, squeaking at them
throughout the chamber. A ghastly humanoid, its checks from the firefighters. Players may devise
to take a peep inside a cupboard, or put their
head like an emaciated squid, lies dead beside the other methods to quench the flames, or employ
head inside the oven. If they do so, the imp
table. magic.
topples heavy pots and pans over them, or slams
the oven door on their head.
The mind flayer’s body hides a few treasures: an
The imp uses invisibility to remain hidden,
ornate, curved dagger set with pale moonstones
Pots and pans hang from the walls of this small sniping at the party when it can with suggestion,
(100gp); a flask of Underdark brandy (20gp); and
kitchen. A scullery table fills much of the floor, and or attempting a well-timed sting. It flees in bird
a jeweller’s loupe (15 gp).
a stout iron oven sits in one corner. Doors exit to form if cornered, but always returns invisibly.
the north and south. The imp’s greatest weakness is its greed, making
it easily caught with fattening bait.

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floor of location 3, taking 14 (4d6) bludgeoning If Sten is with the party, he can confirm that
damage. If the vault is on fire, the PC takes an Diamara brought a “haunted casket” to the
You stand on the threshold of a large bedchamber. additional 7 (2d6) fire damage. sanctuary, which was taken to the meditation
Smoke seethes through the blackened floorboards, chamber for safekeeping (location 17). The
clouding the air and making it difficult to breathe. paladin sought a ritual of exorcism known only to
A four-poster bed rests against the east wall, her dead father, whose memories were stored in
with cupboards, dressers and storage chests This simple bedchamber is furnished with little the dream vault. Unfortunately for her,
decorating the rest of the room. A cluttered writing more than a bed, a footlocker, and a dresser. A Lugicorion’s forces attacked before the memories
desk stands among them, with a bulky book laid well-travelled backpack is propped up against the could be retrieved.
open on its surface. bed, and a neatly-pressed tunic is folded over the
footlocker. A single candle flickers from a shelf on
This chamber belonged to Sten the Dream the wall.
Keeper, and contained records of all the Sacks of grain, jars of dried herbs and hunks of
personalities stored in the dream vaults. The fire This chamber was reserved for the sanctuary’s salted meat line the walls of this small pantry.
has damaged the floorboards, and now the whole guests. Diamara Strongheart slept here last night, Doors exit to the north and south.
chamber is at risk of collapse. leaving her possessions laid out by the bed.
Characters searching the room will uncover the If the southern corridor is still on fire (see
paladin’s clothes, her toiletries, and her holy location 15), the PCs will spot puffs of smoke
The dream log explains the mystic symbols symbol. Her backpack contains rations, rope, a emanating from under the southern door.
inscribed on the jars in the dream vault. lantern, flint and steel, a small mirror, and her Characters searching through the supplies will
Characters searching for the password into journal. uncover a set of rat traps. A tiny creature that
location 17 will need to consult the log, which is triggers one of these traps (such as the imp from
sitting on the writing desk when they arrive. location 12) must succeed on a DC 15 Dexterity
Every memory contained in the vault is listed Diamara’s journal covers her journey to the saving throw or take 1d4 bludgeoning damage
inside. PCs searching for a particular donor can sanctuary, but dwells mostly on logistics. The and become restrained until they pass a DC 15
locate their memory within 1d6 minutes. most telling entry is dated from the previous Strength check to escape.
night:

The floorboards around the writing desk collapse “Our quest nears its end. The brotherhood has
if more than 200lbs of pressure is placed on agreed to retrieve my father’s memories from the Stairs wind into this gallery from the great hall
them. A character crossing the room is entitled to vault, and to keep the casket safe until I am ready below. A heavy door stands to the north-west,
a DC 12 Wisdom (Survival) check to discern the to exorcise the spirit locked inside. It’s fitting that while an open doorway to the north leads into a set
danger. If the floorboards collapse, any character my father is the only one who can dispel the charm of dormitories. A large wooden chandelier
within a 15 ft. radius of the desk must pass a DC of undeath. After all, Emirikol the Chaotic was one overlooks the main staircase.
16 Dexterity saving throw or tumble 25 ft. to the of his most hated enemies.”

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Fires blaze from a corridor to the west. The the vault. Any character that breathes in the When the PCs enter any of the
floorboards over there have partially fallen hero’s memories will learn the name of the bedchambers, read:
through into the vault below, and thick black dragon he slew: Furnace the Red. Speaking this
name aloud will unlock the door and allow access This simple chamber contains a pair of sleeping
smoke chokes the air. Five doors can be glimpsed
to area 17. cots, some wooden footlockers, and a sturdy
through the smoke: two to the north, two to the
An arcane lock spell protects the door from writing desk. A lantern hangs from the ceiling.
south, and one at the corridor’s far end.
thieves. Any attempt to damage the door triggers
The western corridor is impossible to traverse The brotherhood used these chambers to rest,
a magical ward that deals 16 (2d10+5) poison
until the fires are put out. Putting out the fire and to compile the illuminated manuscripts
damage to all creatures within a 10 ft. radius
requires a bucket chain back to the pool, and at found in the athenaeum (location 4). Unfinished
cloud (DC 14 Constitution save for half damage).
least 5 successful DC 15 Wisdom (Survival) manuscripts still lie on the desks, but none are of
This ward recharges after 1 minute. Damaging
checks from the firefighters. Players may devise any use to the party.
the door is also likely to draw the attention of the
other methods to quench the flames, or employ drow in location 16. When the PCs enter the northern corridor,
magic. read:

This corridor adjoins three simple bedchambers. A


The door leading to the upper floor is magically This section covers multiple locations: the cloak doorway to the north opens onto a wooden balcony
locked. A knobbly face appears in the door’s room marked on the map as location 16; the overlooking the mountains.
surface whenever a character approaches, asking: three bedrooms behind it; and the corridor
adjoining the eastern balcony. All of the doors in this corridor stand open.
“What was the name of the dragon slain by
Sephirius Stormclaw?” When the PCs enter the cloak room, read:
A small group of drow raiders (Bestiary p.39) is
Magnus the High Chanter locked this door each Heavy robes hang from wall hooks in here, searching through these rooms when the PCs
night with a different question extracted from the overlooking rows of boots and coils of ropes. arrive. These drow have resisted the effects of the
vault’s bottled memories. When the sanctuary Drapes along the far wall open into a pair of mind fog, but remain under Lugicorion’s charm.
was attacked, Magnus rushed here and locked the bedchambers. They attack the party on sight.
door, but was killed on the other side. There should be one drow for every PC in the
Sten can explain how the lock works, and - This cloak room is where the brotherhood
party. If they gain surprise, they use their actions
assuming he’s still alive - direct the PCs toward dressed before attending to their duties.
to outline their enemies with faerie fire before
his dream log (location 12). If he’s dead, the Archways in the northern wall lead into the
closing in for the kill.
characters will need to figure this out for bedchambers.
themselves.
Sephirius Stormclaw’s name is listed in the
logbook, allowing the PCs to retrieve his jar from

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