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Matt Corley, Mark Hart, Cat Evans, Damien Mammoliti
Sandy Petersen
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Hazem Ameen, Pius Wirawan Pranoto Pierre “Pit” Lanrezac

Sandy Petersen’s Cthulhu Mythos: Have You Found It? Act 3: Oratorio, © 2021, Petersen Games.
Printed in China.
ISBN-13: 978-1-950982-23-3

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ii but not limited to the inscription of an Elder Sign upon your door or gate.
Table of Contents
Previously . . . . . . . . . . . . . . . . . . . . . . . . . . 1 A4. Servants’ Quarters. . . . . . . . . . . . . . . . . . . . . . . 31
Adventure Synopsis . . . . . . . . . . . . . . . . . . . 2 A5. Servants’ Quarters . . . . . . . . . . . . . . . . . . . . . . . 31
A6. Servants’ Dining Room. . . . . . . . . . . . . . . . . . . . 31
Adventure Hooks . . . . . . . . . . . . . . . . . . . . 2 A7. Kitchen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Friends, Allies, and Enemies . . . . . . . . . . . . 2 A8. Waiting Room . . . . . . . . . . . . . . . . . . . . . . . . . 32
NPCs Living and Dead. . . . . . . . . . . . . . . . . 3 A9. Assistant Steward’s Quarters. . . . . . . . . . . . . . . 32
Connecting the Clues . . . . . . . . . . . . . . . . . 3 A10. Grand Hall . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Continuing the Hastur Track. . . . . . . . . . 4 A11. Exhibition Room. . . . . . . . . . . . . . . . . . . . . . . 33
A12. Study. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Chapter 1: Descent into Chaos . . . . 5 A13. East Wing Front Hall. . . . . . . . . . . . . . . . . . . . 35
Chapter Synopsis . . . . . . . . . . . . . . . . . . . . . 5 A14. Waiting Room. . . . . . . . . . . . . . . . . . . . . . . . . 35
Sidebar: Scene Order. . . . . . . . . . . . . . . . . . . . . . . . 6 A15. Storage Room. . . . . . . . . . . . . . . . . . . . . . . . . 35
Scene 1. Mob Violence. . . . . . . . . . . . . . . . . 7 A16. West Wing Front Hall . . . . . . . . . . . . . . . . . . . 35
Sidebar: A Wounded Party . . . . . . . . . . . . . . . . . . . 10 A17. Guest Room. . . . . . . . . . . . . . . . . . . . . . . . . . 36
Interlude. The Dead Shall A18. Guest Room. . . . . . . . . . . . . . . . . . . . . . . . . . 36
A19. Library . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Punish the Wicked. . . . . . . . . . . . . . . . . . . 11 Sidebar: Unhooking the Dimensional Chain . . . . . . . . . . . . . 37
Scene 2. The Tower of Castigation . . . . . . 12 A20. Entrance to the Catacombs. . . . . . . . . . . . . . . 38
Stealth and Subterfuge. . . . . . . . . . . . . . . 12 B. Second Floor . . . . . . . . . . . . . . . . . . . . 38
Checkpoint #1: Baffle them with Bull. . . . . . . . . . . . . 13 B1. Second Floor Landing. . . . . . . . . . . . . . . . . . . . 39
Checkpoint #2: Bribery is the Best Policy. . . . . . . . . . 14 B2. Apothecary . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Checkpoint #3: I Demand to Speak to B3. Upstairs Servants’ Quarters. . . . . . . . . . . . . . . . 39
Your Supervisor. . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 B4. Luxurious Suite. . . . . . . . . . . . . . . . . . . . . . . . 40
Checkpoint #4: Sneaky Weasels, Charming Weasels. . . 14 B5. Storage Closets. . . . . . . . . . . . . . . . . . . . . . . . .40
A Friendly Favor. . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 B6. The Baths . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Prisoner Exchange. . . . . . . . . . . . . . . . . . . . . . . . . . 15 B7. Meeting Hall . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Sidebar: A Precious Commodity. . . . . . . . . . . . . . . . 16 B8. Master Bedroom . . . . . . . . . . . . . . . . . . . . . . . . 41
Scene 3. A Time for Strategy. . . . . . . . . . . 17 B9. Secret Office . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Sidebar: Streamlining the Fight. . . . . . . . . . . . . . . . . 18 B10. The Hound Awaits. . . . . . . . . . . . . . . . . . . . . 43
Optional Interlude: The Nightmare Visitor. . 19 B11. Menagerie in Miniature. . . . . . . . . . . . . . . . . . 43
Sidebar: A Lapse in Judgment. . . . . . . . . . . . . . . . . . 19 B12. Grand Chapel . . . . . . . . . . . . . . . . . . . . . . . . 44
Scene 4. A Disturbing Lack of Faith. . . . . 19 B13. Hallway . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Catacomb Encounter Table. . . . . . . . . . . . . . . . . . . 20 B14. Guest Room. . . . . . . . . . . . . . . . . . . . . . . . . . 44
B15. Bedroom of Anushka Tzekes . . . . . . . . . . . . . . 44
The Temple of Irisia . . . . . . . . . . . . . . . . 20 B16. Favored Guest Room. . . . . . . . . . . . . . . . . . . . 45
The Combat Path. . . . . . . . . . . . . . . . . . . . 21 B17. Isvhani’s Study . . . . . . . . . . . . . . . . . . . . . . . . 45
The Parley Path . . . . . . . . . . . . . . . . . . . 22 B18. Guest Room. . . . . . . . . . . . . . . . . . . . . . . . . . 46
The Command Word. . . . . . . . . . . . . . . . . 22 B19. Bedroom of Ishvani Tzekes . . . . . . . . . . . . . . . 46
The Yellow Sign Calls to Me . . . . . . . . . . . 22 B20. Hidden Vaults. . . . . . . . . . . . . . . . . . . . . . . . 46
Scene 5. Across the Mad-Swept Ocean . . . 23 The King in Yellow . . . . . . . . . . . . . . . . . . . . . 47
Sidebar: To Read or Not to Read. . . . . . . . . . . . . . . 48
Conclusion . . . . . . . . . . . . . . . . . . . . . . . 24
Sidebar: Experience Points. . . . . . . . . . . . . . . . . . . 24 Conclusion . . . . . . . . . . . . . . . . . . . . . . . 48
Sidebar: Experience Points. . . . . . . . . . . . . . . . . . . 48
Chapter 2: A Mad Funhouse . . . . . 25
Chapter Synopsis . . . . . . . . . . . . . . . . . . . . 25
Chapter 3: Crescendo . . . . . . . . . . 49
Chapter Synopsis . . . . . . . . . . . . . . . . . . . 49
The Approach. . . . . . . . . . . . . . . . . . . . . . . 25
The Realm of the Ashen Lords . . . . . . . . 50
The Tzekes Mansion. . . . . . . . . . . . . . . . . . 26 Sidebar: Nothing in Common. . . . . . . . . . . . . . . . .50
Alien Geometries. . . . . . . . . . . . . . . . . . . . . . . . . . 27
Alien Geometries Table . . . . . . . . . . . . . . . . . . . . . 27 The Halls of the Dead . . . . . . . . . . . . . . 50
Environmental Conditions. . . . . . . . . . . . . . . . . . . 28 The Environment. . . . . . . . . . . . . . . . . . . 50
Sidebar: Familiar Places. . . . . . . . . . . . . . . . . . . . . 29 Area Descriptions . . . . . . . . . . . . . . . . . . . 51
A. Ground Floor. . . . . . . . . . . . . . . . . . . . 29 1. Entrance from Tzekes Mansion . . . . . . . . . . . . . . . 51
A1. Front Entrance. . . . . . . . . . . . . . . . . . . . . . . . . 29 2. Crypt Alcoves. . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
A2. Grand Foyer . . . . . . . . . . . . . . . . . . . . . . . . . . 29 3. Preparation Chamber. . . . . . . . . . . . . . . . . . . . . . 51
A3. Majordomo’s Quarters. . . . . . . . . . . . . . . . . . . 30 4. Catacomb of the Third Circle. . . . . . . . . . . . . . . 53

iii
5. Chamber of Meditation. . . . . . . . . . . . . . . . . . . . 53 Riya Tzekes . . . . . . . . . . . . . . . . . . . . . . . . 89
6. Crypt Alcoves & Double Doors . . . . . . . . . . . . . . 54 The King in Yellow Avatar . . . . . . . . . . . 90
7. The Hallway of Ascension. . . . . . . . . . . . . . . . . . 54 Sidebar: The King in Yellow Avatars. . . . . . . . . . . . 90
8. Catacomb of the Second Circle. . . . . . . . . . . . . . 55 The Princess . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
9. Chamber of Records. . . . . . . . . . . . . . . . . . . . . . 55 The Empress . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
10. Flooded Hall . . . . . . . . . . . . . . . . . . . . . . . . . . 57
11. Chamber of Expiation. . . . . . . . . . . . . . . . . . . . 57 Monsters. . . . . . . . . . . . . . . . . . . . 96
12. The Transcendent Hall . . . . . . . . . . . . . . . . . . . 58 Crazed Mob. . . . . . . . . . . . . . . . . . . . . . . . 96
13. The Path of Dishonor . . . . . . . . . . . . . . . . . . . . 60 Drowned Zombie . . . . . . . . . . . . . . . . . . . . 98
14. Room of the Final Mystery. . . . . . . . . . . . . . . . . 60 Enraged Horde . . . . . . . . . . . . . . . . . . . . . 99
15. Grand Doors . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
16. Tower of Trial. . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Immemoriabilis Society Agent . . . . . . . . . 100
17. Exit Hallway. . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Infected. . . . . . . . . . . . . . . . . . . . . . . . . . 101
Infected Template. . . . . . . . . . . . . . . . . . . . . . . . . . 101
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . 62
Infected. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Sidebar: Experience Points. . . . . . . . . . . . . . . . . . . 62
Infected Mastiff . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Chapter 4: The Grand Finale . . . . 63 Possessed Mob. . . . . . . . . . . . . . . . . . . . . 104
Chapter Synopsis . . . . . . . . . . . . . . . . . . . . 63 Obsessed Mob. . . . . . . . . . . . . . . . . . . . . 105
A Method to Their Madness . . . . . . . . . . . 63 Rotting Servitor. . . . . . . . . . . . . . . . . . . 106
The Final Challenge. . . . . . . . . . . . . . . . 64
Magic Items . . . . . . . . . . . . . . . . . 108
The Cradle of Myths. . . . . . . . . . . . . . . . 64 Canting Urn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Environmental Conditions. . . . . . . . . . . . . 65 Dimensional Chain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Floating Platforms . . . . . . . . . . . . . . . . . . 65 Quilll of Sumaris. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Storm of Rage . . . . . . . . . . . . . . . . . . . . . . 66 Sword of Unmaking. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Sidebar: Further Adventures. . . . . . . . . . . . . . . . . . 67 The Ten Thousand Rod . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Vampiric Psychic Crystal. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Two Roads Diverged in a Yellow Wood. . . 68
Area Descriptions . . . . . . . . . . . . . . . . . . . 68 Spells. . . . . . . . . . . . . . . . . . . . . . . 111
1. Southern Entrance. . . . . . . . . . . . . . . . . . . . . . . 68 Nightmare . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
2. Back Wall. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
3. The Standing Dead. . . . . . . . . . . . . . . . . . . . . . . 69
4. The Performer. . . . . . . . . . . . . . . . . . . . . . . . . . 70
5. The Bodyguard. . . . . . . . . . . . . . . . . . . . . . . . . . 70
6. Performance Field . . . . . . . . . . . . . . . . . . . . . . . 70
7. Seating Stands . . . . . . . . . . . . . . . . . . . . . . . . . . 70
8. Dual Thrones. . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
And So It Begins…. . . . . . . . . . . . . . . . . . . 71
Early Arrival . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Later Arrival . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Sidebar: The Final Conflict . . . . . . . . . . . . . . . . . . 73
Aftermath: Victory! . . . . . . . . . . . . . . . . . . . . . . . . 73
Aftermath: Defeat!. . . . . . . . . . . . . . . . . . . . . . . . . 74
Reducing the Hastur Track . . . . . . . . . . . 74
Conclusion . . . . . . . . . . . . . . . . . . . . . . . . 74
Sidebar: Experience Points. . . . . . . . . . . . . . . . . . . 74
Non-Player Characters. . . . . . . . . 75
Adira, City Watch Lieutenant. . . . . . . . . . 75
Amadicia. . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Braiham Tzekes . . . . . . . . . . . . . . . . . . . . . 77
Eileen Lakshmi . . . . . . . . . . . . . . . . . . . . . 79
Errimac, Watch Captain. . . . . . . . . . . . . . 80
Father Emil Lukaris . . . . . . . . . . . . . . . . . 81
Gamina Goldenbrook. . . . . . . . . . . . . . . . . 83
Ishvani Tzekes . . . . . . . . . . . . . . . . . . . . . 84
Pallavi Ruza. . . . . . . . . . . . . . . . . . . . . . . . 87
Pallminya. . . . . . . . . . . . . . . . . . . . . . . . . . 88
iv
Act III: Oratorio
A Cthulhu Mythos adventure for 4 to 5 characters of 8th–11th level

“We believe sanity to be a castle with walls that will the Tzekes family, Braiham, and the Mummers.
protect us. It isn’t. Sanity is a prison whose walls The PCs learned how the Mummers have been us-
blind us to the truth of our existence.” ing the catacombs as a convenient way to traverse the
–Durja Mallick, last prince of Tiarazan city without being observed. The PCs also confirmed
that most mansions in the Marble Way District have
“True artistry only blossoms within the realm of their own private catacomb entrances.
madness.” A local scholar, Damani Veers, reluctantly provid-
– Luchem Pentashar, playwright ed background information concerning the King in
Yellow and his eponymous play. The PCs also learned
Previously… that the last known surviving copy of the play resides
in the city. In all likelihood, this dangerous relic had
The murder of four individuals threatened the status
sparked most of the events that threatened Tiarazan.
quo of the city of Tiarazan. The Kommein and the
After discussing matters in greater, more informed
Tzekes, two powerful families and former allies, each
detail with the Immemorabilis Society and its leader,
lost their eldest child and blamed one another for it.
Pallavi Ruza, the PCs returned to convince Damani
The PCs started an investigation to learn the identity
Veers to give them a unique magic relic, the quill
of the murderer and their motivation. The evidence
of Sumaris. The quill may help them eradicate the
they collected indicated that a charismatic cult leader,
Yellow Sign, but it requires a rare, exotic ink—the
Molleus the Eye, had a hand in the murders. This
ichor of a servitor of the Outer Gods. By this time,
information prevented a war from erupting between
a mounting body of evidence pointed to the involve-
the two families but also pointed to the involvement
ment of Braiahm Tzekes, patriarch of the Tzekes fam-
of a strange and powerful supernatural entity.
ily, as somehow being involved with the Mummers or
The PCs encountered mobs of random people,
Molleus. Tzekes had, after all, been responsible for
violent and apparently under magical compulsion,
bringing the copy of The King in Yellow to Tiarazan.
chanting the name of Hastur. They became the tar-
Meanwhile, the possessed mobs had evolved and
gets of Molleus’s cult, the Mummers. The characters
grown in the threat they posed. Several of these
learned about the mysterious and pernicious Yellow
mobs sparked through the efforts of the Drunken
Sign and how its effects had something to do with
Crows, a visiting bard troupe with ties to the Mum-
forming the obsessed mobs. They also uncovered
mers. The Crows had put on a series of free street
the shadowy involvement of a dark entity, the King in
performances, after which they activated a new
Yellow. Through a concerted effort, Molleus and his
possessed mob by creating a “seed” individual—the
Mummers had spread the Yellow Sign’s influence,
person around whom the mob formed.
and now they mean to summon the King in Yellow.
After several brief, cryptic messages, the PCs
The characters tracked down the Mummers’ base
finally gained the opportunity to meet a mysterious
and attacked. They succeeded in killing or capturing
benefactor, the scholar Syren Nakash, who’d pro-
several cultists while rescuing the youngest Tzekes
vided them several leads in the past. Before the two
daughter. Some cultists escaped, including Molleus,
sides came to any agreement or sharing of informa-
but the cult lost its base of operations.
tion, a group of cultists and Tcho-Tcho interrupted
Despite the PCs’ victory, Molleus and the Mum-
the meeting. Unwilling to risk capture, Nakash fled
mers continued working toward an upcoming event.
into the catacombs. The PCs followed and, after a
This event, a large-scale performance of The King
dangerous encounter with mutants dwelling in the
in Yellow play, was set to coincide with the last day
catacombs, rescued Nakash and got the final pieces
of the Saint Caphias Festival. Before the PCs could
of information they needed, including the location of
intervene and stop the Mummers, they needed to find
the underground amphitheater known as the Sunken
clues to lead them to the ritual’s location, the Sunken
Cathedral.
Cathedral.
The PCs interrupted the play before the comple-
The PCs encountered a new player on the field: the
tion of its second and final act. During the desperate
Immemorabilis Society. The Society had been strug-
battle, the characters discovered that while Molleus
gling to stop the spread of the possessed mobs and
led the Mummers, the true mastermind behind ev-
put considerable effort into stamping out the Yellow
erything was the youngest Tzekes daughter, Ishvani.
Sign’s influence. After a rocky start, the PCs and the
Molleus met his end but Ishvani escaped. Also, this
Society formed an alliance of necessity. As part of
confrontation took place over a mere stage rehearsal
this, the characters learned a few tactics for prevent-
of the play, which meant Ishvani still planned to put
ing the formation of the possessed mobs. The Society
on one final, climactic performance.
believed in some connection between the patriarch of
Though the PCs stopped the ritual within the
1
Oratorio
performance, they returned to the surface to find the ed their resources. Soon, they will be unable help
cult had nonetheless completed part of their sinister the PCs. They warn the PCs that if Ishvani and her
plan. The full moon in the sky above revealed the surviving Mummers summon the King in Yellow, he
imprint of the Yellow Sign on its surface, prominently could gain full control over all undead in the area,
displayed for all to see. Under its yellow light, mad- including the Ten Thousand Honored Dead, the
ness and chaos had already begun to wash over parts undead defenders of Tiarazan.
of the city. With time running short, the PCs must accomplish
This episode began mere moments after the end of three important tasks. They must first acquire an
Act II. The PCs interrupted the schemes of Molleus artifact, the Ten Thousand Rod, from the high priest
and Ishvani, but the worst is yet to come. The Tzekes of the Temple of Irisia. With this rod, the characters
daughter means to unite with the King in Yellow and may be able to stop the King from controlling the
use her newfound powers to transform Tiarazan. She Honored Dead.
seeks to eradicate the city’s ancient, inviolate tradi- After that, the PCs must head to the Tzekes
tions and status quo and, in their place, create a city mansion. They need to search Ishvani’s room and
of art, culture, learning, and creativity. While she may the house for information as well as the catacomb
hold such high ideals in mind, everything witnessed connection between the mansion and the Cradle of
to date suggests the King in Yellow has something far Myths amphitheater. While there, they should do
more destructive and horrifying in mind for the city. everything possible to locate the copy of The King in
Yellow play, as it may provide clues helpful in com-
Adventure Synopsis batting the avatar. Doom is coming for the PCs, the
city of Tiarazan, and perhaps the entire region should
Act III begins in the wake of a victory against Molleus
Ishvani Tzekes unite with the King in Yellow.
and the Mummers. The PCs stopped the perfor-
mance of The King in Yellow and delivered a pun-
ishing blow to the cultists, but the escaped Ishvani Adventure Hooks
Tzekes continues to pursue her scheme to remake If you are playing Act III as a stand-alone adventure,
the City of Tiarazan. Even worse, the cultists com- here are a few ways to pull the PCs into the story.
pleted enough of their ritual such that the moon now Where possible, each player should try to connect
displays the Yellow Sign for all to see in the night sky. their character to the locale and its ongoing narrative.
Madness and chaos in the city threaten to reach a Here are a few examples to consider:
fever pitch as more and more people fall victim to the ◊  A character belongs to or has a connection with a
King in Yellow’s influence. major family in the city, such as the Kommein or
Almost immediately, the PCs face an apocalyptic the Tzekes.
scene. A band of Society agents become surrounded
◊  An old friend or ally asks a PC for their help in un-
by a new, more dangerous type of mob and need
covering the strange bouts of madness and chaos
rescue. Not all proves hopeless, however. The Society
erupting throughout the city.
has created magic items capable of dissipating the
mobs: a series of special urns called canting urns. ◊  One of the PCs experiences visions of a strange,
The urns require precise placement, but when trig- alien sigil hovering over the great city of Tiarazan.
gered, they work as promised. This foretelling speaks of dark, evil times that may
Syren Nakash provides the PCs with a lead begin in this city but will spread elsewhere unless
regarding Eileen Lakshmi, a former servant em- stopped.
ployed by the Tzekes family who may possess useful ◊  A patron and close comrade of a PC has gone
information regarding Ishvani. Meeting with Lakshmi missing in Tiarazan. This ally’s last cryptic mes-
requires the PCs to gain entry into the city’s pris- sage warned the PC of an ancient power being
on, the Tower of Castigation. Once the characters summoned there and the need to stop it before it
succeed, they learn that Ishvani may have been the threatened the entire region.
one who murdered Ashkay Kommein and Anushka
Since this adventure takes place within or beneath
Tzekes, her own sister. It seems that Ishvani acquired
the city of Tiarazan, it helps make the adventure
her father’s copy of The King in Yellow and decided
more interesting and meaningful if the PCs have con-
to summon the King as part of her plan to reshape Ti-
nections to the community. The PCs should feel an
arazan. Ishvani now intends to put on her final perfor-
investment in the city and its people and care what
mance at a little-known outdoor amphitheater known
happens there.
as the Cradle of Myths. The location of this theater
remains a mystery, however—no one can recall ever
hearing of, let alone visiting such a place anywhere Friends, Allies, and Enemies
near the city. Part of being connected to the city and its people
Although the Immemorabilis Society has had some involves making friends and enemies and establish-
success in slowing down creation of new crazed ing sources of information. If the characters went
mobs, they’ve lost many agents and nearly exhaust- through Acts I and II, they probably gained some

2
Oratorio
friends and made some enemies. If the characters these relationships may involve actual friendship and
didn’t go through the previous adventures, they need loyalty, while others are probably more transaction-
some basic information to understand the situation al—a favor for a favor.
and where they might fit in. Here is a brief rundown If the PCs didn’t go through Act I or II, then they
of the major groups of interest in Tiarazan. don’t automatically have much, if any connection with
◊  Kommein. This aristocratic family has all but the groups described above. In this case, the GM
lost the twelfth (and lowest) seat on the Elector should offer a brief overview of the social and politi-
Council. The Kommein holds honor and duty in cal scene in the city and perhaps include a few brief
high regard, and they keep their word—a rare trait scenes involving the above groups. Having such allies
in Tiarazanian politics. This family finds itself and resources can make all the difference between
isolated and without allies. The Kommein despise success and failure, victory and madness.
anyone associated with the Tzekes family.
◊  Tzekes. This merchant family once served as fi-
NPCs Living and Dead
nancial patron to the Kommein but recently ended If players have participated in the previous acts of
that alliance, further isolating the latter family. this campaign-length adventure, they’ll have accumu-
The Tzekes want to give their patronage to a more lated an impressive list of known NPCs, ranging from
deserving and up-and-coming noble family such as contacts to friends to enemies. Along the way, some
the Numari. The Tzekes are ambitious, cunning, of these NPCs may have died or suffered some other
and resourceful. They switch sides whenever it gruesome fate. The episodes in this act make some
seems advantageous to do so. They do not ally assumptions as to which NPCs remain alive and
themselves with anyone friendly with the Kom- which have died—assumptions that may not hold true
mein. for each group of players.
◊  Numari. This noble family stands to gain the If the text calls for the appearance of an NPC who
twelfth seat on the Council at the expense of the is deceased or absent in the GM’s campaign, the GM
Kommein family. They’ve been making overtures should substitute either an existing NPC or a new
to the Tzekes family in the hope of gaining a new one of their making to fill a similar role. For example,
patron. At the same time, their matriarch has if Captain Errimac of the City Watch died in a previ-
concerns about the Tzekes and seeks information ous episode, the GM can promote Lieutenant Adira
to validate an alliance before she makes such a to fill his position. The GM can also decide whether
move. to update the NPC’s stats or to “reskin” another
NPC’s stats to fit the new one.
◊  Factions. The city is filled with street gangs
Of the many NPCs encountered in these adven-
known as factions. Most wealthy and influential
tures so far, only two must still be alive at this point
families support one or more of the factions and
for plot reasons: Ishvani Tzekes and her father,
use them to do their bidding—including engaging
Braiham. Each of these two NPCs plays a prominent
in proxy fights against rival families. Most factions
role in these upcoming episodes. If the PCs killed
also commit crimes to earn additional money.
one or both in a previous act, the GM should conceive
Since different factions often oppose one another,
some way to bring them back; Ishvani restored by the
they almost never work with their rivals or ene-
King in Yellow, for instance, or a different, corrupted
mies except in the worst of circumstances
version of Braiham Tzekes that has replaced him on
◊  City Watch. For the most part, members of the behalf of his own patron’s elder influence.
City Watch are too beholden to the noble and mer-
cantile families to serve ordinary citizens or keep Connecting the Clues
the peace. The City Watch is usually best at arrest-
ing outsiders or foreigners, but otherwise they do As with previous installments of Have You Found It?,
their best not to anger any of the major families this act involves searching for clues and gathering in-
of the city. A few members of the Watch, Captain formation in between roleplaying and combat scenes.
Errimac and Lieutenant Adira in particular, can be The clues allow the PCs to progress from scene to
trusted and care to do their jobs. scene and offer them a chance of to stop Ishvani
Tzekes from becoming one with the King in Yellow.
◊  Clergy. The city serves as home to a multitude of
If the PCs overlook important information, draw the
different faiths. The various religious institutions
wrong conclusions, or get sidetracked, then they may
generally avoid politics where they can, but even
find the adventure too challenging or, worse, confus-
they cannot entirely avoid involvement with the
ing and dull.
noble and mercantile families. The faiths have
The GM should always keep their players in mind
fallen into disarray lately and have become too
when handing out clues and divvying up information.
distracted to help the city or its citizens.
Some groups excel at investigations and solving mys-
If the characters worked to establish good relation- teries, while other groups may struggle. The GM’s
ships with individuals and groups, then they have goal here is to provide an entertaining, engaging, and
people to turn to for help and information. Some of tense adventure that challenges the characters and
3
Oratorio
their players without overwhelming them or leaving
them in the dark. At times, the GM may need to pro-
vide additional hints or opportunities to gather clues
beyond those given in the text. Don’t let the pace drag
on and don’t let the players stay stuck for long—give
them a nudge or a hint in-game.
As an example, if the PCs struggle to understand
an event’s significance, the GM can have an NPC
friend or associate ask questions that hint at the
significance, prompting the PCs to consider perspec-
tives they might have overlooked or have forgotten
to investigate. The NPC doesn’t need to give out an-
swers but rather clarify things enough so the players
can reach the destination. Naturally inquisitive NPCs
like Captain Errimac of the City Watch, Pallavi Ruza
of the Immemorabilis Society, or the acolyte Pallmin-
ya are good options for helping the PCs out without
handing the answers out for free.
Unlike previous acts in this campaign-length
adventure, this act has fewer scenes the PCs can skip
or avoid. Events now approach the climax and the
characters need to gather every clue and bit of infor-
mation possible. They can’t afford to ignore any leads
or opportunities that may help them defeat Ishvani
Tzekes, the Mummers, and the King in Yellow. Thus,
it falls to the GM to encourage the players to pursue
the leads they’ve acquired, such as meeting with Ei-
leen Lakshmi or exchanging information with Pallavi
Ruza (both of which occur in Chapter 1).

Continuing the Hastur Track


As with the previous acts, the GM should keep the
Hastur Track on hand throughout the adventure.
The PCs should know by now the dangers involved
when they or anyone else repeats Hastur’s name.
Since each appearance of the King in Yellow’s avatar
is more powerful than the previous incarnation, the
characters should do everything in their power to
prevent another summoning. By this point in the ad-
venture, the next incarnation of the avatar is likely to
be an exceptionally dangerous and difficult challenge.
The avatar’s highest form, known as the Empress,
appears in the Appendix for this adventure.

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Chapter 1: Descent into Chaos
A Cthulhu Mythos Adventure for 4 to 5 Characters of 8th level

Chapter Synopsis leader asks the characters to meet with her in one
day to discuss strategy and to trade information. She
The PCs return to the city streets to find chaos and needs the extra time to gather the survivors of her
anarchy unleashed. The ominous Yellow Sign, seem- organization and assemble the information they’ve
ingly etched into the moon, illuminates Tiarazan in collected over the past few days.
its pallid glow. The obsessed mobs are springing If the PCs wish, they can pursue a lead given to
up in every neighborhood now. People are running them by Syren Nakash, who suggested they speak
and scrambling all through the city, terrified, angry, with a former friend of Ishvani Tzekes by the name
or caught in the grips of madness. Not far in the dis- of Eileen Lakshmi. To do so, however, the PCs must
tance, the characters hear the now-familiar chanting find a way to enter the Tower of Castigation, where
of an obsessed mob. If something doesn’t stop this Lakshmi is being held as a prisoner for crimes
mob soon, its influence will expand and encompass against the city.
ever-larger groups of people. Once the characters reach Lakshmi, she agrees
When the PCs reach the site of the disturbance, to provide information in exchange for her freedom.
they find a desperate group of Immemorabilis Soci- She provides useful information concerning Ishvani,
ety members trying to stop the largest mob seen to including the fact that her former friend possesses
date—a mob threatening to grow until it encompass- and has read The King in Yellow play, which inspired
es the entire city. The Society has developed a magi- her to summon the King in her bid to remake the
cal device to counteract the chanting and thus break city as a more egalitarian and open society. Lakshmi
up the mobs, but now they need help placing devices informs the PCs that Ishvani likely was the murderer
in the right places at the right time and then trigger- responsible for the deaths of Ashkay Kommein and
ing them. The agents plead with the characters to Anushka Tzekes—the price for initiating contact with
help them disperse the mobs before they grow too the King. She encourages the PCs to go to the Tzekes
massive to stop. After the PCs succeed, the Society estate and search Ishvani’s room for clues to what
5
Descent into Chaos
she plans next. If they can find the copy of the play, it
may also provide clues on how to defeat the scheme. Scene Order
If the performance down in the catacombs was mere- The previous two acts of this adventure allowed
ly a dress rehearsal, then Ishvani no doubt plans one for flexibility as to the order of different scenes
final performance to summon the King in Yellow’s within an episode. In this act, however, most scenes
most powerful avatar. should take place in the order presented. At a
Pallavi Ruza and the minimum, Scene 1 should occur first and Scene
surviving members of the 5 should come at the end of the episode. Scene
Immemorabilis Society 3 needs to occur before Scene 4 since the latter
meet with the PCs for scene requires information the PCs acquire in the
one final strategy session former. The GM should make whatever adjustments
to decide their next step. are necessary to best suit the narrative and the
Thanks to information group’s preferences.
gleaned from Dama-
ni Veers and Syren give one final performance of The King in Yellow.
Nakash, Ruza Once she completes this grand performance, she will
believes Ish- become one with the King in Yellow and gain tremen-
vani Tzekes dous power. Two vital questions remain unanswered:
plans to when is this performance and where?
Finally, between clues and hints, both the PCs and
the Society have gathered, everything points to the
ability of the King in Yellow’s ability to command all
undead within his area of influence. If this is true,
the coming of the King promises doom for Tiarazan.
The catacombs beneath the city are filled with ten
thousand undead, known as the Honored Dead—the
ultimate defenders of Tiarazan. Should the King be
able to control this army, he may well prove unstop-
pable, and his power could threaten a far larger
area than the city itself.
The only hope the city has in the event
Ishvani summons the King in Yellow is
to acquire the Ten Thousand Rod. The
person in possession of this ancient relic
may be able to keep control of the undead
despite the King’s influence. Unfortunately,
the rod is in the possession of the high
priest of the Temple of Irisia and he will
not willingly part with it. Worse, from all
accounts, the high priest has succumbed
to the same madness now gripping the
rest of Tiarazan.
The PCs must make a desperate for-
ay to the Temple of Irisia to acquire, one
way or another, the Ten Thousand Rod.
Finally, as darkness approaches and
the city once again erupts in carnage,
madness, and chaos, the PCs must
travel to the Tzekes estate in the hope
of finding the final clues as to where
Ishvani will conduct her final perfor-
mance of The King in Yellow.
Standing in the party’s way is a city
filled with frightened people and too
many of the mobs to count. With time
running out and the coming of the King
in Yellow fast approaching, the characters
cannot afford any further delays.

6
Descent into Chaos
Scene 1. Mob Violence devices in the proper locations. All four urns must
be placed at the cardinal compass points around the
This scene occurs moments after the PCs exit the
mob, and each urn must lie no more than 300 feet
catacombs and return to the surface. They’ve seen
from one another to work. Once the PCs place all
the Yellow Sign shining down from the face of the
four urns correctly, they only need to speak the com-
moon, and now they hear shouts, screams, and—
mand word to trigger them. Theoretically, this will
worst of all—chants echoing through the nearby
break up the obsessed mob, no matter how big it has
streets. Somewhere close, another obsessed mob has
become. Thus, the PCs must locate the dropped urn,
come to life. Read or paraphrase the following:
acquire the other three, place all four in their proper
The familiar madness-inducing chant of an alignment, and say the command word.
obsessed mob echoes through the street. By the When the PCs reach the bazaar, read or para-
sounds of it, a new mob is forming. With so many phrase the following:
people flooding the streets, such a mob could A panoramic, apocalyptic hellscape unfolds before
quickly grow out of control and consume the you. A zealous mob, far larger than any you’ve
entire city. encountered yet, parades around and through
Before you can decide your next move, a trio the market square. Their mesmerizing, sing-
of men limps in your direction, obviously fleeing song chant fills the air with its pernicious magic.
the mob. Two of them, splashed with fresh blood, Hundreds of civilians, their faces pale with fear,
support their third comrade. You recognize them run in one direction or another as they try to flee
as agents of the Immemorabilis Society. They the mob. A cluster of Society agents holds their
stop, set their wounded comrade down for a mo- ground at the center of the square. They resemble
ment, and fight to catch their breath. a tiny island of calm surrounded by an ocean of
One of the agents recognizes you in return. He madness.
shakes his head in disbelief. “We thought we had If nothing stops the mobs from growing—and
things under control and the new devices would soon—their madness could wash over the entire
stop these mobs. They came at us so fast, so city in a matter of hours.
angry…” He beats the sides of his head with his
fists. “That damned chanting gets to you.” Once the PCs see the horrific, chaotic scene laid out
His comrade points back the way they came. before them, they must each succeed on a DC 15
“The rest of our group is back there, surround- Wisdom saving throw or gain a level of dread, which
ed. If they don’t trigger the urns soon, they’re lasts until they dissipate the crazed mob with the
doomed” canting urns. If they don’t use the urns successfully,
the level of dread lasts until they complete a long rest.
The 3 Immemorabilis Society agents (page 100)
In addition, another group of Society agents placed
accept help in bandaging their wounds, especially the
their urn at the north location already. The PCs must
comrade they supported between them, and spend
find the urn the agents dropped and place it (it is
what little energy they have begging the PCs to aid
closest to the south compass point) and then find
their comrades. They offer some sort of reward if the
their way to the other agents to acquire the remain-
PCs seem about to leave.
ing two urns. From there, the PCs need to position
If the PCs ask them about the “devices” they men-
the remaining two urns at the west and east compass
tioned, read or paraphrase the following:
points.
“Mistress Ruza figured a way to break up one of Although this encounter involves combat, if the
those crazed mobs without hurting anyone. She PCs attempt to solve the problem through force
created these clay urns—she calls them ‘canting alone, they will lose. They likely cannot kill members
urns’—covered in runes and filled with some sort of the obsessed mob faster than the mob gains new
of liquid—maybe holy water or something. We members from the surrounding bystanders and
needed to place one urn at each of the compass crowds, and even if they could, leaving the plaza
points and then speak the command word. The full of the bodies of innocent people could hardly be
urns explode and break up the mob… knocks called a success. The existing mob grows with each
people out of the damned trance.” passing round and becomes increasingly dangerous.
His friend gives a tired nod of agreement. “We The Approach. The PCs can accomplish this task
got separated and dropped our urn before we in any order they choose. This encounter doesn’t
could place it. The mob surrounded the other come with a specific map; the GM should sketch out
agents before they could place theirs.” a simple map featuring a large, open bazaar square
at the center surrounded by buildings. Because of the
The agents explain where they dropped their canting size of the mob, the number of bystanders nearby,
urn (page 108), then they describe the situation: the and the size of the locale, this encounter is best run
other agents have the remaining three urns but now with “theater of the mind” as opposed to a battle map
stand surrounded by the mob and unable to place the and miniatures.

7
Descent into Chaos
Once the PCs have a moment to take in the scene spare. Although the mob isn’t specifically targeting
before them and draw up a quick plan, this encounter the agents, they do attack anyone they encounter
grows progressively more difficult. The major threat who isn’t part of their mob. The agents have so
on the scene is a crazed mob. At the start of each far failed to break out of the cordon and have
round after the first of this encounter, the GM should already lost six members on these attempts (four
roll a d20. On a roll of 1-9, the crazed mob remains dead, two now part of the mob). The urns must be
the size it was on the previous round. On a roll of placed around the entire mob, not just a portion of
11-20, however, the obsessed mob gains addition- it, to be truly effective.
al numbers and grows (see the description of the When the PCs reach the agents, the agents
crazed mob in the Appendix). recognize them from previous encounters and
Creatures. At the end of every two rounds, there’s meetings. The de facto leader of the agents,
a 50% chance that a new possessed mob (page Zacharus, is reluctant to surrender the urns to the
104) forms somewhere within 100 feet of the crazed PCs and requires some convincing. He still holds
mob. This smaller mob actively pursues and attacks out hope that he and his men can accomplish the
the PCs and the Society agents to the best of its mission themselves.
ability, almost as if being guided by an unseen hand. The PCs can ask the surviving agents to assist
Individual possessed mobs such as this cooperate in them. They may, for example, seek to use the
chasing and attacking targets with special focus on agents as a diversion for the mob or as a decoy,
individuals carrying one of the canting urns. or they may simply want more numbers to break
◊  The Society Agents. A cluster of eight Immemo- through the mob. The characters can use what-
rabilis Society agents (page 100) is somewhere ever means they prefer to convince the agents to
in the market square, surrounded or nearly help. A successful DC 17 Charisma check (Intimi-
surrounded by the growing mob. The agents still dation or Persuasion) suffices, although the agents
have two of the canting urns with them, plus a refuse any orders that are obviously doomed.

8
Descent into Chaos
◊  The mob. A crazed mob (page 96) marches To acquire these urns, the PCs must go to the
through and around the market square. Its prima- Society agents at the center of the market square.
ry focus is on “recruiting” new members to grow They must convince the squad leader, Zacharus,
its numbers through its Mesmerizing Chant pow- to not only turn over the canting urns to them,
er. If the mob encounters the PCs or the Society but also share the command word. This requires
agents, it attacks them but otherwise doesn’t seek a successful DC 20 Charisma (Persuasion) or
them out. DC 25 Charisma (Intimidation) check before he
◊  Fragile urns. The urns themselves are relatively entrusts the PCs with the urns and their secret;
fragile (AC 10, hit points 20) and must succeed the PCs have advantage on these checks if they
on a DC 10 saving throw (+2 modifier) if struck, protected the Society agents or did at least 50
dropped, or otherwise damaged, to avoid break- damage to one of the mobs, proving their mettle.
ing. The mob does not interact with the urns in ◊  Placing the Urns. In order to activate them,
any way; neither to break them nor to try and keep the PCs must place the urns in the designated
the PCs from acquiring them. locations. How they accomplish this task is up to
◊  Urn #1 (set at the north compass point). This them; they can do them one after another or divide
urn, set at the north compass point, is on the roof- into two teams and make the attempt at the same
top of a two-story building overlooking the market time. In both cases, placing the urns requires the
square. Since the obsessed mob doesn’t tend to characters to traverse to the west end and the east
travel indoors or use stairs, this urn is relatively end of the market square, which means dealing
safe. The GM can, if they want to add further with the mobs.
complications, place this urn in some sort of peril Development. The GM should feel free to throw
(perhaps some thieves looking to steal the urn in in additional factors during this encounter to keep
the hope that it’s worth something), but the PCs things exciting, and to encourage the unexpected.
probably have enough to challenge them already. Here are a few suggestions:
◊  Urn #2 (dropped near the south compass point). ◊  Dying words. The canting urns require a com-
The trio of agents encountered at the start of this mand word to detonate. Among the Society agents
scene came under attack while attempting to on scene, only their leader, Zacharus, knows the
place their canting urn at the south compass point. word. To add some tension to the scene, the PCs
It remains on the ground where they dropped it. learn they need the command word that only
The three agents can provide a general idea where Zacharus has, at which point he suffers a mortal
the PCs should look for the urn, but locating its wound—if he dies without divulging the word, all
exact spot requires a thorough search of the area. hope for surviving dies with him. The PCs need
Locating the urn requires a successful DC 25 Wis- to take steps to save him from dying or buy him
dom (Perception) check or a DC 20 Intelligence enough time to share the word, such as DC 15
(Investigation) check; any number of PCs can take Wisdom (Medicine) check with a healer’s kit, a
part in the search. Each additional round after curative spell, etc. The GM can decide if any such
the first spent searching lowers this DC by 2, to a measures actually save Zacharus or if such mea-
minimum of DC 10. Once the party succeeds on sures only give him a few seconds to croak out the
this roll, they locate the urn. command word before he dies.
During this search, the PCs risk attracting the ◊  The City Watch arrives. Captain Errimac (page
attention of the crazed mob or, more likely, one of 80) or Lieutenant Adira (page 75) lead a squad
the possessed mobs forming every other round. of 10 City Watch (use the guard statistics) onto
If a character finds the canting urn and a mob is the scene. Depending on where they arrive on the
within 30 feet, the mob moves at full speed toward scene and where the PCs are, the squad may be
that PC and continues the pursuit as long as pos- able to aid the party or the squad may need saving
sible or until they catch up. from one of the mobs.
◊  Urns #3 and #4 (and #5). As mentioned above, ◊  Shattered urn. As mentioned, the surviving Soci-
the Society agents clustered near the middle of ety agents still have three canting urns with them.
the square still have three urns with them—they As far as they know, at least one of the other urns
were surrounded by the mob before they could has been lost or destroyed. If one of these three
place the urns. One urn needs to be placed at urns is destroyed, it further ratchets up the ten-
the west compass point and the other at the east sion of the encounter—the PCs have no remaining
point, with each no farther than 300 feet from the
room for mistakes and no spare urns available. If
other urns. When the urns detonate, they affect all an urn shatters or is otherwise cracked, its magic
creatures within the square area of effect between dissipates and it cannot be repaired. If necessary,
them—they do not affect any creature outside of the PCs can still make the effect work with only
this area. three urns placed, albeit with a smaller area of
Thus, the urns must all be placed such that the effect (three urns form a triangle rather than a
entire mob is inside their perimeter. square).
9
Descent into Chaos
GM should provide clear indication the party must
A Wounded Party choose to either flee the area or perish in a hail of
Since this scene occurs immediately following the arrows; escape isn’t difficult for small groups while
climactic scene of Act II, there’s a strong chance the soldiers establish their perimeter.
the PCs are low on resources such as hit points, ◊  Torrential rain. During the scene, a heavy down-
healing, spell slots, etc. The players no doubt pour falls over the air. This has three effects. First,
want to rest their characters and recuperate these it reduces visibility for everyone on the field. Ev-
resources before tackling another encounter. erything on the field is lightly obscured. Creatures
Indeed, avoiding an encounter likely seems both in the area suffer disadvantage on Wisdom (Per-
wise and prudent at this stage. The GM has a few ception) checks relying on sight or sound. Second,
options for handling this dilemma. it extinguishes any torches or small fires in the
First, the GM can allow the PCs the freedom to vicinity. Third, it turns areas of the ground into
enter this encounter or avoid it as they choose. The muddy, swampy quagmires (treat these patches as
GM should, however, offer hints to suggest dire difficult terrain).
future consequences if an obsessed mob spreads
◊  Endangered innocents. The PCs stumble across
its influence unchecked. The PCs might elude the
one or two ordinary citizens caught in the middle
encounter now but face worse problems later as a
of the chaos. They aren’t part of any mob and they
result. If the PCs still elect to avoid this encounter,
only care about escaping alive and unharmed.
the GM needs to let natural consequences occur.
When the PCs see these civilians, so too does one
Second, the GM can force the issue by having
of the possessed mobs. The characters may need
this scene take place immediately near the
to conduct an impromptu rescue to save these
characters. This doesn’t mean the characters must
people. In return, the citizens know where to find
go through the encounter from start to finish; they
the missing canting urn, potentially saving the
may still choose to flee. By witnessing the event
PCs time and trouble.
firsthand, however, they gain a better idea of the
consequences they’ll face later if they fail to act, ◊  Horse on the loose. Some merchant or noble
including enormous obsessed mobs roaming the got separated from their horse and now it runs
city out of control and the death of many of the amok throughout the square, trying to avoid the
PCs’ friends and allies in the process. mob and get to safety. A PC can calm the steed
Third, the GM can allow the PCs to “rub some down with a successful DC 16 Wisdom (Animal
dirt in it” and recoup some of their expended Handling) check, after which it might prove useful
resources as if they’d completed a short rest. The in getting from place to place quickly.
characters have enough time to spend Hit Dice to ◊  Crates, barrels, carts, and tents. The GM should
regain hit points and they regain any class feature populate the battle scene with plenty of items and
that returns after a short rest. The GM may even cover for clever characters to use. Since this area
bend the rules somewhat and allow the characters was, until recently, a market square, it is crowded
to restore spell slots or other class features that with crates, boxes, barrels, shelves, tents, tables,
normally require a long rest to regain. chairs, and so forth. The GM simply needs to de-
The poorest option is to railroad the PCs and scribe these items littering the landscape and let
force them into the encounter no matter their the players decide how to use them. In any given
choices or actions. This removes player agency part of the encounter, if a player asks if anything
and can lead to players growing frustrated or even of these items are nearby and handy, the answer
disinterested in the adventure. If the PCs avoid this should usually be “yes.” For example, the PCs
encounter even knowing the consequences, the can topple a pyramid stack of barrels off its pallet,
GM should allow it. causing them to tumble into a mob, scattering or
slowing them. These items might also assist in
If only two or fewer urns survive, however, deto- stealthy PCs avoiding notice by the mob.
nating them has minimal benefit—they only affect With the canting urns in place forming a perimeter
creatures within 30 feet of them. If this occurs, the around the mobs, any PC or Society agent within
city’s defenders mount a vigorous effort to contain the area of effect can speak the command word and
and eliminate all rioters. Numerous squads of trigger the detonations. Read or paraphrase the
City Watch and hundreds of militia form a cordon following:
around the area. They then unleash volley after
volley of arrows into the square, firing indiscrim- After a moment or two of delay, the four urns
inately until nothing moves inside the area and explode at the same time. The detonations are
thousands of arrows lie embedded in a sea of visible from the cloud of sparks and smoke they
corpses. This slaughter defeats the mobs but also shoot out, but the explosions are inaudible due to
kills hundreds of innocent civilians. Once the PCs the screaming, shouting, and chanting of hun-
no longer have any chance to activate the urns, the dreds of people.

10
Descent into Chaos
The members of the mobs clutch their ears The undead have determined that members of the
and fall to their knees, faces twisted in grimaces Drunken Crows troupe represent a threat to the city
of pain. In the span of a few heartbeats, every and must be eliminated (the Honored Dead do not
one of the crazed mobs turns into a collection of hunt down citizens of the city, instead focusing on
confused, frightened individuals. threats posed by foreign agents).
For this scene, the Drunken Crows involved
include Gamina Goldenbrook (page 83), Joorma
Interlude. The Dead Shall Punish the Quickhands (HYFI Book 2, Page 68), and two
Wicked bandits (their names are Hareth and Anselm). (If
Gamina and/or Joorma died in Act II, replace them
This scene can take place in almost any part of the
with other names).
city, and it can occur at any point after Scene 1 but
Development. The PCs have three choices here.
before Scene 5. The GM can introduce this scene by
First, they can stand by and allow the Honored Dead
one of several means, whichever makes the best
to perform their duty and kill their prey, perhaps
sense with what the PCs are doing and where
taking a measure of satisfaction in the
they are in the city.
delivery of such harsh justice. Second,
◊  Gamina Goldenbrook, a member they can simply leave and let
of the Drunken Crows bardic events unfold without them being
troupe the PCs encoun- witnesses. Finally, they can
tered in Act II, runs up to intervene and attempt to save
the PCs and begs them the Crows in some way.
to help her save her If the PCs help the
friends. Drunken Crows and intervene
◊  A group of City Watch rec- without attacking the undead,
ognizes the PCs and ask for they face no repercussions—the
their help in dealing with undead do not attack them. If,
an unusual situation. however, the PCs attack the undead,
◊  The PCs encounter then the undead can attack
the scene on their own them in return. Under ordinary
while going from place circumstances, this would mark
to place. the PCs as enemies of the city
(as far as the Honored Dead are
◊  Branna, the young woman
concerned). Given how important
the PCs first met in Act I, re-
the characters have become to Ti-
ports an unusual disturbance
arazan, however one of the party’s allies
to the party.
or friends (such as Errimac) intervenes
Regardless of who brings by naming them as citizens—the Honored
the situation to the PCs’ Dead do not attack citizens.
attention, the scene plays The locals know better than to get in the way
out along similar lines. of the Honored Dead; they aren’t afraid of the
Read this text out loud: undead, but they also stay clear of them
when the undead leave their cata-
A group of shroud-wrapped combs. At the same time, most local
undead—some of the city’s citizens believe that anyone targeted
legendary undead defenders—sham- by the Honored Dead deserves their
ble out from a nearby catacomb entrance. fate—anyone interfering with this justice
They converge on four terrified people with is no friend of Tiarazan.
obvious malicious intent. Clusters of bystanders Investigation. Throughout this scene,
retreat from the doomed individuals but watch in Gamina Goldenbrook pleads with the PCs to save
mesmerized anticipation. You recognize the tar- her and her associates. She promises to provide
gets of this impending attack as members of the them with important information they need to deal
Drunken Crows troupe—the ones who’ve been with the surviving Mummers and their next scheme.
helping the Mummers. Whether the PCs decide to help remains their
choice; if they save Goldenbrook and her friends,
Creatures. The cluster of undead includes three she provides the promised information. Read or
mummies and four zombies. They belong to the paraphrase the following:
city’s defenders known as the Honored Dead—part
of a veritable army of undead lying in the catacombs, “A deal’s a deal; me and my Crows don’t owe the
awaiting the summons to massacre any foreign ene- Mummers or their ilk anything after they betrayed
mies threatening their city. us. We’re leaving this city fast as we can.”
11
Descent into Chaos
“Before things fell apart, Molleus and the makes people go mad, and I know it heralds the
aristo, Ishvani, had plans for one grand, final coming of this King in Yellow. Maybe if you stop
performance of that ridiculous play. From what Ishvani from completing her ritual, the sign
I’ve heard, you and yours busted up their stage re- vanishes.”
hearsal, but you haven’t beaten them yet. In three
days, this performance of theirs summons the Scene 2. The Tower of Castigation
King in Yellow or whatever it’s called. My advice? When the PCs gained information from Syren Na-
Stop it before that happens.” kash in Act II, he suggested they speak to a woman
by the name of Eileen Lakshmi. This woman was
The PCs have a brief few moments of time before
once a beloved servant in the Tzekes household
a squad of the City Watch arrives to arrest Golden-
and close to the sisters Anushka and Ishvani. About
brook and her allies. The GM should allow the char-
acters to ask a few questions before this happens. two months ago, the Tzekes had a falling out with
Goldenbrook provides the following bits of informa- their servant. They had her arrested; put on
tion without hesitation or evasiveness—she trial; and convicted of theft, giving false
wants nothing more to do with the Mum- witness, and disobeying the commands of
mers, Ishvani, or this city. her mistress.
If anyone might prove willing to di-
◊  Isvhani’s next performance vulge Tzekes family secrets, it would
takes place in an old theater be Lakshmi. Unfortunately, the
of some sort, called “The
woman remains a prisoner in the
Cradle of Myths.” She
Tower of Castigation. The PCs
doesn’t know its location
must find a way into the tower
but it isn’t a widely known
and convince Lakshmi to answer
place.
their questions.
◊  Since the location The characters can enter the
remains a secret, Golden- tower through stealth and subter-
brook doesn’t think more fuge, or they can convince one of
than a handful of people their contacts or allies to assist them.
received an invitation. She Good candidates for the latter course
expects the last surviving include Captain Errimac or Lieutenant
Mummers to attend but Adira, especially given their connection
otherwise expects a small to law enforcement. Other options in-
crowd. clude asking for a favor from the Numari
◊  Goldenbrook hints at a family (assuming the PCs have dealt
split between her Drunken with them in previous adventures). In each
Crows and the Mummers. case, the PCs must convince their con-
Thus, she doesn’t know what tact why they should stick their neck out
Ishvani hopes to accomplish to help the party, and how doing so
with this final performance. benefits them.
Goldenbrook does reveal, however, The PCs could also ask this
that Ishvani has something in mind for the favor of from an ally or acquain-
“Honored Dead” of Tiarazan. Somehow, the tance. See A Friendly Favor (page
performance gives her control over the undead 15) for details.
dwelling in the catacombs.
◊  Goldenbrook also answers what questions the Stealth and Subterfuge
PCs ask to the best of her ability. Here are a cou-
In order for the PCs to make it through the tower
ple possible questions and her responses;
to meet with Lakshmi, they must deal with four
»  What happened between the Crows and the guard checkpoints standing in their way. Once they
Mummers to cause this split between them? pass all four checkpoints, the PCs gain the opportuni-
“I’m all for changing this city and burning down ty to interview Lakshmi. These checkpoints repre-
the status quo, but Ishvani and her crew never sent role-playing and skill challenges, not combat
saw us as partners or equals. I figured that out challenges.
when one of those mobs grabbed several of my Each checkpoint requires a different technique for
Crows and tore them limb from limb. That sort handling the guards; some require bluff and bluster,
of thing changes your perspective about your while others call for a bribe or a bit of intimidation.
so-called allies.” Each time the characters succeed at a challenge, they
»  What do you know about the symbol on the win past that checkpoint and proceed to the next.
moon? “They call it ‘the Yellow Sign’. I know it If they fail, the PCs suffer penalties hindering their
12
Descent into Chaos
progress or sending them back to a previous check- results in an end to the adventure. Even if the PCs
point to try again. defeat an entire tower full of guards, they’ve earned
When the characters approach a checkpoint, each themselves the title of enemies of the city, which
PC can attempt a DC 15 Wisdom (Insight) check to effectively prevents them from completing their
identify the best way to handle the guards. In doing mission.
so, the characters observe body language, catch snip- If the PCs insist on attacking guards, they face the
pets of conversation, and note how the guards deal two guards at whichever checkpoint they’re at. Once
with other visitors and each other, thus gaining an un- fighting breaks out, 1d4 guards and 1d2 veterans
derstanding of what challenges they face. If, however, led by a knight arrive as reinforcements every 1d6
even one character succeeds on the Insight check, rounds. Within 10 minutes of the start combat, a
they learn which skills might work best and which band consisting of four knights, eight veterans, and
won’t (listed under “Contraindication” for each check- two mages enters the tower in pursuit of the intrud-
point). If any character succeeds on the Insight check ers. The guards offer no surrender and accept none.
by 5 or more, they gain a benefit to their interactions Even should the PCs break Lakshmi free and
as described in the checkpoint’s text. Finally, if none
escape the tower, the city declares them enemies.
of the characters succeed on the Insight check, they
The PCs can expect no help from citizens including
suffer a penalty on their interactions as described in
Pallavi Ruza, Captain Errimac, Lieutenant Adira, or
the text.
Pallminya. For all purposes, the PCs have failed the
Prior Preparations. If the PCs plan their entry
adventure.
into the tower, they might take the time and effort
to prepare a set of forged papers. This requires one
hour of time and a successful DC 13 check with a Checkpoint #1: Baffle them with bull
forgery kit. The player can choose either Dexterity A successful DC 15 Wisdom (Insight) check deter-
or Intelligence for the ability involved. Assuming the mines these guards are not the brightest or the most
forgery attempt succeeds, the documents provide motivated, and the party gains advantage on the
a different benefit at each of the checkpoints as first Charisma check they make in this challenge.
described below. The best way to succeed here involves the PCs fast-
Entry Methods. The GM should ask how the PCs talking their way through the guards using Charisma
plan to enter the tower. If they enter through the front (Deception) and (Persuasion) checks. If any character
door on the ground floor, they need to work their way succeeds on this check by 5 or more, the party gains
through all four checkpoints. advantage to their first two Charisma checks for this
The characters may opt for a less mundane meth- challenge.
od of entry. The tower has normal-sized windows on If the characters fail all their attempted Insight
its first three floors, which include the first check- checks, the party suffers disadvantage on their first
point. Beyond this, the windows are too small for attempted Charisma check for this challenge.
even a Small creature to squeeze through. If the PCs Contraindicated: Located on the ground floor, this
wish to scale the tower and enter on the third floor, checkpoint is too busy for the guards to accept bribes
they can do so and skip Checkpoint #1. To accom-
without being noticed. Any attempt to bribe them
plish this, each character must succeed on a DC 15
causes the party to fail this challenge.
Strength (Athletics) check to scale the tower.
Challenge: The party needs to make three suc-
Should the PCs choose to fly to the top of the
cessful DC 12 Charisma checks before they fail two
tower and enter from there, they can avoid three of
checks.
the four checkpoints. They must still pass through
If the PCs present forged authorization papers (see
Checkpoint #4 to gain access to Lakshmi.
Preparation, above), this counts as one successful
Magic. Certain enchantment spells such as charm
person or friends might help the PCs through a Charisma check.
checkpoint in the short-term. In the case of a spell Optional: The GM can also allow a character to
that charms a creature, the subject usually realizes replace one of the Charisma checks with a DC 13
they were charmed and by whom when the spell Intelligence (History) check. The character launches
ends. Guards view any attempt to use magic against into a long-winded, pedantic, but official-sounding
them as an attack and act as if the PCs had attacked explanation of why the characters are there, what
with weapons. A spell granting bonuses to Charisma lineage they boast, or why they have the authority to
checks (such as enhance ability) provides a better, pass. A success in this check counts as one success-
risk-free option. ful Charisma check.
Combat. When the PCs first enter the tower, the Failure: If the characters gain three failures before
GM should describe how they see numerous alert two successes, they cannot progress past this check-
guards at various places, including the first check- point. They can make another attempt in four hours
point on the ground floor. If necessary, the GM should after guard shift change.
make it clear that starting a fight in the tower only Success: The party proceeds to Checkpoint #2.
13
Descent into Chaos
Checkpoint #2: Bribery is the best policy Charisma check for this challenge.
Contraindicated: These guards were selected
A successful DC 15 Wisdom (Insight) check clues the
because they’ve proven resistant to corruption. Any
characters in to the need to bribe their way through
attempt to offer or even suggest a bribe counts as one
this checkpoint. First, however, they must find a
failed Charisma check for this challenge.
method to offer a bribe in such a way that it doesn’t
Challenge: The party needs to make three suc-
overtly sound like a bribe (after all, guards have stan-
cessful DC 13 Charisma checks before they fail two
dards, too). Making a subtle bribe works best with a
checks.
Charisma (Persuasion) check.
If the PCs present forged papers, they can either
In addition, when a PC succeeds on the Insight
gain one automatic success on a Charisma check or
check, they estimate a reasonable bribe in the range
remove one failed check for this challenge.
of 50 to 75 gp to each of the two guards.
Failure: If the characters suffer two failures
If a PC succeeds on their Insight check by 5 or
before three successes, they cannot progress past
more, they correctly estimate a reasonable bribe at
this checkpoint. They are forced to leave and cannot
50 gp per guard.
make another attempt until after four hours when the
If the characters fail all their attempted Insight
guards undergo shift change.
checks, they falsely gauge a reasonable bribe in the
Success: The party proceeds to Checkpoint #4.
range of at least 100 gp per guard.
Contraindicated: These guards spend enough
of their time around criminals that they are good at
Checkpoint #4: Sneaky Weasels,
sniffing out lies. Any Charisma (Deception) check on Charming Weasels
disadvantage. At this, the final checkpoint, if the PCs make a DC 15
Challenge: The party needs to make two success- Wisdom (Insight) check, they discern these guards
ful DC 12 Charisma (Persuasion) checks before cannot be bribed, and they are also difficult to intim-
they fail two checks. If they succeed, they then must idate. The characters identify the two routes most
also pay each guard a minimum 50 gp bribe. If the likely to succeed: use stealth to sneak past the guards
PCs offer an amount less than this, the PCs fail this (their attention tends to wander since they have less
challenge. to do) or use Charisma checks to bluff the guards into
If the PCs present forged authorization papers (see allowing the party to pass. If any character makes
Preparation, above), this counts as one successful their Insight check by 5 or more, the party gains ad-
Charisma check. vantage on the first check they make at this station.
Optional: With the GM’s permission, a character If the characters fail all their attempted Insight
can substitute a DC 14 Charisma (Performance) checks, the party suffers disadvantage on their first
check for one of the Persuasion checks. Basically, two Charisma checks for this challenge.
the PC tells a good story that puts the City Watch Contraindicated: Any attempt to bribe these
in a favorable light or describes an incident where guards results in automatic failure of one Charisma
the character suffered at the hands of some godless check at this station. In addition, all Charisma (Intim-
criminal. idation) checks suffer disadvantage here.
Failure: If the characters suffer two failures before Challenge: If the PCs attempt to sneak past the
two successes, the guards become angered at such guards, the party uses the character with the highest
poorly disguised bribes. The amount of bribe per Dexterity (Stealth) bonus to make the check. This
guard increases to 150 gp apiece, but first the PCs PC must succeed on two DC 15 checks before they
must redo the challenge (see above). accumulate two failures. If the party stages a suitable
If the characters fail the challenge a second time, diversion (such as with a magic mouth or even by
they cannot progress past this checkpoint. They can means of prestidigitation), they gain advantage on
make another attempt in four hours following guard one Stealth check.
shift change. Alternatively, the PCs can attempt to use Charisma
Success: The party proceeds to Checkpoint #3. skills to get past the station. They must succeed on
three DC 14 Charisma checks before they accumu-
Checkpoint #3: I Demand to Speak to late three failures. They can use any Charisma check
Your Supervisor they wish, but Intimidation suffers disadvantage.
Failure: If the PCs rack up two failures before
At this checkpoint, if any PC succeeds on a DC 15
achieving enough successes while using Stealth, they
Wisdom (Insight) check, they recognize the guards
are escorted from the tower. The DC of all future
here respond to authority above all, which makes
checks described above for all four checkpoints
Charisma (Deception) and (Intimidation) the best
increase by 2 if and when the PCs make another at-
choices. If the characters succeed on this Insight
tempt. If they fail to complete this second go-through
check by 5 or more, the party gains advantage on
at any checkpoint, the tower guards arrest them, toss
their first two Charisma checks for this challenge.
them into a holding cell for 24 hours, and charge
If the characters fail all their attempted Insight
them a 200 gp fine apiece.
checks, the party suffers disadvantage on their first
14
Descent into Chaos
On the other hand, if the characters suffer three described above. For his part, Errimac draws up
failures before three successes with Charisma the orders to grant the characters a brief, 10-min-
checks, they cannot progress past this checkpoint. ute interview with Eileen Lakshmi. Assuming the
The guards force them to leave and cannot make an- PCs have maintained a decent relationship with
other attempt until after four hours when the guards the captain, he doesn’t ask a return favor, but he
undergo shift change. does ask them to keep him informed as to what
Success: The party makes it past the final check- they learn.
point and gains the opportunity to meet with Laksh- ◊  The Immemorabilis Society. Pallavi Ruza can ar-
mi as described below. range for the PCs to meet with the prisoner in the
tower. If the characters saved some of her agents
A Friendly Favor and helped set up the canting urns in Scene 1,
The other option involves convincing a known ally, she considers this a return favor for one already
associate, or acquaintance to grant the PCs access performed. In any case, she requires that one of
to the Tower of Castigation and the chance to her agents accompany the PCs to the prisoner
meet with Lakshmi. This route interview.
may prove easier (assuming the
characters have good relations Prisoner Exchange
with the group with whom they Regardless of how the PCs manage
ask the favor) than sneaking to gain their meeting with Eileen
and lying their way through Lakshmi (page 79), they have a
the tower, but it also incurs limited time to ask their ques-
a favor for the party to re- tions and get their answers. The
pay at some future time. meeting takes place in a small,
The most likely individ- 15-foot by 15-foot square win-
uals or groups the PCs dowless room. The only furniture
may go to for help and includes a simple wooden table
the expectations or and two wood chairs. Two
demands of those individ- guards accompany the prison-
uals are described below. er. They remain in the room the
◊  Kommein Family. If the entire time; the PCs can attempt
PCs aren’t on negative terms to convince the guards to leave if
with the family, they can gain a they succeed on a DC 20 Charisma
brief, terse audience with Lord (Intimidation) or Charisma (Per-
Durza Kommein. He’ll wield his suasion) check. The PCs have 10
(admittedly waning) authority to minutes for the interrogation and not a
gain the characters access to Eileen second more. Read or paraphrase the
Lakshmi, but he’ll only agree if the following, modified as needed for how
PCs emphasize how the informa- the PCs arrived:
tion they acquire could wound
or embarrass the Tzekes The guards escort their prisoner into the room
family. and shove her into one of the two available chairs.
The chains linked to her wrist manacles clatter as
◊  Numari Family. If the
they scrape the stone floor.
characters have had positive
Eileen Lakshmi is a tall, somewhat frail woman
dealings before with this family, their matri-
dressed in drab gray prison clothing. Weeks of
arch, Seri Numari, grants them a meeting.
imprisonment have left her with disheveled hair, a
She can provide access to Lakshmi on short
pale complexion, and a hollowness in her bruised
notice. In return, she demands the PCs
face. In spite of her appearance, a flicker of defi-
share all information they acquire regarding
ance remains in those dark brown eyes.
the Tzekes family, regardless of how minor it
may seem. The PCs find Lakshmi a clever, cagey individual. If
◊  Captain Errimac or Lieutenant Adira of the she doesn’t hear anything promising to grant her
City Watch. While Errimac can obtain access to freedom from prison, she remains uncooperative,
the prisoner for the PCs, Lieutenant Adira lacks answering questions with as few words as possible,
the authority. She can, however, provide useful and she avoids elaborating on her answers. Her
information should the PCs wish to infiltrate preferred responses, when possible, are “yes” or “no”
the tower by stealth and subterfuge. If the PCs and nothing else. The GM should keep her answers
take this route, her information grants them a brief and to the point and as minimally useful as pos-
+2 bonus on all checks made in the mini-scenes sible. She avoids answering questions that require

15
Descent into Chaos
lengthy, detailed answers. Essentially, she confirms
she worked as a servant to the Tzekes household and A Precious Commodity
her duties primarily involved helping Anushka and Once the PCs complete the next scene and meet
Ishvani Tzekes. She reveals that both sisters trusted with Pallavi Ruza, the GM should use descriptive
her and confided things in her. She admits she knew words, tone of voice, and phrasing to suggest that
some of what Ishvani was up to if not why—but she time is running out. No one knows for certain
makes certain to let slip how “Ishvani would do when Isvhani Tzekes plans to put on her final
anything, and I mean anything, to get her way… The performance of The King in Yellow. Keep the
stories I could tell you.” tension high and slowly ramp up the pace to drive
About halfway through the interrogation, read or home the ticking clock. Make the players grit their
paraphrase the following: teeth and chafe at every minute they must spend.
The players must weigh the costs of their actions
Lakshmi releases a long, frustrated sigh. She leans and balance them with the risks involved.
on the table with her elbow and winks at you. That said, the GM can also play events a bit
“Look, I know you want answers and less frustra- loose with regard to their timing. This adventure
tion. Trust me, I got the dark, dirty secrets you suggests a timeline measured in hours and days
need on the Tzekes, but I’m not giving them away between different events, but the GM can stretch
for nothing.” She grins. “Get me out of here and the spacing out if the PCs need a bit of extra time.
I’ll tell you more than you ever wanted to know… Several encounters in this prove challenging and
otherwise, I’m through talking.” dangerous in their own right—they can become
deadly if the PCs run too low on healing, spell slots,
How the PCs handle her demand is up to them. They and limited-use features, especially for the larger,
can agree to get her released only to renege on their climactic battles.
promise. They can promise to “look into it.” They can
swear an oath of some sort. If they simply try to con- murders, she believes Ishvani murdered her sister,
vince her of their good intentions and ability to help the Kommein’s eldest son, and two others as part
her, they can persuade her with a Charisma (Persua- of her obsession with the King in Yellow. She
sion) check opposed by her Wisdom (Insight) check. believes this because she overheard Ishvani speak-
The GM should keep in mind Lakshmi’s ability ing with a handsome man (if asked to describe
scores and proficiencies, especially in Wisdom him, she can describe Molleus the Eye) mention
(Insight). She’s smart and stands a good chance of the requirement of a “sacrifice of something
knowing when someone is lying to her or offering a most dear to the beseecher.” For all her ambition,
glib, useless answer. She understands the PCs can’t Ishvani loved her sister more than anyone else in
get her out of prison immediately, but she expects the world.
them to call in some favors to gain her release as
soon as possible (within a day or two at most). The ◊  Ishvani came to believe that Lakshmi was an
PCs might resort to charming her with magic to gain impediment to her plans and accused the servant
the answers they seek. of stealing jewelry. The Tzekes patriarch had
Investigation. Once Lakshmi feels inclined to pro- Lakshmi beaten, arrested, given a sham trial, and
vide details, here are the things she knows and can sent to prison with a twenty-year sentence for
be coaxed to reveal: theft, giving false witness, and spreading gossip
about the family.
◊  Braiham Tzekes bought some one-of-a-kind scrolls
while away on business. He gave the scrolls to his ◊  If asked, Lakshmi has heard of the Cradle of
eldest daughter, Anushka, but she found them dull. Myths. She thinks it is some sort of outdoor the-
The younger sister, Ishvani, took the scrolls and ater but she doesn’t know its location. She does
read a play, The King in Yellow. The scrolls con- know, however, that for some reason this theater
tain both acts and all the information necessary to can only be reached via the catacombs.
put on its performance. ◊  The Tzekes family, like many wealthy households,
◊  Ishvani still has the play in her possession. She has its own private entrance to the catacombs
doesn’t carry the scrolls with her but rather leaves beneath its home.
them locked in a hidden safe somewhere in her ◊  Finally, she admits Braiham Tzekes is a powerful,
bedchamber (Lakshmi has seen the scrolls only dangerous man, but his youngest daughter is far
briefly and by accident). more dangerous, twisted, and ambitious.
◊  A
 fter reading The King in Yellow, Ishvani became Acquiring a pardon and release for Lakshmi should
obsessed with the play and its eponymous charac- prove possible but challenging and expensive in
ter. She was convinced the King in Yellow could return for coin, favors, and promises made. Captain
help her reforge the city of Tiarazan into a haven Errimac lacks such authority. Further, he expresses
for artists, poets, and academicians. deep reluctance to make the request of his superiors
◊  Although Lakshmi was in prison at the time of the since such an act would draw the ire of one of the

16
Descent into Chaos
city’s wealthiest merchant families. Durza Kommein into total anarchy within three days… perhaps
could possibly be convinced to arrange such a pardon fewer.”
but he would demand a large favor in return—most Ruza studies you and your comrades for a
likely bringing him the head of Braiham Tzekes! moment. “We have information to share that may
The best option for gaining this pardon would be help us chart a path to victory. It is my hope you
Pallavi Ruza and the Immemorabilis Society. Since also have knowledge to share with us. If we are to
Ruza needs to meet the PCs soon and discuss with save the city, I fear much of the burden may soon
them their next steps, this remains the PCs’ best fall on your shoulders.”
path.
If the PCs opt instead to break Lakshmi out of pris- At this point, Ruza shares information the Society
on, it should be as difficult as getting in was and they has collected to date. She eagerly listens to any
make a devoted enemy in the form of the City Watch. information the PCs offer in return. She reveals she
acquired additional intelligence by questioning Da-
Scene 3. A Time for Strategy mani Veers and the scholar Syren Nakash (both in-
dividuals from Act II). Here are the essentials of her
Agents of the Immemorabilis Society have helped
revelations. The GM can roleplay out the exchange
slow the spread of the crazed mobs through use of
between Ruza and the characters or simply pro-
the canting urns and, where possible,
vide this information as presented below.
identifying the mobs before they
form and stopping the process. ◊  The PCs interrupted the ritual being
Nonetheless, they fight a losing performed by Molleus the Eye and
battle as the city tumbles deep- Ishvani Tzekes at the Sunken Cathe-
er and deeper into widespread dral. In so doing, they prevented the
madness. They need a different worst of what could have hap-
strategy and soon. To that end, pened. As was obvious, the villains
they need to meet with the PCs completed enough of their ritual
and compare what information to imprint the Yellow Sign on the
each side has collected. moon (or at least appear to do
The PCs might initiate this so). As crucial as this event was,
meeting, or the Society may the PCs stopped the equivalent of a
contact the characters to ask stage rehearsal.
for it. If necessary, Pallavi Ruza ◊  Ishvani Tzekes and the surviving mem-
can contact one of the PCs via the bers of the Mummers still plan one
sending spell. The Society has a secure final grand performance. This event
place in which to meet located in the involves the full play of The King in
Rise District (the part of the city Yellow, the completion of which allows
with most of the government and Ishvani to become host to the most
bureaucratic offices). Otherwise, powerful of the King’s avatar
Ruza agrees to a locale suggested forms.
by the PCs. ◊  Once Ishvani and the King
Once the meeting has convened, in Yellow become one, there
read or paraphrase the following: may not be a power in the
city capable of stopping
Pallavi Ruza, her face lined
them. The King can tra-
with stress and fatigue, offers
verse the city at will, free to
you a bow of respect. “I haven’t had the opportu-
inflict his whims.
nity to personally thank you for saving our agents
from the mobs, so I do so now.” An aide steps ◊  A powerful connection exists between the King
forward and hands her a rolled-up sheet of parch- in Yellow and undead within his area of influence
ment. Ruza flattens the parchment on a table to (the size of which no one fully knows). The King
reveal a map of Tiarazan. can command all undead at will. This represents
“Our agents have been run to ragged trying to a grave danger given the presence of ten thousand
stop, or at least slow down, the formation of new of the Honored Dead in the catacombs beneath
mobs. Sadly, we’ve reached the point where we’ve the city. Thus, when the King in Yellow takes over
almost exhausted our supply of the magical urns. Ishvani, he can use the Honored Dead to slaugh-
It’ll take us several days to replenish them—a ter his enemies with impunity.
luxury we no longer have.” Ruza points to several ◊  There exists a magic relic, the Ten Thousand Rod,
different locales on the map. “The mobs are now which allows the wielder to command the Hon-
forming too fast for us to stop. The Mudflow and ored Dead. There’s a slim chance that if the PCs
parts of the Ribbon have become almost too dan- acquire the rod that they can prevent the King
gerous to enter. We estimate the city will collapse from controlling these undead.
17
Descent into Chaos
◊  The rod remains in the possession of the Temple
of Irisia, Goddess of Death, kept locked away
Streamlining the Fight
Rather than playing out a large battle with many
by the high priest. Unfortunately, most of the
combatants, the GM may consider handwaving
priests, regardless of sect, have fallen victim to the
parts of the fight. The PCs can issue orders (free
madness and chaos consuming the rest of the city.
action to do so) to their allies with the aim of
If possible, the PCs need to travel to the Parish
having their allies concentrate on specific enemies.
District and acquire the Ten Thousand Rod from
When the PCs assign four of the Society agents
the temple by any means necessary.
and one of the priests against one enemy target,
◊  Given the constant use of the name “Hastur” by assume they fight but do not worry about attack
the Mummers and their allies, there exists some and damage rolls. Simply put, they cancel each
hidden connection between the King in Yellow other out and remove one another from the battle.
and Hastur the Unspeakable (Note: Ruza and her If the PCs take this option, they can tie down two
associates know better than to speak this name different enemies and keep Pallavi Ruza out of
aloud.) The King represents a terrifying threat to harm’s way.
the city; Hastur represents a threat to the world.
◊  Finding and stopping Ishvani from summoning Society’s leader) as well as the PCs, paying special
the King in Yellow offers the last chance to save attention to party priests and other spellcasters.
Tiarazan. The PCs must track her down and stop The PCs have several allies on hand to join the fight,
her from completing the final performance of the including Pallavi Ruza (page 87), eight Immemorabi-
play. lis Society agents (page 100), and two priests.
◊  Regarding the theater referred to as the “Cradle of The servants of the Yellow Sign do not expect to
Myths”, Ruza has uncovered a few scant accounts survive this fight; they only seek to inflict as many ca-
of such a place. She believes it to be an outdoor sualties as possible. They take the time to make sure
amphitheater of some sort, but none of her books downed combatants (including the PCs!) are dead
or other sources suggest where it might be locat- rather than simply unconscious.
ed. She did come across one record suggesting Once the battle concludes, the surviving Society
the theater can only be reached by way of the members (which may or may not include Ruza) are
catacombs. It stands to reason that the Tzekes shocked and subdued by this turn of events. The
family has their own entrance to the catacombs tattered remnants of their organization have proven
and such a passage may lead to the amphitheater. vulnerable to infiltration and the situation in the city
The answers lie at the Tzekes mansion. has spiraled beyond their control. From this point
forward, the Immemorabilis Society has little left in
With all the information and clues they’ve acquired,
terms of reserves or will to continue fighting.
the PCs have two goals to accomplish, both of which
Treasure. The Society has gained further infor-
involve traversing an increasingly dangerous, chaotic
mation from the sage Damani Veers and the scholar
city. First, they need to acquire the Ten Thousand
Syren Nakash. Ruza (or the senior surviving Society
Rod from the Temple of Irisia in the hope of prevent-
member on the scene) offers to give the PCs four of
ing the King in Yellow from using the city’s undead
the Society’s dwindling supply of the canting urns—
defenders.
doing so leaves them the society with only four urns
Second, the PCs need to go to the Tzekes mansion
of its own.
to see if they can locate the text of The King in Yellow
In addition, the Society offers the loan of several
play and any clue as to the location of the theater
magic items to aid the PCs’ efforts. These include the
known as the Cradle of Myths. Once armed with this
following:
information, they can then track Ishvani down and
stop her from summoning the King in Yellow one last ◊  L
 ightning gun (SPCM 126); If she’s still alive
time and dooming the city. following the surprise attack, Ruza refuses to
Development. During the back-and-forth discus- share any information as to how they acquired this
sions between the PCs and members of the Society, strange device. She only explains how to use it
the room abruptly grows cold and the nearby candles and how she expects its return upon completion of
flicker and dim. Over the past few days, the servants the mission.
of the Yellow Sign have infiltrated the Immemorabilis ◊  Amulet of health
Society by replacing several of its agents. The infiltra- ◊  One arrow of human slaying
tors choose this moment to launch their attack.
Creatures. The enemy agents, magically altered ◊  Four beads of force
to appear like Society agents, include a Yellow Sign ◊  Elemental gem of earth
attendant (SPCM 389), a blessed berserker (SPCM ◊  One potion of superior healing per PC
404), a cult killer (SPCM 404), and a deathless
◊  One potion of greater healing per PC
wizard (SPCM 389). They target Pallavi Ruza (the

18
Descent into Chaos
Optional Interlude: The Nightmare
Visitor
A Lapse in Judgment
The PCs may wonder how a secretive organization
This interlude scene can occur any time the PCs like the Immemorabilis Society and someone as
take a long rest and catch some sleep. Together, they cunning as Pallavi Ruza could allow the enemy to
awaken in a nightmare realm and besieged by an infiltrate their ranks and attack them with such
unseen but terrifying entity. impunity. Under ordinary circumstances, the
With a few exceptions, all the PCs visit the night- Society wouldn’t be so vulnerable to infiltration,
mare realm together. Elven PCs and others that do but these circumstances are far from ordinary.
not sleep are unaffected by this event, experience no The Society has lost many members and agents
shared nightmare, and suffer no ill effects. Likewise, over the last few days while battling the mobs. The
if the party has any PCs stand watch during the long survivors, including Ruza, have become exhausted
rest, the PCs on watch when the nightmare occurs and overwhelmed. Their resources have reached
are not included either. Only characters sleeping at a breaking point. Meanwhile, the enemy has
the same time experience this encounter. spent time observing the Society and learning its
Ishvani Tzekes has cast nightmare, a spell similar methods and security protocols, allowing it to use
to but more potent than the dream spell. This variant magic and subterfuge to infiltrate their enemy’s
allows Ishvani to enter the dreams of several individ- ranks.
uals she knows at the same time. When she pays a
dream visit to the PCs, she first appears as herself to
deliver a message. Once she finishes her message, covered with tendrils. It constantly creates and
she melts and transforms into a monstrous horror devours an endless number of new limbs, eyes,
resembling a formless spawn (SPCM 321). and fanged mouths.
Read or paraphrase the following, pausing as
appropriate to allow the PCs to interact with Ishvani. Each PC pulled into the nightmare must make a DC 19
Remember that this is a nightmare she controls, how- Wisdom saving throw. On a failed save, the PC suffers
ever, and the PCs cannot harm her or stop her within repeated nightmares for the remainder of the night;
the dream itself. when they awaken, they take 17 (5d6) psychic damage
and gain 1 level of dread that lasts util they complete a
When you startle awake, you and your comrades long rest. Any PC affected by this spell gains no benefit
stand outdoors on a ridge overlooking a vast, from the long rest they just completed.
shadowed valley. Something moves through the Development. The GM can decide if Ishvani has
distant trees, pushing aside the trunks and shak- acquired a lock of hair, fingernail, or other body
ing branches as it slithers along the ground. part of any individual PC. If she has acquired such a
“I love this view,” a feminine voice calls from component, the PC has disadvantage on their Wis-
behind you. Ishvani Tzekes, clad in tattered yellow dom saving throw against this spell’s effects. Given
robes with a cowl pulled down over her eyes, her powers and abilities (especially while wearing
steps out of darkness. “I respect your dedication the lesser pallid mask) and the number of times her
and perseverance in opposing the King in Yellow, associates have interacted with the characters, it isn’t
but your efforts are misplaced.” She spreads her out of the question she could acquire such physical
arms wide and smiles. “We will remake Tiarazan samples from at least a few PCs.
into a place of beauty, of learning, and of art. No
starvation. No beggars dying in the streets. No Scene 4. A Disturbing Lack of Faith
indentured servitude or debtors’ prisons.” The PCs must now cross the city from their meet-
Ishvani sighs and bows her head. “But we’re ing with the Immemorabilis Society and over to the
past coming to any sort of accord. I suspect you Parish District and the Temple of Irisia. An unknown
won’t stop until you kill me, but even death won’t number of the crazed mobs blocks their path, not to
stop me.” mention normal crowds of citizens trying to live their
A strange tremor ripples along her body, as If daily lives. Once the players decide the route their
reality bends around her. characters take, unless they have chosen the cata-
“I wanted to show you what you stand against combs (in which case, see below), read or paraphrase
and I wanted you to appreciate how hopeless a the following:
cause you have chained yourselves to. There is
nowhere you can hide from me, no thought you The streets of the city have become battle-
can keep secret. We are everywhere.” grounds. Everyday citizens, aristocrats with their
The flesh of her face melts to expose bone. guards and servants, priests accompanied by
The top of her head cracks open and a series of acolytes, and the exhausted squads of the City
sinewy, oozing tentacles rise from her skull. Her Watch wander the streets. Some wander out of
body dissolves into a loose sack on the ground. In confusion while others fill the streets to find
its place stands a pulsing blob of glistening skin out what’s going on. A few naïve people cling to
19
Descent into Chaos
their daily lives as if routine protects them from Catacomb Encounter
the madness. Crowds both angry and frightened D12 Encounter Result
loot shops and attack merchants in a desperate 1 Rugarosa the crypt lurker (SPCM 325) and
attempt to secure food and other items. 1d4+1 Mythos ghouls (SPCM 325)
At least a dozen smoke trails rise from this 2 1d3+1 mummies and 1d4 zombies; these are
neighborhood and others. Each plume marks an- the Honored Dead and they do not attack the
other building in flames. The city is fast approach- PCs unless attacked first or if the PCs have
ing its death throes. previously been named as enemies of the city
3 1d4+1 shadows
The PCs must decide how best to reach the temple. If 4 1d4+1 Mythos ghasts (SPCM 323)
they possess sufficient magical resources to fly there, 5 1d3+1 ghouls and 1d2 ghasts
they encounter no obstacles or threats on the journey. 6 A ghost
Otherwise, the PCs must rely on one of three routes: 7 1d6+1 cultists and 1d2 cult fanatics (might
through the city streets, by way of the catacombs, or be Mummers, might belong to some other
by taking the Thieves’ Highway (i.e., traveling rooftop heretofore undiscovered cult)
to rooftop as much as possible). 8 1d4 swarms of rats
Creatures. If the characters risk the open streets 9 A patch of brown mold clings to the ceiling
(not so open, really), they encounter a crazed mob (see the core rules for description of this
(page 96). dungeon hazard
Rogue’s Highway. If the characters use the 10 A tunnel flooded with water from floor to
Rogue’s Highway, they avoid any encounters but risk ceiling with a depth of 10 feet. The tunnel
suffering exhaustion due to the challenging physical extends 1d6 x 10 feet
nature of this route. As part of this trip, have each PC 11 3d4 lost and frightened commoners of
make three DC 16 Strength (Athletics) or Dexterity various ages seeking refuge in the catacombs.
(Acrobatics) checks. Each time a PC fails one of They beg the PCs for help in finding potable
these checks, they take 2d6 damage from a stumble water and an escort to a safer part of the city
or other unfortunate event; if a PC fails two of the 12 No encounter
three checks but succeeds on one, they arrive at their
destination having gained one level of exhaustion; The Temple of Irisia
a PC failing all three checks gains a second level of Though it’s less crowded than other parts of the
exhaustion. city, and the crazed mobs have so far avoided this
The Catacombs. If the characters have the benefit neighborhood for the most part, that does not explain
of a knowledgeable guide through the catacombs, why the Parish District is strangely quiet and calm.
they can reach the Parish district and avoid the As the characters move through the district, read or
crazed mobs, although they do have one encounter paraphrase the following:
from the catacomb encounter table below. If the PCs
lack a guide, they instead have two catacomb encoun- An eerie calm cloaks this part of the city. The
ters. The GM should roll or choose these encounters crowds of frightened citizens and the ram-
from the Catacomb Encounter table. paging crazed mobs are nowhere to be seen.
Development. If the PCs killed Rugarosa or never Other signs of violence, however, soon become
encountered him in the previous act, remove him apparent. Men and women garbed in priestly
from the above encounter and include only the 1d4+1 robes litter the streets, covered in blood or
Mythos ghouls. If the characters helped Rugarosa scorched with magical fire. In several instances,
begin his life living above ground and they left him you stumble across a cluster of bodies where
on good terms, Rugarosa explains how the city be- the clergy of two different faiths fought and
came too dangerous to remain in for the time being. killed one another. A dozen acolytes from the
He’s willing to escort the PCs the rest of the way to faith of Mirra Dovesong, goddess of protection
the Parish District. If the PCs request his help, he and sanctuary, hang by the nooses from a row
agrees. His guidance allows the PC to traverse the of trees.
catacombs without another encounter. In addition,
he offers a bit of information concerning the Tzekes When the characters reach the Temple of Irisia, read
family. Read or paraphrase the following: or paraphrase the following:

“You helped me in past, now allow me to aid you The torn and twisted bodies of five acolytes lie on
with information. I know you have an unhealthy the ground near the Temple of Irisia. By the looks
obsession with the Tzekes family. A few of my of their wounds, they died either from a blud-
ghoulish sources informed me of the presence geoning weapon or from holy fire—or perhaps
of potent, otherworldly magic in the vicinity of both.
the Tzekes mansion. My advice? Stay away from A low moan arises from underneath the corpse
them—they’re all insane.” pile. The bodies start to shift.
20
Descent into Chaos
Buried beneath the corpses is the last surviving The PCs have two choices here: they can either
acolyte from the temple and a friend to the charac- fight Lukaris and the other clergy for the rod, or they
ters, Pallminya. She asks for help in escaping from can try and convince him to surrender it willingly.
beneath the bodies. Although she’s coated in dried
blood and her hair has been singed, the acolyte in- The Combat Path
sists her wounds aren’t life-threatening. She accepts If the PCs opt for combat, Lukaris and his associates
healing ministrations, however, for the injuries she fight without giving or asking for quarter. They fight
sustained—she’s down to 20 hit points out of with the zeal of holy warriors defending their temple
49, but she’s not at risk of dying. against defilers. Of note, because Lukaris
If the PCs haven’t dealt with labors under the delusion of being
Pallminya before, she tells
them what she saw and expe-
rienced if they help mend her
wounds.

“The whole city’s gone


mad and the temples
didn’t escape unscathed.
I’ve seen priests and
acolytes from different
faiths fight and kill each
other over stupid, theo-
logical disagreements. The
last thing I remember, Father
Lukaris and the other temple
priests came back here looking
like they’d bathed in blood. Father
Lukaris told us we’re engaged in a
holy war—something about the ‘soul
of the city.”
“One of the other acolytes asked a
question… It was one of those dumb
things you say when you can’t think
clearly. Lukaris reacted like a madman.
He accused us of heresy, treachery, and
demon worship. That’s when he started
thrashing about with a battle staff and
unleashing a flame strike. I was hurt, but I
dove and squirmed my way under some of the
dead.”

Pallminya believes that Father Lukaris and a few


other clergy are somewhere in the temple. If asked
about the Ten Thousand Rod, she becomes with-
drawn—she’s not supposed to know about, let alone
mention the existence of the rod.
If the PCs press her for answers, she tells them
Father Lukaris is the official guardian of the relic and
the person anointed to use it in defense of the city.
The last she saw, Lukaris held the Ten Thousand Rod
and wielded it like a quarterstaff. She’s too injured,
exhausted, and frightened to enter the temple or help
the PCs deal with Father Lukaris.
Father Lukaris, one of his fellow priests, and three
of his loyal guards are in the main worship area of
the temple, praying before the altar to Irisia. Lukaris
believes he’s been ordained to save the city from
evil forces sweeping through it, and thus he’s been
engaged on a holy cleansing of pagans and other
non-believers among the other faiths.

21
Descent into Chaos
protected by divine powers, his AC is reduced by 4 temple, or the Parish district in general. In this case,
from its normal value, and he suffers disadvantage on Lukaris remembers them and holds them in high re-
saving throws against fire. gard. Along similar lines, he’s also prob-
Creatures. The combatants in this encounter ably heard of the party’s past efforts in
include Father Lukaris (page 81), two priests, and dealing with the crazed mobs and helping
two knights. Lukaris wields the Ten Thousand Rod people in his city. If for some reason the
(page 109) as his weapon. PCs never dealt with the Temple of Irisia,
For this encounter, the GM can use the map then Lukaris knows little about them
of the Temple of Irisia found in Act I of this cam- other than a few stories about their exploits
paign-length adventure. If the GM doesn’t have in the city. The characters must provide
access to this map, they can sketch out a rectangular strong, convincing arguments and at least
main temple worship area measuring 80 feet by 60 some sort of evidence to convince Lukaris
feet and featuring an altar on a raised dais, some to turn over the rod. The GM may allow the
pews or similar seating for the parishioners, and the players to bolster their roleplaying efforts by
presence of normal religious liturgical trappings making two or three DC 20 Charisma (Per-
such as candelabras, founts, small tables, tapes- suasion) checks—Intimidation and Deception
tries, statuary, etc. only make Lukaris less inclined to agree.
Note that curing Lukaris of his madness
The Parley Path does not do anything positive for his allies. If
If the PCs try to parley with Lukaris, they must find Lukaris starts listening to the PCs, negotiat-
a way to break through the madness gripping his ing with them, or treating them with anything
mind. He suffers from irrational hatred (DC 15) of other than righteous anger, the priest’s allies do
all those outside his faith or those who doubt his anything in their power to drive away the PCs
intentions. A PC can identify the priest’s irrational and “rescue” Lukaris.
hatred with a DC 15 Wisdom (Medicine) check.
Lukaris is skilled at hiding his hatred and feigning The Command Word
a sane mind. If a character attempts to diagnose Whether the characters take the Ten Thousand
his madness, he makes an opposed Charisma Rod by force or through diplomacy, they still
(Deception) check with advantage to hide signs must acquire the command word to activate it.
of his madness. What’s more, the Yellow Sign This could be accomplished by several means,
inscribed in the temple affects Lukaris’s Wisdom including using speak with dead if Lukaris has
saving throws and checks made to treat his mad- been freed of madness through death, using some
ness (see The Yellow Sign Calls to Me, below.) form of charm or domination magic to compel
Because of the growing influence of the King him, or through clever roleplay. It’s also possible
in Yellow over the city and the presence of a the priest surrenders the command word with his
Yellow Sign within the temple proper, a PC dying breath, hoping someone will take up the rod
seeking to cure Father Lukaris of insanity must to protect Tiarazan.
first cast greater restoration once for each type
of madness. The PCs must remove the priest’s The Yellow Sign Calls to Me
insanity before they can speak with him on a A few days ago, a couple members of the Drunken
rational level. Since Lukaris does not believe Crows bardic troupe (at the behest of Ishvani Tze-
he suffers from madness and because he kes) entered the worship hall and used pigments
assumes the PCs do suffer from madness, from Yuggoth (SPCM 127) to draw a Yellow Sign
he refuses to let anyone cast any spell on on the temple floor. The symbol is quite large, cov-
him, whether beneficial or not. Thus, if a ering an area of 100 square feet (a 10-foot square),
character wishes to cast greater restoration and the sign isn’t obvious unless someone looks
against Lukaris, they must first succeed on for it. The existence of this sign exacerbates and
a melee spell attack roll. perpetuates the madness of Lukaris’s and his
The GM can decide to allow lesser res- associates.
toration to temporarily cure Lukaris of Only two methods can erase or dissipate this
madness; each attempt to do so requires Yellow Sign: either an application of universal solvent
a successful melee spell attack against Lu- or two applications from the quill of Sumaris (page
karis’s AC. This lesser curative only keeps 108). If the characters didn’t go through Act II, then
Lukaris sane for 1d4 minutes, after which they do not have this relic available to them. Dispel
his insanity return in full force. magic has no effect on the any drawing made with
Even if they restore Lukaris’s mind, the PCs the pigments.
must convince him they should have the Ten Thou- Eradicating the Yellow Sign has two immediate
sand Rod. The PCs have good standing in his eyes effects. First, Lukaris and his allies suffer disadvan-
if on previous occasions they helped Pallminya, this tage on all Wisdom checks and saving throws for the

22
Descent into Chaos
duration of this encounter. Second, any ability check ◊  The high way. The Rogues’ Highway isn’t an
or attack roll made to specifically cure Lukaris of his option—the homes and buildings in the Marble
madness gains advantage (e.g., the attack roll made Way are too far apart to accommodate this mode
to cast lesser restoration or greater restoration on an of travel.
unwilling target). ◊  The catacombs. Taking the catacombs isn’t a
good option since the PCs do not know which
Aftermath tunnels connect to the Tzekes estate (and, in any
Other than the Ten Thousand Rod, the PCs gain little case, the mansion is no longer directly connected
in tangible rewards from this scene. If they saved to the catacombs due to the effects of planar mag-
Father Lukaris from his madness and he survived the ic). Most wealthy families have a private entrance
encounter, he offers to use his remaining spell slots in their basement leading into their private section
to restore or heal the party if they wish it, but he is of the catacombs, and these entrances are difficult
too exhausted and weak to accompany them on their to locate for those unfamiliar with them—most
quest against the King in Yellow. families jealously guard their section of the cata-
In addition, Lukaris offers information concerning combs. (Note, some of the Mummers were able to
the Ten Thousand Rod and what it can (and can- enter the Tzekes estate because Ishvani provided
not) do. The wielder can speak the command word them precise information and a special key to gain
and call up some or all of the city’s Ten Thousand access.) Traveling by way of catacombs gets the
Honored Dead defenders, after which the defenders PCs part way through the Marble district, but they
begin exiting the catacombs a few at a time over still must walk the last third of the trip by way of
the course of 24 hours. From here, the wielder can city streets.
control this army, including where they should move ◊  Magical travel. If the PCs possess the necessary
and when they should attack. This summons can magical resources, they can fly from the temple to
only be performed once per twenty years, so Lukaris the estate without hindrance in the span of a few
implores the PCs to only use this power if it proves minutes.
an absolute necessity.
Lukaris also warns that the Honored Dead when Development. Partway into their trip from the Tem-
summoned in their masses are not too picky or ple of Irisia to the Tzekes estate, the PCs encounter
careful regarding their targets. They assault, kill, or a new threat wandering the city streets. Read the
merely trample anyone or anything in their way—chil- following text out loud:
dren, animals, innocent civilians, etc. They also make
In contrast to the mobs that have plagued the city
no effort to avoid property damage, so ordering the
of late, an ordered column of people marches four
undead to attack inside the city all but guarantees
abreast down the street toward you. The column
destruction to numerous buildings and structures.
includes ordinary citizens, City Watch, beggars,
Against other undead not part of the Ten Thou-
and others. Their faces are red with anger and
sand, the rod has several powers, as described in the
hate, and they hold aloft a variety of improvised
Appendix (page 109).
weapons, including pitchforks, makeshift clubs,
and rocks.
Scene 5. Across the Mad-Swept Ocean A handful of the marchers break free from the
The characters possess the Ten Thousand Rod, column and charge toward you with inhuman
which might prove invaluable should they face the speed. They snarl, scream, and froth as they run,
power of the King in Yellow. Now, the PCs need to more like feral animals than human beings.
go to the Tzekes family estate. Although there’s little
chance of finding Ishvani at home, the PCs may Creatures. This is an enraged horde (page 99). The
find the last few clues to point them to the Cradle of main mass of people functions like a swarm able to
Myths amphitheater. To get to the mansion, located release individual members to attack nearby targets.
within the Marble Way District (home of the city’s These individual creatures are fast, agile, and surpris-
aristocrats and wealthy elite), the characters must ingly strong, and they try to drive their enemies back
once again traverse part of the city and risk the wrath toward the main horde.
of the crazed mobs. The PCs can attempt to escape the main body of
The characters have a few options open to them to the horde by running into a nearby building. They
reach their destination. This time, however, they have face an obstacle in doing so, however, because every
one advantage in that the Temple of Irisia sits on the home or estate in this district has an iron fence, often
southern border of the Marble Way. They still must topped with spikes or other deterrents, surrounding
cross most of this district, but it doesn’t represent a the perimeter. The buildings themselves are locked
lengthy journey. and difficult to break into. Finally, while the PCs
◊  The streets. Traversing the streets to the Tzekes might escape the main horde, the individual enraged
mansion heightens the risk of encountering mobs berserkers aren’t deterred or as easily confounded.
along the way. After the characters escape the horde and its

23
Descent into Chaos
berserkers, they arrive at the Tzekes mansion. Time
is running out…

Conclusion
The pieces are moving into position for the climax.
Somewhere in the city, Ishvani Tzekes prepares to
give one grand performance of The King in Yellow, an
act which summons the King in Yellow to merge with
her. She believes this will allow her to remake the
city anew, turning it into a haven for artists, philoso-
phers, and free thinkers and without the centuries of
calcified traditions and social expectations.
The PCs know Ishvani plans to give this final
performance, and they know she intends to do so
at an outdoor theater named the Cradle of Myths.
Unfortunately, no information as to where this am-
phitheater might exist has been unearthed other than
a few hints it can only be reached via s secret tunnel
through the catacombs.
The characters have acquired a magic artifact,
the Ten Thousand Rod, which grants them control
over the Honored Dead—the city’s undead defenders
found in the catacombs—to use against enemies of
Tiarazan. The PCs hope the rod also prevents the
King in Yellow from taking over this undead army for
his own purposes.
At this juncture, the PCs need to enter the Tzekes
mansion and search for final clues. If possible, they
could acquire the text of The King in Yellow play and
uncover some weakness they can use against the
King. They also need to locate the Tzekes’ private en-
trance into the catacombs. If the information they’ve
acquired proves accurate, this entrance connects to
a tunnel, which then leads to the Cradle of Myths
amphitheater.
By this point, the city of Tiarazan is succumbing
to widespread madness as the crazed mobs become
more common and more dangerous. The existence of
the Yellow Sign reflected from the moon has pushed
the city to the brink. The PCs have lost some of their
allies and associates; the Immemorabilis Society has
been devastated and lacks the cohesion to provide
any further aid. While the characters might want
all the help they can find, they also realize the bitter
truth: no one in this city is better able to locate and
defeat Ishvani Tzekes than they are. The PCs repre-
sent Tiarazan’s final hope for salvation.

Experience Points
By the end of Chapter 1, the PCs gain enough
experience to reach 9th level.

24
Descent into Chaos
Chapter 2: Desperate Measures
A Cthulhu Mythos Adventure for 4 to 5 Characters of 9th level
Whereas Chapter 1 took place in numerous loca- represent the last surviving copy of the work. There’s
tions throughout the city and involved a wide scale a chance the play may offer hints how to fight or
hunt for information, this episode narrows the focus defeat the King in Yellow or, preferably, prevent his
to one mansion. The characters must make their summoning. The PCs also need to find the mansion’s
way through a household replete with dangerous, secret entrance to the catacombs. This entrance
unstable inhabitants both human and otherwise, all should lead the characters to the Cradle of Myths
while dealing with alien magical effects capable of amphitheater where they can end this nightmare
distorting reality. once and for all.
There are no specific scenes in this episode. The
pace and flow of the adventure rely on the PCs, their The Approach
actions, and their reactions. There isn’t an overarch-
ing story here since the characters are exploring and The Tzekes estate has suffered since the last time
searching in whatever way they deem appropriate. you visited. A number of bonfires burn in the man-
sion’s front yard, casting warped shadows. Here
Chapter Synopsis and there, a light shows through one of the second
The characters arrive at the Tzekes estate to find it story windows, but the rest of the mansion remains
gripped by madness and strange magic capable of dark. The air appears to ripple as if from a great
warping reality on a local scale. The mansion has heat, but the evening feels unseasonably cold.
been ransacked by some of its former servants and A group of thugs from the Quicksilver faction
members of the Quicksilvers faction once loyal to mill about near the mansion’s entrance. Their
the family. faces, illuminated by the bonfires, are streaked
The PCs need to locate a few things inside the with sweat and dirt. The thugs grip their weapons
house. First, they need to find the physical copy of tightly as if desperate for something to hit to
The King in Yellow play, a set of scrolls that may banish their fears.
25
Desperate Measures
Creatures. There are seven bandits and their leader strange symbol appeared on its face. Some of the
standing in the way. If she’s still alive from the fight thugs ran away and others tried to harm them-
in Chapter 1 at the House of Iridescent Dreams, selves or their fellows.
Amadicia (page 76) leads the thugs. (If she died at ◊  Unexplained lights and noises came from inside
some point in a previous adventure, replace her with the mansion. Strange odors filled the air. The
a bandit captain.) Quicksilvers heard shouts, screams, groans, and
A fight isn’t inevitable here despite the thugs’ agi- other, weirder noises from the house.
tation. The Quicksilvers remain in a state of shock.
◊  The family patriarch, Braiham Tzekes, ordered
Over the course of the day, nine of their fellows
Amadicia to send some of her fellow gangsters
entered the mansion at various times; only one
into the house. Despite her trepidation, she
of them has returned so far, and he exited a
obeyed. Only one of those she sent inside
babbling, blood-covered mess before fleeing
has returned. She feels deep shame for
down the street despite having lost both his
being unable to muster the bravery to enter
eyes. Amadicia and the others have heard
the house herself.
screams, both human and otherwise, coming
from inside the mansion (although things ◊  The Quicksilvers are convinced something
have been quiet for the past hour malevolent now haunts the mansion.
or so). The thugs continue guard- Whether Braiham is responsible or a
ing the house because that’s victim, they can’t say.
something they can grasp, but ◊  Only one person has left the house
none of them can summon the in the past 24 hours, and that
courage to enter. person left the house babbling non-
Whatever animosities sense and with his eyes gouged out.
existed between the gang and
The Quicksilvers don’t want to
the PCs no longer matter. The
remain here, but they also fear trav-
Quicksilvers hold no loyalty
eling through a city in chaos and
for the Tzekes but remain too
flames. They have nowhere else
shocked and dazed to go any-
to go. Under no circumstances will
where else. Amadicia and her
any of the thugs enter the mansion
followers ready their weapons and
if they have any say in the matter.
approach the party but don’t start
combat unless attacked. If com-
bat erupts, this encounter poses The Tzekes Mansion
no serious threat to the party. As one of the wealthier mercantile
Development. If the charac- families in Tiarazan, the Tzekes live
ters avoid combat or capture in a spacious, luxurious mansion
one of the gang members, they filled with enormous rooms and
learn a few disconnected bits ostentatious furnishings. The fam-
and pieces about the situation ily has long held a reputation for
inside the mansion. Here hosting memorable parties that
are the basics of what they can last for days.
reveal; the GM can role- The mansion
play out a question-and-an- includes two stories
swer session if they plus a cellar used to
choose. store supplies, foodstuffs, herbs,
◊  With the city cascad- and alcoholic spirits. There’s also
ing into madness and an entrance from the ground
anarchy, the surviving floor down into an antechamber
Quicksilvers assem- with a door that leads into the
bled to protect the family’s private section of
Tzekes estate. the catacombs.
They’ve suffered The house features
several losses numerous windows, as
from the roving indicated on the maps, covered by ex-
mobs but otherwise have held pensive glass panes. In addition, the east
strong. and west sides of the mansion front feature massive,
two-story windows. This design resembles that seen
◊  Several nights ago, everything changed (when
in the House of Iridescent Dreams, as it was once
the PCs left the catacombs after the battle at the
a popular architectural fashion in the city. Entrance
Sunken Cathedral). The moon transformed and a
into the house via one of the smaller, standard
26
Desperate Measures
windows is simple—the PCs can break the glass and Of note, moving up or down a staircase or passing
crawl through without difficulty. through an arch in the house does not involve any
The two-story glass frontages are, however, far stur- dimensional shifting. This effect only applies to door-
dier and more difficult to shatter, having the toughness ways and windows.
and resilience of steel. If the characters are deter-
Alien Geometries
mined to do so, they can break a hole in one of the win-
dows big enough to climb through. Consider a section D10 Movement Result
1 When the PCs move through the opening,
of the windows as AC 18, hp 125, damage threshold 5,
they appear right back where they started on
immunity to bludgeoning, piercing, and slashing from
the same side of the opening as if they never
nonmagical weapons, and immunity to poison and
went through it.
psychic damage. If the PCs shatter a section of these
2 After traveling through the opening, the PCs
massive windows, all characters within 20 feet of the
appear on the opposite side of the room from
windows must make a DC 13 Dexterity saving throw
that entrance.
to avoid huge shards and splinters of broken glass,
3 A translucent membrane fills the opening. It
suffering 17 (5d6) piercing damage on a failed save, or
feels cold and slimy to the touch. Any damage
half as much damage on a successful one.
inflicted to the membrane pops it, spraying
If the PCs want to scale the front of the house and each creature within 5 feet of the opening
enter via a second-story window, they can do so with with a disgusting but harmless mucilaginous
a successful DC 14 Strength (Athletics) or Dexterity liquid.
(Acrobatics) check. The PCs can also enter via the 4 When the PCs go through the opening, roll
front doors or the rear servants’ entrances. 1d20 to see which room on that floor they
Regardless of how the characters enter the man- actually enter (in the event multiple rooms on
sion, they find things are not quite so direct or easy the floor share the same number, the GM can
as they’d like. pick which room). If the result is “1” on the
ground floor, this places the party outside the
Alien Geometries house at the main entrance.
Ishvani Tzekes used a magical relic, the Dimensional 5-6 No change to movement.
Chain (page 108), to connect her family’s mansion 7 When the PCs go through the opening, roll
to the alien dimension where the Cradle of Myths a d6 and a d20 to determine where they
amphitheater is located. This planar tether “stretch- actually end up. For the d8 roll, 1-4 results
es” the mansion between its original plane and the in a room on the ground floor, 5-7 results in
plane Ishvani is on, which in turn leaves parts of the a room on the second floor, while a roll of 8
house open to dimensional shifts and pockets where places them in the cellar beneath the kitchen
the mansion touches the border of other planes. This (Area 7). The d20 roll determines the room
effect warps local reality such that the area inside the on that floor (in the event multiple rooms on
house flows between the two planes without appar- a floor have the same number, the GM can
ent logical order. As a result, the PCs may travel pick which room). If the result is “1” on the
one direction only to end up somewhere they never ground floor, this places the party outside the
expected. Entering a doorway doesn’t always mean house at the main entrance.
the PCs enter the room on the other side. 8-9 When the PCs step through the opening, it
When the characters pass through a door or rapidly telescopes forward to form a tunnel
window leading into the house or inside the house, of swirling, chaotic colors. The tunnel is 60
feet long, 10 feet wide, and 10 feet high. If
the GM should choose or roll 1d10 and consult the
the PCs retreat back a step, they return to
Alien Geometries table, below, to determine where
where they stood outside the opening. If they
the characters end up. This effect starts with the
continue down the hall, they hear whispers
entrance through which the party enters the house
from unseen voices, feel gusts of wind and
(whether door or window) and continues throughout
rain, and smell odors such as brimstone and
most of the mansion.
ozone. If they traverse the tunnel’s entire
The dimensional shifting does not affect the Li-
length, the characters then enter the room or
brary (ground floor, Area A19), its connected secret
area they intended to enter in the first place.
room (ground floor, Area A20), or the Chapel (second
10 The characters appear in the ground floor
floor, Area B12). Although creatures can appear in foyer (Area 2).
these areas from other places due to the dimension-
al shifting, if they pass through the door into one Determining Dimensional Travel. When a creature
of these rooms, they enter that room. If they leave or group of creatures passes through a doorway or
through the door of one of these rooms, they end up window, their movement forms a temporary con-
where they expect to on the other side of that door. nection between the place they left and the room in
The dimensional shifting still affects the windows in which they appear. This connection remains for 1
these areas, however, in either direction. minute. Any creature passing through that doorway
in either direction during this time travels between
27
Desperate Measures
those two points. After this time, however, any crea- Of note, Braiham can also mentally alter the
ture passing through the doorway must again roll on dimensional shifts and reality within his home.
the Alien Geometries table (see above). He can, for example, temporarily remove a door
The PCs can compensate for the alien geometries where one normally exists, or he can create a door
within the house by attempting to use their knowl- where one doesn’t exist. For further details, see
edge of arcane secrets to understand and control his stats in the Appendix (page 77). Braiham has
these shifts. A successful DC 19 Intelligence (Arcana) become permanently tethered to his home; he can
or DC 17 Wisdom (Yog-Sothothery) check before never leave it no matter how hard he tries.
the PCs pass through a doorway or window means ◊  Dimensional shambler. This creature is too
they can enter the room they meant to enter—the GM familiar with dimensional movement to fall victim
doesn’t roll on the Alien Geometries table. If a PC to the mansion’s shifting effect. It cannot, however,
fails this check, however, they suffer 7 (2d6) psy- enter the Chapel (second floor, Area B12) due to
chic damage. A success in one of these checks also the hallow effect there. For now, it wanders these
applies if the party targets creatures or objects on the halls hunting for prey. It starts this adventure in
other side of a door or window with a ranged weapon the West Wing Front Hall (ground floor, Area
or spell. If a PC has already succeeded on the check A16). Approximately every 10 minutes of in-game
for that doorway, any attacks made thereafter by the time, the GM should randomly roll for the room
party are unaffected by the dimensional shifting. to which the dimensional shambler moves. Roll a
Any creature suffering from any form of madness d6 and a d20; the d6 determines the floor: 1-3 =
can ignore the alien geometries of the mansion if they ground floor (A), 4-6 = second floor (B). The d20
wish. This means the creature can move from room roll determines the room on that floor.
to room without rolling on the Alien Geometries
◊  Spiders. The phase spiders can move from room
table. The creature’s comrades do not, however, gain
to room without difficulty since they travel via the
this benefit unless they also suffer from madness.
ethereal plane. The solitary Leng spider in the
Finally, a creature with a passive Wisdom (Yog-So-
mansion, however, lacks this mode of movement
thothery) of 20 or higher is likewise immune to the
and suffers from the dimensional shifting effect.
effects of the alien geometries.
Other Creatures in the Mansion. The effects of ◊  Rotting servitors. At Ishvani’s request, the King
the Dimensional Chain also mean that the interior of in Yellow placed two of its rotting servitors to
the mansion comes into periodic and random contact guard the mansion’s entrance to the catacombs.
with other dimensions. As a result, several alien Although these incorporeal creatures can move
creatures have wandered here or found themselves through the house without difficulty (other than
trapped in the home. the Chapel, second floor, Area A12), they remain
With only a few exceptions, this extra-dimensional, in the Library (ground floor, Area A19) unless
non-Euclidian movement applies to all creatures in- pursuing the PCs.
side the mansion. For the most part (and to keep the In addition, a band of undead creatures from another
GM’s workload manageable), the Gamemaster can plane, the Infected, occupy several rooms on the
assume most creatures encountered inside the house second floor. While most of their number remain in a
remain where they are listed in the text. A few spe- handful of rooms on this level, some of their number
cific creatures and Braiham Tzekes can traverse the wander the mansion’s hallways in search of new prey.
mansion without difficulty. These creatures include: These undead are still affected by the house’s dimen-
◊  Braiham Tzekes. His mind has become unhinged, sional shift, but they aren’t aware of the effect—they
which combined with his knowledge in the realm operate on instinct more than anything else.
of Yog-Sothothery, allows him to move about his
home at will—he can take advantage of the dimen- Environmental Conditions
sional shifts to move from any room in the house The conditions within the house are far from normal
to any other room as his movement, except for in several places as described in the text below. Un-
the Chapel (second floor, Area B12) as this area less otherwise stated, however, here are the condi-
lies within the protection of a hallow effect. If he tions the PCs find inside the mansion.
hears a disturbance nearby his office (second floor, Lighting. Much of the house sits in darkness. A
Area B9), he’ll investigate. He has full awareness few areas inside have mundane light such as the glow
of when intruders enter his home and where they from coals in a fireplace hearth; these areas are men-
are at all times. If intruders cause damage to his tioned in the text. These coals emit bright illumina-
home, he’ll know it. Likewise, if intruders steal or tion for 10 feet and dim light for another 10 feet.
damage any of his possessions (especially magic Some rooms and hallways feature magical illu-
items), he confronts the thieves immediately, mination from a glow lamp. A glow lamp includes a
enraged and in no mood for talking. Braiham can thin metal pole, 4 feet tall, mounted at the center of a
move directly to the intruders’ position no matter round wooden base. The top end of the pole termi-
where he is in the house, unless they are in one of nates in a polished glass sphere 6 inches in diameter.
the areas protected by the hallow spell.
28
Desperate Measures
The sphere emits magical light that provides bright
illumination out to 30 feet and dim lighting for an Familiar Places
additional 30 feet beyond that. Covering a glow lamp If the PCs visited the Tzekes mansion previously
with thick cloth (such as a tapestry or heavy rug) (most likely in Act I near the beginning), they
blocks it from emitting light. A glow lamp is porta- may be familiar with parts of the mansion and the
ble if unwieldy, weighing 15 pounds. If something hallways connecting them. These areas include the
shatters the glass sphere (AC 11, hp 5), it no longer Grand Foyer (ground floor, Area A2), the Waiting
emits light. Room (ground floor, Area A8), and Riya Tzekes’
Temperature. Most of the house is cool without Study (ground floor, Area A12). This familiarity
being cold or uncomfortable. A room with a lit fire- grants advantage on Intelligence (Arcana) or
place has a warmer temperature. Wisdom (Yog-Sothothery) checks made to figure
Sound. A strange, unpredictable effect fills the out the mansion’s alien geometries (see above).
entire mansion. Not only does it make physically
moving from place to place confusing, but it affects example, the missiles automatically hit their intended
how sound travels. A sound in one room doesn’t nec- target, while the acid arrow attack hits its target if the
essarily carry to the rooms connected or otherwise attack roll succeeds.
nearby. If any creature produces a loud noise such as The mansion features numerous glass-paned
entering combat or casting a spell like thunderwave, windows. When a creature outside the house peers
a creature in any room within 25 feet only has a in through a window (assuming they have sufficient
50% chance of hearing the disturbance. Otherwise, light to see or darkvision), they see the room they are
the noise “appears” in some other part of the house physically peering into. If a creature outside peering
unconnected to its origin point. For example, a noise in through a window watches someone inside the
on the ground floor might sound as if it originated in house throw an object into the room they are viewing,
a room on the second floor. from their perspective the object disappears—the
Doors and Windows. The dimensional shift effect viewer doesn’t see where the object reappears. If,
affects movement into or through the mansion’s inte- however, a creature inside the mansion looks out
rior (but doesn’t affect the staircases between floors). through a window, they instead see a vast dark void
This dimensional shift occurs when a creature, illuminated by silvery or red smoke-like wisps and
object, or spell effect passes through a doorway or distant spots of light resembling stars in the night sky.
window inside the house. Thus, if a creature fires an When a creature looks through a doorway, they see
arrow or chucks a spear into or out of a room, from into the room that normally connects to that doorway
their perspective the arrow or spear immediately (assuming the creature can see in those lighting con-
vanishes when it passes the threshold—they don’t see ditions). Only physically passing through the doorway
where it reappears. The object reappears elsewhere triggers the Alien Geometries effect.
in the house as determined by rolling on the Alien
Geometries table. A. Ground Floor
For spell effects passing through an opening into The areas of the ground floor level are described
or out of a room, the spell either misses as if the below.
attack roll failed, or the spell simply fails (if it doesn’t
involve an attack roll). If the spell has a visible effect, A1. Front Entrance
the magic appears to vanish the moment it crosses
the door threshold, only to reappear elsewhere in the
The double doors are fashioned from beautiful
mansion.
wood. They each feature a brass knocker on the
For example, a PC on one side of a door targets a
outside in the form of a ring held in the maw of a
creature inside the room with magic missile. Since
stylized gargoyle.
this spell doesn’t require an attack roll, the spell
fails to work, wasting the spell slot. In this case, the These thick wooden double doors are unlocked.
spellcaster intuitively knows that something about
the doorway stopped their spell from working. If the A2. Grand Foyer
same PC targeted a creature in the room with acid
arrow, they see their spell fizzle upon crossing the
This foyer with its two-story tall crystal chande-
threshold and their attack roll automatically misses—
lier and ornate staircase might ordinarily impress
the acid arrow reappears in some other room and
visitors. Now, however, blood splatters along the
splashes somewhere harmlessly.
marble floor tiles and walls, as well as shreds of
There is an exception to the effects of the dimen-
clothing, detract from the elegance.
sional shift on objects and spells: if the roll on the
Alien Geometries table (above) indicates no change The foyer introduces visitors and guests to the ele-
to movement (i.e., no dimensional shift takes place), gance of the mansion. It was designed to impress and
then the object or spell isn’t affected by passing give people a moment’s pause.
through a doorway. Thus, with the magic missile Lighting. The chandelier hangs 10 feet overhead.
29
Desperate Measures
It features hundreds of crystals that together project non-Infected they detect. Once the PCs eliminate this
magical light. The chandelier provides bright illumi- roving group of the Infected, they won’t run into the
nation in a 40-foot radius and dim light for another pack elsewhere in the mansion (there are, however,
40 feet beyond that. several stationary Infected on the second floor).
The chandelier is suspended from the ceiling by
a 30-foot silver chain where it connects to a metal A3. Majordomo’s Quarters
fixture.
Development. Two of the Quicksilvers reached the This sparse bedroom includes a simple bed, a
foyer during their desperate escape attempt only to wood desk, and a plain wooden chair. Several sets
fall prey to a dimensional shambler. The shambler of clean servant’s uniforms hang from hooks on
captured them after a brief but bloody fight, after the west wall. Everything appears tidy and orderly.
which it transported them to its temporary lair in the
West Wing Front Hall (ground floor, Area A16). The Tiarazan elite have a tradition wherein they
A successful DC 15 Wisdom (Medicine) or Intelli- show off the number of servants they have in their
gence (Investigation) check discerns what happened household to visitors and guests. This means ser-
in the foyer. Two individuals, bleeding from numerous vants often have living quarters close to the home’s
injuries, ran into the foyer. Something attacked them entrance, thus allowing them to assemble for display
and inflicted serious wounds upon at least one of and to serve the guests’ needs without delay. The Tze-
them. The attacking creature then took both people kes’ majordomo has this room for his personal use
away without leaving a trail of any sort. A successful but with the expectation of being on call at all times,
DC 12 Wisdom (Survival) tracking check indicates day or night.
the attacking creature alternated moving on two or The majordomo was absent from the house at the
four limbs ending in wicked sharp claws (as evi- time everything went wrong. He never made it home,
denced by its bloody prints and the scratches it left in however, having fallen victim to one of the roving
the marble floor tiles). The tracks suggest a creature mobs.
resembling nothing found in nature.
There’s a 10% chance 1d3+1 Infected (page 102)
are in this room at any given time. They attack any

30
Desperate Measures
A4. Servants’ Quarters room and obscure the ceiling. The telltale outline
of something wrapped in the strands bulges out
This room resembles a small dormitory with beds from one corner.
for some of the household servants. Some of the The door along the north wall is covered in
beds are unmade or stripped of blankets while bloody handprints.
others are still neatly made.
This is the servants’ communal dining room where
This room serves as a dormitory for the household’s they take their meals and spend much of their free
male servants when they aren’t on duty. time.
A search of the room turns up nothing unusual. Webbed body (trap). The food on the table is ordi-
nary servant fare, several hours old. By the looks of
things, something interrupted the meal. In this case,
A5. Servants’ Quarters
a cluster of enormous phase spiders materialized out
of nowhere, sending the servants running in terror.
By the looks of things, this is a dormitory room
The spiders captured one servant and wrapped his
for several household servants or staff. Someone
paralyzed body in webbing near the ceiling.
or something has ransacked the room, leaving the
Releasing the body from the webbing requires an
beds stripped or turned on their side. Clothing lit-
attack with a sharp blade that inflicts at least 6 slash-
ters the floor along with a half-dozen empty wine
ing damage, or a flame source that causes at least 4
bottles and the bones from a leftover chicken
fire damage. The servant, Natrim, remains poisoned
dinner. A furtive shuffling noise comes from the
and paralyzed but conscious. If cured of these con-
southeastern corner of the north room.
ditions, he screams and thrashes in desperate fear,
Another large dormitory room, this one is a sleeping begging his rescuers to “get them out of me.” The
room for female household servants. Unlike the other spider that captured and webbed him also injected its
dormitory (Area A4, above), however, this one has an eggs into Natrim; they are due to hatch within 1d4+1
occupant. rounds, while will in turn kill him in a most horrific
Creatures. One of the few surviving servants, Essi manner. Any PC able to see this event must succeed
(commoner), has barricaded herself behind two on a DC 15 Wisdom saving throw or gain a level of
beds in the southeastern corner of the north room. dread. A lesser restoration destroys the implanted
She spent hours trying to escape the house, only to eggs.
give up when she ended up back in her quarters. The Creatures. If the eggs hatch, dozens of Tiny
dimensional shifting effect, the unexplained screams spiders burst from his torso and form a swarm of
and growls emanating throughout the house, and the spiders.
horrific scenes she’s witnessed have left her in shock. Natrim (commoner) is a middle-aged man who
Essi, one of the newest scullery maids, reacts with has served the Tzekes for over twenty years. He pos-
fear when she sees or hears intruders nearby, but she sesses considerable knowledge regarding the layout
tries to stay hidden rather than flee, especially since of the mansion and the habits of his master, Braiham.
she knows about the house’s weird dimensional shift- Although his familiarity doesn’t help him to navigate
ing. She holds a cast-iron frying pan in both hands the strange dimensional shifting, he can identify each
but is too terrified to use it as a weapon. room on sight and knows the stairs to the catacomb
Investigation. The PCs can coax Essi to come entrance lies near the library on the other side of a
with them with some reassuring words and a secret door.
successful DC 16 Charisma (Persuasion) check. Investigation. In terms of what happened here,
Intimidation only serves to paralyze her with fear. Natrim can describe the scene. He doesn’t know
Otherwise, she refuses to leave the room. She doesn’t what became of the other servants or the spiders.
know what happened or why, and she doesn’t know
“I was here with five of the other help, grabbing
where anyone else is. She describes how the doors
something to eat while we could. I wasn’t sure
in the house “don’t work right” and how “it doesn’t
what was going on, but Master and Milady were
matter which way you go, it’s the wrong way.”
upset, arguing and shouting at each other about
She doesn’t know the location of the stairs leading
Mistress Ishvani. Everything got worse thereaf-
down to the catacombs, but she thinks it is “some-
ter. We heard screams and other noises I can’t
where by the library.”
describe.”
“We didn’t know what to do, but we knew
A6. Servants’ Dining Room to stay out of the master’s way. There was this
popping noise like a wet sack bursting and these
The room includes a long wooden table covered three spiders—big as dogs they were—appeared.
with dirty dishes and leftovers from a meal. A They attacked and the others ran. I felt something
dozen chairs surround the table. Strands of red- sharp and burning and then I blacked out.”
dish material like thick spider webs crisscross the

31
Desperate Measures
A7. Kitchen ings around the house and find a buyer at some point,
this room has six paintings each worth 3d6 x 50 gp
Given the counters, cooking utensils, and the to an interested collector.
hearth, this was obviously the house kitchen.
Now, however, it resembles a scene out of a A9. Assistant Steward’s Quarters
nightmare. Thick, reddish webs fill the room,
connecting walls and floors in a maze of strands. A thick fog billows up from the floor to fill this
Dried blood splatters decorate the floor near the room.
brick hearth while a patch of some tar-like sub-
The second-ranked servant, the steward, inhabited
stance coats a nearby tabletop.
these austere quarters. They include a bed, desk,
In normal times, the cook and her staff prepared and chair with a few servant uniforms hanging from
meals here for the family and for the servants. hooks on the east wall.
The phase spiders tore through here after they ap- Fog (hazard). The fog is natural, although it orig-
peared in the nearby servants dining room (Area A6, inates from elsewhere and appears here due to the
above), attacking the cook and her three assistants. dimensional shifting effect. Everything in this room is
The cook fought back with a meat cleaver and inflict- heavily obscured.
ed a nasty wound on one spider, although this brave
act cost her her life. The spiders captured and bound A10. Grand Hall
the other three servants and carried them downstairs
to the root cellar where they remain. This grandiose chamber includes two long, wood-
Webbing (hazard). Moving through the room pos- en tables lined on either side by cushioned chairs.
es a challenge (although not to the spiders) due to the There are two fireplaces here, both cold.
webs. Treat areas in this room as difficult terrain. A maze of webbing obscures the entire ceiling
Creatures. When the PCs enter the kitchen, the from sight. Other web strands, about five feet
three phase spiders leave the root cellar to investi- from the floor, stretch from wall to wall. Piles of
gate the noise, traveling by means of their Ethereal humanoid bones and skulls decorate the western-
Jaunt ability. most table.
Of the three captive servants held in the root
cellar, one has already died from their wounds. The On those occasions where the Tzekes family has
other two are poisoned and paralyzed but otherwise held large gatherings or celebrations, they and their
unharmed. Unfortunately for them, the PCs may not guests assembled in this spacious hall.
know they’re there or be able to enter the root cellar Lighting. A glow lamp illuminates the southeast
and rescue them because of the dimensional shifting portion of the room.
effect. Because they are paralyzed, they cannot call Development. When the PCs set off the web net
for help or move to make a commotion. trap (see below) or else when the spider deems the
Treasure. A search of the kitchen cupboards right moment for an ambush, read the following text
uncovers a hidden stash of expensive, high quality to them:
alcoholic spirits. In all, the staff has squirreled away
nine bottles, each worth 30 gp if sold.
A bloated, misshapen spider, its black and purple
Otherwise, a quick search turns up an unused
mottled torso the size of a horse, descends from
healer’s kit and a glass jar containing 145 sp and 32
the webbed ceiling and lands on one of the tables
gp used by the kitchen staff if they needed to run to
with a meaty thud.
market and pick up something for the master and his Creatures. A Leng spider (SPCM 342) occupies
family. this room. It first appeared in the West Wing Front
Hall (Area A16, below), whereupon it encountered
A8. Waiting Room several servants and household guards. It took two
people captive with its Toxic Web and then feasted
The north room features four plush, ornate chairs, upon two other victims. When it left that room with its
while the south room holds an additional six captives, it found itself here in the Grand Hall among
seats. A series of beautiful paintings in gilded another half-dozen victims. So far, it has failed to
frames, seven in all, decorate the walls. escape the mansion and chooses to remain here for
the time being. Until it figures a way to return home,
Visitors wishing to meet with Braiham Tzekes to the spider considers this hall its territory and anything
conduct business or in some official capacity are entering that territory is prey. The Leng spider has an
asked to wait in this comfortable room until they are uneasy truce with the phase spiders occupying the
granted a brief audience with him. root cellar below the kitchen (Area A7). It prefers to
This room remains untouched by the chaos encom- hide, waiting for intruders to trip the web net trap or at
passing the rest of the house. least get close enough to ambush from hiding.
Treasure. If the PCs wish to lug big, framed paint-
32
Desperate Measures
Web net (trap). The Leng spider built a web net Area B9), he displays the more exotic looking items
trap (SPCM 342) in the ceiling over the 10-foot by in exhibition rooms such as this. This allows him to
10-foot area in front of the double entrance doors. A give his guests the grand tour and impress them with
thin trip wire runs at about ankle level in front of the his knowledge, refined tastes, and wealth.
double doors. When a creature triggers the tripwire, There are a few dangers here, some apparent,
the trap goes off. some not so obvious.
Treasure. The Leng spider has gathered a few Lighting. A glow lamp in the northeast corner
items from its recent captives and left them piled provides magical light for this room.
beneath the eastern table. This pile includes: Poison mist (hazard). The greenish mist is
◊  212 sp and 79 gp in loose coins poisonous both via contact and through inhalation.
Any creature entering this room for the first time on
◊  A
 +1 dagger once carried by a favored household
a turn or starting its turn in the room must make a
guard
DC 13 Constitution saving throw. A creature suffers
◊  A heavy crossbow and 10 +1 bolts. This weapon 22 (5d8) poison damage on a failed save, or half as
is three centuries old, does not actually function, much damage on a successful one. A creature is
and was on display as a museum piece here in the affected even if they hold their breath or don’t need to
mansion. It could be sold to an interested collec- breathe.
tor for 300 gp or more. The bolts work just fine Thick mud (hazard). The mud is thick, cloying,
despite their age. and deep. A creature entering this room must make
◊  A potion of superior healing a DC 14 Strength saving throw or become restrained
◊  A bronze horn of Valhalla by the mud and begin to sink. Each round on its turn
when a creature is stuck in the mud, it sinks 1d3 feet.
The first round a creature becomes stuck in the mud,
A11. Exhibition Room it can spend its action to attempt a DC 14 escape
check using Strength (Athletics) or Dexterity (Acro-
At one time, perhaps, this chamber served as batics). Once a creature has sunk 1 or more feet, it
some sort of exhibit room for the Tzekes to show suffers disadvantage on this check. Another creature
off their wealth. Now, however, it has undergone can aid the stuck creature by extending a rope or
a radical transformation. The floor has become other object to aid them (e.g., a quarterstaff) and by
mud-covered ground obscured by a thin layer of succeeding on a DC 10 Strength check. If this check
greenish mist, and the place feels like an outdoor succeeds, the stuck creature gains advantage on its
swamp rather than an indoor room. escape attempt.
Numerous wooden shelves once lined the Creatures. Finally, a type of giant constrictor
room’s walls, but several collapsed or fell when snake lurks beneath the mud waiting to attack fresh
the floor transformed to mud. A couple of items prey. It can remain hidden in the mud for hours
formerly on display lie on top of the ground. without needing to surface. If prey enters its domain,
Braiham Tzekes prizes his collection it attempts to constrict
of rare antiquities gathered from the creature and drag
around the world. While he it deeper into the
keeps the rarest, most mud. If the con-
unusual pieces in his strictor snake
office (second floor,

33
Desperate Measures
successfully grapples a target, each round it can drag A12. Study
its prey another 1d4 feet deeper. The mud pit extends
as deep as 15 feet. This large study includes a long wooden desk
Development: If the PCs search through or, worse, stacked with multiple bound books. A fireplace
steal any of the items from this room, Braiham along the east wall emits a faint glow from its
Tzekes knows about it and knows the party’s location. embers. A glow lamp in one corner casts a warm
He teleports to a location south of the double doors yellow light.
leading to the Grand Hall (area A9) and attacks
without warning. The lady of the household, Riya Tzekes, used this
Treasure. The items in sight worth grabbing study as her private office. While Braiham spent most
include the following: of his time and energy seeking and buying antiq-
◊  Animated shield uities, she ran the mercantile business and kept it
◊  Flask with one application of universal solvent profitable despite her husband’s excessive spending
habits and lack of attention to profitability.
◊  Robe of useful items The books on the desk and the papers littering the
◊  Potion of diminution (unmarked as to its contents) floor are account records. While most of the records
◊  A small, hand-carved wooden statue of Irisia, are for the Tzekes mercantile business, some of them
Goddess of Death. Its magic mends any damage are for items purchased by Braiham on one of his
inflicted on it overnight. many buying trips. A PC with a few hours of time and
a successful DC 16 Intelligence (Investigation) check
◊  A silver chalice that, when the command word
can discern that while the mercantile side paid its
etched on its stem is spoken, fills with a fine vin-
proper taxes and followed legal codes, the records of
tage of wine. It can do this three times per day. A
Braiham’s business dealings broke numerous laws
collector would pay 250 gp or more for this item.
and frequently avoided taxes. Although it may not
◊  Small painting of Ishvani Tzekes as a young girl. matter given current events, this information could
She appears pale and sickly. The painting has a be used to blackmail the Tzekes family (i.e., Riya).
disturbingly lifelike three-dimensional effect. Her Riya Tzekes was last in this room a little more than
eyes seem to follow those looking at her portrait. an hour ago. She made another attempt to escape
the house but so far remains trapped. At
present, she can be found in her eldest
daughter’s room on the second
floor (Area B15, below).
Lighting. A glow lamp illumi-
nates this room.
Development: If the PCs
search through or steal any
items from here, Braiham
Tzekes knows about it and
knows the party’s location. He
teleports to a location south
of the double doors leading to
the Grand Hall (Area A9) and
attacks without warning.
Treasure. A hidden panel
exists in the bottom of the
desk [DC 16 Wisdom (Per-
ception) check to locate]. It
is locked; Riya has the key.
A PC can pick the lock with
a DC 13 Dexterity (thieves’
tools) check. Inside is a space
holding the following:
◊  375 gp in a leather pouch
◊  118 pp in a velvet pouch
◊  Five 100 gp tourmaline
gems in a small wooden box
◊  Two potions of healing

34
Desperate Measures
◊  A stoppered black vial containing two doses of reading material but completely inaccurate and
assassin’s blood poison sensationalist, worth 200 gp as a set to a collector)
◊  A beautifully crafted hand crossbow worth 200 gp
to a collector, along with a pouch containing 10 +1 A15. Storage Room
bolts for it
◊  A potion of clairvoyance Boxes, crates, and barrels occupy this room in a
haphazard manner. There are old curtains, some
◊  A potion of mind reading broken chairs, an unused desk, piles of dusty
linen, and other mundane objects. A furtive noise
A13. East Wing Front Hall comes from the back of the room.

This hall looks like it may have served as a room Various supplies and unused household items are
for holding dances and similar events. The room stored here in this room.
is empty and shows no signs of recent use. Creatures. A guard, Matthias, and a house maid,
Serena (commoner), hide at the back of the storeroom
Many years ago, the Tzekes held dances and other behind several stacked crates. Both fled the appearance
fetes in this grand chamber. It hasn’t seen use for of the Leng spider when it appeared in the Grand Hall
more than a decade. Nonetheless, the servants have (Area A10, above) and ended up here. Given that they
kept it clean. It remains empty to this day. didn’t expect to end up in the storeroom after leaving
the West Wing Front Hall (Area A16, below), they
A14. Waiting Room decided to hole up here and wait for help to come.
The two try their best to remain silent when the
Wood display shelves line the north and south PCs first enter the room until they can decide wheth-
walls of this room. Each shelf holds some trinket, er it is safe for them to show themselves or not.
book, statue, or other item as an obvious show of Although Matthias and Serena are reluctant to
wealth and taste. leave the relative safety of this room, they understand
no other help may be forthcoming. They’d rather
Braiham Tzekes hates being interrupted while study- take their chances with the party than alone. While
ing in his library (Area A19, below). Thus, guests Matthias carries a spear and knows how to use it,
were sometimes asked to wait here until called for. Serena has no weapon or any combat training. They
Since this room lacks furniture, the visitors have to can provide terrifying details about the Leng spider if
remain standing as they waited. the PCs haven’t already encountered it.
This room remains unoccupied. While both are relatively new additions to the staff,
Development: If the PCs search through or steal Matthias knows the overall layout of the house (other
any items from here, Braiham Tzekes knows about it than the changes caused by the dimensional warp).
and knows the party’s location. He teleports to a lo- He knows the location of the stairs leading down
cation immediately north of the double doors leading to the catacombs, although he doesn’t know exactly
into this room and attacks without warning. where the secret door to get there lies.
Treasure. The items on these shelves are pretty
to look at but do not represent the choice pieces of A16. West Wing Front Hall
Braiham’s collection. Instead, these trinkets and bau-
bles are those that might impress an ignorant guest The remnants of a slaughter stain the walls and
but otherwise hold but minor value to the master of floor of this room. Something large and powerful
the house. A few such items are described below, made a quick meal out of at least two or three
along with any value they might hold to an interested victims, although the degree of bloody carnage
collector. makes it difficult to tell. Some of the severed
◊  A bronze centaur statuette (75 gp) body parts and bloody chunks remain wrapped in
◊  A sacrificial dagger from the early period of the thick webbing.
faith of Irisia (150 gp)
The family members often use this spacious, open
◊  A silver necklace with a ruby pendant, thought room to practice fencing, martial arts, or engage in
by the ancient tribe that first settled the city to physical exercise. Otherwise, it remains empty and
provide good luck to the wearer (250 gp for the unused.
materials alone; 400 gp for an interested collector) Creatures. The dimensional shambler (SPCM
◊  An elven chain shirt 304) starts in this room when the PCs first enter the
◊  A demon head carved from obsidian (worth 30 gp mansion. If enough time has elapsed since the PCs
by itself, 125 gp to an interested collector) entered the mansion, it may well have relocated.
The bloody remains and carnage here originated
◊  The complete five-volume set of Albrecht Kanter-
with the Leng spider when it first entered the house.
ach’s Cosmology of the Outer Gods (fascinating

35
Desperate Measures
A17. Guest Room the creature can attempt a DC 15 Intelligence or Wis-
dom check. If they fail this check, they continue drift-
This Is a spacious and comfortable bedroom that ing toward the hell dimension. If they succeed, they
includes a bed with blankets, a pair of book- arrest their movement and cease drifting away from
shelves, a desk with chair. The fireplace shows no the guest room. After a creature succeeds on this first
signs of recent use. The books lining the shelves check, they can will themselves to move in any direc-
are nothing exceptional or rare. tion—including out the door from this room—with a
successful DC 10 Intelligence or Wisdom check.
This is one of the many available guest rooms the A creature that fails to make the first DC 15 check
Tzekes keep at the ready. In the past few years, four rounds in a row falls into the hell dimension.
however, as Braiham Tzekes has become obsessed The creature can go back into the ethereal border if
over Mythos-related relics and lore, he has become they wish, but they cannot return to the guest room
disinterested in formal dances, parties, and feasts until they succeed on the DC 15 check and learn how
typical of the wealthy elite in Tiarazan. Thus, many to move by the power of their mind.
guest rooms in the mansion have seldom seen use. Creatures within the guest room or sinking
Ethereal Warp (hazard). A severe dimensional through the ethereal border can assist one another
warping here has shifted this room out of phase such in their escape efforts. A PC could, for example,
that the floor, wall, and furnishings are considered toss a rope at another creature they can see to keep
incorporeal. This place also hovers on the border of them tethered together. Spells such as levitate, fly,
the ethereal plane, which in turn borders on a hellish and even feather fall allow a creature to control its
plane. movement here.
An ethereal creature in this room can stand on the Creatures. A creature in the hell dimension for
floor, remove books from the shelves, lie down in the more than 2 rounds attracts the attention of 1d2
bed, and otherwise interact with the room’s physical barbed devils eager to greet the newcomer.
features if they so choose, although they can also
pass through the floor or walls if they choose. A18. Guest Room
When a non-ethereal creature enters the room,
they find everything in the room incorporeal. The Judging by the looks of the hearth, this bedroom
creature cannot stand on the floor since it doesn’t hasn’t seen recent use. The room features elegant
exist for them. The creature’s feet go through the furniture including a bed, desk, and chair.
floor as if it wasn’t there and they continue sinking
through. A creature can likewise move through a wall This is another rarely used guest room.
without difficulty.
Once a creature moves through a wall or floor so A19. Library
that their head passes through, they can see what
they’ve fallen into. Read or paraphrase the following: What once may have been an impressive library
filled with thousands of books has become a
You float weightless in a mist-filled gray void. catastrophe. Powerful winds whip through the
You can look back and see into the room you just room. Many of the books and scrolls, no doubt
left, slowly dwindling farther and farther away. blown from the shelves by the tempest, paper the
Ahead of you at an indeterminate distance stands floor.
a shimmering curtain of dim light. You can see Most striking of all, a thin, silvery chain rises
through the curtain as if it were a frosted window, from floor and connects taut to the ceiling. Where
peering into another world beyond. Although the this chain meets the ceiling, it passes through a
images are hazy and blurred, this other dimension vortex of swirling red and green energy.
appears to have a fiery sky, ground covered in ash,
and a surface pitted with craters. This library represents one of Braiham Tzekes’ great-
est achievements and source of pride. Although he
A creature able to levitate or fly can avoid passing keeps his truly rare, exotic, and dangerous tomes and
through this room’s walls or floor if they choose. scrolls in his office (second floor, Area B9), here he
Incorporeal creatures likewise can avoid passing has assembled an impressive personal book collec-
through the walls or floor. Other creatures entering tion.
this room, however, automatically sink through the Because Braiham so prized this room, when his
floor and into the ethereal border. If the creature does daughter, Ishvani, needed to anchor this end of the
nothing to reverse its movement, in 4 rounds it enters dimensional chain, she chose this place knowing
the alternate dimension seen through the curtain—in the magic involved would unleash powerful magical
this case, one of the levels of the hells. winds that would damage or ruin many of the books
Within this room or in the ethereal border, a in the collection.
creature can move by willing themselves to do so. Of note, the dimensional shifting effect does not
This requires trial-and-error to learn. As an action, affect this room (although it is possible that the
36
Desperate Measures
shifting effect deposited the PCs here from another
room). This means when a creature enters the south- Unhooking the Dimensional
ern doorway into this room, they actually enter the Chain
library. Likewise, if a creature leaves the library, they Given the fact that disconnecting the dimensional
enter the hallway to the south. This holds true for any chain cuts the PCs off from the Cradle of Myths
creature passing through the secret door along the amphitheater and being able to deal with Ishvani
east wall. Tzekes, this could lead to an abrupt end to the
Lighting. The glow lamp provides bright light in adventure. The GM should feel free to drop
a 30-foot radius and dim light for another 30 feet any hints or clues as necessary, subtle or blunt,
beyond that. suggesting how this action might be a bad idea.
An energy vortex exists in the place where the For example, if a PC starts to cast dispel magic on
dimensional chain connects to the ceiling. The vortex the anchor, the entire mansion rumbles and shakes,
emanates bright light for 30 feet and dim light for an- much like a ship being moved in a strong current.
other 30 feet beyond that. Of note, the room’s ceiling The PCs might dare to hope that by severing this
height is 20 feet. dimensional connection that they trap Ishvani on
Development. This room contains several ele- another dimension and save Tiarazan from the King
ments for the PCs to deal with, some obvious and in Yellow’s influence. This is wishful thinking. Once
some less so. merged, Ishvani and the King in Yellow can easily
Strong winds. A constant, powerful wind blows return to Tiarazan.
through the vortex and into the library. Ranged weap- If, despite the GM’s warnings and strong hints,
on attacks in the room suffer disadvantage on their the characters disconnect the dimensional chain,
attack rolls. In addition, any creature attempting to they may need to undertake an abrupt quest to find
fly in this room (unless incorporeal) must make a DC a sufficiently powerful spellcaster to help them
15 Strength saving throw for the first time on its turn reach the dimension to which they must travel—
or if it starts its turn in the library flying. On a failed assuming the Tzekes mansion returns to its original
save, the creature is knocked to the floor prone. place. If they are too late, they may have to face the
Dimensional chain. Melded into the room’s floor fully formed avatar of the King in Yellow, who has
at this point is one end of the dimensional chain returned to Tiarazan in triumph with a new army of
(page 108), placed here by Ishvani to form a dimen- ten thousand undead—a battle they cannot hope
sional connection between this plane and the one to win.
containing the Cradle of Myths amphitheater. This As a last resort, if the players are the sort that act
end of the chain terminates in a miniature-sized ver- recklessly no matter what clues they receive, the
sion of a metal boat anchor. The anchor’s claw bites GM can simply decide the anchor end of the chain
deep into the wood floor. cannot be affected by dispel magic.
Removing the anchor from the floor requires either
speaking the command word (which Ishvani knows)
ture moves more than 120 feet from the vortex, they
or by using dispel magic on it with a successful DC
lose sight of it and become forever lost in this gulf
18 ability check using the caster’s spellcasting ability.
between dimensions.
If any character wishes to discern what might hap-
The realm beyond the vortex appears like a black
pen if the dimensional chain is disconnected at either
gulf of space with dozens of floating portals (they
end, they can attempt a DC 10 Intelligence (Arcana)
resemble closed stone doorways) in sight. This end
check. On a success, the character understands
of the chain connects to one of these portals—the
that unhooking the anchor end of the chain breaks
dimension containing the amphitheater.
the Tzekes mansion from its planar connection in a
The portals cannot be opened from this side. This
matter of minutes (within 3d6 minutes to be exact).
end of the chain can be disconnected from its portal
Once this occurs, the mansion has a chance (but no
by the same means described above for disconnect-
guarantee) of returning to its original place on the
ing the other end.
material plane. Once the dimensional connection is
Rotting servitors. The King in Yellow provided Ish-
broken, this also means there’s no way to reach the
vani Tzekes with two rotting servitors (page 106) to
Cradle of Myths amphitheater.
use as she saw fit. She placed these creatures here to
The other end of the chain passes through the
deal with any intruders that attempt to interfere with
vortex, and where it terminates, it cannot be seen
the dimensional chain or that try to pass through the
from within the library. A creature can climb through
secret door on the east wall (Area A20). The servitors
the energy vortex at the ceiling and enter a nexus of
attack any other creatures entering this room. Because
many dimensions.
they are only visible with truesight, the PCs aren’t
Energy vortex. The creature passing through the
likely to see them when they first enter the library.
nexus must succeed on a DC 17 Wisdom saving
Treasure. If the PCs spend 10 minutes doing a
throw or suffer the effects of the confusion spell for
cursory search of the room, they find a few items
1 minute and gain 2 levels of dread, which last until
worth grabbing, including:
the creature returns to its home plane. If the crea-
37
Desperate Measures
◊  A
 spell scroll with the following spells: detect gered, the fireplace sinks into the ground for 1 min-
magic, levitate, silence. ute before rising back into place.
◊  A
 spell scroll with the following spells: healing As with the Library (Area A19, above), this room
word, enhance ability, lesser restoration. is unaffected by the dimensional shifting. This means
a creature can pass through the secret door or take
◊  One set of eyes of minute seeing.
the staircase down and end up where they expect to
end up.
A20. Entrance to the Catacombs Lighting. A glow lamp provides bright light to this
entire room.
The life-size statue in the northern end of this A successful DC 15 Wisdom (Yog-Sothothery)
narrow room depicts an older human with long, check on the statue in the north corner identifies
flowing hair and beard, clutching a thick tome in Nodens, an Elder God. Braiham Tzekes often be-
his right arm. A lit glow lamp next to the statue lieved he was protected from harm by this Elder God.
illuminates the entire room. The staircase descends 15 feet and ends in a stout
On the south end, a set of stone steps de- wooden door that can be locked or unlocked from
scends into the darkness. this side.
Secure room. Beyond the door is a 10-foot-square
A secret door connects the Library (Area A19, above)
stone room. An ornate wooden door with bas relief
to the steps leading down to the
symbols of the Tzekes family crest carved into it,
catacomb entrance. This
dominates the room’s south wall. This door has a
door is located by pressing
brass handle to open it. It can be locked and un-
a hidden panel on the
locked from this side. After the PCs make sure the
left side of the fireplace’s
door is unlocked and when they attempt to pull it
mantlepiece. When
open, read or paraphrase the following:
this panel is
trig- You tug and pull on the door but it refuses to
budge. It isn’t locked and, since it opens toward
you, but you don’t see anything blocking it.

This door, a relic enchanted with pow-


erful magic, can only be opened by
means of the key or by dispel
magic; in the latter case,
the caster must first
succeed on a DC 20
ability check with the
caster’s spellcasting
ability, after which the
door remains unlocked
for 10 minutes.
The pass phrase to
open this door can be changed by any member of the
Tzekes family, which Ishvani did on her way through
it last. The pass phrase to open the door is a line
from The King in Yellow play, “Strange is the night
where black stars rise.” The copy of this play can be
found on the second floor in Ishvani’s secret vault,
the northernmost part of Area B20.
If the PCs use brute force to hack their way
through the door, it has AC 16, 200 hit points, resis-
tance to bludgeoning and slashing damage from non-
magical weapons, immunity to piercing damage from
nonmagical weapons, and immunity to cold, thunder,
poison, and psychic damage. For the purpose of
breaking through the door, treat each combat round
as 1 minute instead of 6 seconds.

Second Floor (B)


The areas of the second floor are described below.

38
Desperate Measures
B1. Second Floor Landing Treasure. The room contains a variety of herbs,
powders, distilled essences, and the like on its shelves.
The staircase from the ground floor leads up onto
The apothecary is well-stocked with all manner of
this landing. Several nearby rooms surround the
ingredients, some of which are quite exotic or rare.
landing, and the hallways leading to each of the two
A PC with an alchemist’s kit t can create 4 makeshift
wings open from here.
curatives if they spend 15 minutes doing so and make
Polished wood balusters support a mahogany
a successful DC 13 Intelligence (alchemist’s supplies)
balustrade surrounding the landing.
check. If the PC succeeds, each curative restores
The chandelier suspended over the ground floor
1d4+1 hit points when consumed. Enough supplies
grand foyer (see Area B2, below) hangs from a thick
are on hand to create up to eight of these curatives.
silver chain that leads to the ceiling over this landing.
The ingredients in the locked closet include some
Two sets of decorative plate armor stand in the
that are dangerous. A PC could, for example, use
corners along the south side of the landing.
these ingredients to whip up a dose of poison if they
Creatures. There’s a 30% chance that a wandering
spend an hour working and succeed at a DC 16
cluster of 1d3+1 Infected (page 102) are somewhere
Intelligence (poisoner’s kit) check. Suggested poisons
on this landing. They attack any intruders they see.
include assassin’s blood, essence of ether, or truth
Once the PCs eliminate this roving group, they do not
serum.
encounter them elsewhere in the mansion (although
In addition, one shelf at the back of the closet
there are other Infected on this floor, see below).
holds the expensive and more potent curatives, used
primarily for the family but also for a beloved servant
B2. Apothecary in certain circumstances. These potions include the
following:
Wooden shelves filled with jars, flasks, and bottles
◊  4 potions of healing
line the walls of this room. A workbench along
the south wall features all the tools and glassware ◊  3 potions of greater healing
needed by an apothecary. ◊  1 potion of superior healing
◊  1 elixir of health
The house’s apothecary used this room to see pre-
pare tinctures, salves, elixirs, and other curatives for ◊  1 potion of vitality
the family and the household servants. If a family
member required more serious help, such as for an B3. Upstairs Servants’ Quarters
illness or a broken limb, the Tzekes paid one of the
local priests to come to the house and perform the This room once served to house the upstairs
healing. For lesser complaints and for any health service staff. Several individuals, some dressed
problems involving the servants, the apothecary as servants, others as thugs or guards, stand in
provided minor cures. the middle of the room facing in various direc-
Creatures. The apothecary, Rynnmar (commoner), tions. Their clothes have suffered numerous rips
has remained holed up here in his office ever since and tears, many of which are covered with dried
things took a strange turn at the mansion. He became blood.
aware of disturbances outside his door, including shout-
ing and then a scream from somewhere nearby. When Four similar rooms once served as the sleeping area
he left the room, Rynnmar somehow found himself in for the upstairs servant staff. They have since be-
one of the closets (second floor, Area B5) instead of come the habitation area for several of the Infected.
the landing outside his office. While he attempted to These Infected are in addition to the roving pack
figure out what happened, he peered out the door at yet that can be encountered on the ground floor (the
another disturbance and witnessed several household Grand Foyer, Area A2), the second-floor landing
servants spattered with blood and chasing a pair of the (Area B1), or outside the Chapel (second floor, Area
household guards and then biting them to death. He B12).
fled from the closet only to wind up back in his office. Creatures. Each of these rooms has 1d3+1 Infect-
He’s remained there ever since, too afraid to leave. ed (page 102). These creatures respond only to visual
Rynnmar has suffered a shock and has struggled to and auditory stimuli; otherwise, they stand stationary
recover. For now, he can only stare into empty space in a torpor. When the PCs open a door to one of these
and drool. Given time, he’ll recover his mental facul- rooms, there’s a 25% chance the pack inside re-
ties, but for now he can’t communicate, understand sponds, charging to the attack. Of course, if any of the
other people, or defend himself. Infected within one a room pass through the doorway
The back room holds Rynnmar’s most expensive (such as to chase after the PCs), they experience the
and difficult-to-obtain ingredients. He keeps it locked dimensional shift effect. The GM should randomly
when not in use. Although a PC can pick the lock determine the area of the mansion that pack appears
with a successful DC 14 Dexterity (thieves’ tools) and take note of this location.
check, Rynnmar still carries the key. If a pack doesn’t respond to something, they

39
Desperate Measures
remain in their torpor state inside the room. If any bottom, his mouth and eyes wide open as if in shock.
creature enters that room, however, they automatical- He wears a jeweled ring on each finger. His fine
ly react and attack. clothing, indicative of a wealthy person or a noble,
Once a pack of Infected has left its room and ap- lies folded on the nearby stool.
peared elsewhere in the mansion, they remain in that Creatures. In addition to the drowned man (a
area until some other stimulus triggers them again. frequent guest of the Tzekes), the water contains
a water weird pulled here when the dimensional
B4. Luxurious Suite shifting affected the mansion. It attacks any creature
reaching into the tub.
This spacious L-shaped bedroom boasts some Treasure. Each of the man’s ten rings is worth 100
fine quality furniture, handsome paintings mount- gp. The folded clothing is expensive and high quality,
ed on the walls, and a luxurious rug covering the as befits his aristocratic status. One of the pockets
floor. Five people stand motionless in the middle holds a tiny wood snuff box. This box contains three
of the room, facing one another. It looks like pinches of snuff, which have the beneficial effects of
they were once servants or guards, but now their restorative ointment.
uniforms are stained with blood and tattered in
places. B7. Meeting Hall
This suite served as a guest bedroom for good This Is a large meeting hall with a long, wooden
friends of the family. It now includes a small pack of table lined with chairs. Three of the Quicksilver
the Infected. gang members, ragged and covered in cuts and
Creatures. This room has five Infected (page 102). scrapes, sit on the floor near the north fireplace.
There’s a 25% chance the pack responds when they Strangest of all, you hear the sounds of thou-
see or hear the PCs outside their room, in which case sands of crickets or similar insects emanating
they charge to attack. If they pass through the door- from somewhere in this room.
way to pursue the PCs, they reappear in a randomly
determined location (see the Alien Geometries table, When the family needs to conduct business rather
above) where they remain until another stimulus than entertain guests, they often do so in this hall.
presents itself. If a PC or creature (other than one of Lighting. A glow lamp along the east wall provides
the Infected) enters this room, these undead auto- the room’s only light.
matically attack. Creatures. The three thugs are the only survivors
of the dozen of their faction who were in the house
B5. Storage Closets as guards and helpers to the Tzekes family. They’ve
These rooms each contain spare linens, blankets and watched their other comrades be attacked by giant
other bedding, unused furniture, and rolled-up rugs, spiders, an enormous rotting hound, and crazed
as well as brooms, mops, and items necessary to house servants. They aren’t in any condition to fight
keep such a large mansion clean. the PCs.
They caution the characters to avoid going near
the rooms around the second-floor landing (Area B1,
B6. The Baths
above). An unknown number of violent cannibalistic
creatures has taken over the rooms nearby. They run
An oblong marble tub occupies each corner of
fast, bite hard, and feel no pain.
the room. A small stool equipped with a small
The sounds of crickets or other insects originate
flask, a pumice stone, and a scraping stick sits
not from within this room, but through the north and
next to each bathtub.
east walls. If the PCs take a moment to listen, they
One of the tubs remains filled to the brim
also catch other noises such as wind blowing through
with water. A considerable quantity of water,
trees and the distant howl of a wolf.
likely splashed from this tub, leaves the ceramic
Development. Following the source of these nois-
floor tiles wet. Clothing sits neatly folded on
es leads to the north wall and the east wall. A crea-
the stool.
ture can pass through these walls in either direction
As another ostentatious display of wealth and as if they were incorporeal. Beyond these walls lies
influence, the Tzekes had this room constructed of a dark and brooding forest choked with pale vines
ceramic tile and furnished with four large marble and spiky underbrush. Once inside this forest, the
tubs. These tubs magically fill with cold, warm, or sounds grow more pronounced and closer. This
hot water when the command word (etched on a forest exists on another plane currently connected
bronze plaque near each bathtub) is spoken, and then to the mansion.
drained of water when the word is repeated. If a character succeeds on a DC 15 Intelligence
The bathtub in the northwest corner remains filled (Arcana) or Wisdom (Yog-Sothothery) check, they
with water now grown cold. The water is tinted red surmise the forest exists on a different plane from
from blood. A young man lies drowned on the tub their own and its connection to the mansion exists
40
Desperate Measures
for only a brief time. From the forest side, the wall from its glowing embers. In addition, two magical
through which the PCs entered this realm flickers lamps keep the rest of the room well-lit.
with a silvery light that grows dimmer by the mo-
ment. Braiham and Riya Tzekes share this enormous bed-
Should the characters enter more than 100 feet room, although Braiham prefers to sleep during the
deeper into the forest, they discover a half-dozen wolf day and his wife sleeps at night. The room contains
carcasses picked clean of flesh within the past hour. expensive furniture, floor rugs, and other accommo-
The incessant noise of insects grows ever louder and dations appropriate to a wealthy family.
closer. If the PCs remain in the forest for more than Lighting. Two glow lamps illuminate this room.
1 minute, three beetle swarms scuttle down from There are hot embers in the fireplace that provide
the surrounding trees and rush toward them. These bright light for 10 feet and dim light for another 10
swarms attack any living creature in the vicinity. feet beyond that.
The dimensional connection between this bee- Creatures. The large floor rug in front of the fire-
tle-infested forest and the Tzekes mansion weakens place is a rug of smothering. It doesn’t attack unless
by the moment. Within 10 minutes after the PCs ordered to do so by Braiham or Riya Tzekes, neither
enter this alien dimension, the connection between of whom are here at present. In addition, a pair of
the two planes disappears. When this occurs, any crossed swords on display over the mantlepiece
PCs still on the forest side are trapped on this plane are two flying swords, which do not attack unless
and cannot return to the mansion. ordered to do so.
Investigation. The centermost bookcase on the
B8. Master Bedroom south wall has a small stone gargoyle statue serving
as a bookend (a PC notices the object with a DC 15
The elegant luxury and handsome furniture of this Wisdom [Perception] check). A successful DC 12
vast bedroom must belong to the master and lady Intelligence (Investigation) check reveals the statue
of the house. The room includes a curtained bed is mounted to the shelf and that it can be rotated
area, a large closet, a heavy wooden round table clockwise. Doing so unlocks the bookcase with an
with four chairs, and several bookshelves. The audible click and rotates it open, granting access to
fireplace still emits some heat and orange light Braiham’s Secret Office (Area B9, below). The door

41
Desperate Measures
on the other side is obvious and swivels open with a Braiham’s home and possessions with respect and
good push. not stolen anything, the PCs can find Braiham here.
Treasure. This room contains considerable Lighting. The fireplace lights the entire room with
wealth, all of it in the form of furniture. The bookshelf bright light. The glow lamp also provides bright light.
on the north side of the fireplace, however, contains Development. If found here, Braiham Tzekes re-
a small, locked iron box (DC 12 Dexterity [thieves’ sponds to intruders with polite annoyance. Assuming
tools] check to open) containing 3 potions of healing he’s had past dealings with the PCs, he doesn’t imme-
and a vial with two doses of Selenine (SPCM 128). diately attack them but tries to put them a bit at ease.
The best way to keep him from attacking (at least
B9. Secret Office for a brief moment) the PCs is for them to prey
upon his arrogance, pride, and intellect. His greatest
This office features a fireplace with bright coals vulnerability involves his daughter, Ishvani. He knows
still burning. There is an ornate desk with a her actions have brought about the downfall of his
high-backed chair. Tall bookshelves overloaded family, ruining their reputation and poisoning their
with books and stacks of scrolls line the walls. name for generations. Any mention of Ishvani causes
An impressive metallic statue of a dog stands at Braiham to flinch; a successful DC 12 Wisdom (In-
attention in front of the fireplace. sight) check ascertains this spark of anger each time
someone mentions her.
When not in his library (first floor, Area A19), If the PCs engage Braiham in conversation, he
Braiham Tzekes spent his time here where he could rambles on about the King in Yellow, the source re-
read, think, and scheme in private. No one else in the sponsible for corrupting one daughter and murdering
household was ever allowed in here, although this another. Read or paraphrase the following:
room’s existence wasn’t a well-kept secret among the
servant staff. “This so-called King in Yellow… that damned, ac-
If the PCs rummage through, damage, or steal any cursed play—I wish I’d never bought it, let alone
of Braiham’s possessions in the mansion, he immedi- brought it into my house. The King in Yellow ru-
ately reacts. Since he knows where intruders are, he ined me through my daughter. Perhaps I was the
uses the house’s alien geometry to appear near the target all along? It corrupts everything it touches.
party’s location, at which point he attacks. If, however, Everything. Even its most faithful minions end up
the PCs have treated as undead servitors, tethered to their master and
all but invisible to the eye. This
pack of undead accompa-
nies their foul master ev-
erywhere it goes. You can
sever the cord between
them, ending them, if
you possess a weapon
forged with magic.”

After he mentions
the need for a magic
weapon, his expres-
sion changes to one of
intense, focused anger—
focused against the PCs.
He rants at them and calls
them villainous thieves.
Once this occurs, Braiham
attacks the party.
If the fight goes poorly, Braiham
retreats by traveling to any part of
the house at will (page 77). He only
retreats if he needs a moment to recu-
perate, after which he launches anoth-
er attack against the party. He favors
hit-and-run attacks with spells,
preferably when the characters
face another threat at the
same time. He continues

42
Desperate Measures
these attacks until either he kills the intruders or they B11. Menagerie in Miniature
kill him.
Creatures. In addition, the metallic dog is a steel Display shelves line most the walls in this brightly
defender that obeys Braiham’s commands. lit room. Although many of the shelves remain
Treasure. This room contains some of Braiham’s bare, several of them hold tiny cages with metal
most prized relics and antiquities collected over the bars. A lifelike minute figurine stands within each
past several years. These items include: cage, motionless.
◊  A Bokrug egg (SPCM 123)
◊  Leng glass (SPCM 126) Braiham Tzekes collected many things from distant
lands. For a time, he enjoyed collecting unusual
◊  A small wood box containing three doses of Pluto- creatures miniaturized and placed in stasis within a
nian drug (SPCM 128) tiny cage. Each time he brought home one of these
◊  The Book of Dzyan (SPCM 133) monsters, he added it to his collection on the shelves
◊  The Eltdown Shards (SPCM 135) of this room.
Lighting. Two glow lamps illuminate this room in
◊  Revelations of Gla’aki (SPCM 136)
bright light.
◊  The Zanthu Tablets (SPCM 137) Creatures. In total, there are nine Tiny wire cages
◊  A small iron chest containing a bag of devouring on the shelves. Each holds a different miniaturized
◊  An efreeti bottle creature held in stasis. The cage door is locked with a
tiny lock for which Braiham holds the key. Unlocking
◊  A gem of seeing
the extremely small and quite complex lock on one
of these cages requires a DC 20 Dexterity (thieves’
B10. The Hound Awaits tools) check.
It is possible to grab the creature within the cage
A pair of mastiffs sit on the floor at the end of the and remove it without danger. While miniaturized
hallway. Judging by the stench of rot lingering in and in stasis, the creature cannot be harmed or
the air and the patches of exposed muscle visible affected by any magic. If, however, someone casts
through missing chunks of hide, they aren’t in dispel magic on the creature and succeeds on a DC
good health or of a good disposition. 18 spellcasting ability check, this ends the stasis and
restores the monster to its full normal size where it
The family mastiffs, Tusk and Fang, used to spend
stands.
much of their time downstairs near the Kitchen and
When freed, the monster’s likely first reaction is
the Great Hall on the ground floor. After the mansion
to attack any nearby creature. Of the creatures, only
underwent the dimensional shifting, both hounds
the lamia may consider reasoning with the PCs in
encountered a group of the Infected. These creatures
a civilized manner after its release. Most monsters,
attacked the mastiffs, biting them both several times
however, aren’t inclined to talk except with fangs and
while the dogs fought back. Unfortunately, the two
talons. The creatures in the menagerie include:
mastiffs became Infected. After doing some hunting,
Tusk and Fang ended up lying down here to finish ◊  Cockatrice
consuming their latest victim. ◊  Hippogriff
Creatures. If the two Infected mastiffs (page 103) ◊  Basilisk
hear noise nearby (any part of the adjoining hallway),
◊  Manticore
they investigate. The dogs attack intruders on sight,
driven by the disease they carry to spread their conta- ◊  Owlbear
gion as much as possible. ◊  Lamia
Of greater concern, a hound of Tindalos (SPCM ◊  Bulette
334) found its way into the mansion and has, in a
sense, “adopted” Tusk and Fang, forming an im- ◊  Gorgon
promptu pack. If the PCs engage in combat against ◊  Chimera
Tusk or Fang, the hound of Tindalos attacks. (It is Trap. Removing a cage from this room without
immune to the disease carried by the two dogs.) first speaking the command word (known only by
There is a second hound of Tindalos elsewhere Braiham) triggers a glyph of warding placed over the
in the mansion. Each round the other hound spends doorway. This glyph uses explosive runes cast as a
in combat, there is a cumulative 20% chance of this 6th-level spell, inflicting 36 (8d8) cold damage to ev-
second hound arriving to join in the fight. If the PCs ery creature in the room (other than those in stasis).
haven’t encountered the first hound and the two A successful DC 17 Dexterity saving throw halves
mastiffs, the GM can create an impromptu random this damage.
encounter with the second hound elsewhere in the
mansion.

43
Desperate Measures
B12. Grand Chapel B13. Hallway
This beautifully appointed chapel features a dais A suit of decorative armor on a stand and a glow
at the south end of the room with an ornate mar- lamp are at the midpoint of this T-shaped hallway.
ble altar and a statue of Mirra Dovesong, goddess Slumped against the wall is the body of a pale
of protection and mercy. Three rows of long young man covered in blood and gore.
wooden pews occupy the room’s center. Based
on the other religious iconography decorating This T-shaped hallway connects all the rooms of the
the walls, this place was open to worship of many second-floor west wing.
different faiths. Lighting. The glow lamp casts bright light for 30
The room feels different compared to the rest feet from its position and dim light for another 30
of the mansion. A deep calm covers the chapel feet beyond that.
and it feels both welcoming and safe. Creatures. This was a member of the servant staff
attacked and bitten multiple times by the Infect-
While Braiham never had much use for ed (page 102) (Area B3 and Area B4). He
gods or their worship, his wife, Riya, escaped them but bled out in this spot. His
has long prayed to gods and god- body has undergone the transformation
desses at appropriate times. She and he has become one of the Infect-
had this room converted into a ed; he attacks if the PCs approach
chapel in which she and those within 5 feet.
guests so inclined could pray
and worship. Although Riya’s B14. Guest Room
patron deity is Mirra Dovesong
(goddess of protection and sanc- This luxurious bedroom includes a
tuary), this chapel is open to large bed, a desk with chair, and a
most of the common faiths. small armoire.
Hallow (hazard). This
entire chamber benefits from When Anushka Tzekes had a guest
a permanent hallow effect, come visit, the ones she truly appre-
which prevents celestials, ciated were given the room across
elementals, fey, fiends, and the hall (Area B16) to use. A guest
undead from entering this given this room was less valued
room. When the PCs enter, in her opinion, but still worthy of
they are cured of up to two attention.
levels of dread and one level
of exhaustion if they B15. Bedroom of
have any. Anushka Tzekes
In addition, the hal-
lowed area includes a This may well be the grand-
ward against extradimen- est, most extravagant bedroom
sional interference, which in the entire mansion. A long, blue
means entering or leaving this curtain divides the room from west
room isn’t affected by the dimension- to east, blocking out the wide bank of
al shifting found elsewhere in the house. windows along the south wall.
It also means creatures can’t move or travel using The furnishings include both those of a bed-
teleportation, extradimensional, or interplanar room on the west side of the chamber and an
means while in the chapel or to enter the chapel—this office on the east side. A pair of glow lamps light
includes Braiham Tzekes, the dimensional shambler, most of the room.
and the phase spiders. All these creatures except the A middle-aged woman with gray-streaked black
shambler can, however, enter this room by walking hair sits up from her chair and confronts you. She
through the doors. clutches a wooden staff in both hands. Although
Treasure. A PC who offers a prayer or thanks she looks afraid and a bit lost, you see a spark of
before the statue or altar of Mirra Dovesong receives fierce determination in her brown eyes.
their choice of one of the following benefits: lesser
restoration, cure wounds (4th-level), remove curse, Before her murder, Anushka Tzekes used this
or greater restoration. Each PC can only gain this chamber as her bedroom and private office. She also
benefit once per 24 hours. used this space for practice dancing (she was skilled
in several forms), fencing, and martial arts. She
experienced eye strain in sunlight and thus kept the

44
Desperate Measures
long curtain drawn across the wide glass windows estate, he often stayed in this room close by Anush-
at room’s south end. Anushka’s mother, Riya, has ka, his bride-to-be. Otherwise, Anushka allowed her
ordered the servants to keep this room clean but oth- favorite friends to stay here.
erwise unchanged from the way her daughter left it. Creatures. The family mastiffs, Tusk and Fang,
Lighting. Two glow lamps at opposite ends of the transformed into dangerous undead creatures
room provide illumination. thanks to the Infected (see second floor, Area B3).
Creatures. After trying to reach a couple other As the dogs underwent the agonizing transformation
places in her house, Riya Tzekes (page 89) ended up caused by the disease, they went hunting for prey.
here. Rather than continue getting lost in her own The two mastiffs appeared in this room (by way of
house, she elected to remain here until help arrived. the dimensional shifting effect), much to the surprise
Riya is a calm, logical, clever, and educated woman and horror of the room’s occupant at the time, a
who ran the family business to great success. Every- young noblewoman and friend of Anushka’s staying
thing that’s happened in the past few days, culminat- here. Between them, Tusk and Fang grabbed her in
ing in the insanity now gripping the mansion, has left their jaws, tore her in pieces like a wishbone, and
her unmoored, a bit dazed, and uncertain what to do then dragged the remains from this room. The two
next. mastiffs ended up in front of the Chapel (Area B12)
If she has encountered the PCs before (perhaps where they remain.
in Act I when the characters first met her family), Investigation. Any PC with proficiency in Wisdom
Riya recognizes them and wants to speak to them, (Survival) can identify the tracks as belonging to
although she is guarded at first. If she’s never met a large mastiff of the sort owned by many wealthy
the PCs before, she remains guarded and cautious of families in the city.
them until they prove not to be a threat.
She doesn’t have much new information to offer B17. Ishvani’s Study
the characters at this point that they don’t already
know. She can, however, provide details about where Although this appears as another guest room,
to find the entrance to the catacombs or Ishvani’s it also looks as if someone has used it for their
bedroom (notwithstanding the dimensional shifting private office. Pieces of parchment decorate the
she can’t figure out). She knew the old pass phrase walls, cover the floors, and obscure the desk.
needed to open the catacomb door, but she doesn’t A thin wooden bird stand sits near the fireplace.
know Ishvani changed it. She no longer trusts her A creature about the size of a small cat perches
husband and believes he’s fallen into madness, and on top of the stand. It resembles a bat only one
she believes her surviving daughter has something to that is ivory in color with a more elongated head
do with recent tragedies (assuming the PCs haven’t and snout. It stares back at you with unblinking
told her previously). eyes.
Finally, Riya knows about her daughter’s hidden
vaults where she keeps her prized possessions and At times, Ishvani used this room as her private
secrets. No one else in the household, not even the study since the family didn’t need yet another guest
servants, knows about all three of the vaults, each bedroom. Here is where she often helped her father
hidden behind a secret door. catalog and itemize the antiquities he brought back
Treasure. Riya Tzekes wears two expensive rings from distant lands.
each worth 1,000 gp, but these are family heirlooms Lighting. Although this room has no lighting, the
she refuses to part with; she and wields a staff of glow lamp near the door in the hallway provides
healing. Although she’s reluctant to part with her some illumination here.
staff, the PCs can persuade her to loan it to them Creatures. Dwelling in the room is a homuncu-
if they explain (in brief detail) what is going on and lus named Hamalcar that Ishavni constructed for
what they are doing to fix it. (Ordinarily, this staff practice. A successful DC 15 Intelligence (Arcana)
requires attunement from a bard, cleric, or druid. check identifies the creature and its nature, including
The GM can waive the normal 24 hours to become its telepathic connection with its master (assum-
attuned to help even the odds against the PCs—they ing the two occupy the same plane), and how the
have some tough times ahead of them and not much creature functions as an extension of its creator in
time for resting and recuperating.) sharing thoughts and ideas. A homunculus prefers to
remain in its master’s company whenever possible.
B16. Favored Guest Room This check also indicates the homunculi possesses
intelligence and understands any language Ishvani
A long bloody streak starts inside the room near knows. Thus, the PC could acquire information from
the fireplace and continues right to the door it, although only with yes or no answers, concern-
threshold where it disappears. The blood has ing the whereabouts of its master. Since Ishvani
dried somewhat but still appears recent. knows the PCs and recognizes them, so too does the
homunculus, and so convincing it to help its master’s
Those times when Ashkay Kommein visited the enemies requires a good argument. The homunculus
45
Desperate Measures
wants to be reunited with Ishvani and it tries tries to er of the King in Yellow or someone obsessed with
communicate—something the PCs can use to their the King can decipher the general meaning of these
advantage. writings, but their meaning eludes the sane mind. In
Treasure. While this room holds no valuable brief, she’s sketched out how to summon the various
treasures, it does contain a plethora of documents avatars of the King and then, after proving herself,
concerning Braiham’s travels and purchases over the become one with him. She then intends on using his
past three years. The Tzekes family is all but finished powers to remake the city to something more appeal-
in the wake of recent events, but these documents ing to the creative spirit.
link the family’s wrongdoing to several other major Creatures. Once Ishvani finished gathering items
mercantile and aristocratic families. Information from here, she activated a few defenses in the room to
such as this would be worth a considerable amount deter intruders. These attack any intruders regardless
to certain other families in the city such as the Nu- of their identity. These include a rug of smothering,
mari (400-600 gp is reasonable). Likewise, at least two sets of animated armor, and something she “bor-
four families discussed in these documents would rowed” from her father’s collection, a flesh golem. The
pay extortion money to keep hidden their involvement golem remains in its corner, out of sight when some-
in illegal, illicit business. Several of these families one looks through the room’s doorway, but it activates
may possess disconcerting connections to Mythos when anyone other than Ishvani enters.
elements, dark magic, and other fell secrets. Figuring
out the paper trail from this mess requires a suc- B20. Hidden Vaults
cessful DC 16 Intelligence (Investigation) check after Ishvani went to great expense and effort to have
1d3+1 hours of reading and cross-checking. several secret rooms connected to her bedroom. She
arranged the construction of three such rooms, each
B18. Guest Room separated by a secret door and each more difficult to
find than the last.
This guest room has the usual bed, desk, and The first room was designed to be found and
chair. The fireplace shows no sign of recent use. plundered in the hope that it would convince any
thieves or intruders that they’d found her secret
Another of the many guest rooms available in the chamber. The next secret room holds some of her
mansion. This room has often served as a bedroom prized books and personal mementos, while the
for any guests of Ishvani, of which she’s had few. northernmost and final secret room once contained
her most valued relics and magic items. She grabbed
B19. Bedroom of Ishvani Tzekes most of these before setting up the dimensional chain
(see Area A19, ground floor) but left a few items
The bedroom of the youngest Tzekes daugh- behind.
ter resembles a combination of a small library, Secret Rooms. The secret door to enter the first
an office, a bedchamber, and the cell of a mad room lies behind a bookcase designed to move to the
person. She’s decorated every spare inch of wall right. A successful DC 15 Intelligence (Investigation)
space with indecipherable equations, drawings of check locates this door.
various symbols, flowcharts concerning the city This first secret room holds crates of expensive
and its social hierarchy, and cryptic notes. There clothing and three-dozen books her parents wouldn’t
are two sets of decorative armor on stands near approve of (each book would be worth 1d4x10 gp to
the fireplace. a collector).
The next secret door is well concealed in the wall
This room serves as Ishvani’s private sanctum and and requires a DC 18 Intelligence (Investigation)
the place where she can avoid her family and focus check to locate.
on the things that interest her most: learning about The second secret room contains 50 books and 23
the Mythos and finding ways to change the city of scrolls of various ages focused on a variety of topics
Tiarazan to something better, more evolved. ranging from history to religion to dark magic to
Before Ishvani placed the dimensional chain in her dimensional travel. Each of these works would fetch
father’s library (Area A20, above), she took the time 1d6 x 25 gp from an interested collector.
to come to her room and enter the innermost secret The third and final secret door is cleverly designed
chamber (Area B20, below) to grab a few items. and requires a successful DC 20 Intelligence (Investi-
She left a few behind as unnecessary or too much to gation) check to find.
carry. Ishvani used the northernmost secret room to hold
The doors leading to her bedroom are locked. her most valued and most dangerous possessions.
Picking the lock requires a DC 15 Dexterity (thieves’ When it wasn’t in use, she kept the lesser pallid mask
tools) check. The doors have AC 13, 40 hp, immunity and the ring of Eibon here.
to poison and psychic damage. Treasures. The third secret vault has several items
The symbols and equations largely relate to the of interest or value:
King in Yellow, the play, and the Yellow Sign. A follow-
46
Desperate Measures
◊  The Book of Eibon (SPCM 133) “The young woman who was here before you… I
◊  Cryptical Books of Hsan, volume 3 (SPCM 134) shouldn’t have trusted her, shouldn’t have shared
my secrets. I won’t make the same mistake
◊  Flute of the servitors (SPCM 125)
twice.”
◊  Scrolls containing a copy of The King in Yellow
play (SPCM 135) Ishvani made in the event At this point, the vision ends. Only a few moments
the original was stolen or destroyed. This copy have passed in the waking world. Nothing the PCs
includes her numerous notes in the margins. She can do allows them to return to Pentashar.
wrote out this quote on the front scroll: Strange is If, however, the PCs admit their opposition to the
the night where black stars rise”—the pass phrase King in Yellow, Pentashar speaks further; read or
that opens the door to the catacombs (Area A20, paraphrase the following:
ground floor). Other notations throughout the
scrolls suggest the text may hold valuable secrets Pentashar smiles and clasps his hands together
and clues for dealing with the King in Yellow. Un- vigorously. “Then you’ve come to the right place. I
fortunately, learning this information first requires believe I can help your quest.”
a PC to read the second act (see below). Ishvani
keeps the original on her person at all times now. Luchem Pentashar wrote the original The King in
Yellow play—his final and unfinished work but the
◊  Wand of binding one that brought him the greatest fame and notoriety.
The king of his land put him to death in the wake of
The King in Yellow the first performance of the play. hoping to destroy
The PCs have in their possession a copy of The King in all evidence of the work. During the writing of the
Yellow play. This work consists of seven scrolls: three play, however, Pentashar embedded a portion of his
for the first act and four for the second. Reading the essence into the text, a message and a warning to any
play’s first act often induces boredom and confusion in who would listen and oppose the King in Yellow.
its readers; reading the second act brings the reader’s Investigation. Pentashar shares several pieces of
psyche into contact with alien and unfathomable truths information with the PCs. The characters have a few
that the mind cannot reconcile. This often leads to the brief moments to ask further questions before the
reader falling into madness. vision ends and they return to the waking world. The
Other than Ishvani’s notation in the margin that information he imparts, described below, can be role-
lists the pass phrase to open the door to the cata- played out or simply told to the players.
combs, the play’s first act has little useful informa- ◊  Pentashar wrote the play, but it was the King
tion; it does, however, offer a few tantalizing hints in Yellow speaking through him—he never had
urging the reader to continue to the second act. any control over the creative process. It was all
Reading the second act imperils the reader’s mind. Pentashar could do to make the first act as banal
It also provides clues and insights to the King in as possible in the hope of removing anyone’s will-
Yellow and his connection with Hastur the Unspeak- ingness to continue reading. Pentashar magically
able. If a PC spends at least one hour perusing the embedded himself into the text with this message
second act, they must first try to resist going insane of warning to anyone reading the play next.
(see SPCM 135 for specifics). If they survive with ◊  The King in Yellow is connected somehow to
their mind intact, the PC enters a trance. The PC Hastur the Unspeakable. The King perhaps rep-
can, if they choose, share what happens next with any resents a herald or harbinger for Hastur. Once the
of their willing comrades nearby. King in Yellow manifests on a world, it inevitably
Read or paraphrase the following: brings that world to Hastur’s attention. If the King
has manifested in any of his forms, Hastur’s arriv-
You stand in a study. The desk, the bookshelves,
al is unavoidable at some point in future.
and even the floor are littered with scrolls of
parchment. A young man in his mid-twenties with ◊  The PCs must defeat the King in Yellow after he
light tan skin and shoulder-length black hair sits manifests. If the PCs kill the would-be host (in this
at the desk. He writes at a furious pace, the quill case, Ishvani Tzekes) before the King’s avatar ap-
gripped tight in his hand. Each dip he makes into pears, then he can seek out another host and start
the inkwell seems more frantic and urgent than the process over again. The PCs could kill a dozen
the one before. hosts and still not stop the King from manifesting.
Startled, the man looks up at you. “I’m pleased The King likely has his next potential host chosen
you found me.” He sighs and leans back in his already.
chair. “My name is Luchem Pentashar. We have ◊  The King in Yellow possesses tremendous power
too little time to speak but before we do, tell me once he achieves the greatest incarnation of his
if you oppose the King in Yellow?” avatar. At the same time, the King always has
one weakness on any world in which he appears.
If the PCs tell him no or avoid answering, he offers a Often, this comes in the form of a magic weapon
sad, wistful look.
47
Desperate Measures
able to harm him more than any other. The King
doesn’t know from world to world the object of his
Experience Points
By the end of Chapter 2, the PCs gain enough
weakness until he feels its touch.
experience to reach 10th level.
◊  The King doesn’t think in terms of simply killing
his enemies. Instead, he pursues other ways of
eliminating those who oppose him—ways that ap-
peal to his sense of artistry and his warped sense
of humor.
◊  There is never only one copy of the play. If a copy
exists, then so too do other copies elsewhere on
that world.

To Read or Not to Read


The PCs may elect not to even look at the scrolls of
the play in the hope of preserving their sanity or out
of an abundance of caution. In this event, they miss
out on several pieces of important information,
including the pass phrase to open the door leading
to the catacombs as one example.
The GM has a couple options in this case. The
easiest involve them finding Ishvani’s journal
and the notes she’s taken concerning the play.
This journal could include the pass phrase to the
catacombs and a couple other points mentioned
above. The most important element: the PCs need
to defeat the King in Yellow after he’s become one
with Ishvani Tzekes.
As an alternative, the GM can have the dream
encounter with Pentashar’s “ghost” occur because
the PCs possess the play’s scrolls, even without
reading them. As for the pass phrase, perhaps the
characters see it scribbled in the margin when they
check the scrolls to make sure they’ve found the
play.

Conclusion
The PCs have found Ishvani’s copy of The King in
Yellow play. These seven scrolls include not only the
play itself but notes and comments in the margins
made by Ishvani Tzekes. These notes provide the cru-
cial pass phrase for opening the secret door into the
catacombs—the route that connects to the dimension
containing the Cradle of Myths amphitheater.
Depending on the thoroughness of their search,
the characters may or may not have acquired addi-
tional information and resources for undertaking the
next stage of their quest. They might, for example,
learn more from Braiham Tzekes regarding how
to defeat the rotting servitors, the unseen undead
leashed to the King in Yellow.
The PCs do uncover the reason why so few people
have heard of the Cradle of Myths. While the amphi-
theater is in an outdoor location, it isn’t outdoors on
this world or even this plane of existence. Traveling
from the catacombs beneath the mansion and to the
amphitheater involves a dangerous sojourn from this
dimension into another.

48
Desperate Measures
Chapter 3: Crescendo
A Cthulhu Mythos Adventure for 4 to 5 Characters of 10th level
Chapter 3 narrows the focus to one goal: get through descending into darkness. While they believe they’ve
the catacombs to reach the Cradle of Myths. Once entered the catacombs beneath the Tzekes mansion,
there, the PCs must find a way to defeat Ishvani Tze- in fact they’ve entered another material plane. The
kes and the King in Yellow’s avatar, but only after the amphitheater exists on an alien world in an alien di-
two have merged and before they return to Tiarazan. mension. The PCs must now fight their way through
This next episode is more linear than even the a section of ancient catacombs before they can reach
previous episode. Numerous foes and obstacles stand the Cradle of Myths.
in their way, but the PCs also have an opportunity Ishvani Tzekes has organized the last surviving
presented to them should they choose to accept the Mummers and other cultists in this area into two
risks involved. Do the characters risk their lives and groups; only two of her most trusted allies accom-
their sanity to retrieve a powerful magic weapon pany her to the amphitheater. The cultists have but
capable of hurting the King in Yellow? one assignment: stop anyone from pursuing Ishvani
This episode starts moments after the end of the until she completes the performance of The King in
previous one. The PCs have opened the door in the Yellow. In addition, several horrific creatures stalk
Tzekes mansion and entered the catacombs. the hallways and chambers of this dungeon, none of
which are allied with the Mummers or Ishvani.
Chapter Synopsis The characters uncover clues suggesting the
presence of a magic relic, the Sword of Unmasking,
The PCs close in on Ishvani Tzekes. They must reach
which the long-dead inhabitants of this other world
her at the Cradle of Myths amphitheater and defeat
created to defeat the King in Yellow. This world died
her and the King in Yellow one final, decisive battle If
before they got the chance to put the weapon to the
Ishvani and the King’s avatar merge into one and return
test. Do the PCs accept the risks involved with re-
to Tiarazan, this joined entity may prove unstoppable.
trieving the sword based on the word of some ancient
Having passed through the door leading to the
legend?
catacombs, the PCs find themselves looking at steps
49
Crescendo
The Realm of the Ashen Lords
Although the PCs may not at first realize they’ve ar-
Nothing in Common
The PCs have arrived on another world in a
rived in another dimension, they soon learn the truth.
different material plane from their own. This world,
This world was once much like their own. A wealthy
although now dead, once had its own version of
and powerful assembly of arcanists and priests
the Common tongue. The PCs cannot translate
known as the Ashen League ruled this realm. They
this language without a spell, magic item, or other
used their magic to suppress all opposition. They in-
special ability.
dulged in their every whim and desire at the expense
Several pieces of useful information are found
of others. For a time until the arrival of the King in
here in this episode, but some of this information
Yellow (known on this world as the Pallid King), the
appears in a language the PCs don’t read. The
Ashen Lords held dominion over this world and used
characters should have access to spells and items
their magic to plunder others.
allowing them to understand these pieces of text.
For all their might, the lords retained one primal
For example, the GM can do this by giving the PCs
fear: the fear of death. Death represented an insult
a few spell scrolls including comprehend languages
to their intellect and might. In searching for how to
on them. Another option is for a PC to make a DC
defeat death, the League learned about the King in
15 Intelligence check to decipher a page of text’s
Yellow and summoned him to unlock the secrets of
basic meaning if they spend 10 minutes studying it.
immortality.
The King in Yellow answered the summons. He
The highest of the lords received the honor of
gave gifts and secrets to the League. As always
entombment within a spectacular chamber, the
proves the case, the King gave his supplicants what
Transcendent Hall. This place displayed the trophies
they wanted but not in the way they wanted. His
of the lords’ conquests, including magic items, relics,
influence brought this world to madness and chaos.
and artifacts found or taken from a dozen different
Far worse, the manifestation of the King in Yellow
worlds.
brought that world to the attention of Hastur the
Unspeakable, whose arrival destroyed all native life
there.
The Environment
Now, except for marauding planar monsters, The Halls of the Dead have remained unused for
Yellow Sign cultists, and a few undead horrors, over two centuries; for the most part, the chambers
this world has been dead for over two centuries. If and alcoves haven’t seen another creature, living or
anything, this world serves as a grim portent of what otherwise, in all that time. Now, a handful of Ish-
awaits Tiarazan and the rest of its world should the vani’s fellow cultists and closest minions wait here to
King in Yellow become ascendant once more. stop anyone foolish enough to pursue Ishvani to the
As the truth of the King in Yellow’s influence Cradle of Myths. In addition, a few alien creatures
became apparent, a secret cult, the Children of have found their way or felt drawn here because of
Calduvar, arose from within the ranks to challenge the effects of the dimensional chain connecting the
the Ashen League. They used their last resources Tzekes mansion to this plane. In most cases, these
to find a legendary blade, the Sword of Unmasking, monsters are as threatening to the cultists as they are
believing it offered the only way to kill or drive off the to the PCs.
King in Yellow. Although they located the weapon, Ceilings. Unless indicated otherwise in the text,
the League’s enforcers slaughtered them before they room ceiling heights are 20 feet, while hallway ceil-
could put the blade to the test, and the League put ings are at 15 feet. A few larger chambers (especially
the sword on display to demonstrate their might. By Areas 10, 11, 12, and 16) have high, vaulted ceilings.
the time the lords realized the cost of the bargain Dust. Thick dust covers most areas, which makes
they’d made with the Pallid King, it was too late for it easy to determine if another creature has been
them to put the sword to use, either. The Sword of through, thanks to the tracks and disturbances they
Unmasking remains where the League left it on leave in the dust. Because of the dust, it is obvious on
display within the Halls of the Dead. inspection if a creature passed through earlier—no
Wisdom (Survival) checks are necessary. Likewise, it
The Halls of the Dead is often obvious if an area has remained untouched
for ages.
These catacombs and connected chambers once Lighting. The area is unlit except as noted other-
served as the place where servants of the Ashen wise. The cultists use a combination of oil lanterns
League prepared and entombed their masters who and magic to illuminate areas in which they are
died. This structure also includes an arena where the active.
Ashen Lords watched their chosen champions face Temperature. Most areas are cool, if not cold—un-
off against monsters and demons. The lords wagered comfortable but not threatening.
on each other’s champions, relished the excitement, Doors. Until the arrival of the cultists, the doors in
and cheered at the sight of blood, suffering, and this place had not been opened for almost two centu-
death.
50
Crescendo
ries. The cultists performed a quick check of several A PC examining the steps can discern that many
(but not all) chambers to learn the layout of the halls. years of dust have accumulated here, but someone
As part of this effort, they forced open several doors, else recently disturbed it and left behind numerous
often through brute strength. Unless the text states foot tracks.
otherwise, assume the PCs have no difficulty (other
than loud squeaks and groans) opening or closing the 2. Crypt Alcoves
doors here.
Doors that have remained unopened for decades This long, narrow hallway features numerous alcoves
or longer, however, pose a challenge. Opening one of along the south wall. Each alcove contains five
these doors requires either a DC 15 Strength check, vertical stone shelves upon which rests mummified
a knock spell, or bashing the door open. Assume the corpses. A small hexagonal lidded onyx box sits on
doors here have AC 13, hp 50, resistance to piercing each corpse’s chest, its hands resting upon it.
and slashing damage, and immunity to poison and
psychic damage. This east-west hallway features ten crypt alcoves
Noise. The cultists still alive by this point repre- arrayed along the southern wall. Each alcove in-
sent the most experienced, toughest, and canniest cludes five vertical stone shelves. Each shelf holds
of their number. They know by hearsay or seeing for a humanoid-shaped body wrapped head to toe with
themselves that they face powerful enemies, neces- pale yellow gauze. Those interred here were the
sitating strict discipline on their part if they are to lesser members of the Ashen League but still worthy
prove victorious. They do not chant, sing, drink, or of respectful funereal rights.
talk loudly here. Creatures. Ancient and powerful necromantic
Noise made in these rooms and halls carries and magic dwells within each catacomb alcove along this
echoes. The sounds of a battle or a loud spell going hallway. If a creature touches any mummified corpse,
off (e.g., thunderwave) reverberate for an impressive the magic activates in the adjacent alcove (if neces-
distance. Any noises heard here are out of place and sary, randomly determine if this occurs in the alcove
likely originate from an enemy or hostile creature. to the left or to the right of the one disturbed). This
creates 1d2 mummies that shamble out from their
Area Descriptions shelf and attack those daring to defile this sacred
place (not all the corpses have survived intact enough
to rise as a mummy). Unlike typical mummies,
1. Entrance from Tzekes Mansion however, these lack vulnerability to fire and have a
movement speed of 25 feet.
After passing through door from the Tzekes’ man- The hexagonal box contains the mingled ashes of
sion, a wave of nausea grips your gut, and silvery that lord’s servants and housecarls. When the master
afterimages swim in your vision. The strange feel- died, most of their household servants were put to
ings pass after a few moments. death to accompany the lord on their journey to the
A long, crumbling stone staircase leads down. afterlife.
The air smells earthy and old. Thousands of tiny
dust motes swirl around in the wake of your 3. Preparation Chamber
passage.

When the PCs pass through the doorway in the This large chamber features numerous marble
Tzekes estate, instead of entering the family’s private slabs, each four feet in height, six feet long, and
catacombs, they enter another material plane—one about three feet across. A humanoid creature
like their own but also different in stark ways. The clothed in a hooded black robe stands in stiff
transition proves seamless other than a brief bout of attention at five of the slabs. Their robes do not fit
nausea and dizziness. quite right on their misshapen body. Two similar
So long as the dimensional chain (in Braiham’s but larger humanoids stand motionless at the east
library, ground floor of his estate) remains in place, of the chamber. Between the slabs sits an open
the mansion and this dimension remain connected. chest revealing the glimmer of gems and jewelry.
Should someone unhook the dimensional chain,
When the Halls of the Dead cared for the deceased
within a few minutes the connection dissipates, likely
Ashen Lords, servants brought the bodies here for
returning the mansion to its plane but cutting it off
the rituals for the dead. They were cleaned, dressed
from this one.
in funeral finery, and then embalmed for interment in
Once this occurs, the door at the north end leads
these catacombs.
into the other side of this underground complex.
The ceiling height is 25 feet in this chamber.
These chambers once housed servants, guards, etc.
Creatures. This room contains five re-animated
Investigation. If a PC thinks of it, they can attempt
laborers (SPCM 359) and two re-animated guards
a DC 15 Intelligence (Arcana) check to confirm the
(SPCM 360). Two servants have a saw as their vari-
hypothesis they’ve crossed into a different plane.
ant weapons (SPCM 359), which gives them a melee
51
Crescendo
52
Crescendo
weapon attack that deals slashing damage, doesn’t their attacks until all intruders are destroyed or leave
start a grapple, and scores a critical hit on a roll of 19 this room. The cast-off clothing recently belonged to
or 20. Each re-animated guard carries a poison spray- a pair of Mummer cultists who came here and tried
er (SPCM 359) that allows them to project a 15-foot to take the book. The summoned wraith slew them
cone of poison, inflicting poison damage to creatures both, after which they arose as specters under the
in the area of effect. Each creature suffers 10 (4d4) wraith’s command.
poison damage, or half as much with a successful DC The stone book lectern in this room stands four
13 Constitution saving throw. Each creature failing feet tall and measures 2-foot-square. An open book
its save gains the poisoned condition if it isn’t holding rests on top. Touching or moving the book also sum-
its breath. A poisoned creature makes another Con- mons the wraith.
stitution save at the end of each of its turns, ending Treasure. Each mummy wears 1d4 x 500 gp worth
the poisoned condition on itself on a success. of jewelry, including pendants, talismans, necklaces,
The re-animated slavishly follow a basic program, torcs, wrist bands, and so forth.
although this program has become corrupted and The book on the lectern contains a thick tome
warped over two centuries. They mistakenly as- bound in dragon scales. A quick look at it shows
sume any creature entering this room needs to be humanoid hands recently brushed some of the dust
embalmed and prepped for entombment. For their from its pages. Written in the variant of Common
part, the guards attack if a creature resists being native to this plane, the PCs cannot read the text
embalmed. The re-animated laborers never leave without magic or another translation method. A brief
this room, but the guards do if they need to pursue perusal of the book shows it is history of the Ashen
intruders trying to escape embalming. Lords and their achievements in general, and a dis-
Treasure. Back when the servants embalmed their cussion of the accomplishments of the lords interred
lords and masters, they took care to dress and adorn here specifically.
the deceased as befitted their station. The iron chest If a PC reads the page to which the book lies open,
(which isn’t locked) contains the following valuables: one passage stands out:
◊  Three gold necklaces with obsidian stones (150
“And so did Lord Lymachis sacrifice his noble life
gp apiece)
to defeat the fell rebels. His willingness to sacri-
◊  Two bronze torcs embedded with rubies, sap- fice his life to protect his betters speaks volumes
phires, and emeralds (450 gp apiece) of his honor and nobility. The spoils of his victory
◊  Four adamantine wrist bracelets with intricate belong to all the Ashen Lords and thus shall the
carvings of symbols across their surfaces (175 gp sword (see illustration) be placed with honor in
apiece) the Transcendent Hall.”
◊  Two gold and silver wire crowns (200 gp apiece) “For their part, the rebels faced ultimate sanc-
tion in the Ritual of Unfleshing. So ended their
4. Catacomb of the Third Circle foul but foolish plan to harm the personage of the
Pallid King, thanks and blessings be to His name.”
A smaller room contains nine alcoves in which An illustration of the sword takes up a fourth of the
sit opened wood sarcophagi, each occupied by a page near this text passage. Underneath, the caption
mummified humanoid corpse. reads “The Sword of Unmasking.”
Partway into the room stands a stone lectern Treasure. This book holds immense value to a col-
upon which sits an opened tome. Two disheveled lector of such things, fetching as much as 1,000 gp. It
piles of clothing lie on the floor in front of the is immune to cold and fire damage. If it suffers other
lectern. forms of damage, a mending spell repairs the book
unless it is destroyed.
The mid-rank Ashen Lords were buried here with
high honors. Because these lords wielded such
powerful magic, they generally staved off death for 5. Chamber of Meditation
centuries, which is why so few bodies lie interred
here. Instead of bodies stacked five high on vertical This room appears empty. The dust on the floor
shelves, here each alcove contains an open sarcopha- shows no evidence of being disturbed.
gus with a mummified body inside. A depressing heaviness emanates from this
Creatures. Again, powerful necromantic magic room. Consecutive waves of sadness, grief, and
flows through this room. However, since it would fear wash over you and then fade.
be unseemly to disturb the rest of these lords and The dust swirls and rises as if in a wind vortex.
force them to defend their sanctity, the builders used The particles coalesce and, after several heart-
magic to create a different defense. If a creature beats, form a humanoid-shaped outline.
touches or otherwise disturbs any corpse, the room
Servants and housecarls of a newly deceased Ashen
summons a wraith to slay intruders, and the wraith
Lord waited here. They knelt, prayed, and meditat-
brings two specters with it. The undead continue
53
Crescendo
ed to prepare for their upcoming journey with their wood with iron reinforcements. They are covered in
deceased lord. At the arranged time, an escort led bas-relief carvings of skulls, books, demonic faces,
them through the secret door in the Preparation and other images. These doors are locked from the
Chamber (Area B, above). Their brief trip—and their other side. A PC can pick the lock with a successful
lives—ended in the Room of the Final Mystery (Area DC 18 Dexterity (thieves’ tools) check. The doors
14, below). have AC 15, hp 75, resistance to piercing and slash-
On occasion, one of the servants here awaiting ing damage from nonmagical weapons, and immuni-
their execution and impending journey into the after- ty to poison and psychic damage.
life decided they wanted to live a bit longer than was Of more immediate concern, however, are the two
proper. When this occurred, guards grabbed the re- imposing suits of plate armor standing guard in the
bellious servant and whipped them with scourges un- middle of this hallway.
til the servant died. The spectacle not only punished Creatures. The suits of armor are helmed hor-
the servant, but it also served as a demonstration to rors. They were brought along by Ishvani Tzekes and
other servants in the room not to resist their fate. her cultists. The lead cultist placed these constructs
Creatures. The spirit of one of those servants here to guard the double doors leading south. The
whipped to death remains tied to these rooms and helmed horrors have orders to stop any creature
catacombs. When the PCs peer into the room, the other than Ishvani from passing through this door
dust swirls to form the humanoid shape, which then (it won’t even allow the cultists on this side of the
emits a faint silvery glow from within. This is a ghost. dungeon to do so).
It cannot remember its name. It only remembers be- In addition to guard duty, the helmed horrors serve
ing in these halls, waiting here for some form of sac- an additional purpose. If they engage in combat, the
rificial death, and finally its doom came: a gruesome sound of steel weapons clanging against steel armor
death by scourging over the course of two hours. resonates and echoes throughout this section of the
Investigation. If the PCs make no threatening ges- catacombs. This alerts the cultists in the Chamber
tures, the ghost proves willing to communicate with of Records (Area 9, below) to prepare to deal with
them. If the PCs pull weapons, attack, or take similar intruders.
hostile action, the ghost attacks. Development. The helmed horrors do not ap-
The ghost knows a bit about the layout of the north- proach within 5 feet of the double doors. Since they
ern third of the Halls of the Dead. When the spirit are intelligent and cunning tacticians, one of the
gained awareness, it spent its time watching other helmed horrors might charge into the Catacombs of
servants waiting here, sobbing and praying, as well as the Third Circle (Area 4, above) and grab the book on
following them as they were escorted to the place of the lectern, which then summons a vengeful wraith
their demise. The ghost cannot speak the PCs’ version and its two specters to attack. Although the undead
of Common. It can, however, speak Infernal, which first try to attack the helmed horror that committed
is the same tongue on any plane. The ghost is most the theft, the constructs are immune to necrotic
familiar with Areas 2 through 9 but excluding Area damage. The undead then turn to attack the PCs on
7—it hasn’t traveled through the double doors at Area the assumption they are also tomb robbers deserving
6. The ghost knows the location of the secret door in of punishment.
the preparation chamber (Area 3, above). It has not,
however, investigated Areas 13 or 14. 7. The Hallway of Ascension
6. Crypt Alcoves & Double Doors Two sets of broad marble staircases climb
upward toward the south. The amount of work
This hall stretches a long length from west to and material used in constructing these steps
east. Similar in design to the northern hallway, this speaks to tremendous wealth. These steps were
one contains numerous alcoves along the north designed to promote awe and they do a good
wall. Each alcove holds five stone vertical shelves. job of it.
A mummified human corpse lies on each shelf. It
clutches a small onyx box with a lid on its chest. Two sets of staircases lead upward to the other half
A pair of bulky sets of plate armor stand in the of the Halls of the Dead complex. This route is the
middle of the hall, one facing west and the other most direct path to follow Ishvani and her cohorts.
east. Each bears a shield in one hand and a long- The double doors that stand at the southern end
sword in the other. of the second staircase are trapped with a glyph of
warding (see below). The doors are locked from the
These catacomb alcoves are the same as those de- other side and require a DC 18 Dexterity (thieves’
scribed in Area 2, above, and the same details apply tools) check to open. These doors have AC 15, hp
here (including summoning mummies if a creature 75, resistance to piercing and slashing damage from
touches or disturbs any of the corpses in these nonmagical weapons, and immunity to poison and
alcoves). psychic damage.
The double doors on the south wall are heavy Beyond this set of doors is a semicircle stone ledge
54
Crescendo
protruding from a wall. This ledge is approximately corpse. Each onyx box holds the remains of that
10 feet across, six feet in width, and has a depth of lord’s servants and housecarls.
four feet. The ledge looks out across a vast chamber Creatures. Disturbing any of the mummified bod-
lined with marble pillars and flooded with water. The ies triggers the room’s defenses, summoning 1d4+1
distance from this ledge to the water’s surface is 50 spectres from the onyx boxes.. Touching the book on
feet. the lecturn summons a wraith.
Although not apparent from this side, Treasure. Each mummy
there is a stone bridge that wears 1d6 x 500 in gems
can be extended from and jewelry.
the other side of this The Book of Caldu-
hall. The trigger var. The book on the
mechanism to lectern is a hefty tome
extend or retract bound in mithril plates.
the bridge is near Since the text is in a form
the doors on the of Common unknown to
other side of the the PCs, they require some
chamber (Area means of translating it,
15, below). such as comprehend lan-
Glyph of Ward- guages or making a DC
ing (trap). On her 15 Intelligence check to
way through, Ishvani understand a page of text.
placed a glyph of This book delves at
warding on the ceiling length into the deeds and
above the doors. If a achievements of the Lords
creature approaches of the Second Circle, taking
within 20 feet of the care to point out how much
doors on this side, more meaningful those
they trigger explo- achievements are com-
sive runes. Each pared to the Lords of
creature caught in the Third Circle. At
the area of effect the same time, the
must make a DC 18 writer points out
Dexterity saving none of these accom-
throw. A creature plishments compares
takes 22 (5d8) to those achieved by the
thunder damage Lords of the First Circle.
on a failed save, or The book includes a
half as much damage story concerning the Children of
on a successful one. The noise Calduvar, some sort of resistance
created by this discharge echoes for quite a distance. network that sought to overthrow the Ashen Lords.
The cult also fought to end the influence of an entity
8. Catacomb of the Second Circle known as the Pallid King. The cult leaders were
captured and sent to fight in a place known as the
This small catacomb chamber only includes five Tower of Trial.
burial alcoves, each containing an open sarcoph- More noteworthy to the PCs is a picture of the all
agus housing a mummified humanoid. A dozen too familiar Yellow Sign. Several passages of the book
or more small onyx boxes on the floor surround include this symbol, and a few provide an illustration
each sarcophagus. of the Pallid King—an individual closely resembling
Not far from the door stands a stone lectern avatars of the King in Yellow they’ve seen before.
upon which sits an opened tome. This book is valuable to a collector with a price of
about 1,000 gp.
The Ashen Lords entombed here were among the
elite. They occupied the second highest rank on their 9. Chamber of Records
society’s social ladder, only obligated to obey the
Ashen Lords of the First Circle. Whereas the lords This chamber, a library with a dozen or so book-
of the Third Circle often lived for over a century or shelves lined with scrolls and books, shows signs
more, those of the Second Circle lived longer than of recent activity. The various books and scrolls
two centuries. There are only five sarcophagi here, so lie beneath a thick layer of dust.
few were their numbers.
Each of the wood sarcophagi holds a mummified The Ashen Lords believed in maintaining good
55
Crescendo
unseen servant
that remains on
duty if a creature
enters here and
approaches any book-
shelf or either lectern. This
invisible librarian communicates
via telepathy to any creatures in
the room. Its ability to respond to
questions is strictly limited to the
books and scrolls found here and
their general contents (a sort of an
invisible walking telepathic card cat-
alog). It knows the works by subject
and their location on the shelves.
Researching the library. If the
PCs spend at least 10 minutes
seeking answers from the spectral
librarian, they can acquire several
books and scrolls with information
useful to their current quest. The PCs
records of still need a way to translate these works
their conquests (comprehend languages, etc.). Here is a brief run-
and their rule. down of what the PCs might learn from this effort:
Their servants collect- ◊  This world was ruled by a cabal known as the
ed some of those records here in books and scrolls. Ashen League. Its members were spellcasters,
The information stored here represents a fraction of arcanists, alienists, and the like.
what exists, with the records stored here considered
the most important and valued. ◊  The Ashen Lords sought to defeat their last ene-
Approximately half of the Mummer cultists in the my: death. A strange visitor appeared to them and
Halls of the Dead wait here on guard for the PCs or delivered a curious play. After the lords read the
other intruders. They remain out of sight in this room play and unraveled the mystery of “the sign” (i.e.,
but listen for unexpected noises and watch for light. the Yellow Sign), they put on a performance and
When they realize intruders are in the vicinity, the summoned the entity.
cultists prepare an attack most advantageous to them ◊  The entity answered their call. It gave the secrets
and disadvantageous to the PCs. If, for example, of immortality in exchange for being named their
the PCs engage in combat with the helmed horrors leader. They named him the Pallid King.
(Area 6, above), this offers a perfect opportunity for ◊  A cult, the Children of Calduvar, arose from the
the cultists to attack. If, however, the PCs awaken the ranks of the Ashen Lords and attempted to over-
undead in these halls, the cultists know better than to throw the masters and drive away the Pallid King.
become involved.
◊  The cult acquired (or perhaps was given) an
Creatures. The cultists in this room include one
artifact called the Sword of Unmasking, which
blessed berserker (SPCM 404), a cult killer (SPCM
supposedly held the power to wound and even slay
404), an obsessed artist (SPCM 406) and an urbane
the Pallid King.
magician (SPCM 406). They have familiarity with the
layout of this part of the dungeon—they learned the ◊  Ashen Lords tracked down and captured the cult.
hard way not to touch any of the mummified bodies They took the Sword of Unmasking as a trophy.
or any book on any lectern (two of their number were They placed it somewhere nearby in a place
slain by a wraith and thus became specters, while two known as the Transcendent Hall.
others had their necks snapped by a mummy). ◊  At the end, the Ashen Lords regretted surren-
Spectral librarian. The library contains a form of dering their power to the Pallid King. The texts

56
Crescendo
speak of an overwhelming and destructive power Water still trickles in and eventually this chamber will
that appeared on this world a few years after the flood from floor to ceiling.
arrival of the King. They referred to this entity as The water throughout this chamber averages 20
the Magnum Innominandum. There are no further feet in depth. Visibility within the water is fair as the
entries after this account. water is only somewhat murky, reducing the distance
of light sources by half. Patches of algae float along
Of note, the Mummers opened the door leading
on the surface.
south. They explored the steps leading downward
As mentioned, the ceiling is 70 feet above the wa-
but stopped when they came to an enormous, flooded
ter’s surface, which means the hall has a total depth
chamber (Area 10, below).
of 90 feet from floor to ceiling.
Treasures. The shelves here include over 60
The stone pillars are surprisingly narrow and spin-
scrolls and 115 books. Of these, half have succumbed
dly, each measuring three feet across at the base and
to age and moisture exposure, becoming too brittle
a mere two feet across along the pillar’s length. Many
to read without destroying, and they are too fragile
pillars show signs of stress fractures along their
for transport. A mending spell can restore one book
length and at their bases.
or one scroll to pristine condition, although doing so
Creatures. Floating within the water are six
to the entire library would take almost three hours
drowned zombies (page 98). These creatures were
to complete. Each scroll is worth 3d6 x 15 gp to a
once humanoid servants and guards of the Ashen
collector, and each book is worth 4d4 x 20 gp.
Lords killed in the final days after Hastur’s appear-
Among the works found here are four spell scrolls.
ance and brought back to unlife. They’ve floated
These do not require translation to read or use. The
here, filled with rage but nowhere to direct it for two
contents of each spell scroll include:
centuries. If a creature enters the water, the zombies
◊  Comprehend languages x 3, detect magic, divina- know about it and seek to drag the intruder to a
tion watery grave.
◊  Bless, greater restoration, lesser restoration
◊  Dimension door, dispel magic 11. Chamber of Expiation
◊  Comprehend languages, darkvision, enhance abili- The eastern third of this long, pillared hall features a
ty, protection from energy water-filled tank with walls formed from multiple per-
manent wall of force spells. In the time of the Ashen
10. Flooded Hall Lords, servants sent on the overhanging ledge (Area
13, below) sometimes chose to leap into the tank
An enormous many-pillared hall stretches before below the ledge rather than die of thirst. By having a
you. Two perpendicular halls intersect to form a tank with transparent sides, the Ashen Lords could
T-shape. The east-west hall has twice the length watch the death of these worthless servants. Because
of the north-south hall that forms the top of the the entire chamber has also flooded, the presence of
T. The entire chamber has flooded to an uncertain the wall of force tank isn’t apparent from above and
depth, although deep enough you cannot see the this part of the hall looks like the rest of it.
bottom. An indeterminate number of waterlogged bones
A series of marble pillars at regular intervals float in the tank from the servants that took the
supports the ceiling. Approximately seventy feet plunge.
of distance separates the ceiling from the water The wall of force tank has a wall height of 20 feet.
level. The water has a depth of 19 feet, which makes its
At the midpoint of the west wall one broad depth a foot shallower compared to the adjacent
section has collapsed. A slow but steady trickle of flooded area to the west.
water flows through this hole and into the hall. Creatures. An aboleth inhabits the tank. It has
Noises echo here seemingly without end. The remained here, submerged and forgotten, since the
only regular sound is the drip-drip-drip of water. demise of the Ashen Lords. Given the lack of food in
The place smells of must, mildew, and age. those long centuries, it entered hibernation. If crea-
tures enter its tank or elsewhere within the Flooded
This vast T-shaped hall once served as a place of Hall to the west (Area 10, above), it awakens, and its
meeting, open discussion, and relaxation for the Ash- first priority is to acquire food. It is, however, willing
en Lords. They could, for example, watch an aboleth to form a truce with a creature via telepathy if the
devour slaves too unworthy to die with their masters. creature has a way to free the aboleth and transport
They could show off their arcane discoveries, swap it to somewhere watery other than this tank.
stories, and casually decide the fate of millions of Given the aboleth’s innate intelligence and its Prob-
their subjects. ing Telepathy ability, it not only can learn about other
Some years ago, tectonic shifts collapsed a section creatures, but it has a good chance to determine if
of the hall’s west wall. An underground stream fol- those creatures have the ability to do what they prom-
lowed this diversion and slowly flooded this chamber. ise (i.e., the creatures have magic and items capable

57
Crescendo
of transporting the aboleth somewhere safe and Creatures. A dangerous and alien creature has
watery). If the aboleth believes the other creatures come to these halls, attracted to this place’s magi-
are negotiating in bad faith, it seeks to find some way cal emanations. If the gug (SPCM 332) hears the
to bring them closer and enslave them. approach of other creatures moving closer, it hides
Development. As leverage, the aboleth knows the underwater, positioning itself beneath one of the
location of the Sword of Unmasking, floating sarcophagi. It attacks at the most advanta-
and it knows the direct way out of geous moment, especially if the intruding party splits
this area. It also knows that other in- itself into smaller groups to explore this room.
truders recently passed through these Development. Each sarcophagus is closed and
halls, i.e., Ishvani and a few agents. sealed. Breaking the seal requires either a knock
spell or forcing it open with a DC 17 Strength check.
12. The Transcendent Hall Inside each sarcophagus is a mummified humanoid
adorned in jewelry and clutching an obsidian rod in
Except for a few splinters, the door into its hands folded over its chest. Three of these sar-
this room is gone, perhaps de- cophagi contain a mummy, but these do not awaken
stroyed by the pressure of so and attack intruders unless their sarcophagus
much water on one side. is opened. The GM should determine which
The room is flooded several three sarcophagi hold the mummies. If they
feet deep with dark, murky water. awaken, they view all intruders—including the gug—
Ten sarcophagi float, unmoored, on as enemies to destroy.
the water. Magic holds in place the relics and items floating
On the south end of the chamber, a above the statue. If a creature can reach an object,
set of stone steps rises from the water they can grab hold of it and take possession of it.
up to a marble dais along the back wall. Doing so, however, triggers a bestow curse against
A ten-foot-tall alabaster statue dominates the first thief to do so. The target must make a DC
the dais. The statue depicts a tall, spindly 16 Wisdom saving throw to avoid the curse or
humanoid with its right hand upraised, suffer disadvantage on their Wisdom checks and
palm facing you. It grips a tall staff in its left saving throws for the next 8 hours.
hand. If this statue represents the so-called Treasure. Each mummy wears gems and
Ashen Lords, they were physically frail with jewelry valued at 3d4 x 150 gp.
slightly elongated heads. The six items floating over the statue are
Half a dozen objects float about ten feet all that remain of the trophies and objects of
over the head of the statue, including a crown, conquest once displayed here. These objects
an obsidian statuette of a horse, a sword, a head include the following:
encased in clear crystal, and a set of feathery ◊  A pair of feathery wings. These once
wings. adorned the back of a deva. The Ashen
Lords captured it, tortured it, and tore
During the time of the Ashen Lords, their most free its wings. If a creature positions the
valued and important members, the Lords of the wings along their back, the wings embed
First Circle, were buried here with full honors. In into the person’s flesh and meld there. If
addition, the trophies they earned (or stole) in life the creature is evil, they suffer 33 (6d10)
were put on display here. radiant damage and the wings combust
When the hall to the north (Area 10, above) flood- into ash. If the creature isn’t evil, they gain
ed, eventually the weight and pressure of so much a fly speed of 90 feet for the next 8 hours,
water shattered the door leading into this room, after which time, the wings drop off and
flooding it in turn. When the water level reached suffi- disintegrate.
cient height, it lifted the sarcophagi and moved them
◊  Crown. This item is nonmagical, but is
out of their alcoves.
worth 3,500 gp.
The vaulted ceiling in this room is higher than in
most areas, being 30 feet from floor to ceiling and 21 ◊  Head encased in clear crystal. The
feet from ceiling to the water’s surface. crystal is a curious form of glass with
Throughout most of the room, the water is 9 feet the toughness and resiliency of steel.
deep. The water is brackish and murky here, limiting The head cased within belonged to
vision to 10 feet regardless of darkvision or light source. the infamous rebel and cult leader,
The water is surprisingly colder than one might expect. Calduvar.
The south end of the steps and the connected dais ◊  Obsidian horse statuette. This a figurine of won-
stand above the water’s surface. The statue on the drous power (nightmare).
dais indeed represents one of the Ashen Lords, in-
◊  Sword. This is the Sword of Unmasking (page 109).
cluding the use of alabaster for the sculpting materi-
al—the lords had pale white, almost translucent skin.
58
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59
Crescendo
13. The Path of Dishonor seven feet tall and wears long, flowing black robes
with a hood pulled down over its face. In one
This door opens onto a small stone ledge hand it carries a book wrapped in chains. It raises
overhanging a vast, enormous hall of pillars. its withered hand and points at you with a bony
finger.
After the death of an Ashen Lord, their servants were
expected to travel with them to the afterlife. In their After an Ashen Lord died, all the servants of their
last will, each lord mentions the names of their trust- household were gathered and kept in a meditation
ed loyal servants—the servants expected to accom- room for hours to days (Area 5, above). At the ap-
pany them. The also listed the names of their least pointed time, guards came and escorted the servants
trusted, least liked servants. These ser- in two staggered groups. The guards escorted
vants, instead of being taken to the the first group to this chamber, while
Room of Final Mystery (Area 14, another set of guards escorted the
below) were escorted through a remaining servants to the Path of
one-way door and left on Dishonor (Area 13, above).
the ledge. The servant The first group consisted
would remain there of the deceased lord’s
until they leapt favored and most trusted
from the ledge servants. They had the
to their death honor of dying and ac-
or until they companying their master
perished of to the afterlife. These
thirst. servants died here.
The door The servants
only opens brought here faced
from the east their most terrify-
side. Once it clos- ing death. Their
es, it locks. Forc- execution arose
ing it open from from their own
the west side primal fears.
after it closes The servants
requires a DC 25 were placed on the
Strength check. marble slab and
Since the west-side manacled in place all
facing is stone, breaking while being watched by
through the door offers an enormous creature
a difficult challenge. The draped in black robes
door has AC 17, hp 75, damage with the hood pulled over
threshold 5, immunity to piercing its face. Then the scream-
and slashing damage from nonmagical weapons, and ing began.
immunity to psychic and poison damage. The Ashen Lords believed that the more painful
The stone ledge is about 5 feet across, 6 feet wide, and traumatic one’s death, the more tempered and
and 2 feet in depth. The distance from the top of this hardened they would be for their journey to the
ledge to the surface of the water below is 50 feet. afterlife. Thus, these servants were being given the
blessed opportunity of dying a “better” death.
Phantasmal Killer (trap). The hooded figure
14. Room of the Final Mystery
is part of an illusion triggered whenever anyone
enters the room. It makes no threatening motions or
This room bears the weight of profound suffering,
movements but remains at the center of the marble
terror, and sorrow. These raw emotions wash over
slabs for a full minute. At that point (and the GM
you. Although many years have passed since this
should keep track of in-game time for this), the room
room last saw use, the stench of fear still lingers.
activates phantasmal killer.
A set of eight marble slabs, each six feet in
Each creature in the room must make a DC 18
length, three feet across, and four feet in height,
Wisdom saving throw. On a failed save, the creature
forms a circle at the south end of the room. Each
becomes frightened and gains a level of dread that
slab has two pairs of chains with one end stapled
lasts for 1 minute. At the end of each of the creature’s
to the stone and with an iron manacle at the other
turns before the spell ends, they must succeed on
end.
a DC 18 Wisdom saving throw or take 22 (4d10)
A gaunt bipedal creature rises from the center
psychic damage. On a successful save, the effect ends
of the circle by the marble slabs. It stands over
for them.
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Throughout the duration of the phantasmal killer, This ledge is 55 feet long and 5 five wide. Next, a
a fist-sized diamond floats above the hooded figure. stone bridge, 15 feet long and 20 feet wide, extends
The gem glows and pulses from within. It absorbs from the ledge and crosses the gap to the other side
all psychic damage sustained in the room. After the of the chasm (Area #7). Either panel operates like a
ordeal, the hooded figure sinks into the floor over toggle; pressing either one a second time retracts the
which it stood. As for the gem, its glow diminishes to bridge and then the ledge back into the wall.
a flicker and it floats to rest on the floor. Each of these panels is part of a decorated wall
Treasure. The crystal at the center of the chamber and difficult to spot. A PC can locate a panel with
is a vampiric psychic crystal (page 110). A creature a successful DC 12 Wisdom (Perception) check.
holding the gem can tap into its stored psychic Locating and identifying the panel on the north side
damage, which equals 70 points plus whatever it of the doors from a distance, especially if no light
absorbed during this encounter. This energy allows illuminates this side of things, offers a more difficult
the wielder to spend an action to heal a creature’s challenge. From about 20 to 25 feet away, the DC to
injuries, restoring 1d8 hit points for every 10 points identify the panel is 25. If the PC lacks darkvision
of psychic energy expended. Alternatively, the wielder and the panel is illuminated by only dim light, they
can spend an action to target a creature they can suffer disadvantage on the check (no light on the
see within 60 feet. If the ranged spell attack hits, the panel or no darkvision means the PC has no chance
target suffers 1d8 psychic damage for every 10 points to identify or locate the panel).
expended from the crystal. The PCs can attempt to force the doors apart
Healing. You can use the energy to heal any through brute strength, assuming they have the
creature’s damage, regardless of the damage type ledge to stand upon or can levitate while making the
suffered, by touching the crystal to them. For every attempt. This requires a successful DC 20 Strength
10 points of psychic energy released from the crystal, check. If the PCs have poor footing, the GM may im-
the target creature regains 1d8 hit points. pose disadvantage on this check. Physically destroy-
Psychic Shock. You can target a creature you can ing the door takes considerable effort. The door is AC
see within 60 feet. Make a ranged spell attack roll. 13, hp 100, damage threshold 5, immunity to pierc-
If you hit, the crystal shoots out a bluish beam of ing and slashing damage from nonmagical weapons,
destructive energy. For every 10 points of energy you immunity to psychic and poison damage.
release, the target suffers 1d8 psychic damage. Once extended, the ledge measures 5 feet across,
If a creature targets you with an attack dealing 55 feet in length, and 2 feet in depth. The bridge,
psychic damage, as a reaction you can use the crystal which extends past the ledge, measures 15 feet
to reduce the damage you take by half. The crystal across, 20 feet long, and 2 feet in depth.
stores the absorbed points.
16. Tower of Trial
15. Grand Doors
You stand at the topmost level of a circular tower.
These massive wooden doors feature intricate It descends for almost 80 feet to the bottom. The
bas relief carvings across their entire face. The center of the tower is hollow from floor to ceiling.
carvings depict some sort of scene reminiscent Seven vertical levels extend the length of the
of a gladiatorial arena but with warriors fighting tower shaft around the hollow center. Each level
desperate battles against tentacled monsters. An features plush, comfortable chairs for an audience
attentive audience watches from above as the of some sort, and a wooden rail around the edge.
carnage unfolds. The bottom level of the tower features a
10-foot-wide circular stone well that sinks to even
These double doors open into the top level of the farther depths.
Tower of Trial. On the locked side of the door exists There is no sign of a staircase or other way to
a stone ledge that retracts whenever the connect- move from one level to the next.
ing stone bridge on the other side retracts (Area 7,
below). Since the bridge is retracted, so too is this The Ashen Lords used this chamber to conduct
ledge. games where their gladiators fought to the death
Secret doors. These are pocket doors. Each door against all manner of monsters and magical threats.
slides horizontally inside the wall to which it con- The lords placed wagers on the game ranging from
nects. Until the stone ledge on the north side of these which creature would prove victorious to how long a
doors slides into place, the doors remain closed. given champion might survive. The lords also assem-
On the north side of these doors is a trigger panel bled here to discuss politics, arrange deals, and plot
mounted into the wall immediately west of the doors. new schemes against their rivals with no real atten-
A similar panel exists on the opposite side of the tion paid to the show. If the lords wanted a close-up
doors along the wall immediately to the east of them. view of combat, they used spells such as arcane eye.
Pushing the panel on either side first extends a stone The tower is seven levels in height. The double
ledge from a slot in the wall below the double doors. doors (Area 15) enter the tower at the topmost level.
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The doors leading to the Cradle of Myths (Area 17) of greater healing, and a potion of superior healing.
exit from the second level from the bottom. There Their packs also contain water and rations for four
are no stairs or other means of accessing any level more days.
of the tower’s five topmost levels. Those assigned to
the second level (i.e., the one above the gladiatorial 16. Exit Hallway
ring) entered through the eastern doors and took
their seats. Most of the Ashen Lords possessed the A long hallway stretches before you. Dim, hazy
innate magic to cast levitate at will and thus used sunlight shines through the end some sixty feet
this means to ascend and descend through the tower. or so to the east. The wind swirls through here,
Thus, if the PCs wish to exit the tower, they need to stirring up the layers of ash coating the floor.
find a way down on their own. Three sets of humanoid tracks lead from the door
The Ashen Lords, their chosen friends, and favored you just passed through and head east to the exit.
servants sat on the level set aside for their status and
position. The elite members of the First Circle sat This long hallway leads out of the mountain and out-
at the seventh, topmost level, while apprentices and side. It opens at one end of a narrow valley. Several
lesser friends were relegated to the second level. hundred feet away stands the ruins of the Cradle of
Gladiators fought their opponents on the bottom Myths amphitheater.
level. For events where gladiators fought a monster Upon reaching this room, the PCs have escaped
or dangerous beast, the creature was raised up from the Halls of the Dead. They now stand on the preci-
a cellar beneath the tower. This elevator rose from pice of the climactic encounter with Ishvani Tzekes
the cellar to the top of the well and then the fight and the King in Yellow.
began.
Although there are more chambers and hallways Conclusion
beneath the tower that once held caged monsters and
Having made their way through the Halls of the
servants responsible for running the games, these
Dead, the PCs enter a small valley leading to the Cra-
areas aren’t included in this adventure. Since the
dle of Myths amphitheater. Ahead of them lies Ishvani
passing of the Ashen Lords, these under-chambers
Tzekes, giving her final performance of The King in
remain empty and unoccupied.
Yellow. The PCs now know they must allow her to
Lighting. Magical light emanates from the ceiling
summon the avatar and merge with it, after which
and every level and provides bright light to the entire
they can strike. If they can defeat the King in Yellow
tower.
and prevent him from escaping this plane, they stop
Creatures. The last few cultists, other than the
the cycle of the Yellow Sign and save Tiarazan—at
two that accompanied Ishvani onward to the Cradle
least for the time being.
of Myths, wait here to ambush anyone entering
The PCs may even possess a powerful blade, the
the tower. They pick their moment to attack the
Sword of Unmasking. With this weapon, they have
PCs, preferably at a point where the party has split
a better chance to defeat the King in Yellow. The
into smaller groups. The cultists include a bless-
ultimate challenge awaits.
ed berserker (SPCM 404), an urban magician
(SPCM 406), and a Yellow Sign attendant (SPCM
389). For this encounter, each carries a potion of Experience Points
flying. When they hear noise on the other side of By the end of Chapter 3, the PCs gain enough
the double doors (Area 15, above), each cultist experience to reach 11th level.
quaffs their potion and takes position somewhere
on one of the tower’s levels. The magician and the
Yellow Sign attendant should situate themselves on
one of the mid-levels, while the cult killer and the
blessed berserker stand near one another on one of
the upper levels. The best point to strike may come
when the PCs start to descend through the tower
via magic items, spells, rope, or climbing.
If captured, only magical compulsion can force the
cultists to reveal any information concerning Ishvani
or her schemes (they were never informed of many
details in the first place). One of the cultists, either
during the combat or if captured, might blurt out that
the PCs were doomed to be forever trapped on this
plane.
Treasure. The cultists brought a few things with
them in case they survived a battle but sustained in-
juries. They have four potions of healing, two potions
62
Crescendo
Chapter 4: Grand Finale
A Cthulhu Mythos Adventure for 4 to 5 Characters of 11th level
The final, climactic encounter between the PCs and the Cradle of Myths amphitheater, lies visible in the
Ishvani Tzekes and the King in Yellow begins. Ishvani distance. The characters need only reach the amphi-
seeks to summon the King’s most powerful avatar theater and then deal with Ishvani and her last few
and join with it. Once this combined entity leaves and minions.
returns to Tiarazan, the King in Yellow may prove This world’s moon, large and bloated and bathed in
unbeatable. pale yellow light, fills the night sky near the horizon.
For their part, the PCs face a difficult and dan- On the moon’s surface can be seen the distinct out-
gerous choice. Do they attack Ishvani before she com- lines of a masked face with the Yellow Sign embla-
pletes her summons? Doing so, while difficult, would zoned upon it. The gigantic face casts its gaze down
be less dangerous than fighting the King in Yellow, upon the amphitheater. For all the PCs know, the
but it would also mean the cycle could begin all over moon back on their world has transformed the same
again with a new host, more cultists, and another way.
wave of madness. How the final encounter goes depends on the PCs’
On the other hand, if the PCs allow Ishvani to be- choices. They either face Ishvani Tzekes and her two
come one with the King, they face the most powerful most experienced minions—a dangerous fight to be
and destructive enemy they’ve ever encountered. If certain—or they face the King in Yellow’s avatar. Both
they fail to win, then the avatar can escape back to plans carry risks and rewards, and both have major
Tiarazan and possibly trap the characters on this implications for the city of Tiarazan and even their
alternate plane forever. home world.

Chapter Synopsis A Method to Their Madness


The episode begins moments after the previous one Ishvani Tzekes and the cultists went to extraordinary
ends. The PCs have exited the Halls of the Dead and lengths to conduct the play’s final performance on an
now stand at one end of a valley. Their destination, entirely different plane and a different world. They
63
Grand Finale
could have conducted the performance somewhere appraise whether the PCs stand any chance at victory
in Tiarazan and expended fewer resources and lives or if they’re too weakened and beat up. The final
in the process. So why did they go to such great encounter is intended to be difficult and challenging
lengths? with its outcome in question until the last possible
Although it’s perilous to try to understand the moment—players need to use all the cleverness and
whims and rationale of a being such as the King resourcefulness they can muster. At the same time,
in Yellow, let alone those of cultists devoted to the the GM controls several dials and levers with which
Yellow Sign, some of these choices follow their own they can adjust the encounter difficulty. Consider
weird logic. these options:
First, both Ishvani and the King now recognize ◊  The PCs can spare one hour to complete a short
the PCs as their greatest threat. The PCs have so far rest.
survived everything thrown at them and yet continue
◊  The PCs take a risk and complete a long rest. This
their dogged pursuit. Conducting the performance
is the least ideal solution because it runs counter
in an easy-to-reach location would allow Ishvani’s
to the race against the clock and the tension of an
enemies to stop the play before it even started. For
impending deadline.
all her resources and cunning, she’s almost run out
of time and cultists to support her. With her involve- ◊  After escaping the Halls of the Dead, the charac-
ment in everything brought to light, she can no longer ters remove one, two, or perhaps three levels of
hide in the shadows and let other people do her bid- dread they’ve accumulated.
ding. Now everything falls on her. By conducting the ◊  The PCs regain expended Hit Dice. The GM may
ceremony on the world of the Ashen Lords, it forces need to remind players that 10th-level characters
the PCs to follow on a narrow, easy-to-predict course, have 10 Hit Dice worth of healing they can invest
allowing Ishvani to throw obstacles in their path. in themselves following a short rest.
Second, this world holds special meaning to the ◊  Each PC regains one expended class feature
King in Yellow, as it represents one of his more that normally recharges after a long rest, or two
recent successes. Serving as Hastur’s harbinger, the expended class features requiring a short rest.
King corrupted the ruling elite of this world in a short If a character lacks such features (e.g., a rogue
time and prepared for Hastur’s arrival. The world with the thief archetype), they can instead choose
of the Ashen Lords now lies dead and desolate, the to either regain all lost hit points or remove any
perfect testimony to the King in Yellow’s influence. conditions afflicting them.
Third, the PCs are hard-pressed to bring any
allies with them through the madness of the Tzekes ◊  The GM can also tweak the villains in terms of
mansion and the dangers of the Hall of the Dead. The how focused their tactics are. The bad guys are,
PCs find no allies whatsoever on this dead world. after all, insane and thus don’t always do the most
Finally, the King in Yellow and Ishvani know how logical or beneficial thing at any given moment.
relentless their enemies are. They know the PCs will The GM should take care, however, not to “dumb
show up for the final battle no matter what. Going to down” the bad guys but rather find in-game
such elaborate lengths to arrange the final battle in reasons why they don’t always unleash the best
a place of the King’s choosing speaks to his artistry possible spell or other attack.
and creativity. He wants the PCs to see the results ◊  The GM can remove one or both cultists waiting
of his handiwork and to feel a sense of despair and with Ishvani to help even the odds, especially if the
hopelessness. He wants to defeat them without battle involves the avatar of the King in Yellow.
killing them all, as killing the characters is too easy The final encounter should challenge the characters
and lacks subtlety or imagination. Rather, the King in and force the players to dig deep for the win. Unless
Yellow wants to leave them defeated, trapped forever your group is okay with it, the last battle shouldn’t
on a lifeless world to ponder their failures, helpless to end with an abrupt total party kill moments after the
alter their fate. fight starts. Remember that the King in Yellow wants
to torment them with false hope, perhaps giving them
The Final Challenge an actual chance to win.
The characters are about to fight the most powerful
creatures they’ve ever encountered, and they do so on The Cradle of Myths
an alien world far from allies or aid. The characters This enormous open-air amphitheater once served
likely expended resources forging their way through as an entertainment venue for the Ashen Lords, their
the Halls of the Dead to get here. They may be low on guests and friends, and their servants. This place
spell slots and have used some or all their most po- hosted plays, musicals, dance ceremonies, ritual ex-
tent class features. Perhaps their reserves of healing ecutions, public trials (often immediately before the
are low. ritual executions), and impressive displays of magic
The GM must weigh a few factors before the char- prowess.
acters embark on the final episode of this act, and The Cradle sits within a shallow depression, sur-
64
Grand Finale
rounded by a ridge line. The ridge along the southern
side rises 10 feet high while the ridge along the north
rises 20 feet high.
The amphitheater consists of several distinct loca-
tions within its expanse, as described below.

Environmental Conditions
The climactic encounter takes place at
night, albeit under the light of a (more
than) full moon. Exposed locations
have bright light illuminating
them. Locations without direct
overhead exposure to moonlight
are bathed in dim light and are so
indicated below.
In addition, large, burning braziers form
a perimeter around the amphitheater. Each
provides bright light for 30 feet and dim light
for an additional 30 feet beyond that. These
fires are hot but nonmagical.
The local temperature is chilly and only
slightly above freezing (around 38˚ F or 3˚C).
Unless the GM decides otherwise, the wind
currents remain mild and pose no problems to
either side in the battle.
Of note, the magic placed over the area can am-
plify the voice of any creature in the main per-
formance area (i.e., not the seating stands)
if they so choose. The magic projects their
voice clearly and loudly throughout the
entire amphitheater.

Floating Platforms
Fifteen mini-islands, each resembling a chunk of dirt
and rock scooped from out of the earth, hover at
above the ground at the start of this scene.
These platforms come in various sizes as
indicated on the map, ranging from 5 feet
square for the smaller ones (there are nine
of these) to 10 feet square for the larger
ones (of which there are six). One of them
(Area #4, below) hovers 60 feet above the
ground while the remainder hover 5 feet
above ground.
When a creature first steps on any
of these platforms, they receive a
telepathic message informing them
they can command the platform to
rise, descend, and/or move laterally
with a speed of 60. A creature controls
this movement by thinking the command melee reach of
as a bonus action. A platform cannot move another creature,
more than 60 feet in a single turn. If multiple crea- both creatures may
tures on a platform issue conflicting commands, they use their reaction to
each must make an Intelligence check. The platform make an opportunity
obeys the creature with the highest result that round. attack against each other.
If two creatures tie, the platform ignores both their As part of its movement, a platform can be
commands. commanded to collide with another. If this occurs,
If a platform with a creature on it moves out of the both creatures must succeed on a DC 15 Dexterity
65
Grand Finale
saving throw or be pitched over the edge and fall. If As described in the text, the storm reaches out to
a platform descends on top of another creature, the each PC telepathically, speaking in a chorus of angry
target creature on the lower platform must succeed voices. The PCs do not know the source or intent
on a DC 15 Dexterity saving throw or suffer 17 (5d6) of the voices. Each character can decide at any time
bludgeoning damage and be knocked prone. Since during this episode to communicate with the voices
a platform functions with magic, it is considered a in return or ignore it.
“magical weapon” for purposes of damage resistanc- If a PC responds to the telepathic voices, they have
es and immunities. a choice: accept a temporary alliance with whatev-
Dispel magic cast on a platform causes the plat- er has contacted them or refuse the alliance. If the
form to plummet to the ground. The platform suffers character agrees to the alliance, the storm measures
no damage, but any creatures on it at the time suffer their worth. The character must succeed on a DC 15
falling damage. The platform’s magic returns after ability check of their choice of Intelligence, Wisdom,
1 minute but it does not rise from the ground until a or Charisma. If they fail, the storm breaks contact
creature on it commands it to do so. and never communicates with that character again,
deeming them worthless. If the PC succeeds, they
Storm of Rage become telepathically linked to the storm until
When the Ashen they choose to terminate contact. Ending con-
Lords summoned nection with the storm is a free action and is
the King in permanent.
Yellow, they Once any PC agrees to an alliance with the
expected to ac- storm and passes the “test,” the storm breaks
quire the magic off communication with the other characters
necessary to and only responds to the PC it allied with.
achieve immor- The PC in question can ignore or refuse
tality. Instead, to communicate with the storm of rage,
they opened but this doesn’t end the connection
their world up formed between the two. The con-
to the coming of nected PC receives a
Hastur the Unspeakable. random insanity
No living creature survived for (SPCM 76) with
long—including even the greatest of a strength of
the Ashen Lords. Their final, desper- DC 20. This
ate battle against Hastur took place sanity remains
near the Cradle of Myths. even after the
In their final moments before PC breaks all
death, the Ashen Lords experi- contact with the
enced hatred, bitterness, and storm.
rage the likes of which they’d Each round as
never felt. Each lord’s death left an action, the PC
behind a small but potent psychic that agreed to the
imprint. Individually, these imprints alliance can call upon one
were weak, but in the aggregate, the of the storm’s powers. Each time they so, they open
rage of several thousand lords became themselves to the storm’s corrupting, adverse influenc-
strong. Although this “storm” has faded over es and must succeed on a DC 15 Wisdom saving throw
the past centuries, its remnants still dwell around or gain one level of dread. In addition, each round the
the amphitheater. It incorporates both psychic and PC uses one of the storm’s powers or remains affected
necrotic energies. by a power (such as state of madness), the character
One of the PCs can, if they choose, ally themselves has their hit point maximum reduced by 14 (4d6). The
with this storm against their common foe. Although PC can only recover these losses by completing a long
the storm cannot defeat Ishvani or the King in Yellow rest. If the PC drops to 0 hit points, they die.
by itself, it can aid the PCs in their fight. On the The storm expects the controlling PC to unleash
downside, the storm isn’t concerned about collateral its fury against either the King in Yellow or Ishvani; it
damage and has no use for finesse. The storm rep- has no interest in helping or protect allies or saving
resents a blunt, crude, but effective weapon. Allying lives. If the PC connected to the psychic storm wants
with this storm of rage means dealing with the dark to perform an action other than using the storm’s
energies of hundreds of cruel, evil, and malignant abilities against the King in Yellow (or Ishvani), the
spirits belonging to a species responsible for the PC must first succeed on a DC 15 Wisdom saving
demise of their own world. The PC makes a Faustian throw in order to do so.
bargain if they enlist the storm’s power. As an action, the PC allied with the storm can have
it perform one of the following actions:
66
Grand Finale
◊  Sever undead control. The storm allows the com-
manding PC to try and sever the control the King Further Adventures
in Yellow has over undead (such as the ghouls) on If the GM intends on continuing a campaign
the field. If the entity has undead under its com- with these characters after they defeat the King
mand, the PC can neutralize the King’s control in Yellow, the Storm of Rage may be an effective
over some of those undead; as an action, the PC future plot thread.
can use the power of the storm to force a number When the PC telepathically connected to the
of undead up to the PC’s spellcasting ability mod- storm leaves this world and this plane to return
ifier plus their proficiency bonus to make a DC 15 home, the storm piggybanks along for the ride.
Wisdom saving throw, permanently severing an Thus, the PC brings a psychic force of malevolent
undead creature’s connection to the King in Yellow spirits back to their world. Given the fact the
on a failure. These undead no longer consider the Ashen Lords were amoral slavers who practiced
King an ally or friend. The storm cannot, however, necromancy and felt no empathy for other
sever the King’s control over the rotting servitors. creatures, the storm could be a dangerous threat
◊  Control undead. The PC can use the storm to over time.
control undead on the field until the start of the
character’s next turn. This power affects only each creature in the area of effect takes 22 (5d8)
undead still uncontrolled or those who’ve had the caster’s choice of necrotic or psychic dam-
their connection to the King in Yellow severed age. This shockwave pushes creatures failing
(see above). The PC takes control of undead with their save 10 feet away from the PC. Although
a combined challenge total of 8 or lower (for this effect produces a sound, it is the sound of
example, this equals 8 ghouls or the wight plus a thousand screams instead of the sound of
5 ghouls). These ghouls become friendly to the thunder.
controlling PC and the PC’s allies. These undead ◊  State of madness. The PC goes temporarily
act on their own turn and use their own actions. insane, changing their perceived version of
If the PC wishes to maintain control over these reality. They become immune to being frightened
undead, the PC must use their action each round or charmed while in this state, and they gain
to do so. The PC can even command these undead advantage on Intelligence and Wisdom saving
to attack the King in Yellow (ordinarily, undead throws. During this time, the PC cannot cast
are friendly to the King and do not attack it unless spells or concentrate on them and they cannot
attacked first). use any other powers provided by the storm.
If other undead appear on the field for any rea- The PC can, however, still use magic items and
son (such as if someone dies, in which case the class features. They can still communicate with
King in Yellow’s Elder Influence animates them their allies as normal (although they likely sound
on the entity’s side), the PC can use the storm somewhat unhinged when they do). If the PC
to first sever the King’s control over them (see wishes to end the madness, they must succeed
above) and then gain control over them so long as on a DC 20 Wisdom saving throw to do so. If the
the total challenge rating of all controlled undead saving throw fails, they remain in the state of
doesn’t exceed 6. The storm cannot control the madness. The PC can attempt this save again at
King’s rotting servitors. the start of each of their turns. While in the state
◊  Greater restoration (3 uses). The PC casts this of madness, the PC ignores any levels of dread
spell upon themselves or another creature by it has, though the dread does not go away. Once
touch. Once this power has been used three times, the PC ends this madness, they gain one level of
it cannot be used again. dread, which lasts until they are away from the
◊  Energy Bolt. The PC fires a bolt at a target they storm and complete a long rest.
can see within 120 feet. The PC makes a ranged ◊  Teleport. The PC teleports from their current
spell attack using the ability score they used to location to another location they can see within
pass the storm’s test; if they hit, their target takes 120 feet.
16 (3d10) of their choice of necrotic or psychic
The PC knows the storm’s capabilities through the
damage.
telepathic link. This telepathic link functions so long
◊  Psychic healing. This power heals 4d6 damage as the PC and the storm are on the same plane.
sustained by the PC or any creature they can see The moment the King in Yellow appears on the bat-
within 120 feet. Alternatively, the target may make tlefield, it knows about the existence of this psychic
a new saving throw against any charmed or fright- cloud and understands the cloud’s nature. If someone
ened effect against the original DC. uses the storm during the battle, the King targets the
◊  Shockwave. The PC casts a variant of thunder- commanding PC.
wave in a 15-foot cube in front of their space.
On a failed DC 20 Constitution saving throw,

67
Grand Finale
Two Roads Diverged in a Yellow Wood 2. Back Wall
How this final encounter plays out depends on either
the characters’ choice now—to attack before Ishvani A stone wall forms a semi-circle at the west end
completes her ritual performance or else to wait until of the amphitheater. It stands over sixty feet tall.
the Yellow King manifests—or else the preponder- At its foundation, it is no more than four or five
ance of their choices in the previous two episodes, feet thick, and it tapers as it rises.
such as if they did not arrive in time. The GM has the
When this place served as an amphitheater and place
final say as to whether the PCs must make the choice
for spectacle, this enormous stone wall helped direct
or not.
sound. It also provided a backdrop upon which illu-
If the PCs start the encounter before the comple-
sion magic could display backgrounds, colored lights,
tion of the play, they face Ishvani and her two hench-
images, and so forth.
men, but not the King in Yellow’s avatar (at least not
initially). The details of this encounter are described
below (see And So It Begins, page 71). This offers a
2. The Standing Dead
substantially easier battle for the characters, but they
can only achieve a pyrrhic victory at best: if the PCs
Two-dozen undead creatures, standing at stiff
win, they defeat Ishvani but not the King. When they
attention awaiting orders, occupy the field in
return to Tiarazan, they still must track him down
several places.
and start the process over again while their enemy Two-dozen unmoving ghouls occupy the field in vari-
goes to work on its next chosen host. ous places. Ishvani, using what she possessed of the
If, however, the PCs allow Ishvani to complete her King in Yellow’s essence, animated these undead to
performance, summon the King in Yellow, and merge serve as a sort of audience. They were once servants
into one entity, the PCs face a different, more chal- and soldiers of the Ashen Lords.
lenging encounter. If they win, however, they defeat Creatures. As noted above, the 24 ghouls on the
the true enemy and save Tiarazan. field do not enter combat unless commanded by
Should the PCs get to choose? To decide if the someone to do so. Ishvani cannot command them,
PCs arrive before the play is complete, the GM but the King in Yellow can command a number of
should consider how efficiently and quickly the PCs ghouls equal to its CR (19 for the Princess incarna-
made their way through the Tzekes mansion and then tion and 23 for the Empress manifestation).
the Halls of the Dead. If they expended a reasonable Master of undeath. If a PC wields The Ten Thou-
amount of time but maintained a somewhat urgent sand Rod (page 109) from Chapter 2, they can use
pace, they should be allowed to make the choice it to command some of these ghouls; see the rod’s
about when to launch the encounter. description for details on how many undead the PC
If, however, the characters dragged their feet, took can command at a time and what the limits of that
too much time moving through the past two acts, or command are. If the King in Yellow has control over
took anything longer than a short rest in this act, then undead, the PC must first use the rod to sever the
they have no choice. They arrive at the amphitheater connection between an undead creature and the
just as the King in Yellow appears and possesses King, as described below. Once this connection has
Ishvani for the final time. been severed, the King cannot command that undead
creature for the rest of the battle. Of note, undead
Area Descriptions controlled by the PC wielding the rod ignore the King
in Yellow’s Blessing of the Yellow Sign ability—these
1. Southern Entrance undead can attack the King even if not attacked by
the King first.
As the path approaches your destination, it cuts If the King has ghouls or other undead under its
through the rocky ridge surrounding the entire command, the PC can neutralize the King’s control
amphitheater. The Cradle of Myths sits within a over some of them; as an action, the PC can use the
shallow depression surrounded by the ridge. rod to force a number of ghouls up to the PC’s spell-
At the opening of the path stand two white casting ability modifier plus their proficiency bonus
marble statues of tall, gaunt humanoids each clad to make a DC 15 Wisdom saving throw, permanently
in robes and gripping a staff in one hand—repre- severing their connection to the King in Yellow on a
sentations of the Ashen Lords. failure. Note this action doesn’t give the PC control
over the undead—it only prevents the King from
This pathway travels through a small valley and con- commanding the selected undead for the rest of
nects the Halls of the Dead with the Cradle of Myths, the battle, and those undead are no longer friendly
a walk of about ten minutes. toward the King. Uncontrolled ghouls resume acting
as noted in And So It Begins, below (page 71).
In addition, if a PC has accepted the help from the
psychic storm, they can use its powers to control any
68
Grand Finale
69
Grand Finale
of the ghouls (see above for the powers the storm 6. Performance Field
grants).
Neither The Ten Thousand Rod nor the psychic An immense space lies between the seating
storm can affect the King in Yellow’s control over its stands and the back wall. Two-dozen undead crea-
rotting servitors. tures, standing at stiff attention awaiting orders,
occupy the field in several places.
4. The Performer A dozen or more chunks of earth and stone
Of all the flying platforms, this larger one hovers the float midair above the field. Most of them hover
closest to the seating stands (Area 7, below). Ishvani a few feet high, while one of the larger such plat-
gives the entire solo performance of The King in Yellow forms hovers about sixty feet from the ground.
from here if possible, using the amphitheater’s magic to
project her voice throughout the place in proper dramat- The entire area between the seating stands and the
ic fashion. Once she completes her performance and back wall serves as the stage and performance area
becomes one with the King in Yellow, the entity leaves for the amphitheater.
this platform if necessary or tactically prudent. Creatures. Altogether, 24 ghouls stand at atten-
Ishvani’s performance. What the PCs see on this tion in various places across the field. (For details
flying platform depends on which scenario the PCs as to how these undead act during combat, And So
encounter here. If they come before Ishvani com- It Begins, page 71). Unless commanded to move or
pletes her performance, the PCs see her atop the attack, the ghouls do not enter the battle. The ghouls
platform, acting out the play. If the PCs arrive after do, however, attack any creature other than Ishvani
the King in Yellow possesses Ishvani, they see the entering a space adjacent to them.
avatar in its pallid mask standing here. Development. Any creature on or above the field
So long as Ishvani chooses to continue her perfor- can tap into magic allowing them to project their
mance, she remains on this flying platform if possi- voice throughout the amphitheater. A creature enter-
ble—she wants her creativity to be seen and heard. ing the field immediately knows this magic is at their
Should the PCs pose too much a threat, however, she disposal. While she gives her performance, Ishvani
moves to the most advantageous place she can reach. uses this magic to project her voice throughout the
Development. If Ishvani interrupts the ceremony locale.
to deal with the PCs (see And So It Begins, below), The stone and earth platforms are described
she can stay on this platform or move as makes above. Ishvani Tzekes (or the King in Yellow, depend-
the most tactical sense. Should she interrupt the ing on which scene occurs) stands upon the highest
summoning, then her primary motivation changes to elevated platform (Area 4, above). Another, smaller,
killing the PCs—they’ve interfered for the last time. platform, hovers almost as high near the larger one
(Area 5, above). Barnabus, Ishvani’s bodyguard,
5. The Bodyguard stands on this chunk of rock.
A series of braziers filled with burning coals form a
A muscular human wearing gaudy armor and perimeter around the entire amphitheater. Fashioned
wielding a long spear and shield stands upon this of bronze, each brazier stands 4 feet in height with a
smaller flying platform. Despite the showiness of diameter of 3 feet. Knocking a brazier over requires
his panoply, he looks determined and experienced a DC 14 Strength check. The fire within each brazier,
in combat. while hot, isn’t magical.
Several statues stand in various places throughout
This flying platform hovers about five feet away from the amphitheater. Each statue depicts an important
the larger platform holding Ishvani (or the King in Ashen Lord.
Yellow).
Creatures. Ishvani’s bodyguard, Barnabus (a 7. Seating Stands
gladiator), stands on this platform and watches for
trouble. His job is to protect either Ishvani or, once The seating stands are constructed in a half-circle
the King in Yellow appears, the King. He wears a ring with concentric rings, each ring elevated above
of jumping in case he needs to make a prodigious the one before it, with nine rings in all. Each ring
leap. He holds absolute loyalty to Ishvani; while he holds numerous seats. The higher the elevation,
doesn’t like the idea of her becoming possessed, he’s the better the view of the amphitheater field.
sworn an oath to serve the King in Yellow should that
come to pass. When the amphitheater served as a gathering
If the PCs launch their attack while Ishvani is place, these stands offered comfortable seating to
giving her performance, Barnabus does everything in the audience. The bottom three rings, used by the
his power to stop the intruders and protect her. If the least among the Ashen Lords and their most valued
PCs attack once the King in Yellow has already pos- servants, feature the standard seating. Since many of
sessed Ishvani, Barnabus still does his best to defend these individuals lacked magical prowess, they were
the King, thus honoring Ishvani’s final command. forced to take their seats by way of steps. Beyond the
70
Grand Finale
bottom three rings, a person could not take a seat un- The opening for each of the two versions of this
less they climbed to them (most unbecoming) or used scene opening are described below.
magic (the proper and respected method). The more
important and powerful the individual, the higher Early Arrival
their seat on the stands. If the PCs arrive before Ishvani completes her ritual,
Creatures. One of Ishvani’s allies, the cult mas- read or paraphrase the following when the PCs first
termind (SPCM 405) named Ardat Lilitu, occupies arrive on scene:
the third ring from the bottom toward the center. She
doesn’t attempt to hide her presence, but if combat A lanky humanoid wearing shreds of clothing
erupts, she uses the seats and the ring walls to gain stands at the opening to the arena. It sways as if
half cover from incoming attacks. Once a fight be- unsteady on its feet, and it holds its head cocked
gins, she uses her magic to either keep the intruders at an unnatural angle. The thing lifts its gaze
away from Ishvani or, if appropriate to the toward you and makes an awkward bow in
situation, defend the King in Yellow. your direction.

8. Dual Thrones Creatures. The greeter is a


wight. It doesn’t attack the PCs
The two seats at the top tier unless they attack it first. Once
of the seating stands more it closes to within 20 feet of
resemble ornate thrones for the party, it speaks. Read or
royalty than anything else. paraphrase the following:
They offer a panoramic view
over the entire amphitheater. “Pleased you could make
it—the mistress has been
Long ago, the two most powerful expecting you. I’m to escort
members of the Ashen League occu- you, if you’ll follow me.”
pied these seats during performances
and other public events. They feature The wight turns and lurches for-
magic designed to protect the people ward in the direction of the center
sitting in them should they come under of the field (Area 5, below). If the
attack. PCs refuse to follow, it
Development. Potent stops in its tracks and
magic remains within waits for them. Either
these two seats. While way, Ishvani contin-
a creature sits in one of ues performing The
these seats, if any form of King in Yellow.
energy or physical attack If the PCs choose not
targets them or includes to enter the amphitheater by
them in an area of effect, way of the path, then they do not
a resilient sphere appears encounter the wight. The GM should
to protect them. The sphere describe the scene before them and let them
last for 1 minute and then decide what actions to take next.
dissipates. This effect can only The Performance. The GM can decide just how
activate once per 24 hours. close Ishvani is at this moment to completing her per-
formance. If she needs a minute or more to complete
the ritual when the PCs attack, she stops performing
And So It Begins… and instead focuses on destroying her enemies.
Once the PCs enter the amphitheater by way of the If Ishvani is in the final stages of her ritual, the GM
south entrance (Area 1), the scene begins in earnest. can roll 1d10 to determine how many rounds she
As noted above, which scenario the PCs face depends needs to complete the performance and thus how
on some choices. If the PCs arrive before Ishvani com- she reacts to the PCs’ arrival. As a guide, if she can
pletes her ritual, they can choose whether to attack complete her ritual in 1 to 2 rounds, she spends her
immediately, in which case they won’t have to face the action each round continuing the performance to its
King in Yellow. Alternatively, the PCs can allow Ishvani conclusion. If she needs 4 or more rounds to reach
to complete her ritual and become one with the avatar, completion, she needs to defend herself—she likely
after which they attack. If, on the other hand, the cannot survive that many rounds without fighting
PCs took too much time getting here, they have no back.
choice—they must face the King in Yellow from the Creatures. Should Ishvani need but 1 or 2 rounds
outset. Thus, how this scene opens depends on which to finish her performance, it falls on her two minions
situation the PCs find themselves in. (see below) to buy her the time and protect her.

71
Grand Finale
In this scenario, the PCs encounter the following ◊  T
 he wight (Area 1) is on the field more to impress
enemies: and shock the PCs than fight as a combatant. If
◊  Ishvani Tzekes (page 84). She stands upon one of any creature other than Ishvani enters its threat-
the larger flying platforms (Area 4), reenacting The ened area, the wight attacks. Otherwise, it does
King in Yellow as a one-woman performance. If she not move or fight during this combat.
completes her performance, she becomes the King Later Arrival
in Yellow’s avatar (see Later Arrival, below), heal-
ing half of all damage she has sustained thus far. In this scenario, Ishvani has only moments before
she completes her ritual. When she does, the King in
◊  A
 cult mastermind (SPCM 405) named Ardat Yellow appears and takes possession of its new host.
Lilitu. She holds position in the third ring from Read or paraphrase the following when the PCs first
the bottom in the seating stands (Area arrive on scene:
7), using the low wall and surrounding
seats to provide half cover. Ardat once An eerie, intrusive silence oppresses the amphi-
led a Yellow Sign Cult in a different theater. The air feels charged as if anticipating
city, but that cult suffered annihila- a thunderstorm, and it leaves a coppery taste in
tion. She doubts whether Ishvani is your mouth.
the best host for the King in Yellow Ishvani stands on one of the floating rock
and believes the honor should be platforms, suspended some sixty feet from the
hers instead. ground. A tall, emaciated figure in flowing, tat-
◊  Ishvani’s personal body- tered yellow robes materializes next to her—the
guard, a gladiator named King in Yellow has arrived. It removes its mask and
Barnabus. He stands on a shows Ishvani its face, but you cannot see what
smaller flying platform she witnesses.
(Area 5), keeping both She screams in terror until her voice becomes
eyes open for dangers strangled and tinged with madness. The King in
to his mistress or to Yellow places its hands on Ishvani’s head, after
the King in Yellow. If which its body dissolves into a cloud of pale
he needs to move closer to motes. The motes rush through Ishvani’s mouth
Ishvani, he can either order and eyes until she absorbs the entirety of the
his platform to do so or King’s essence.
he can make long leaps
thanks to the ring of The PCs have limited time to act. The King in Yellow
jumping he wears. stands alone upon one of the larger stone platforms
(Area 4, see above). The characters must attack
◊  I n all, 24 ghouls
the entity and defeat it before it leaves the Cradle
stand at attention
of Myths. If the King departs, it returns to Tiarazan,
in different places
bringing with it the city’s doom, and doom for the
across the field.
world. If the King leaves and the PCs take too much
Ishvani possessed
time returning to the Tzekes mansion, they could end
enough of the
up trapped on this alien world in an alternate materi-
King in Yellow’s
al plane (see Aftermath: Defeat!, below).
essence to
Creatures. In this scenario, the PCs face the
have raised
following enemies:
these ghouls
(who were ◊  The King in Yellow. Which version the PCs face
once living crea- depends on several factors. Each time the avatar
tures on this world), appeared in previous episodes, its next more pow-
but she lacks the erful version appeared, with its Empress incarna-
ability to control tion (the fourth) being last and most powerful of all.
them. If a creature The first and weakest appearance of the King was
other than Ishvani the Countess incarnation. During the King’s second
enters a ghoul’s incarnation, the PCs faced the Marquess.
threatened area For this episode, the PCs are most likely to
(i.e., an adjacent face the third version, the Princess (page 91) or
space), it attacks the fourth and final incarnation, the Empress
but otherwise it (page 93). The appendix includes the stats for both
doesn’t move and versions.
takes no actions If the characters haven’t participated in previous
throughout the acts, the GM must decide which version they en-
battle. counter—either the Princess or the Empress being
72 most suitable as challenges.

Grand Finale
◊  A
 cult mastermind (SPCM 405) named Ardat Lil-
itu. She holds position in the seating stands (Area The Final Conflict
7, above) somewhere in the third ring. She uses The battle between the PCs and their enemies
the low wall and surrounding seats to provide involves several moving pieces and unusual
half cover. Ardat once led a Yellow Sign Cult in a components, including a final villain with a complex
different city, but that cult suffered annihilation. stat block and many powers to choose from. The
Once she sought to be the King’s avatar, but now tactics the characters use and the goal they seek
that Ishvani has incarnated the King, Ardat will do remain in their hands. How everyone else in the
all she can to see the King’s will enacted. fight performs falls on the GM’s shoulders. Here
◊  Ishvani’s personal bodyguard, a gladiator named are some suggestions for how to run this battle
Barnabus. He stands on a smaller flying platform and what tactics Ishvani, the King in Yellow, and the
(Area 5, see above), keeping both eyes open for two cultists might utilize. All by herself, Ishvani has
dangers to his mistress or to the King in Yellow. a complicated stat block; when she becomes the
He is elated but also disturbed to see his mistress avatar of the King in Yellow, things only become
achieve her dream, and now he will protect the more complex.
King at all costs. If he needs to move closer to de- Flying Platforms. If the PCs and the bad guys use
fend his charge, he can either order his platform these platforms and zoom around the battlefield,
to move or he can make long leaps thanks to the the GM may wish to use notecards or slips of paper
ring of jumping he wears. to represent these as a visual reference. This way,
the GM or the players can write the elevation of
◊  I n all, 24 ghouls stand at attention in different
each platform on the paper to help keep track of
places across the field. Through its influence,
things.
the King in Yellow can command some of these
Location. For the most part, Ishvani remains
ghouls at the start of the King’s turn each round
on her platform over the field the entire time she
(this requires no action); how many the King can
gives her performance and conducts the ritual. If
control depends on its CR. The Princess incarna-
the PCs threaten her with serious harm, she moves
tion (CR 19) can command up to 19 ghouls on any
to escape or relocate if necessary. Once the King
given round, while the Empress (CR 22) can com-
in Yellow appears and merges with Ishvani, they go
mand up to 22 ghouls at a time. These undead act
anywhere on the field of combat that makes tactical
on their turn to fulfill the King’s commands. If the
sense.
battle is going in the entity’s favor, it doesn’t bother
Resistances and Immunities. The King in Yellow
issuing commands to the ghouls, leaving them
has numerous special abilities, resistances, and
where they stand.
immunities to track. The GM should take time to
◊  The King in Yellow can command the wight (Area read over the King’s stat block and make special
1, above), but doing so lowers how many ghouls note of the most important defenses and powers.
the King can control (the wight counts as three It’s easy to forget a resistance or immunity in
ghouls). The wight is on the field more to impress the heat of play. See the avatar’s statistics in the
and shock the PCs than fight as a combatant. If appendix for additional suggestions.
left alone and issued no orders, the wight remains The Undead. The undead on the performance
on the field but doesn’t attack. field only activate and enter the battle in certain
circumstances or if the King in Yellow commands
Aftermath: Victory! it—or if a PC wielding The Ten Thousand Rod
If the characters defeat Ishvani before she summons commands it. The GM should generally consider
the King in Yellow, read or paraphrase the following: most of the undead more like a series of minor
obstacles or potential threats rather than
Ishvani unleashes a death scream filled with rage, combatants. If a PC lands in their midst (such as
agony, and loss. She screams to the stars, but they after falling off a flying platform), the undead within
stare back, unblinking and uncaring. Her body 10 feet of them attack. The King in Yellow activates
erupts in a column of yellow-tinged flames. In a only as many undead as necessary at any given time.
few heartbeats, nothing remains of her besides a The GM can adjust how many undead enter the
pile of ash. fight at any time; using fewer of them makes the
The face and the Yellow Sign displayed upon battle easier to manage, using more of them ramps
the surface of the moon fade, then vanish. A blan- up both the complexity and the challenge for the
ket of silence covers the amphitheater. characters.
Something brushes the edge of your conscious- If the ghouls do enter the battle, individually they
ness. In its passing, it leaves you with a sense of pose little threat to any combatants on the field. In
unease and an unresolved tension. You won the groups, however, the ghouls can aid each other’s
battle, but you can’t shake the feeling the war attacks and attempt to grapple an opponent at the
rages on. same time, thus making them more dangerous.

73
Grand Finale
The PCs have won a major victory, but the King still Reducing the Hastur Track
maintains tendrils connected to Tiarazan and other
potential hosts. In this case, the GM can decide how Throughout this act, the PCs have several ways of
long it takes for the King in Yellow to launch its next reducing the count on the Hastur Track. This could
attempt. It might take weeks, months, or even years prove critical with regard to the final encounter in
before the entity against threatens the city, which Chapter 4. If the PCs face off against a lower power
could in turn draw the PCs back again. version of the King in Yellow, their chance of victory
If, on the other hand, the PCs witness the King rises dramatically.
in Yellow possess Ishvani and still manage to defeat ◊  Keep Pallavi Ruza alive during the ambush (2
their combined might, read or paraphrase the follow- counts).
ing instead: ◊  Obtain the Ten Thousand Rod (5 counts).
The King in Yellow hisses and screeches in both ◊  A
 cquire the Ten Thousand Rod without killing the
its own voice and in that of Ishvani. It stumbles high priest of the Irisian temple (2 counts).
one, two, three steps and then it erupts into a ◊  Successfully use the canting urns to break up one
cloud of pale motes of dust and tattered yellow or more mobs (4 counts).
robes. A thunderous shockwave washes over you ◊  Save some of the Drunken Crows from death at
and fills your nostrils with the stench of decay. the hands of the Honored Dead (1 count).
When the eruption fades, a calm silence covers
the arena. Where the King in Yellow once stood, ◊  Leave the Tzekes mansion and enter the Halls of
only his pallid mask remains. the Dead (3 counts).
◊  Exit the Halls of the Dead (3 counts).
◊  Retrieve the Sword of Unmasking (6 counts).
Aftermath: Defeat!
The PCs can fail in one of several possible ways as Conclusion
described below.
This concludes Act III of Have You Found It? Assum-
Total party kill. The adventure ends abruptly in
ing the PCs were victorious and saved Tiarazan, they
defeat. Ishvani becomes one with the King in Yellow
have reason for celebration and relief. The defeat of
and they return to Tiarazan unopposed. Their influ-
the King in Yellow doesn’t only save one city, it saves
ence brings ever-worsening madness and chaos to
countless others across the world.
the city. Thousands of people die, hundreds of others
Unfortunately, as is often the case when fighting
form a new Yellow Sign Cult. Other heroes must rise
the Mythos, winning this battle represents only a
to the challenge and oppose the King.
brief reprieve from the next and more dangerous
The King in Yellow escapes. The PCs need to
encounter. In this case, the King in Yellow has been
make their way back through the Halls of the Dead
defeated, but once he manifests on a world, it always
and into the Tzekes mansion as fast as possible. If
presages the coming of Hastur the Unspeakable.
they succeed in this, they return to Tiarazan only to
Thus, the PCs have won a victory, but the war contin-
find the city in worse shape than when they left. They
ues.
must find the King and force another confrontation
Act IV of Have You Found It? jumps into the future.
with it before the city falls into total ruin. This scenar-
The heroes, either the PCs that survived this act or
io represents more of a setback than a defeat.
new characters, learn of unsettling things occurring
The King in Yellow escapes and severs the di-
in the city of Tiarazan. Facing the King in Yellow was
mensional connection to this plane. Once the King
challenging; opposing Hastur offers a challenge on
in Yellow/Ishvani return to the Tzekes mansion, they
an entirely different level, one guaranteed to push
untether the dimensional chain. Within a handful of
the heroes to the absolute limits of their strength,
minutes, this returns the mansion to its home plane
determination, and sanity.
and forever severs the connection to the realm of the
Ashen Lords. If this is a possibility, the GM needs to
decide how long it takes before this occurs. If it does Experience Points
occur, then the PCs are trapped on a dead and alien By the end of Chapter 4 and the conclusion of Act
world in an alternate plane while their enemy enjoys III, the PCs gain enough experience to reach 12th
free reign in Tiarazan. The PCs may or may not level.
have a way back to their home plane via some spell
or magic item. If they don’t, this ends the adventure.
The GM may allow the PCs to dig up a relic allowing
them to return to their plane, at which point they
must still deal with the King in Yellow and save the
city.

74
Grand Finale
Appendix: NPCs, Monsters, and Items of
Interest
The NPCs included in this adventure possess a wider
range of skills compared to those found in most ad-
ventures. With a few exceptions, these NPCs are often
involved in social interactions with the PCs rather
than only as combatants or enemies. When it comes to
NPCs, what they know and how well they know it are
often more important than their hit points or Armor
Class. NPC combat statistics are included here in case
the GM needs them and because player characters
often do predictably unpredictable (and violent) things.

Non-Player Characters

Amadicia, Leader
of the Quicksilvers
Following the death of the former Quicksilver leader,
Nilima, Amadicia, assumed leadership. Since then,
she’s demonstrated her cunning, intelligence, and
ability to sway people to her way of thinking. Al-
though she favors talking to fighting, she’s a skilled
combatant and she understands that one sometimes
must resort to violence to make a point.
Amadicia has pale but sunburnt skin, reddish hair
with a tinge of gold to it, and a smattering of freckles
along her nose and cheeks. She’s a tall, muscular
woman with an intimidating demeanor.
Although she’s loyal to the Quicksilvers, Amadicia’s
true loyalties lie with Ishvani Tzekes. Their friendship to Ishvani—a brutal fact Amadicia has come to un-
helped Amadicia become faction leader. Unfortunate- derstand in the wake of recent events. She no longer
ly, Amadicia’s loyalty and devotion didn’t mean much knows what to do or what comes next.

Leadership (Recharges after a Short or Long Rest). For 1


Amadicia minute, Amadicia can utter a command or warning when
Medium humanoid (human), neutral evil a nonhostile creature she can see within 30 feet of her
makes an attack roll or a saving throw. The creature can
Armor Class 13 (chain shirt) add a d4 to its roll provided it can see and understand
Hit Points 82 (11d8+33) Amadicia. A creature can only benefit from one Leadership
die at a time. The effect ends if Amadicia becomes
Speed 30 ft. incapacitated.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 10 (+0) 14 (+2) 17 (+3) Actions
Multiattack. Amadicia makes three melee attacks.
Saves Str +4, Con +5
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Skills Athletics +5, Deception +5, Intimidation +5, Percep- one target. Hit: 6 (1d6+3) slashing damage. In addition,
tion +4 if Amadicia hits one target with two scimitar attacks, she
Senses passive Perception 14 inflicts an additional 7 (2d6) slashing damage.
Languages Common, Thieves’ Cant Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing
Challenge 3 (700 XP) damage.
75
Non-Player Characters
Dark Devotion. Amadicia has advantage on saving throws
against being charmed or frightened.
Adira, City Watch
Lieutenant
Although she’s only been part of the Watch for a year,
Adira’s demonstrated a remarkable ability for deesca-
lating situations and keep everyone around her calm.
As a result, she achieved the rank of lieutenant in
short order. She has found it difficult to work within
the confines of the Watch since the organization
remains beholden to so many different masters; this
is especially problematic since she refuses bribes.
Adira is a young woman with dark skin and close-
cropped brown hair. She stands a few inches over five
feet and has a sturdy, athletic build.

Keen Hearing and Sight. Adira has advantage on Wisdom


Adira (Perception) checks that rely on hearing or sight.
Medium humanoid (human), lawful neutral
Resolute. Adira has advantage on saving throws against
Armor Class 16 (scale and shield) being charmed or frightened.

Hit Points 58 (9d8+18) Actions


Speed 30 ft. Multiattack. Adira makes two melee attacks or two ranged
STR DEX CON INT WIS CHA attacks.
14 (+2) 10 (+0) 14 (+2) 11 (+0) 12 (+1) 16 (+3) Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6+2) slashing damage.
Skills Athletics +4, Intimidation +5, Perception +3, Persua-
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5
sion +5
ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing
Senses passive Perception 13 damage, or 6 (1d8+2) if used with two hands to make a
Languages Common melee attack.

Challenge 3 (700 XP)


Reactions
Unit Tactics. Adira has advantage on an attack roll against Parry. Adira adds 2 to her AC against one melee attack that
a creature if at least one of her allies is within 5 feet of the would hit her. She must be able to see the attacker and be
target and the ally isn’t incapacitated. wielding a melee weapon.
Action Surge (Recharges after Short or Long Rest). On her
turn, Adira can take one additional action.

76
Non-Player Characters
Braiham Tzekes,
Family Patriarch
The head of the Tzekes family has spent his life
collecting relics and rare objects from the past,
especially magical ones. He also dabbles in collect-
ing art, although more for the prestige this pursuit
offers than any appreciation for art. He has traveled
to many distant lands and has thus collected a wide
variety of unusual curios. During his travels, he
became a warlock with the Elder Influence
pact—something he sees as a mutually ben-
eficial business arrangement more than
anything else. His arrogance and sense of
superiority prevented him from realizing
what his youngest daughter, Ishvani, was
doing and how. By the time Braiham re-
alized what she’d done, it was too late for
him to stop her. He must now live with
the knowledge that one of his children
doomed the entire family to destruction.
Braiham is a tall, slender man with a
narrow, angular face and dark skin. In
spite of being in his late 50s, his hair
remains raven-black with a prominent
widow’s peak.

77
Non-Player Characters
casts and any ranged weapon attack he makes is doubled.
Braiham Tzekes (Elder Influ-
ence Pact) Special Equipment. Braiham carries a rod of the pact
keeper (+2). The adjustments for this magic item are
Medium humanoid (human), neutral evil already included in his stats. He can spend an action to
regain 1 warlock spell slot while wielding this rod. He must
Armor Class 12 (15 with mage armor)
complete a long rest to recharge this property.
Hit Points 71 (13d8+13)
Speed 30 ft. Actions
Armor of Shadows (Recharges after a Short or Long Rest).
STR DEX CON INT WIS CHA
Braiham casts mage armor on himself.
8 (-1) 15 (+2) 12 (+1) 16 (+3) 16 (+2) 20 (+5)
One with Shadows. While in dim light or darkness, Braiham
Saving Throws Wis +6, Cha +9 can become invisible. He remains so until he moves or
Skills Deception +9, History +7, Intimidation +9, Percep- takes an action or reaction.
tion +6, Persuasion +9 Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing
Senses darkvision 120 ft., passive Perception 16
damage.
Languages Aklo, Common, Draconic, Elvish, Undercom-
mon Reactions
Challenge 9 (5,000 XP) Dimensions Unfathomed (1/Day). When Braiham is hit
by an attack, he can use his reaction to twist space. If he
Alien Perspective. Braiham has advantage on saving
would have been out of reach or range of the attack if he
throws against effects that would cause his actions to
were twice as far away as he actually is, the attack misses.
be determined by a die roll or by other creatures (e.g.,
If doubling the distance would move Braiham from normal
confusion or symbol (insanity)). He also has advantage
range to long range and the attack didn’t already have
on saves against effects that would give him the charmed
disadvantage, the attacker makes a new attack roll and uses
condition, frightened condition, madness, insanity, or one
that result if it is worse than the original attack roll.
or more levels of dread.
Devil’s Sight. Braiham can see normally in darkness, both Lair Actions
magical and nonmagical, to a distance of 120 feet.
The Tzekes mansion labors under a dimensional shifting
Eldritch Sight. Braiham can cast detect magic at will, effect that makes movement unpredictable for most
without expending a spell slot. creatures. Since this is his home, Braiham can control and
Dimensions Unfathomed. When Braiham damages a target manipulate certain physical elements within his mansion
with a warlock cantrip, it teleports to an unoccupied space as described below.
he chooses that isn’t hazardous to it and that he can see When fighting within his mansion, Braiham can manipulate
within 10 feet of it. reality to take lair actions. On initiative count 20 (losing
Spellcasting (Pact Magic). Braiham Tzekes is a 13th-level initiative ties), Braiham takes a lair action to cause one of
spellcaster. His spellcasting ability is Charisma (spell save the following effects:
DC 19, +11 to hit with spell attacks). He has three 5th- Alter Distance. As a bonus action, Braiham can distort
level slots, which he regains after finishing a short or long physical dimensions. He picks a space he can see within
rest, and knows the following warlock spells: 60 feet that is up to 30 feet long and 10 feet wide. He
Cantrips (at will): (4 known): eldritch blast, friends, hold then decides what the actual distance between him and
person, mage hand, prestidigitation the chosen area is, to a minimum of 5 feet and a maximum
of 120 feet. This effect lasts until the start of Braiham’s
1st–5th level: banishment, blight, blink, charm person,
next turn or he can end it as a bonus action.
clairvoyance, confusion, dimension door, dispel magic,
greater invisibility, hold monster, identify, illusory script, Alter Structure. As a bonus action, Braiham can add or
mist of R’lyeh (SPCM 109), planar binding, remove remove a doorway from a space he can see within 30 feet.
curse, rope trick, scrying, see invisibility, shadow of the He can remove a door, transforming that space into wall,
nightgaunt (SPCM 113), suggestion, teleportation circle or he can add a functional door. He can only add a door to
part of an existing wall. A created door functions like most
Mystic Arcanum (2/Day). Braiham can cast the following
doors in the mansion and is affected by the dimensional
spells once each without expending a spell slot: flesh to
shifting. A removed or created door returns to its previous
stone, force cage.
state after 1 minute.
Trickster’s Escape (Recharges after a Long Rest). Braiham
Dimension Door. As a move, Braiham can change his
can cast freedom of movement on himself without
location to anywhere in the mansion except rooms 19 and
expending a spell slot.
20 on the ground floor and room 13 on the second floor.
Cosmic Loophole. Braihim’s reach with melee weapon He doesn’t need to move through doors to go from room
attacks and melee warlock spell attacks increases by 5 to room.
feet. The range of any warlock spell of 5th level or lower he
78
Non-Player Characters
Eileen Lakshmi
Starting at the age of 14 and for a decade thereafter,
Eileen worked as a personal maid servant to Anush-
ka and Ishvani Tzekes, essentially growing up as they
matured. During this period of time, she became
close friends with both sisters—or at least as close
as a member of the servant class could ever hope
to get to heiresses of the main mercantile fami-
lies. She played with the sisters, helped them get
dressed and made look presentable, and
listened when they needed someone to com-
plain to. As often happens with servants, her
presence was frequently overlooked, which meant
she heard a great many salacious, juicy details and
gossip. The moment Ishvani felt she couldn’t trust
Lakshmi, the servant knew her days were numbered.
Lakshmi stands a few inches short of six feet tall
and has a thin, almost gaunt build. She has light
skin, deep brown eyes, and cropped hair that looks
like someone hacked it with a butcher knife (which is
exactly what happened when she entered prison).

Eileen Lakshmi
Medium humanoid (human), neutral

Armor Class 12
Hit Points 9 (2d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


9 (-1) 14 (+2) 10 (+0) 13 (+1) 16 (+3) 17 (+3)

Skills Deception +5, Insight +5, Perception +5, Persuasion


+5
Senses passive Perception 15
Languages Common
Challenge 0 (10 XP)

Actions
Improvised Weapon. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 4 (1d4+2) bludgeoning, piercing, or
slashing damage.

79
Non-Player Characters
Errimac, Watch
Captain
Errimac has served on the City Watch for more than
a decade, and he’s served as a watch captain for
three of those years. During that time, he’s acquired
a tendency toward pessimism, and suspicion of other
people’s motives, but at the same time he still tries to
help people and stop crimes.
Since an increasing number of Errimac’s duties
involve paperwork and supervision, he’s started to
put on some pounds but he remains in good shape.
He has dark tan skin with a strong nose and a rugged
look. He is mostly bald, with only fringes of gray hair
along the sides of his head.

Errimac, Watch Captain


Medium humanoid (human), lawful good

Armor Class 18 (chain mail and shield)


Hit Points 71 (11d8+22)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 15 (+2) 15 (+2) 14 (+2) 14 (+2)

Saves Str +4, Con +5


Skills Intimidation +5, Insight +5, Investigation +5, Percep-
tion +5, Persuasion +5
Senses passive Perception 15
Languages Common
Challenge 5 (1,800 XP)

Action Surge (Recharges after Short or Long Rest). On his


turn, Errimac can take one additional action.
Keen Hearing and Sight. Errimac has advantage on Wisdom
(Perception) checks that rely on hearing or sight.
Resolute. Captain Errimac has advantage on saving throws
against being charmed or frightened.

Actions
Multiattack. Errimac makes three melee attacks.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6+3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing
damage.

80
Non-Player Characters
Father Emil
Lukaris, High
Priest of Irisia
For over twenty years, Emil Lukaris fought as a
mercenary with the Golden Lions company. He
earned a reputation for being a canny but ruthless
leader with the knack for knowing the enemy’s plans
before they did. After two decades of bloodshed with
little to show for it other than a true understanding of
death, he retired as a soldier and entered seminary in
the faith of Irisia, goddess of death. For the past two
decades, he has served the temple in Tiarazan, rising
through the hierarchy to become high priest last year.
In spite of his change in profession and his age,
he retains his old strength and strong, grizzled face
frozen into a permanent, judgmental scowl. He has
dark black skin marred in many places by old scars,
including one across his nose and left cheek.

3rd level (3 slots): bestow curse, crusader’s mantle,


Father Emil Lukaris, High dispel magic, mass healing word, speak with dead, spirit
Priest of Irisia guardians
Medium humanoid (human), lawful neutral 4th level (3 slots): banishment, blight, freedom of
movement, stoneskin
Armor Class 18 (plate armor)
5th level (1 slot): enervation, flame strike, greater
Hit Points 110 (17d8+34)
restoration, hold monster
Speed 30 ft. Special Equipment. Lukaris wields The Ten Thousand
STR DEX CON INT WIS CHA Rod as a two-handed weapon with a +3 bonus to attacks
17 (+3) 11 (+0) 15 (+2) 13 (+1) 18 (+4) 15 (+2) and damage. See the rod’s description for its powers and
capabilities.
Saving Throws Con +6, Wis +8
Skills Athletics +7, Insight +8, Intimidation +6, Medicine Actions
+8, Perception +8, Religion +5 Multiattack. Lukaris makes two attacks with The Ten
Thousand Rod.
Senses passive Perception 18
The Ten Thousand Rod. Melee Weapon Attack: +10 to
Languages Common, Draconic
hit, reach 5 ft., one target. Hit: 13 (2d6+6) bludgeoning
Challenge 9 (5,000 XP) damage.

Priest of Death. Father Lukaris can cast each of the Death Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one
following spells once per day without expending a spell creature. Hit: 14 (3d6+4) necrotic damage and the target
slot: speak with dead, death ward, and circle of death. must succeed at a DC 16 Constitution saving throw or
have their hit point maximum reduced by an amount equal
Spellcasting. Father Lukaris is a 9th-level spellcaster. His to the damage they took. If a creature’s hit point maximum
spellcasting ability is Wisdom (spell save DC 16, +8 to is reduced to 0, it dies.
hit with spell attacks). He has the following cleric spells
prepared:
Reactions
Cantrips (at will): guidance, resistance, sacred flame, spare
Deadly Strike (Recharges after Short or Long Rest). When
the dying
he makes a melee attack, Father Lukaris can call upon his
1st level (4 slots): bless, command, divine favor, guiding goddess for true aim. He gains a +10 bonus to an attack
bolt, shield of faith roll. He can add this bonus before or after he rolls his
2nd level (3 slots): aid, blindness/deafness, hold person, attack.
ray of enfeeblement, spiritual weapon, silence

81
Non-Player Characters
82
Non-Player Characters
Gamina
Goldenbrook
Growing up as orphans on the streets of Tiarazan
taught hard lessons to Goldenbrook and her partner
in crime, Joorma Quickhands. They learned to trust
one another and to assume no one else would help
them or save them. Together, they formed a routine
wherein she used her voice to enrapture audienc-
es while Quickhands relieved them of their coin
pouches. Her life changed when a new bardic troupe,
the Drunken Crows, arrived in the city, and she felt
the overpowering desire to join them. Although her
friend doesn’t understand her reasons for joining, he’s
remained at her side as a matter of course.
Goldenbrook has dark tan skin, light brown hair,
and piercing green eyes. She’s taller and more
muscular than Quickhands, and she considers it her
responsibility to protect him from a cruel world.

Cantrips (at will): friends, message, vicious mockery


Gamina Goldenbrook 1st level (4 slots): charm person, disguise self, hideous
Medium humanoid (human), chaotic evil
laughter, silent image, thunderwave
Armor Class 15 (studded leather) 2nd level (3 slots): enhance ability, suggestion
Hit Points 36 (8d8) Taunt. Goldenbrook can use a bonus action on her turn
to target one creature within 30 feet of her. If the target
Speed 30 ft.
can hear her, it must succeed on a DC 14 Charisma saving
STR DEX CON INT WIS CHA throw or have disadvantage on ability checks, attack rolls,
10 (+0) 16 (+3) 10 (+0) 11 (+0) 12 (+1) 18 (+4) and saving throws until the start of Goldenbrook’s next
turn.
Saves Dex +5, Wis +3
Skills Acrobatics +5, Deception +8, Performance +8, Actions
Sleight of Hand +5 Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Senses passive Perception 10 target. Hit: 6 (1d6+3) piercing damage.

Languages Common, Thieves’ Cant Shortbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.
Challenge 2 (450 XP)
Mesmerizing Voice (3/Day). When Goldenbrook sings,
Spellcasting. Goldenbrook is a 4th-level spellcaster. Her she can imbue her voice with magical qualities like the
spellcasting ability is Charisma (spell save DC 14, +6 to enthrall spell. The effect ends if Goldenbrook becomes
hit with spell attacks). She has the following bard spells incapacitated or can no longer speak.
prepared:

83
Non-Player Characters
Ishvani Tzekes Ishvani Tzekes
Medium humanoid (human), neutral evil
The youngest daughter of Braiham Tzekes and
younger sister to Anushka Tzekes, Ishvani has al- Armor Class 13 (18 with mage armor, ring of protection)
ways been the family’s most talented scholar and Hit Points 170 (20d8+80)
artist. Despite this, she has always taken great
care to laud her sister’s abilities at the expense of Speed 30 ft.
her own. Ishvani comes across as somewhat shy STR DEX CON INT WIS CHA
but energetic, intelligent but naïve, and temper- 10 (+0) 16 (+3) 18 (+4) 20 (+5) 18 (+4) 22 (+6)
amental. When she informed her parents of her
desire to become a musician or, worse yet, an Saves Dex +9, Wis +10, Cha +12
actor, they punished her until she relented. In
private, however, she found other ways to explore Skills Arcana +15, Deception +11, History +10, Investigation
her creative nature and became a disciple of +10, Perception +9, Perform +16, Persuasion +16, Yog-So-
Molleus the Eye. thothery +13 (SPCM 37)
Ishvani is intelligent, cunning, and good at Condition Immunities blinded, charmed, deafened, fright-
planning. At the same time, her inexperience ened, petrified, stunned
can lead her to make incorrect decisions when
Senses darkvision 60 ft., passive Perception 19
time doesn’t allow planning. Ishvani is a slightly
plump, pretty young woman with flowing black Languages Aklo, Common, Draconic, Elvish
hair, dark tan skin, and expressive eyes. Challenge 14 (11,500 XP)
Ishvani has established a significant network
of spies, minions, and supporters throughout Aberrant Insights. Ishvani can expend one use of Bardic
the city. She maintains contact with members Inspiration to improve her Wisdom and Charisma checks
of this network through a variety of means. She made to interact with aberrations, fiends, monstrosities,
has several personal servants who deliver her oozes, and undead. She rolls d12 and adds the number rolled
messages without question. She can cast animal to all Wisdom and Charisma checks she makes to interact
messenger to get a note to one of her agents in with one such creature or a group of such creatures for 10
the city within an hour’s time. Finally, should she minutes. She can communicate simple concepts with the
choose, she can spy on or follow anyone unseen chosen creature or group as part of attempting the check,
by wearing the lesser pallid mask with its Unde- even if she lacks a common language.
tectable Presence ability. Bardic Inspiration (7 times, Recharges after Short or Long
Ishvani is a recurring villain and the focal point Rest). Ishvani can inspire others with her words or music.
of the King in Yellow’s presence and activity in As a bonus action, she can choose one creature other than
Tiarazan. When the avatar manifests, it does so herself within 60 feet of her that can hear her. That creature
through Ishvani if at all possible. As the adven- gains a d12 Bardic Inspiration die.
tures progress, Ishvani quickly grows in power
Once within the next 10 minutes, the creature can roll the
and experience as she receives visions and signs
die and add the number rolled to one ability check, attack
from the King to help guide her schemes.
roll, or saving throw it makes.
Cutting Insights. While wearing the lesser pallid mask,
Ishvani has advantage on all Intelligence- and Wisdom-based
checks.
Eldritch Symbolism. Ishvani can quickly identify symbols
and writings. She has advantage on Intelligence (Arcana),
Intelligence (Investigation), and Wisdom (Perception)
checks to notice, identify, or bypass magical writing and
magic traps. She has advantage on saving throws against
magic traps and the effects of magic items.
In addition, Ishvani can expend a use of Bardic Inspiration as
an action to cast glyph of warding without consuming the
material components. She must still expend a spell slot. She
rolls her Bardic Inspiration die and adds the number rolled to
the DC of any Intelligence (Investigation) check to find her
glyph.
Fearless. As long as Ishvani is attuned to the lesser pallid
mask, she is immune to being charmed or frightened.
Continued on Page 85
84
Non-Player Characters
85
Non-Player Characters
with her, that person can observe Ishavni normally until
Ishvani Tzekes (continued) the following dawn. This feature does not hide Ishvani
Masked Resilience. As long as Ishvani remains attuned from senses other than vision, hearing, and scent.
to the lesser pallid mask, she can’t be blinded, deafened, Unnatural Presence. While attuned to the lesser pallid
petrified, or stunned. mask, animals within 30 feet of Ishvani become hostile
Ring of Eibon (3 charges). While wearing this ring, Ishvani toward her.
can’t be surprised and she gains advantage on initiative Yog-Sothothery Philosopher. Ishvani can expend one
rolls. As a bonus action, Ishvani can speak the ring’s Bardic Inspiration die and add the number rolled to a
command word and spend 1 charge to focus her future Wisdom (Yog-Sothothery) check she made after she makes
sight. Until the start of her next turn, attack rolls against the check.
her are made with disadvantage and she has advantage on
attack rolls, ability checks, and saving throws. If she uses In addition, if she fails a saving throw that applied the
the Ready action on her turn, she doesn’t need to specify penalty from the Yog-Sothothery skill, she can expend
an action that will trigger her reaction. one use of Bardic Inspiration at the start of her next turn
if the effect is still going and she is conscious, even if she
Spellcasting. Ishvani is a 20th-level spellcaster. Her is incapacitated or prevented from controlling her own
spellcasting ability is Charisma (spell save DC 19, +11 to actions. She makes a new save and adds the number rolled
hit with spell attacks). She knows the following spells: on her Bardic Inspiration die to the result of her saving
Cantrips (at will): eldritch blast, message, minor illusion, throw. On a success, the effect ends but she can’t take a
vicious mockery bonus action that turn.
1st level (4 slots): charm person, hex, lethargy of Special Equipment. Cape of displacement, ring of
Tsathoggua (SPCM 106), mage armor, mist of R’lyeh protection. Ishvani also wears the lesser pallid mask (SPCM
(SPCM 109) 130) and the ring of Eibon (SPCM 128).
2nd level (3 slots): crown of madness, enthrall, hold
person, ray of enfeeblement, suggestion Actions
3rd level (3 slots): glyph of warding, lure byakhee (SPCM Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one
106) song of Hastur (SPCM 114), Yellow Sign (SPCM 116) target. Hit: 6 (1d6+3) piercing damage.

4th level (3 slots): black tentacles, third eye masterpiece Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach
(SPCM 115) 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4+3) piercing
damage.
5th level (3 slots): bind byakhee (SPCM 93), dominate
person, mislead Portrait of Perfect Likeness. Ishvani can imitate unnatural
creatures with perfect clarity through her art. As an
6th level (2 slots): grace of the King in Yellow (SPCM 103), action, she can expend a Bardic Inspiration die instead of
eyebite, mass suggestion expending a spell slot to cast polymorph. When she casts
7th level (2 slots): contrary melody (SPCM 99), force cage the spell with this feature, she assumes the form of an
aberration or monstrosity instead of a beast. The aberration
8th level (1 slot): feeblemind, pipes of madness (SPCM
or monstrosity must have a challenge rating less than or
110)
equal 6 (one-third of her bard level). Once while the spell
9th level (1 slot): weird lasts, she can roll the Bardic Inspiration die (d12) after
Undetectable Presence. While Ishvani wears the lesser she hits with a weapon attack and add the result to the
pallid mask, observers do not notice her presence unless damage.
she interacts with them personally. Even interactions Among her favored forms to transform into, Ishvani enjoys
between her and other noticed creatures do not alert changing into a byakhee (SPCM 287), a formless spawn
observers to Ishvani’s presence. Once someone interacts (SPCM 321), or a leng spider (SPCM 342).

86
Non-Player Characters
Pallavi Ruza
The matriarch of the Ruza family for the past decade,
Pallavi has guided her family through the labyrin-
thine politics of Tiarazan and kept her family in its
rightful place in the social hierarchy. She represents
a traditionalist point of view with no interest in
progressive change or upsetting the city’s political
balance. She became leader of the Immemoriabilis
Society two years ago when her predecessor disap-
peared. Pallavi views the Society as a secret bulwark
against chaos and anarchy in her city, and she wields
the Society’s resources as a defender of “the way
things should be.” She despises Molleus and wants
to eradicate the Mummers, but of late she has turned
her focus to stopping the possessed mobs and pun-
ishing anyone associated with them.
Pallavi Ruza is an elegant, regal woman in her late
fifties with dark tan skin and light brown hair kept
tied in a braid. She has expressive but somewhat
judgmental brown eyes that never miss a detail.

do so before the roll, and she can replace a roll in this way
Pallavi Ruza once per turn.
Medium humanoid (human), lawful neutral
Spellcasting. Ruza is a 7th-level spellcaster that uses
Armor Class 11 Intelligence as her spellcasting ability (spell save DC 14,
+6 to hit with spell attacks). Ruza has the following wizard
Hit Points 49 (9d8+9) spells prepared:
Speed 30 ft. Cantrips (at will): light, message, minor illusion,
prestidigitation
STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 13 (+1) 18 (+4) 17 (+3) 15 (+2) 1st level (4 slots): charm person, comprehend languages,
detect magic, protection from evil and good
Saving Throws Int +6, Wis +5 2nd level (3 slots): blindness/deafness, detect thoughts,
Skills Arcana +6, History +6, Investigation +6, Perception hold person
+5, Yog-Sothothery +5 3rd level (3 slots): fireball, haste
Senses passive Perception 15 4th level (1 slot): black tentacles
Languages Aklo, Common, Elvish
Challenge 3 (700 XP)
Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach
Portent. At the start of each day, Ruza rolls two d20s. She 5 ft., one target. Hit: 3 (1d4+1) piercing damage.
can replace any attack roll, saving throw, or ability check
she makes by one of these two rolls. She must choose to

87
Non-Player Characters
Pallminya, Acolyte
of Irisia
Although Pallminya grew up in a minor noble family,
her position as the youngest of three children meant
she could expect no inheritance or major role in
family affairs. She joined the faith of Irisia, goddess
of death, more out of her desire to choose something
uncomfortable to her family than anything else.
Pallminya is a stocky young woman with dark skin,
cropped black hair, and hazel eyes. Her eyes reveal
the world-weariness of someone older and more
mature than her eighteen years might suggest.

Pallminya, Acolyte of Irisia


Medium humanoid (human), neutral

Armor Class 10
Hit Points 49 (9d8+9)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 11 (+0)

Skills Medicine +5, Religion +3


Senses passive Perception 12
Languages Aklo, Common, Elvish
Challenge 2 (450 XP)

Spellcasting. Pallminya is a 5th-level spellcaster. Her


spellcasting ability is Wisdom (spell save DC 13, +5 to
hit with spell attacks). She has the following cleric spells
prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): bless, cure wounds, sanctuary
2nd level (3 slots): aid, calm emotions, hold person
3rd level (2 slots): beacon of hope, dispel magic

Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 3 (1d6) bludgeoning damage.

88
Non-Player Characters
Riya Tzekes
Before Riya married Braiham, the wealth and influ-
ence of the Tzekes family was on the wane after a
number of failed investments. Riya, born and raised
by a teacher and a scribe, brought a sharp mind and
impressive skills to the Tzekes family, elements that
allowed her to restore the family fortune. Although
she loved Braiham through their first twenty years
of marriage, her husband has changed for the worse
these past five years. He’s become obsessed with
trips to distant lands, and he spends staggering sums
of gold to purchase antiquities and old books. He’s
ceased having any interest in the mercantile busi-
ness.
For now, Riya carries on her responsibilities
as lady of the estate. She manages finances and
continues growing the business. With the death of
her daughter, Anushka, and the strange changes in
personality her youngest daughter has demonstrat-
ed, Riya Tzekes now wonders if she belongs there
anymore.
Riya Tzekes is a somewhat short and stout matron-
ly woman in her early fifties. She has dark black skin,
big brown eyes, and black hair she keeps tied back.
Despite her short stature, she emanates presence
and demands respect. One dark look from her is
enough to unnerve anyone daring to displease her.

Riya Tzekes
Medium humanoid (human), lawful neutral

Armor Class 11
Hit Points 36 (8d8+8)
Speed 30 ft.

STR DEX CON INT WIS CHA


8 (-1) 13 (+1) 12 (+1) 18 (+4) 17 (+3) 17 (+3)

Skills History +6, Insight +7, Investigation +8, Perception +5,


Persuasion +5, Religion +6
Senses passive Perception 15
Languages Common, Elvish
Challenge 0 (10 XP)

Special Equipment. Riya Tzekes carries a staff of healing.

Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing
damage.

89
Non-Player Characters
The King in Yellow
Avatar
Regardless of the incarnation of the King in Yellow to
manifest, they appear as a tall, gaunt humanoid, their
face hidden behind a pale mask layered with strips
of peeled flesh. They wear the tattered remnants of a
long, yellow robe; these strips of cloth undulate and
flow as if each has a life of its own.
Two versions of the avatar are detailed below,
each one more powerful than its predecessor. Each
time the avatar is summoned, its next more powerful
(i.e., higher challenge rating) version appears. The
versions described below are based upon possessing
the body and mind of Ishvani Tzekes.

The King in Yellow Avatars


Any avatar of the King in Yellow is powerful and possesses many abilities and options. This can make the avatar
challenging for the GM to play in the middle of combat, especially if the villains have multiple combatants
on their side. Several of the avatar’s abilities work together synergistically, which can also prove difficult to
remember during a fight scene. Consider the following when running the King in Yellow’s avatar:
Since Ishvani Tzekes wears the ring of Eibon, so too does the King in Yellow’s avatar when it possesses her.
The ring grants advantage on Dexterity ability checks and initiative rolls. This stacks with Ishvani’s Jack-of-all-
Trades class feature, granting the avatar a +3 bonus (one-half their proficiency bonus) to all ability checks and
initiative. Thus, the avatar has advantage on initiative checks and makes the roll with a significant bonus. Also,
the GM should keep in mind the ring’s future sight ability to impose disadvantage on attack rolls against the
avatar while granting the avatar advantage on attack rolls, ability checks, and saving throws. The avatar can use
this property three times in the battle.
The King in Yellow avatar possess the Bardic Inspiration feature. This allows them to impose considerable
influence on the battle; adding or subtracting (see the Cutting Words power) a d12 roll to someone else’s check
is a potent tool. The best use of Bardic Inspiration is for the avatar to identify their most dangerous enemy in the
fight and then enhance attacks on that target or use Cutting Words to reduce that target’s rolls. Since the avatar
can use this feature as its bonus action, reaction, legendary action, or all three, it can make life difficult for the
PCs.
The Cursed Tatters feature can affect almost any creature foolish enough to engage the avatar in melee
combat, especially monks using unarmed attacks or spellcasters using melee touch spells as they automatically
fail the saving throw against the Tatters. This becomes especially important because, as part of the King in
Yellow’s influence, it can use Rising of the Dead (SPCM 222); don’t forget that the limit on how many total
challenge ratings of undead the avatar can control at once must equal or be less than the avatar’s CR. A creature
affected by Cursed Tatters suffers disadvantage on any saving throw against spells or effects caused by an
undead that cause psychic damage, exhaustion, confusion, or the charmed or frightened condition. Together,
these are powerful abilities that can quickly overwhelm the PCs.
When it comes to saving throws, the avatar has several high save bonuses, and the GM should keep in mind
the avatar also has both the Magic Resistance and Legendary Resistance features, which can prevent some
extremely deleterious effects.
Finally, the tactics the avatar chooses have a tremendous effect on the battle. If the King in Yellow feels
playful, finds itself intrigued by the PCs, or wants to prolong the fight for its own amusement, then it uses
spells and attacks designed to weaken the PCs without killing them outright. If this occurs, it should become
obvious to the characters that the avatar is toying with them. If, on the other hand, the avatar considers the PCs
dangerous or they anger it, then it uses spells and other attacks designed to kill or eliminate enemies quickly. If
the characters inflict damage on the King in Yellow, then it feels more inclined to destroy them than allow them
to linger.

90
Non-Player Characters
truths. The victim has disadvantage on all saving throws
The Princess (King in Yellow against spells and effects created by the Princess or
Avatar) any undead creature that deals psychic damage, causes
Medium fiend (human, proxy), chaotic evil exhaustion, or causes confusion or the charmed or
frightened conditions. This curse lasts until dispelled by a
Armor Class 23 (protective wrappings) remove curse spell or similar magic.
Hit Points 204 (24d8+96) Eldritch Symbolism. The Princess can quickly identify
Speed 30 ft. symbols and writings. They have advantage on Intelligence
(Arcana), Intelligence (Investigation), and Wisdom
STR DEX CON INT WIS CHA (Perception) checks to notice, identify, or bypass magical
10 (+0) 18 (+4) 18 (+4) 20 (+5) 19 (+4) 22 (+6) writing and magic traps. They have advantage on saving
throws against magic traps and the effects of magic items.
Saves Dex +10, Con +10, Wis +10, Cha +12 In addition, the Princess can expend a use of Bardic
Skills Arcana +16, Deception +12, History +11, Investiga- Inspiration as an action to cast glyph of warding without
tion +11, Perception +10, Perform +18, Persuasion +18, consuming the material components. They must still
Yog-Sothothery +14 (SPCM 37) expend a spell slot. They roll their Bardic Inspiration die
and adds the number rolled to the DC of any Intelligence
Damage Immunities psychic
(Investigation) check to find their glyph.
Damage Resistances bludgeoning, piercing, and slashing
Ring of Eibon (3 charges). While wearing this ring, the
Condition Immunities blinded, charmed, deafened, fright- Princess can’t be surprised and gains advantage on
ened, paralyzed, stunned initiative rolls. As a bonus action, they can speak the
ring’s command word and spend 1 charge to focus their
Senses truesight 120 ft., passive Perception 20
future sight. Until the start of their next turn, attack rolls
Languages Aklo, Common, Draconic, Elvish against the Princess are made with disadvantage and the
Challenge 19 (22,000 XP) Princess has advantage on attack rolls, ability checks, and
saving throws. If they use the Ready action on their turn,
Aberrant Insights. The Princess can expend one use of they don’t need to specify an action that will trigger their
Bardic Inspiration to improve her Wisdom and Charisma reaction.
checks made to interact with aberrations, fiends, Jack of All Trades. The Princess adds 3 (half their
monstrosities, oozes, and undead. They roll d12 and adds proficiency bonus) to all ability checks that don’t already
the number rolled to all Wisdom and Charisma checks include their proficiency bonus.
they make to interact with one such creature or a group
of such creatures for 10 minutes. They can communicate Influence. The Princess emanates the King in Yellow’s
simple concepts with the chosen creature or group as influence and its effects.
part of attempting the check, even if they lack a common Magic Resistance. The Princess has advantage on saving
language. throws against spells and other magical effects.
Bardic Inspiration (7/Short or Long Rest). As a bonus Legendary Resistance (3/Day). If the Princess fails a saving
action, the Princess can grant an ally that can hear the throw, they can choose to succeed instead.
Princess a d12 if it doesn’t already have one. Once, within
Protective Wrappings. The Princess wears no armor other
10 minutes, the target can roll the die after rolling an
than its wrappings. These provide an AC bonus equal to 13
ability check, attack roll, or saving throw but before the
plus the avatar’s Dexterity and Charisma bonuses.
GM declares success or failure. The result is added to the
total. Regeneration. The Princess regenerates 20 hit points at
the start of their turn if they have at least 1 hit point.
Blessing of the Yellow Sign. The Princess is immune to
confusion and insanity effects that they weren’t already Spellcasting. The Princess is a 20th-level spellcaster.
under when the host became possessed by them (in Their spellcasting ability is Charisma (spell save DC 20,
this case, Ishvani Tzekes). In addition, undead are always +12 to hit with spell attacks). They know the following
friendly toward the Princess and never attack the Princess spells:
unless attacked first. Cantrips (at will): eldritch blast, friends, minor illusion,
Cursed Tatters. Whenever a creature makes a melee vicious mockery
weapon attack against the Princess or ends its movement 1st level (4 slots): charm person, hex, lethargy of
within 5 feet of the Princess, it must succeed on a DC 20 Tsathoggua (SPCM 106), mist of R’lyeh (SPCM 109)
Dexterity saving throw or be touched by an animated
tatter of cloth and cursed. A creature that makes a melee 2nd level (3 slots): crown of madness, enthrall, hold
attack with an unarmed strike, touch-range spell, or natural person, ray of enfeeblement, suggestion
weapon automatically fails this saving throw. 3rd level (3 slots): glyph of warding, lure byakhee (SPCM
Upon being touched, the creature’s dreams will forever 106) song of Hastur (SPCM 114), Yellow Sign (SPCM 116)
more be haunted by the Princess whispers and poisonous Continued on Page 92

91
Non-Player Characters
(5d6) psychic damage. In addition, a creature affected
The Princess (continued) by this attack must succeed on a DC 20 Wisdom saving
4th level (3 slots): black tentacles, third eye masterpiece throw or all their modes of movement are halved until the
(SPCM 115) end of their next turn.
5th level (3 slots): bind byakhee (SPCM 93), dominate
person, mislead Reactions
6th level (2 slots): grace of the King in Yellow (SPCM 103), Cutting Words. When a creature that the Princess can
eyebite, mass suggestion see within 60 feet of them makes an attack roll, an ability
check, or a damage roll, the Princess can use their reaction
7th level (2 slots): contrary melody (SPCM 99), force cage to expend one of their uses of Bardic Inspiration, rolling a
8th level (1 slot): feeblemind, pipes of madness (SPCM d12 and subtracting the number rolled from the creature’s
110) roll. The Princess can choose to use this feature after the
creature makes its roll, but before the GM says whether
9th level (1 slot): weird
the attack roll or ability check succeeds or fails, or before
Unnatural Presence. Animals within 60 feet of the Princess the creature deals its damage. The creature is immune if it
become hostile toward them. can’t hear the Princess or if it’s immune to being charmed.
Yog-Sothothery Philosopher. The Princess can expend
one Bardic Inspiration die and add the number rolled to Legendary Actions
a Wisdom (Yog-Sothothery) check they make after they The Princess can take 3 legendary actions, choosing from
make the check. the options below. Only one legendary action option can
In addition, if they fail a saving throw that applied the be used at a time and only at the end of another creature’s
penalty from the Yog-Sothothery skill, they can expend one turn. The Princess regains spent legendary actions at the
use of Bardic Inspiration at the start of their next turn if start of their turn.
the effect is still going and they are conscious, even if they Bardic Inspiration. The Princess uses Bardic Inspiration.
are incapacitated or prevented from controlling their own
actions. They make a new save and add the number rolled Cast a Cantrip. The Princess casts a cantrip they know.
on their Bardic Inspiration die (d12) to the result of their Cast a Middling Spell (Costs 2 Actions). The Princess casts
saving throw. On a success, the effect ends but they can’t a spell they know of up to 3rd level, using a spell slot as
take a bonus action that turn. normal.
Decaying Touch. The Princess uses their Decaying Touch.
Actions
The King’s Voice. The Princess poses a question to a single
Multiattack. The Princess makes two attacks with their creature within 30 feet that can hear and understand them.
Decaying Touch. Unless the target succeeds on a DC 20 Charisma saving
Decaying Touch. Melee Spell Attack: +12 to hit, reach 10 throw, the target immediately answers the question as
ft., one creature. Hit: 17 (5d6) necrotic damage and 17 truthfully and efficiently as possible.

92
Non-Player Characters
truths. The victim has disadvantage on all saving throws
The Empress (King in Yellow against spells and effects created by the Empress or
Avatar) any undead creature that deals psychic damage, causes
Medium fiend (human, proxy), chaotic evil exhaustion, or causes confusion or the charmed or
frightened conditions. This curse lasts until dispelled by a
Armor Class 23 (protective wrappings) remove curse spell or similar magic.
Hit Points 247 (26d8+130) Eldritch Symbolism. The Empress can quickly identify
Speed 30 ft. symbols and writings. They have advantage on Intelligence
(Arcana), Intelligence (Investigation), and Wisdom
STR DEX CON INT WIS CHA (Perception) checks to notice, identify, or bypass magical
10 (+0) 18 (+4) 20 (+5) 20 (+5) 19 (+4) 22 (+6) writing and magic traps. They have advantage on saving
throws against magic traps and the effects of magic items.
Saves Dex +11, Con +12, Wis +11, Cha +13 In addition, the Empress can expend a use of Bardic
Skills Arcana +19, Deception +13, History +12, Investiga- Inspiration as an action to cast glyph of warding without
tion +12, Perception +11, Perform +20, Persuasion +13 consuming the material components. They must still
Yog-Sothothery +18 (SPCM 37) expend a spell slot. They roll their Bardic Inspiration die
and adds the number rolled to the DC of any Intelligence
Damage Immunities psychic
(Investigation) check to find their glyph.
Damage Resistances bludgeoning, piercing, and slashing
Ring of Eibon (3 charges). While wearing this ring, the
Condition Immunities blinded, charmed, deafened, fright- Empress can’t be surprised and gains advantage on
ened, paralyzed, petrified, stunned initiative rolls. As a bonus action, they can speak the
ring’s command word and spend 1 charge to focus their
Senses truesight 120 ft., passive Perception 21
future sight. Until the start of their next turn, attack rolls
Languages Aklo, Common, Draconic, Elvish against the Empress are made with disadvantage and the
Challenge 23 (50,000 XP) Empress has advantage on attack rolls, ability checks, and
saving throws. If they use the Ready action on their turn,
Aberrant Insights. The Empress can expend one use of they don’t need to specify an action that will trigger their
Bardic Inspiration to improve her Wisdom and Charisma reaction.
checks made to interact with aberrations, fiends, Jack of All Trades. The Empress adds 3 (half their
monstrosities, oozes, and undead. They roll d12 and adds proficiency bonus) to all ability checks that don’t already
the number rolled to all Wisdom and Charisma checks include their proficiency bonus.
they make to interact with one such creature or a group
of such creatures for 10 minutes. They can communicate Influence. The Empress emanates the King in Yellow’s
simple concepts with the chosen creature or group as influence and its effects.
part of attempting the check, even if they lack a common Legendary Resistance (3/Day). If the Empress fails a saving
language. throw, they can choose to succeed instead.
Bardic Inspiration (7/Short or Long Rest). As a bonus Magic Resistance. The Empress has advantage on saving
action, the Empress can grant an ally that can hear the throws against spells and other magical effects.
Empress a d12 if it doesn’t already have one. Once, within
Protective Wrappings. The Empress wears no armor other
10 minutes, the target can roll the die after rolling an
than its wrappings. These provide an AC bonus equal to 13
ability check, attack roll, or saving throw but before the
plus the avatar’s Dexterity and Charisma bonuses.
GM declares success or failure. The result is added to the
total. Regeneration. The Empress regenerates 30 hit points at
the start of their turn if they have at least 1 hit point.
Blessing of the Yellow Sign. The Empress is immune to
confusion and insanity effects that they weren’t already Spellcasting. The Empress is a 20th-level spellcaster. Their
under when the host became possessed by them (in spellcasting ability is Charisma (spell save DC 21, +13 to
this case, Ishvani Tzekes). In addition, undead are always hit with spell attacks). They know the following bard spells:
friendly toward the Empress and never attack the Empress Cantrips (at will): eldritch blast, friends, minor illusion,
unless attacked first. vicious mockery
Cursed Tatters. Whenever a creature makes a melee 1st level (4 slots): charm person, hex, lethargy of
weapon attack against the Empress or ends its movement Tsathoggua (SPCM 106), mist of R’lyeh (SPCM 109)
within 5 feet of the Empress, it must succeed on a DC 21
Dexterity saving throw or be touched by an animated 2nd level (3 slots): crown of madness, enthrall, hold
tatter of cloth and cursed. A creature that makes a melee person, ray of enfeeblement, suggestion
attack with an unarmed strike, touch-range spell, or natural 3rd level (3 slots): glyph of warding, lure byakhee (SPCM
weapon automatically fails this saving throw. 106) song of Hastur (SPCM 114), Yellow Sign (SPCM 116)
Upon being touched, the creature’s dreams will forever Continued on Page 94
more be haunted by the Empress whispers and poisonous

93
Non-Player Characters
by this attack must succeed on a DC 21 Wisdom saving
The Empress (continued) throw or all their modes of movement are halved until the
4th level (3 slots): black tentacles, third eye masterpiece end of their next turn.
(SPCM 115)
5th level (3 slots): bind byakhee (SPCM 93), dominate Reactions
person, mislead Cutting Words. When a creature that the Empress can
6th level (2 slots): grace of the King in Yellow (SPCM 103), see within 60 feet of them makes an attack roll, an ability
eyebite, mass suggestion check, or a damage roll, the Empress can use their reaction
to expend one of their uses of Bardic Inspiration, rolling a
7th level (2 slots): contrary melody (SPCM 99), force cage d12 and subtracting the number rolled from the creature’s
8th level (1 slot): feeblemind, pipes of madness (SPCM roll. The Empress can choose to use this feature after the
110) creature makes its roll, but before the GM says whether
the attack roll or ability check succeeds or fails, or before
9th level (1 slot): weird
the creature deals its damage. The creature is immune if it
Unnatural Presence. Animals within 60 feet of the Empress can’t hear the Empress or if it’s immune to being charmed.
become hostile towards them.
Yog-Sothothery Philosopher. The Empress can expend Legendary Actions
one Bardic Inspiration die and add the number rolled to The Empress can take 3 legendary actions, choosing from
a Wisdom (Yog-Sothothery) check they make after they the options below. Only one legendary action option can
make the check. be used at a time and only at the end of another creature’s
In addition, if they fail a saving throw that applied the turn. The Princess regains spent legendary actions at the
penalty from the Yog-Sothothery skill, they can expend one start of their turn.
use of Bardic Inspiration at the start of their next turn if Bardic Inspiration. The Empress uses Bardic Inspiration.
the effect is still going and they are conscious, even if they
are incapacitated or prevented from controlling their own Cast a Cantrip. The Empress casts a cantrip they know.
actions. They make a new save and add the number rolled Cast a Middling Spell (Costs 2 Actions). The Empress casts
on their Bardic Inspiration die (d12) to the result of their a spell they know of up to 3rd level, using a spell slot as
saving throw. On a success, the effect ends but they can’t normal.
take a bonus action that turn.
Decaying Touch. The Empress uses their Decaying Touch
attack.
Actions
The King’s Voice. The Empress poses a question to a single
Multiattack. The Empress makes three attacks with their creature within 30 feet that can hear and understand them.
Decaying Touch. Unless the target succeeds on a DC 21 Charisma saving
Decaying Touch. Melee Spell Attack: +13 to hit, reach 10 throw, the target immediately answers the question as
ft., one creature. Hit: 21 (6d6) necrotic damage and 21 truthfully and efficiently as possible.
(6d6) psychic damage. In addition, a creature affected

94
Non-Player Characters
95
Non-Player Characters
Monsters

Crazed Mob
The Yellow Sign has eroded the sanity and well-being
of the people of Tiarazan over the past days. Where
once the Sign led to the formation of chanting, mes-
merized mobs of ordinary citizens, it now possesses
the power to create a new, more dangerous type
of mob, one that represents the culmination of the
madness.
A crazed mob consists of dozens of angry, scream-
ing people caught up in religious fervor. Not only
does this mob magically compel adjacent creatures
to join its mass, but every two rounds the crazed mob
spends chanting Hastur’s name and bystanders can
hear the chant, a new possessed mob (see below)
forms nearby. Anyone the crazed mob cannot convert
or infect with its madness becomes a target of its
wrath.

After a creature is no longer affected by the Mesmerizing


Crazed Mob Chant, they must succeed at a DC 13 Wisdom saving
Gargantuan swarm of Medium humanoids (human), throw or gain one level of dread that lasts for one hour.
chaotic evil
Swarm. The mob can occupy another creature’s space and
vice versa. The mob can move through any opening large
Armor Class 10
enough for a Medium humanoid. The mob cannot regain
Hit Points 189 (14d20+42) hit points or gain temporary hit points.
Speed 30 ft. Spawn Mobs. At the end of every other round, the
crazed mob’s chant has a 50% chance of forming a new
STR DEX CON INT WIS CHA possessed mob (see below for stats) within 100 feet of
16 (+3) 10 (+0) 16 (+3) 6 (-2) 9 (-1) 14 (+2) its position. The crazed mob can continue forming new
possessed mobs so long as a sufficient number of people
Damage Resistances bludgeoning, piercing, slashing
remain (at least 20 per mob) within hearing distance. The
Condition Immunities charmed, frightened, grappled, para- possessed mob remains independent of the crazed mob.
lyzed, petrified, prone, restrained, stunned
Underfoot. A prone target that shares a space with the
Senses passive Perception 9 mob cannot stand up unless it first succeeds on a DC 14
Strength (Athletics) or Dexterity (Acrobatics) check.
Languages Common
Challenge 7 (2,900 XP) Actions
Mesmerizing Chant. Each humanoid that can hear the Multiattack. The crazed mob makes two pummel attacks
crazed mob when it starts its turn within 30 feet of the and one trample attack.
crazed mob must succeed on a DC 13 Wisdom saving Pummel. Melee Weapon Attack: +6 to hit, reach 0 ft., one
throw or become charmed by the mob. A charmed target in the mob’s space. Hit: 30 (6d8+3) bludgeoning
creature must spend its action that turn joining in the damage, or 16 (3d8+3) bludgeoning damage if the mob
chant. Each round a creature remains charmed, it speaks has half its hit points or fewer.
Hastur’s name once. A charmed creature can repeat the
save at the end of each of its turns, ending the effect on Trample. Melee Weapon Attack: +6 to hit, reach 0 ft., one
itself with a success. Once a creature succeeds at this target in the mob’s space. Hit: 30 (6d8+3) bludgeoning
save, they become immune to the Mesmerizing Chant for damage, or 16 (3d8+3) bludgeoning damage if the mob
the next 24 hours. The mob does not attack any humanoid has half its hit points or fewer. In addition, the target
affected by the chant. The chanting ends if the mob creature must succeed at a DC 14 Strength saving throw
dissipates or dies. or be knocked prone and suffer an additional 10 (3d6)
bludgeoning damage.

96
Monsters
97
Monsters
Drowned Zombie
These undead sometimes arise when
a sailor or other individual has
drowned. They float in the
water where the died, until
a living creature enters the
water. When this happens,
the drowned zombie
bursts into violent action
to drag the creature to its
death in the depths.
A drowned zombie is a
bloated, waterlogged creature that
barely resembles how it appeared in life.
When it opens its mouth, water comes pour-
ing out in gouts. When it walks, it leaves behind
watery trails. Its flesh has turned pale and rubbery.

Undead Resilience. If damage reduces the drowned zombie


Drowned Zombie to 0 hit points, it then makes a Constitution saving throw
Medium undead, chaotic evil with a DC of 5 + the damage taken, unless the damage is
radiant or from a critical hit. On a success, the drowned
Armor Class 12 (natural armor) zombie drops to 1 hit point instead.
Hit Points 85 (9d8+45)
Speed 30 ft., swim 30 ft.
Actions
Multiattack. The drowned zombie makes two bite attacks
STR DEX CON INT WIS CHA and one Touch of the Drowned attack.
18 (+4) 12 (+1) 20 (+5) 8 (-1) 12 (+1) 6 (-2)
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Damage Resistances bludgeoning damage from nonmagi- target. Hit: 8 (1d8+4) piercing damage plus 3 (1d6)
cal weapons; fire necrotic damage.

Damage Immunities cold, necrotic, poison Touch of the Drowned. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 11 (2d6+4) necrotic damage.
Condition Immunities charmed, exhaustion, poisoned The target must succeed on a DC 13 Constitution saving
Senses darkvision 90 ft., passive Perception 11 throw or have its lungs fill with water. The affected
creature cannot speak, cannot cast spells with a verbal
Languages -- component, and cannot activate magic items requiring it
Challenge 4 (1,100 XP) to speak. If the creature is maintaining concentration on a
spell, it must make another Constitution saving throw with
Grappler. The drowned zombie has advantage on attack the DC equal to 10 or half the damage they took from this
rolls against a creature they are grappling. The zombie can attack, whichever number is higher. If they fail this save,
swim its full speed even while it has a creature grappled, they lose concentration.
bringing the grappled creature with it.
At the start of each of the affected creature’s turns, it
In addition, a drowned zombie can use its action to try and makes another Constitution saving throw. If it fails, it gains
pin a creature it is grappling. The drowned zombie makes one level of exhaustion. If it succeeds, it spends its action
another grapple check; if it succeeds, both the zombie and that round disgorging the water from its lungs and is no
the grappled creature are restrained until the grapple ends. longer affected.

98
Monsters
Enraged Horde
A new danger has arisen in the form of
ordered units of cultists indoctrinated into
the fold by the Yellow Sign and the spread
of the King in Yellow’s malignant influence.
An enraged horde includes dozens of men and
women magically compelled to join the Cult of
the Yellow Sign. This band of zealots wan-
ders the streets in search of new converts
as well as nonbelievers in need of
punishment.
Unlike the other types
of mobs, this unit operates
more like a squad of soldiers
operating in lockstep. It
acts, moves, and fights
with deliberate tactics and
intense focus. Making it
even more dangerous, the
enraged horde can unleash
individuals from the unit.
These individuals fly into
a berserk rage and attack
nearby enemies without
regard for their own lives.

Swarm. The enraged horde can occupy another creature’s


Enraged horde space and vice versa. The mob can move through any
Huge swarm of Medium humanoids (human), chaotic evil opening large enough for a Medium humanoid. The horde
cannot regain hit points or gain temporary hit points.
Armor Class 11
Underfoot. A prone target that shares a space with the
Hit Points 85 (9d12+27) mob cannot stand up unless it first succeeds on a DC 14
Speed 30 ft. Strength (Athletics) or Dexterity (Acrobatics) check.

STR DEX CON INT WIS CHA Actions


17 (+3) 12 (+1) 16 (+3) 8 (-1) 12 (+1) 14 (+2)
Multiattack. The enraged horde makes two improvised
Damage Resistances bludgeoning, piercing, slashing weapon attacks or two attacks with hurled rocks.

Condition Immunities charmed, frightened, grappled, para- Improvised Weapon. Melee Weapon Attack: +6 to hit,
lyzed, petrified, prone, restrained, stunned reach 0 ft., one target in the mob’s space. Hit: 21 (4d8+3)
bludgeoning damage, or 12 (2d8+3) bludgeoning and
Senses passive Perception 10 slashing damage if the enraged horde has half its hit points
Languages Common or fewer.
Challenge 5 (1,800 XP) Hurled Rocks. Ranged Weapon Attack: +6 to hit, range
20/60 ft., one target. Hit: 17 (4d6+3) bludgeoning
Berserker. The horde can spawn a berserker once each damage, or 10 (2d6+3) bludgeoning damage if the
round, up to a total of 4 times. Each berserker is treated enraged horde has half its hit points or fewer.
as an individual and has its own turn, but it fights for the
benefit of the enraged horde. The berserker has a speed of
40 ft. It also has immunity to the frightened condition.

99
Monsters
Immemoriabilis Immemoriabilis Society Agent
Society Agent Medium humanoid (human), lawful neutral

Although a relatively small organization, the So- Armor Class 14 (chain shirt)
ciety employs a number of agents and enforcers Hit Points 33 (6d8+6)
to carry out the dirty, bloody work sometimes
necessary to maintain the status quo. These Speed 30 ft.
agents, often drawn from the best members STR DEX CON INT WIS CHA
of the city watch or the city’s soldiers, are well 14 (+2) 12 (+1) 12 (+1) 10 (+0) 13 (+1) 11 (+0)
trained and equipped.
Skills Athletics +3, Stealth +3
Senses passive Perception 11
Languages Common
Challenge 1 (200 XP)

Defiant. The agent has advantage on saving throws to resist


being frightened.

Actions
Multiattack. The agent makes two melee attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8+2) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5
ft. or range 30/120 ft., one target. Hit: 5 (1d6+2) piercing
damage.

100
Monsters
Condition Immunities. The infected has immunity to the
Infected charmed, exhausted, and poisoned conditions.

The multiverse includes countless parallel material Languages. The Infected cannot speak or understand
planes like the one in which we live. Some of these languages.
material planes have succumbed to the destructive New Trait: Pack Tactics. The Infected has advantage
power of the Great Old Ones, which has left them on attack rolls against a creature if at least one of its
shattered husks. One such plane was much like allies is within 5 feet of the creature and the ally isn’t
ours until a cult successfully opened a gateway and incapacitated.
allowed one of the Great Old Ones into their reality. New Weapon Attack: Bite. The Infected gains a bite
This apocalypse led to the creation of a magical con- attack. This bite has the light and finesse qualities.
tagion that spread unchecked through populations Its bite attack deals 1d6 base piercing damage. If the
and infected millions of creatures. Once the infected creature already possessed a bite attack, its base damage
had spread their disease to every living creature on increases by one die. If the target is a beast, humanoid,
their world, they traveled to other dimensions where or giant, it must succeed on a Constitution saving throw
they continue to unleash this plague. (with a DC equal to 8 + the creature’s Constitution
No one knows for certain how many thousands of bonus + its proficiency bonus) or acquire the Infection.
worlds the infected have visited and destroyed. Once At the end of every hour, the diseased creature must
the infected reach a new hunting ground, they spread make another Constitution saving throw or have their
fast and so must be stopped as soon as possible. Any hit point maximum reduced by 5 (1d10). The reduction
humanoid, beast, or giant can become afflicted with continues every hour until the creature makes its
this disease if bitten by the infected. Once the victim Constitution save or it reaches 0 hit points, at which
dies, they become undead and a plague carrier. The point it dies and then rises as one of the Infected an
disease imbues them with tremendous strength and hour later.
resilience.
New Weapon Attack: Claw. The Infected gains a claw
An infected resembles how they appeared in life
attack. This attack has both the light and finesse
except with pale skin grown almost translucent. They
qualities. The claw attack deals 2d6 slashing damage.
often show many bite and scratch marks across their
If the creature already possessed a claw attack, its claw
body from when they were turned. Over time, they
attack damage increases by one die of base damage.
lose their hair, grow fangs in place of teeth, and their
nails lengthen and sharpen like razor blades. Some
of the infected wander in search of new prey to infect,
while others of their kind fall into a torpor-like state
and only awaken if exposed to an auditory or visual
stimulus.

Infected Template
Any beast, humanoid, or giant can become one of the
Infected. It keeps its statistics, except as described
below.
Challenge. The creature’s challenge rating increases by
1. If the creature starts with a rating less than 1, increase
the rating to 1.
Type. The infected’s type is undead.
Alignment. The infected’s alignment changes to chaotic
evil.
Ability Scores. Increase the infected’s Strength by 4, and
its Constitution by 2. Decrease its Intelligence by 2 to a
minimum of 3, and decrease its Charisma by 2.
Senses. The infected gains darkvision with a range of 60
feet unless it already had darkvision.
Speed. The creature moves with incredible speed. Its
walking speed is increased by 10 ft.
Damage Resistances. The infected has resistance to cold
and necrotic damage.
Damage Immunities. The infected has immunity to
poison damage.
101
Monsters
against a creature if at least one of its allies is within 5 feet
Infected of the creature and the ally isn’t incapacitated.
Medium undead, chaotic evil

Armor Class 10
Actions
Multiattack. The Infected makes one bite attack and one
Hit Points 52 (8d8+16) claw attack.
Speed 40 ft., climb 20 ft. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 6 (1d6+3) piercing damage plus 2 (1d4)
16 (+3) 11 (+0) 14 (+2) 8 (-1) 10 (+0) 7 (-2) necrotic damage. If the target is a beast, humanoid, or
giant, it must succeed on a DC 12 Constitution saving
Damage Resistances cold, necrotic throw or acquire the Infection. At the end of every
hour, the diseased creature must make another DC 12
Damage Immunities poison Constitution saving throw or have their hit point maximum
Condition Immunities charmed, exhaustion, poisoned reduced by 5 (1d10). The reduction continues every hour
until the creature makes its Constitution save or it reaches
Senses darkvision 60 ft., passive Perception 10
0 hit points, at which point it dies and then rises as one of
Languages -- the Infected an hour later.
Challenge 2 (450 XP) Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6+3) slashing damage.
Pack Tactics. The infected has advantage on attack rolls

102
Monsters
Infected Mastiff
The infected can pass their disease to humanoids as
well as beasts when they are able to catch them. This
is a large dog turned to become one of the infected.
From a distance it still resembles a mastiff, but at closer
range it shows bite and claw marks on its hide, which
has sloughed off in several places to reveal grayish
muscle underneath. The mastiff has blood-red
eyes.

Infected Mastiff
Medium undead, chaotic evil Pack Tactics. The infected mastiff has advantage on attack
rolls against a creature if at least one of its allies is within 5
Armor Class 12 feet of the creature and the ally isn’t incapacitated.
Hit Points 32 (5d8+10)
Speed 50 ft. Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 10 (2d6+3) piercing damage. If the target
17 (+3) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 5 (-3) is a creature, it must succeed on a DC 13 Strength
saving throw or be knocked prone. If the target is a
Damage Resistances cold, necrotic beast, humanoid, or giant, it must succeed on a DC 12
Damage Immunities poison Constitution saving throw or acquire the Infection. At
the end of every hour, the diseased creature must make
Condition Immunities charmed, exhaustion, poisoned
another DC 12 Constitution saving throw or have their
Skills Perception +3 hit point maximum reduced by 5 (1d10). The reduction
Senses darkvision 60 ft., passive Perception 13 continues every hour until the creature makes its
Constitution save or it reaches 0 hit points, at which point
Languages -- it dies and then rises as one of the Infected an hour later.
Challenge 1 (200 XP) Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6+3) slashing damage.
Keen Hearing and Smell. The infected mastiff has
advantage on Wisdom (Perception) checks relying on
hearing or smell.

103
Monsters
Possessed and
Obsessed Mobs
As the influence of the Yellow Sign
spreads throughout the city, the pos-
sessed mobs plaguing the city have
become increasingly frequent and
even more dangerous than before.
An obsessed mob forms one of two
ways. First, the effects of the Yellow
Sign can spontaneously create
such a mob without warning. It is
also possible for servants of the
King in Yellow to magically charm
a target creature—the “seed”—af-
ter which an obsessed mob forms
around the seed.
Regardless of how the mob forms,
when it dissipates, its constituent mem-
bers have no memory of what happened
or their involvement. Because an obsessed
mob can grow as it charms more and
more bystanders, it represents a danger
to anyone within earshot.

the next 24 hours. The mob does not attack any humanoid
Possessed Mob affected by the chant. The chanting ends if the mob
Large swarm of Medium humanoids (human), neutral evil dissipates or dies.

Armor Class 10 After a creature is no longer affected by the Mesmerizing


Chant, they must succeed on a DC 11 Wisdom saving
Hit Points 52 (8d10+8) throw or gain one level of dread. This dread lasts for 1
Speed 30 ft. minute or until the character loses any line of sight to a
possessed mob, whichever occurs first.
STR DEX CON INT WIS CHA Silence is Salvation. If targeted by a silence spell, the
12 (+1) 10 (+0) 12 (+1) 8 (-1) 10 (+0) 10 (+0) mob must make a Wisdom saving throw against the spell
save DC. If it fails this save, the mob disperses and the
Damage Resistances bludgeoning, piercing, slashing
people involved return to normal with no memory of what
Condition Immunities charmed, frightened, grappled, para- transpired.
lyzed, petrified, prone, restrained, stunned
Swarm. The possessed mob can occupy another creature’s
Senses passive Perception 10 space and vice versa. The mob can move through any
Languages Common opening large enough for a Medium humanoid. The mob
cannot regain hit points or gain temporary hit points.
Challenge 3 (700 XP)

Mesmerizing Chant. Each humanoid starting its turn within


Actions
30 feet of the possessed mob must succeed on a DC Multiattack. The possessed mob makes two pummel
10 Wisdom saving throw or be charmed by the mob. A attacks.
charmed creature must spend its action that turn joining Pummel. Melee Weapon Attack: +3 to hit, reach 0 ft., one
in the chant. Each round a creature remains charmed, it target in the mob’s space. Hit: 10 (2d8+1) bludgeoning
speaks Hastur’s name once. A charmed creature can repeat damage, or 5 (1d8+1) bludgeoning damage if the mob has
the save at the end of each of its turns, ending the effect half its hit points or fewer.
on itself with a success. Once a creature succeeds on this
save, they become immune to the Mesmerizing Chant for

104
Monsters
throw or gain one level of dread. This dread lasts for one
Obsessed Mob hour.
Large swarm of Medium humanoids (human), chaotic evil
Silence is Salvation. If targeted by a silence spell, the
Armor Class 10 obsessed mob must make a Wisdom saving throw against
the spell save DC. If it fails this save, the mob disperses
Hit Points 82 (11d10+22) and the people involved return to normal with no memory
Speed 30 ft. of what transpired.
Swarm. The obsessed mob can occupy another creature’s
STR DEX CON INT WIS CHA space and vice versa. The mob can move through any
14 (+2) 10 (+0) 15 (+2) 8 (-1) 10 (+0) 14 (+2) opening large enough for a Medium humanoid. The mob
cannot regain hit points or gain temporary hit points.
Damage Resistances bludgeoning, piercing, slashing
Swelling the Ranks. Each round after the obsessed mob
Condition Immunities charmed, frightened, grappled, para-
forms, it grows as it recruits new unwitting members
lyzed, petrified, prone, restrained, stunned
through the Mesmerizing Chant. At the end of each round
Senses passive Perception 10 in which the mob is adjacent to mundane bystanders, it
Languages Common grows by adding one Hit Die. For every four Hit Dice by
which the mob grows, increase its melee weapon attack
Challenge 4 (1,100 XP) bonus by +1 and increase the DC of the Wisdom saving
throw versus its Mesmerizing Chant by +1.
Mesmerizing Chant. Each humanoid starting its turn within
30 feet of the obsessed mob must succeed on a DC The Yellow Sign. If the obsessed mob formed due to
12 Wisdom saving throw or be charmed by the mob. A the influence of the Yellow Sign, any action dispelling or
charmed creature must spend its action that turn joining destroying the triggering sign causes the mob to dissipate
in the chant. Each round a creature remains charmed, it and its members to return to normal.
speaks Hastur’s name once. A charmed creature can repeat
the save at the end of each of its turns, ending the effect Actions
on itself with a success. Once a creature succeeds on this Multiattack. The obsessed mob makes two pummel
save, they become immune to the Mesmerizing Chant for attacks.
the next 24 hours. The mob does not attack any humanoid
affected by the chant. The chanting ends if the mob Pummel. Melee Weapon Attack: +4 to hit, reach 0 ft., one
dissipates or dies. target in the mob’s space. Hit: 20 (4d8+2) bludgeoning
damage, or 11 (2d8+2) bludgeoning damage if the mob
After a creature is no longer affected by the Mesmerizing has half its hit points or fewer.
Chant, they must succeed on a DC 12 Wisdom saving

105
Monsters
Rotting Servitor
When the King in Yellow manifests, a pack of incor-
poreal undead known as rotting servitors often ac-
companies it. These undead hover in mid-air, chained
by the tattered strips of cloth hanging from their
master’s robes. This connection shackles a servitor
to the King in perpetuity and keeps them tethered no
matter how far they travel. A rotting servitor cannot
be seen except through truesight or by someone in
service to or affected by the King in Yellow. When
seen, the servitor resembles a gaunt, diaphanous
form of the person it was in life, shrouded in tattered
clothes and emanating a pale yellow glow.
The King in Yellow creates a servitor when he com-
mands one of his tattered ribbons to snake out and
engulf another creature. In a matter of heartbeats, the
King steals the victim’s soul and destroys the physical
body. The captive soul transforms into a rotting servi-
tor, eternally enslaved to its master.
Severing the tether with a magic weapon frees the
servitor and allows it to remember its former life for a
moment, after which it withers into ectoplasm and dust.

Tethered Connection. An invisible tether connects each


Rotting Servitor rotting servitor to the King in Yellow regardless of the
Medium undead, chaotic evil distance between them. This tether is only visible to truesight
or similar magic. Severing the tether requires the attacker
Armor Class 12 be able to see it, and they must use a magic or adamantine
Hit Points 44 (8d8+8) weapon. The attacker must state they are targeting the tether,
requiring a successful attack against AC 18. The tether has
Speed 0 ft., fly 40 ft. (hover) 4 hit points and a damage threshold of 10, which means it
STR DEX CON INT WIS CHA ignores any attack dealing 10 or fewer points of damage. An
attack that inflicts 14 or more damage severs the connection.
2 (-4) 15 (+2) 12 (+1) 12 (+1) 16 (+3) 16 (+3)
A miss has no effect on the servitor. The rotting servitor
Skills Perception +5, Stealth +6 dissipates 1d10 rounds after losing its tether.

Damage Resistances acid, cold, fire, lightning, thunder; Turning Defiance. The rotting servitor has advantage on
bludgeoning, piercing, and slashing from nonmagical saving throws against effects that turn or otherwise repel
attacks that aren’t silvered undead.

Damage Immunities necrotic, poison Unseen. The rotting servitor is invisible except when it
attacks. The servitor becomes visible after it takes the
Condition Immunities charmed, exhaustion, grappled, para- Attack action and becomes invisible again at the end of its
lyzed, petrified, poisoned, prone, restrained, unconscious turn. While invisible, only truesight or similar magic allows
Senses darkvision 60 ft., passive Perception 15 another creature (other than the King in Yellow) to see a
rotting servitor.
Languages the languages it knew in life, Aklo
Challenge 4 (1,100 XP) Actions
Relentless Hunter. The rotting servitor hounds the target Multiattack. The rotting servitor makes two Rotting Touch
provided by the King in Yellow. The servitor always knows attacks.
the direction and distance to its prey so long as both are Rotting Touch. Melee Spell Attack: +5 to hit, reach 5 ft.,
on the same plane of existence. The servitor also always one target. Hit: 9 (2d6+2) necrotic damage. In addition,
knows the location of the King in Yellow. the target must succeed on a DC 13 Wisdom saving throw
Incorporeal Movement. The rotting servitor can move or have its Charisma reduced by 1d3 points. A creature
through other creatures and objects as if they were reduced to 0 Charisma in this manner dies and becomes a
difficult terrain. It suffers 5 (1d10) force damage if it ends rotting servitor in service to the King in Yellow. A creature
its turn inside an object. slain this way cannot be restored to life except through
true resurrection or wish.

106
Monsters
107
Monsters
mensional node you want from among the thousands
Items of Interest in sight requires a successful DC 20 Intelligence (Ar-
cana) check. If you fail this check, the chain doesn’t
Canting Urn connect and the item reverts to its dormant state. You
cannot use it again for 24 hours.
Wondrous item, rare
After the chain connects to its target dimension, it
This clay amphora features a series of arcane runes forms a physical connection between your location
and sigils arrayed in spiral patterns along its surface and the target plane. This effect encompasses the
and has a wax-sealed cork at the top. When triggered, entire structure, whether a one-room house or an
these urns end magical compulsions and charms entire mansion. You choose where in the structure
affecting a large group of people. Four urns are re- the tunnel exists connecting the structure with the
quired in order for them to function. One urn must be target dimension.
placed at each of the cardinal compass points and no The dimensional chain has unpredictable dimen-
farther than 300 feet away from one another. Once sional effects on the structure and these effects
you’ve placed the urns, you or anyone else within become more pronounced
300 feet of any of the urns can speak the com- over time. In essence, the
mand word, causing all four to activate at once. structure is “stretched” be-
Together, the four urns create a square area of tween the plane on which it resides
effect inside their perimeter. Any creature inside and the target plane. This means the
this area of effect receives the benefits of the structure connects in different places to
calm emotions spell, except instead of suppress- different random planes. Creatures on those
ing the charmed or frightened condition, the urns other planes can wander into the structure by
permanently end those conditions. intention or by accident.
Any creature within the area of effect also
has up to two levels of dread removed. In Quill of Sumaris
addition, if a creature in the area of effect
Wondrous item, legendary
suffers from insanity, they can immediate-
ly attempt another saving throw against This relic, fashioned from the barbed blood-red quill
the insanity’s DC to lower the sanity’s of an alien aberration, can weaken or dispel sigils,
intensity by 2. If a creature suffers glyphs, runes, and similar magical symbols. The quill
from more than one form of insanity, requires the blood of a servitor of the Outer Gods,
this effect applies to the insanity which is a creature in service to the power of entropy,
with the lowest DC. for the ink, and it can hold six applications of ink at
a time.
Dimensional Chain When wielding this pen, you don’t trigger wards
such as a glyph of warding when you approach them.
Wondrous item, very rare
The pen does not, however, reveal to you the pres-
(requires attunement)
ence or location of an invisible sigil. As an action, you
When in its dormant state, can use the quill to draw a line through any magical
this magic item resembles symbol or glyph, dispelling the symbol and rendering
a tiny metal boat anchor it harmless as if dispel magic had been successfully
with a 6-inch silver chain cast. This effect consumes one application of the ink.
attached. When you place it In the case of a symbol occupying a larger space,
on the ground and activate such as the Yellow Sign (SPCM 117) cast with a
it as an action with the 4th-level or higher spell slot, dispelling the symbol re-
command word, the anchor enlarges to the size of quires two applications of ink. If the glyph or symbol
an anvil and embeds itself into the floor where it was was cast with a higher-level spell slot (such as casting
placed. It only functions indoors. Once embedded, glyph of warding with a spell slot of 4th level or
the anchor cannot be pulled free unless you use the higher), you must expend one additional application
command word again or someone casts dispel magic of ink or the symbol remains unaffected.
on it. You can also use the quill against a magical symbol
Once the anchor embeds itself, the chain elongates displayed on a creature, such as the Yellow Sign
and shoots upward to the height of the ceiling in the worn by the King in Yellow. You must first succeed
room, up to a height of 20 feet. The end of the chain on a melee spell attack. Hit or miss, you expend one
rips open a dimensional hole surrounded by a whirl- application of ink. If you hit, the target creature must
ing energy vortex. When you pass through the hole, succeed at a DC 18 Wisdom saving throw. If they
you enter a dimensional realm between dimensions. fail this save, the symbol is temporarily dispelled for
You can then command the chain to attach itself to a 4 rounds. The results of this vary from creature to
dimensional node, each one of which grants egress creature. In the case of the King in Yellow, the avatar
to a different plane of existence. Determining the di- loses its immunity to confusion and insanity effects,
108
Items of Interest
and it loses the Rising of the Dead feature within its enemies. They care nothing about incidental prop-
area of influence; also, the avatar no longer adds its erty damage or death. Unleashing this army within
Charisma bonus to its Armor Class. the city limits would inflict tremendous death and
destruction.
Sword of Unmaking The rod grants you several powers over undead
Weapon (longsword), legendary in general and the honored dead of Tiarazan specif-
ically.
This longsword appears as nothing Summon Undead Defenders. You speak a com-
more than a high-quality longsword but mand word and summon some of the Ten Thou-
without anything in the way of ornamen- sand Honored Dead to you, calling them forth from
tation. The sword is a +2 magic weapon the catacombs. The undead you summon include
that adds its bonus to attack and damage zombies, skeletons, and ghouls (you decide the mix
rolls. when you summon them). You can summon a total
According to legend, there exists a challenge rating worth of undead equal to your
weapon or object on every world capable of spellcasting ability modifier plus your proficiency
hurting the King in Yellow’s avatar. bonus. Summoned undead must come from
The King is aware of the exis- the catacombs and shamble their way to you,
tence of these objects but does a process that takes 1d4 x 10 minutes. The
not recognize any particular object summoning power only functions within the
as such until he experiences its touch. walls of Tiarazan.
While wielding this weapon, you have You can control undead you can see and within
advantage on Wisdom saving throws against 300 feet of you whether they are part of the hon-
powers and spells from the King in Yellow or ored dead or not. Issuing a new command to these
any of its avatars. In addition, you gain advan- undead uses your bonus action each round, but
tage on Charisma saving throws against The the undead act on their turn. You can command
King’s Voice. a total number of challenge levels of undead
If this sword inflicts damage on The King in equal to your spellcasting ability bonus plus
Yellow’s avatar, the avatar cannot regenerate on your proficiency bonus. These undead move
their subsequent turn. where you tell them to move and attack whom
Finally, with this blade in your possession, you you tell them to attack. Your control lasts until
are immune to the Possession ability present as the undead you summoned are destroyed or 8
part of Hastur the Unspeakable’s influence. In hours elapses, whichever occurs first.
addition, when you attack Hastur’s Quantum Nu- Once the time elapses, any surviving un-
cleus, you deal two extra weapon dice of damage. dead return to their sleep in the catacombs
if they belong to the honored dead. If not,
The Ten Thousand Rod they became uncontrolled undead and act
Wondrous item, artifact according to their nature.
Any undead you control with The Ten
This rod allows you to command the Ten Thousand
Thousand Rod cannot be controlled by
Honored Dead of Tiarazan, calling them to rise and
another master as long as you remain
defend the city. The rod, fashioned from petrified
awake and wield the rod. If you fall
wood with its lower third wrapped in red and gold
asleep, lose consciousness, die, or lose
prayer ribbons, is almost six feet long and one-inch
the rod, the rod cannot prevent another
thick. By itself, the rod is a +3 quarterstaff.
creature from stealing your control
When you strike an undead creature with The
over the undead. If another creature
Ten Thousand Rod, in addition to normal weapon
commands undead, whether by spell
damage, you inflict 4d6 radiant damage. The undead
or special ability, you can activate this
struck must succeed on a DC 17 Wisdom saving
power to neutralize their control. This
throw. On a failure, the undead immediately moves
does not, however, grant you control
20 feet away from you.
over those undead; they become
According to legend, the wielder of the rod can
uncontrolled and act according to their
call forth the entirety of the Ten Thousand from the
nature.
catacombs should the city’s need prove dire. This
This power recharges after you
power hasn’t been used in decades. Only a chosen
complete a long rest. If you use this power more than
few individuals can activate this epic power, including
once in a week, you gain a level of dread for each
the high priest of the temple of Irisia, the goddess of
additional time you activate it; this level of dread lasts
death. This vast undead horde is best used outside
until you complete a long rest.
the city walls, as they function as a blunt and indis-
Inflict Fear. When you activate the rod as an ac-
criminate weapon. The honored dead kill or trample
tion, you can target any undead within 30 feet of you
every creature in their path to attack their assigned
that can see the rod. These undead must succeed on
109
Items of Interest
a DC 17 Wisdom saving throw. On a failure, undead When the crystal is in your possession, as an
with Challenge Rating 3 or below become frightened action you can release some of the crystal’s stored
of you for 1 minute. Undead with immunity to the psychic energy in one of the two following ways:
frightened condition gain advantage on this save, but Healing. You can use the energy to heal any
if they fail they become frightened despite their im- creature’s damage, regardless of the damage type
munity. A frightened undead can repeat this save at suffered, by touching the crystal to them. For every
the end of each of its turns, ending the effect on itself 10 points of psychic energy released from the crystal,
with a success. Once an undead makes this Wisdom the target creature regains 1d8 hit points.
saving throw, it becomes immune to the frightened Psychic Shock. You can target a creature you can
effect for 24 hours. Undead with a Challenge Rating see within 60 feet. Make a ranged spell attack roll. If
4 or higher are immune to this power. you hit, the crystal strikes the creature with out a
You can use this feature once before the next dawn bluish beam of destructive energy. For every 10
without ill effects. You can use this feature again points of energy you release, the target suffers 1d8
before this, but you gain a level of dread each time psychic damage.
you do so; this level of dread lasts until you complete If a creature targets you with an attack
a long rest. dealing psychic damage, you can
use your reaction to absorb the
Random Properties energy with the crystal,
The Ten Thousand Rod has the reducing the damage
following random properties: you take by half. The
crystal stores the
◊  2 minor beneficial prop-
absorbed points.
erties
◊  1 major beneficial
property

Destroying the
Rod
Legend tells that
the destruction of
the Ten Thousand Rod
heralds the death of
Tiarazan. Destroying
the rod first requires
its wielder to summon
all the Ten Thousand
Honored Dead and lead
them from the city. When this
occurs, the Eldest, a trio of
mummy lords, will rise from
within the catacombs. The wield-
er must defeat all three mummies
and then bathe the rod in the waters of
the Aldakesh River. This shatters the rod,
which in turn frees the undead from any compulsion
to protect the city.

Vampiric Psychic Crystal


Wondrous item, very rare
This fist-sized chunk of polished crystal resembles a
diamond in shape and beauty. It emits a pale, pulsing
light whenever it contains psychic energy.
When a creature within 60 feet of the crystal
suffers psychic damage, the crystal absorbs half the
lost hit points and stores them. This has no effect
on the damage the creature suffered. A vampiric
psychic crystal can store up to 75 points of energy.
If it absorbs more, it shatters, and all stored energy
dissipates harmlessly.
110
Items of Interest
Spells
Nightmare
7th-level illusion
Casting Time: 1 minute
Range: Self
Components: V, S, M (pinch of sand, spider husk,
dab of squid ink)
Duration: 8 hours
This spell invades the sleep of other creatures and
turns their dreams into horrific nightmares. Choose
one or more creatures known to you, to a maximum
equal to your spellcasting ability modifier plus your
proficiency bonus. The targeted creatures must all be
on the same plane of existence as you, but they need
not be all in the same physical location when you cast
this spell. This spell doesn’t affect creatures that do
not sleep.
After you cast this spell, you fall into a trance and
send your dream-self to the minds of the sleeping
creatures. While you remain in this trance, you are
aware of your surroundings, but you cannot take
actions or move.
You appear in the dreams of each sleeping target
creature. You can converse with them for as long as
they remain asleep, up to the spell’s duration. You
control and form the dream environment, which
allows you to shape the landscape, objects, and any
other images you choose. You may end your trance at
will, ending the spell effect.
At any point during the nightmare, you can alter
your appearance to become a terrifying, horrific
creature. When you do, each target must make a Wis-
dom saving throw. On a failed save, a target creature
suffers 5d6 psychic damage and gains one level of
dread.
Target creatures remember every detail of their
nightmare. If the target is awake when you cast this
spell, you know it and can either end your trance (and
this spell) or wait for the target to fall asleep, at which
time you appear in their dreams.
Of note, this spell has no effect on a sleeping crea-
ture that has entered the Dreamlands. When you cast
this spell, you know they are in the Dreamlands and
cannot be affected.
Alternatively, you can use this spell on up to 10
creatures, including yourself, allowing those affected
to enter the Dreamlands when they next fall asleep. If
an affected creature fails to fall asleep within 8 hours,
the spell ends without effect. As an action, you can
end this spell, which removes all affected creatures
from the Dreamlands and awakens them.

111
Spells
CONCLUDING NEXT MONTH!

112
Spells
OPEN GAME LICENSE Version 1.0a
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13. Termination: This License will terminate automat- Steve Townshend, based on original material by E. Gary
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to cure such breach within 30 days of becoming aware of
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