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Fall of House Flaengin

An adventure for 4-6 characters for APL 8.

Table Of Contents Credits

1 Fall of House Flaengin


Written by Joshua P'ng

1.1 Background Designed with The Homebrewery - NaturalCrit

1.2 Summary Cover Image by Thomas Budach and


OpenClipart-Vectors
1.3 Adventure Hooks from Pixabay

1.4 Scene 1. The village of Ush Background images by Colleen ODell & OpenClipart-
1.5 Scene 2. House Flaengin Manor Vectors & CreatureSH & Clker-Free-Vector-Images from
1.6 Conclusion Pixabay

1.7 Appendix Supporting images by kjpargeter on Freepik


2 Player Handouts

DUNGEONS & DRAGONS, D&D, Wizards of the Coast,


2.1 Handout 1: New servant letter Forgotten Realms, Ravenloft, the dragon ampersand, and all
2.2 Handout 2: Sariel love letter other Wizards of the Coast
product names, and their
2.3 Handout 3: Velthor private journal respective logos are trademarks of Wizards of the Coast in
2.4 Handout 4: Shevite’s command missive the USA and other countries.

2.5 Handout 4: Johan's ramblings

2.6 Legal Information This work contains material that is copyright Wizards of the
Coast and/or other authors. Such material is used with
permission under the
Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is ©2022 by Joshua


P'ng and published under the Community Content
Agreement for Dungeon Masters Guild.

2
Fall of House Flaengin

O
nce a respected noble family, House Flaengin
has fallen into ill repute. Their once proud Summary
name uttered only in hushed tones by fearful The characters arrive in the village of Ush as it is being
villagers living in the shadow of the family’s attacked by shadows. After defeating the shadows they meet
undead-infested ancestral manor. With that Havar Flaengin, last surviving member of House Flaengin.
evil now beginning to venture beyond the The patriarch requests the characters’ help in defeating the
manor’s decrepit walls, brave adventurers are demon Zarrauth, and in rescuing his son. After arriving at the
called upon to end House Flaengin’s perverted legacy. This Flaengin manor, the characters encounter former family
horror dungeon-crawl adventure is designed for 4-6 players of members and servants of the noble house who’ve been
APL 8. turned into undead. The characters must either survive the
night or summon the demon from a tome hidden somewhere
Background in the manor and confront Zarrauth in a final clash before
dawn.
House Flaengin’s members have always taken pride in their
illustrious past. Stories of ancient glory foremost in their
minds even as the family frittered away its wealth and land in Adventure Hooks
petty excesses and pettier conflicts, until only the manor Fall of House Flaengin can be inserted into any setting as
house and the nearby village of Ush were left to them. In a part of a larger campaign. If playing as a standalone
desperate attempt to revive the family fortune, the current adventure, use the hooks listed below for why the characters
heir, Johan Flaengin III, used a tome of terrible power to might choose to travel to the village of Ush:
summon demonic aid from the glabrezu Zarrauth. The deal
with the wily demon initially seemed straightforward. In Concerned nobles. A rival/allied noble family of house
exchange for wealth and power, every full moon a living Flaengin has hired the characters to venture to Flaengin
sacrifice was to be provided to Zarrauth, if the deal was manor and verify the wild stories from refugees fleeing
breached, Zarrauth would take Johan instead. Zarrauth help Flaengin lands.
up his end of the bargain for years while rival nobles died Vengeful father. An elven lord has hired the party to
mysteriously, their wealth and lands somehow ending up in uncover the reason why his daughter Sariel, wife of Johan
Flaengin hands. Flaengin, suddenly broke off all contact six months ago.

Hired sacrifices. The characters have accepted high-


But in his arrogance and ignorance, Johan neglected to paying positions in House Flaengin’s retinue and have
specify who and how many sacrifices he would be forced to traveled a long way to honor their contracts at the manor.
provide. Capitalizing on this oversight, Zarrauth demanded A sought tome. The party is tracking a tome of dark
ever more sacrifices, and from those ever closer to Johan. power, and their journey now leads them to Flaengin
Corrupted by Zarrauth’s influence, Johan complied, first with manor.
servants, and eventually his own family. Only when Zarrauth
demanded the sacrifice of Johan’s own son did the Flaengin Scene 1. The village of
heir attempt to banish the glabrezu to the abyss. And when
Johan failed, Zarrauth was released into the mortal world, Ush
free to slaughter the manor residents and take control of the
manor. Every living soul Zarrauth had killed for Johan the Approaching the village
demon then re-animated into undead servitors. And Whether already comrades-in-arms or strangers who’ve met
unleashed them on Ush.

by chance on the road, the characters arrive together in the

village of Ush at twilight. As they approach the outskirts of


The remnants of House Flaengin’s personal guard, led by the the village, read or paraphrase the following:
Flaengin patriarch HavarFlaengin, managed to drive the
glabrezu’s undead forces back to the manor, and even The fading of autumn is evident by spindly naked branches
managed to force Zarrauth back into the abyss as his son had
failed to do. Unable to seal the breach, the manor is left an reaching over the road and the mush of footsteps over wet
abandoned ruin, Zarrauth’s undead still roaming its cold leaves. The white of the first frost already speckles the hard
halls. Now, a full moon approaches, and the shambling earth of the fields around the miserable speck of village at the
undead have begun venturing out once more to terrorize the end of the road. Past a sagging palisade is a collection of
region. wattle and daub houses and a small chapel clinging to a steep
hill. Perched atop of the hill is a manor. Only its stumpy
outline is visible from the shadow cast by the setting sun.

Fall of House Flaengin 1


Within the village of Ush, the villagers are scared and furtive Over the years, many outsiders arrived in Ush to assume
and will attempt to avoid the characters but watch them from positions within the Flaengin household, but never
windows or around corners. Characters can explore the ventured out into the village.
following areas: Ever since the loss of the manor, a malignant entity has
been attacking lonely villagers and travelers, though
Village Square survivors and eyewitnesses have failed to spot the

attacker.
The only reason Havar Flaengin is tolerated and allowed
This muddy clearing in the middle of the village has a stone free room and board within the Maced Bear is for his
well surrounded by a few ramshackle stalls. Several of the stalls actions defending and driving away the demon. Many still
have been left deserted or destroyed.
blame him and his family for their present misfortune.

Characters can purchase adventuring gear and other goods Should the characters choose to head to the tavern or head to
from the village vendors worth up to 25 sp market value. the manor, read or paraphrase the following description:

Rolls: A scream breaks the uneasy quiet. Villagers flee from the town
Characters who succeed on a DC 13 Intelligence (History) square where shadows grab petrified villagers, draining them
check can discern the village square saw more activity and of energy.
prosperity in its past.
Characters who succeed on a DC 15 Wisdom (Insight) Four shadows attack three Ush villagers (N human
check realize that the damage to Ush was not recent but commoners). The shadows ignore the characters unless they
fear or apathy among the villagers is preventing the are attacked, and fight until destroyed.

rebuilding of the area.

Ush Chapel As the characters defeat the last shadow, the clanking of

poorly-fitted armor accompanies the arrival of three guards.
The guards keep their distance from the characters, eyeing
This stone chapel is noticeably bare with most of the pews
them warily. Following behind them, using a scabbarded
smashed into kindling and stacked along the walls. A wooden sword as a cane is Havar Flaengin (LN male human noble).
altar sits at the far end of the space. Havar sighs as he leans on his sword before addressing the
characters:
The chapel priest Clodius (NE male human priest) can be
found here walking in circles and muttering to himself. If the Visitors to Ush I would give you all the welcome you deserve
characters choose to talk to him he explains that House for aiding us, but you have arrived at distressing times. Do you
Flaengin was once blessed by Arawn with lands and wealth have business here? Perhaps we can discuss at my current
before they turned their backs on the deity who brought the abode for a hot meal for your belly and ale for your throat.
dead back to life and are now cursed. Should the characters
persist in talking with him, Clodius leaves the chapel publicly
and loudly denouncing House Flaengin in the village square.


Should the characters decline, Havar will offer them 10 gp
Rolls: each as a “reward” for saving Ush. But Havar will refuse to
answer any of the character’s questions unless they join him
Characters who succeed on a DC 11 Intelligence at the Maced Bear tavern.
(Religion) check to examine the chapel realize the chapel
is dedicated to Arawn, god of life and the dead.
Characters who succeed on a DC 14 Wisdom (Insight) Roleplaying Havar Flaengin
check when examining Clodius realize he has been Havar Flaengin is the elderly the patriarch of House
traumatized and is losing his mind. Flaengin. Burdened by the deaths of his family at
the hands of Zarrauth, he nevertheless remains
Gathering information within Ush composed as befits a noble of his station, his
Characters who chat with the villagers or guards and succeed composure undercut slightly by the haunted look
on a DC 15 Charisma (Persuasion) check (a 10 sp bribe in his eyes. This stoic front comes from
grants advantage or a 1 gp grants automatic success) learn maintaining what little goodwill he has with the
the following information: villagers of Ush. Havar clings only to a fading hope
that Johan may still be alive.
House Flaengin was recently prospering, acquiring land
and titles. Since the slaughter of most of the family and
the loss of their ancestral seat, the family has lost
everything except nominal rule over Ush.
Recently, the only scandal within the family was the death
of Lady Sariel, wife of Johan, and Dominique Flaengin,
younger son and cleric in service to the family’s patron
deity.
Fall of House Flaengin
4
The Maced Bear Tavern If the characters do not immediately head for the manor,

every two hours after talking with Havar Flaengin 1d4


specters and 1d6 shadows arrive from the manor to attack
Underneath the sign of a bear holding a tankard with a mace the village.
on its head is a tavern that has seen better days. Villagers sleep
against the edges of the walls, while the few customers
nursing mugs of ale throw fearful glances at the windows and
Scene 2. House Flaengin
door. Manor
Flaengin manor is the ancestral home and seat of power of
The Maced Bear tavern serves as the new residence of House the Flaengin family. Once the center of village life, it now lies
Flaengin. Despite his impoverished state, Havar Flaengin festering with the undead forms of its former residents. As
maintains the facade of a noble in his house, taking over the the party approaches the manor read the following:
table in the far corner for some privacy. Havar orders a meal
of gruel and ale from the bartender for the characters and A dismal heap of stone and shadow makes up this two-storey
himself, apologizing that the “fare in this establishment hasn’t manor. The only entrance is a gate that swings loosely on its
yet met a proper standard.” Once the characters have settled
down, Havar gives them each 10 gp before laying out his hinges. Above, the sky blackens into a starless void, and as you
proposal: approach the darkness presses in closer, devouring every scrap
of light.
Accept this token of my generosity. I find myself hard-pressed
and in need of vigorous assistance. My domain wasn’t always General Features
in this pitiful state. Barely a month ago I was head of the most
The Flaengin seat is a two-storey manor with well-fortified
powerful family in the region, yet now barely a dozen men
walls and a courtyard surrounded by buildings including a
swear fealty to me and a ruined village is my only domain. My great hall, chapel, stables, bedrooms, and other living spaces
manor, the very heart of my house, has been snatched by a to support the family. The walls are made of cut stone with
demon. It emerged from the abyss, slaughtered my household, wooden floors and roof shingles.
captured my heir, Johan, and unleashed its undead host upon Ceiling. The ceilings are 15 feet high, with the exception of
this village. I beat back its minion and sent it back to the abyss, the great hall (30 feet high). Unless stated otherwise, the
but now I fear it has returned and is sending out its demonic
roofs are made of wooden support beams and shingles.
Walls. The outer walls are three-feet thick cut stone, while
host again. I need those brave and hardy enough to rescue my the inner walls are one-foot thick wood.

son and destroy this demon. Doors. Doors are made of wood with iron bands and are
unlocked unless otherwise noted.
At this point the characters can ask Havar any questions:

Light. Rooms are in darkness unless otherwise noted.


Where did this demon come from? The demon came from Floor. The floors are made of stone or wood.
the abyss, somehow slipping through the barrier between our
worlds. Regional Effects
Can you tell us more about the demon? It is a ghastly hulk The region containing Flaengin manor is warped by the
with large claws for hands.

thinning of the barrier to the abyss, creating the following


How do you know your heir is still alive? My son was not effects:
among those slain and I fear my demon wants him alive to be
tortured. He shall be recognized by the gold chain of my While in darkness the undead and fiends have advantage
house around his neck. on Wisdom saving throws and on Stealth checks.
What can we expect inside the manor? The dead now wail Torches, lanterns, or glowing orbs only shed light at half
and linger behind those walls, and who knows how many their radius.
demons have since come forth. Casting detect magic reveals an aura of necrotic magic
What support can you provide? I have but a handful of men that appears suffused to the manor walls.
to protect my villagers. I can’t afford to bleed them out on yet There is an acidic burning stench that adds disadvantage
another assault. on all Wisdom (Perception) checks that rely on smell.
How much will you pay us? I shall promise a princely sum No animals venture nearby and all plant life is dead.
of 500 gp to each of you if you bring my son back alive. Anyone who looks at their reflection in a mirror or a

reflective surface appears demonic, adorned with horns
Characters who succeed on a DC 16 Wisdom (Insight) check and covered in scaly skin. If a character should stare at
realize that Havar is not being wholly truthful. If pressed to their reflection for more than a minute their reflection
reveal the truth of the demon’s origin, Havar will feign turns into an image of Zarrauth. Characters must then
ignorance. If the party threatens to refuse his request, he make a DC 15 Wisdom saving throw, and on a failed roll
admits that his son summoned the demon using a tome of that character takes 3d6 points of psychic damage and
dark powers. He will beg the characters not to reveal this suffers a short-term madness.
truth to the villagers.
When Zarrauth is defeated, these effects subside after 1d4
hours.
Fall of House Flaengin
5
Helverz Awaiting Zarrauth
Helverz was the first demon Johan attempted to summon. While Havar Flaengin was able to banish Zarrauth, due to the
However, the demon’s body was destroyed in the attempt, loophole of the original deal Zarrauth can enter the mortal
leaving its essence behind trapped within the manor. Since plane on a full moon. Should the characters attempt a long
the fall of the manor, Helverz has inflicted misery and death rest, roll a d4 to find the location Zarrauth arrives in the
mortal plane:
in the surrounding region. But with Zarrauth’s impending
return, Helverz seeks an open portal to the abyss to regain d4 Location
his true physical form. Every time the characters attempt a 1 Courtyard (area 1)
short rest, or if a character separates from the rest of the
party, Helverz attacks them. Helverz will attempt to surprise 2 Great Hall (area 5)
the characters and flee afterward unless the demon can win. 3 Wizard’s Study (area 14)
Characters who succeed on a Wisdom (Perception) check 4 Command Room (area 15)
contested against Helverz’s Stealth check will notice the
demon stalking them. Should Helverz be reduced to less than

half his hit points he ceases attacking the characters until If Helverz is still alive, he arrives to aid Zarrauth a round
Zarrauth appears, at which point he joins with Zarrauth. If later, attacking any spellcasters. Should Zarrauth be reduced
Zarrauth is defeated, Helverz flees. to half his hit points, he will fly out to command any surviving
monsters to aid him in battle.
Zarrauth
Summoning Zarrauth 1. Courtyard
Johan Flaengin uncovered the practice of summoning
demons through a codex called the tome of the abyss. It was Desiccated humanoid corpses lie scattered about this muddy
lost after Zarrauth’s slaughtering of the manor. Before the courtyard of dank puddles and tufts of dead grass. Surrounding
characters enter the manor, roll a 1d4 to determine the the courtyard are the manor buildings whose shadowed
tome’s location. doorways and windows offer nothing except a distant wailing
d4 Location that comes from deeper within the manor. Carved into the
1 Within one of the floor tombs in the chapel (area 7) stonework above the main gate of the large hall is the symbol
of a bear wielding a mace.
2 Within a bookshelf in the library (area 9)
3 Within the desk in the guard commander quarters
(area 16) Many of House Flaengin’s servants and guards, attempting to
flee the manor, were slaughtered here by Zarrauth.

4 Under the bed in Johan/Sariel’s quarters (area 22.a)

As the party enters the courtyard, the gates slam shut and

lock as if under the effects of arcane lock. Characters who
With the tome of the abyss, the characters can choose where touch the gates must succeed on a DC 13 Wisdom saving
to summon Zarrauth. Due to a large number of edits, notes, throw or take 7 (2d6) psychic damage.

and scribblings added to the copy, characters must make a

successful DC 13 Intelligence (Arcana) check to understand Rolls:


the ritual well enough to summon the demon. Characters
who speak Abyssal have advantage on their check. On a Characters who succeed on a DC 12 Wisdom (Medicine)
success of 5 or more they can trap Zarrauth in a 20-foot by check when examining the bodies in the area discover
20-foot-high circle once summoned. If trapped in said circle, that they were torn apart, and all have a rictus of fear
Zarrauth can make a DC 18 Strength check to free himself at etched on their features.
the end of his turn. Characters who examine the crest and succeed on a DC
11 Intelligence (History) check recognize the symbol of
the mace-wielding bear as the crest of House Flaengin.
Characters who succeed on a DC 13 Wisdom
(Perception) check when examining the courtyard notice a
20-foot circle of ash and dried blood in the center of the
greenery.
Characters who succeed on a DC 15 Intelligence (Arcana)
check when examining the courtyard circle understand it
was used to summon an extraplanar being. On a success
of five or more they understand it was last used to
summon a demon.

Fall of House Flaengin


6
Development Rolls:
The courtyard is one of the four areas in which Zarrauth can Characters who succeed on a DC 15 Wisdom
appear when arriving under his own power by light of the full (Perception) check while examining the chest notice the
moon, or he can be summoned here once more by the false bottom.
players. Characters who succeed on a DC 13 Intelligence
(Investigation) check notice that the roof is heavily
Treasure damaged and could collapse at any minute.
Characters who search the corpses find that while most of
the weapons and armor are rusted beyond use, a longsword, Treasure
two spears, three daggers, and a splint armor can be On the weapons rack is a longbow and 12 arrows. Within the
salvaged. 78 gp and 256 sp can also be found on the corpses. false bottom of the chest is a bag of 12 amber pieces worth
15 gp each.
2a. East Gatehouse
3. Stables
Arrow slits are built on the northern side of the wall and a half-
open door on the southern wall. The only contents in this The smell of old hay permeates the stables. Three stalls stand
gatehouse are a chest and an empty weapons rack. against the western wall with a clump of hay spread on the
southern corner. A wooden door borders the southern side of
This gatehouse was left abandoned after Zarrauth’s initial the room.
rampage.
In the northernmost stable is the remains of a horse, its guts
Treasure spilling out.
Characters who open the chest find a set of leather armor,
three arrows, and a set of thieves' tools. 4. Servant Quarters
2b. West Gatehouse A large, ruined cabinet rests upside down in one corner of this
room, with several bed frames scattered across the space,
Arrow slits are built on the northern side of the wall and a half-
their bedsheets ripped and torn to pieces. Broken bones litter
open door on the southern wall. Rubble accumulates on the
the floor. In the corner is a large piece of polished metal
northern corner, next to the crumbling wall.
serving as a mirror.

This gatehouse was left abandoned after Zarrauth’s initial Hunched around the room, feasting on what little marrow is
rampage.

left from the bones are five ghasts. Desperate for fresh meat,

they fight to the death.

Crumbling Roof Trap: The roof of this gatehouse has

weakened with age. If a character lingers too long either Due to the amount of debris, the floor counts as difficult
choosing to rest or failing a check, every creature within this terrain. Among the debris is the handout, New servant
area must succeed at a DC 18 Dexterity saving throw, taking letter.
9 (3d6) bludgeoning damage on a failed save, or half as much

damage on a successful one. This area becomes inaccessible Rolls:


after the trap is triggered.
Characters who make a DC 15 Strength check can lift up
the cabinet on a successful check.
Characters who succeed on a DC 16 Wisdom
(Perception) check find a toy among the destroyed
furniture.
Treasure
Inside the cabinet, characters can find a set of weaver’s tools,
carpenter’s tools, a tinderbox, six torches, rope, hempen (50
feet), mirror, steel, a reliquary (holy symbol), an abacus, a lock,
and a bullseye lantern. Characters who succeed in searching
the room find a wood-carved doll of an elvish noble.

Fall of House Flaengin


7
5. Great Hall 6. Kitchen
Long tables create a half-circle opening toward the large
The door to the kitchen from the servants’ quarters (area 4) is
double doors on the north end. The table sheets are stained
locked.
with various colors of decay, and piled high on top is rotten A mess of broken pots and skillets lie scattered around this
food on dirty trenchers. Above the hall are wood beams room. On the wood-burning furnace on the west wall is a large
supporting the peaked roof along with a walkway connecting black cauldron from which bubbles an awful stench. In the
the upper floor chambers. southwestern corner is a wooden staircase heading to the
second floor.
Four shadows, two specters, and a wraith can be found
here. The shadows are hidden, two lurking in the walkway If a character approaches within five feet of the cauldron, a
and the other two in the northern corners. The undead fight mane emerges from the cauldron to attack the closest
until permanently destroyed. character. When the mane attacks, characters within five feet

of the cauldron have to make a DC 15 Dexterity saving throw,
taking 2d6 points of fire damage on a failed check or half that
Wraith origins damage on a successful one.
Once the military commander for House Flaengin,

Shevite Manin convinced Johan to seek demonic


A key sticks out of the lock on the northern door.
assistance to revive Flaengin’s fortunes. Characters who succeed on a DC 14 Dexterity check with
Instrumental in procuring sacrifices to meet a set of thieves' tools can open the locked door to the
Zarrauth’s demands, Shevite was slain along with
many of his officers and soldiers during the
kitchen.
rampage. He revived as a wraith, his troops
Characters who succeed on a DC 13 Wisdom
awakening as specters and shadows.
(Perception) check notice something glaring from the lip
of the cauldron. On a success of 5 or more the character
sees a hinge on a western section of the wall, revealing the
secret door.


Treasure
Rolls: Characters who search the room find a set of brewer’s
supplies, cook’s utensils, a herbalism kit, a bucket, three iron
Characters who succeed on a DC 13 Wisdom pots, and five tankards.
(Perception) check notice a twenty-foot circle of ash and
dried blood in the center of the room. 7. Chapel
Characters who succeed on a DC 15 Intelligence (Arcana)
check realize it was used to summon extraplanar beings. Several pews have been cracked, broken, and thrown about
On a success of five or more they understand it was used this small chapel. In the far end is an altar atop which sits a
to summon a powerful demon.
Characters who succeed on a DC 11 Intelligence (History) headless statue of a robed man with a skeletal arm holding up
check realize that the crest of a bear wielding a mace is a set of scales. The floor is tiled with tombs, the epitaphs
the family crest of House Flaengin. faded and nearly worn away by a multitude of footprints.
Characters who succeed on a DC 17 Wisdom
(Perception) check find the hidden treasure. Found in this chapel is a keen (see Stat Blocks) and a
Characters who succeed on a DC 15 Intelligence desecrated draug (see Stat Blocks), who stand together in
(Investigation) check see the secret door on the east-south front of the altar. Starting at the end of the second round of
wall. combat and every subsequent round, a skeleton bursts forth
Development from one of the floor tombs for a total of eight skeletons. If
The great hall is one of the four areas in which Zarrauth can the desecrated draug is destroyed the remaining skeletons
appear when arriving under his own power by light of the full immediately collapse into a pile of bones.
moon, or he can be summoned here once more by the

players. For each tomb that is opened, every creature that moves over
an open tomb must make a DC 13 Dexterity saving throw. On
Treasure a failure, the character falls prone within the tomb and any
Underneath the central chair is a sack containing 500 gp and attack made against them has advantage. A standard action is
a silver medallion of a bear wielding a mace (5 gp). required to climb out of a tomb.

Neatly folded behind the altar is the handout, Sariel’s love


letter.

Fall of House Flaengin


8

Desecrated Draug and Keen origins

During House Flaengin’s time of prosperity, Johan Rolls:


won the hand of the daughter of a notable elvish Characters who succeed on a DC 17 Intelligence (Arcana)
lord. However, as his behavior became increasingly
dark from Zarrauth’s corruption, his elvish wife,
check find a spellbook. On a failure the book of caught
Sariel, found comfort in the arms of Johan’s
thieves is found.
younger brother, Dominique, and the cleric of the Development
family’s patron deity. Upon the discovery of this
affair, Johan gave the lovers up to Zarrauth who
If combat breaks out here, the monsters in the wizard’s study
turned Dominique into a desecrated draug and
(area 14) become aware of the characters’ presence.
Sariel into a keen.
Treasure
If the tome of the abyss is located here, it is found in the
bookshelves. A spellbook can be found here with the

following spells:

Rolls: 3rd level: animate dead, vampiric touch, counterspell

Characters who succeed on a DC 14 Intelligence 4th level: dimension door, arcane eye, confusion
(Religion) check to examine the chapel realize the chapel 10. Waiting Room
is dedicated to Arawn, god of life and the dead.
Characters who succeed on a DC 15 Strength check can
break through an enclosed tomb. An embroidered carpet depicting the Flaengin crest is laid
over the wooden floor with a settee on one end and a mirror
Treasure on the other. Two suits of armor stand between two doors on
If the tome of the abyss is located here, it is found in one of the north and south walls, respectively.
the tombs. Within one of the tombs is a long-dead cleric
wearing cloth-of-gold vestment (25 gp), a silver bracelet with a Two animated armours have been placed here to prevent
jade stone (100 gp), and mithral (chain shirt) armor. anyone from entering the office (area 11) or the back room
8. Barracks (area 12.a). If a character attempts to enter either guarded
door, the animated armor attacks until destroyed. If the crest
Several large cabinets and tables have been thrown about this
of Flaengin is shown to the animated armors, the constructs
let the bearers pass.

room, bedrolls strewn like corpses. A large floor-length mirror


leans against the eastern wall. Rolls:


In the corner of the room is the crumpled, partially burnt ball Characters who roll a DC 14 Intelligence (Investigation)
of parchment that is the handout, Shevite’s command check while examining the animated armors realize they
missive. are guardians and a command word or physical symbol is

required for them to stand down.
Characters can see the secret doorway to the office (area 11). 11. Office
Treasure A banner has been torn from the walls and flung across a desk.
Within the cabinets are three chain mails, five daggers, seven Tapestries have been torn, their rags still hanging from the
torches, a wooden shield, a tinderbox, and a set of playing
dice. wall. There’s a door on the south wall.

9. Library

Rolls:
Surrounding the walls are several shelves full of books. A spiral
Characters who succeed on a DC 16 Wisdom
staircase leads up to a second floor.
(Perception) check notice the false paneling on the walls
are secret doors on the north and east walls.
Three wights patrol this area. Once the personal bodyguards Characters who make a DC 12 Intelligence (History)
for Velthor, they were eventually sacrificed and raised up as check understand that the tapestries reveal the heroic
wights. They fight until destroyed.

deeds of the Flaengin with the newest tapestry depicting

Johan in his victories. On a success of 5 or more, a crab-


The books in this library contain books on politics, history, shaped figure is seen in the tapestry corner (Zarrauth).
poetry, and the arcane. Notably among the collection are
books on demons, devils, elementals, celestials, and the Treasure
different planes of existence. In the desk is a wax seal depicting the Flaengin crest (10 gp).
Next to the seal are 3 potions of greater healing.

Fall of House Flaengin


9
12a. Back Room Within the cabinet is a badly damaged spellbook. Only the
last page has been left unburnt and is a handout, Velthor’s
Within this room are barrels and crates that have been busted
private journal.
open, their contents either rotten or crushed. A large safe has
been left upturned and leans against the backdoor. A Fiend skull origins
desiccated skeleton lies on the floor. Johan enlisted the house wizard, Velthor, in
procuring the tome of the abyss and summoning
Zarrauth. As Johan became corrupted, Velthor
This room was broken apart during the fighting. attempted to stop him by warning Havar.

Unfortunately, Havar supported Johan’s actions,
Acid Trap: A cache of acid is placed behind the safe door to and Velthor was sacrificed to Zarrauth before being
stop thieves. Characters who succeed on a DC 14 raised up as a fiend skull with the quasit
Intelligence (Investigation) check while trying to open the summoned to keep an eye on the former wizard.
door notice that the vault door seems tethered to something.
This grants advantage on any Dexterity saving throw made to
avoid the effects of the attack. If the trap is sprung, every
character within 5 feet of the safe must make a DC 15

Dexterity saving throw. Characters take 13 (3d6) acid Rolls:


damage on a failed save, or half as much damage on a Characters who succeed on a DC 13 Wisdom
successful one. (Perception) check notice a twenty-foot circle of ash and

dried blood in the center of the room.
Rolls: Characters who succeed on a DC 15 Intelligence
Characters who roll a successful DC 15 Wisdom (Investigation) check realize there is an odd flickering
(Perception) check notice the false door behind the wall. behind the skull eye sockets.
Characters who roll a DC 18 Dexterity check with a set of Characters who succeed on a DC 15 Intelligence (Arcana)
thieves’ tools can open the vault door. check realize the circle was used to summon extraplanar
beings. On a success of five or more they understand it
Treasure was used to summon a powerful demon.
Inside the vault is 600 gp, a large sack of 20 quartz (40 gp Characters who succeed on a DC 16 Intelligence (Nature)
each), and a periapt of healing. check realize the light sources are will-o’-wisps.
12b. Staircase Development
Zarrauth will appear in the middle of the room when arriving
Within this narrow room, a staircase leads up to the second under his own power by the light of the full moon, or if
level.
summoned here once more by the players. If combat breaks
out the monsters in the library (area 9) become aware of the
party’s presence and arrive by spiral staircase at the end of
13. Servant Hallway the second round.
Dust and empty sconces are set along the walls with a few Treasure
doors providing escape in this dark hallway. Within the cabinet are a pair of robes. On the laboratory table
are three potions of greater healing, a potion of giant
strength, a potion of heroism, and a potion of mind reading.
A swarm of crawling claws (see Stat Blocks) patrol this

hallway.

14. Wizard’s Study


A spiral staircase leads up to a chamber lit up by two lamps on
sconces. A cot is in the corner, next to a cabinet and a wizard’s
laboratory is on a nearby table. A skull and several potions are
on top of the laboratory. A large mirror with an ornate frame
rests set on the northern wall.

A fiend skull (see Stat Blocks), a quasit, and two will-o-


wisps can be found here, with the fiend skull pretending to
be an inanimate skull. If aware of the character’s presence the
quasit turns invisible. The will-o’-wisps do not attack until a
character is prone or is knocked unconscious.

Fall of House Flaengin


10
15. Command Room 17. Supply Room
A table has been thrown over with a crinkled map draped over Barrels and crates are piled up, leaving a narrow pathway
it. Several wooden chairs have been placed around this room between the wooden staircase leading downward and the
along with an overturned bookshelf. Walkways can be door. A window is on the western wall overlooking the great
accessed on the north and west walls with doors on the hall.
southern wall. Light comes from three sconces placed around
this room. Within this room are stacks of barrels and supplies. Most of
the supplies are spoiled and useless.
Three will-o’-wisps can be found here, pretending to be

lights. They attack if the party interacts with them or attempts Rolls:
to take a short or long rest. When the party leaves this area, Characters who roll a DC 16 Wisdom (Perception) check
they will turn invisible and attempt to follow the party, find the treasure hidden among the barrels.
attacking them in their next combat encounter.

Treasure
Rolls: Hidden behind a barrel is a large sack of 250 sp, 391 cp, and
Characters who succeed on a DC 16 Intelligence (Nature) a large piece of amber (30 gp).
check realize the light sources are will-o’-wisps. 18. Walkway
Characters who succeed on a DC 14 Intelligence (History)
check realize that the map shows the region around the
Flaengin manor with markings indicating Flaengin’s plan This narrow wooden walkway with a waist-high guardrail
for expansion. connects two parts of the upper floor overlooking the great
Characters who succeed on a DC 13 Wisdom hall.
(Perception) check notice a twenty-foot circle of ash and
dried blood in the center of the room. If the characters have not yet explored the great hall (area 5)
Characters who succeed on a DC 15 Intelligence (Arcana) two shadows can be found here. Characters who fall from
check realize it was used to summon extraplanar beings. the walkway take 3d6 points of bludgeoning damage.
On a success of five or more they understand it was used
to summon a powerful demon. Development
Development
If combat breaks out here, the monsters in the great hall
Zarrauth will appear in the middle of the room when arriving (area 5) become aware of the party’s presence.
under his own power by the light of the full moon, or if 19. Drawing Room
summoned here once more by the players.
This room had once been set up with smooth walls, luxurious
16. Guard Commander Quarters carpets, plush settees, and beautiful tapestries depicting the
The door is locked. Flaengin crest. Now everything is covered in dried blood with
a desiccated corpse stretched over an ornate wood table.
This room possesses only a bed, a dressing wardrobe, and a
There are doors on the southern and northern walls, and
desk and chair in the corner. A decaying body hangs from one
wretched crying can be heard from behind the southern wall.
of the wooden beams around the ceiling. The only entrance is
the doorway on the northern wall.
Sitting in the chair is a ghost along with three zombies
sprawled on the chairs. The ghost is the spirit of Morgan
The body is Shevite’s aide who hung himself during the Flaengin, mother of Johan and wife of Havar. Morgan will let
attack. the party know about her family, how Johan is working so

hard for the family glory, or how Havar has been distracted
Rolls: lately. She also explains how the babe, Evar Flaengin, the
Characters who roll a DC 15 Dexterity check with a set of “future” of Flaengin is just crying for a toy. Unless the players
thieves’ tools can unlock the door. offer a toy – one can be found in the servant quarters (area 4)
– Morgan will not allow the characters to enter the bedroom
Treasure hallway (area 20). Should the party attempt to open the door
If the tome of the abyss is located here, it is found within the or attack, the zombies and Morgan fight until destroyed.

desk. Within the wardrobe is a set of plate armor, and a metal

shield. In the desk drawer is a potion of greater healing and


200 gp.

Fall of House Flaengin


11
Roleplaying Morgan
22a. Johan/Sariel’s Quarters
Morgan was ignorant of Johan’s demonic pact. A large mirror is situated on one corner of the room alongside
Busy with raising her grandchild, Morgan was killed two chairs, an ornate cabinet, a desk, and a once beautiful bed
in her sleep during Zarrauth’s rampage and rose as
with stained sheets. Crying comes from a large crib by the
a ghost. Morgan’s only goal is to end Evar’s crying.
Morgan will be pleasant to the characters, and will corner of the room. There is a wooden door on the southern
act as if unaware of her undead form. wall.

Johan and Sariel had a son named Evar. However, corrupted



by Zarrauth, Johan believed Evar was a lovechild between
Rolls: Sariel and Dominique and killed the baby in a fit of rage.
Given over to Zarrauth as a sacrifice, Evar has been reborn as
Characters who succeed on a DC 21 Wisdom a corrupted slaymate. The slaymate attempts to lure
(Persuasion) check can convince Morgan to allow them characters to the crib before attacking anyone who comes
through into the bedroom hallway (area 20) by promising close to it. If the slaymate is presented with a doll it will not
they can make the baby stop crying. attack the characters unless attacked.
20. Bedroom Hallway

Underneath the bed is a cluster of badly burned or destroyed


This once beautiful hallway has been left to wither. Scratches
papers with scribbling on them. Only one of the papers is
legible and is the handout, Johan’s ramblings.
rake across the bluish paint while the wooden floorboards

creak in protest. Rolls:


This hallway connects the kitchen to the royal chambers. If Characters who succeed on a DC 16 Intelligence (Arcana)
characters make no attempt at stealth the floorboards creak check realize that the cries are not coming from a normal
loudly. baby but an entity of unnatural origin.

Treasure
Rolls: If the tome of the abyss is located here, it is found under the
Characters can succeed on a DC 12 Dexterity (Stealth) bed. Characters who search the room find a set of plate mail
check to avoid making any noise when walking across the as well as a +1 longsword, the ancestral sword of House
hallway. Flaengin.
Development 22b. Privy Chamber
Should the characters make any noise, the monsters in the
drawing room (area 19) become aware of their presence and Only an empty hole remains where the toilet used to be, along
arrive after one round. with a dry wash basin.

21a. Havar/Morgan’s Quarters


Conclusion
This somewhat austere room has a large bed on the west side
If the characters do not destroy Zarrauth before the end of
of the room opposite a fireplace with several chairs arranged the night, Zarrauth and any remaining monsters within the
around it, and a large cabinet to one side. The furniture and manor escape and rampage through the village of Ush,
carpet are stained almost black with dried blood.
slaughtering anyone they encounter.

Treasure
Should Zarrauth be defeated the portal is destroyed, leaving
Within the cabinet are six sets of fine noble clothes. Within behind a mewling mane, strangled by a golden chain with the
the drawer is a jewelry box containing three jade bracelets pendant of House Flaengin (40 gp). This sodden mane is all
(50 gp each), a gold ring (20 gp), and a silver and diamond that is left of the once-proud noble heir Johan Flaengin. It is
necklace (200 gp). up to characters to decide what to do with his remains
though nothing short of a wish spell could bring him back to
his former self. Regardless of how they deal with him, the
21b. Privy Chamber effects around the manor melt away like dew as a new sun
rises. When the characters arrive back at the Maced Bear
The sharp stench of an unclean toilet and a washbasin can be
only one of the few remaining guards left greets them,
found here. informing them that Havar does not wish to be disturbed
before handing them 10 gp each, all that remains of House
Flaengin’s wealth. Should the characters barge in the Maced
Bear tavern they find Havar having hung himself, along with a
suicide note explaining he could not bear living with the guilt
and loss of his family’s stature, thus ending House Flaengin.
Fall of House Flaengin
12
As part of casting the spell, you can form a circle on the
Appendix ground with the blood and ashes used as material
components. The circle is large enough to encompass your
Magic Spells space or the demon’s space. While the spell lasts, the
Enslave Demon summoned demon must succeed on a DC 18 Strength check
4th-level conjuration to cross the circle or harm it, and it can’t target anyone
outside the circle barrier. Using the material component in
Casting Time: 1 hour this manner consumes it when the spell ends.

Range: 60 ft

Components: V,S, M (a vial of blood and the ashes from a Every time the same demon is summoned the DC of the
humanoid killed within the past 24 hours) saving throw increases by 1.
Duration: Concentration, up to 3 hours
You utter foul words, summoning one demon from the Magic Items
chaos of the Abyss. You choose the demon’s type. If you know
the demon’s name you can summon the specific demon. The Book of Caught Thieves
demon appears in an unoccupied space you can see within Wondrous item, rare

range, and the demon disappears when it drops to 0 hit Characters who attempt to read this book find that it lectures
points or when it is dismissed. the characters on the folly of stealing, and have to make a DC
15 Wisdom saving throw. On a failure the character is
Demon Summoned DC Charisma saving throw blinded for 24 hours. This effect counts as a curse and can be
Dretch DC 5 removed with a greater restoration. The book can be read
3/day.
Quasit DC 10
Vrock DC 15 Tome of the Abyss
Hezrou DC 20 Wondrous item, very rare (requires attunement by a wizard,
warlock)

Glabrezu DC 25 The path to summoning the denizens of the Abyss is not easy,
Marilith DC 27 but possible with a copy of this foul text that circulates more
Balor DC 30
frequently than more renowned tomes. Some wonder how
many of these simplified tomes were created. Some guess

they are written by demonic cults looking to spread their


On the turn the demon is summoned you must make a DC worship or wizards recording attained knowledge. Still
Charisma saving throw. On a success you can command it for others postulate a more insidious source: those looking to
up to 3 hours or request a boon. Roll initiative for the demon, allow more mortals to attempt to weaken the barrier between
which has its own turns. When you summon it and on each of the planes.
your turns thereafter, you can issue it a verbal command as a

free action, telling it what it must do on its next turn. If you This slim tome bound in human skin contains scribbled notes
issue no command, it spends its turn attacking any creature and edits over its abyssal script. The text provides a cursory
within reach that has attacked it. overview of the variety of demons of the Abyss, as well as the

required spells to summon a demon, bind it, and create a pact


If a boon is requested a pact is created and the demon will with it.
carry out the wording of the requested pact as it sees fit (at

the DM’s discretion). It disappears if it no longer has hit Whenever an evil character reads through the tome, that
points, is unable to carry out the pact, or is dismissed as creature must make a DC 8 Wisdom saving throw. On a
stated under the terms of the pact. A requested boon could failed save the creature’s alignment shifts one step closer to
retrieve an artifact from the abyss or slay the king in another chaotic evil. The DC increases by +1 every time the same
kingdom. A demon may make a request in exchange for creature reads through the tome. If a character spends 48
carrying out the requested boon, such as the sacrifice of a hours over a period of no more than 6 days studying the
maiden. Alternatively, you can make another successful book’s contents, that creature gains an advantage on all
Charisma saving throw with disadvantage to compel the Intelligence (Arcana) checks related to the Abyssal plane and
summoned demon to carry out the pact.

demons. Characters who read through the book can cast

enslave demon with a 10% failure rate. The spell can only be
At the end of 3 hours, or at the completion of a pact, or on a cast 1/day. On a failure, a demon does not show up and the
failed Charisma saving throw your control of the demon ends. caster takes 10 (3d6) psychic damage.
If you stop concentrating on the spell before it reaches its full
duration, an uncontrolled demon doesn’t disappear if it still
has hit points.

Fall of House Flaengin


13
Player Handouts
Handout 1: New servant letter

Handout 2: Sariel love letter

Fall of House Flaengin


Handout 3: Velthor private journal

Handout 4: Shevite’s command missive


Handout 4: Johan's ramblings

Fall of House Flaengin


Characters

Name Pronunciation Guide


Johan Flaengin III jo-HAN FLAY-gin Third
Havar Flaengin HAY-var FLAY-gin
Morgan Flaengin MOR-GAN FLAY-gin
Dominique Flaengin DOM-in-ic FLAY-gin
Sariel Flaengin SA-real FLAY-gin
Evar Flaengin e-VAR FLAY-gin
Velthor VEL-thor
Shevite Manin SHE-vite Ma-NIN
Zarrauth Za-RRouth
Helverz HEL-Vrez

Fall of House Flaengin


16
Corrupted Slaymate
Corrupted Slaymates are what remains of a dark, necrotic Desecrated Draug
ritual attempting to extract the essence of youth. These Medium undead, neutral
undead babes always seek to drain the life that was stolen
from them. Armor Class 16 (chain mail)
Hit Points 136 (16d8 + 64)
Speed 30 ft.

Corrupted Slaymate STR DEX CON INT WIS CHA


Small undead, chaotic evil
18 (+4) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 18 (+4)
Armor Class 15
Hit Points 31 (7d8) Saving Throws Str +6, Con +6, Wis +5, Cha +6
Speed 20 ft. Damage Vulnerabilities radiant
Damage Resistances psychic
STR DEX CON INT WIS CHA Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion,
12 (+1) 16 (+3) 10 (+0) 11 (+0) 11 (+0) 10 (+0) frightened, paralyzed, poisoned, stunned
Senses darkvision 60 ft., passive Perception 13
Saving Throws Dex +5, Con +2, Wis +2 Languages the languages it knew in life
Skills Acrobatics +5, Insight +4, Perception +4, Challenge 4 (1,100 XP)
Stealth +7
Damage Immunities necrotic, poison Desecrated Weapons. The draug's weapon attacks
Condition Immunities exhaustion, paralyzed, are magical.
poisoned
Senses darkvision 60 ft., passive Perception 14 Regeneration. The draug regains 10 hit points at the
Languages understands Common start of its turn if it has at least 1 hit point. If the
Challenge 3 (700 XP) revenant takes fire or radiant damage, this trait
doesn't function at the start of the draug's next
Sneak Attack (1/Turn). The slaymate deals an extra 5 turn. The draug's body is destroyed only if it starts
(2d4) damage when it hits a target with a weapon its turn with 0 hit points and doesn't regenerate.
attack and has advantage on the attack roll, or when Spellcasting. The draug is a 1st-level spellcaster. Its
the target is within 5 ft. of an ally of the slaymate spellcasting ability is Wisdom (spell save DC 13, +5
that isn't incapacitated and the slaymate doesn't to hit with spell attacks). The draug has the
have disadvantage on the attack roll. following cleric spells prepared:

Nimble Escape. The slaymate can take the Cantrips (at will): chill touch, thaumaturgy

Disengage or Hide action as a bonus action on 1st level (3 slots): false life, ray of sickness
each of its turns.
Undead Fortitude. If damage reduces the draug to 0
Freedom of Movement. The slaymate ignores hit points, it must make a Constitution saving
difficult terrain, and magical effects can't reduce its throw with a DC of 5 + the damage taken, unless
speed or cause it to be restrained. It can spend 5 the damage is radiant or from a critical hit. On a
feet of movement to escape from nonmagical success, the draug drops to 1 hit point instead.
restraints or being grappled.
Ambusher. The slaymate has advantage on attack Actions
rolls against any creature it has surprised. Multiattack. The draug makes two mace attacks.
Actions Mace. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Diseased Bite. Melee Weapon Attack: +5 to hit, one target. Hit: 7 (1d6 + 4) bludgeoning damage
reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing plus 3 (1d6) necrotic damage.
damage. The target must succeed on a DC 13 Polluted Essence (2/day). Every non-undead, non-
Constitution saving throw or their Strength and construct, non-fiend creature within 15 feat of the
Constitution score is reduced by 1d4. After 24 draug must make a wisdom saving throw. On a
hours the target can make another saving throw to failure, a target takes 3(1d6) necrotic damage and
end this effect. This disease can be cured by magic is vulnerable to necrotic damage. The target can
such as lesser restoration or heal. repeat the saving throw at the end of each of its
turn, with disadvantage if it is within 30 feet of the
Bolstering Touch (3/Turn). A slaymate can touch an draug. On a failure, the target takes an additional
undead creature to grant it a +1 to attack and 3(1d6) necrotic damage. The target ends the
damage rolls and advantage on wisdom saving polluted condition on itself on a success.
throws for 1 minute.

Fall of House Flaengin


17
Desecrated Draug Helverz
A Desecrated Draug is a former cleric who forsook their faith Helverz is a demon whose physical body was destroyed in a
in a deal with a dark power. Emissaries of death, their very botched summoning leaving behind only a shadowy form.
presence pollutes the living.

Fiend Skull
A skull wrapped in a bluish flame, Fiend Skulls are wizards
slain and corrupted to serve the dark powers that raised
them.

Fiend Skull
Tiny undead, neutral evil

Armor Class 13
Hit Points 40 (9d4 + 18)
Speed 0 ft., fly 40 ft. (hover) Helverz
Medium fiend (demon), chaotic evil
STR DEX CON INT WIS CHA Armor Class 15
1 (-5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) Hit Points 66 (12d8 + 12)
Speed 40 ft., fly 40 ft.
Skills Arcana +7, Perception +2
Damage Resistances lightning, necrotic, piercing; STR DEX CON INT WIS CHA
bludgeoning, piercing, and slashing from
nonmagical attacks 1 (-5) 17 (+3) 12 (+1) 14 (+2) 13 (+1) 14 (+2)
Damage Immunities cold, fire, poison
Condition Immunities charmed, frightened, Saving Throws Dex +6, Cha +5
paralyzed, poisoned, prone Skills Perception +4, Stealth +9
Senses darkvision 120 ft., passive Perception 12 Damage Vulnerabilities radiant
Languages Abyssal, Common Damage Resistances acid, fire, necrotic, thunder;
Challenge 4 (1,100 XP) bludgeoning, piercing, and slashing from
nonmagical weapons
False Appearance. When the fiend skull is not Damage Immunities cold, lightning, poison
shedding light and is motionless, it is Condition Immunities exhaustion, frightened,
indistinguishable from a humanoid skull. grappled, paralyzed, petrified, poisoned, prone,
restrained
Magic Resistance. The skull has advantage on saving Senses darkvision 120 ft., passive Perception 14
throws against spells and other magical effects. Languages Abyssal, Common, telepathy 120 ft.
Illumination. The skull sheds dim light in a 30-foot Challenge 5 (1,800 XP)
radius. It can alter the radius as a bonus action.
Shadow Stealth. While in dim light or darkness,
Regeneration. The skull regains 2d4 hit points at the Helverz can take the Hide action as a bonus action.
start of its turn if it has at least 1 hit point.
Spellcasting. The skull is a 5th-level spellcaster. Its Sunlight Weakness. While in sunlight, the shadow
spellcasting ability is Intelligence (spell save DC 13, has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
+5 to hit with spell attacks). The skull has the
following wizard spells prepared:
Incorporeal Movement. The Helverz can move

through other creatures and objects as if they were
Cantrips (at will): mage hand
difficult terrain. It takes 55 (1d10) force damage if
1st level (3 slots): magic missile, shield
it ends its turn inside an object.
2nd level (2 slots): misty step, flaming sphere

3rd level (1 slot): fireball Actions


Multiattack. Helverz makes two attacks with his
Actions Claws.
Multiattack. The skull uses Necrotic Ray twice
Claws. Melee Weapon Attack: +5 to hit, reach 10 ft.,
Necrotic Ray. Ranged Spell Attack: +5 to hit, range one creature. Hit: 10 (2d6 + 3) psychic damage, or
30 ft., one target. Hit: 10 10 (3d6) necrotic if Helverz had advantage on the attack roll, 17(4d6
damage. +3) psychic damage.

Fall of House Flaengin


18
Keen Swarm of Crawling Claws
Keens are elves that were killed in a severe moment of Hands harvested on battlefields and execution squares, a
hopelessness and forced to be re-animated by dark magic. swarm of crawling claws are created by dark spellcasters
Unless controlled by their master they wander the lands seeking many hands for their labors.
crying out in their despair.

Keen Keen Hearing and Sight. The keen has advantage on


Medium undead, chaotic evil Wisdom (Perception) checks that rely on hearing or
sight.
Armor Class 13 Magic Resistance. The keen has advantage on saving
Hit Points 58 (13d8) throws against spells and other magical effects.
Speed 0 ft., fly 50 ft. (hover)
Actions
STR DEX CON INT WIS CHA Corrupting Touch. Melee Spell Attack: +4 to hit, reach
5ft., one target. Hiit: (3d6 + 2) necrotic damage.
1 (-5) 14 (+2) 10 (+0) 12 (+1) 12 (+1) 17 (+3)
Horrifying Visage. Each non-undead creature within 60
Saving Throws Wis +3, Cha +5 feet of the keen that can see her must succeed on a DC
Damage Resistances acid, cold, fire, lightning, thunder; 13 Wisdom saving throw or be frightened for 1
bludgeoning, piercing, and slashing from nonmagical minute. A frightened target can repeat the saving throw
attacks at the end of each of its turns, with disadvantage if the
Damage Immunities poison banshee is within line of sight, ending the effect on
Condition Immunities charmed, exhaustion, frightened, itself on a success. If a target's saving throw is
grappled, paralyzed, petrified, poisoned, prone, successful or the effect ends for it, the target is
restrained immune to the keen Horrifying Visage for the next 24
Senses darkvision 60 ft., passive Perception 11 hours.
Languages the languages it knew in life Cry (1/Day). The keen releases a mournful cry. This cry
Challenge 4 (1,100 XP) has no effect on constructs and undead. All other
creatures within 40 feet of her that can hear her must
Incorporeal Movement. The keen can move through make a DC 14 Constitution saving throw. On a failure,
other creatures and objects as if they were difficult a creature takes 55 (10d10) psychic damage, or half as
terrain. It takes 5 (1d10) force damage if it ends its much damage on a successful save.
turn inside an object.

Swarm of Crawling Claws Languages understands Common


Medium swarm of Tiny undead, neutral evil Challenge 1/4 (50 XP)

Armor Class 12 Swarm. The swarm can occupy another creature's space
Hit Points 36 (8d8) and vice versa, and the swarm can move through any
Speed 30 ft., climb 30 ft. opening large enough for a ???. The swarm can't regain
hit points or gain temporary hit points.

STR DEX CON INT WIS CHA Turn Immunity. The claws have advantage on saving
throws against any effect that turns undead.
15 (+2) 14 (+2) 11 (+0) 5 (-3) 10 (+0) 4 (-3)
Actions
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities poison Claw. Melee Weapon Attack: +3 to hit, reach 0 ft., one
Condition Immunities charmed, frightened, grappled, target in the swarm's space. Hit: 7 (2d4+1)
paralyzed, petrified, poisoned, prone, restrained, bludgeoning or slashing damage, or 3 (1d4+1)
stunned bludgeoning or slashing damage if the swarm has half
Senses blindsight 30 ft. (blind beyond this radius), of its hit points or fewer.
passive Perception 10

Fall of House Flaengin


19
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the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper independent Agreement with the owner of each element of that Product
names (including those used in the names of spells or items), places, Underdark, Identity. You agree not to indicate compatibility or co-adaptability with any
Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever Changing Trademark or Registered Trademark in conjunction with a work containing
Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Open Game Content except as expressly licensed in another, independent
Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Agreement with the owner of such Trademark or Registered Trademark. The
Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork use of any Product Identity in Open Game Content does not constitute a
Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens challenge to the ownership of that Product Identity. The owner of any Product
of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of Identity used in Open Game Content shall retain all rights, title and interest in
the Beastlands, Olympian Glades of Arborea, Concordant Domain of the and to that Product Identity.

Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness,

beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, 8. Identification: If you distribute Open Game Content You must clearly indicate
githzerai, mind flayer, illithid, umber hulk, yuan-ti.

which portions of the work that you are distributing are Open Game Content.

All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of 9. Updating the License: Wizards or its designated Agents may publish updated
the License.
versions of this License. You may use any authorized version of this License to

copy, modify and distribute any Open Game Content originally distributed
The terms of the Open Gaming License Version 1.0a are as follows:
under any version of this License.

OPEN GAME LICENSE Version 1.0a


10. Copy of this License: You MUST include a copy of this License with every copy

of the Open Game Content You Distribute.

The following text is the property of Wizards of the Coast, Inc. and is Copyright

2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.


11. Use of Contributor Credits: You may not market or advertise the Open Game

Content using the name of any Contributor unless You have written permission
from the Contributor to do so.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners

who have contributed Open Game Content; (b)"Derivative Material" means


copyrighted material including derivative works and translations (including 12. Inability to Comply: If it is impossible for You to comply with any of the terms
into other computer languages), potation, modification, correction, addition, of this License with respect to some or all of the Open Game Content due to
extension, upgrade, improvement, compilation, abridgment or other form in statute, judicial order, or governmental regulation then You may not Use any
which an existing work may be recast, transformed or adapted; (c) "Distribute" Open Game Material so

means to reproduce, license, rent, lease, sell, broadcast, publicly display, affected.

transmit or otherwise distribute; (d)"Open Game Content" means the game

mechanic and includes the methods, procedures, processes and routines to 13. Termination: This License will terminate automatically if You fail to comply
the extent such content does not embody the Product Identity and is an with all terms herein and fail to cure such breach within 30 days of becoming
enhancement over the prior art and any additional content clearly identified as aware of the breach. All sublicenses shall survive the termination of this
Open Game Content by the Contributor, and means any work covered by this License.

License,

including translations and derivative works under copyright law, but 14. Reformation: If any provision of this License is held to be unenforceable, such
specifically excludes Product Identity. (e) "Product Identity" means product provision shall be reformed only to the extent necessary to make it
and product line names, logos and identifying marks including trade dress; enforceable.

artifacts; creatures characters; stories, storylines, plots, thematic elements,

dialogue, incidents, language, artwork, symbols, designs, depictions, 15. COPYRIGHT NOTICE

likenesses, formats, poses, concepts, themes and graphic, photographic and Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.

other visual or audio representations; names and descriptions of characters,

spells, enchantments, personalities,


teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical or System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
supernatural abilities or effects, logos, symbols, or graphic designs; and any Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter
other trademark or registered trademark clearly identified as Product identity Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
by the owner of the Product Identity, and which specifically excludes the Open Townshend, based on original material by E. Gary Gygax and Dave Arneson. END
Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, OF LICENSE

designs that are used by a Contributor to identify itself or its products or the
associated products contributed to the Open Game License by the Contributor
(g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative Material of Open Game
Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a
notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content
that you Use. No terms may be added to or subtracted from this License
except as described by the License itself. No other terms or conditions may be
applied to any Open Game Content distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.

Fall of House Flaengin


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