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Table of Contents
The Soulmonger Sidebar: Ilmater ............................................................................................................... 16
Adventure Background ....................................................................................... 3 Area 7: The Sick Bay ................................................................................................. 16
Adventure Summary ............................................................................................... 5 Area 8: Crafting Area ............................................................................................... 16
Adventure Hooks .......................................................................................................... 5 Area 9: The Old Pond .............................................................................................. 16
Dramatis Personae ...................................................................................................... 5 Area 10: Igach's Lair ................................................................................................... 17

The Tower Golem ............................................................................................................ 5 Appendices


Logrimm Stonesmasher ........................................................................................... 5
Concluding the Adventure ....................................................................... 15
Squatnose ....................................................................................................................................... 6
Igach ...................................................................................................................................................... 6 Continuing the Adventure ....................................................................... 15
Mara Lionbleeder ............................................................................................................... 6 Appendix A: Monsters & NPC .......................................................... 18
Blind Monk ................................................................................................................................. 7 Mara Lionbleeder .......................................................................................................... 18
Azaketh ............................................................................................................................................. 7 Skor Thunderarse .......................................................................................................... 19
Table: Azaketh's Collection of Souls ..................................................... 7 Blind Monk ............................................................................................................................. 19
Sidebar: Devil's Contracts .................................................................................... 7 Rogar ................................................................................................................................................ 20
Merchant .................................................................................................................................... 20
Part 1: The Village of Longbarrow Appendix B: Items ................................................................................................... 21
Sidebar: Longbarrow: General Features ......................................... 8
Appendix C: Random Names ............................................................. 22
Area 1: Sleeping Giant Inn ................................................................................... 8
Appendix D: Devil's Contract ............................................................ 23
Sidebar: Mara Lionbleeder ................................................................................. 9
Area 2: Glaim's Shop ................................................................................................. 10
Credits & Afterword ........................................................................................... 23
Area 3a: Hangman's Den ..................................................................................... 10 Appendix E: Maps ................................................................................................... 25
Area 3b: The Underbelly ..................................................................................... 11 Longbarrow ........................................................................................................................... 25
Sidebar: Skor Thunderarse ............................................................................. 11 Abandoned Monastery ........................................................................................... 26
Area 4: The Long Barrow .................................................................................. 11 The Soulmonger Version 1.2
Area 5: Rogar's Abode ............................................................................................. 12 Playtester: George Von Zarovich
Special Events ...................................................................................................................... 12
The following CC0 paintings were used as interior art: Gebirgslandschaft by
Blind Monk ............................................................................................................................. 12 August Wilhelm Leu, The Road in the Rye by Grigoriy Myasoyedov, The

Sidebar: Blind Monk ................................................................................................ 12


Angel Binding Satan by Philip James de Loutherbourg, In the Woods by
Asher Brown Durand, Margaret McKittrick by Abbott Handerson Thayer,
Hendrik Dayton ................................................................................................................ 13 Stadtturm in Überlingen by Carl Hasenpflug

Coleh Neinad ........................................................................................................................ 13 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms,

A Band of Imps .................................................................................................................. 13


the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon
Master’s Guide, D&D Adventurers League, all other Wizards of the Coast
Despair's Abode ................................................................................................................ 13 product names, and their respective logos are trademarks of Wizards of the
Coast in the USA and other countries. All characters and their distinctive
Table: Despair's Prophecy ................................................................................ 13 likenesses are property of Wizards of the Coast. This material is protected
under the copyright laws of the United States of America. Any reproduction
or unauthorized use of the material or artwork contained herein is prohibited
Part 2: The Abandoned Monastery without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707,
Sidebar: Monastery: General Features ...........................................15 USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont,
CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
Area 1: The Entrance ................................................................................................ 15 Middlesex, UB11 1ET, UK.

Area 2: The Kitchen ................................................................................................... 15 All other original material in this work is copyright 2018 by Christian
Area 3: The Blind Monk's Chambers ................................................ 15 Eichhorn and published under the Community Content Agreement for
Dungeon Masters Guild.
Area 4 & 5: Scriptorium ........................................................................................ 15
Area 6: The Abbot's Chambers .................................................................. 15

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The Soulmonger
Chapter 1 of the Saga about Logrimm's Tower Golem
By Christian Eichhorn
Determining Party Strength
"The soul of a mortal is far too precious to     Party Composition Party Strength

be wasted after his death. Why not leave it 3-4 characters, APL less than Very weak
3-4 characters, APL equivalent Weak
with the people who appreciate its beauty?" 3-4 characters, APL greater than Average
- Azaketh 5 characters, APL less than Weak

The village of Longbarrow faces a dire threat. Dozens 5 characters, APL equivalent Average
of devils besiege the village to relieve the inhabitants 5 characters, APL greater than Strong
of their souls. It is up to the heroes to put an end to the 6-7 characters, APL less than Average
machinations of Igach, a sly devil in services of 6-7 characters, APL equivalent Strong
Azaketh. Seek out the source of the devil incursion, 6-7 characters, APL greater than Very strong
and deliver the helpless villagers!

This adventure is designed for 3-7 2nd to 4th level


characters and is optimized for 5 characters with an Adventure Background
average party level (APL) of 3. Igach's Reign of Terror Logrimm Stonesmasher was a half-orc wizard of some
is the first of two chapters about the events renown. His greatest achievement was the
surrounding Logrimm's Tower. The second chapter construction of a gargantuan golem which he used to
The Tower Golem deals with Logrimm's Tower itself travel the world. He engineered the golem to look and
and the characters' struggle to reach the top. With function as a tower, making it his home and trusted
only minor adjustments, The Soulmonger can also companion. Some years ago Logrimm relocated his
serve as a one-shot adventure independent from Tower to the vicinity of Longbarrow, a small village in
Chapter 2. The saga about Logrimm's Tower Golem is the Greenfields. The Greenfields are a verdant region
part of the Greenfields Adventure Series, a collection of the Sword Coast, located north of Amn and the
of adventures set in and around the Greenfields. The Cloud Peaks. Logrimm wanted to spend his waning
first part is Ravenhome's Plight. years in the vicinity of the Cloud Peaks, where his
To run this adventure, you ideally need a copy of the foster parents live in a minor dwarven kingdom
Player's Handbook (PHB), the Monster Manual (MM), named Granitehome. 3 years after Logrimm moved
and Volo's Guide to Monsters (VGTM). If a monster the golem to this location he died peacefully in his
name is formatted in bold, like an impimp, it means that sleep, having accomplished almost everything he
the characters encounter this monster and a fight hoped for during his life. His passing was mourned by
might erupt. If a passive check is called, like a passive his faithful apprentice Squatnose and his Tower.
Wisdom (Survival) of 15 to find a hidden trail, it After Logrimm's death, Squatnose attempted to master
means that a character succeeds if he or she has a the powers of the Tower. However, the goblin failed
passive Wisdom (Survival) score of 15 or higher even miserably. Squatnose may have had the needed talent,
if the player hasn't explicitly stated that the character but he did not have the mental fortitude to dominate
searches for tracks. The DC for an active or passive the Tower. Strange and dangerous floors were added
check does not differ. to the Tower because of his lack of control. The most
To determine whether you should consider adjusting hazardous addition was a shifting portal which
the adventure, add up the total levels of all the connects the Tower to the Nine Hells from time to
characters and divide the total by the number of time. Many aberrations and fiends managed to enter
characters (rounding .5 or greater up; .4 or less down). the Prime Material Plane through this portal, most of
This is the group's APL. To approximate the party which now roam the countryside surrounding the
strength for the adventure, consult the following table. Tower.

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Squatnose was overpowered and imprisoned by one The devils collect the contracts they acquire and
such devil named Azaketh. The devil found the portal teleport them directly to Azaketh. The contracts
and immediately recognized the potential of the include a special clause which allows Azaketh to
Tower. He attempted to wrest control over Tower by transfer them to any other being of his choice. He
torturing Squatnose. However, the goblin remained collects these contracts as bargaining chips he can use
steadfast. The thought of his father's Tower and dear to acquire the help of devils more powerful than
friend falling into the hands of a filthy devil unleashed himself.
Squatnose's true potential, and he endured where
One such village terrorized by Azaketh's servants is
others would have faltered. The connection between
Longbarrow, where public life has come to a standstill
him and the Tower steadied Squatnose as well, but the
in the recent weeks. Several devils have made their
additional strain on the Tower lead to an even greater
home in Longbarrow, where they wander the streets
destabilization of the Tower's integrity. Therefore
in the hopes of tricking the next person. The
Azaketh shifted his efforts and now tries to influence
inhabitants of Longbarrow have become accustomed
Squatnose. His reasoning was that if he could bend the
to the fiends but try to stay clear of them. Many
goblin to his will, he might gather information about
villagers have already sold their souls. Those who
the inner workings of the Tower. Squatnose has thus
haven't are pestered by the devils as well as other
far resisted Azaketh's attempts, but he can't hold out
villagers, who can free themselves from the
forever.
obligations of their contracts by gathering 100
In the meantime, Azaketh is trying to gather power additional souls. The rare traveler who comes through
and allies. He summons lesser devils and sends them to the village is tricked into signing a contract. The
nearby villages to terrorize the populace. His servants villagers who still possess their souls are prohibited
press the mortals for their souls through cunning and from leaving the village. However, the people who
force. already signed a contract can come and go as they
please.

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Adventure Summary Dramatis Personae


Part 1: The Village of Longbarrow. The Tower Golem
The characters arrive in the village of Longbarrow and The Tower of Logrimm is a living being of immense
are confronted with the problem the villagers face. power, but needs a person who channels these powers
The characters meet several villagers who have had to create order and an environment suitable for
enough of the devils and either promise a reward or habitation. The Tower is made up of several levels.
help to dispose of them. The number of levels depends on the mental prowess
and experience of its dominator. The levels can be of
Part 2: The Abandoned Monastery
different shapes, sizes or climates. It populates these
Eventually, the characters must challenge Igach, a devil pocket dimensions with willing beings if need be. It is
assigned as warden of Longbarrow by Azaketh. He also possible for the Tower to open portals to other
resides in an abandoned monastery not far from the planes, and an unsuspecting visitor might end up
village. leaving the Tower without realizing it.

Adventure Hooks The Tower's first memory is of Logrimm's proud face.


Logrimm fashioned the Tower from the heart of a
You may use one of the following hooks to start off
stone giant, the essence of an earth elemental, and the
the adventure.
rubble of an ancient temple. After completing a
Smoke in the Distance lengthy ritual, Logrimm found a small stone hut
The characters return from a successful adventure. In standing on the ritual grounds. Since its birth, the
the distance they see smoke rising from several Tower has served Logrimm dutifully. They shared a
chimneys. A little village offers a bed for the night and close bond, only rivaled by the bond between
some food for an empty stomach. The characters make Logrimm and his apprentice Squatnose. The Tower
their way to the local inn where they are greeted by greatly misses Logrimm and craves a new dominator
the distressed landlord, Nazon Grask. He says the who can channel its immense power to create rather
characters are required to sign the proper forms before than to destroy. Because of its deep connection with
they can rest at his inn. The proper forms are the the noble wizard Logrimm, the Tower resists Azaketh
contract Nazon has signed with a devil (Appendix C). with all its might.

A Pesky Imp The Tower kept one secret from Logrimm: When it
The characters rest in a small clearing and are rests, it dreams. It dreams of the times when it was a
approached by an imp. The imp bothers them about a simple temple. Those are not real memories, however;
contract. The tiny devil wants to acquire their souls they are more akin to visions or fleeting feelings.
and offers riches beyond imagination, presenting one Sometimes it feels the urge to return to the place of its
of Azaketh's contracts (Appendix C). While the imp is birth.
telling the characters about the offer, a man catches up Logrimm Stonesmasher
to the imp. The man accuses the imp of throwing his
Logrimm was a half-orc, born to an orcish mother and
son down a well to get him to sign a contract. The imp
shunned by his tribe. He lacked the strength and
turns invisible and makes a run for it while cackling
stamina needed to survive in the harsh North. As a
loudly. The man's name is Famum Bunnud, and he
very young boy, he was beaten to a pulp and left for
tells the characters about Longbarrow's fate.
dead in the mountains, to rid the tribe of dead weight.
The Lord's Alliance's Call A dwarven family came upon the dying half-orc, and
A refugee from Longbarrow made his way to the twin children of the family pleaded with their
Greenest. He reported the devil incursion to the parents to save the young boy. Persuaded by the
officials, who in turn appealed to the Lord's Alliance. children, the Stonesmashers cared for Logrimm until
A lucrative sum of 500 gp was set aside for a party of he recovered. They were surprised by his intelligence
eager adventurers willing to help the villagers. With and gentle nature. He was tutored in the arcane arts
an advance payment of 25 gp in their pockets, the and did many good deeds for the dwarves. Eventually,
characters set out to seek fame and glory. A fortnight he became part of the clan, earning the name and the
later, the party arrives at Longbarrow, weary from the recognition which were denied to him by his former
forced march. They stand on the hill overlooking tribe.
Longbarrow, readying themselves for adventure.

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Squatnose He was last seen after he fought the village champion,


Squatnose is the new master of the Tower and stood Mara Lionbleeder. After he humiliated her, no other
firm in the face of Azaketh's torture and persuasion villager had the guts to challenge him.
attempts. Logrimm adopted the goblin Squatnose after Igach's imps steal wine and morsels from the village
finding him in a ditch while traveling the North. and Igach feasts himself on the pilfered goods. As he
Squatnose, still a baby, was abandoned by his tribe due gets fatter and fatter, Igach thinks up insidious plans to
to his obscene ugliness. Or at least this is what steal the villager's souls. He pretends to be content
Logrimm assumed when he regarded the squealing with his current position but secretly hopes to be
bundle. He carefully wrapped the infant in a blanket promoted if he fulfills Azaketh's high quotas.
and brought the goblin home. He taught Squatnose to Mara Lionbleeder
speak, write, and how to use the arcane arts. To The only resistance against the devils was mounted by
Logrimm's surprise, Squatnose had some actual talent. Mara Lionbleeder, who challenged Igach to a duel.
Squatnose is a polite enough goblin thanks to
Alas, she lost and now wastes away at the local inn,
Logrimm's upbringing. But the goblin has retained
drinking one round of ale after the other. Mara was
some of the mischievous nature passed down from his
once the village champion and trained to become a
blood relatives. He loves to play tricks on people and
paladin of the Order of the Knights of the Merciful
goes through every chest and cabinet he can find. But
Sword. She had planned a journey in 1 or 2 years time
one immediately forgives this little rascal when he
to Baldur's Gate to officially apply with the church of
looks at you with his trusting, puppy eyes. Squatnose
Tyr. However, Mara lost her valor and her soul after
might not be the most careful wizard, but he is very
she was defeated by Igach. It was a humiliating defeat
diligent in his studies, if only to learn new tricks.
that broke Mara. She thinks that the other villagers
Igach look down on her because she failed to protect the
Igach, a spined devil, was summoned by Azaketh and village. With the loss of her soul her dream to join the
assigned as warden of Longbarrow. Igach seldom church of Tyr was crushed. She regrets she was not
leaves the grounds of the monastery, but when he does slain in battle. Now she drowns her sorrow in alcohol.
he goes into the village.

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Blind Monk Sensing the Tower's innate power, instead of


The Blind Monk was the last person living in the returning to the Nine Hells or fleeing into the Prime
ruined monastery before he was driven out by Igach. Material Plane, he decided to take control the Tower.
Now he is a simple beggar who preaches endurance The Tower outright refused to accept Azaketh as its
and perseverance in the streets of Longbarrow. He dominator, and now Azaketh attempts to force
offers kind words to those who have lost their souls. Squatnose into transferring the control to him.
He took a vow to discard his name and now has none. Azaketh has in his possession soul contracts for the
Therefore, he is simply called the Blind Monk by the following inhabitants of Longbarrow:
villagers and the name stuck – to his regret.
Azaketh's Collection of Souls
The Blind Monk had lived in the monastery since it
Name Ploy
was founded and he plans to return to it when Igach
Famum An imp threw Famum's son into a well and
decides to leave or is dealt with. The man who was Bunnud demanded Famum's soul to rescue the boy.
destined to become the Blind Monk was once a feared
Coleh An imp poisoned Coleh's mother, and the
cutthroat and bandit. His eyes were gouged out by one Neinad boy sold his soul to acquire the remedy.
of his rivals, and he was left for dead. A group of A dwarven trader who thought he was
traveling monks found him on their way to Nidgir renting a room by signing the contract
Longbarrow and nursed him back to health. This Strongpump Nazon Grask presented to him. He is
already on his way to Granitehome.
happened over 100 years ago. He enjoyed the simple
lifestyle and decided to stay. He didn't falter, even after Nirdodd The village idiot who lost his soul in a game
Cli freaver of dice. The imp did not need to cheat.
all his brothers eventually died and the monastery fell
An imp stole the deed to his inn and
into obscurity. The village people supplied him with Nazon Grask
threatened to give it to his hated brother.
food, he tended to his bees and was content – until the
Mara A proud woman who lost a duel against
devils came. Lionbleeder Igach. The price was her soul.
The Blind Monk is a cautious person who wants to Colafra Sold her soul for an alchemy jug and spends
Twoshields her day eating mayonnaise.
know everything there is to know about a person he is
dealing with. He often talks in metaphors and attempts Hendrik Sold his soul for a pair of wings and happily
Dayton lies over the village from time to time.
to conceal as much of himself as possible. The Blind
Monk also considers himself a strategist, and he does
not rush into danger blindly.
Azaketh Devils' Contracts
Azaketh was once a high-ranking devil. Due to a string There are always two copies of an infernal contract.
of failures, he was demoted and robbed of most of his One stays with the signatory, and the other is sent to
powers, but he kept his intellect and a thirst for the Nine Hells by the responsible devil. It is nigh
impossible to retrieve a contract once it is sent to
revenge. Before his demotion, he was the right hand of Baator. If both copies of a contract are destroyed, the
Zirkex, who served Dispater himself. Azaketh was agreement is null and void.
almost ready to upstage Zirkex, but after Azaketh was A character knows about these facts with a
successful DC 15 Intelligence (Arcana or History)
maimed in the Blood War he lost Zirkex's favor. Many check or if he or she has expert knowledge on the
years after his downfall, he stumbled upon a portal subject.
while patrolling the city of Dis. Having nothing to
lose, he stepped through the portal to investigate and
found himself in Logrimm's Tower.

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The Soulmonger
Part 1: The Village of Longbarrow
Enter Longbarrow. When the characters approach
the village, paraphrase or read out loud: Longbarrow: General Features
The village of Longbarrow is a small village in the
At rst glance, the village which lies before you looks hinterlands. The settlement's general features are
like any other village you've come across during your summarized here:
Season & Weather. It is spring and temperatures
travels. However, this idyllic picture is disturbed by are rising. The weather is mild, despite occasional
several strange creatures. Surprisingly, they seem to cold winds.
Sights, Smells & Sounds. Longbarrow has to its
roam the streets with impunity. You can see the name only a dozen houses, a shop, an inn, and a
villagers try to avoid the winged beasts and duck away small shrine of Chauntea. The barrow that is the
village's namesake can be spotted on a small hill to
as soon as they catch a glimpse of them. the west. To the south, a beautiful lake stretches to
the foot of the Cloud Peaks. The intimidating
mountain range dominates the view and reaches
A character who succeeds in a DC 10 Intelligence high into the sky. A few miles to the north is an old
(Arcana) check recognizes the creatures as imps monastery standing on the crest of ahill. The smell of
(MM 76). When the characters enter the village, rain and fresh snow still permeates the air which is
brought to the village by cold winds from the Cloud
continue: Peaks. One can hear the sounds of industrious
woodchoppers and bleating farm animals. Peasants
When the creatures see you walking into the village, are in the elds planting the rst seeds of the year
and the winter barley sprouts in the fallow.
they look at you warily. Some of them turn into bats or Longbarrow's History. Longbarrow was founded
rats and scurry away. Others continue their business, almost 100 years ago. The namesake of the village
was already present at this point, hinting at former
seemingly not impressed. habitation. None of the villagers know anything
about the history predating the village founding. The
village is located along a trade road to Granitehome
Area 1: Sleeping Giant Inn which brought enough business to ensure the
survival of the village.
The sign above the entrance of the largest building in
Longbarrow depicts a sleeping giant. The Sleeping
Giant Inn is owned by Nazon Grask (LN male human
commoner MM 345). The village folk used to gather The Shrewd Landlord. Nazon recently sold his soul
here to have a few drinks and a chat after a hard day's and tries his hardest to press his patrons to give up
work. All that changed when the devils showed up. their souls for a meal or a bed for the night. Like many
Now only Mara regularly frequents the inn. The other other villagers, he hopes he can gather 100 souls to
regular patrons stay clear of the place because of buy himself out of his contract. He is sweating
Nazon's obsessive attitude. profusely because of the pressure he is under. He drops
When the characters first enter the inn, paraphrase a cup or two from time to time, and his eyes dart
or read out loud: around the room seeking something. Maybe a way out
of his predicament? A character with a passive
When you enter the room, you are greeted by a warm
Wisdom (Insight) of 13 notices Nazon's odd
re burning in the replace. A ne smell of pine smoke
behavior.
permeates the air, produced by the crackling re. The If the characters order food or drink, he presents
inn looks very clean. Almost spotless, in fact. A bald them his contract and proclaims that they need to
man is feverishly wiping the tables. A hopeful look register before they can order anything. If the
enters his eyes when he sees you, and he greets you characters study the contract closely, they find that a
with a nod. There is only one other patron here, a person named Nidgir Strongpump signed Nazon's
woman sitting at the counter.
contract. This may serve as a future plot point at your
discretion.

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When Nazon's attempt to gather additional signatures If Mara loses the duel and survives, she can be
(hopefully) fails, he tells the characters about his cruel convinced to support the characters with a successful
fate and the accursed devils which roam the village. He DC 10 Charisma (Persuasion) check after the
asks the characters to visit Igach to convince him to characters have straightened her out.
return the contracts. If the characters are not sure they
Mara the Companion. If the characters manage to
want to help Nazon, he tells them about the poor child
recruit Mara as a companion, she supports them with
Coleh Neinad. Coleh sold his soul to get an antidote
all her might. She goes as far as to risk her own live to
for his sick mother. Surely the characters can find it in
save one of the characters.
their hearts to help!

A Lonely Woman. The woman sitting at the counter


is Mara Lionbleeder (Appendix A). If one of the Mara Lionbleeder
characters is a fighter or a barbarian, she challenges These are Mara's thoughts about other possible
the character to a duel. This happens after the companions:
Skor Thunderarse. From what I've heard Skor is a
characters speak to Nazon or if they approach Mara slaver and lowlife. To my shame, I must admit that I
directly. During a fight, Mara suffers from the bought my equipment from him. But he treated me
Poisoned condition (PHB 292) due to her excessive fairly and even gave me some instructions for
handling myself in a ght. So he can't be all bad.
drinking. Mara deals non-lethal damage throughout Blind Monk. The poor man lived all alone in the
the duel but accepts death if her opponent fights in old monastery, but I brought him some venison from
time to time. I would have helped him while he was
earnest. With a successful DC 20 Charisma out on the street if I hadn't had to deal with my own
(Persuasion) check,
check Mara can be convinced to stop problems.He should move into my house once I set
drinking, forgo the duel and join the characters in out for adventure.
dealing with Igach. In case Mara wins the duel she
finds new courage and prepares herself to challenge
Igach again.

The Greenfields
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Area 2: Glaim's Shop If there are a few patrons gathered in his little abode,
Skor often brings out his violin. He sings old dwarven
Glaim's Shop is owned by Marrik Suddenbrock (N chanties seasoned with a strong note of nostalgia. If a
human male merchant Appendix A). After he bought guest should know a song by heart and supports Skor
the place, he never bothered to change the name on during his performance, he insists on a strong drink to
the sign out front. Most of the furniture and stock commemorate the occasion. On a successful DC 12
dates back to the former owner as well. Marrik usually Intelligence (History) check,
check a character recognizes
does not staff the counter and sleeps in an adjoining one of Skor's songs. A dwarvish character has
room. A bell rests prominently on the counter which advantage on the skill check.
can be used to rouse the owner. A sign written in
crude letters says “Ring the bell for service”. Next to Hearsay. There are unfounded rumors afloat in the
the bell stands a big jar. A label on the jar reads “Take village that Skor came into money recently, which he
& Pay”. A few copper pieces rest inside. The shop vehemently denies. The rumors say he took 5,000 gp
offers farming equipment and items from the from the devils in exchange for his soul. However, this
Adventuring Gear table (PHB 150) which are worth 2 is not true.
gp or less. If the characters want to buy weapons or
Blade for Hire. Skor can be recruited to help the
armor, Marrik tells them that Skor Thunderarse sells
characters in their struggle. He won't offer his help but
the odd piece or two.
Marrik is annoyed by the incursion of imps and if the characters inquire about the topic he offers his
claims that they hurt his business. He offers the services for half of the party's funds or a minimum of
characters a deal: If they manage to clear the village of 50 gp. If recruited, Skor fights ferociously but won't
all the imps they can each take one item from his stock risk his life to save any of the characters.
for free. The Underbelly. Skor is a shifty character, and there
is always something illegal going on in the Hangman's
Area 3a: Hangman's Den Den. A character with a passive Wisdom
The Hangman's Den is located on the southern edge of (Perception) of 15 hears the muffled sounds of a
the village and is only marked by a small shield next to dogfight from below the floor. A secret trapdoor
the entrance. The shield features a hanged man whose behind the counter leads down into the extensive
tongue lolls out of his mouth. When the characters cellar. The trapdoor is made from solid steel and
enter the establishment, paraphrase or read out loud: locked. A character can pick the lock with a successful
DC 17 Dexterity (Thieves' Tools) check.
check Skor
When you open the door, a strong smell of liquor and carries the only key in a pocket located on the inside of
sweat engulfs you, and you struggle to breathe for a his trousers. To gain access to the underbelly of the
short moment. A ter your eyes adjust to the darkness, Hangman's Den, Skor must first trust the characters. It
you see a muscle-packed dwarf standing before you. is your discretion whether they have earned his trust.
His bare chest is adorned with tattoos of strange runes,
and several iron rings are pierced through his ears,
nose, and nipples. He looks at you like a man who is
already annoyed by your mere existence but beckons
you inside.

The Exiled Dwarf. The proprietor of the Hangman's


Den is Skor Thunderarse (Appendix A). The Den
barely qualifies as a bar because of its small size. One
wall is covered with dozens of unlabeled bottles. Skor
knows them by heart, and some of them contain more
than alcohol. In case one of his patrons turns out to be
a threat, Skor serves him or her a poison-laced spirit
that renders a person unconscious.
The runes tattooed on Skor's bare chest say
“Traitor” in Dwarven script. He was exiled from
Granitehome because of several slave deals he
arranged with the duergar. His surname Thunderarse
isn't his true clan name, of course. He chose it to mock
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Area 3b: The Underbelly Area 4: The Long Barrow


Several hidden rooms are located in the cellar beneath An Old Grave. The characters can reach the long
the Hangman's Den, accessed by the secret trapdoor barrow to the west of the village in 15 minutes on
behind the counter and another secret entry located in foot. The long barrow is a tumulus which is 30feet
the woods outside of the village. Skor uses these rooms long and 6 feet high. The barrow is surrounded by
to store smuggled wares which either originate from several strong oak trees and large boulders. The
or are destined for the dwarven kingdom barrow has no entrance or opening, but if the
Granitehome. Skor can supply the characters with characters dig at the site, they find dozens of ancient
equipment from the Armor table (PHB 145) worth 75 dwarf skeletons. At your discretion, the characters also
gp or less and equipment from the Weapons table find burial gifts worth 1,000 gp.
(PHB 149) worth 25 gp or less. A character with a passive Wisdom (Survival) of
14 notices a trail which leads away from the barrow
into the woods to Rogar's Abode (Area 5).
Skor Thunderarse
Secret Messages. If a druid or a cleric with the Nature
These are Skor's thoughts about other possible domain is among the characters, he or she notices
companions:
Mara Lionbleeder. What a fun girl! Always up for messages in Druidic which are left on the surrounding
a drink and a good laugh. She reminds me of my boulders. The messages say that this site is protected
young niece Undine. She'll wind up dead in a ditch and specify where the caretaker can be found (Area 5).
sooner rather than later, but that's the way of things.
Pity, really. Other characters recognize the characters only as
Blind Monk. I don't trust that cripple. He has the doodles that have an artistic worth at most.
gait of a cutthroat and an arrogance about him which
drives me mad.

In the Woods
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Area 5: Rogar's Abode Special Events


The following encounters happen at your discretion
Behind the cover of the forest's underbrush lies a small
while the characters explore the village. Choose an
cabin. Smoke rises from the chimney, and you hear opportune moment to introduce a new character to
someone singing inside. It's a very deep voice that them.
echoes through the forest, creating a unique blend of
Blind Monk
music with the wood's natural sounds. A wolf stands
The characters are approached by the Blind Monk
guard at the entrance of the small abode.
(Appendix A) while exploring the village. Read or
paraphrase the following:
The Cabin in the Woods. If the characters follow the
trail or the directions left behind by Rogar (Appendix A man deliberately blocks your path while you walk
A) in Area 4, they find a small cabin in the woods. through the village. A torn bit of fabric hides his eyes,
Rogar is in the midst of cooking a meal. The door is and he wears a simple red robe. He raises his hand in
unlocked but guarded by a wolf (MM 341). As the
greeting and addresses you with the following words:
characters approach the cabin, the wolf growls and
“Would you kindly spare a coin or some food for a
watches them closely. Alarmed by his wolf, Rogar
leaves the cabin and greets the characters. He inquires beggar in need, my friends?”
if the characters need help or are just passing through.
Give the characters time to decide if they want to help
Rogar the Caretaker. Rogar is part of a druidic circle him or not. The Blind Monk continues as follows:
located in the Snakewood which lies around 200 miles
east of Longbarrow. Rogar is a firbolg, staunch "Judging from the noise you make you must be well
pacifist, and speaks with a soothing low voice. He has armed and armored. The villagers need your help and I
been caring for the long barrow for 10 years and is
presume such a band of ne adventurers can't be afraid
content with his life. Several of the circle's druids take
to clear out the home of an old monk?"
care of similar barrows elsewhere in the Greenfields.
Rogar offers the characters a place to rest and a
tankard of his homemade cider. He has a stock of 10 A Blind Ally. The Blind Monk supports the
healing salves (Appendix B) and 2 antitoxins (PHB characters if they decide to attack Igach and accept his
150) he can sell to the characters. The price of a help. After Igach is defeated, he returns to his peaceful
healing salve is 20 gp. life.

A Helping Hand. The characters can convince Rogar


to help them in their struggle with a successful DC 20 Blind Monk
Charisma (Persuasion) check.
check Rogar is a pacifist and
These are the Blind Monk's thoughts about other
steers clear of any worldly trouble. If he accepts, he possible companions:
warns the characters that he can only support them Mara Lionbleeder. She is a good person, and I
with healing magic and non-violent actions. If he is would trust her with my life. I may be able to teach
her a thing or two about life, to set her on the right
attacked, Rogar turns invisible or Disengages, flees, path and prepare her for obstacles in the future.
and rejoins the characters when he feels it is safe. Skor Thunderarse. I know what makes him tick for
I was like him once. Don’t trust him, prepare for
betrayal, but hold up your end of the bargain. That is
how I would deal with him. However, he sells some
Rogar mean spirits, so he does have some honor le t in him.
These are Rogar's thoughts about other possible
companions:
Skor Thunderarse. The forest’s denizens tell me
disturbing things about the comings and goings into
his secret underground complex. He is a bad person
and I would never join forces with him.

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Hendrik Dayton Despair's Abode


Hendrik Dayton (N male human commoner MM 345) Despair (LE female tiefling war priest VGTM 218),
is the villager who sold his soul to acquire a pair of one of Beshaba's chosen, torments the characters with
wings. They are large and leathery and look much like one of her cruel prophecies. When the characters walk
the wings of a devil. The other villagers regard him through the village, read or paraphrase the following:
with fear because of his transformation. He frequently
flies over the village to test his new wings. After he is You pass by a plot of land which was deserted when you
sure that he has mastered them, he wants to leave the passed by only a few hours ago. Some rubble hinted at a
village and explore the world. former building but now there is a house standing in its
Hendrik witnessed how imps from the east traveled place. There is movement inside, and smoke rises from
to the old monastery several times. He also found the the chimney.
source of the imps –Logrimm's Tower– during one of
his excursions. He can tell the characters about the
If the characters decide to enter the building, read or
tower and may guide them to it. He offers this service
paraphrase the following:
freely, but he urges them to not touch his contract. He
fears losing his wings, which he needs for his planned
Despite this house not existing only a few hours ago,
journey to finally leave this little backwater.
the outside looks perfectly mundane. As you raise your
Mara Lionbleeder's Challenge hand to knock, the door swings open. A gorgeous
If the characters did not visit the Sleeping Giant Inn or tie ling woman stands in front of you and beckons you
simply ignored Mara Lionbleeder (Appendix A), they to come inside. She looks at each of you and says:
encounter her on the street. She is always intoxicated "Welcome [insert name of characters], I've been waiting
and challenges the strongest-looking character to a
for you. I am Despair, and I want to o fer you a glimpse
duel. Mara does not relent until she is either beaten or
into the future!"
victorious.
Coleh Neinad The house is furnished beautifully, and the room is
Coleh is a young boy of eleven years. He sold his soul dominated by a large table. On top of the table stand
to obtain a remedy for his poisoned mother. Now he several steaming cups of tea, one for each of the
wanders the village to get different farm animals to characters. If the characters are interested, Despair lays
sign his contract. He does not want to steal the soul of out several cards to tell their fortunes. She makes one
another sentient creature so he tries his luck with the of the following prophecies, which you can use as a
simple animals. He couldn't bring himself to tell his seed for future adventure:
mother how he got his hands on the medicine, but he
Despair's Prophecy
fears she suspects what he has done. He asks the
characters if they can't do something about the devils. 1d6 Prophecy
They look strong and can surely deal with them easily. You will nd an abandoned child in the woods, which
If the characters refuse he breaks out in tears. 1 will grow up to be a brutal conqueror and warlord if you
save it.
A Band of Imps You will slay a great foe, which will turn out to be a
The characters are approached by 2 imps (MM 76) 2 friend of yours, disguised as the enemy. The true foe will
reveal himself a ter you kill your trusted friend.
and 2 lemures (MM 76). The imps are pesky,
You will nd a great treasure, t for the king of a king.
annoying creatures and bargain for the characters 3 However, if you spend any small part of it, you will be
souls. If the imps have no success, they order the struck with a curse that ends your life within a year.
lemures to creep the characters out by getting close You will come face to face with a devil in the future. If
and rubbing against them. If the characters ignore the 4 you do exactly what he tells you, you will come out on
devils, they continue to follow the characters around top.
and spew insults at them. The imps do not attack the You will encounter a feared pirate. If you celebrate with
5 him until he dies a natural death, you won't unleash an
characters unless they are attacked first. A character old plague upon the world.
must succeed in a DC 15 Charisma (Intimidation)
You will nd an item of immense power. If you don't
check to get some useful information from the imps. 6 return it to its true owner, you will be the cause of a great
They can only tell the characters that their master war, costing hundreds of thousands of lives.
Igach receives word from the east on a regular basis.

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Part 2: The Abandoned Monastery


Approaching Unnoticed. Some of Igach's imps patrol Invisible Spies. If the characters are noticed on their
the area around the monastery. If the characters way to the monastery at any point in time, the imp
approach the monastery in a stealthy manner, they who spotted them turns invisible and follows them. A
must succeed in two separate ability checks to remain character notices the imp's presence with a successful
unseen. For the first part of the approach, the DC 23 Wisdom (Perception) check. check
characters must succeed in a DC 11 Dexterity
(Stealth) group check.
check The DC is lowered by 5 if the No Soul is Wasted. If Igach or his servants defeat the
characters approach during the night. These numbers characters in combat, the characters are knocked
correspond to the passive Perception of an imp. The unconscious. The characters are stripped of their
second part of the approach consists of the last 120 possessions, shackled, gagged, and imprisoned in Area
feet leading up to the monastery. The characters must 7. Igach has strict orders to let no souls go to waste. He
succeed in a DC 16 Dexterity (Stealth) group check is especially interested in the souls of paladins and
to approach unseen. Due to an imp's darkvision of 120 good-aligned clerics. Igach cannot be persuaded or
feet, there is no benefit from approaching during the intimidated into letting the characters go. Igach only
night. The imp watching the final approach is frees the characters if they sign a contract. While the
disguised as a raven at all times, using its shapechanger characters are in Igach's grip, the devil feels
ability. If the characters are noticed during the emboldened. While negotiating, Igach is generous
approach, Igach is informed and prepares as specified with information about the details of the contract and
in Area 10. his master Azaketh.

The Monastery

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Area 3: The Blind Monk's Chambers


Monastery: General Features
The monastery is a century old construction in These chambers were searched and the contents of
disrepair. The building's general features are several cabinets are strewn across the loor. Aside from
summarized here:
General Information. On a high hill north to the four cabinets there is only a small bed located in this
village of Longbarrow lies the old monastery. Igach room.
selected this monastery as his lair, and many imps
frequent the place. A character who watches the
monastery for a few hours spots an arriving imp with If the characters search the room, they find the
a successful DC 15 Wisdom (Perception) check.
check
Walls, Doors & Ceiling. The ceilings are 10 feet following items: 5 sets of red robes, a small chest
high, and the walls are made from plastered stone. containing 30 sp and a gold ring engraved with the
Abandoned many years ago, it is in a state of letters JK worth 25 gp.
disrepair. The plaster is damaged in many places,
revealing crude stone walls beneath. Each room
contains at least one faded mural depicting a Area 4 & 5: Scriptorium
su fering Ilmater. The doors are made from thick
wood and stand open if not described otherwise. Several writing desks are located in this room. They
Lighting. Unless the characters decide to
challenge Igach during the night, every room is well look like they haven't seen use in years. Thick dust
lit by sunlight falling through the windows. The covers partially nished manuscripts and dried out ink
windows are 6 feet high and 3 feet wide, and every
room has numerous windows. During the night, the wells. The walls are covered in beautiful chalcographies
monastery counts as a heavily obscured area (PHB of a bound and broken man.
183) because no light sources are present.

If the characters search the rooms, they find the


following items: An abacus, 3 empty books, 10 glass
bottles, 20 candles, 2 bottles of ink, a magnifying glass.
Area 1: The Entrance
Area 6: The Abbot's Chambers
You are taken aback by the state in which the Antechamber. In this room, the characters find a
monastery has been le t. Dirt, rubble, and the remains collapsed staircase which once led to the abbot's
of several stained-glass windows cover large parts of chambers. The next level, 10 feet above ground level,
the loor. There is no way to tell what the windows can be reached by inventive characters. In the middle
could have looked like in the past, but around midday, of the room stands a large desk and the remains of
this room must have been bathed in colorful light. several chairs are arranged around it. The furniture in
Large tables are pushed against the walls and chairs are the room allows access to the upper level if arranged
correctly.
stacked on top of them.
Personal Chambers. The characters can find the
This room was once the dining hall of the monastery. following items in the abbot's chambers on the second
The Blind Monk arranged the room in a way so that level: a satchel containing 45 gp, 2 spell scrolls of cure
he can pass through without problems. wounds (PHB 230) cast using a 1st-level spell slot, and
a diary. A character who takes 8 hours to read the
Area 2: The Kitchen entire diary or succeeds in a DC 15 Intelligence
(Investigation) check finds the following entry:
A small kitchen that looks like it hasn't seen use in
weeks. All shelves and cabinets are pillaged and several I feel that the time of my death is soon approaching.
broken honey jars litter the ground. The bloody cough is getting worse by the day, and the
headaches are unbearable. I have informed Thorvald
If the characters search the room, they find the about the location of the relic, and I hope that he carries
following items: A bell, 20 candles, an hourglass, 10 on the vigil. I pray that Ilmater will soon end my
mess kits and 5 iron pots. su fering.

Despite the bleak picture painted by the abbot, he


recovered after a few weeks and made many more
uninteresting entries into his diary.

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Area 9: The Old Pond


Ilmater
Ilmater is the god of su fering, martyrdom, and This former garden is overgrown but quite lively. The
endurance in the face of misery. His followers walls are lined with several apiaries and the buzzing
attempt to alleviate the su fering of others by
providing help or taking their place if need be. The bees gather pollen diligently. Birds frolic in a puddle in
servants of Ilmater travel to the most miserable of the midst of the garden where once a pond must have
places to help those in need.
A character knows about these facts with a been. When they notice you, the birds disperse,
successful DC 10 Intelligence (Religion) check or if twittering angrily.
he or she has expert knowledge on the subject.

A Hidden Relic. The shallow puddle was once a


beautiful pond. But without proper care, nature
Area 7: The Sick Bay reclaimed its domain. A character with a passive
The entrance to this room is blocked by rubble from Wisdom (Arcana) of 15 senses an evil aura radiating
inside the chamber. A character can push the door from the hole. If the characters dig at this site, after 5
open by making a successful DC 15 Strength check.check If minutes of labor they hit solid rock, the cover of a
the characters attempt to force open the door and stone chest. Inside this chest, the characters find
don't specify that they attempt to do so in a stealthy Gozoken's Shield (Appendix B). However, the chest is
manner, compare the character's passive Dexterity trapped. If the Blind Monk is with the characters, he
(Stealth) with Igach's passive Wisdom (Perception) warns them about the trap. He implores the characters
of 12.
12 If Igach hears the commotion, he sends an to leave whatever is hidden in the chest buried.
invisible imp to investigate.
A Deadly Trap. When a creature triggers a hidden
Inside the room, the characters find several cabinets, pressure plate in the chest, a cloud of poison gas spurts
shelves, and beds. If the characters search the room, out of a pressurized tube cleverly embedded in the
they find a bundle of 2 common potions of healing chest's stone lid. The tiny hole out of which the gas
(DMG 187) which slipped behind a cabinet. Other spurts is obscured by soil. The hole is noticed with a
than that the room was stripped clean of any valuables. passive Wisdom (Perception) of 17. 17 With a
The entrance to Area 6 is barred from the other side. successful DC 14 Intelligence (Investigation) check,
check
The characters can open this door with a successful a character can deduce the presence of the trap from a
DC 15 Strength check.
check If the characters attempt to slight variation in the stone lid compared to the sides.
force open the door, they lose the advantage of an Stuffing the holes with cloth or wax prevents the gas
unnoticed approach as specified in Area 10. from flowing. The trap can be totally disarmed with a
successful DC 12 Dexterity (Thieves' Tools) check.check
Area 8: Crafting Area If the check to disarm the trap is failed by 5 or more,
the trap is triggered. When the trap activates, each
Several work benches line the walls of this room. A thick
creature within 10 feet of the chest must make on a
layer of dust covers most of them, and various tools are
DC 15 Constitution saving throw.throw On a failed save
distributed randomly on the benches. Un nished an affected creature takes 16 (3d10) poison damage
stools, kettles, and other items stand forlornly in the and is Poisoned (PHB 292) for 1 hour. On a successful
corners of the room. save, the creature takes half as much damage and is not
Poisoned.
If the characters search the room, they find 2 vials of
If it Rains it Pours. If an imp noticed the characters
acid (PHB 148).
approach the monastery and has been watching them,
when the characters trigger the trap and take damage,
the imp immediately reports the mishap to Igach.
DM Note
Igach attacks the characters with his servants 1 minute
The Arcana skill check to feel the presence of later. The number of Igach's servants is specified in
Gozoken's Shield is tied to the Wisdom ability
because it concerns the character's senses, not his or Area 10 under difficulty adjustments.
her knowledge. Consult the Player's Handbook's
“Skills With Di ferent Abilities” subsection for further
information (PHB 175).

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Area 10: Igach's Lair Tactics. If the character's approach was noticed, the
imps in the chapel are invisible. The imps are spread
Igach's Lair. Igach's chamber is barely furnished and across the room and attack whichever character is
very messy. Several stacks of unsigned contracts are nearest to them. Igach attacks the character nearest to
stacked haphazardly in the south-eastern corner of the him who doesn't wear an armor made of metal. He
room and unwashed plates pile up on a table in front uses his tail spine attack whenever possible. He also
of the windows on the northern wall. Igach stores uses the shattered windows to leave the chapel at the
missives, which are sent by Azaketh, in the drawer of a end of his turn to remain out of sight during his
small desk against the eastern wall. The missives are enemies' turns.
written in Infernal and describe the quotas Igach has Igach is a coward at heart, which has saved him
to meet. The room also features a cage which holds an many times. If he finds himself outmatched, he
angry imp named Helforn. Igach imprisoned Helforn attempts to escape. He retreats towards Logrimm's
because he lost a signed contract in a fight with a Tower, where he intends to warn Azaketh about the
hungry eagle. The cage is covered in Infernal runes encroaching adventurers. Roll a d20 to determine
which prevent Helforn's escape. The large windows of Igach's fate. If the roll results in a 17 or higher, Igach
the chapel are completely shattered. reaches the top floor and supports Azaketh during the
The Warden of Barrow. Igach is a somewhat final battle. Otherwise he dies in the Tower.
experienced devil and is all about business. Of course, Treasure. In the drawers of Igach's desk the characters
if he senses an opportunity he does his best to relieve can find the aforementioned missives and a satchel
the characters of their souls. He does not give up any containing 15 gp and 5 sp.
information without seeing an opportunity to gain (or
being put under significant pressure). He makes Difficulty Adjustments. This is a fight of deadly
several references to his master during a possible difficulty. Make the following adjustments as
difficulty
discussion, though he never mentions Azaketh's name. required:
On a successful DC 18 Charisma (Intimidation)
If the party is very weak, remove 3 imps. The
check, Igach tells the characters about Azaketh and the
check
remaining imp has 1 hp.
location of Logrimm's Tower. If Igach is cornered and
If the party is weak, remove 1 imp. The imps have
cannot escape, reduce the DC by 5. Igach also tells the
5 hp.
characters that he teleports all of the signed contracts
If the party is strong, add 2 imps.
to Azaketh immediately. Otherwise, Igach reveals no
If the party is very strong, add 4 imps.
information, because in case of his "death" Igach
simply reforms in the Nine Hells. Inciting Azaketh's
wrath, however, leads to demotion, which gives devils
Concluding the Adventure
nightmares. After Igach is dealt with, the imps plaguing
Longbarrow scatter into the countryside or return to
The Spurned Imp. The trapped imp (MM 76) the Nine Hells. The characters have time to assess
Helforn tempts the characters to free him if Igach flees their situation and recover in Longbarrow. If the
or is defeated. In exchange, he offers to tell them about characters couldn't get any information out of Igach or
the devil which orchestrates the whole thing. Helforn Helforn, Hendrik Dayton can lead the party to
himself was summoned by Igach and doesn't know the Logrimm's Tower.
full story. He only knows that Igach receives his orders
from messengers which hail from a place in the east.
They arrive every other day, and it would be easy to
Continuing the Adventure
catch one of them. If the characters decide to free The story continues in an adventure titled The Tower
Helforn, he follows them around for a time, trying to Golem which deals with Azaketh and Logrimm's
offer help in exchange for the odd soul. If there is a Tower itself. During Igach's Reign of Terror several
wizard, warlock or sorcerer among the characters, other possibly interesting plot strands are presented.
Helforn pretends to be his or her familiar as long as he There is the mysterious barrow guarded by Rogar, the
is treated fairly. dwarven slaver Skor who has a bone to pick with his
former clan in Granitehome, and the Blind Monk
Monsters. If the characters approached the monastery who, if he judges them to be reliable and good of
undetected, they face only Igach who has the statistics heart, would task the characters with the destruction
of a spined devil (MM 78). If the characters were of Gozoken's Shield.
noticed during their approach, 4 imps (MM 76) join
the fray.
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Appendix A: Monsters & NPCs


Mara Lionbleeder
Medium humanoid (human), neutral good

Armor Class 15 (studded leather + shield)


Hit Points 19 (3d10 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA


14 12 12
10 (+0) 12 (+1) 14 (+2)
(+2) (+1) (+1)

Saving Throws Str +4, Con +3


Skills Animal Handling +3, Athletics +4
Senses passive Perception 11
Languages Common
Challenge 1/2 (100 XP)

Bonus Actions
Second Wind. On Mara's turn, she can use a
bonus action to regain 1d10 hit points. Once
Mara uses this feature, she must inish a short
or long rest before she can use it again.

Actions
Shortsword. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
Shield Bash. Melee Weapon Attack: +4 to hit,
reach 5 ft., one creature. Hit: 4 (1d4 + 2)
bludgeoning damage. If the target is Small or
smaller, it must succeed on a DC 13 Strength
saving throw or be knocked prone.

Reactions
Shield Wall. If Mara stands next to a creature
who uses a shield and either Mara or that
creature is the target of an attack that would hit,
both Mara and the creature add 1 to their AC.

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Skor Thunderarse Blind Monk


Medium humanoid (dwarf), neutral evil Medium humanoid (elf), neutral

Armor Class 16 (chain mail) Armor Class 12


Hit Points 22 (3d10 + 6) Hit Points 13 (3d8)
Speed 25 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 9 (-1) 14 (+2) 10 (+0) 11 (+0) 13 (+1) 13 (+1) 15 (+2) 10 (+0) 13 (+1) 9 (-1) 13 (+1)

Saving Throws Str +4, Con +4 Saving Throws Str +3, Dex +4
Skills Athletics +4, Intimidation +3 Skills History +3, Religion +3
Senses darkvision 60 ft., passive Perception 10 Senses blindsight 5 ft. (blind beyond this
Languages Common, Dwarvish radius), passive Perception 9
Challenge 1 (200 XP) Languages Common, Elvish
Challenge 1/8 (25 XP)

Traits
Bonus Actions
Dwarven Resilience. Skor has advantage on
saving throws against poison, and has Flow like Water. The Blind Monk can use a
resistance against poison damage. bonus action to raise his AC by 4 until the start
of his next turn. Once the Blink Monk uses this
feature, he must inish a short or long rest
Bonus Actions before he can use it again.
Hard as Stone. The Blind Monk can use a
Taunt. Skor can use a bonus action to taunt a bonus action to gain resistance to bludgeoning,
target. The target must succeed in a DC 13 piercing, and slashing damage until the start of
Charisma saving throw. On a failed save, the his next turn. Once the Blink Monk uses this
target must attack Skor during its next turn if feature, he must inish a short or long rest
possible. The target must use all its movement before he can use it again.
to get in range of an attack. The target has
disadvantage on its attack roll. Once Skor uses
this feature, he must inish a short or long rest
before he can use it again.
Actions
Multiattack. The Blind Monk makes two melee
Actions attacks.
Unarmed Strike. Melee Weapon Attack: +4 to
Multiattack. Skor makes two attacks: one with hit, reach 5 ft., one target. Hit: 4 (1d4 + 2)
his battleaxe and one with his handaxe. bludgeoning damage.
Battleaxe. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing
damage.
Handaxe. Melee or Ranged Weapon Attack: +4
to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.

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Merchant Rogar
Medium humanoid (any race), any alignment Medium humanoid ( irbolg), neutral good

Armor Class 10 Armor Class 11 (leather)


Hit Points 9 (2d8) Hit Points 11 (2d8+2)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 10 10 13 10 12
13 (+1) 12 (+1) 13 (+1) 10 (+0) 14 (+2) 15 (+2)
(+0) (+0) (+0) (+1) (+0) (+1)

Saving Throws Cha +3 Saving Throws Str +3, Wis +4


Skills Insight +3, Persuasion +3 Skills Animal Handling +4, Perception +4,
Senses passive Perception 11 Survival +4
Languages any two languages (usually Senses passive Perception 14
Common) Languages Common, Druidic, Elvish
Challenge 0 (10 XP) Challenge 1/8 (25 XP)

Traits Traits
Experienced Negotiator. The merchant has Speech of Beast and Leaf. Rogar has the
advantage on all Wisdom (Insight) checks. ability to communicate in a limited manner with
beasts and plants. They can understand the
Experienced Trader. The merchant has
meaning of your words, though you have no
advantage on Intelligence (History) checks
special ability to understand them in return. You
related to the origin of a trade good.
have advantage on all Charisma checks you
make to in luence them.
Actions
Bonus Actions
Dagger. Melee or Ranged Weapon Attack: +2 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit:
Hidden Step. As a bonus action, Rogar can
2 (1d4) piercing damage.
magically turn invisible until the start of his next
turn or until he attacks, makes a damage roll, or
forces someone to make a saving throw. Once
Rogar uses this feature, he can't use it again
until he inishes a short or long rest.

Spellcasting
Rogar is a 3rd-level spellcaster. His spellcasting
ability is Wisdom (spell save DC 12, +4 to hit
with spell attacks). He has the following druid
spells prepared:
1/day each: detect magic, disguise self
Cantrips (at will): druidcraft, guidance,
mending
1st level (4 slots): cure wounds, fogcloud,
speak with animals
2nd level (2 slots): hold person, pass without a
trace

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Appendix B: Items
Healing Salve Consume Flesh. You can use an action to cause the
shield to consume the body of a dead creature. The
Wondrous item, uncommon
shield must remain in contact with the corpse. At the
This little jar contains a salve with potent healing end of the turn in which you use this power, you
powers. As an action, the salve can be applied to the regain a number of hit points equal to a quarter of the
skin. It heals 1d4+4 hit points over the course of 10 consumed being's maximum hit points. Once you use
minutes. this feature, you must finish a long rest before you can
use it again. In addition, you must roll a d20. On a roll
Gozoken's Shield of a 1, you are afflicted with a Short-Term Madness.
Madness
Armor (shield), artifact (requires attunement) Roll on the Short-Term Madness table (DMG 259) to
determine the effect of the affliction.
This magic shield is adorned with the grimacing face
of a demon, which covers the entire front of the Awakened Form
shield. The shield is matte black except for the bloody When the shield consumes a creature with a challenge
runlets that seep out of the demon's mouth. It was rating of 12 or higher, it undergoes a transformation
created by the warlock Gozoken,a follower of the and permanently awakens as Gozoken, a sentient item.
demon lord Abraxes. Gozoken used his patron's Gozoken has the following additional properties and
powers to imbue this shield with demonic powers statistics:
indeed. He named it after himself, naturally, and
carried it for many years. Finally, after the death of Putrid Torrent. You can use a bonus action to cause a
many innocents, Gozoken was struck down by half a stream of caustic and poisonous material to spew forth
dozen paladins. Unable to destroy the shield outright, from Gozoken's mouth. Each creature in a 10-foot
the order decided to hide the shield from the world cone must make a DC 16 Constitution saving throw.
until a way was devised to dismantle it for good. A creature takes 4d6 acid damage and 4d6 poison
damage on a failed save, or half as much damage on a
Attunement. To attune to this shield, you must offer successful one. Once you use this feature, you must
a drop of your blood (which the shield consumes), and finish a long rest before you can use it again.
keep it within 5 feet of you for 24 hours.
Consume Magic Item. You can use an action to feed
Scream. You can use a bonus action to cause the shield a magic item to Gozoken. The rarity of the fed item is
to come to life and emit a bloodcurdling scream. Each permanently applied to Gozoken, which results in a
creature within 15 feet of the shield must make a DC bonus to the shield's AC. For example, if Gozoken
15 Charisma saving throw.
throw On a failed save, the consumes a +1 magic item its AC permanently
affected creature has disadvantage on its next attack increases by 1. This effect is not cumulative.
roll. You are immune to this effect. Once you use this
feature, you must finish a short or long rest before you Sentience. Gozoken is a sentient chaotic evil shield
can use it again. with an Intelligence of 9 (-1), a Wisdom of 14 (+2),
and a Charisma of 10 (+0). It has hearing and
Demon's Bite. You can use an action to make a melee darkvision out to a range of 60 feet. The shield can
attack with the shield. You are proficient with this speak, read, and understand every language you know.
attack. On a hit, the shield comes to life and bites the It speaks with a shrill, crazed voice.
target, dealing 1d8 piercing damage. You regain a
number of hit points equal to the dealt damage. Once Personality. Gozoken is primarily interested in
you use this feature, you must finish a short or long destruction and consuming flesh. It is submissive and
rest before you can use it again. does as its wielder says. However, if it hasn't eaten for
7 days it becomes unruly and makes its hunger known
with intense wailing.

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Appendix C: Random Names


Male Villagers
1d10 Name Notes
1 Vef Glorgev
2 Medror Cloudshade
3 Gurth Shaderipper
4 Garver Gresk
5 Gruth Plainwatcher
6 Rer Stoutshot
7 Rhibeid Ceda
8 Pebref Sadze
9 Osen Diz
10 Ungirk Rockbraid

Female Villagers
1d10 Name Notes
1 Lahrah Shursk
2 Za lo Amberhunter
3 Julsuzal Fireshade
4 Mavashol Hesse
5 Rihni Kirsk
6 Aduh Shoshul
7 Rachoha Bandruevreld
8 Zihmah Rhinnin
9 Mas Raren
10 Wogey Peacemantle

Devils
1d10 Name True Name Notes
1 Azaketh Bil'garal
2 Igach Jor'gadan
3 Helforn Kul'genach
4 Tozathon Thoz'gemor
5 Zirgronauth Dir'aroth
6 Ballmauth Gag'drerok
7 Zaggunnol Mor'orath
8 Brogdraren Moz'golos
9 Megdririn Rag'thezuur
10 Egmoth Joth'todon

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Appendix D: Devil's Contract Credits & Afterword


I hope you enjoyed The Soulmonger! If you find any
Standard Soul Contract errors, or if you want to relay some feedback, don't
hesitate to contact me via e-mail or on Twitter!
§1 By entering this contract the Undersigned promises
his soul after his death. The corresponding Author: Christian Eichhorn
compensation is described in §4 a) through d). The Christian Eichhorn is the author of several bestsellers
Undersigned's soul will either be awarded to the prime you can find below. He started playing ttRPGs only 2
recipient or any other party which is designated as the years ago but grew up with classics like Fallout, Fallout
final recipient by the prime recipient. This transfer of 2, Icewind Dale, Baldur's Gate II, Planescape:
ownership does not require the consent of the Torment, Diablo, and Morrowind. Since nothing
Undersigned. captured the spirit of these experiences in more than a
decade, Christian set out to write his own.
§2 This contract is valid for all eternity and all possible
times following thereafter and extends to all The Editor: R P Davis
dimensions and planes of existence unless described
R P Davis is a wordsmith and voice artist living in the
otherwise hereafter. Should the Undersigned or a
south of the Netherlands. He has been a tabletop
third party on the Undersigned's behalf attempt to
gamer the entire time he's been sentient, and a role-
unmake this contract as a whole or any part of it using
playing addict for more than 30 years. In that time he's
a wish or any other magical means his soul shall be
written countless things, from simple spell effects to
immediately forfeit and taken by the prime recipient,
D&D campaign worlds to complete role-playing
final recipient, or their heirs or assignees designate, to
games. His portfolio: DMsGuild
the Nine Hells.
Would you like to see more?
§3 In the following cases the contract can be
suspended indefinitely: Waterdeep's Notice Boards. A collection of 42 quest
a) The Undersigned acquires the signature of one seeds in Waterdeep and Skullport. Pit your players
hundred beings which offer their soul in against criminal masterminds, monsters from the
compensation. deep, or seemingly unsolvable mysteries. Waterdeep!
b) The Undersigned slays a demon lord and Come for the adventure, stay for the outstanding
presents it extracted heart to Asmodeus the Cloven, payment.
Lord of Nessus and Supreme Master of the Nine Hells.
The Beggar Prince. A fiend with a thirst for power
§4 The signatory receives one of the following established an almshouse in Waterdeep’s underbelly.
rewards as compensation whereas any other Will the characters strike down the cambion Dax or
compensation can be negotiated: support him in his humanitarian mission? Descend
a) 5,000 gold pieces. into the aromatic sewers of Waterdeep, uncover the
b) A limited bodily augmentation. circumstances behind a mysterious coin shortage and
c) The help of the devil which presents this contract approach the problem the old-fashioned way: hours of
with one task. indecisive planning.
d) 1001 nights with a succubus or incubus.
Lledrith's Wagon. Lledrith is a trader who travels the
§5 Any addenda to this contract must be agreed to, put world incognito. She has a wagon, a giant spider, and
on paper and signified in writing with all relevant several magic items to her name. Each of the 66 items
signatures attached thereto. If any clause of this in the collection comes with a short excerpt about the
contract should prove to be impossible the contract as item's history or the adventures of a famous owner.
a whole will remain in place and continue without
application of the impossible clause. The Tower Golem. Azaketh, a sly and industrious
devil, prepares his revenge against his bitter enemy
Zirkex. Naturally, the mortals affected by his schemes
are mere pawns to further his goals. It is up to the
heroes to stop Azaketh in his tracks before he takes
control of a powerful weapon – Logrimm’s Tower
Golem.

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