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by Jon Zierden
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The Vanishing Castle
O
ver one millennium ago, there was an attempt This module assumes that the DM has access to the
at war. This attempt was made by the tides of Player’s Handbook, the Monster Manual, the Dungeon
chaos to impose their dominion over the Master’s Guide, as well as Volo’s Guide to Monsters.
Prime Material Plane, and thus forever skew Furthermore, this adventure is designed with the intention
the balance between chaos and its brother, law. to be dropped into any setting in any world by any creative
This war was stopped before it could fully DM. Thus, there is no one set reason as to why a troupe of
begin by the lords of the Meridian Valley. seasoned adventurers might find themselves here. You, the
The Meridian Valley was once a thriving city-state ruled in DM, may create any reason you would like. You could spin
triumvirate by three powerful heroes. Bernard Blarnstaff was this location into your world seamlessly, nicely woven into an
a renowned wielder of magic and wizard beyond compare. existing narrative, or you may treat this location as just
Prescott Parsons was a paladin righteous and true, his another that can be explored in a vast and open world.
martial prowes unmatched in single combat. Finally, Father
Timothy Tudolph was a devote follower of Dunblas, the Adventure Hooks
Justice Maker, and a high cleric in his church. These three For those DMs that are strapped for time here are a few
lorded over the Meridian Valley and crafted it into a thriving quest hooks to intrigue a set of adventurers. Any of these
bastion of civilization during a wild era. This peace lasted for quest hooks may be used, altered, or disregarded completely
years on end until one day demonic hordes sought to sunder for the sake of getting the party of adventurers interested in
the Prime Material Plane.
Unknown to the rulers, the Meridian Valley was a location the investigation of this location.
where the Weave, the source of all magic, was uncommonly
exposed. This caused crops to grow well and luck to be in the Lordly Reconnaissance
favor of the inhabitants of the valley. However, it also allowed A local lord has heard tell of a magically charged valley off in
Ahazu, the Seizer to bring his legions of dread into the Prime the distant wilderness. The lord feels that the magic of this
Material Plane. Bernard, Prescott, and Father Tim fought land might help his people. He has proposed a handsome
valiantly against the vile tides of chaos. Alas, the city center, reward for any adventurers that investigate and report back.
the Palace of the Paladin, and the Temple of Dunblas all fell.
The final stand was made at Castle Blarnstaff. As the Historic Curiosity
demons overran the castle, Archmage Blarnstaff performed One of the party members knows of an ancient battle that
his last great act. Not wanting the demons to overtake the happened near this area long ago. It might have even taken
castle, uncover the secrets within, and use those powers place in the valley that is single day's travel away. This party
against the rest of the world he summoned all of his might. member is convinced that this location contains more than
Bernard wished. The arhcmage wished for time to stop. He meets the eye and is worthy of invesigation.
wished for the threads reality to wrest the castle from the
very fabric of time and space. But, even Bernard Blarnstaff Abyssal Cartography
was no true master of the Weave. His haste made the wish On a recent adventure the party happened accross an odd
imperfect. Though the advance of Ahazu’s force was stopped, map found on the corspe of a slain foe. The map depicts a
the castle had been perched between the dimensions. Stuck valley of ancient structures in a state of terrible decay. An
between planes of existence. Bernard landed his castle in the Abyssal message is written on the map: “Beware the wizard!"
same “tween dimension” used by psionics who are A Disturbance in the Weave
disciplined in the major science of dimension walking. By A spellcaster in the party senses an odd disturbance in their
Bernard's imperfection, the castle phases in and out of the flow of magic and by extension in the very Weave itself. They
Prime Material Plane as well as reality itself to this day. feel that the natural order of magic is somehow askew. The
Forced to appear and disappear forever. search for this disturbance leads the party to the valley where
the spellcaster is driven to find the source of this irregularity.
Running the Adventure
To enhance the experiance of the players and help you do The Damsel in Distress
your best job as a Dungeon Master, take into account the It is said that there is a fair maiden by the name of Cindra
following pieces of advice. trapped in the valley somewhere and whomever comes to her
aide will have their wildest wishes granted. This story is the
stuff of legend, but due to a tip from a friend of the group the
Disclaimer to the DM adventurers feel compelled to sort the truth of the matter.
If it is ever your intent to be a player character in this
adventure quit reading now. Give this document to your Ancestral Calling
friendly neighborhood DM, and sit quietly while waiting for A member of the party is compelled in a dream to "quell the
adventure to unfold around you. However, if your intent is to encroaching tides of chaos" by an ancient ancestor (one of
run a party of adventurers through this standalone plug and the lords of the Meridian Valley). Not fully able to make sense
play module as a DM, by all means, read on. of the vision, the party member is driven to find clarity by
investigating the valley where their ancestor once trod.
PART 1 | INTRODUCTION
1
2
A Test of Endurance
This adventure is a test of endurance. The party is meant to The Vanishing Castle has just phased out of existance. The
have immense difficulty with regard to the speed at which castle now drifts through the 'tween dimension as a forgotten
they choose to use their abilities and resources. This island. When the castle is out of the Prime Material Plane its
difficulty is only accentuated once the party finds themselves space in the valley apprears in one of two states: a barren
stuck in the Vanishing Castle itself where they are unable to land or an arcane storm. At your discretion as DM, read
rest. Make sure that the adventurers are aware that they need either of the descriptions bellow to your players when you
not solve all problems posed in this adventure via combat, or would like to describe the castle's state in either of the
at all. Resorting exclusively to combat could very well only following ways:
deplete their power and make the rest of the adventure more
difficult. Due to this challenge of endurance, there are many
magical items that may only be used once, such as potions The previously pristine palace perched on the rising western
and scrolls, that may be utilized by the party. However, these slope of the valley is no more. Standing in its place is the
items are not meant to be used lightly. These items are rubble of a long forgotten stronghold, around which is
provided throughout the adventure as tools for use once the churning an arcane swirl of magical fallout. Bright greens meld
party finds themselves in the Vanishing Castle where a bit with vibrant purples and blues in a storm of eldritch energy
more help might be needed. Use narrative tools to prompt the
adventurers to be sparing with their use of these items until it that surrounds the ruins of this sundered castle. This may be
becomes a necessity. no ordinary valley.
The Approach
As the group draw near the Meridian Valley they may notice The area which the castle once occupied is now a barren scar
that the wilderness grows more densely here than is usual in on the lanscape. Lifeless stone and dirt devoid of any flora or
this part of the world. Additionally, those who are prone to the fauna. This may be no ordinary valley.
arcane persuasion may feel a slight arcane tingling around
them. This tingling is not ominous, it is simply unusual. This
is caused by the fallout from Bernard’s magic as well as the
thinness of the Veil and exposure of the Weave. As the players As a narrative tool, freely mix these states of being to
approach the peak of the rugged southwestern outcropping of provide a tranistionary affect from ruined land absent of the
the valley, read the following: castle to roiling storm of the castle's afterimage.
When the castle is phased into the fabric of the Prime
Material Plane it appears precisely as it did on the day of the
Viewing the expanse before you, it’s hard to draw your battle against Ahazu and his tides of chaos. When it is
attention away from anything other than the natural beauty of
narratively appropriate (such as if the players decide to rest
anytime in the valley; during a heated discussion between the
the valley below. A river runs through the dense forest flowing players; or when the party has made a new decision on there
from the western heights down into the valley and out the course of action) note to the players that something seems
southern end. Long has it been since the valley below has seen different and that castle as faded back into (or out of) the
the tending of civilization. As you look more closely, you see Prime Material Plane. Use the castle as your most powerful
near the river in the southern portion of the valley a small, narrative tool. Even if the castle seems to be in existance
broken, and long-destroyed town center. Trees come up to the
make sure that the adventuring party is unable to
gain access until they have adequately
edge of the decaying buildings. Further northeast on the valley
explored the other major
floor are the ruins of a keep. Not far from the keep is a smaller locations of the valley.
structure. This half broken building is in the same state as its Always save the
neighbor. Both ruins are gripped by the surrounding forest. best for last.
Finally, you spot the most unusual part of the valley.
Shimmering in the distance on the western slope towers an
immaculate castle that appears as if it were built only
yesterday. After turning to your fellow adventurers to remark
on its beauty, you see that the castle has vanished.
PART 1| INTRODUCTION
3
The City Center
The city center lies in ruin on the floor of the valley. Next to it Inhabitant Knowledge
runs a wide and quick moving river that spills from the If any of the inhabitants of the city center are
western peak of the valley. The dilapidated city center is now interrogated by the players, they may be persuaded
home to a group of humanoids. This group is comprised of or intimidated into divulging some of the following
useful information.
giants, trolls, ogres, and a few goblins. This unusual
assortment of creatures is held together by the iron will of The leader of this group is Chief Dak, the fire
their fire giant chieftain who by chance found his way out of giant. All are afraid to challenge his orders, but
the Vanishing Castle. no one likes that he is a fire giant. He loves
Interspersed among the broken structures of the city dancing and song.
center stand six large buildings. The humanoids have taken They think more than 20 things live in the city
up residence in these buildings. There are no discerning center, but they aren’t very good at numbers.
marks on the buildings to tell what they could have been Every night, a hunting party goes out to find
before they were repurposed. In the center of the open area is food. The trolls always go with.
a massive fire pit used for cooking. The fire pit is always The ruins in the woods to the north are scary
tended. and filled with monsters. They never go near.
(This is in reference to the demons in the
General Features Temple of Donblas who occasionally take a
The passage of time has not been kind to the city center of worg, troll, or giant as prey or slaves.)
The ruins on the western slope of the valley are
the Meridian Valley. Over the years creatures and nature have dangerous and the magic is scary. They never
ensured the slow and steady decay of the structures. hunt there. Hundreds of floating lights fly
Ceilings. The ceiling height of all of the standing buildings around there. (This is in reference to the hive of
is 20 feet unless stated otherwise. This is because of the will-o-wisps near the Vanishing Castle.)
mostly collapsed floors on upper levels of the buildings.
Doors. There are no doorways left intact in the city center.
The walls of the standing buildings have been destroyed and
the gaping holes are now used for entry and exit.
Construction. The construction of the buildings in the city
center is that of stone work foundations upon which are built
structures of timber and plaster.
Combat. If an attack occurs and is noticed, any creature
will try to alert the rest of the camp to aid in the battle.
Additionally, if the battle is particularly loud, there is a 20%
chance in the nighttime that the kidnapping party from the
Temple of Donblas will come and join the battle.
Times of Day
Depending on the time of day, activity differs in the camp. In
the morning, any inhabitants that had hunted the night
before are returning. Two ogres will be stoking the fire pit
preparing food for the day. There is a 65% chance that three
goblins and a worg will be around the fire annoying the
ogres. During the daytime, there is general activity
throughout the city center. At any time there are 2d6 various
creatures from any of the dwellings milling about. Except for
the trolls who sleep during the day and only come out at
night. At dusk the inhabitants are on their way out to hunt.
There will be 3d6 creatures milling about including the trolls
which are just beginning to awaken. During the night a
hunting party goes out to find food for the group. This group
includes all five trolls, a hill giant, at least two ogres, at
least two worgs, and at least one goblin. If the players are
resting on valley’s wooded floor, there is a 50% chance of an
encounter with the hunting party.
6
The Temple of Donblas This room is now the home of four trolls shackled to the
Once upon a time, this was Father Timothy’s Temple of floor that have been forced into servitude by the demons who
Donblas. A mighty bastion of piety ruined in the battle against reside in the other parts of the temple. The trolls can be seen
the abyssal tides of chaos long ago. The demons that were missing portions of their musculature. This is because the
fortunate enough to escape the Vanishing Castle and their demons of the temple have been using the regenerative
new found minions now inhabit this ruin. It is uncommon ability of the trolls to supply themselves with constant meat.
that anything escapes the churning arcane storm of the The demons take care to take only as much meat off of the
Vanishing Castle. However, if they do manage such a feat they trolls as they will be able to regenerate in a day. If a battle
usually meet death in the surrounding wilderness. This small takes place in this location, any other inhabitants of the first
group of demons has made the ancient Temple of Donbas floor of the temple will come to join the fray. Additionally, if
their new home. Although they find some of the residual holy necessary, the trolls will attempt to break the chains binding
magic distasteful, they have found that they can obtain shelter them this may be accomplished by a successful DC 16
here and that the nearby giant kin are good fodder for Strength (athletics) check.
hunting, taunting, and toying.
2. Acolytes' Chamber
General Features This was once a sparsely decorated, but functional residential
Similarly to the city center, time has not been a friend to the quarter for acolytes of Donblas. It is now a complete mess.
Temple of Donblas. The woods choke the crumbling stone The new inhabitants of this room, seven dretches¸ have
hewn structure. turned it into a sty.
Ceilings. Ceilings are 15 feet high unless stated otherwise. Treasure. There is a small amount of treasure in this
Doors. Apart from the rubble strewn holes in the sides of room. If the players take time to gather it from the filth on the
the structure which are more commonly used than the floor they will find various coins totaling 73gp. The dretches
doorways, the doors are made of heavy and slightly rotten will join any fight taking place in area 1 or 3.
timbers unless stated otherwise.
Floor. The floors are made of dirty, but still smooth, marble 3. Acolytes' Study
flagstones.
This room once served as a place of study for the lesser
Times of Day priests of the temple that lived in area 2. However, now three
The various creatures in the Temple of Donblas will be in hill giants are enslaved here.
different places depending upon the time of day. In the The giants have been successfully brainwashed by the
morning the three hill giants will be within 100ft of the glabrezu that lives in area 4a and will fight on their behalf.
temple, returning from their mission from the night before. They are regularly sent out in the attempt of "recruiting" their
During the daytime, most inhabitants are sleeping. There is a former brothers. The giants will attempt to convince the
85% chance that the glabrezu will be out roaming the nearby adventurers of the good and love of their demonic masters.
woods in the guise of a young boy. If he encounters the Treasure. A secret chest is built into a wall of this room. It
adventurers, he will attempt to lure them back to the temple can be spotted by a character with a passive Wisdom
as the sun is setting. At dusk the inhabitants are beginning to (perception) score of 19 or higher or by a successful DC 17
awaken, the dretches will move into the main worship space Wisdom (perception) or Intelligence (investigation) check.
to taunt and generally annoy the trolls. At night a kidnapping Trap. The secret chest is trapped with poison darts that
party of three hill giants are sent to steal more of their kin can be spotted by a character with a passive Wisdom
from the city center, though they are very rarely successful. (perception) score of 22 or higher or with a successful DC 20
Additionally, all of the demons are awake at this time. The Wisdom (perception) check. The trap can be disarmed by a
goristro will be out in the woods within 200ft of the temple DC 24 Dexterity (thieves’ tools) check. Anyone within 10ft of
attempting to eat anything it can find. When approaching at the trap when it is sprung must succeed on a DC 17 Dexterity
this time the players have a 60% chance of randomly saving throw or take 8d6 poison damage and be Poisoned for
encountering the goristro. 24 hours. In the chest is a potion of healing, a ring of fire
resistance, and a bag containing 300gp.
1. Main Worship Hall 4. Cleric’s Sitting Quarters
The ceiling of this large room is domed and a sizeable This room was once the adjoined living area of the bedroom
portion has been blown out of it. Faded and partially eroded in area 4a. It now reeks of an odor so foul that it confers
religious murals that depict Donblas, the Justice Maker, disadvantage on Wisdom (perception) checks that rely on
adorn the filthy walls of this room. Centrally located on a dais smell to any who pass through it for the following 1d4 hours.
is an altar. The room is a mess due to the current inhabitants. This room's goristro inhabitant is the source of the odor.
However, the altar is in pristine condition. This is due to The goritsro sleeps for most of the day unless called upon
residual good emanating from it; the altar and everything in a by the glabrezu in area 4a or battle that he can take part in
5ft radius is under the effect of a hallow spell placed by breaks out. The goristro wears a pair of bracers of defense.
Father Timothy long ago. The door to the hall has been destroyed leaving a large hole
through which the goristro enters and exits the room. The
goristro will not hesitate to destroy walls during battle.
4. Ballroom
The ballroom of the castle is still prepared with tables set
and candles lit as if a ball were just about to take place.
Guards and Wards. As the grand double doors are opened
to this area a magic mouth triggers in combination with a
suggestion effect. The mouth of the effect appears on the
wall opposite the entry and whispers “Flee.”
On the dance floor of the ballroom arguing with each other
are three fire giants. These fire giants are arguing over how
long they have been stuck in the castle. One giant is
convinced that it has been only minutes. Another is fervent
that is has been a couple of weeks. The third fire giant has a
much longer beard than the other two and looks much older.
He is quiet with his argument, but he believes that they have 6. Bar
been stuck in the castle for a century or more. Due to the The bar and lounge area of Castle Blarnstaff can be found
high tension in the room the giants will attack the players on here. This room is meant to serve as a place of reprieve for
sight. The elderly fire giant has only 80 hit points and has a any guests tired of the ballroom. However, every bottle of
movement speed of 20 ft. This causes his challenge rating to liquor, mead, beer, or wine has been smashed by the single
drop to 7 (2900XP). dretch that now occupies the area. The dretch can be found
splashing in the puddle that he has made. The dretch is
drunk and thus has disadvantage on attack rolls.
5. Wrecked Guard Room Guards and Wards. Upon the opening of this door a
This room was once great guardroom has now been suggestion spell takes effect. The mind of the players are
destroyed. Various pieces of furniture, weapon racks, filled with the low voice of a tired man saying “Please, leave
weapons, and armor all lay sundered, burnt, and in some my bar alone.” This is the voice of Bernard Blarnstaff.
cases, partially melted on the floor.
In this room resides a fire giant and two hell hounds. The 7. Kitchen
giant is in the process of training the hell hounds. He is This room was once a kitchen fit to provide food for an entire
intensely frustrated with the hounds because they seem to ball at a moment’s notice. It has now been ransacked by the
randomly and without warning forget everything that he has giants and demons so many times that it is mostly destroyed.
taught them. The players may attempt a DC 14 Wisdom (survival) check
Treasure. The fire giant carries a wand of command to scrounge the area for any unspoiled leftover food. On a
(Appendix A). success they regain 3d4 + Constitution modifier hit points as
they find the last of the non-spoiled food.
PART 5 | APPENDICES
26
Appendix B: Monsters Cindra, the Merilith
Large fiend (demon), Chaotic evil
Armor Class 19
Hit Points 225(18d10 + 90)
Speed 40ft.
Saving Throws Str +9, Con +10, Wis +8, Cha +10
Damage Resistances cold, lightning; bludgeoning,
piercing, and slashing from non magical weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120ft., passive Perception 13
Languages Common, Abyssal, telepathy 120ft.
Challenge 18 (20,000 XP)
Actions
Multiattack. The marilith makes seven attacks: six
with its longswords and one with its tail.
Longsword. Melee Weapon Attack: +9 to hit, reach
5 ft, one target. Hit: 13 (2d8 + 4) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 10ft.,
one creature. Hit: 15 (2d10 + 4) bludgeoning
damage. If the target is Medium or smaller, it is
grappled (escape DC 19). Until this grapple ends,
the target is restrained, the marilith can
automatically hit the target with its tail, and the
marilith can’t make tail attacks against other
targets.
Teleport. The marilith magically teleports, along
with any equipment it is wearing or carrying, up to
120 feet to an unoccupied space it can see.
Rections
Parry. The marilith adds 5 to its AC against one
melee attack that would hit it. To do so, the marilith
must see the attacker and be wielding a melee
weapon.
PART 5 | APPENDICES
27
Ice Elemental
Large elemental, neutral
Actions
Multiattack. The nothic makes two claw attacks.
Claw. Melee weapon attack: +4 to hit, reach 5ft, one
target. Hit: 5 (1d6+2) slashing damage.
Rotting Gaze. The nothic targets one creature it can
see within 30ft of it. The target must succeed on a
DC 16 Constitution saving throw against the magic
or take 15 (5d6) necrotic damage. If the target fails
the save by five or more it suffer the effects of the
dominate person spell.
Invisibility. The nothic may cast the spell invisibility
with the range of self and without its normal
components.
Weird Insight. The nothic targets one creature it can
see within 30ft of it. The target must contest its
Charisma (deception) check against the nothic's
Wisdom (insight) check. If the nothic wins, it
magically learns one fact or secret about the target.
The target automatically wins if it is immune to
being charmed.
PART 5 | APPENDICES
28