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The Vanishing Castle

A Dungeons & Dragons 5th Edition adventure


for 4 to 6 Tier 4 (17th - 20th level) characters.

by Jon Zierden

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player's Handbook, Monster
Manual, Dungeon Master's Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likeness 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 without the express written permission
of Wizards of the Coast. This work contains material that is the copywrite of Wizards of the Coast and/or other authors. Such
material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material
is the copywrite 2015 of Jon Zierden and is published under the Dungeon Masters Guild Community Content Agreement.
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.

PART 2 | THE CITY CENTER


4
1. Chief Dak's Manse In t
most
This structure has been fortified by any scrap metal the giant Playing Chief Dak break
tribe could find. The leader of this group, a fire giant named Dak speaks common and is knowledgeable about
Dak makes his home here. In addition to the fire giant, in his the main floor of the Vanishing Castle as he was
manse resides a hill giant, two trolls, three ogres, three trapped there for some time and was able to luckily
worgs, and five goblins. All of these creatures will fight escape through a portal he beleives was sent by
alongside their fire giant chief. The trolls are often asleep and Surtr, deity of fire giants. If the players attempt to
will join any battle late. If things begin to look poorly for the speak to or bargain with Dak they will have a tough
giant kin, the goblins will attempt to flee into the woods. Dak time doing so due to his belief that he is too
will fight to the death to preserve his honor, though once he strong to be defeated. He is pompous about his
falls below half HP he will double down on his combative control of an entire hoard of giant kin and goblin
intimidation tactics in an attempt to make his challengers run kind. Any Charisma (persuasion) attempt against
away. Dak has a base DC of 22, any Charisma
Treasure. In this building, the wealth of the group is kept. (intimidation) has a base DC of 28, but any
There are coins of various types totaling 641gp. There are Charisma (performance) has a base DC of 15. If
asked about the Vanishing Castle, Dak will say that
also three gems of notable size. There is a ruby worth 200gp, he would never go back to face the Giant’s Bane.
an opal worth 300gp, and a rough cut hunk of jet the size of The sword that killed his brothers in the crystal
the fire giant’s fist worth 800gp. In the pile of treasure there forest (area 2) of the Vanishing Castle.
are two potions, a potion of haste and a philter of
persuasiveness (Appendix A).
2. The House of Slumber
This building is home to three ettin, two hill giants, two 4. Troll Nest
ogres, and three goblins. Whenever there are any creatures
in these quarters, they are sleeping among the stone rubble This hovel is home to three trolls, though it appears as if
and timber debris from the half destroyed structure. many more once lived here. These extra inhabitants have
If there is a particularly loud battle, the sleeping been kidnapped and taken by the demons of the Temple of
inhabitants of this house have a 15% chance to wake and Donblas. Trolls are by nature more feral than their giant tribe
fight after rousing. members. As such this building is nothing but a nest of putrid
hides and rotting meat.
3. Training Kennel Hazard. If any adventurer attemps to Hide in this area,
they must suceed on a DC 16 Constitution saving throw or
Two hill giants, an ogre, and three worgs live here. This is they become Poisoned for the next minute from the
where the worgs are trained and ‘domesticated’ into pets and debilitting stench and rot of the putrid nest.
hunting companions for the group. Treasure. In this building, hidden within the nest, are two
Due to their aggression over the constant state of pieces of treasure: a scroll of telepathy and a potion of
starvation in which the worgs are kept, any perceived food heroism. These items can each be spotted by a player with a
(meat, a Small or Medium beast, a Small adventurer, an passive Wisdom (perception) of 21 or higher, or a DC 20
unarmored adventurer, a familiar, ect.) will cause any worg Wisdom (perception) check.
that sees it to challenge its restraints. The chain collar
restraints which hold the worgs are either held by a giant 5. Unstable Shack
during training requiring a contested Strength check to
escape, or staked to the ground requiring a DC 13 Strength A hill giant and three ogres call this building home.
check to escape. The roof of this building is visibly unstable. This instability
can be spotted by a character with a passive Wisdom
(perception) of 25 or higher, by a DC 13 Wisdom (perception)
or Intelligence (investigation) check, or by any player
proficient with carpenter's tools. If 20 or more damage is
done to any wall the roof will collapse. The structure has an
AC of 14 and resistance to piercing damage, an immunity to
psychic and necrotic damage, and a vulnerability to thunder
and bludgeoning damage. Any creature underneath the
falling ceiling will take 5d10 bludgeoning damage or half as
much on a sucessful DC 19 Dexterity saving throw.
6. Goblin Hangout
This is by far the smallest building with a ceiling of only 10ft.
It is the hideaway from giant eyes of four goblins and a worg.

PART 2 | THE CITY CENTER


5
.

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.

PART 3 | THE TEMPLE OF DONBLAS


7
5. Secret Passage
Treasure. There is a small box of treasure that is almost Hidden Doors. The secret passage at the rear of the temple
completely covered by filth in this room that can be spotted leads to two stairwells that descend to the lower level. The
by a character with a passive Wisdom (perception) of 23 or passage has two entrances. The opening lever under the
higher or by a successful DC 18 Wisdom (perception) check. northeast corner flagstone of each hall can be spotted by a
The box is filled with 89gp and among the coins is a scroll of character with a passive Wisdom (perception) of 17 or higher
wall of force, and a scroll of legend lore. or by a successful DC 16 Wisdom (perception) check. Once
either lever is pulled the disembodied voice of Father Tim
4a. Cleric's Living Quarters will ask "Who enters the temple of Donblas?" The correct
This room was once the sleeping quarters of a cleric of response is "A servant of law."
higher station. Now this room is home to Genkk the glabrezu Traps. Each door is protected by a glyph of warding with a
who wears an amulet of seeming (Appendix A). The room is DC of 17. Each glyph is an explosive rune that will blast the
well kept for the home of a demon. entire hallway with cold damage if triggered. The trigger for
Treasure. In this area stands an aged writing desk within the glyph is if the secret door is opened without the correct
which is leather bound journal and at the foot of the bed is a response.
modest looking chest inside of wich is 500pp. At the bottom 6. Tim’s Sitting Room
of the chest there is a secret panel that can be spotted by a
character with a passive Wisdom (perception) of 26 or higher The lower level of the Temple of Donblas has remained
or by a successful DC 25 Wisdom (perception) check. Inside untouched since the day of the attack by Ahazu’s demonic
the false bottom panel is a small brass bell of ordinary hordes. The players can now see how wonderful the temple
appearance. This is a bell of fireballs (Appendix A). once was. The lower levels reveal that the marble stonework
Journal. The first few pages worth of entries detail the day of the temple was once a vibrant white polished to a mirror-
to day goings on in the temple a thousand years ago. After like shine. This room was the sitting area of Father Timothy
these pages there is a break and a new script emerges. This in which he took meetings. In this room there is a set of
writing is in Abyssal and it is the day to day recollection of the chairs, a table of fine woodworking, and an impressive rug. If
glabrezu. However Genkk’s perception of time has become the players decide to take the furniture, it could be sold for as
skewed. Genkk's entries are constantly fraught with repetiton. much as 400gp in the right market.
If an hour is spent reading this volume, the reader will gain Treasure. On a side table in the corner of the room next to
insight into the past of Genkk and how it is tortured by the a chair there is a small chest. The chest is magically shut
fact that this small contingent of demons was whisked from with an arcane lock. The lock can be forced open or picked by
the Vanishing Castle and Cindra was not. a DC 30 Strength check. Inside of the chest is a silver letter
opener worth 75gp, a ruby worth 200gp, a gold chalice
worth 1000gp, a platinum ingot worth 1400gp, and some
letters of official correspondance.
Playing Genkk Letters. Under any inspection, the players will see that the
Genkk the glabrezu speaks common and serves as letters are simple notes of correspondence written to Father
a leader of this contingent of demons due to its Timothy from the other lords of the valley: Prescott Parsons
fierce intellect. The only reason that these demons and Bernard Blarnstaff. The topics discussed range from
have not scattered to wreak havoc on the prime valley governance and political issues, the state of the Lord
material plane is because the glabrezu is unusually Prescott's guard regiments, and the lords' secure vault built
loyal, for a demon, to Cindra the marilith that is still in service and justice to Donblas. Some of the latest notes
trapped in the Vanishing Castle. He will wait as
long as necessary to reunite with his commander. If
detail a sense of inexplicable dread experianced by all three
spoken to, Genkk still believes that the battle that
lords with regard to the coming days of the valley.
took place centuries ago happened only a few days
ago. This belief is brought on by the time that the 7. Worship Space
glabrezu has spent in the Vanishing Castle. The This room is unoccupied except for a small raised dais in the
irregular passage of time in that place has warped middle. On the walls are simple religious murals of Donblas,
his perception of continuity. Genkk, unsure if his
time in the castle was merely a dream, is plagued
the Justice Maker. The room is warm and comfortable to
by guilt for having fallen to slumber only to awaken
those of lawful alignment. The first character of lawful
(having been luckily consumed by a rare portal) in
alignment to pray in this room sees a astral projection of a
the Prime Material Plane. The glabrezu will try to messenger of their lord. This emissary will answer one
opportunistically join any fight in the temple. question without error. However, if the deity would not know
Genkk may try to disguise itself using its amulet of the answer the question is wasted and the vision disappears.
seeming and trick the players into helping it. If the Additionally, if a cleric uses their divine intervention class
the players attempt to pursuade or intimidate feature here the chance of success is doubled.
Genkk, such checks have a base DC of 25. Ambush. As the party begins to depart from this room five
babau that typically live upstairs have found their way down
to ambush and surprise the party in the hallway.

PART 3 | THE TEMPLE OF DONBLAS


8
8. The Mural Hall 11. Tim’s Master Bedroom.
The stone walls of this hall are painted from floor to ceiling This is a beautiful bedroom with a canopy bed, simple but
with ornate murals of Donblas, the Justice Maker. Some lavish sitting furniture, and a finely carved wardrobe. This
murals show him in the setting of a heavenly court, others furniture it is worth up to 1000gp to the correct buyer.
show the god on the battlefield leading legions of law into the Tim's Portrait. A painting is leaned in a corner of this
Abyss to do battle with demons, some show Donblas healing room. The portrait is of a pale human with very short black
the wounded, yet others show Donblas, the Justice Maker, hair and a clean shaven face. He wears spectacles on the tip
locked in single combat with Arioch, Lord of the Seven Darks of his rather long nose. He is dressed in plain white robes
and Knight of Swords. These murals are truly an impressive with a golden cord belt. In one hand he carries a mace that is
sight, they must have been commissioned at a great price. glowing dully with divine energy, in the other he carries a
staff of knotted wood. Around his neck is a fine, but simple,
9. Library silver holy symbol of Donblas. The expression on his face is
one of boredom. Upon a small gold plate at on the bottom
This library is full of religious texts. These volumes could be portion of the frame is written “Timothy Tudolph”.
read to gain knowledge on Donblas, demons, or various other Hidden Door. This room holds a secret door leading to
religions. Also present is a small collection of writtings on the area 12 spottable by a character with a passive Wisdom
elemental plane of ice. There are multiple work tables (perception) of 23 or higher or by a successful DC 19
cluttered with papers and long since burnt candles. Wisdom (perception) check. The door is on the wall next to
A table with a set of playing cards half dealt sits in a corner. the bed. A DC 17 Intelligence (investigation) check is needed
Three ghosts now reside in this library, they are the tortured to open the door by finding the hidden lever under the corner
souls of three guards who were supposed to be on duty the flagstone beneath Tim's portrait. This door cannot be forced.
evening of the attack of the tides of chaos, over a thousand
years ago. Instead of walking their regular route, they had 12. The Vault
snuck off to play cards. Because of this blunder, the army of
demons was able to get much closer to the city without being The secret doorway into this room is a portal to the
spotted than they would’ve been able to otherwise. It is this elemental demi-plane of ice. The room is made entirely of ice
guilt that ties their souls to a restless undeath. If any that emanates a dim glow. Inside there is nothing but a large
adventurer happens to be possessed by one of these ghosts chest and a statue both made of ice. The portal closes
they are overwhelmed with a wave of guilt. On a successful immediately after 4 rounds, or after all but one party member
DC 15 Wisdom (insight) check a possessed adventurer has entered the room.
begins to understand the fate of these ghosts and the past of Trap. Once any adventurer enters the room the statue will
the Meridian Valley. The ghosts are receptive to any apeal to step forward and ask “Who disturbs my slumber?” reviling
calm their guilty souls. If the adventurers sooth the shame of itself as an ice elemental (Appendix B). The ice elemental
the ghosts, the spirits will pass to their rest. will wait 2 rounds for a reply. If none comes, or the wrong
Treasure There are no valuables in this room other than reply is given the elemental will attack. The correct response
dry-rotten, though still readable, religious texts. is “A servant of law.” If at any point this phrase is uttered in
the room, the ice elemental will cease attacking and resume
10. Study its statuesque guard. All creatures suffer 1d8 cold damage at
the begining of each of their turns while in this room.
This was Father Tim’s personal study once upon a time. The Whenever an adventurer moves in this room they must
room is filled with fine furniture and an ornate mahogany succeed on a DC 10 Strength (athletics) or Dexterity
desk. If the players have a mind to take this furniture it is (acrobatics) check or else they fall prone. This room is in the
worth up to 700gp to the correct buyer. The room has various elemental plane of ice, thus fire cannot burn, it is too cold.
papers, texts, and tomes sitting on side tables, the desk, the Once the door shuts, if any creature or adventurer is within
chairs, and the couch. Any investigation will reveal that this is the room, four identical glowing buttons appear in a
the fruit of a haphazard and rushed attempt at demon horizontal row on both sides of the door. The buttons must be
research. Father Tim tried to learn as much as he could pressed in the correct sequence to open the door an continue
about his enemies in the hope of being able to banish them a life in service of Donblas. The correct order (counting from
back to the Abyss. the right) is 3,1,1,4. If the sequence (counting from the right)
Trap. If the players investigate the desk they will see a 2-2-4-1 is ever pressed the door will lock from the respective
glyph of warding (8th level) with a DC of 19 on an upper side, the glowing buttons will vanish, and the trespassers will
drawer that is not hidden. The glyph was placed by Father face the eternal justice of Donblas.
Tim. In his haste he was unable to hide it. The glyph is of an Treasure. Inside the chest in this room there is a bag
explosive nature dealing cold damage. containing 3114gp, a diamond worth 2000gp, a potion of
Journal. In the drawer is a journal bound in thick brown invisibility, and a scroll of heroes feast, regeneration, and
leather entitled “A Servant of Law.” This was the personal greater restoration. Also within are a number of important
diary of Father Tim. "Service 3-1-1-4 ” and "Justice 2-2-4-1" governmental documents crutial to the future of the valley.
are written inside of the cover. The journal details the life and Documents. A successful DC 24 Intelligence (investigation
times of Tim. One entry that stands out tells of how Prescott or history) check to research the voluminous papers will revel
forced Tim to stand for a portrait. In the most recent entries, two notable groups of documents: "Writs of Service" created
Tim became warry that some balance shifting event may be in thanks to certain upright citizens of the valley and "Bonds
on the horizon. He was right. of Justice" written in condemnation of lawbreakers.
PART 3 | THE TEMPLE OF DONBLAS
9
10
The Palace of the Paladin 2. Guard Barracks
Once the keep of the paladin Lord Prescott Parsons, one of The hall leading to this room is covered in a light film of
the original rulers of the Meridian Valley, this structure has spider web. This was once the barracks area of the guard
fallen into the worst condition of the three major residences contingent that was captained by Prescott Parsons himself.
of the rulers. Prescott's keep was once a vast multileveled Now this room is choked with cobwebs. The cobwebs cause
castle complete with training grounds and barracks for a difficult terrain and all creatures in the room to be considered
standing force of guards and paladin soldiers. However, lightly obscured. Hiding in the higher cobwebs are six phase
receiving the brunt of the initial attack of Ahazu’s army, it was spiders waiting to ambush any visitors.
reduced to rubble. The castle is now inhabited by various Treasure. There are various pieces of treasure from
creatures who have found their way in through the years. unfortunate adventurers that have passed into this lair stuck
in the cobwebs. There is a cumulative total of 64gp strewn
General Features about in the form of various types of coins. Additionally, a
This set of buildings is in terrible condition. The ruins stand potion of flying can be found on the body of an ancient elvish
in a large clearing of the woods. The trees are 60ft away from skeleton dressed in faded and moth-eaten maroon robes.
any structure at the nearest. This skeleton is all that is left of an unfortunate adventurer.
Ceilings. Ceilings are 15 feet high with various portions of
structural collapse unless stated otherwise. 3. Guard Armory
Doors. The doors are made of heavy and slightly rotten Immediately upon entry, four specters will attack the party.
timbers unless stated otherwise. These are the restless souls of soldiers that fought in the
Floor. The floors are made of dirty, but still smooth battle between chaos and law. Apart from the restless
flagstones. undead, this room contains a plethora of rusted and
completely useless weapons and armor that were once used
The Grand Tower by the guards of the Meridian Valley.
This structure was once a huge tower stretching toward the Treasure. Among the useless arms and armor there are a
sun. It now stands in ruin. Strewn across the surrounding few pieces of magical treasure that can be spotted by a
landscape are huge pieces of stone which once served as the character with a passive Wisdom (perception) of 28 or higher
building blocks of this now decrepit ruin. There is only one by a successful DC 18 Intelligence (investigation) check over
entrance into this area. It is on the northern most portion of the course of 3 hours. In a half rotted barrel in the corner
the outside wall of the tower. The entrance is partially wrapped in a piece of leather can be found a +3 arrow as
blocked by large pieces of rubble. Adventurers on the larger well as a bottle of oil of slipperiness.
side of the size category medium may have difficulty passing
through this tight threshold, and large or larger cretures will 4. Soldier Barracks
not fit without moving rubble. This room was once used as a barracks for the paladin
soldiers under the command of Lord Prescott. It is filled with
1. Blocked Room beds and a few tables. In this room three chasme have taken
The door of this room is blocked by a large stone from the residence. These creatures have been stationed in the Grand
other side. To open the door requires a successful DC 20 Tower by Genkk, the glabrezu in the Temple of Donblas.
Strength (athletics) check to force open. Treasure. In one of the footlockers of this room there are
Hazard. Immediately after the door is opened, all two potions of healing, a potion of superior healing, and a
adventurers standing within 10ft of the entry while still in the love letter from the adoring spouse of a paladin soldier.
hallway must succeed on a DC 19 Dexterity saving throw or
take 8d10 bludgeoning damage and be knocked prone due to 5. Paladin Armory
the rocks that now fall from above because of the removal of Other than the empty armor racks, there is no evidence to
the support of the rock on the other side of the door. Inside suggest that this was once an armory. This is due to the
the room there is nothing but rubble, a few cobwebs on the inhabitants. Two xorn and two rust monsters that the xorn
western side produced by the phase spiders from room 2, and keep as pets have eaten all of the arms and armor as well as
a small burlap sack. any loose boulders that looked particularly tasty.
Treasure. In the sack are over a thousand miscellaneous The xorn and rust monsters will not immediately attack the
coins, mostly copper, totaling 91gp in value. players. Instead they will want to chat. During the course of
conversation the xorn will demand at least 1000 coins per
xorn and one piece of ferrous magical metal for each rust
monsters. They will accept any type of coin. If the players
refuse outright, the monsters will attack. If the players
negotiate with the xorn Charisma (intimidation) or Charisma
(persuasion) checks have a base of DC 23.

PART 3 | THE PALACE OF THE PALADIN


11
12
The Treacherous Tower 2. Upper Staircase
Rampart topped, this four level crumbling tower is visibly In this area there is a grand spiral staircase that descends
unstable to the casual observer. The top of this structure into the lower level of the Strong Keep. Apart from the hole in
would afford a view of the entire valley floor. There is nothing the northwestern corner of the wall this room shows the
in the tower other than a stone gargoyle that has been ornate quality of the stonework of the Strong Keep.
perched atop the ramparts since construction. The gargoyle There is a behir that calls this staircase its home. There is
will awaken if the tower falls and has a 50% chance of a 30% chance that the behir is asleep on the staircase.
attacking if the tower topples and a 50% chance of Additionally there is 50% chance every time the room is
attempting to save a falling adventurer. entered that the behir will be in it. If it is not, that means that
If the players decide to investigate the tower they must the behir is in the room that contains the lower part of the
succeed on a DC 12 Strength (athletics) or a DC 23 Dexterity staircase. If the behir becomes aware of the presence of the
(acrobatics) check to climb to the next floor. On each level players, it will attempt to ambush them by hiding on the
there is a chance of the entire structure toppling. stairway and waiting for the party's descent.
On the first floor above the ground the chance is 10% for
each person. This chance increases for each floor above the 3. Library
first including the ramparts by 10% per person. Falling from Books related to combat, weapons, tactics, and strategy are
the tower will result in 2d6 bludgeoning damage that contained in this library. The librarian that once kept this
increases by 2d6 for each floor above the first. collection now keeps silent watch in the form of a ghost. The
ghost will remain inside of a bookcase watching the players
The Strong Keep until any decide to investigate any of the books. In this case,
The Strong Keep used to be the heart of Lord Prescott’s the ghost will attack. The ghost will flee from battle if it
personal residence. It is now a mound of rubble. To gain reduced to less than two thirds of its hit point maximum. The
access to the area the players must drop down through a hole ghost will then hide inside of a wall to escape. If the
in the rubble on the northwest corner into room 1. To climb to adventurers attempt to speak with the ghost he knows
this entrance, any player must succeed on a DC 12 Strength everything about the history of the valley and will share his
(athletics) check to climb over the rubble or else they take knowledge willingly. He is remorseful with regard to the
1d6 bludgeoning damage from the minor falls of scrambling. battle between law and chaos. He knows very little about the
current circumstances of a valley. The only thing that he truly
1. Meeting Hall cannot remember is his name.
Hazard. The entry into this room is a 10ft drop. A DC 12 Treasure. The ghost has spent his centuries of undeath as
Dexterity (acrobatics) check must be succeeded to land a hoarder. Because of this there is much treasure to be had
safely. If the check is failed, the character takes 1d6 among the shelves of the library. If the players wish to search
bludgeoning damage and their speed is reduced to 10 for 12 for this treasure, they must make an Intelligence
(investigation) check. If their result if lower than 10 they find
hours resulting from their newly twisted ankle. nothing. If the result is between 11 and 15, they find a silver
This room has the dry fragrance of settled dust. An ornate ingot worth 150gp and a scroll of ice knife. If their score is
but broken wooden table is the only fixture in this once grand between 16 and 20, they find a gold ingot worth 400gp that
meeting room. The behir that now makes its home deeper in the ghost stole from area 4 and scroll of firebolt, and a
the keep is the one that broke the thick timber of the meeting scroll of wall of stone in addition to the previous treasure. If
table. The behir’s tracks are still somewhat visible in the dust. their score is between 21 and 25, they find a jar of
A Wisdom (survival) check may be attempted by any member Keoghtom’s ointment, a potion of longevity, and they open
of the party to see what broke the table and left the tracks. On the secret door that is hidden in a bookcase into area number
a score of 10 or less they gain no information. On a score of 4 in addition to the previous treasure. If their score is
11 to 17 they know that it is a large creature with more than between 26 and 30, they find a flawless diamond worth
four legs that has come and gone repeatedly and that the 5000gp and +1 dagger in addition to the previous treasure.
tracks are no more than four days old. On a score of 18 or If their score is between 31 and 33 they find a ring of
higher they gain the additional information that the tracks are telekinesis in addition to the previous treasure. If their score
from a behir. The doorway out of this room has been broken is 34 or higher they find a manual of gainful exercise
through. The door lays off its hinges on the floor amidst a addition to all previous treasure. The manual was stolen from
small bit of rubble. area 4 by the library's undead caretaker.

PART 3 | THE PALACE OF THE PALADIN


13
4. Prescott’s Secret Study 5. Lower Staircase and Gallery
This room was the study of Lord Prescott when he was still The grand staircase of area 2 meets the lower level here.
alive to co-rule the Meridian Valley. From floor to ceiling this Depending on the luck of the party, the behir may or may not
room's western wall is protected by bookshelves made from be asleep or waiting to ambush the party in this location.
spectacularly carved oak. A massive carved oaken desk and Once at the bottom of the stairs, the characters will notice
chair precede the shevling. The desk is worth up to 400gp to that in this area the walls are covered with masterworks of
the correct buyer. A huge arm chair upholstered with the hide canvas. Unfortunately the behir’s occupancy has ruined some
of a green dragon occupies the corner, this chair is worth up of the paintings. However, there are still many in pristine
to 1000gp to the correct buyer. Next to the grand armchair condition.
there sits an ornate golden book pedestal upon which used to These paintings include massive murals of the gods as well
sit the manual of gainful exercise that the ghost in area 3 as still lives, portraits, landscapes, and one particularly
stole and hid in the library. beautiful portrait of a woman with long brown curly hair. This
At the base of the portion of the reading pedestal is a small is Lady Paige Parsons. These paintings could be sold to the
three digit mechanical counter. This timer was keeping track correct buyer for as much as 15000gp.
of how long the manual of gainful exercise had until it was Prescott's Portrait. One painting that might catch the eye
recharged. This timer has long since been half clicking, of the players is a full body portrait of a bear of a man clad in
displaying 0-0-0. On a successful DC 20 Intelligence (history) golden plate armor wrought in the most decorative manner.
check an adventurer may recall the 100 year recharge rate of Behind him is a grand window displaying a vista of the
books of this nature and apply this knowledge to the pedestal Meridian Valley with the still standing Castle Blarnstaff in the
at hand. With this new information the party may reattempt distance. In his right hand this massive human carries a
the Intelligence (investigation) check of area 3 with a +10 shortsword made of white metal that glows with a sacred
bonus. The bookshelves seem to have been stripped of the aura. Strapped to his left arm is a circular shield emblazoned
biggest and most valuable volumes, this is the work of the with a relief of the burning sun. A white cloak billows from
ghost in the library as well. his shoulders. His light brown hair is slicked back on his
Treasure. Against the north wall next to the book shelf head and a scar runs across his left cheek parallel to his
there is a locked medium sized cabinet with a glass front. harsh jawline. Upon a small gold plate at on the bottom of the
The lock can be opened by the key in the top drawer of the frame is written “Prescott Parsons.”
desk or it can be picked with a successful DC 16 Dexterity
(thieves’ tools) check. Inside the cabinet are three bottles. 6. Trophy Room
The bottles can be seen from outside the cabinet, but due to
dust the bottles cannot be identified. Once the cabinet is open On the walls of this personal trophy room of Lord Prescott
it is clear that all of the bottles are labeled. There is one bottle hang the heads of wild game including stags, bears, and dire
with a very wide base that tappers to a long slender neck wolves. There are even a few trophies of the monstrous sort.
filled with elysian elven brandy worth 800gp to the correct The head of an adult green dragon labeled “Vorinclex, the
buyer. This brandy is now well over 2000 years old. The Venom Fang.” This is the head of the dragon whose scales
second bottle is a squat rectangular crystal decanter filled are utilized in the armchair in area 4. Another mount
with a dark reddish brown liquid, this is dragon breath contains the horns of some demonic entity. The head of a
whiskey worth 1000gp to the correct buyer. This whiskey is naga adorns the wall as well.
now about 1100 years old. The third bottle is made of green If the party so chooses they could gather the trophies and
glass and is filled with a rich purple liquid. This is feywild attempt to sell them. To the correct buyer, the trophies would
wine worth 5300gp to the correct buyer. This bottle is now be worth as much as 7500gp. This room is the only way to
over 3500 years old. These three bottles were intensely rare access the guest room in area 7. It is obvious that this room
when Prescott first found them, now they have had another was meant to serve as a way to impress or intimidate guests
millennium to age and mature. as they would have to walk through it frequently to gain
access to their quarters.
7. Guestroom
Once a guestroom, this chamber is furnished modestly and
covered in a thick layer of dust. The room is now home to
three grey oozes that will attempt to ambush the party if
they remain unseen on the ceiling of the room. When the
party is attacked by the oozes, if they retreat out the door and
into area 6 the oozes will not follow for fear of encountering
the behir, even if the behir is no longer alive. If the oozes are
slain, the party may rest here safely.

PART 3 | THE PALACE OF THE PALADIN


14
8. Family Room 9. Prescott’s Bedroom
This sitting room is furnished luxuriously with a small table This was once the bedroom of Lord and Lady Parsons. The
inlayed with gold filigree, a high backed armchair upholstered furnishings of this room are as lavish as the family room
with naga hide, and two low backed armchairs upholstered in through the secret door in area 8. The large bed is laden with
the same. To the correct buyer this furniture could be worth furs and the woodwork of the frame is carved with various
as much as 2300gp. On one of the side tables there is a set of reliefs of heroic deeds accomplished by Prescott including:
knitting needles and a ball of moth eaten yarn, these items slaying a green dragon, wrestling a minotaur, and defeating a
once belonged to Lady Parsons. On the south wall of this group of naga. Next to the bed is a night stand upon which
area is a large painting of Lord Prescott, his wife Lady sits ancient note addressed to Prescot from Bernard
Parsons, and the small son of Lord and Lady Parsons not Blarnstaff. Blarnstaff makes Prescott aware of a will-o’-wisp
more than eight years old dressed in fine clothes. problem near his castle and asks Prescott would be so kind
In this room resides a treacherous nothic (Appendix B) as to lead a team of paladins into the cave to clear them out.
with an unusual set of traits. The nothic has been changed Treasure. There is a huge wardrobe filled with a variety of
due to its natural eldritch origins in combination with its moth eaten dresses however, there is one dress that looks
investigations of the area around the Vanishing Castle as well fresh and new. This is a dress of eloquence (Appendix A).
as its prolonged exposure to the valley where the Weave is so Trap. On the side of the room opposite the bed and
exposed. Unfortunately for the nothic, these factors have wardrobe is a small personal training area. This area is
stolen its sanity. The nothic will use its invisibility to remain partially collapsed and as such much of the combat targets
unseen while gaining information about the party. It will use are half burried. If the rubble is cleared, requiring 10 minutes
this information via telepathy to attempt to disrupt the party’s and a combined Constitution of 42, the entire room will
actions as it believes that they are there to capture and collapse. All characters in the room suffer 12d10
torture it. The nothic will at all times try to pry information bludgeoning damage, or half as much if they escape
out of the players about the Vanishing Castle and what the area on a successful DC 18 Dextarity saving
happened there, even if the party knows nothing about it. If throw. Charaters within 10ft of the
the nothic does not start to gain the information it seeks it entrance to area 8 suffer
will attempt to sow discord within the party. The nothic will no damage on a
only join in combat if it can get a few of the members of the sucessful
party to turn against the rest of the group. save.
Hidden Door. Hidden behind the family painting is a
secret door to area 9. This door can be spotted by a
character with passive Wisdom (perception)
of 19 or higher or by a successful DC 17
Intelligence (investigation) check.
The door is revealed once the
painting is swung outward.
The secret door is locked.
It can be opened with the
key from the desk in
area 4 or by a DC 16
Dexterity (thieves’ tools)
check.

PART 3 | THE PALACE OF THE PALADIN


15
16
The Vanishing Castle Creatures. Due to the instability of the ‘tween dimension
Upon approach, the Vanishing Castle is phased into and the altogether foreign passage of time in the Vanishing
existence. This is a magnificent castle to behold. It looks as Castle, its creatures suffer from ‘glitches’. On occasion a
though it were completed only a few months ago. That is portion of a creature such as a head, arm, torso, or a piece of
except for the fact that the outer wall has a huge breach in equipment that a creature is carrying or wearing will jerk or
the southern portion. This castle originally belonged to one of catch as if it was momentarily stuck between two planes. The
the co-rulers of the Meridian Valley, Archmage Bernard glitches are quick and do not impact the statistics of the
Blanstaff. The final confrontation between law and chaos creature.
happened here over one thousand years ago. However,
looking at the castle you would think it took place yesterday. 1. The Courtyard
The courtyard is littered with the bodies of demons and
General Features soldiers that fought in the battle between law and chaos. Due
This castle perched on the side of the valley is truly to the irregular passage of time in and around the Vanishing
wondrous. The white stonework stretches high into the sky Castle the bodies are still warm, the blood is still fresh, and
above. the fires still burn from the battle. All of the best equipment
Ceilings. Inside the Vanishing Castle the ceilings are 20 has been picked over by either beings from the castle or
feet high unless stated otherwise. creatures brave enough to venture this close to it.
Doors. The doors are made of heavy timbers unless stated As the adventurers enter the courtyard, they hear a
otherwise. resounding crack. Nothing appears to have changed, except
Floor. The floors are made smooth and polished white for the fact that now the castle seems to be floating in a grand
flagstones. vista of black with distant stars in what appears visually
Exterior Walls. The exterior defensive walls of the castle similar to a moonless night sky. Everything beyond the
are 20 feet thick and 30ft tall. perimeter of dislocation is gone. The Vanishing Castle, and
Perimeter of Dislocation. The extent of Bernard's magic the adventurers with it, have now phased out of existence.
is finite. The uneven demarcation surrounding the Vanishing After the crack of phasing the courtyard is now filled with
Castle is the cusp of the floating Prime Material island of the enemies: seventeen manes, three vrock, five tanarukk, and
castle grounds and the 'tween when the castle is phased out. a balor can be seen. Invisible perched on a column is Cindra,
Voyaging past this mark would mean floating in the vista of the marilith’s familiar, a quasit, whose job it is to supervise
the unknown forever. The spell plane shift or other spells that the others. They are milling about fruitlessly attempting to
allow planar travel, having no solid plane to find footing will scavenge anything that they can from the courtyard to bring
not function within the perimeter of dislocation. back to their cruel leader, Cindra. If these demons are
Time. Once inside the perimeter of dislocation as marked attacked the quasit will not fight. Instead it will use its
on the map, time passes in a completely irregular fashion. telepathic link to the marilith to commentate on the battle. At
Because of this, any time the players attempt to rest, they initiative 25 on the third round of the battle two nalfeshnee
gain no benefits of the rest. will join the fray. These demons have been sent by the
Exit. There are four ways in which to regain entry to the marilith to dispatch the adventurers. If any of creatures sent
Prime Material Plane of existence from the Vanishing Castle to support the minor demons are reduced to half health or
once it has phased out of existence and into the ‘tween less, the marilith will send more support. Two turns of
dimension. The first is to wait for it to phase back into combat after this, three babau will join the battle from within
existence. This may take seconds, or centuries. The phasing the castle, once again, sent by the marilith. If the tide of the
of the castle is completely random (this is how Genkk and his battle goes against the demons, the quasit will flee.
demons escaped - though the castle will not phase back into
the Prime Material Plane while the adventurers are within). 2. The Crystal Forest
The second way to escape is through the hive of the will-o’-
wisps (Area 30F) that have unknowingly burrowed under the The entranceway to the Vanishing Castle proper is a marvel
castle and taken advantage of the exposure to the Weave in to behold. This room is blanketed in fog spilling over from the
having actually created a permanent entrance and exit to the castle corridors due to guards and wards. The fog mingles
Vanishing Castle. The third is utilization of the planar door with giant trees made of clear crystal that fill the room and
(Area 30A). The fourth way of escape is to take advantage of support the ceiling. The walls are enchanted to give the
when the Vanishing Castle "bumps" into another plane appearance that the forest goes on for miles. Anything more
momentarily creating a portal for escape (this is how Dak than a glance will show this to be an illusion. Floating
exited). through the room are small butterflies and lightning bugs
Guards and Wards. The majority of the Vanishing Castle’s that shed just enough light for the area to be dimmly lit.
ground level is under the effect of the spell guards and wards Treasure. Stuck in the trunk of one of the massive trees is
as marked on the map. All effects of this spell have a DC of a two handed sword which has pinned a fire giant to its
18. All hallways are shrouded in magical fog causing death. This is the sword of the favored enemy (Appendix A).
everything to be heavily obscured. The fog also causes a 50% This sword is known as “Banger” or “Giant’s Bane” by the
chance of confusion and misnavigation at intersections of giants that reside in the castle. This sword requires a
corridors. All stairways are under the effect of a web. Also, all combined Strength of 48 to remove from its position in the
doors have a 50% chance to be effected by an arcane lock. tree. Any ranger can remove the sword with ease.

PART 4 | THE THE VANISHING CASTLE


17
3. Administrative Office
In this room there are a number of dead unarmed bodies that
seem to be ancient. (Time flows in strange ways in the
Vanishing Castle.) This was once the main administrative
office for the servants of Castle Blarnstaff before the battle
that wrenched it from the fabric of space and time.
In the corner of this room is a fire giant cowering in fear.
He is muttering about demons and a deadly sword.
The fire giant is suffering quite heavily from the glitching
to which creatures in the Vanishing Castle are prone.
The giant is frightened of leaving the room.
Guards and Wards. The flagstone just inside the door to
this room triggers a magic mouth. The mouth of the spell
appears on the floor of the room and screams in a demonic
voice “WE MUST RETREAT! LEAVE THIS PLACE!
THERE IS ONLY DEATH FOR US HERE!” This
message was intended to trick the demonic hordes
of the battle long ago to leave the castle. If the
magic mouth is triggered, the giant will noticeably
flinch and let out a scream. The giant will not start
a fight with the players, but if they start one, he will
fight back to the best of his ability.

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 4 | THE THE VANISHING CASTLE


18
19
8. Mess Hall 12. Nalfeshnee’s Quarters
There are signs that the demons once spent much time in This was once a barracks similar to area 9. In this room, all of
this mess hall. Now it is empty apart from a few long, now the bunks have been pushed together to form one huge bed. A
partly ruined tables as well as general filth from the demons. successful DC 14 Wisdom (survival) check will make it
The demons ate here to relieve the boredom of their apparent to the players that this is the sleeping area of the
imprisonment more than any other reason. nalfeshnee from the courtyard.
Treasure. There is a chest of medium size in the corner of
9. Vrock’s Nest this room. Inside the chest is 53gp worth of silver pieces.
This room appears to be a completely ruined barracks. All of
the beds have been torn apart to create a nest in the center of 13. Guest Room
the room which is currently occupied by two vrock A This room looks as if it were prepared only yesterday. The
successful DC 14 Wisdom (survival) check will make it sheets on the modest bed are clean and the room is freshly
apparent to the players that this is the sleeping area of some dusted. If the adventurers look into this room again later, it
of the various demons from the courtyard. will appear as nicely put together as it was originally, but it
Treasure. If the players take time to search for anything of will have a thousand years’ worth of dust covering the entire
use, a character with passive Wisdom (perception) of 17 or room. If the players look a third time, it will be back to the
higher or a successful DC 14 Intelligence (investigation) pristine condition. The condition of the room will continue to
check will yield 124gp and a potion of supreme healing. change every time that the players view it.
Treasure. In the cabinet above the small desk in the corner
10. Meeting Room are two potions of healing.
Guards and Wards. The door to this room always has an
arcane lock effect. If the door is opened a magic mouth will 14. Guest Room
appear on the magnificent table in the center of this room. This guest room has the same modest furnishings as area 13.
The mouth will tell the players in Bernard Blarnstaff’s low However, this room starts in the state of being dust covered
voice “Leave this place if you should care to continue your and is always in the opposite state of the room next door.
meager existence!” Thus, if the adventurers leave the room and chance a glance
Around the table from which the mouth appears are three in later it will be in pristine condition and it will keep
chairs. One chair is a high backed armchair upholstered with switching to be different every time it is viewed.
green dragon hide. This chair is in front of a portion of the Treasure. In the cabinet above the small desk in the corner
table which has been enchanted to spell out the word is a jar of Keoghtom’s ointment.
“Prescott” in dully glowing golden letters. The second is a
low backed chair finely made of hard wood with a silver 15. Gentlemen’s Bath
pillow on the seat. This chair is in front of a portion of the
table that has the word “Timothy” in dully glowing white This bath chamber was once one of great splendor. Now it is
letters. The third chair is a squat purple velvet upholstered disgusting. The demons have gotten into this bath and
recliner. This chair is in front of a portion of the table that has destroyed it. The fine stonework of the chamber is cracked
the word “Bernard” in dully glowing blue letters. This and the water in the bath is putrid. The statues that are
furniture could be sold to the correct buyer for as much as present in the chamber are smashed. The demons have
2200gp. This was once a meeting room for the three rulers of scratched insults and obscenities into the walls in Abyssal
the Meridian Valley. and in Common. There is nothing of value in this room.
Hidden Door. A character with passive Wisdom
(perception) of 16 or higher or a successful DC 12 Wisdom 16. Ladies’ Bath
(perception) check will reveal a secret door leading to area 11 This ornate bath chamber is still in its original condition. It is
on the eastern wall. The door is noticeable because it was left beautiful. There are statues flanking large warm pools of
ever so slightly ajar. water.
These waters had been blessed by Father Tim long ago. If
11. War Room the players spend time to wash themselves, they will regain
This room contains a huge table magically enchanted to 3d8+ Constitution modifier hit points. They also gain
display a top down view of the Meridian Valley as it looked advantage the next time would make an attack roll, a skill
one thousand years ago. The map is stuck in a loop of about check, or a saving throw.
two minutes showing a condensed version of the assault on
the Meridian Valley. The magical animation ends with Castle 17, 18, and 19. Cleared Rooms
Blarnstaff being torn from the valley by some magical means. These rooms on the upper level of the castle used to be
Hidden Door. In this room there is a secret door that is guestrooms and sitting areas. However, they have all been
magically concealed by a ward of illusion which leads to area emptied of furniture and any other goods. A successful DC 13
24. A character with passive Wisdom (perception) of 24 or Intelligence (investigation) or Wisdom (survival) check will
higher or a successful DC 21 Wisdom (perception) check will yield the information that all of the items in these rooms have
be able to spot the door. This door opens to a staircase been dragged down the hallway to area 22 and area 23.
leading down into area 24, the chessboard.

PART 4 | THE THE VANISHING CASTLE


20
20. Library 21. Treasure Room
Unlike the other libraries of the Meridian Valley, this The door to this room is locked and can be unlocked by the
collection is of a completely mundane sort. It is meant for key which Cindra in area 23 keeps on her person, or it can be
nothing other than entertainment. unlocked by a DC 33 Dexterity (thieves’ tools) check. This
Tresure. There are books in this library on the subjects or room is where the marilith has moved all of the treasure that
sport, etiquette, cooking, history, games, and many others. she found witihin the Vanishing castle.
Out on a research table can be found a rather interesting Treasure. In a mound on the floor are coins of various
volume. It is the personal diary of Cindra, the mariltih that types totaling 10452gp, gems of various types and sizes
resides in area 23. If the players search the rest of the library, totaling 5000gp worth, and various art pieces such as
a successful DC 21 Intelligence (investigation) check or any sculptures, paintings, and other master craftworks worth
character with the Researcher feature will reveal the a total of 24000gp to the correct buyer. There are a few
presence of a thick heavily used tome on the subject of chess . magical items in this pile that Cindra deemed useless: a
Diary. Cindra's diary details every single day of the periapt of wound closure, a lantern of revealing, gauntlets
marilith’s stay in the Vanishing Castle all the way back until of ogre power, and a +2 trident.
the original assault on the Meridian Valley. The diary regards
it as a triumphant fight, a massacre of weak and unworthy 22. Giant Sleeping Arrangements
mortals. The journal details when the fire giants happened Some of the furniture removed from areas 17, 18, and 19 has
upon the Vanishing Castle, and how she has been working to been relocated into this chamber. The furniture has been
enslave them. The day Genkk disappeared is written of as a rearranged into two massive beds for the enslaved fire giants.
sore subject. The diary also details that the marilith knows
that there must be a way out of this forsaken castle, but she There are no inhabitants in this room currently.
cannot find it. It is this daily journaling that has allowed the
mind of Cindra to remain unwarped by the irregularity in the 23. Bernard’s Master Bedroom
passage of time in the Vanishing Castle. This room was once the master bedroom of Archmage
Chess Manual. All of the pages in this tome are well used, Bernard Blarnstaff, one of the original three rulers of the
but there is one page that has been marked. This page shows Meridian Valley. Now it is home to Cindra (Appendix B) the
the scholar's chackmate, the quickest way to win a game of cruel marilith, her quasit familiar, and her two goristro pets.
chess. The instructions detail a strategy by which, first the This room is furnished with a huge canopy bed adorned
white player opens the game by moving his king’s pawn with purple blankets and a pink silk veil. There is a large
forward one space. Then the black player moves his king’s wooden table against the western wall as well as a makeshift
bishop’s pawn forward one space. After this, the white player bed for the goristros created from furniture that was removed
moves his queen to put the black player in checkmate. If this from areas 17, 18, and 19. In the center of the room is a large
strategy is employed at the wizard’s chessboard in area 24, fire that is always kept smoldering. The smoke from this fire
the board will let white win. When not in the mood for causes the entire room to be lightly obscured and dimly lit.
games, Archmage Blarnstaff utilized this tactic to pass the Bernard's Portrait. On the northern wall there is a large
chessboard quickly. canvas pierced with multiple holes. These holes were created
Ambush. When the players exit this room they are by the marilith as the subject of the painting vexes her so
ambushed by two fire giants that the marilith has sent from dearly. The man in the painting is of medium stature. He has
area 23 to snatch and deliver the adventurers. The giants salt and pepper hair grown out just past his shoulders. The
may be heard upon their approach to the room based on their man wears a curled mustache joined by a short sharp beard
Dexterity (stealth) check. If the door to the library is closed that comes about an inch off of his chin. Upon his head is
while they are attempting to approach the giants have an perched a circlet with a small sapphire in the center. He
additional +5 to their check. The fire giants also have long wears a cloak colored like the night sky. Under his cloak can
chains that are connected to collars on their necks. These be seen a fine doublet made of blue satin and regular brown
chains are due of their enslavement to the marilith. If a player pantaloons. Clutched in his hand before him is a thin brass
so chooses, they could attempt to grab the chain as an action staff scrolled with runic engraving. Upon a small gold plate at
to restrain the giant via a Strength (athletics) competition. If on the bottom of the frame is written “Bernard Blarnstaff.”
one giant dies or both are reduced to less than half of their Treasure. Cindra wears her crown of compulsion
maximum hit points, they will attempt to flee back to area 23. (Appendix A) and carries the large iron key that unlocks the
door area 21 .

PART 4 | THE THE VANISHING CASTLE


21
24. The Chessboard
White Pieces The staircase behind the secret door in area 11 leads to this
Piece Stat Block large open chamber with a ceiling of 60ft. In this room there
Pawn Kight are two sets of stands for spectators and a massive
chessboard with the white pieces on the northern side of the
Knight Gladiator room and the black pieces on the southern side. Behind the
Bishop War Priest black pieces stands a door with no handle that cannot be
Rook Earth Elemental opened except by winning a game of chess.
If at any point the players call out a legal chess move, the
Queen Abjurer white pieces will begin to move in accordance with the
King Champion command, and the black pieces will follow. If the players
utilize the Scholar's Checkmate the book in the library in
Black Pieces area 20 describes, the black pieces will let white win. Once
Piece Stat Block
the black king is in checkmate, the door at the southern end
of the room will open. If white loses, the game resets. If the
Pawn Cult Fanatic game ends in a stalemate, the game resets. This chessboard
Knight Helmed Horror was used by Bernard as both a means of protection for the
inner sanctum of his workshop and as a means of
Bishop Necromancer entertainment. However, this is no regular game of chess.
Rook Earth Elemental Whenever one piece attempts to take another, the two pieces
Queen Evoker
must fight each other in single combat to the death without
leaving the board to determine which piece wins the
King Blackguard contested space. Checkmate need not be fought over and if
the king is ever destroyed in battle the game is over. If
another creature or adventurer intervenes, the game is
immediately reset.
There are four empty spaces on the white side of the
Playing Cindra chessboard a pawn, the queenside rook, the kingside knight,
Cindra was a chief lieutenant of Ahazu’s in the and the kingside bishop. These spots must be filled by
assault of chaos on the valley. She earned this members of the party. Each chess piece appears as a large
position through her innate ability to cast spells and ornate marble sculpture The statistics of each chess
and her ruthlessness. However, Cindra will not piece are stated above.
immediately fight the party. She is intelligent
enough to have realized that the party may be her
best hope of escaping imprisonment in the
Vanishing Castle. She will offer to work with the 25. The Deceiver
adventurers. She believes that there might be a way
out of the castle through the basement, but it is This room is a simple stone hallway that dead ends into a
filled with puzzles and traps. Cindra knows about sizable painting of a large woman dressed in fine attire.
the hidden passage to area 24 and the quick win Above the painting the following is engraved into the stone:
for the chessboard. She knows the correct pattern “The password is ‘a servant of law.’”
to the pain squares in area 27 which she tortured Once the entire party is in the hallway the doorway from
out of a servant of the castle early on. She will keep the area 24 will close and lock. After this, the subject of the
this knowledge to herself as long as possible. painting will begin to move and she will tell the players “I
Cindra is normally a cynical and sinister type that answer all questions truthfully.” This statement is absolutely
views herself as above working with mere mortals; true. The painting will answer any question posed to her
but, she is willing make an exception in this case. If truthfully and to the best of her ability. She is content to have
the adventurers work with Cindra, she will conversation with the players for hours on end. She will be
opportunistically attempt to kill them once they very friendly and polite. She is glad to have chatting
have led her out of the castle. Cindra has a base DC companions as it has been years since she has spoken to
of 23 for any Charisma based checks that the party anyone but the marilith, Cindra, whom she loathes. The only
may attempt to make against her. Knowledge of
the Meridian Valley's history will appretiated by
way to escape this room is to get the painting to say “a
Cindra, granting advantage on Charisma checks. If servant of law.” If the painting says this it will swing forward
Cindra is forced to fight she will begin by casting revealing the door to the next room as well as unlocking the
haste in a last ditch effort to be rid of the door back to area 24.
adventurers. Additionally, the marilith wears a
platinum tiara called the Crown of Compulsion.
This magical item is how she keeps her tyrannical
rule over the other demons in the Vanishing Castle.

PART 4 | THE THE VANISHING CASTLE


22
26. The Desert Market 30. The Wizard’s Cave
As the players open the door to this room they are This massive cavern is the inner sanctum of Castle
immediately consumed by a fantastic illusion of a desert port- Blarnstaff. This was once the workshop of the wizard himself.
side market bazaar with a fountain in the center. This market The vast openness of this cave is dark except for five areas
is completely immersive and packed with people. that look as if they are illuminated by spotlights. There is one
The players must make a DC 27 Wisdom saving throw recent addition to the cave that is not illuminated.
upon entering the room. On a success, the player can see
through the illusion and know that the room is just a stone A. The Planar Door
chamber with a small simple fountain in the center. On a The first of the workchop's features of interest is a massive
failure the character is immersed in the illusionary mirage. doorway standing 25ft tall. The doorway is covered in a large
The way to escape the mirage is to drink from the fountain. sheet of glass. When this door was first created, it was a
The DC to dispel this effect on one target via the spell dispel perfect portal to any plane of existence. Now the doorway
magic is 27. flickers between planes at random every second or two (the
Prime Material Plane will not appear).
27. Pain Squares In front of the doorway is a circle enscribed in the soft-
This room has 5ft square tiles that span the entirety of the packed gavel of the cavern floor. In this circle is a button on
floor. On the wall opposite the entrance the following is the ground. When the button is depressed the glass covering
engraved in the wall: “Each row has three.” Every time a the doorway will slide down into the floor of the cave or back
marked tile on the map is stepped on, it shocks the creature up to cover the doorway.
dealing 1d10 lightning damage. Every time a creature is B. The Illusionary Garden
shocked, the damage for a wrong step increases by 1d10. The At first glance, this area appears to be a small pavilion filled
adventurers can beat the system by having multiple people with hip-high wild savannah grass. If a character steps into
step on the tiles at once in order to keep the damage low as the grass they will feel the warmth of the savannah hit their
they attempt to cross the room. skin and then begin to fade as the landscape around them
shifts to mimic their desire. The illusion is completely
28. Switch Trickery immersive apart from the easily accessible 10ft gap leading
Once all of the adventurers are in the room the door will slam back to the rest of the cave.
shut and a cacophonous voice will count down from ten as When not in use, the
the room flashes red repeatedly. The only thing in the room garden will always
other than the two doors is a large switch in the center. If the appear as a
switch is thrown, the countdown will restart. If the savannah.
countdown is allowed to reach zero, the flashing red will stop
and both doors unlock.
29. The Hall of Heroes
The carcasses of several fire giants are splattered on the floor
and the walls of this chamber. Six large stone statues stand in
rows of three flanking the pathway to the door on the other
side of the room. These statues are actually five stone
golems (the golem nearest to the entrance on the right hand
side is cracked in half.) These golems bear the resemblance
of the three lords of the Meridian Valley.
A few feet into the chamber is a raised plinth.
This plinth is magically enchanted to read “Hello”
followed by the full name of each character
at the threshold of the chamber. The only
way to progress through the chamber
without being attacked by the golems
is to address the statues by name. The
two statues nearest to the entrance
(one of which is partially destroyed)
are carved in the likeness of Timothy
Tudolph. The second set of statues
are carved in the likeness of Prescott
Parsons. Finally, the third set are
carved in the likeness of
Bernard Blarnstaff.

PART 4 | THE THE VANISHING CASTLE


23
C. The Pools of the Weave E. The Tower
Here clustered together are five pools of water that seem to This two story tower is made of white marble. A stark
be natural to the cave floor. All of the pools are roughly 10ft contrast from the dark granite of the cave. This tower was
deep. Each pool has a different magical effect. teleported to the cave by Bernard Blarnstaff. The tower has
1. Pool of Healing. This pool bubbles slowly and an open doorway leading to the ground level laboratory.
emanates a welcoming warmth. If a creature drinks from the Treasure. The party may spend time searching for potions
pool it will cause them to regain one hit point. If the creature by making an Intelligence (arcana) check. On a score of 5 or
decides to enter the pool, it will cause the creature to regain lower, they find a potion of healing. On a score of 6 through
one hit point per round. If a player remains in the pool for ten 13, they find four potions of healing, a potion of greater
minutes scars start to fade from their body. If a player healing, and a vial of midnight tears in addition to all prior
remains in the pool for thirty minutes one disease ailing them treasure. On a score of 14 through 19, they find two potions
will be cured. Another disease will be cured every thirty of healing, three potions of greater healing, and a vial of
minutes thereafter. purple worm poison in addition to all prior treasure. On a
2. Pool of Healing (spoiled). This pool used to be the score of 20 or higher they find a potion of superior healing,
same as number 1 but Blarnstaff’s magic during the final a potion of water breathing, and a vial of midnight tears in
battle of law and chaos spoiled it. The pool is now a greyish addition to all prior treasure.
brown and smells of sulfur. If consumed the water will cause The second level of the tower is a workshop in which can
the creature to suffer one point of necrotic damage. If a be found a set of +2 elven chain that also functions as a
creature decides to enter the pool they will be dealt one point cloak of elvenkind, a ring of regeneration, a ring of three
of necrotic damage per round. If a creature remains in the wishes that has no charges, and a strange project that is half
pool for ten minutes open sores will begin to appear. If a finished. It seems as if Bernard was in the process of trying to
player remains in the pool for thirty minutes they will combine a Canaith mandolin and a Cil lyre. A sucessful DC
contract one random disease. Another disease will be 22 Dexterity (tinker’s tools) or Intelligence (performance)
contracted every thirty minutes thereafter. check may be made to separate the two instruments and
3. Pool of Gazing. This pool is impeccably clear. It reassemble one, but only one.
functions as a crystal ball of legendary rarity. Also on this floor is a mannequin that glitches a robe and a
4. Pool of Gazing (spoiled). This pool was once the same suit of plate armor into and out of existence on its frame. If
as pool number 3. Now it has gone bad. It appears the same, planar binding is cast on the robe/plate armor/mannequin,
but functions as a mirror of opposition. one of the items may be bound to this odd plane. There is a
5. Pool of Improvement. The water of this pool has a 45% chance the robe is bound, a 30% chance the armor is
slight golden tint. The water also smells of roses. If a bound, and a 25% chance that the mannequin stops glitching
character drinks from the pool it will raise one ability score of and both items are lost. The robe is a robe of the archmagi
their choice by one, to a maximum of thirty. If the player and in its pocket is The Deck of Many Things, the armor is
drinks from the pool again the ability score that was +3 demon armor.
improved upon the first sip is now lowered by five. If the
character drinks a third time they make a DC 25 Constitution F. The Hive
saving throw. On a success they are reduced to 0 hit points. This is a small unilluminated hole in the side of the cave wall
On a failure the character dies. from which can be heard a soft buzzing. A successful DC 22
Wisdom (survival) or Intelligence (arcana) check reveals that
D. Mushroom Patch the source of the buzzing to be many will-o’-wisps. This
This patch of mushrooms has four distinct color variations: opening leads into the hive of the will-o’-wisps that have
red, white, green, and blue. When eaten each different color nested under the Vanishing Castle and have by chace
of mushroom grants resistance to a different type of damage excavated a path into the wizard’s workshop through an
for 1 hour. Red grants fire resistance, green grants acid extremely exposed portion of the Weave. This is the same
resistance, white grants cold resistance, and blue grants nest of will-o’wisps that the note in Lord Prescott’s bedroom
lighting resistance. from Archmage Blarnstaff mentions.
A successful DC 19 Wisdom (nature) check shows that Hidden Passage If the players pass through the hole they
these mushrooms could be dried and stored indefinitely. will feel an odd sensation, as if they were passing through a
Another Wisdom (nature) check is necessary to complete the thin, but obstinate, veil of arcane energy. This veil is the
drying process. On a score of 5 or lower, one mushroom of Weave itself. This is the only sure way out of the castle and
each type is successfully dried. On a score of 6 through 10, a back to the Prime Material Plane. In the hive lives twenty
total of eight mushrooms of the player’s choice can be seven will-o’-wisps. The hive leads to a cave exit outside of
successfully dried. On a score of 11 through 15, a total of ten the walls of the Vanishing Castle that is about 50ft beyond
mushrooms of the player’s choice can be successfully dried. the perimeter of dislocation.
On a score of 16 through 20, a total of twelve mushrooms of
the player’s choice can be successfully dried. Finally on a
score of 21, or higher a total of fifteen mushrooms of the
player’s choice can be successfully dried.

PART 4 | THE THE VANISHING CASTLE


24
25
Appendix A: Magic Items

Amulet of Seeming Philter of Persuasiveness


Wondrous Item, Rare (requires attunement) Potion, Uncommon
This amulet has 5 charges, a charge may be expended as This silvery liquid may be comsumed as an action and
an action to cast the spell seeming on yourself or one other grants +5 to all Charisma (persuasion) checks for 30
creature you can see as an action without any of the normal minutes.
necessary components. The amulet recovers 1d4 charges on
the new dawn. When the last charge is spent roll a d20 on a 1
or 2 the amulet crumbles to dust, on a roll of 19 or 20 all
charges are regained and the maximum amount of charges
goes up by one. Sword of the Favored Enemy
Weapon (Greatsword), Legendary (requires attunement by a
ranger)
To anyone other than a ranger this sword functions as only
Bell of Fireballs a +1 greatsword without the requirement of attunement.
Wondrous Item, Very Rare Tool of the Hunter. In the hands of a ranger, this sword is
When this bell is rung, it will cast the spell fireball centered lightly sentient, and will display this via an emotional bond
on the position of the ringer. The bell has 7 charges and a with its master. The sword will empathetically ‘introduce’
charge is expended whenever the bell rings. The bell may be itself as Banger, the Bane of Giants. Banger will then attempt
rung as an action, a bonus action, or a reaction. The bell to automatically attune its new ranger companion. If this
regains all charges on the new dawn. When the bell is picked would cause the wielder to be attuned to more than 3 items
up, if it is not done so carefully, the bell will cast fireball. If the they may automatically stop their attunement with one of
bell is picked up carefully, the character who picks the bell up their other items.
must succeed on a DC 12 Dexterity (sleight of hand) check or Magic Weapon. Banger is a magic sword that grants a +2
else the bell rings and thus fireball is cast. bonus to attack and damage rolls. Banger deals 2d8 slashing
damage.
Giant’s Bane. Banger’s hatred for and knowledge of giants
is transferred to the wielder causing giants to become a
favored enemy of the wielder.
Crown of Compulsion Favored Resolve. When a ranger wielding this weapon
Wondrous Item, Rare (requires attunement) fights one of their favored enemies, the sword grants
While attuned to this crown you can use an action to immunity to fear, advantage on attack rolls, and the sword
command obedience from each creature of your choice that deals and additional 1d8 slashing damage on a hit. When in
you can see within 120 feet of you. Each target must succeed the presence of its wielder’s favored enemy Banger will
on a DC 15 Wisdom saving throw or be Charmed by you for convey its need to be used against it via its emotional bond.
8 hours. While charmed in this way, the creature regards you
as its trusted leader. If harmed by you or your companions, or
commanded to do something contrary to its nature, a target
ceases to be charmed in this way. The crown can’t be used
again until the next dawn. Wand of Command
Wand, Uncommon
This wand has 7 Charges. While holding it, you can expend
1 or more of its charges to cast command. For each charge
Dress of Eloquence spent beyond the first while casting, the level of the spell
Wondrous Item, Very Rare (requires attunement) increases by one. Charisma is your spellcasting ability for
This dress is a fine ballroom gown of purple with gold trim. this spell. The wand regains 1d6 + 1 expended charges daily
While worn, you have advantage on all Charisma checks and at dawn. If you expend the wand's last charge, roll a d20. On a
saving throws as well as all Wisdom (insight) checks. 1, the wand crumbles into ashes and is destroyed.
Additionally, you may cast the spell charm person once per
new dawn ignoring the required components. Charisma is
your spellcasting ability for this spell.

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.

STR DEX CON INT WIS CHA


18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 22 (+6)

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)

Innate Spellcasting. The merilith's spellcasting ability


is Charisma (spell save DC 19). The merilith can
innately cast the following spells, requiring no
material components:
At will: charm person, dancing lights, heat metal.
1/day each: darkness, confusion, fear, haste, hex,
scrying, slow.
Magic Resistance. The marilith has advantage on
saving throws against spells and other magical
effects.
Magic Weapons. The marilith's weapon attacks are
magical.
Reactive. The marilith can take one reaction on
every turn in a combat.

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

Armor Class 17 (natural armor)


Hit Points 192(17d10 + 90)
Speed 25ft.

STR DEX CON INT WIS CHA


20 (+5) 9 (-1) 20 (+5) 6 (-2) 10 (0) 5 (-3)

Damage Vulerabilities bludgeoning, fire


Damage Resistances piercing, slashing, from
nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, paralyzed,
poisoned, unconscious
Treacherous Nothic Senses darkvision 60ft, passive Perception 10
Medium abberation, neutral evil Languages Common, Primordial
Challenge 9 (5,000 XP)
Armor Class 17 (natural armor)
Hit Points 80(10d8 + 30) Refreeze. Whenever the elemental suffers cold
Speed 30ft. damage it regains an equal amount of hit points.

STR DEX CON INT WIS CHA Actions


12 (+1) 16 (+3) 16 (+3) 13 (+1) 12 (+1) 16 (+3) Multiattack. The elemental makes two slam attacks.
Slam. Melee weapon attack: +10 to hit, reach 10ft,
Skills arcana +4, insight +6, perception +4, stealth one target. Hit 14(2d8+5) bludgeoning damage
+6 plus 13(3d8) cold damage.
Damage Immunities damage from magical weapons
Condition Immunities blinded, unconscious
Senses : truesight 120ft, passive Perception 14
Languages Common, Undercommon, telepathy 60ft
Challenge 7 (2,900 XP)

Keen Sight. The nothic has advantage on Wisdom


(perception) checks that rely on sight.

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

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