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THE PRINCESS PREDICAMENT
Adventure Background Adventure Synopsis
This is a tale about a dysfunctional royal family whose The adventure begins with the heroes returning
troubles may decide the fate of the world. triumphant from their latest adventure. They meet up
King Emerich and Queen Chrysalia were happily with their old friend King Emerich and he informs
married for several years before they had their daughter them of his concerns that the former queen might try to
Avelona. When the princess was eight years old, it came kidnap Avelona tonight. He asks them to watch over the
to light that Queen Chrysalia was a practitioner of princess.
dark magic and witchcraft. She was banished from the The characters then meet Avelona in her tower. There,
kingdom. However, before she left she swore that on the they can discover a number of clues about the nature of
night of the princess’s tenth birthday, she would come her estranged relationship with her parents, the secret
back to take her. letters she has been receiving, her lingering fears, and
This, at least, is the story that most people know. the odd doll castle she has. They might also notice some
In truth, Queen Chrysalia discovered that she was strange occurrences through the night, as the princess’s
descended from the bloodline of an ancient fey being reality-bending powers begin to awaken. The worst of
called the Lambent Prince, who had once held the these happens when the princess’s fears manifest as a
very power of creation. Long ago, the Lambent Prince gruesome monster under her bed.
battled an entity of entropy called the Unmaker and Once the creature has been defeated, Queen Chrisalia
managed prevent it from consuming the world. But that makes her entrance and tries to convince the characters
battle did not put an end to the conflict. A prophecy to let Avelona go with her. King Emerich also arrives
foretold that the Unamker would return someday and on the scene and tries to start a fight with the queen.
only a particularly gifted heir of the Lambent Prince— Upset to see her parents arguing, Princess Avelona
one who had truly mastered the powers of creation— loses control over her powers and unwittingly transports
would be able to stop him. everyone into her doll castle.
Queen Chrysalia was obsessed with this prophecy. The characters find themselves shrunken, trapped
Convinced that her daughter would be the one to fulfil and separated from the royal family. They must locate
it, she sought to train and prepare Avelona to be the Emerich, Chrysalia and Avelona, save them from
saviour the world needed. various dangers born of the princess’s subconscious,
When King Emerich learned about this, he was and make a choice who to trust: the king, the queen,
furious. He wanted his daughter to be safe and both or neither.
happy, and not get involved in dark prophecies of epic In the end, the princess’s fears threaten to manifest
proportions. For this reason, he exiled the queen and once more, conjuring an imagined version of the
kept the truth about the prophecy a secret. Unmaker. The characters must help the princess
Despite his efforts, however, the princess’s latent understand both her powers and her emotions, or they
powers are about to awaken soon and she will need must face the fight of their lives.
someone to guide her. The exiled queen was correct
about one thing: her daughter has inherited the full Character Creation
potential of the Lambent Prince and soon she will be This is an adventure for 20th-level characters. Each
able to bend reality to her will. If she is left without character can choose one legendary item and two very
proper guidance, disaster will surely follow. rare items as their starting equipment.


2
Part 1: The Lonely King Part 2: The Troubled Princess
The most renowned heroes of the realm are returning The princess’s chambers are located at the top of one of
from their latest adventure with a trophy. Ask the the castle’s many towers. Being friends of the king, the
players to describe what creature they’ve just defeated, characters should be familiar with the princess, perhaps
as they carry its head (or other appropriate part) even taking the role of favourite uncles and aunts. When
through the royal palace, attracting awed glances from they enter the tower, read the following:
servants, guards and nobles alike.
As they enter the king’s throne room, read the You enter a spacious multi-tiered chamber decorated
following: with pink wallpapers, drapes and upholstery. To your
right stands a large doll castle. To your left is a wall
The throne room is teeming with activity. Messengers of shelves holding hundreds of colourful toys. Beside
and advisors hurry in and out. Opulently dressed it, someone has built a pillow fort. At the far end of
nobles engage in intense conversations. Armored the room is a pink four-poster bed, next to set of glass
knights watch over the assembly. doors leading out to a balcony. The high ceiling above
A harried-looking King Emerich sits slumped on you is painted to look like a star-speckled night sky.
his throne. As soon as he sees you enter, his face Princess Avelona is in the middle of playing a tune
brightens, making him look at least ten years younger. on her piano. When she sees you enter, she stops,
“My friends! Welcome back! Come, come, I’ll smiles and runs over to hug you.
postpone my meetings. I must hear about your latest
adventure.” Avelona is a bright and curious child. She rarely gets
As the court is dismissed, you are left alone with to spend time with the realm’s heroes, so she uses this
your old friend King Emerich. opportunity to ask them many questions about their
adventures. In this, she very much resembles her father.
King Emerich was an adventurer in his youth, a brave With several hours left until midnight, the characters
paladin who went on many heroic quests. Nowadays, may engage Avelona in conversation, examine the room,
he spends his days running a kingdom, dealing with or prepare for various troubles. In the process, they may
politics and bureaucracy. Reminiscing about his glory uncover important clues about Avelona’s relationship
days is one of the few things that bring him joy. with her parents and her awakening powers.
The king asks the characters to tell him of their The details of these interactions are listed below. The
adventure, requesting all the details. He cheers at their characters may tackle them in any order.
victories and bemoans not being there. Perhaps next
time, he says, if only his many duties would allow him. The Wall of Toys
Then he tells them of his concerns:
Hundreds of colourful toys fill the shelves along this
“You may recall the troubles we had two years ago. My wall. There are fluffy stuffed animals, carved wooden
former wife, Queen Chrysalia, was accused of dabbling figurines, curious mechanical contraptions, pop-up
in the dark arts, and I had to exile her from the story books and more. All of these bear the same
kingdom. What you might not know is that before she inscription: “For my dear Avelona. From Daddy.”
left, she swore to me that on the night our daughter’s
tenth birthday she would come back and take her.” Avelona rarely plays with any of these toys. A DC 20
“My dear Avelona turns ten tonight. I have been Widom (Insight) check reveals that what she really
preparing for this. The princess’s tower is protected wants is to spend more time with her father. This
against dimensional travel and other such magics. abundance of toys is a poor substitute.
But I still can’t help but worry. Chrysalia is a powerful
arcanist with many abilities at her disposal. Because of
this, I ask a favour of you. If you could watch over my
Avelona through the night and make sure she is safe,
The Princess’s Tower
I would be forever grateful to you.”

A DC 20 Wisdom (Insight) check reveals that the


king’s concern for his daughter’s safety is genuine, but
while he has told no lies, there is some element of the
narrative that he’s holding back. Armoire
If the characters inquire more, the king tells them
that Queen Chrysalia was obsessed with some dark
prophecy that involved their daughter. He ordered all
of her belongings to be burned, so all he remembers is
the name of it - the Lambent Prophecy. If a character Pillow Fort
succeeds on a DC 30 Intelligence (History or Religion)
check, or if they use the legend lore spell or a similar
magic, they can recall or learn details about the
prophecy (see the Adventure Background section).
As they prepare for the night, the characters could
engage in some of the following activities:
Wall of Toys Doll Castle
• mount their new trophy in their trophy room
alongside other monsters they’ve slain
• request equipment from the king’s quartermaster
• research Queen Chrysalia or the Lambent Prophecy
• meet up with their many admirers


3
The Doll Castle The Pillow Fort
Princess Avelona is excited to show off her doll castle.
She tells the characters that she decorated much of Dozens of pink pillows and blankets are stacked here,
it herself and she painted many of the dolls living in it forming the walls and roof of a pillow fort.
(with the help of her governess Priscilla).
If the characters ask Avelona about her pillow fort, she
This four-foot tall doll castle is a replica of the royal cryptically tells them that it’s not meant for keeping
palace. Parts of it are designed to unfold, and walls people out, but rather for keeping things in.
can be removed to reveal the interior. It is populated A character who searches the pillow fort, finds a
by various dolls depicting guards, servants and nobles. small chest inside. The chest is locked (DC 20) and the
key is in one of Avelona’s dress pockets. Her passive
A Game. The princess invites the characters to play a Perception is 11. If the characters open the chest, read
little game. She tells them she crafted dolls representing the following:
each of them, hid them somewhere in the doll castle,
and now she invites the characters to look for them. Lying at the bottom of the chest are a dozen dolls
With a successful DC 12 Intelligence (Investigation) depicting noble ladies and knights. They are of
check they can find their dolls inside a replica of the different sizes and designs but share one thing in
castle’s trophy room, surrounded by various tiny monster common: they have unusually long arms. Next to them
heads mounted on the walls. If multiple characters wish is a stuffed toy octopus.
to participate in this game, their dolls could be located
in different parts of the castle. Several nights ago, Avelona saw long limbs reaching out
The King’s Doll. Avelona also shows them the from under her bed, an effect of her awakening powers
doll representing her inside her tower, as well as her manifesting her own fears. Some of her toys remind her
father’s doll inside his throne room. King Emerich of the disturbing experience, so she locked them in a
is surrounded by other dolls dressed like royal chest and hid it inside of her pillow fort.
messengers. They look like they are swarming him from If the characters ask her to elaborate, they must make
all sides. This is an expression of the princess being a DC 20 Charisma (Persuasion) check. On a success,
neglected by her ever-busy father. the princess reluctantly tells them what happened. This
The Queen’s Doll. Characters who spend more time can trigger the encounter with the monster under the
studying the doll castle can make a DC 16 Wisdom bed, as described at the beginning of Part 3.
(Perception) or Intelligence (Investigation) check. On a
success, they find a hidden library area which contains The Armoire
a doll depicting Queen Chrysalia. She is surrounded by
This ornate wardrobe has two full-sized mirrors
books and scrolls and seems to be studying something.
mounted on its doors and a number of drawers
This is how Avelona remembers her mother: buried in
underneath. One of the doors is slightly ajar, revealing
her studies, always working. The princess keeps this
some of the princess’s colourful outfits inside.
part of her castle secret because she knows her father
would disapprove.
If the characters inquire about the real-life counterpart A character who searches the armoire can make a DC
of Queen Chrysalia’s library, they find out that King 15 Intelligence (Investigation) check. On a success, they
Emerich turned the space into a storeroom after discover a hidden compartment containing dozens of
burning all of the queen’s books and scrolls. letters from Queen Chrysalia to her daughter. All of
them were written during the two years of the queen’s
exile.
Looking through the letters reveals the following
information:
• The queen was instructing Avelona how to train her
mind, strengthen her will and hone her creativity.
• While the letters start with “my dearest daughter”,
they offer little in the way of motherly affection.
• The queen was preparing Avelona for something
called the Lambent Prophecy. Queen Chrysalia
considers it of utmost importance for the fate of the
world.
• The queen promised Avelona that she would come
and take her on the night of her tenth birthday.
• One of the letters contains a riddle without an
answer (see “the Unsolved Riddle” below).
If asked about the letters, Avelona says that she’s glad
she could keep in touch with her mother. She asks the
characters not to tell King Emerich.


4
The Unsolved Riddle Preparations and High-level Magic
Princess Avelona loves riddle games. At some point The characters might take it upon themselves to add
during the night, she asks the characters to help her to the tower’s defences. While this adventure isn’t
with a riddle that she hasn’t been able to solve. This can technically about defending the tower, such defences
serve as a way of earning the princess’s trust. can reframe future scenes. You can also use the
following examples to hint at the princess’s awakening
First I was small, and round like a pearl;
powers, as they interfere with magic around her.
Then long and slender, as brave as an earl;
Since, like an hermit, I lived in a cell, Affected Spells
And now, like a rogue, in the wide world I dwell.
Mind-reading. If the characters create any kind of telepathic
A character can make a DC 15 Intelligence check, link with Avelona, they hear a strange static in addition to her
receiving one of the following hints on a success: thoughts. A DC 25 Intelligence (Arcana) check confirms that
this has to do with some strange magic awakening inside the
• The riddle refers to certain stages in a creature’s life. princess.
• The riddle is about physical transformation.
• Children’s riddles are often about common animals. Magnificent Mansion. The interior of the mansion is
not entirely under the spellcaster’s control. Avelona’s
The answer is butterfly. It refers to the queen’s belief subconscious alters it to look like a mish-mash of different
that her daughter will soon transform into the promised palace chambers. The princess is not aware of how she’s
saviour and grow into great power. doing this and grows frightened. This can trigger the
If the characters solve the riddle, Avelona confesses encounter with the monster under the bed, as detailed at the
that her mother sent it to her in a letter, and she tells beginning of Part 3.
them about the secret letters hidden in her armoire. Wish. If the characters utilize a wish spell to keep Avelona
Telling Avelona about the mission safe, they are struck with visions that reveal to them how to
get the best possible ending. They learn all about the Lambent
If the characters tell Avelona that they’re here to protect
Prophecy. In order for Avelona to fulfil it and lead a happy life,
her from her mother (or if she guesses their intentions),
the characters must repair her relationship with her parents.
the princess becomes guarded and withdrawn. A DC 14
Only then will she be able to defeat the Unmaker.
Wisdom (Insight) check reveals that she is disappointed
and anxious about something. Etherealness. If Avelona is sent to the Ethereal Plane, she and
Earning her trust requires a DC 20 Charisma anyone nearby can see how reality visibly bends and twists
(Persuasion) check and appropriate arguments or around her. This can trigger the encounter with the monster
assurances. If the characters are successful in that, under the bed, as detailed at the beginning of Part 3.
the princess confesses that she really wants to see her Simulacrum. If the characters attempt to create any kind of
mother again and has been looking forward to tonight. illusory copy of Avelona, it takes a life of its own. The other
She is ready to leave with her mother at a moment’s Avelona is disturbingly evil. This can be an opportunity to
notice. If the characters haven’t found out about the introduce her nemesis, the Unmaker.
stash of secret letters in her armoire, Avelona tells them Gate. The characters might have the idea of using the gate
about it now. spell to pull Queen Chrysalia to a different location and
deal with her there. Being a powerful spellcaster, the queen
The Tower’s Defenses might be protected by a private sanctum spell. Alternatively,
As King Emerich told the characters earlier, the tower the gate spell might pull everyone from the bloodline of
is protected against certain spells. Long distance the Lambent Prince, including Avelona and the spirit of the
teleportation spells like dimension door, teleport, plane original Lambent Prince, who explains the prophecy before
shift and gate don’t work. Creatures within the tower vanishing.
cannot be observed via magical sensors created by
Divinations. Queen Chrysalia is shielded against divination
divination magic. Finally, the area is warded against spells. Any attempt to observe her or predict her actions fails.
fiends, fey and undead. Those creature are subjected to
the effect of the forbiddance spell.


5
Part 3: Awakening Powers Part 4: The Doll Castle
At some point before midnight, the princess’s reality-
warping powers begin to manifest. This can happen You’re standing in the middle of the palace courtyard,
if the characters ask her about her fears or odd but soon you realize the towers and walls around you
experiences, in which case she tells them about seeing look different, more angular and blocky than you’re
and hearing things move under her bed. Avelona knows used to seeing them. The guards who usually stand
these fears are usually irrational, but she swears she watch here look like painted wooden versions of
saw something real a few nights ago. themselves. Far above you the night sky appears to be
Alternatively, this scene can trigger if Avelona is painted on an impossibly tall ceiling.
upset with the characters, if they start investigating her
awakening powers, or if they ask her about the Lambent The characters have been shrunk and transported into
Prophecy (which Avelona doesn’t understand fully but Avelona’s doll castle. The magic of her imagination has
knows it’s something big and frightening). also imbued its doll inhabitants with life.
Once the princess’s fears have been brought to light, The king, the queen and the princess are not with
read the following: the characters. They have been transported to three
different locations in the castle, which coincide with the
You hear something shuffling under Avelona’s bed. locations of their dolls (if the characters paid attention
Black smoke like liquid shadows begins to spill out. to that earlier).
Emerging from it are long black tentacles and multi- Escaping the doll castle is impossible as the tower’s
jointed arms. They lift up the bed and reveal the large wards prevent teleportation magic. Anyone attempting
dark mass attached to its underside. to fly beyond the boundaries of the doll castle
encounters an invisible dome of force surrounding it.
Unable to control her reality-altering powers, Avelona Finding Avelona and her parents is the only way out.
has accidentally manifested a creature born of her fears.
The monster under the bed attacks. Exploring the Doll Castle
Once the monster has been defeated, Avelona is
If the characters know where the king, the queen and
apologetic—realizing that she caused this—and even
the princess are, they can reach those destinations
more afraid.
without issue. If they don’t have a clear idea where
Queen Chrysalia Arrives they’re going, you can have them stumble upon a
random encounter before they reach one of the desired
“And this is exactly why she must come with me…” locations.
says a deep, soft voice. Standing on the balcony
outside the princess’s chambers is a cloaked female
Doll Castle Encounters
figure. When she lifts her head you recognize the d4 Encounter
ghostly pale face of Queen Chrysalia. 1. A Familiar Foe. The characters stumble upon the
trophy room, which holds the heads of the creatures
they have vanquished in the past. However, at the
The queen is not trying to start a fight but instead centre of it is a living-doll version of the last monster
attempts to convince the characters to trust her. She they hunted. Use whatever creature the characters
explains the Lambent Prophecy and stresses that it’s described at the beginning of Part 1.
vital that Avelona prepares to fulfil it. Meanwhile, the
2. Priscilla the Governess. The characters stumble
princess tries to get to her mother and embrace her.
upon a doll that depicts a middle-aged woman with
King Emerich Arrives a stern expression painted on her wooden face. She
Having heard the commotion from the earlier fight, the resembles the princess’s governess, who is a very
king enters with five of his king’s guard. He doesn’t strict and intense woman. She attempts to stop the
want to hear Chrysalia’s reasoning. He doesn’t want his characters, using the statistics of an empyrean.
daughter to be a weapon or the pawn of a prophecy. 3. Horse Doll Stampede. A dozen life-sized wooden
horses are galloping down one of the palace’s wide
The Argument hallways, headed for the characters. The horses count
The characters can choose which side they support.
as a single gargantuan creature, using the statistics of
However, Chrysalia and Emerich continue arguing and it a goristro. They start 40 feet away from the characters.
looks like things are about to come to blows. Seeing her
parents in this light causes great distress to Avelona. At 4. Ballroom Battle. Five doll couples are twirling around
this spacious ballroom. If the characters attempt to
a dramatically appropriate moment, read the following:
move through, the five couples begin to dance more
violently and attack with deadly spins and pirouettes.
“Why do you have to be like this!” cries the princess, Each couple has the statistics of a bulette, using their
tears running down her face. “Stop it!” Deadly Leap feature to attack.
Following her words is a bright flash that fills the
entire room, makes everyone float up in the air for a
moment, and then the world around you vanishes…


6
The Throne Room (King Emerich) The room contains fifty doll messengers, blocking
nearly every square of it. They use the statistics of
The Guards a commoner but have 10 hit points each. If a doll
messenger is reduced to 0 hit points, it explodes in a
Four doll-like knights guard the large double doors
burst of psychic energy. All creatures within 20 feet of it
leading into the throne room.
(excluding the other messengers), must make a DC 22
“Halt! The King is very busy dealing with kingdom
Intelligence saving throw. On a failure, they take 14d6
matters. He has no time for visitors. He doesn’t even
have time for his own daughter.”
psychic damage and are stunned until the end of their
next turn. On a success, they take half as much damage
and aren’t stunned. A character can be subjected to
The characters can simply state they are the renowned
a maximum of four of these effects simultaneously.
heroes of the realm and good friends of the king, and
Anyone who takes the psychic damage is overwhelmed
they are allowed inside. If they are attacked, the four
with news, requests, appeals, demands and numerous
guards use the statistics of a champion.
other concerns that go with running a kingdom.
Swarmed by Duties Once the characters have entered the throne room
they have three rounds to get King Emerich out. At
The spacious throne room is filled with identical- the beginning of the fourth round, all the messengers
looking doll-like figures. They are dressed in the explode.
green traveling attire of royal messengers, each of
them carrying a rolled up missive. They’re all yelling,
Aftermath
Once King Emerich is rescued, he thanks the characters
competing for the king’s attention:
and stresses that they should find Avelona as soon as
“My king, urgent news from the East!”
“My king, urgent news from the West!” possible. He suspects that Queen Chrysalia might be
“My king, your attention is needed at once!” in similar trouble like him, and he is not eager to go
King Emerich is at the opposite end of the room rescue her, unless the characters provide him with some
near his throne. He is struggling against the tide of good arguments and succeed on a DC 22 Charisma
messengers, as they threaten to suffocate him. (Persuasion) check.
“I must get to my daughter!” he cries. When his
eyes meet yours across the chamber, he calls out: “My
friends, get me out of here!”

Avelona’s Tower

Labyrinthine
Throne Room
Library


7
TheLabyrinthineLibrary(QueenChrysalia) prismatic wall spell (DC 22). A character who succeeds
on a DC 19 Intelligence (Arcana) check is familiar with
The Reception Desk the spell and knows how to bypass it.
The layers must be destroyed in order, meeting the
A lonely scholar doll is sitting at a reception desk,
following requirements:
scribbling something on a piece of parchment. When
you approach, she looks up at you with lifeless eyes Prismatic Wall Layers
and says: 1. Red. The layer can be destroyed by dealing at least 25
“The queen is busy with her studies. She has no cold damage to it.
time for visitors. She must devise more tests for her
daughter. So many tests…” 2. Orange. The layer is destroyed by a strong wind.
3. Yellow. This layer can be destroyed by dealing at least
If the characters tell the scholar doll that they have 60 force damage to it.
information about the Lambent Prophecy, she opens the 4. Green. A passwall spell, or another spell of equal or
doors and lets them inside. Otherwise, the doors to the greater level that can open a portal on a solid surface,
library are magically locked and can be opened with a destroys this layer.
successful DC 30 Intelligence (Theives’ Tool or Arcana) 5. Blue. This layer can be destroyed by dealing at least 25
check. fire damage to it.
The Mind Maze 6. Indigo. The layer is destroyed by bright light shed by a
daylight spell or a similar spell of equal or higher level.
The doors open before you to reveal a maze of 7. Violet. This layer is destroyed by a dispel magic spell
bookshelves. The paths between them wind in or a similar spell of equal or higher level that can end
confusing ways. You hear the constant grinding of spells and magical effects.
wood on stone as elements of the maze keep shifting.
If Queen Chrysalia is with the party, she can give them
If the characters examine any of the books here, they this information and help with some of the layers. She
discover they are all the same book detailing the also criticizes King Emerich: he is clearly trying to
Lambent Prophecy, which was the queen’s obsession. In compensate for his absence by burying Avelona in toys.
addition to the history of the Lambent Prince and his Once the wall of toys is destroyed, the way up the
bloodline, the book describes various omens that hint tower is open.
towards the upcoming confrontation with the Unmaker.
In order to navigate the maze, a character must make Second Floor: Whirlwind of Letters
on a DC 20 Intelligence check. On a failure, they hear
Queen Chrysalia’s obsessive thoughts—endless plans As you ascend the stairs leading up the tower, you hear
about Avelona and the prophecy—and take 10d10 the howling of powerful winds. Peeking into the level
psychic damage. above you, you see a whirlwind carrying hundreds of
On a success, they find Chrysalia. She has been pieces of paper.
unable to escape the maze so far. Angry, frustrated and
short on time, she has resorted to blasting the shelves The papers are Queen Chrysalia’s letters to her daughter,
with magic and tossing books to the ground. “I must get their contents cold and loveless like the howling wind
to my daughter,” she mutters to herself. on this level. A creature who enters the whirlwind or
Once they have met up with the queen, a character starts its turn inside it must make a DC 22 Strength
must succeed on another DC 20 Intelligence check to saving throw. On a failure, it takes 10d6 bludgeoning
lead everyone out of the labyrinth. damage, is restrained within the whirlwind and pulled
to the centre of it. On a success, the creature takes half
Aftermath as much damage and isn’t pulled or restrained. The
Queen Chrysalia tries to convince the characters to creature repeats the save at the start of each of its turns.
help her rescue Avelona. She believes that just like her, If King Emerich is with the party, his paladin aura
the king might be in trouble, but she has no interest grants them a +5 to all saving throws. He also gets
in rescuing him, unless the characters provide her a good look at some of the letters and criticizes the
with some good arguments and succeed on a DC 22 cold and distant tone Queen Chrysalia uses with their
Charisma (Persuasion) check. daughter.

The Princess’s Tower (Avelona) Third Floor: The Princess’s Chamber


Princess Avelona is trapped here by her own This level resembles the princess’s chamber in the real
uncontrolled magic. This tower has no windows and world. Avelona is lying on her large pink four-poster
its walls block teleportation. The only way to get to the bed, twisting and turning as if having a nightmare.
princess is climbing the tower on the inside. As they do, Black multi-jointed arms are holding her down.
the characters encounter the following challenges: “Mom? Dad?” Avelona mutters in her sleep.
Ground Floor: Prismatic Wall of Toys
Avelona is upset that her parents don’t get along. The
Bright light fills this level of the tower. The way up
monstrous arms are a manifestation of her helplessness
is blocked by a wall of radiant toys—fluffy stuffed in the matter. Dealing damage to the arms destroys
animals, carved wooden figurines, curious mechanical them but new ones emerge from the bed immediately. It
contraptions, pop-up story books and more—glowing is not possible to safely remove the princess from their
in all the colours of the rainbow. grasp.
If King Emerich and Queen Chrysalia are with the
The wall of toys resembles the many gifts Avelona party, they call out to Avelona. She awakens at once and
received from her father. They function like the the black arms disappear.


8
Alternatively, the characters can use deception, As this dark future has been mentioned a number
mimicry or illusion magic to convince the princess that of times through the night, Avelona’s thoughts begin
her parents are here (DC 22). A wish spell also destroys to spiral out of control and she begins to unwittingly
the arms permanently. manifest the Unmaker.
Extraordinary measures are required to keep
Aftermath Avelona’s mind calm. If the characters have caused her
If the king and queen are not with the party when
little to no distress over the course of the adventure,
Avelona is rescued, she asks the characters to help
and one of them succeeds on a DC 30 Charisma
her find her parents and hopefully get them to have a
(Persuasion) check, the princess manages to get her
conversation instead of fighting.
emotions under control and prevent a fight.
Otherwise, an imagined version of the Unmaker
Part 5: Confrontation manifests:
Once the characters are done with rescuing the royal
family, they can all return to the central courtyard to Shadows begin to gather behind the princess, forming
discuss their next move and seek a way out of the doll into a stormy-black orb twenty feet across. Growing
castle. out of it are the tormented faces of people, beasts,
If both Emerich and Chrysalia are present, they monsters and fiends. They scream in a hundred
resume their old argument about Avelona’s future. Each different voices, as this manifestation of the Unmaker
of them tries to sway the characters to their side once prepares to strike.
more.
The characters must make a choice here. Do they The Unmaker summons three nightwalkers as soon
trust the king, the queen, both or neither? as initiative is rolled. Alternatively, you can use the
statistics of a balor for these creatures, except their
Choosing King Emerich attacks and features deal necrotic damage instead of
If the characters choose to leave Avelona with the king,
fire.
Queen Chrysalia attempts to take the princess by force.
If Queen Chrysalia and King Emerich are with
the party, assume each of them deals 100 points of
The queen shakes her head and speaks in an even,
damage to one of the creatures each turn. In addition,
emotionless voice:
all creatures within 10 feet of King Emerich gain a +5
“The fate of the world is at stake. I will do what must
be done.” bonus to saving throws. Queen Chrysalia dispels one
Pillars of fire erupt from the ground behind her. The detrimental magical effect each turn. The parents also
flames coalesce into the forms of three huge fiendish keep Avelona safe from harm.
minotaurs which prepare to charge. Choosing Neither
The characters might judge both parents to be incapable
Queen Chrysalia summons three goristros as soon of helping Avelona. If they decide to take the princess
as initiative is rolled. If King Emerich is with the party, under their own wing, she misses her parents and is
assume he deals 100 points of damage to one of the even more afraid of the future.
goristros each round, as well as keeping Avelona safe If the king and queen are present, they may attack
from harm. Additionally, all creatures within 10 feet of the characters either separately or together (see the
King Emerich gain a +5 bonus to saving throws. encounters above).
Choosing Queen Chrysalia If Avelona’s parents are still trapped in the doll castle,
If the characters choose to let Avelona go with her the princess’s fears begin to spiral out of control and she
mother, they must face King Emerich in battle. begins to unwittingly manifest the Unmaker (see the
encounter above).
The king’s fist tightens around the handle of his
warhammer. He stares at you with sadness and anger. Conclusion
“I was a fool to call you friends. Lord, grant me Once all enemies have been defeated, Avelona gains
strength one last time. You will not take my daughter enough control over her powers to transport everyone
from me!” out of the doll castle and back into her tower.
Columns of divine light shine down from the sky If the characters fought the Unmaker, they are told
above the king and three angelic warriors fly down to (either by Chrysalia or Avelona) that this form of his was
stand by his side. merely fear given shape by the princess’s burgeoning
powers. The real battle for the fate of the world is yet to
King Emerich summons three planetars as soon as be fought. Whether or not Avelona will succeed depends
initiative is rolled. If Queen Chrysalia is with the party, not only on how much work she puts into honing her
assume she deals 70 points of damage to one of the abilities, but also on her mastering her emotions, and
planetars each turn, and she dispels one of the spells growing up in a healthy environment.
cast by them. She also keeps Avelona safe from harm. If the characters can ensure that, both the princess
and the world are guaranteed a happy ending.
Choosing Both
If the characters want to convince the king and queen
to work together, they can attempt a DC 25 Charisma
(Persuasion) check and provide appropriate arguments.
On a success, the parents agree to set their differences
aside and work together to help Avelona deal with her
newfound powers.
However, there is one final fear that the princess
must deal with—the prophecy and the upcoming
confrontation with the nemesis of all life.


9
Appendix: Bestiary
The Monster under the Bed Entropic Claw. Melee Weapon Attack: +14 to hit, reach 5 ft.,
Huge aberration, chaotic evil one target. Hit: 22 (5d8) necrotic damage and the target is
afflicted with an entropic wound. The target cannot regain
Armor Class 21 (natural armor) hit points and takes 22 (5d8) necrotic damage at the end
Hit Points 325 (31d8 + 186) of each of its turns. Immediately after, it can make a DC 22
Speed 40 ft. Constitution saving throw. On a success, the effect ends
and the target is immune to entropic wounds for the next 24
hours.
STR DEX CON INT WIS CHA
24 (+7) 21 (+5) 22 (+6) 20 (+5) 23 (+6) 24 (+7)
Legendary Actions
Saving Throws Dex +12, Con +13, Wis +13, Cha +14 The monster can take 3 legendary actions, choosing from
Skills Perception +13, Intimidation +14 the options below. Only one legendary action can be used
Damage Resistances acid, poison at a time and only at the end of another creature’s turn. The
Damage Vulnerabilities psychic monster regains spent legendary actions at the start of its
Condition Immunities charmed, frightened turn.
Senses darkvision 120 ft., passive Perception 23 Attack. The monster makes one attack.
Languages Deep Speech
Challenge 22 (41,000 XP) Proficiency Bonus +7 Manifest Aberrations. The monster conjures three nothics
or three intellect devourers in an unoccupied space within 5
feet of it. The creatures gain a +4 bonus to their attack rolls,
Legendary Resistance (3/day). If the monster fails a saving
ability checks and save DCs.
throw, it can choose to succeed instead.
Winds of Terror (Costs 2 Actions). The monster unleashes
Actions psychic winds in a 60-foot cone. Each creature in that area
must succeed on a DC 22 Wisdom saving throw or take
Multiattack. The monster makes two shadow tentacle attacks 36 (8d8) psychic damage and be frightened for 1 minute.
and two entropic claw attacks. While frightened in this way, the creature is also stunned. It
Shadow Tentacle. Melee Weapon Attack: +14 to hit, reach 20 can repeat the saving throw at the end of each of its turns,
ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. If the ending the effect on itself on a success.
target is a Medium or smaller creature, it is grappled (escape
DC 22) and pulled into an unoccupied space within 5 feet of
the monster.


10
King Emerich Radiant Bolt. Ranged Spell Attack: +12 to hit, range 120 ft.,
Medium humanoid (human), chaotic good one target. Hit: 24 (7d6) radiant damage.
Fiery Leap (Recharge 5-6). King Emerich jumps to a space
Armor Class 23 (plate, +3 shield) within 40 feet of him. All creatures within 15 feet of that
Hit Points 577 (55d10 + 275) space must succeed on a DC 20 Strength saving throw or be
Speed 30 ft. knocked prone and take 35 (10d6) bludgeoning damage and
35 (10d6) fire damage. On a successful save, the creature
STR DEX CON INT WIS CHA takes only half the damage and isn’t knocked prone.
20 (+5) 16 (+3) 20 (+5) 15 (+2) 18 (+4) 20 (+5)
Reactions
Saving Throws Str +12, Con +12, Wis +11, Cha +12 Radiant Shield. King Emerich adds 7 to his AC against one
Skills Athletics +12, History +9, Insight +11, Perception +11, melee attack that would hit him. The attacker can choose to
Persuasion +12 ignore this bonus and take 28 (8d6) radiant damage instead.
Damage Immunities radiant
Damage Resistances fire
Damage Vulnerabilities necrotic
Legendary Actions
Condition Immunities frightened King Emerich can take 3 legendary actions, choosing from
Senses blindsight 10 ft., passive Perception 21 the options below. Only one legendary action can be used at
Languages Common, understands Celestial but doesn’t speak it a time and only at the end of another creature’s turn. King
Challenge 24 (62,000 XP) Proficiency Bonus +7 Emerich regains spent legendary actions at the start of his
turn.
Legendary Resistance (3/day). If King Emerich fails a saving Attack. King Emerich makes one attack.
throw, he can choose to succeed instead. Escape. King Emerich attempts to escape an effect causing
Aura of Retribution. A magical aura of holy weapons him to be grappled or restrained. Then he moves up to his
surrounds King Emerich in a 10 foot radius. At the start of speed.
each of his turns, any creature of his choice in the aura takes King’s Command. King Emerich speaks a three-word
14 (4d6) radiant damage. command to a creature he can see within 60 feet of him. The
target must succeed on a DC 20 Wisdom saving throw or
Actions follow the command on its next turn.
Multiattack. King Emerich makes three attacks. Righteous Imprisonment. King Emerich conjures holy chains
+3 Holy Warhammer. Melee Weapon Attack: +15 to hit, reach around one creature within 60 feet of him. The target must
5 ft., one target. Hit: 13 (1d8 + 8) bludgeoning damage. The succeed on a DC 20 Charisma saving throw or be restrained.
target also suffers one of the following effects of the King It can repeat the save at the end of each of its turns.
Emerich’s choice:
• Holy Smite. The target takes an additional 22 (5d8)
radiant damage.
• Divine Dread. The target must succeed on a DC 23
Wisdom saving throw or become frightened of King Emerich
until the end of its next turn.
• Mighty Shove. The target must succeed on a DC 23
Strength saving throw or be pushed 20 feet away.


11
Queen Chrysalia Spellcasting. Queen Chrysalia casts one of the following
spells, using Intelligence as the spellcasting ability (spell
Medium humanoid (human), lawful neutral save DC 22):
Armor Class 21 At will: dispel magic, lightning bolt, mirror image, shield
Hit Points 412 (55d8 + 165) 2/day: cone of cold, finger of death, mislead, passwall,
Speed 30 ft., fly 60 ft. scatter
1/day: invulnerability, prismatic wall, maze, power word pain,
STR DEX CON INT WIS CHA wall of force
17 (+3) 18 (+4) 17 (+3) 24 (+7) 16 (+3) 14 (+2) Reactions
Shield. Queen Chrysalia casts the shield spell.
Saving Throws Dex +11, Int +14, Wis +10, Cha +9
Skills Arcana +14, Deception +9, History +14, Perception +17 Spell Reflection. If Queen Chrysalia makes a successful
Damage Immunities force saving throw against a spell, or a spell attack misses her, she
Damage Resistances cold can choose another creature (including the spellcaster) she
Damage Vulnerabilities psychic can see within 30 feet of her. The spell targets the chosen
Condition Immunities charmed creature instead of Queen Chrysalia. If the spell forced a
Senses passive Perception 27 saving throw, the chosen creature makes its own save. If the
Languages Abyssal, Common, Elvish, Primordial, Sylvan spell was an attack, the attack roll is rerolled against it.
Challenge 24 (62,000 XP) Proficiency Bonus +7
Legendary Actions
Legendary Resistance (3/day). If Queen Chrysalia fails a Queen Chrysalia can take 3 legendary actions, choosing from
saving throw, she can choose to succeed instead. the options below. Only one legendary action can be used at
a time and only at the end of another creature’s turn. Queen
Magic Resistance. Queen Chrysalia has advantage on saving
Chrysalia regains spent legendary actions at the start of her
throws against spells and other magical effects.
turn.
Master of Magic. Queen Chrysalia has advantage on
Cast a Spell (Costs 2 Actions). Queen Chrysalia uses
Constitution saving throws to maintain concentration.
Spellcasting.

Actions Curse of Weakness. Queen Chrysalia targets one creature she


can see within 20 feet of her. The target must make a DC 22
Multiattack. Queen Chrysalia makes three Arcane Burst Constitution saving throw. On a failed save, the target deals
attacks. only half damage with weapon attacks that use Strength for
Arcane Burst. Melee or Ranged Spell Attack: +14 to hit, reach 1 minute. The target can repeat the saving throw at the end of
5 ft. or range 120 ft., one target. Hit: 23 (3d10 + 7) force each of its turns, ending the effect on itself on a success.
damage. Teleport. Queen Chrysalia teleports up to 60 feet to an
unoccupied space she can see.


12
The Unmaker Void Bubble. The Unmaker creates a magical explosion of
cold centered on a point it can see within 120 feet of it. Each
Gargantuan aberration, chaotic evil
creature in a 10-foot-radius sphere centered on that point
Armor Class 24 (natural armor) must make a DC 25 Dexterity saving throw. On a failure, a
Hit Points 1017 (55d20 + 440) target takes 35 (10d6) cold damage, its speed is reduced by
Speed fly 40 ft. (hover) half and attacks against it have advantage until the start of
the Unmaker’s next turn.
STR DEX CON INT WIS CHA Spellcasting. The Unmaker casts one of the following spells,
25 (+7) 16 (+3) 27 (+8) 21 (+5) 19 (+4) 26 (+8) using Charisma as the spellcasting ability (spell save DC 25):
At will: dispel magic
Saving Throws Str +16, Dex +12, Con +17, Wis +13 3/day: disintegrate, hypnotic pattern
Skills Perception +22 1/day: psychic scream, power word stun, feeblemind
Damage Immunities acid, fire, poison
Breath of the Void (Recharge 5-6). The Unmaker unleashes
Damage Resistances cold, lightning
entropic energies in a 120-foot cone. Each creature in that
Damage Vulnerabilities force, psychic
area must make a DC 25 Constitution saving throw, taking
Condition Immunities blinded, charmed, deafened, frightened,
88 (16d10) necrotic damage on a failed save, or half as much
poisoned, prone, stunned
damage on a successful one.
Senses truesight 120 ft., passive Perception 32
Languages all, telepathy 120 ft. Legendary Actions
Challenge 30 (155,000 XP) Proficiency Bonus +9
The Unmaker can take 3 legendary actions, choosing from
the options below. Only one legendary action can be used
Legendary Resistance (5/day). If the Unmaker fails a saving at a time and only at the end of another creature’s turn. The
throw, it can choose to succeed instead. Unmaker regains spent legendary actions at the start of its
turn.
Actions Attack. The Unmaker makes one attack.
Multiattack. The Unmaker makes two shadow tentacle
Unravel Magic. The Unmaker casts dispel magic.
attacks and uses Void Bubble.
Cast a Spell (Costs 2 Actions). The Unmaker uses
Shadow Tentacle. Melee Weapon Attack: +16 to hit, reach 20
Spellcasting.
ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage and
the target is grappled (escape DC 24). Until this grapple ends, Baleful Teleport. The Unmaker chooses one creature it is has
the target is restrained. seen previously. If the target is within 1 mile, it must succeed
on a DC 25 Charisma saving throw or be teleported within 5
feet of the Unmaker.


13
Author’s Notes
The maps in this adventure were created using the Dungeondraft application by Tailwind
Games, LLC [Megasploot].

Images Used:
Cover: “Alcazar, Segovia, Spain” by David Roberts (1836)
“Vintage Floral Frame” by GDJ from Pixabay.com
Page 2: “Palace Building Architecture” by GDJ from Pixabay.com
Page 4: “Art Deco Bavaria” by OpenClipart-Vectors from Pixabay.com
“Divider” by GDJ from Pixabay.com
Page 5: “The Changing Year” by A. Barraud (1882)
Page 6: “Divider Woman” by GDJ from Pixabay.com
Page 9: “Flowers” by Darkmoon_Art from Pixabay.com
Page 10: “Blue and White” by Yaselyn Perez from Unsplash.com
Page 11: “Flame Light Sun” by Geralt from Pixabay.com
Page 12: “Woman” by Merlinlightpainting from Pixabay.com
Page 13: “Abstract” by Tommyvideo from Pixabay.com
Page 14: “Background Frame” by Darkmoon_Art from Pixabay.com

Disclaimer: This adventure is not inspired by the author’s family.

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