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CREDITS ON THE COVER

The cover features art by Joseph J. Calkins, with Joe Raso


providing the “Forgotten Realms” lettering motif.
Designer: Andrew Bishkinskyi
Editor: Joe Raso
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Original Character Art: Sylverryn
Additional Interior Art: Dean Spencer, some art Bob
Greyvenstein/Grim Press, used with permission. All rights
reserved. Some art by www.critical-hit.biz, some art by Daniel
Comerci – danielcomerci.com, Brandon Chang, Forrest Imel,
Henrik “bag” Karppinen, Ivy Sun, Indi Martin © 2015. Some
artwork © 2021 Douglas "Draco" Manzini, used with permission.
All rights reserved. Some art from the Wizards of the Coast
DMsGuild Creator Resource. Some art by Publisher’s Choice
Quality Stock Art © Rick Hershey / Fat Goblin Games. Icons by
Skoll and Caro Asercion.
Schools of Magic Symbols: Pjotr Frank
Page Background: Figu Design
Regional Map: Joe Raso
Dragon Compass Rose: Sophie Grunnet
Battle Maps: Andrew Bishkinskyi via Inkarnate Pro
Playtesters: K. Cristensen, D. Myers, J. Melnikel, J. Symons, N.
Ellis
Special Thanks: J. Lorber, D. Wright.

Primary Resources: This adventure is inspired by and uses


multiple quotes from the Rashemen Campaign Guide (Lead
Designer Joe Raso).
The information and quotes about the scardrag plant are taken
from Amarune’s Almanac: Arctics of the Realms (Lead Designer
Steve Fidler).
The adventure was written referencing Fizban’s Treasury of
Dragons (Lead Designer James Wyatt).
The detailed breakdown of the latter book by the Mastering
Dungeons podcast (Hosts Teos Abadia and Shawn Merwin) was
also very helpful in identifying parts of the book to give extra
attention to.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and 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.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is u sed with permission under the Community Content Agreement for
Dungeon Masters Guild.
All other original material in this work is copyright 2022 by Andrew BIshkinskyi and published under the Community Content Agreement for Dungeon Masters Guild.

1
Table of Contents
Floor 2 ...................................................................................... 28
Floor 3 ...................................................................................... 28
The Sublevel (Floor 0) .......................................................... 28
The Outer Underground Halls ............................................29
5.5 Moving on from Towers of Smoke ................................... 30
Credits .................................................................................... 1 5.6 Finding the Vale of False Hope...........................................31

Table of Contents................................................................... 1 Part 6. Lupitoye .................................................................. 32


Area Information —Lupitoye ............................................. 32
The Dragon Witch of Rashemen.......................................... 3
6.1 Unwelcoming Welcome ....................................................... 32
Adventure Description (For Sharing) .................................3
Learnings in Lupitoye .......................................................... 33
Adventure Background (DM Only, Major Spoilers) .........3
The Protector ........................................................................ 33
Adventure Summary ...............................................................3
6.2 Njorka’s Story ....................................................................... 34
Running the Adventure ........................................................ 4 6.3 Snowstorm ............................................................................. 34
Additional Gameplay Resources .......................................... 4 Barek’s Story .......................................................................... 35
Adventure Layout ................................................................... 4 6.4 A New Companion ............................................................... 35
Important Terms & Pronounciation* ............................... 4 6.5 Moving on from Lupitoye .................................................. 35
Session Zero and Character Creation .................................. 5 Part 7. To the Vale ............................................................... 36
Safety Tools .............................................................................. 5 7.1 Raider Attack .......................................................................... 36
Content Warnings ................................................................... 5 Negotiating (with Guide only) ........................................... 36
Character Creation ................................................................. 5 7.2 Dragon’s Wake ...................................................................... 37
Group Patrons.......................................................................... 6
Part 8. Vale of False Hope................................................... 37
Character Building Guidelines .......................................... 6
8.1 Taer Attack ............................................................................. 38
Playing a Wychlaran* ............................................................ 7
8.2 False Hope.............................................................................. 39
Tracking Historical Events ................................................... 7
8.3 Lair of the Dragon Witch ................................................... 40
Part 1. Call to Action ............................................................. 8 8.4 Leaving False Hope .............................................................. 42
Area Information .................................................................... 8
Part 9. Lair of the Shrieking Dragon ................................. 43
1.1 Meeting in Mulptan ................................................................ 8
Area Information .................................................................. 43
Non-Player Characters .......................................................... 9
9.1 Khaetarubylath, the Shrieking Dragon ........................... 43
1.2 Journey to the Ring of Gray Flames ...................................10
NPC Information .................................................................. 44
Part 2. The Ring of Gray flames .......................................... 11 Dragon Battle ........................................................................ 44
Background (DM Only) ......................................................... 11 Treasure .................................................................................. 45
2.1 Arrival at the Ring ................................................................. 11 Khaetarubylath’s Death....................................................... 45
2.2 Into the Breached Tower ..................................................... 12 9.2 Moving On............................................................................. 46
Area information ................................................................... 12
Part 10. What Happens at the Hut ..................................... 47
2.3 Into the Sealed Tower .......................................................... 15
Area Information .................................................................. 47
Exploring the Sealed Tower ................................................ 15
Creature Information: Whistle ......................................... 48
2.4 Spellplagued Creature Attack ............................................ 16
10.1 Interactions with Whistle ................................................ 48
2.5 Moving On from the Ring ................................................... 16
Whistle Before False Hope ................................................. 48
Part 3. Ruins of Strogatsk, the Charred City ...................... 17 Whistle After False Hope .................................................... 49
Background (DM Only). ........................................................ 17
Part 11. Conclusion ............................................................. 50
3.1 Exploring the Charred City .................................................. 17
11.1 Dealing with the Curse........................................................ 50
3.2 Undead Attack ........................................................................18
11.2 Rewards from Serhophea and Veisa................................ 51
3.3 Shrieking Hag Yurt................................................................18
11.3 Returning to the Patrons ................................................... 51
3.4 Moving on .............................................................................. 19
Appendix A. Creature Statistics ......................................... 52
Part 4. Nathoud ................................................................... 20
4.1 At the Goats Regret .............................................................. 20 Appendix B. Sidekick Statistics ......................................... 63
NPC Information .................................................................... 21 Appendix C. Mission Handouts ......................................... 66
Questions & Answers in Nathoud ....................................... 21
Appendix D. Timeline of Historical Events ...................... 69
4.2 Davar’s House ........................................................................ 21
NPC Information ................................................................... 22 Appendix E. Maps ............................................................... 70
4.3 Next Steps from Nathoud ................................................... 23 Appendix F. Wychalran Background & Spells .................. 79
Part 5. Towers of Smoke .................................................... 24 Background: Wychlaran ..................................................... 80
Background (DM Only) ........................................................ 24 Appendix G. Magic Item & Reward Handouts ...................81
5.1 Approaching the Towers of Smoke................................... 24 Magic Items ............................................................................ 82
5.2 Into the Smoke ..................................................................... 25
5.3 The Side Towers (A&C) ....................................................... 26 Appendix H. The Draconic Binding ................................... 84
Entrance Floors (Same in A&C) ......................................... 26 Praxis of the Dragonbound ................................................. 85
Second Floor (Abjuration Tower) ..................................... 26
Second Floor (Conjuration Tower) ................................... 27
5.4 Main Tower (Tower B) ........................................................ 27
Ground Floor (Floor 1) ......................................................... 27

2
THE DRAGON WITCH settlements that sheltered them to the ground — including
the entire city of Strogatsk.

OF RASHEMEN
Thinking the curse cured, the witch and the dragon lived
in seclusion, raising two dragon offspring. After their two
dragons were born, the curse returned, not only to the
An eye for an eye leaves the whole world blind. ancient dragon. The curse was powerful, beyond any
known shrieking hag’s capability. It was passed on to the
Common saying, sometimes attributed to M.K. Ghandi. dragon’s children, and when the elder of the two —
Khaetarubylath —became an adult, she began to turn evil.
Welcome to the Dragon Witch of Rashemen. This is a 12 to 18 Serhophea spent all of her energies keeping the curse at
hour adventure designed for 3-6 characters of 7th level, bay, but as Khaetarubylath’s power grew, the witch’s
that level up to 8th level partway through. efforts weren’t enough. Kaeta broke free, forcibly taking
With adjustments and the use of non-player character the young dragon Arvontonvar with her. This happened
(NPC) allies, it is possible to play through this adventure two months before the adventure’s start.
with as few as one player! Specific tips for this are included In the two months leading up to the adventure,
in Appendix B. Khaetarubylath has been busy hastily creating a lair. To fill
her hoard with treasure, she has begun to raid nearby
ADVENTURE DESCRIPTION (FOR ruins. It was on one such journey that she was seen flying
SHARING) outside Nathoud.

For the first time in many years, a dragon has been sighted
at the distant Rashemi border village of Nathoud before
ADVENTURE SUMMARY
flying off into the Endless Wastes. The elder Wychlaran Session Zero. DM and players discuss safety tools,
have been strangely unsuccessful in divining additional gameplay tone, and create characters appropriate to the
information about it. A mid-ranked witch, eager to “find adventure.
wisdom,” is sent to investigate the sighting. Part 1. Call to Action. Characters and/or NPCs from the two
Meanwhile, a Waterdavian scholar has sent an patrons meet in the bustling Rashemi city of Mulptan and
expedition to explore some of Rashemen’s ancient ruins. join forces before setting off into the Endless Wastes.
As an undertaking of cultural significance, the expedition Part 2. The Ring of Gray Flames. The characters explore
must be overseen by a wychlaran. the first Raumathari location on their list, coming face-to-
Thus, the two parties come together on an epic journey face with unexpected adversaries.
of danger, discovery, and wisdom. Part 3. Ruins of Strogatsk, the Charred City. At the long-
destroyed remains of an Endless Wastes city, the
ADVENTURE BACKGROUND (DM ONLY, characters discover evidence of the presence of a shrieking

MAJOR SPOILERS)
hag.
Part 4. Nathoud. At Rashemen’s most distant outpost, the
More than 100 years ago, in the aftermath of the invasion characters gather scarce clues about the dragon sighting
by the Grand Army of the Tuigan, postwar tensions in and their final destination at the Towers of Smoke. They
Rashemen’s border regions were at an all-time high. also learn of long-standing prejudices that remain in the
“The Calling Three” — a coven of shrieking hags from region even a century after the war that caused them.
the Endless Wastes undertook a ritual of great power to Part 5. Towers of Smoke. An ancient arcane mystery and an
corrupt an ancient silver dragon, cursing it to slowly important clue to current events are discovered at this
transform into a red dragon with a thirst for the Raumathari outpost.
destruction of Rashemen. The hags’ ritual and Part 6. Village of Lupitoye. Before heading deep into the
involvement in the dragon’s corruption remained a secret Endless Wastes, the characters seek guidance from the
to all. people of this village and its mysterious protector.
In a well-documented battle, the ancient dragon Part 7. To the Vale. Raiders of the unforgiving wastes with
attacked Rashemen near the city of Thasunta, where a little taste for negotiation accost the characters.
force of berserkers and wychlaran drove it away. It flew off Part 8. Vale of False Hope. Characters venture to the
into the Endless Wastes, never to be seen again. The farthest reaches of the Icespire Mountains to find a fabled
dragon was widely assumed to have been corrupted and location, a dragon, and a witch.
likely by agents of Thay. Part 9. Lair of the Shrieking Dragon. Sent on a new quest,
Suspecting there was something unnatural in the the characters meet the very foe who left them for dead.
dragon’s rage, the Wychlaran sent Othlor Serhophea — Here, they must make not only their stand, but also a
one of their most powerful witches to track and kill the choice.
badly injured dragon. She too, was never seen or heard Part 10. What Happens at the Hut. The characters seek out
from again. the shrieking hag Whistle.
Serhophea had found the dragon Morveisarryx, but Part 11. Conclusion. The characters’ choices lead to wisdom
rather than kill her, they formed a bond. The dragon told and understanding, one way or another.
her of the curse inflicted by the hags, and the two sought
to cure it. The witch and the dragon exacted a terrible
revenge upon the hags of the coven, killing the two that
remained alive and burning the Endless Wastes

3
RUNNING THE IMPORTANT TERMS &
PRONOUNCIATION*
ADVENTURE Dajemma [dah-jam-ah] —Rashemi tradition for the
umproven to travel and understand more of the world.
This adventure requires the core D&D Rulebooks, including Endless Wastes — a vast sparsely-inhabited land east of
the Player’s Handbook and Dungeon Master’s Guide. It also Rashemen. The area is home to many peoples and cultures
uses spells and magic items from Fizban’s Treasury of and is not a single country. This area is also known as the
Dragons, Tasha’s Cauldron of Everything, and Xanathar’s Hordelands (not used in this adventure) and Taan (used
Guide to Everything. All monsters required to run the interchangeably).
adventure are included in an appendix. Ethran — wychlaran rank, see Session 0 section for
details.

ADDITIONAL GAMEPLAY RESOURCES Hathran — wychlaran rank, see Session 0 section for
details.
This adventure takes place in Rashemen and the bordering Lupitoye [lieu-peet-oye]—a Tuigan village.
region of the Endless Wastes — also known as Taan. The Myir [mee-ar] – a human ethnic group.
story draws upon several people and locations presented in Othlor — wychlaran rank, see Session 0 section for details.
the Rashemen Campaign Guide available through DMsGuild Raumathar [ro-ma-thar] — ancient empire that once
and the general history of the Forgotten Realms. spanned the area that now includes Rashemen, Taan, and
The Rashemen Campaign Guide itself is not required to Thay.
run or play the adventure. However, it does present some Raumathari [ro-ma-thar-ee] — referring to the
excellent player options and further ideas for continuing Raumathar empire.
your adventures in the region. Raumvirans [rom-veer-ans] —human ethnic group that
Additionally, the wychlaran class —available both as a inhabited Raumathar. Ancestors of the Rashemi.
stand-alone product and as part of the Rashemen Campaign Raumviran [rom-veer-an] — referring to the ethnic group.
Guide — can be used to create a specific type of wychlaran Raumvira [rom-veer-ah]— language of Raumathar. Used
character. This is also not required, as a wychlaran can be the Dethek (Dwarven) alphabet.
represented by any full spellcaster, and details on how to Rashemen [rah-SHEH-men] — country in Faerûn.
create one are included in the Session Zero section. Rashemi [rah-SHEH-mee] — refers to both the inhabitants
of Rashemen and the human ethnic group descendant
ADVENTURE LAYOUT from the Raumvirans. The word Rashemaar is an
The adventure uses several common layout elements that alternative for Rashemi but is not used in this adventure.
you may find familiar from other published adventures. Serhophea [ser-oh-fey-ah] — a wychlaran.
Taan — another name for the Endless Wastes. Used
READ-ALOUD TEXT interchangeably in the adventure, but more commonly by
some natives of Taan, who also use both names.
Tuigan [tay-gun] — a human ethnic group native to
Taan/Endless Wastes, also their language. Notably, while
the Grand Army of the Tuigan — also known as the Tuigan
Horde — was led by a Tuigan, it was comprised of many
different tribes and ethnic groups.
Virnoska [veer-nosh-ka] — a wychlaran.
Wychlaran [wich-LAR-uh-n] — the wise women of
Rashemen, also known and referred to as “the witches of
SIDEBARS Rashemen, ” also plural of the same. Throughout this
adventure, where the term is capitalized, it refers to the
organization of the Wychlaran, whereas when lowercase is
used, it refers to a person or persons or the wychlaran
class.

* Where records of canonical pronunciation could not be


located, the author’s interpretation is used. Thus, this list
of pronunciations should not be considered definitive.
Additionally, certain names have been omitted from the
pronunciation guide to allow for it to be handed out to
MAPS players. The pronunciation for such names appears in the
Some maps appear embedded into the text of the adventure.
adventure for quick reference. Regardless
of their appearance in the body of the
adventure, copies of all battlemaps are
found in Appendix E and separate
labelled and unlabelled versions included
in the adventure package on the DMsGuild.

4
SESSION ZERO AND CHARACTER CREATION

CHARACTER CREATION
This adventure is designed to be played by a party of three
to six 7th level characters designed using the guidelines
below. It is also possible to play with a party of existing
characters by tying them to one of the group patrons
It is highly recommended that the players participate in a
presented below, however, this may require a certain level
“Session Zero” for this adventure. In addition to
of buy-in from the players if the presented motivations
establishing safety tools, tone, and comfort levels with
conflict with their existing characters.
various content, this session should also guide character
Rather than using typical character hooks, this
creation.
adventure is designed for a party comprised of characters

SAFETY TOOLS
serving up to two Group Patrons. The two patrons
represented are working together, thus all the characters
Given the themes explored in this adventure, DMs are do not need to fall under the same patron — each player
encouraged to use safety tools or to — at the very least — can create a character under whichever patron best suits
discuss safety during session zero. their interests.
Some of the tools recommended are: In addition to the player characters, the adventure
• The X-card. This is an easy-to-use tool that can be
features non-player-characters (NPCs) that join the party
if one of the patrons is not represented. This makes it easy
utilized to veto undesirable content when it comes up.
for the players to choose to play whatever role they wish,
• Lines & Veils. This is an excellent way to structure your
without pressure to represent both patrons.
discussion of what is and isn’t wanted in the game.
The players should be given the following description of
For more information on these and other safety tools, the adventure in order to make their character choices
check out the TTRPG Safety Toolkit created by Kienna during session zero (read or paraphrase):
Shaw and Lauren Bryant-Monk:
https://t.co/eF6obenAEB?amp=1

CONTENT WARNINGS
The adventure contains:
Abduction, body horror (monstrous transformation), death
(murder, mutilation, ritual sacrifice), illness (inflicted), mental
health (loss of self-control), trauma (loss, fantasy postwar
prejudice).
The adventure briefly or indirectly mentions:
War crimes (mass murder), harm to children (story of an
“off-screen” death due to sickness, story of an “off-screen”
fantasy abduction).

DETAILS OF SENSITIVE CONTENT


Fantasy Postwar Prejudice. The adventure deals with
residual tensions, mistrust, and prejudice between two
regions in the wake of a past war. It is important to note
that while different races are present in these regions, the
tensions depicted are based on geography and residence
status rather than race. In the border regions especially,
humans on either side of the conflict can be racially
identical. Additionally, neither side is intended to be
portrayed as being “in the right” in the original conflict.
The point-of-view representation of the consequences of
war plays a significant part in the story.
No Harm to Children. The adventure contains no
scenes where children are harmed. There is one mention
of a sick/dying child in the past and one mention of a
“fantasy-style” child abduction by a monster in the
distant past. The scene featuring these stories in Part 6
can be replaced with minimal impact on the adventure.
References to “Children.” There are core sections of
the adventure where some characters refer to, or are
referred to as “children.” These non-human characters
are adults and are referred to as “children” by their
parents. This relationship is key to the adventure.
However, if required for safety purposes, the word
“children” can be replaced with “offspring,” “spawn,”
or another less direct descriptor.

5
GROUP PATRONS • Independent Rashemi who’ve worked on past
expeditions or have a reputation for assisting foreigners.
The two group patrons available to the party are presented
below. Tasha’s Cauldron of Everything contains more Professor Merva Brisseau grants the following perks:
information on the Group Patron concept. However, as • Compensation. Professor Brisseau pays for the work you
these patrons are unique to this adventure, all their do for her and covers some expenses. While on a quest
bonuses are listed here. These patron bonuses are repeated for her, you can sustain a modest lifestyle at no cost.
on the mission handouts in Appendix C. Additionally, you receive a bounty of 250 gp for each
relevant artifact or book you bring back. Only items
THE WISE WOMEN OF RASHEMEN (THE obtained in a manner approved by local authorities are
WYCHLARAN) eligible for the bounty.
As a patron, the Wychlaran represent the rule of law and • Equipment. Prior to departing on your mission, you
traditions within Rashemen. Following them as a patron gain an 50 gp in coin and up to another to 50 gp worth
means following their directions and tradition. In this of equipment from the Adventure Gear section of the
adventure, characters with the Wychlaran patron can be: Players Handbook. Additionally, you can choose to
• An Ethran-ranked witch (or witches) tasked with the take one of the following: potion of climbing, potion of
dual-mission to assist the archaeologists and comprehension, or potion of water breathing.
investigate the dragon sighting. • Research. Professor Brisseau’s specialization is
• An unranked witch offering to accompany the Ethran Raumathari history, and she provides you with
out of friendship or as an opportunity to learn. several tomes to assist your exploration. These tomes
• A berserker or another non-witch (of any class) allow you to translate the Raumvira language at a rate
choosing to accompany the Ethran out of friendship or of 1 minute per word. Additionally, if you are a
as an opportunity to complete their own Dajemma. spellcaster, you gain insight into Raumathari magic
that may allow you to interact with devices or spells
The Wychlaran patron grants the following perks:
powered by it. Finally, you can spend 10 minutes
• Authority. While on a mission for the Wychlaran, you consulting the tomes to gain advantage on an
can invoke your mission to gain advantage on a Intelligence (History) check about the Raumathari.
Charisma (Intimidation or Persuasion) check made to
NPC Representation: If no player chooses this patron, the
influence a law-abiding Rashemi.
party is joined by Dorana and/or Nomar Brodus in Part 1.
• Proficiencies. You speak your choice of one additional
language relevant to Rashemen’s geography and people.
Choose from: Dwarvish, Rashemi, Sylvan, Thayian, or
CHARACTER BUILDING GUIDELINES
Tuigan. If you are proficient in Arcana or History, you Characters should start at level 7 and use point-buy (27
can also translate the Raumvira language at a rate of 1 points) or standard array for their starting ability scores.
minute per word. Additionally, if you are a wychlaran The adventure design does not assume any restrictions
(regardless of class), you are trained in the knowledge of on feats, races, or subclasses from officially published
Raumathari magic, granting you proficiency in the material for the Forgotten Realms setting.
Arcana skill for ability checks related to such magic.
• Resources. While in Rashemen, you can purchase SUGGESTED STARTING EQUIPMENT
potions or spellcasting services for yourself with a All characters should get the starting equipment for
20% discount. It is expected that you do not misuse their class and gold based on their choice below. When
use this discount. spending gold, players should know that the adventure
may present opportunities to make useful purchases.
NPC Representation: If no player chooses to play the main Each character must choose one of the following
wychlaran character tasked with the mission, the party is options for their wealth and mundane equipment:
joined by Ethran Virnoska, who is detailed in Part 1.
• 300 gp and a suit of any mundane armor other than

PROFESSOR MERVA BRISSEAU OF THE full plate. The armor can be made of druid-friendly
WATERDEEP ACADEMY OF HISTORICAL material if it’s medium or light. This armor cannot be
STUDIES resold to gain gold during the adventure.
• 600 gp that can be kept or spent on items from the
Originally from Rashemen, famed Waterdeep historian
Merva Brisseau left her homeland young, but remained Adventuring Gear table in the PHB (including any
fascinated by it. As her studies in Waterdeep grew in number of healing potions), silvering weapons, or
renown, she still spent much of her life adventuring in spell components.
• 300 gp and two extra spells of every level you can cast
Rashemen, where she built excellent relations with the
Wychlaran by conducting her studies in a respectful and scribed in your spellbook (applicable only to classes
mutually-beneficial manner. Merva is not one for taking that can scribe spells).
cultural artifacts without permission. Those she hires for Additionally, each character can choose one uncommon
expeditions are employed as much for their field skills as magic item from the Dungeon Master’s Guide or Tasha’s
for their cultural sensitivity and ability to work well with Cauldron of Everything, plus one of the following:
• Any "weapon +2" OR
local authorities. Characters hired by Merva can be:
• Any two "weapon +1" OR
• Fellow scholars from Waterdeep or other academies.
• Any uncommon staff, rod, or wand OR
• Adventurers, explorers, or treasure hunters with a good
• Any uncommon armor (including plate) OR
reputation. • Any uncommon shield, cloak, or ring.

6
PLAYING A WYCHLARAN* WYCHLARAN RANKS
The Wychlaran, or witches as most call them, are the • Unproven. Those who choose not to become ethrans, or
spiritual leaders of Rashemen. They fulfil many of the roles perhaps did not have the inclination or aptitude for
that clerics and druids occupy in other lands, communing further study.
with the deities and spirits on the behalf of common folk. • Ethran. A low-ranking initiate, but still bearing the full
Their words are heeded by all, and to disobey one is responsibility and authority of being a witch.
unthinkable. • Hathran. Leaders of the sisterhood. They can do no
wrong, and their word is law.
• Othlor. The wisest and most experienced. Perhaps only a
dozen or so individuals exist.
• Durthan. A forbidden splinter group who believe in
using any means necessary to defeat Rashemen’s
enemies, including the use of forbidden dark magic.

*This section contains liberal excerpts from the Rashemen


Campaign Guide.

The wychlaran are sworn caretakers of ancient


Raumathar’s arcane knowledge. The empire was known
for its battle-wizards, capable of unleashing powerful
spells and binding elemental magic into arcane constructs
to create great weapons of war. The wychlaran judiciously
protect this lore, carefully using these magical secrets in
defense of the land.

TRACKING HISTORICAL EVENTS


Nearly any class with spellcasting as a focus can work
well to represent one of the wychlaran. Clerics, Druids,
Sorcerers, Warlocks, and Wizards are all great character The adventure concerns many historical events across
choices. Combat oriented classes with spellcasting several time periods. The timeline includes events from
capabilities could be a fun way to represent a witch — the sunset of the Ruamathar Empire more than 1,500 years
Eldritch Knight (fighter), Way of the Four Elements ago, the time of the Grand Army of the Tuigan 150 years
(Monk), Arcane Trickster (Rogue), and many Ranger or ago, the spellplague cataclysm that ended a decade ago,
Paladins archetypes could be interesting interpretations. and finally the current day — which this adventure
For this adventure, it is recommended (but not required) assumes to be 1495 DR.
that the player choosing to play the “main” wychlaran It is not expected that the players are intimately familiar
picks a full caster class with the Spellcasting feature. with the history of Faerûn prior to playing this adventure.
A wychlaran background reprinted from the Rashemen A Timline of Historical Events is provided in Appendix D.
Campaign Guide is also included as Appendix F. The DM version of the calendar contains all relevant dates
discovered during the adventure — including many
spoilers! The player version lists major events that are
common knowledge and leaves space for the players to
note other events as they discover them, drawing logical
timeline conclusions.
A volunteer “historian” should be determined at the
game’s start and given the handout to keep track. This
responsibility can also be shared at the table.

7
PART 1. CALL TO openly flirt with them. The establishment’s exhaustive
menu consists of pork dumplings, beef dumplings, lamb

ACTION dumplings, pork & beef dumplings, pork & lamb


dumplings, beef & lamb dumplings, and yes — pork, beef,
and lamb, dumplings.
The adventure begins in the Rashemen city of Mulptan.
Here, the player and (if necessary) non-player characters
working for the Wychlaran and for Professor Merva
Brisseau are brought together by Elder Vladovok.
Read or paraphrase the following in your best
“narrator” voice:

1.1 MEETING IN MULPTAN


The Mission Handouts from Appendix C should be given
out to the players of their respective characters if they
haven’t been already (you should have a copy for reference
as well). The meeting should be introduced by Elder
The scene of the opening meeting takes place at Baika’s Vladovok, who has brought everyone together at the
House of Ears, as described below. behest of the Mulptan’s Wychlaran leaders. In addition to

AREA INFORMATION
Vladovok, other non-player characters (NPCs) may be
present, depending on party composition:
The meeting take place at Baika’s House of Ears, a large • If the party has both a wychlaran and one or more
eatery famous for its round savoury dumplings that are representatives of Professor Merva Brisseau, then
traditionally served with pepper and sour cream, or with councilor Vladovok is the only NPC present, and the
butter. The dumplings are colloquially called “ears”, as in meeting is otherwise limited to the player characters.
the old tongue, the word for this type of dumpling is “ear • If the party does not have a wychlaran, Ethran Virnoska
bread,” due to them looking like small doughy ears. is present in that role and offers her assistance as a
guide in exchange for the characters assistance with her
dragon investigation. Non-wychlaran player characters
serving the Wychlaran patron can either have
accompanied Virnoska here or can be meeting her for
the first time. If the party already has a wychlaran,
Virnoska does not appear.
• If there are no representatives of Professor Merva
Brissaeu in the party, Vladovok introduces them to a pair
of “adventuring archaeologists” sent by the professor.
They are Dorana and Nomar Brodus — a brother and
sister hired to recover historical tomes and heading to
the Ring of Gray Flames. (DM Tip: if the party is already
five or more characters, it may be best to add only one
NPC. The two bring identical skills and knowledge to the
party. See Appendix B for more on this).
The establishment is run by a former berserker — a After introductions, councilor Vladovok points out that
large human woman named Baika, who is known to take there is a clear mutual need to work together here, so the
notice of particularly muscular patrons and is equally alliance is one of convenience rather than one side working
likely to challenge them to a wrestling match as she is to for the other. Vladovok may say:

8
“You are foreigners, looking for a Wychlaran guide to take arrange an audience with the Othlor (he would certainly
double-check that the party wychlaran
you to the Ring of Gray Flames and beyond, while you are a
wishes to seek such help before agreeing
wychlaran looking for assistance in your journey — it seems to it).
clear you can help each other! This is the northern way!” Ethran Virnoska [veer-nosh-ka].
Virnoska is a wychlaran Ethran — the
For the archaeologists, the pay is from their patron. For lowest rank of a proven witch, one
the wychlaran, their reward is in the journey itself. While who has shown herself to be
for Vladovok, it’s about keeping the peace and good capable and trustworthy.
relations with everyone. Virnoska is in her early 20’s
By this point, if they haven’t done so already, the and has already achieved both
characters should share their patrons’ quests. In addition power and respect beyond her
to the knowledge provided by their patrons, the party may years. Her arcane gifts are
know the following if they make the appropriate checks great, and she has been
below. (DM Tip: multiple characters can attempt each restless, so the witch council
check, with the resulting knowledge spread among the has sent her on a journey that
successful characters rather than only given to the highest has the potential to elevate her
result). to the leadership rank of Hathran.
What Virnoska Wants. Her primary task is to investigate
INTELLIGENCE (HISTORY) the dragon sighting at Nathoud. However, as wychlaran
Result of 10 or Higher. Tales from the past several are wont to do, she provides aid and guidance where
decades tell of the towers glowing with a strange gray needed along the way. While the Ring of Gray flames is not
flame atop them. Occasionally — there are several reports directly on her route to Nathoud, it is close enough for a
of this years apart — a tower has been seen to glow with a worthy detour to investigate — as looting Raumathari
blue flame and corrupting creatures and the land around in treasure is something that a dragon may very well do.
strange magical ways. What Virnoska Knows. Virnoska has the knowledge
Result of 13 or Higher. While the towers themselves are detailed in the Wychlaran’s Communion handout from
clearly Raumvari and date back more than 1,500 years, the Appendix C.
first instances of the flames turning blue date to 1385, the Dorana and Nomar Brodus. Hired personally by noted
Year of Blue Fire, when the Spellplague cataclysm began. Waterdeep historian Merva Brisseau, the
Result of 15 or Higher. There have been no sightings of brother-sister pair of Dorana and
the towers glowing blue since 1487, the Year of the Rune Nomar are half-elf adventurers
Lords Triumphant. This was the year that many effects of from Luskan. From their humble
the Spellplague were reversed. If the blue glows were tied beginnings as street thieves, the
to the Spellplague, they may have ended. pair quickly moved out of crime
and joined the Faraway Explorers
SPELLCASTING ABILITY (ARCANA) — a reputable adventuring
Result of 10 or Higher. The Wychlaran are not only direct company. Being natives of harsh
descendants of the Raumvari, but are able to commune northern climates and with a
with the spirits of the land and its ancient people in ways reputation for tactfulness, they
only open to their bloodlines. Wychlaran are known to be were Merva’s top choice to
able to instinctively control certain Raumathari technology travel to Rashemen.
and magic. What Dorana and Nomar
Result of 13 or Higher + a Result of at Least 13 on the Want. Dorana and Nomar are life-loving adventurers who
History Check Above. During the Spellplague, magic was take pride in doing their work, doing it right, and making
corrupted and would often fail or function unreliably. If friends along the way. They want to continue building on
there is Spellplague corruption at the ring, it would be wise their excellent reputation and to learn about distant lands.
to have non-magical contingencies at the ready. What Dorana and Nomar Know. Dorana and Nomar

NON-PLAYER CHARACTERS
have the knowledge detailed in Professor Brissaeu’s
Mission Notes handout from Appendix C.
Elder Vladovok [vlah-doh-vok]. The elder is in his late
60s and sports a heavy white handlebar mustache, no
doubt fashioned after the Iron Lord of Rashemen himself.
The elder is a direct advisor of Othlor Baerdhal Kohshue —
the ranking wychlaran of Mulptan — and has been sent by
her to ensure that this wychlaran-related business goes
smoothly. (The Othlor had been contacted by the Merva
Brisseau ahead of time.)
What Elder Vladovok Wants. Vladovok genuinely wants
everyone to get along, and then get underway (and out
of his hair).
What Elder Vladovok Knows. Vladovok can provide
local directions, help the party procure standard (PHB
Adventuring Gear Table) goods, or if necessary to

9
1.2 JOURNEY TO THE RING OF
GRAY FLAMES
Once the characters have met, they are ready to set off for
the Ring of Gray Flames the following morning. They have
the rest of the night to spend in town in case they need
shopping or any amenities. The party has a map a general
map of Rashemen and the Endless Wastes with the Ring of
Gray Flames, Strogatsk, and the Towers of Smoke marked
it.
The journey to the ring is three days at a normal pace,
two days at a fast pace, or four days at a slow pace. The
characters must choose their travel pace before setting off.
The journey to the Ring is uneventful, other than a notable
snowfall on the first day of travel, which covers the ground
with a thin layer of snow for the remainder of the journey.
The pace has bearing only on what is found at the ring later
on.
Neither divination nor wildlife encountered en route
yield any additional information about the ruins — the
animals do not go near the ruins, and divination magic is
blocked by the Raumathari magic at the two towers.

10
PART 2. THE RING OF 2.1 ARRIVAL AT THE RING
GRAY FLAMES
As the party arrives at the Ring of Gray Flames, read or
paraphrase the following:

The characters arrive at the Ring of Gray flames either at


the end of the second day of travel — just as the light
begins to dim — or in the late morning of the third day.

AT FIRST GLANCE
As the characters take in the scene, they can learn the
following with appropriate checks:
Intelligence (Nature or Mason’s Tools) or Wisdom
(Perception). A successful DC 12 check confirms that the
BACKGROUND (DM ONLY) tower was breached within the last day. This is evident
Raumathari mages imbued the towers of what was once a from both the newness of the breach, and the fact it hasn’t
keep with elaborate protective magic using a trio of snowed since the first day of the journey, and the broken
magical sigils. parts are not covered in fresh snow. A character with
Stonecunning, or any trait or feature relating to cold
• A Sigil of Warning was conjured into the very floor of
climates, succeeds automatically. If the characters fail,
the top of each tower, causing it to glow with a harmless
then Dorana or Nomar (proficient with Mason’s Tools) or
cold gray magical flame. This served as a warning signal
Virnoska (proficient in Nature) provide this information.
to knowing invaders and a magical deterrent to mindless
Wisdom (Survival). Survival checks fail to locate tracks
creatures such as beasts.
outside the tower. On a result of 15 of better, a character
• A Sigil of Protection was conjured into each tower’s
realizes the absence of tracks given the recent breach is
walls, forming a protective barrier against age and itself notable. The tower could have collapsed naturally,
invasion. the breach could have originated from inside, or a flying
• A Sigil of Recognition was placed upon the doors of each
creature could have breached it. If it was breached from a
tower to ward off intruders, but let the Raumathari distance, there is no evidence of the tower having been
themselves pass unhindered. entered on foot. If the characters do not succeed on this
The three sigils are bound together, each boosting the check, one of the accompanying NPCs can also attempt it.
power of others when all are in effect. With all three sigils Intelligence (History, Investigation, or Mason’s Tools). A
active, the gray flames are larger, seen from a greater successful DC 15 check ascertains that if the breach was
distance, and have stronger deterrent magic. The tower’s created by a large creature, such as a dragon, the hole is
protective magics spread from its walls to encompass its not big enough for such a creature to fit through, nor does
entire form, keeping it from decay for centuries. Finally, the interior architecture accommodate it. The check also
the recognition sigil lashes out with painful energy against confirms that the tower was breached from the outside —
any non Raumvari attempting to breach the towers. there are signs of exterior holes made by large sharp
A day before the party arrives at the Ring, objects, though there is no evidence of the objects
Khaetarubylath — a corrupted dragon capable of themselves. (These were actually made by a dragon’s
transforming into a shrieking hag — arrived at the Ring talons, which the characters may suspect, but there is not
and broke into one of the towers seeking loot for her enough evidence to confirm this.)
hoard. Breaking into the tower took both magical energy If the characters do not succeed on this check, an
and brute force, so she has remained here, searching for accompanying NPC can attempt it only if the characters
treasure while recovering her spells. had succeeded on one of the previous checks.
At the breached tower, the Sigils of Recognition, and Detect Magic. A character using detect magic in the
Protection have been destroyed by the time the party relevant area picks up the Abjuration, Conjuration, and
arrives, leaving a fading gray flame as the only visible sign Evocation from the unbroken tower and only Conjuration
of its magic. (from the gray flames atop it) from the breached tower.

11
2.2 INTO THE BREACHED coins, other small objects have been taken from tables as

TOWER
well as from the drawers. This floor has been looted.
Detect Magic & Arcana. A detect magic spell picks up very
The characters are expected to investigate the breached faint remnants of Abjuration magic on pieces of the wall
tower first. However, if they wish to check out the sealed and of Evocation magic on parts of the broken door. Upon
tower, proceed to section 2.2 (in this case, they may find closer examination of the specific pieces, the pieces of
the other tower particularly difficult to enter). broken magical sigils are discovered. It takes 1 hour of
careful excavation and rummaging to gather enough
pieces to attempt to interpret the glyphs. Continuous use
of the mending spell cuts this time in half. Once the time is
spent, a successful DC 17 Intelligence (Arcana) or Wisdom
(Arcana) check is required to ascertain the nature of the
Sigils of Protection, and of Recognition as described in the
Background section above. This knowledge can be of use
for entering the second tower and other Raumathari Ruins
later on.

RAMP DOWN AND STAIRS UP


A gently sloping spiral stone ramp leads to the lower floor.
The ramp is five feet wide and after thirty feet ends in a
thick wooden door. The door looks closed from a distance,
but is actually ever-so-slightly ajar to reveal that it is not
locked. The door is heavy and old, and requires a combined
strength of at least 12 to open. It leads to Floor 1 (see
below).
AREA INFORMATION A large section of the spiral stairway that once led to the
The tower is 70 feet high and 50 feet in diameter at the tower’s upper floors is missing due to the hole in the
base. Stone stairs lead the ten feet up to the bottom of the tower. The stair resumes fifteen feet up in the air and leads
breach — where the door once stood. Not counting the for five feet more to a broken wooden door.
rooftop, the tower has 5 floors, with the entrance stair The broken door itself leans precariously downward.
leading to the main floor, which is actually Floor 2. The edge of a thick wooden beam sticks out through the
break in the door. Getting up and through the door looks
FLOOR 2 (ENTRANCE LEVEL) obviously dangerous. The stair — despite the break — is
This floor has a tall ceiling of twenty feet. It originally had stable, however getting through the door safely requires a
a wooden balcony inside, which now lies collapsed from successful DC 15 Intelligence (Investigation) check to
the breach. A curved stone stair leading up to the next floor figure how not to trigger a collapse. If a character attempts
is broken off for the lower fifteen feet above the breach but without succeeding on the check, anyone on the upper
can be seen continuing up above. A curved stone ramp portion of the stair or directly below it must succeed on a
leads to the tower’s lower (ground) level. DC 15 Dexterity saving throw or take 16(3d10) bludgeoning
What can be found/learned here (note that some of this damage as debris falls through. Once the debris is cleared,
information can be discovered later when the party has Floors 3, 4, and 5 can be accessed.
more time):
No Check Required. Some snow has blown into the tower FLOORS 3, 4, AND 5
and melted on parts of the stone floor here. Humanoid- Each of these floors has 10-foot-high ceilings and is
sized footprints can be seen in places, but only where the largely accessible, despite the debris from the breach. If
floor is wet. Aside from the footprints and broken the party took three days to get to the tower, they find
furniture, there is nothing of note or value here. nothing of note — Khaetarubylath has had time to do a
Wisdom (Survival). A successful DC 13 check reveals that second pass and pick it clean. If they took less than three
all of the footprints are from the same pair of feet, which days, they still find the place looted, however, several
look to have crossed the area multiple times. None of the notable items can be found covered by the breach debris.
footprints lead to or from the outside, and (as previously There are two well-preserved Raumathari novels — these
noted) there are no footprints outside. contain no information relevant to the adventure, but are
Wisdom (Perception). A successful DC 15 check (in the of value to a historian. Additionally, the party finds a small
room) reveals no sound or movement from above. A result box containing the implements to create a Shawdowfell
of 17 or higher makes out muffled (by the stone floor) brand tattoo and an intact spell scroll of shadow blade.
sounds of shuffling from the floor below. The sound is not From Floor 5, the breach has opened a way to climb up
constant, so further attempts to make it out yield no onto the roof. Here, the remnants of the gray flames can be
additional information. seen burning with a cold light. With the flames subsided,
Intelligence (Investigation). A successful DC 15 check the Sigil of Warning is clearly visible beneath them. A
reveals that the bookshelves, tables, and drawers had been successful DC 17 Intelligence (Arcana) or Wisdom (Arcana)
rummaged through. On the bookshelves in particular, dust check is required to learn about the sigil (see the
impressions reveal that tomes have recently been Background section above).
removed. A variety of items — containers (small boxes),

12
FLOOR 1 (THE SUBLEVEL) not undermine the party’s chosen approach.) As the
The lowest floor of the tower is undamaged from the characters enter Room D or after they call out to her read
breach when the characters arrive. The door from the or paraphrase the following:
spiral stairs opens to a corridor (Room A) that runs
through the center of the tower to big wooden double-door
at the far end, this door leads to Room D. There are also
doors on each side of the hallway, these lead to Room B
and Room C.

The characters within range of it must make a saving


throw against Khaetarubylath’s Shrieking Breath, then
against her Frightful Presence. Because Khaetarubylath
ROOMS B & C begins breathing while not fully transformed, those within
These rooms were once living quarters and are in excellent the breath’s reach have a special opportunity to describe
condition despite being hundreds of years old. The tower’s their attempt to get out of its way. They can’t avoid the
magic has kept furniture from decay. A thin layer of dust breath entirely (it hits as they’re starting to teleport or
covers most things. The rooms look like they’ve recently dive away, etc.), but their attempt grants them an
been searched and there are marks from this in the dust. A automatic success on the saving throw against the breath’s
successful DC 17 Wisdom (Survival) check can discover the damage.
occasional marks of a humanoid hand and humanoid As Khaetarubylath
footprints (these are difficult because the hand rarely breaks through the
touched furniture, and the dust blends into the stone ceiling to fly away, she
floor.) Once again, there is evidence that books and other turns roughly north,
objects have been removed from these rooms. then disappears into
the clouds, and is
ROOM D impossible to follow.
This room served as the common room for reading, magic It should be clear to
study, and meals. Shuffling can be heard from this room. the characters that
she has departed and
has left no way to be
followed. Those
subjected to fear feel
it dissipate at the top
of the next round (also
signaling that its source
is now out of range).
In addition to the breath, the dragon breaking through
the ceiling results in a partial collapse. Characters in the
common room (Area D) must succeed on a DC 15 Dexterity
saving throw or take 9 (2d8) bludgeoning damage and be
restrained by the debris. A creature can free itself or
another with a successful DC 12 Strength (Athletics) check.
Khaetarubylath is here in her hag form. She has a bag of
Once the characters are up again, they can draw some
holding, which she is stuffing with valuables and books.
conclusions about what they just saw. Refer to the What
She is aware that the characters have arrived but pays
Was That? section for what can be learned. But first, it gets
them no mind until they get closer or speak. She has
worse.
already decided to turn back into a dragon and collapse the
tower. Nothing the characters do or say changes this. (DM
Tip: If Virnoska is with the party, it is thematic for her to
call out “Serhophea?!” on approach, though this should

13
IT GETS WORSE
As Khaetarubylath departs, she animates two Corrupted
Metallic Peacekeepers to finish off the characters. These
are created from metallic debris and the dragon’s magical
power and begin forming outside the tower. Unless the
characters leave the tower earlier, the constructs enter the
structure (on the entrance floor) after the characters have
had two rounds of actions. The constructs are made of
metal pieces of debris and corrupted dragon scales that are
a dark red, with streaks of sickly red-veined silver. These
are Khaetarubylath’s shed scales (see What Was That? for
more info).

WHAT WAS THAT?


Once the characters dispatch the corrupted constructs,
they have an opportunity to take stock of the situation.
They can ascertain the following given success on
appropriate checks. Note that “Wychlaran Knowledge” is
shared by Virnoska, or considered to be known without a
check by the wychlaran player character.

Intelligence (Arcana, History, or Nature). A successful


DC 10 check confirms that this was definitely a dragon,
albeit a strange, unnatural one. It was mostly red, but it
had silver streaks, and its breath was a combination of
additionally notes the dragon’s shriek is not typically
Cold, Fire, and Thunder, which is not typical of a red
associated with any dragon. However, the shriek and the
dragon. Silver dragons breathe cold, so some sort of hybrid
sharp teeth are associated with shrieking hags — a type of
is possible. Red dragons are typically evil, and silver are
hag native to the Endless Wastes, though no shrieking hag
typically good. After the constructs have been
is known to be able to turn into a dragon.
encountered, a result of 13 or higher reveals that metallic
Wisdom (Perception). Any character who saw
dragons typically create such things, although they are
Khaetarubylath in her humanoid form noticed the
generally made to protect rather than attack smallfolk.
following: her half-mask looked very old and was clearly a
This result also places the dragon's age “near adult,”
broken part of a full mask, decorated with a symbol of
definitely not ancient, and closer to young. Examination of
three lines forming a triangle on the forehead. While she
a corrupted dragon scale from the constructs provides
initially looked human, when she revealed her elongated
advantage on this check. A result of 15 or higher

14
sharp teeth, they did not look human (without other on a DC 15 Intelligence saving throw or take 22 (4d10) force
knowledge, one could assume that this is due to her damage and be thrown 15 feet back, while on a success, the
draconic nature). Additionally, she was wearing a bag with creature takes no damage but is still thrown back.
a face on it, which seemed to fit a book larger than the bag A creature of Raumvari bloodline or trained in their
itself (if the players recognize this as a bag of holding, no magic (such as a wychlaran) can touch the tower without
further check is required to confirm that). triggering the sigil. A creature able to touch the tower
Wisdom (Insight). It is evident without a check that the safely can either temporarily disable or permanently
dragon was here looting, likely for her hoard. A successful dispel the sigil.
DC 13 check by a character that saw Khaetarubylath Temporarily disabling the sigil requires a character to
transform recognizes from her malicious smile and calm interact with the glyph for one minute and succeed on a DC
manner that she knew the characters were there, and 20 Arcana check using their spellcasting ability. On a
intended to attack them all along. There was a never a success, the character can temporarily disable the Sigil off
chance to speak with her. for one minute and can choose to expend any number of
Wychlaran Knowledge. The group’s wychlaran spell slots to increase this time by one minute per spell slot
recognizes the mask pattern (whether by her own sight or expended. If the party previously discovered and
based on another’s description) as having belonged to successfully evaluated the sigils (at the first tower), or if
Othlor Serhophea, who disappeared decades ago, after the character has previously disabled a sigil in this
having been sent to search for a corrupted silver dragon. manner, the DC for this check is reduced to 15. When a
Based on their known description of Serhophea, they also creature attempts to manipulate the sigil and fails the
recognize that the person wearing the mask is clearly not check, they suffer a level of exhaustion. A creature can
Serhophea, who was notably tall, had hair, and was already suffer no more than three levels of exhaustion as a result
old when she left many years ago. An NPC wychlaran also of this.
shares the untold part of theStory of the Corrupted Dragon Alternatively, a creature interacting with the sigil for
now. one minute can choose to dispel the sigil permanently by
Wychlaran Arcana. With a successful DC 13 Intelligence casting the dispel magic spell, treating the magic as a 9 th
(Arcana) or Wisdom (Arcana), a wychlaran recognizes that level spell for the purposes of the skill check. The magic
Serhophea’s mask may be the reason why the elder cannot be dispelled otherwise, except by the wish spell.
Wychlaran could not divine what happened here or track Dispelling one sigil weakens the other sigils and is evident
the dragon. A common enchantment on masks of senior from the gray flames becoming noticeably smaller.
wychlaran is one that prevents scrying. If Virnoska is the one to perform this task for the group,
Intelligence (Insight). This special check can be it is her preference to leave the sigils intact after exploring,
performed after suitable other knowledge has been shared so as to preserve the ruins. However, if the party makes a
and potentially even after the sealed tower has been compelling argument, she is willing to attempt to dispel
accessed. With a successful DC 17 check, a character the glyph permanently. She is ultimately faithful to the
recognizes that even with a dragon’s strength, breaking group, and no check is required to convince her to attempt
through the tower’s powerful sigils would have still this.
required a Raumvari bloodline or powerful magic. The
implications of discovering this are left to the characters to EXPLORING THE SEALED TOWER
speculate upon.
This tower has stood untouched for centuries and holds no

CONTINUING EXPLORATION defenses or traps other than the protective sigils. It has the
same layout as the breached tower. No map is required.
Once the characters have compared notes, they have an
There is an eerie feeling of stillness, in the perfectly
opportunity to finish exploring the breached tower (if they
preserved yet long-abandoned tower. The characters
hadn’t done so already), to attempt to enter the second
discover six useful fiction and non-fiction tomes relating
tower if they wish, or to move on.
to the Raumathari — all likely to be
Attempting to track the dragon in the open is folly, and
of great use to their patron. They
the characters know from their initial mission that the
discover 700 gp worth of coins
dragon was seen at Nathoud, where they are heading in
and non-descript jewelry —
any case. Waiting here to ambush the dragon is similarly
which Virnoska (if present) is
foolish, as the characters are in no shape to fight her even
ok with the characters taking
if she were to return.
as these are of no cultural
The characters should note that the dragon damaged the
significance to the
rooftop sigil with her departure, and the gray flame has
Wychlaran. The tower
now gone out on that tower.
contains a number of

2.3 INTO THE SEALED TOWER


culturally-sensitive
tapestries depicting
The intact tower is similarly sealed by three sigils and Raumathari scenes, which a
inaccessible (including via teleportation) unless the Sigil wychlaran asks to be left
of Recognition is disabled. Touching the door — or any behind (if the sigil is not
entry point to the tower itself by someone not of Raumvari dispelled) or dropped off at a
bloodline or possessing Raumathari magic (anyone but a wychlaran lodge in Nathoud or
wychlaran) — result in the Sigil of Recognition triggering at the adventure’s end (if the sigil is
and dealing damage. The triggering creature must succeed removed).

15
Finally, the characters find a ring of warmth, and a magical fire. Against a party of five characters (including
mage’s spellbook containing several spells. The spellbook NPCs), there are three swarms and eight individuals. Add
should be taken to a wychlaran lodge at the next one starting swarm for each additional character or
opportunity, but an appropriate character can use it during combatant NPC.
the journey or copy spells from it. The spellbook contains
the following spells: absorb elements, arcane lock, detect
2.5 MOVING ON
FROM THE RING
magic, dispel dagic, ice knife, protection from energy, rime’s
binding ice, tiny servant, unseen servant.
After the rest & attack, the
characters are expected to
move on in the direction of
Nathoud, with the intent to skirt
the ruins of Strogatsk as detailed in
Merva Brisseau’s mission notes.
While the wastes are largely unmapped and wild, the
tundra landscape does not overly slow down travel unless
there is heavy snowfall, which is not expected yet at this
time of year. The group should choose a travel pace,
LEAVING OR RESTING although — unbeknownst to them — their time of arrival
If the characters dispel rather than disable the sigil on the at Nathoud is of no great consequence. (DM Tip: Travel
second tower, unbeknownst to them, the gray fire weakens time and pace do not always have a consequences in this
enough that it’s no longer strong enough to ward off the adventure, however, it is good practice to ask every time,
spellplague. Corrupted creatures in the nearby hills arrive so as to avoid giving away when they do.)
to attack the characters as they rest — either at the tower The party reaches the ruins of Strogatsk on the second
(which can no longer keeps such creatures out) or day of their journey.
wherever the characters choose to rest outside.
The attack happens after the characters encounter the
dragon and have completed a short rest but before they can
complete a long rest. If the sigil is kept on the tower and
the characters rest within 500 ft. of it, they are not
attacked and instead find signs of stalking creatures
around 500 feet away from the tower the next day. They
can track down the creatures if they wish, but there is no
need to do so. The creature attack is detailed in section 2.4.

2.4 SPELLPLAGUED CREATURE


ATTACK
This attack occurs only under the circumstances detailed
in the previous section. This encounter provides some
insight into the history of the Spellplague in the area and
explains the historical tales of the towers glowing blue.
Beyond this, the encounter has no bearing on the rest of
the adventure and can be skipped for both time and
playstyle preferences.
The spellplagued creatures that attack the party are
spellplagued rats and spellplagued rat swarms. Physically,
they look like corrupted rats glowing with a dim blue

16
PART 3. RUINS OF d4 Creepy Find

STROGATSK, THE
1 Passing by a charred frozen “wagon”, a character
inadvertently touches it, causing it to crumble to ashes

CHARRED CITY
with a soft crunching sound.
2 Examining a charred column, a character recognizes the
shapes are actually the remains of two humans holding
Exploration of Strogatsk contains an important clue for each other as the fire hit. Their facial features are no
the remainder of the adventure and should be encouraged. longer discernible.
3 Coming upon a blacksmith’s workshop, the anvil and
BACKGROUND (DM ONLY) metal items remain intact. An unfinished sword blade
During the time of the Grand Army of the Tuigan, the town lies atop the anvil, with a black ball around its handle –
of Strogatsk was once a bustling bastion of military the charred remains of a hand from the now-crumbled
strength and home to thousands. After the army was blacksmith.
defeated in the Year of the Turret (1360 DR), Strogatsk 4 A characters finds half of a large human femur sticking
served as a refuge for surviving soldiers, and its population from the ground. Extracting the bone revals the ground
dwindled to barely over a thousand. The town began to
is actually not earth, but ash. The other half of the femur
grow again under a procession of Endless Wastes (or Taan)
is burnt off.
warlords, who used it as a base to stage raids on nearby
settlements — primarily Rashemi. During this time, the As the characters explore the charred and frozen
Wastes were a much more dangerous place; even the remains, they can draw the following conclusions based on
town’s location was guarded from outsiders. In the year of specific checks:
The Eight-legged Mount (1410 DR), the town was Intelligence (History). A character proficient in History
destroyed by fire, leaving no survivors. confirms this was once a settlement of people native to
Taan without a check. This is evident from the style of the
charred buildings, and traces of yurts. On a check result of
13 or higher, a character is aware of the town’s name and
its history as per the background section above.
Intelligence (Investigation). No check is required to
determine that the remains are decades old rather than
recent. A successful DC 13 check reveals that the fire was
very intense and sudden. This is evident from numerous
bodies that were instantaneously turned to a burnt husk
and only remained standing due to being frozen.
Intelligence (Arcana or Nature) or Wisdom (Arcana,
Nature, or Survival). A successful DC 13 check reveals
unnatural things about the fire that destroyed the city.
Many of the buildings have unburnt lower sections —made
of wood, these look as though they simply stopped
burning. It’s possible the fire was put out, but this seems
unlikely given the devastation. Further examination
reveals that the freezing effect holding the remains
together is unnatural. While it is currently cold enough for
3.1 EXPLORING THE CHARRED things to remain frozen, this would not be the case

CITY
throughout the year. These remains should have thawed
and fallen apart sometime in the many decades since the
The town’s charred outline can be seen from hundreds of town burned down. A result of 17 or higher confirms that
feet away, especially from atop a small hill. The black an intense cold blast must have followed the fire.
husks of buildings mark a large area, approximately one Detect Magic, Divine Sense, Intelligence (Religion), or
mile by one mile. The place is eerily still except for the Wisdom (Religion). Even though the cold is unnatural (see
occasional movement of birds and small animals. Even above check), it is not magical in the strictest sense. The
from a distance, the place looks long-abandoned. There area, however, is desecrated, which can be learned by
are no tracks or roads leading to this site, and the road that using Divine Sense or a similar feature that reveals
was once here has long since been reclaimed by the wild. desecration. Without Divine Sense, a successful DC 17
Part of the reason the charred city remains so still is Intelligence (Religion) or Wisdom (Religion) check tells
because it is also held frozen. The following creepy but the character that it is possible for a desecrated area or one
harmless finds can help set the scene for the characters’ subject to a lasting curse could be responsible for this
exploration. Roll at random, choose those that fit best, or effect. A hallow spell or some sort of powerful blessing
alter them to fit into responses regarding characters’ ritual may remove it. DM Note: it should be evident to the
investigatory actions: characters that the latter ritual is beyond their power but
they can report it to the Wychlaran, or other powers to
have it done. There is also no time-sensitive need to
perform it.

17
3.2 UNDEAD ATTACK alone, the character with the highest Passive Perception
notices the charred stone lying at an odd angle).
Once the party has had time to explore the city, they end
The cellar is is very simple and was primarly used for
up near the location of the shrieking hag’s yurt, and are
cold & dry storage. It contains a number of long-spoiled
attacked by a shrieking banshee and four sword wraith
containers of everything from pickled vegetables to small
warriors. Read or paraphrase the following:
body parts, and what were once rare herbs. All this makes
it easy to conclude that the occupant of the yurt (the
shrieking hag) resided here rather than simply paid visits.
A small compartment beneath the storage jars contains
a number of valuables. A successful 13 Wisdom (Insight)
check hints that the person who lived here was not worried
about hiding things — signally strength, authority, or
both.
Hidden inside the compartment are a potion of hill giant
strength, a stone of good luck, and a carefully-wrapped
leather pouch (see A Notable Find below).

The sword wraiths look like dead inhabitants of Taan


(the Endless Wastes) — while their statistics remain the
same, only one of them looks like a warrior. One looks like
a blacksmith, another like a cook, and the last a farmer
with a pitch fork. They all screech indecipherable hateful
words, primarily toward any wychlaran in the party.

Unless the wychlaran is impossible to reach or see, all


enemies focus their attacks on the wychlaran. If the party’s
only wychlaran is Virnoska, she casts protection from evil
A NOTABLE FIND
on herself. Unbeknownst to the characters, the
The undead can’t be reasoned or spoken to, as their discovered pouch contains several clues.
minds and memories are almost completely gone, and only This is not immediately evident from
hate remains. the pouch, but its quality and the
What can be learned from the encounter (no check mystery of its contents should
required) is that the undead date back to the destruction of signal it is an important item to hold
the town. At the time, both soldiers and peaceful people onto: “It looks important.” Here are
lived in this settlement, as well as a shrieking hag. This is the details of the pouch and its contents:
now the second reference to a shrieking hag — as the The Pouch Symbol. The pouch has a carved wooden
dragon they encountered at the Ring of Gray Flames also medallion the size of a large coin attached to it. The
had shrieking hag features. A DC 15 Intelligence (History) medallion has a strange symbol carved into it — three
check allows a character to learn more about shrieking narrow inverted triangles (actually teeth) inside a flame. A
hags — see Shrieking Hags sidebar. successful DC 15 Intelligence (Religion) check confirms

3.3 SHRIEKING HAG YURT


that while the symbol may be religious, it does not match
the symbol of any major world or regional deities. (The
After defeating the shrieking banshee, the characters find symbol is that of the “Calling Three,” the hag coven that
that the charred stone she emerged from conceals an operated in this area 80 years ago. Only specific NPCs
entrance to a small cellar. (If the characters do not encountered later in the adventure — Barek, Serhophea,
investigate the location based on the banshee’s presence and Whistle — can identify the symbol. This is detailed in
their respective sections.)

18
Scale of a Silver Dragon. Inside the pouch is a neatly
wrapped silver dragon’s scale. It can be identified as
having belonged to an ancient silver dragon, but its
significance here is a mystery.
Tiny Bag of Sharp Teeth. A tiny cloth bag found inside
the bigger pouch contains more than two dozen sharp
teeth that once belonged to a shrieking hag. These were
Squall’s teeth, though there is no immediate way to
discover this.
Strange Instrument. The final item in the pouch is a
strange cylindrical instrument about the size of a large
scroll case. It is made of two interlocking metal cages, one
of which slides inside the other. Its purpose is impossible
to determine at this time, but it is a homemade “heart-
extractor” devised by the hags.

3.4 MOVING ON
After exploring the remains of the
hag’s yurt, the party is expected
to go to Nathoud, where the
original dragon sighting took
place and where an expedition
to the Towers of Smoke can be
staged from. Nathoud may also
have information on the Taan
(Endless Wastes) city and some of the things that have
been found. It is strongly recommended that this is the
way forward. However, if the characters have a strong
desire to strike out into the wild and either seek out a
shrieking hag or denizens of Taan, they should find their
way to the Village of Lupitoye, which is described in Part 5
of the adventure (they can still visit Nathoud after).

19
PART 4. NATHOUD
The characters journey to Nathoud from Strogatsk is
uneventful. Nathoud is small for a town and large for a
village. Its one inn is the Goats Regret.

4.1 AT THE GOATS REGRET


The Goats Regret is far too spacious and comfortable for
anyone to realize that it takes its name from the converted
goat barn that it once was.

The inn’s current proprietors are the young adult Myir


siblings Osara and Toran, who took over the establishment
a year ago after their parents decided to retire and travel to
see the great sights of the Sword Coast. Their parents send
frequent letters from their journey, and the siblings always
jump at the chance to meet newcomers to the village joining us, and I expect everyone to behave themselves.”
hoping that they may be bringing mail. Upon hearing this, a trio of traders in wastes garb get up
The characters are likely noticed approaching from a from a nearby table and walk out — staring daggers at the
distance. By the time they make it into town — the inn wychlaran the whole time. “Excuse them” says Rasemeir,
being just inside the gates — the leader of the village “for some, old hatreds outlive generations.” This bit of
council — Elder Rasemeir the Bent meets them personally conversation is a prompt for the party to discover the
inside the inn and welcomes them, showing great bloody history of Rashemi-Endless Wastes relations. See
deference to the group’s wychlaran. “Old Hatreds” for details. Future prompts build on this
After the characters get settled at their table, they get later in the adventure (including during the conversation
suspicious looks from others dining at the inn. This is with Elder Rasemeir), so if the players don’t ask, or if this
enough to have Elder Rasemeir clear his voice and loudly isn’t the best time for that discussion, there is no rush to
announce that: “as you can see, we have honoured guests introduce this right away.

20
NPC INFORMATION children” and “corrupt requests” sorts of myths that are
told about all hags. A true story of a shrieking hag can be
Elder Rasemeir the Bent (LN Male Human Veteran).
found in Lupitoye).
Rasemeir is a tough-but-fair older human man of
What About the Strange Contraption (heart-extractor),
mixed Rashemi-Tuigan heritage common to the region.
the Scale, the Symbol (of the Calling Three)? Rasemeir
He is loyal to the rule of the Iron Lord and the
recognizes the scale as belonging to a silver dragon. He
Wychlaran, but has great respect for and good relations
does not recognize the other items but mentions that the
with the people of Taan as well. Rasemeir is the one who
local adventurer Davar (see below) might know.
sent word to the Wychlaran about the dragon sighting,
What About the Towers of Smoke? Most folk stay far
so he has been expecting visitors since.
away from there, as there are still tales of adventurers
What Resemeir Wants. As the Elder of Nathoud,
getting their arms chopped off by the Raumathari
Rasemeir’s chief concerns are the safety and prosperity of
constructs guarding the place — despite this supposedly
his town and its people and continued trade and good
having happened decades ago. A Tuigan adventurer named
relations with Taan (which has been steadily improving for
Davar, who lives in town is the party’s best bet for learning
many years now).
more. Rasemeir offers to take the party over to the man’s
What Rasemeir Knows. A month ago, several families
house and introduce them.
with farms to the east of Nathoud all saw — in bright
What Shopping is Available Here? Nathoud has most
daylight — a large dragon flying in the distance. It was a
basic supplies from the PHB, as well as horses. There are
clear day, and the dragon was quite far away and was
little to no magical things. The herbalist has (available for
flying south. The folks who saw it are not the gossiping
sale at 75 gp each) 1 potion of healing per party member
sort, and not all of them are friends, so Rasemeir believed
(including NPCs). The herbalist can make more, but it
them and sent word to the Wychlaran. There’d not been a
takes them three days per potion. The herbalist has one
dragon seen in the area for many years (certainly not in his
potion of cold resistance, which costs 200 gp. The herbalist
lifetime). The dragon looked red from a distance, although
can make one more of these per week, this includes
it was far away. A week later, it was seen again — this time
locating rare supplies, and they’d have to focus on making
farther away and flying in the opposite direction. This
this instead of the healing potions.
makes Rasemeir think that it was not simply passing by on
Finally, the herbalist has a special potion
its way. The dragon did not attack anyone.
made from local mushrooms that protects
Rasemeir is the primary source of information and
from the toxic smoke near the Towers of
introductions in Nathoud, and most of the party’s
Smoke. While foraging near the Towers
learnings below come from conversations with him or his
and trying to learn about the smoke, the
introductions. The learnings below can be doled out all at
herbalist found mushrooms that were
once during the initial meeting or throughout the party’s
unaffected and has been able to make this
stay in Nathoud. Rasemeir holds nothing back, but there
special mixture. The smoke mushroom potion costs 25 gp a
are things he would not think to mention unless asked. For
vial. For one hour after consuming this potion, a character
example, Rasemeir likely brings up Dragons and Davar, but
is immune to the effects of the poison cloud at the Towers
he’d have no reason to bring up the shrieking hags.
of Smoke. The herbalist has ten vials. It is currently not

QUESTIONS & ANSWERS IN NATHOUD


possible to make more, as the mushrooms are rare, and it
is too cold now for them to grow this time of year.
Who Knows More About the Dragon? It is possible to
speak to some people who saw the dragon, but none have
more information than they gave Rasemeir. Rasemeir
4.2 DAVAR’S HOUSE
Davar home is an extravagantly large log house, with
believes that some of the people of Taan (the Wastes) —
several stuffed hunting trophies (including one of an
particularly those who live or travel farther east may have
ogre!) mounted on the walls. In addition to the paintings,
seen the dragon from closer. He stresses that the party
the place is decorated with well-crafted wooden furniture
would not be welcome in Taan — they do not like Rashemi,
covered by well-woven throws and pillows in various
and they especially do not like wychlaran. The closest large
Taan settlement is the village of Lapitoye. It is 50 miles
East by South-East.
What is Known About Shrieking Hags? Asked about
hags, Rasemeir proudly proclaims: “they know better than
to show themselves in Rashemen!” He adds that while he
knows they exist, they stick to the wastes, where they have
fewer powerful enemies. There are rumors that some Taan
denizens make bargains with them for protection. “Make
no mistake; they are not the wychlaran, who keep the
common folk safe out of a sense of responsibility — with
the hags, it is always a dark bargain. The Taan folk may
have dealings with them, but even their own folks tales
aren’t kind.” Rasemeir does not retell any folk tales, as he
grew up in Rashemen and doesn’t believe he can do them
justice. He recommends that if the characters go to Taan,
they ask them. (DM Tip: If the characters insist on tracking
down a hag tale, they get the very generic “eating

21
styles ranging from traditional Tuigan quilts to Kara-tur take the party over to see the construct chunk if they wish.
silks. The are also four bookshelves full of well-used Oobark is also friendly and happy to discuss his late
tomes. Most things in Davar’s home have been acquired mother’s adventuring and show off the piece.
during his adventuring career. The chunk is made of strange black steel that is very
When the characters arrive, they find Davar in his heavy and seemingly rustproof. Provided that the
sleeping robe, smoking a pipe and reading. He welcomes characters learned anything about the protective sigils at
them inside and unceremoniously changes into a tunic, the Ring of Gray Flames, they notice a small piece of what
revealing his muscular torso as he does.
Davar shows no signs of distaste for the Rashemi, and
jokes about the fact. “Well ain’t that something, a
wychlaran in my own house, best come in before the horse
boys start breaking windows! Rest assured, you’re
welcome here. I’ve seen nothing but hospitality and
knowledge from the wise women in my own travels.”

NPC INFORMATION
Davar. Davar is friendly and outgoing. He is a short and
thin human (Tuigan) man in his late 30s. He has long and
lustrous black hair. He looks somehow small in his large
home, especially given his many feats and reputation as an
adventurer. His size is deceiving, however, as his body is
all lithe muscle, including a number of well-earned scars.
What Davar Wants. Davar isn’t looking for anything
from the characters but is always in the mood for
adventure. The idea of learning the truth about the Towers
looks to be a similar sigil type on the item. There is not
of Smoke or of encountering a dragon — “are you lot quite
enough to figure out the full sigil, but it does contain very
sure you want to encounter one?” — are both fascinating
faint traces of Evocation magic, which is the type of magic
to him. He is willing to share what information he has
that powered the Sigil of Recognition at the Ring. The
about both for free but not willing to risk life and limb
party can convince Oobark to let them borrow the chunk
without substantial pay. He is ready to hire out his
with a successful DC 13 Charisma (Persuasion) check,
services, however (see Hiring Davar).
provided that they promise to return it.
What Davar Knows. Davar has information about the
The Herbalist. If the characters haven’t figured this out
Towers of Smoke and knows his way around Taan,
on their own, Davar knows that the herbalist has found a
including to Lupitoye (it is easy to get lost in the Wastes).
way to counteract the poison surrounding the towers.

DAVAR’S KNOWLEDGE The Strange Contraption (heart-extractor), the Scale,


the Symbol (of the Calling Three)? Davar guesses that the
Towers of Smoke. Davar learned the adventuring trade
scale is from a silver dragon and is very excited about that
from an old dwarf adventurer Silga Bucklebar, who passed
fact but has no knowledge of his own to add. He does not
away from old age a few years ago. She used to tell him
recognize the strange contraption. He pauses at the
that a long time ago — some 80 or so years back, she went
symbol and asks more about where it was found and under
to explore the Towers of Smoke. She said that on that day,
what circumstances. If the characters tell him about the
while passing at a distance, she saw that the deadly smoke
hag-banshee, he concludes that this may be the symbol of
around the towers was gone. When she looked closer, she
that particular hag. He does not recognize the symbol itself
saw that the guardian statues had been smashed to bits,
but explains that it’s not uncommon for Taan people to
and the door to the central tower was open. She started
wear simple wooden symbols of protection, either from a
approaching for a closer look, but then she heard voices
deity or other power. This could be such a symbol.
inside and retreated, not wanting to fight whoever had
Lupitoye and the People of Taan. Davar was born and
smashed up those guardians. She intended to go back, but
raised in Nathoud, by Tuigan parents from Taan. He
other quests took her away from home, and by the time
speaks fluent Tuigan and several other languages used by
she returned, she assumed the site would’ve been picked
the people of Taan. He is aware but somewhat dismissive
clean and didn’t go back.
of the prejudices between the people of Taan and
A decade ago, with Silga retired, Davar went up to the
Rashemen. His opinion is that “good northern folk always
towers himself, but he found that the deadly smoke was
treat others well.” He admits, however, that this may not
back, and the guardian statues were in place just like the
be the case for a wychlaran heading deep into Taan. A
stories say — and the door looked sealed. He went back to
successful DC 13 Wisdom (Insight) check reveals that while
Silga, who found this odd. She showed him a fragment of
he is not being dishonest, he’s perhaps naïve or overly
one of the broken statues she had picked up on that visit
optimistic in his views.
long ago. They figured some ancient magic had re-sealed
Davar has been to Lupitoye many times. It is the closest
the tower.
large Taan settlement, and he has never been treated
If the characters wish to confirm Silga’s story, her son,
poorly, even when in the company of others, such as Sigli.
Oobark Bucklebar, is Nathoud’s blacksmith and lives
He can provide direction to Lupitoye and warn the party
nearby with his family. Being Silga’s adventuring
that one of the wastes bandit groups under the leadership
apprentice, Davar is like a brother to him and is happy to

22
of one who calls himself Warlord Vatuur has been more
active in that region lately.
Hiring Davar. Davar can be hired to accompany the party
either to the Towers of Smoke or to Lupitoye, or both. His
rate is a hefty 25 gp a day, which can be negotiated down to
15 gp. He is not simply a guide but also a capable fighter. If
the characters are very intent on bringing him along and
are out of money (as opposed to unwilling to part with it),
they can make a deal to pay him with a permanent magic
item from their collection, or should they find one.

4.3 NEXT STEPS


FROM NATHOUD
Once the characters have
learned what they can in
Nathoud, they can proceed to
either the Towers of Smoke or
Lupitoe. If there are NPC
representatives of Merva Brisseau
present, they are clearly more eager to get to the Towers,
but are willing to follow the group or wait it out in town.
If the characters choose to go to the Towers of Smoke,
proceed to Part 5. If they go to Lupitoye, proceed to Part 6.

23
PART 5. TOWERS OF the protection seals were in place to hold it. Realizing the
danger, the Raumathari sealed the way below. Given the

SMOKE devastating power of the thing they had found, a high


magic ritual was performed to consecrate the final seal.
After the seal was forged, a magically locked doorway to
The journey to the Towers of Smoke takes three days at a the main tower was left behind, while the stairs from the
normal pace, two and four with a fast and slow, Abjuration and Conjuration towers to the seal chamber
respectively. It is uneventful. were filled with solid stone, leaving little evidence they
ever existed. The Abjuration ad Conjuration towers were
BACKGROUND (DM ONLY) left empty.
Lore Tip: This section of the adventure references the
80 years ago, the wychlaran Othlor Serhophea and the use of “High Magic”. This should not be confused with
cursed silver dragon Morveisarryx came to explore the “Elven High Magic” which only elves are capable of. In this
Towers of Smoke. They stayed several days studying the concext it refers to rituals of immense power requiring
complex and the mysterious seal at its core. many spellcasters.
The pair stayed in one of the researcher rooms with the
dragon taking human form. Upon realizing the seal’s
power, Serhophea used it to perform a ritual to cleanse the
dragon, during which Morveisarryx was in dragon form.
The wychlaran was respectful of the ruins. Upon leaving,
she repurposed the sentinel constructs that had attacked
them on the way in and reactivated all the runes.
During the stay at the towers, Serhophea used candles
made from the rare scardrag berry. The remains of these
candles can be found in two locations inside the complex
and are the key to finding Serhophea.

5.1 APPROACHING THE


HISTORY OF THE TOWER COMPLEX
TOWERS OF SMOKE
The three towers that make up this complex form a
The Towers of Smoke were once a Raumathari arcane triangle. There are no fences — effectively, the toxic cloud
research facility called the Icerim Research Complex. They is the fence.
were built around a unique underground artifact — a gate As the characters arrive in the area of the towers, read or
already ancient when the Raumathari found it. paraphrase the following:
The two side towers (A & C) were each dedicated to a
specific school of magic and tasked with research related
to the gate. Researchers at the Abjuration Tower (A) were
tasked with creating a seal around the gate to ensure that
they could contain anything that came through if it
opened. At the Conjuration Tower (C), researchers looked
into how the gate worked. The Main Tower (B) was home
to the project’s leadership, guards, and other researchers
that visited the site.
When the towers were first constructed, they were built
around a large excavation hole, where the ancient passage
TOXIC SMOKE
to the gate had been found. Over time, the excavated area Hazard. The toxic smoke that surrounds the tower is a
in the middle was covered up and made accessible only magical deterrent. The smoke covers an area up to 30 feet
from the three towers to protect their find. away from each tower and remains until blown away by a
Eventually, the Raumathari activated the gate. No details strong wind (any wind spell of 1st level or higher can
of what they discovered are left at the complex. What is accomplish this, while the gust cantrip clears a 5-foot
known is that something came back through the gate — space until the end of the caster’s next turn). If the smoke
something massive, powerful, and dangerous. However, is cleared, the central tower refills the area after 1 minute.

24
Any creature that ends their turn in the smoke must enemies are distant, they fire their steel bolt. There are
succeed on a DC 17 Constitution Saving throw or take 22 two guardian constructs — these guard the doors to the
(4d10) poison damage and be poisoned for 10 minutes. main tower.
While poisoned this way, a creature has disadvantage on The second construct type is the tower chaser construct.
their saving throws against the toxic smoke. On a These are smaller in height and four-legged. It is designed
successful save, a creature takes half the damage and is not to chase and disable intruders and can climb up the tower
poisoned. The poison does not require inhalation to affect walls. There is one of these near each of the three towers.
a creature. Rather than being a property of the smoke
itself, the toxic smoke’s effect is maintained magically by
the towers. When the smoke is blown more than 30 feet
away from the tower, it becomes harmless and quickly
dissipates. The same is true for any smoke blowing into the
towers themselves.

The final construct is the tower aerial construct. It looks


like a short black rectangular box, with its telltale black
steel color being the only thing that gives it away as a
construct when it is still. Upon activation, the latter
construct transforms to become birdlike and flies around
the tower, protecting it from the air. This construct is
designed to knock creatures down or off the tower by
ramming into them. There are two at the main tower, but

5.2 INTO THE SMOKE they only activate if anyone attempts to climb or fly to the
top of the main tower.
A set of constructs guards the Towers of Smoke. There are The constructs remain perfectly still until a creature
three different types of construct, all made of the same comes within 20 feet of any tower — the detection is
strange black steel. The tower guardian constructs are magical and does not require the construct to see or hear
humanoid-shaped. As needed, each of their arms the target. However, once activated, the constructs rely on
transforms into a blade, shield, or bolt launcher, their own senses. Although the constructs are spread out
respectively. The guardian constructs are programmed to amongst the towers, they are magically connected and
stay within line of sight of the tower doors at all times. If work in unison once any activates.
In addition to being defeated in the traditional manner,
each construct can be disabled for 1 hour using the dispel
magic spell, treating each one as a spell equal to their CR
(no check required for CR3 or lower).
A DC 17 Wisdom (Perception) check reveals that the
constructs guarding the central tower look slightly
different from the others — they have much more wear
and tear and damage (though they still look formidable
and in good fighting condition). The presence of smoke
gives disadvantage on this check.
Upon noticing these differences or having them pointed
out to her, the group’s wychlaran can attempt an Arcana
check using her spellcasting ability. On a result of 15 or
higher, she remembers that high-level wychlaran know
how to re-purpose old Raumathari constructs. If Virnoska
is the group’s only wychlaran, she succeeds on this check
automatically and shares it with the group. Additionally,
succeeding on this check indicates that there must be a
way to disable the constructs without destroying them (as
indicated by the fact that some show no signs of damage).
This check can be made or repeated as an action during
combat, getting progressively easier as more of the
constructs are seen up close.

25
THE TOWERS OF SMOKE SIGILS preserve the complex. However, if the party makes a
Like the Ring of Gray Flame, Raumathari mages imbued compelling argument, she does permanently dispel the
the towers of this arcane research facility with protective sigil. She is ultimately faithful to the group, and no check
magic. Three sigils were once again used. However, unlike is required to convince her to attempt this.
the towers at the ring, a different protective sigil is
employed. Here, the Sigil of Deterrence was inscribed into
the roof of the main tower, causing it to create and
5.3 THE SIDE TOWERS (A&C)
The Abjuration (A) and Conjuration (C) towers can be
maintain the poisonous smoke. Like the Ring, a Sigil of explored before or after the Main (B) tower, or not at all.
Protection protects the towers’ walls against age and These towers were abandoned sometime before being
invasion, and a Sigil of Recognition was placed upon each locked down, so they were stripped of most useful items
tower door to activate the constructs. Unlike the sigils at and information. These towers are shorter than the main
the Ring, these sigils were not tied together, although, as tower and have only two floors, the entrance floor and one
part of the complex, the Sigil of Protection does repair above. Similar to the Ring of Gray Flames, an eerie vibe
(over 24 hours) and reinvigorate (over 1 hour, if magically permeates these towers — maintained in near-perfect
disabled) the constructs. shape by magic, untouched, yet abandoned for years.

ENTRANCE FLOORS (SAME IN A&C)


The entrance floors of both towers once contained a
reception area and a spiral ramp to a laboratory below.
When the decision was made to seal the lower floor, the
desks and other furniture were moved out of the first floor
to ease the delivery of additional stone. As such, the
entrance floor is empty. The
sealing of the ramp is clearly
evident from the marks in
the floor, and damage to the
lower walls from
ENTERING EACH TOWER transporting stone and
All three towers are inaccessible (including via marks from general
teleportation) unless the Sigil of Recognition is disabled. construction is also visible.
Touching the door — or any entry point to the tower itself The entire ramp and the
by someone not of Raumviran bloodline or possessing area below were filled with
Raumathari magic (anyone but a wychlaran) — result in stone and magically molded
the Sigil of Recognition triggering and dealing damage. solid.
The triggering creature must succeed on a DC 15 The only thing of note on this floor is a large ornate
Intelligence saving throw or take 22 (4d10) force damage symbol engraved into one of the walls that correspond to
and be thrown 15 feet back, while on success, the creature the symbol of the school of magic (Abjuration or
takes no damage but is still thrown back. Conjuration, respectively) practiced in the tower. Any
A creature of Raumviran bloodline or trained in their character proficient in the Arcana skill identifies the
magic (such as a wychlaran) can touch the tower without symbols without a check; otherwise, a successful DC 10
triggering the sigil. A creature able to safely touch the Intelligence (Arcana) check is required to identify them.
tower can either temporarily disable or permanently dispel Among the NPC companions, both Virnoska and the
the sigil. archaeologists can identify the symbols if asked.
Temporarily disabling the sigil requires a character to
interact with the glyph for 1 minute and succeed on a DC 20
Arcana check using their spellcasting ability. On a success,
the character can temporarily disable the Sigil for 1 minute
and may choose to expend any number of spell slots to
increase this time by 1 minute per spell slot expended. If Abjuration Conjuration
the party has previously discovered and successfully

SECOND FLOOR (ABJURATION TOWER)


evaluated the sigils (at the first tower), or if the character
has previously disabled a sigil in this manner, the DC for
this check is reduced to 15. When a creature attempts to An intact stone stair leads to
manipulate the sigil and fails the check, they suffer a level the second floor of the
of exhaustion. A creature can suffer no more than three Abjuration tower (A). This
levels of exhaustion from doing this. floor was last used as the
Alternatively, a creature that interacts with the sigil for 1 foreman’s office during the
minute can choose to dispel the sigil permanently by sealing of the towers when
casting the dispel magic spell, treating the magic as a 9 th they were decommissioned.
level spell for the purposes of the skill check. The magic This floor’s round central
cannot be dispelled otherwise, except by the wish spell. room has a simple desk, and
If Virnoska is the one to work the sigils, it is her while the outer corridor that
preference to leave them intact after exploring to best encircles it once contained

26
windows, they have since been stoned in. If the characters If the wrong sequence is used, they trigger a trap. The
had previously visited either of the other towers, they find combination to the lock is “middle, bottom, top” although
evidence of a wall “wand box” being removed from here (it there is no way for the characters to learn this other than
no longer exists in the complex). by trial and error. If the effect is triggered, everyone in the
room takes 11 (2d10) cold damage, and the lock resets.
The trap on the lock can be disabled for 1 hour with a
dispel magic spell (no check required) or with a successful
DC 15 Intelligence check using Thieves Tools. The trap can
be detected using detect magic (gives off evocation magic)
or figured out with a successful DC 15 Intelligence (Arcana)
or Wisdom (Arcana) check.
Using the correct glyph sequence disarms the trap and
unlocks the cabinet. If the trap’s magic is disabled, the lock
remains intact and can be picked with a successful DC 15
Dexterity check using Thieves Tools. The cabinets contain
a fully charged spellcharged wand of ice knife (see
Spellcharged Wand Sidebar).
The cabinet is magical and draws power from the
tower’s Sigil of Protection, so long as that remains active.
If a recharging wand is placed inside the cabinet, it regains
all its charges after 1 minute there.

5.4 MAIN TOWER (TOWER B)


The main tower has three floors, a sublevel, and roof
access. The tower is in excellent condition, with intact
furniture and other items. It generally has a look of a place
that has been purposely shut down and left behind —
furniture has been stacked, and things have been left neat.
Laid out on the desk, the characters find a map of the Some personal belongings were left behind, but none are
entire complex. The map is titled in Raumvira and can be in a state of disarray.
translated as “Icerim Research Complex”. The two side
towers are labeled “Abjuration Study” and “Conjuration GROUND FLOOR (FLOOR 1)
Study.” The main tower is not labeled.
This floor features a tall 30-foot
Notably, there are several rough hand-written marks on
high ceiling but is sparsely
the map:
decorated and contains little of
• Both of the side towers are crossed out with large X’s. interest other than coat hooks and
• The (no longer extant) underground passages from the a large reception desk. A search
side towers to the large area between the three towers reveals that the desk contains a
are similarly crossed out. sign-in book in the Raumvira
• In the middle, where the large chamber is — between language. Raumvira is the
the X’s of the two side towers — the word “seal” is precursor to the Rashemi
written in Raumvira. language; however, unlike
Rashemi it uses the Dethek (Dwarven) alphabet, so a
SECOND FLOOR (CONJURATION TOWER) typical Rashemi speaker can’t read it.
Upon examination and translation of the book, a
An intact stone stair leads to
character surmises that the tower was a busy place, active
the second floor of the
for many years. While the entries are of visitors whose
Conjuration Tower I. This
names are now meaningless, there are frequent notations
floor was once a guard
such as “Abjurer,” “Enchanter,” and other magical
station and living quarters
specialties, indicating that mages frequented the tower.
for a pair of guards. The
Abjurers and Conjurers appear most oftem. This logbook is
living area is in the center,
for a single year, and the days and months are listen, it is
while the outer areas were
impossible to tell what year it was written.
used to patrol the now-
Spending an hour going through the book (which can be
sealed windows.
done at a later point — during travel, etc.) leads to the
WAND CABINET discovery of a visitor named “Damark Smerquill, Sage of
This area contains a small sealed wall cabinet about the the New Library at Candlekeep.” Following this discovery,
size of a bow quiver. Although there is no way to ascertain a successful DC 15 Intelligence (History) check cross-
this before opening it, this is a weapon cabinet containing references that Candlekeep was founded in -200DR, and
a wand for use by the guard on duty. Raumathar fell circa -160DR, making it likely that this log
The cabinet has three visible glyphs— top, middle, and book dates to that period. This revelation of further clues
bottom. These are effectively a combination lock. They at Candlekeep can serve as a hook into a future adventure
must be pressed in the correct order to open the container. but is not intended for immediate follow-up.

27
FLOOR 2
A steeply curved stair leads
from the open lower level to
the second floor. Like the
towers at the Ring, these
windows were sealed prior to
leaving. The second and third
floors were once home to the
tower’s watch, with the second
serving as living quarters and
the third used for on-duty
watch.
This area contains two wand cabinets similar to those in
the Conjuration I tower (refer to the Wand Cabinet section

THE RUNED DOOR


in section 5.3). While these cabinets are identical in
appearance, there are three differences in their function:
What can be learned about the runed door:
• The combination to both of these cabinets is “bottom, Detect Magic. The door radiates strong abjuration and
top, middle.” enchantment magic.
• The trap on these cabinets deals lightning damage. Divine Sense. The door and the entire area beyond it —
• The two cabinets each contain a spellcharged wand of including the walls to that chamber — are consecrated.
chromatic orb. Intelligence (Arcana) or Wisdom (Arcana). Any
character with a Passive Arcana of 11 or higher realizes that
FLOOR 3 these are protective runes and warnings. The group’s
The third floor has no furniture wychlaran, and any character that can read Raumvira, can
and was used to provide the understand the warning written in large ornate letters:
watch with a clear view through “CATACLYSMIC DANGER WITHIN: DO NOT ENTER EXCEPT
the many — currently sealed —
BY ORDER OF W INTERKEEP .”
windows. A curved stone stair
The wychalaran and the archaeologists know that
goes up to a roof hatch sealed
Winterkeep was the capital of Raumathar, with the phrase
with stone bricks to prevent
effectively meaning: “Do not open except by royal decree.”
access from both sides. With
Without the specific interactions listed here, this door
some effort, the stone can be
can only be opened by a wish spell. As long as the seal
broken with hammers, picks, or
inside (detailed below) remains active, powerful wards
stoneworking tools.
prevent teleportation into or breaching the inner chamber
Despite its primary effect
by any means.
being apparent on the roof, the green-glowing Glyph of
A spellcaster can open the door by placing their hand on
Deterrence can be clearly seen on the ceiling here. It can be
the door and interacting with its magic for 1 minute by
interacted with as described in the Entering the Towers
succeeding on a DC 30 Arcana check using their
sidebar. The party’s wychlaran has a sense that if the
spellcasting ability. The DC is 25 for a creature of
Raumathari placed the sigil here, it must be important and
Raumviran bloodline or wielding Raumathari magic (such
would be hesitant to dispel it without further research
as a wychlaran). If the creature succeeds on the check, the

THE SUBLEVEL (FLOOR 0)


door unlocks. The creature that opened it can spend 1
minute re-locking it (no check required). If the creature
A curved stone ramp leads to the sublevel of the tower, fails on its check to unlock the door, it must succeed on a
which was primarily used as a corridor and is empty except DC 21 Saving Throw or be targeted by a 9th level geas spell
for two doors. One is a sturdy wooden door that stands ajar that prevents them from ever attempting to unlock the
and opens to a corridor going North. The southern doors door again. The creature is unaware of the geas, and there
are most noticeable. These double doors are made of a are no discernable signs that a spell ha s been cast.
thick black metal and marked with many elaborate and
deeply etched runes. It practically screams “magic.” THE INNER CHAMBER
While not evident from Divine Sense alone, no aberration,
fey, fiend, or undead can enter or exit the inner chamber.
The domed chamber it self is massive and entirely
empty. All the walls are covered in runes and sigils. Taking
up most of the floor is a round seal with glowing, pulsating
runes that emit a low hum. This is the powerful seal placed
by a Raumathari high magic ritual to hold in whatever is
contained below. The characters have no way to breach
this seal. If they wish to do so, further research — and a
different adventure — are required. The characters can
make a drawn copy of the runes to potentially learn more if
they find an appropriate expert (likely at Candlekeep).

28
WHAT CAN BE LEARNED HERE • You immediately regain up to 5 levels worth of spent
There are notable magical runes in the room, clearly spell slots in the combination of your choice.
dating to Rathamar. Additionally, there are remains of a • You gain the ability to cast the restore spirit (see
relatively more recent ritual circle. Appendix F) spell one time. If you do not cast it, the
ability fades after 10 days.
• Once in the next 10 days, when you expend a spell slot to
cast one of your spells, the spell is cast as though a spell
slot two levels higher (maximum 9th level) had been
used.
• Once in the next 10 days, when you expend a spell slot to
cast one of your spells, you can affect it with one of the
following options as per the sorcerer’s Metamagic
feature: Empowered Spell, Extended Spell, Heightened
Spell, Quickened Spell, Transmuted Spell.

Other Doors. There are two other heavy metal doors in this
room that open inward. By their location, it can be easily
surmised they once opened to 10-ft high passages that led
to towers A and C. These doors can be forced open with a
successful DC 20 Strength (Athletics) check. Opening them
reveals that the entire area beyond has been filled with
solid stone. Like the chamber’s walls, the first 5 feet of this
stone cannot be breached while the seal is active.
The Ritual Circle. In the middle of the room are the
When the characters exit this chamber, they should be
remains of a crudely drawn ritual circle made in white asked whether they re-seal the door behind them. If
chalk and sprinkled with salt. The large circle is almost 50 Virnoska is present, she insists on doing so but can be
feet in diameter. There are burnt down remains of strange
persuaded otherwise if it means losing the party’s
white candles in its center and at several points along its
assistance.
circumference. The white color of the candles is unusual,
as is their texture and smell. The candles are not made of
either beeswax or tallow.
THE OUTER UNDERGROUND HALLS
A successful DC 18 Intelligence (Nature) or Wisdom The door on the other side of the main tower leads to
(Nature) check is required to determine that these are underground halls built sometime after the towers
made from scardrag — also known as whiteberry — wax. themselves. Once the main chamber became the stairway
Scardrag grows sparsely in the Icerim Mountains but is for traveling to the mysterious gate rather than an on-
quite rare and not commonly used for candles unless going excavation, the research facility required extra
someone has a great supply. There is no way to ascertain space. The heavy wooden door to this area is unlocked and
what ritual was attempted. A successful DC 15 Intelligence leads to a 10-foot-wide hallway (Area A). This hallway has
(Investigation) check reveals that the candle remains are a door on each side, leading to Area B and Area C,
70-100 years old. respectively. At the end of the hallway is a t-junction with
another corridor with four more doors that lead to
guest/residence rooms (D, E, F, G). None of the doors in
the inner halls are locked.

The Raumathari Seal. While it is not possible to dispel


the seal, it absolutely pulses with powerful magic. A
successful DC 15 Arcana check using their spellcasting
ability lets a spellcasters feel that they may be able to
siphon some of this immense magical power with
unpredictable results.
A spellcaster can spend 1 minute touching the seal to
attempt to draw some of its power. At the end of the 1
minute, the character must succeed on a DC 21 Saving
Throw that corresponds to their spellcasting ability or gain
a level of exhaustion. Regardless of success on the saving
throw, the character gains one of the following benefits
(their choice):
• You immediately regain hitpoint up to your maximum.

29
AREA B. HIGH MAGIC STUDY Raumathari and that Room D was disturbed later. There is
This sparsely decorated room contains several blackboards also a small piece of fabric found near the bed — it is
and still-intact chalk. The blackboards are well-used, and possible to tell that the fabric is old, but no older than 100
the drawings on them are partly intact. This room was years — the fabric piece is small and faded, and it’s
used to create the high magic impossible to tell what garment it’s from.
ritual that enchanted the seal in Room D is the only room containing the burnt down
the Inner Chamber. If the remains of strange white candles. The white color of the
characters have already been to the candles is unusual, as is their texture and smell. They’re
Inner Chamber, they recognize the not made of either beeswax or tallow A successful DC 18
drawings as incomplete versions Intelligence (Nature) or Wisdom (Nature) check is required
of the seal. If the characters to figure out that these are made from scardrag — also
explore this area first, the known as whiteberry — wax. Scardrag grows sparsely in
drawings are missing too many the Icerim Mountains but is quite rare, and not commonly
pieces to figure out exactly what used for candles unless someone had a great supply of it.
type of ritual was being designed, There is no way to ascertain what ritual was attempted or
but it is enough to learn that it was performed. It is possible, with a DC 15 Intelligence
very powerful magic. (Investigation) check to ascertain that the candle remains
Aside from the blackboards, there are five comfortable are 70-100 years old.
chairs and a workbench-style desk with three books. All of
the books are well-worn and are in Raumvira. Each book is
a history of powerful magic of the realms — one deals with
Elven magic, one with Netherese Magic, and one with the
Dwarven magic. The books are not instruction manuals —
as such knowledge would not have been easily shared —
these are full of documented second- or third-hand
knowledge of high magic rituals. The bookmarks left in the
books all point to powerful magics referenced as being
used as magical wards or for containment. The fact that
the Raumathari had written their own tomes on other
Finally, A successful DC 15 Wisdom (Perception) in
cultures’ magic is a fascinating historical find, and these
Room D spots several strands of hair among the blankets.
books are of great value to Professor Brissaeu.
A character purposely looking for hair succeeds on this

AREA C. LIBRARY & COMMON ROOM check automatically. Several of the strands are long red
hair. Red hair is rare among the typically black-haired
This room was once the library and common room. The
Rashemi. (As per the private knowledge given to her by the
room contains an ancient globe of Toril at an
Wychlaran elders, the group’s wychlaran knows that
indeterminate period circa 1500-2000 years ago. The
Olthor Serhophea was known for her vibrant red hair. The
labels are in Raumvira, making it a valuable historical
characters also find one silver hair — or what initially
artifact. This is of value to Professor Brissaeu. While
looks like silver hair — it is long and thin like hair, but
valuable, the Wychlaran would not object to its removal
when picked up, it turns out to be rigid and breaks into
(Virnoska is unsure about this but sees the higher
pieces — it is made of actual silver. Unbeknownst to the
historical rather than cultural value and allows it.)
characters, this is a severed hair of a silver dragon in
AREAS D, E, F, G human form. The characters may have such suspicions,
These four residence rooms have identical layouts and but they have no way of knowing or confirming this at this
furnishings. Each has a bed, bedside table, bookshelf, and time. There is no common knowledge regarding dragons
wooden cabinet with intact (magically kept) blankets, losing hair while their in human form.

5.5 MOVING ON FROM


pillows, and some other common living supplies.

TOWERS OF SMOKE
Once the characters have collected
the clue of the white candles, they
have enough to move on.To learn
more about the candles, they can
return to Nathoud, where the
herbalist identifies them and gives
them clues on the location of the Vale of
False Hope (see 5.6 Finding the Vale of False Hope). From
there, they can either travel to Lupitoye (Part 6) or directly
Room D is the only room of the three that has been to the Vale of False Hope — if the characters choose to
disturbed since the complex was sealed. There are blankets bypass Lupitoye, they are attacked deep in the Endless
and pillows on the bed, some dishes, and plates that show Wastes — go to Part 7 for the attack, and continue from
that meals were shared here. By comparing the rooms, it is there.
clear that all rooms were left in identical condition by the

30
LEVEL UP!
Once the characters have finished exploring the Towers of
Smoke, they level up to 8. If this milestone takes place
mid-session, you can instead have the party level after a
stop at Nathoud to see the herbalist or after their first
night in Lupitoye.

5.6 FINDING THE VALE OF


FALSE HOPE
The search for the source of the strange scardrag candles
leads characters to an herbalist. The herbalist at Nathoud
requires no persuasion to provide them with the
information below. They can also learn this information
from the herbalist at Lupitoye, provided that they’ve
established good enough relations. Either herbalist
provides the same information:
Scradrag or whiteberry is a known plant, but it is
extremely rare in the Icerim Mountains. It is certainly too
rare to make candles from unless you already had an
overabundance of the berries. The berries are known to
have medicinal properties — they numb pain and improve
sleep. One must be careful with them as they are highly
poisonous to many animals such as horses, most cattle,
goats, lizards, and even wyverns.
There is a commonly told folk tale of a wide vale where
whiteberry grows in abundance around a deep blue lake
and an idyllic waterfall. The folk tale is not a happy one.
The place is called Vale of False Hope and is a cautionary
tale of things that are too good to be true or of foolhardy
undertakings — especially having to do with travel. The
story varies, but typically concerns lost traders or
adventures finding a place of idyllic beauty and abundance
of rare plants, but then being attacked by yetis, remorazes,
or other horrific monsters to whom the vale belongs.
A saying 31ightt hear is: “And right there, where the
mountains end, we’ll find the Vale of False Hope, where
whiteberry grows year-round by a perfectly blue lake that
never freezes, and a waterfall that lulls you to a sleep of
pleasant dreams.” Traders often add some more lude
references to things that one might find there. Most folks
believe that the vale is a real place, but not one of such
grand legends. The practical folks of the north don’t need
whiteberry bad enough to travel to the tip of the
mountains to get it. If the characters wish to try and find it,
they must travel through the Endless Wastes, to the tip of
the Icerim Mountains and look for the vale with the
waterfall and the blue lake.

31
PART 6. LUPITOYE They greet the “travelers” in a friendly manner, but as
they take in the experienced (and armed) group, they
become more apprehensive. Unless the group’s wychlaran
The travel to the Village of Lupitoye is uneventful but is disguised —unlikely given they rarely hide who they are,
harsh. The travel is through open tundra, with few plus their masks being a giveaway
landmarks and little game or food. Autumn winds gust — the pair eventually recognize the
hard at times, bringing a bone-chilling artic cold. There wychlaran’s presence and clearly
are no true roads, only occasional rothe paths that stretch, state the group is not welcome:
wind, and twist through occasionally rough terrain. “Nothing good comes of dealings with
Without a guide, the party has trouble finding Lupitoye
Rashemi witches, you are not welcome
and whoever is leading must succeed on a DC 17 Wisdom
(Survival) check daily or lose that day of travel going the here. Lupitoe may be a small
wrong way. With a guide, no check is required. Without village with no army, but we too
delays, travel to Lupitoye takes four days at a normal pace,
have our protector.”
three at fast, and five at slow. From the Towers of Smoke,
is seven days at normal, five at fast, and nine at slow. If asked about the “protector,”
Masa and Tunir exchange glances but go back to
stonewalling and give no details, even if goaded. By this
point in the conversation, other villagers pop out of their
houses and observe.

AREA INFORMATION —LUPITOYE


The village is home to nearly 500 people, predominantly
human, and mostly having some Tuigan blood. Some
others who are content with the Taan way of life have
Masa and Tunir offer the characters to camp outside the
found their way here and have been accepted. Village
village if they wish to stay together. There is no convincing
houses are either stone huts or wood-framed yurts
them to let the wychlaran in, but they are willing to fetch
common to steppes folk who migrate seasonally.
Elder Meeron, who is no happier to see the wychlaran. In
The village has moved many times in the last century,
any case, the Lupitoyans refuse to answer questions or
leaving the smaller stone buildings behind and taking the
give information until the characters demonstrate that
yurts with them. The moves are typically seasonal, and the
they’re willing to abide by the “unwelcome.” The
village returns to one of its previous locations. The
following arrangements can be made based on checks:
village’s current location is one of two recurring locations
No Check Required. Characters are allowed to camp
they’ve used over the last ten years.
outside of town. Elder Meeron and several others agree to
A stacked stone fence surrounds the village. It is no more
come to speak with the characters there later on.
than 2 feet high and meant more as a marker for animals
Charisma (Persuasion). With a successful DC 18 check,
than a barrier to entry. There is no inn at Lupitoye, and
the characters negotiate to leave the wychlaran outside,
visitors are either invited to stay with someone or given an
allowing the others to stay inside the village, provided they
empty home or barn to sleep in.
behave. The difficulty is lowered to 15 if Davar is present. If

6.1 UNWELCOMING WELCOME


Virnoska is the group’s wychlaran, she accepts staying
alone outside without objection.
When the characters arrive, they are met — and stopped There is little to stop the characters from intimidating or
— by a young woman and man dressed in a mix of hide and forcing their way into the village. Masa and Tunir attempt
fur clothing common to Taan. The woman has a long thin to block their way but do not fight. However, if the
sword sheathed on her belt, while the man casually carries characters act in this manner, they receive no help from
a long spear. These are Masa [maa-saa] and Tunir [too- the villagers beyond “yes, we’ve seen something flying in
neer], the daughter and son of the village elder Meeron. the distance, in the direction of the (Icerim) mountains.”

32
LEARNINGS IN LUPITOYE somewhat nervously — says they are “spoken for” but
gives no other information and refuses to sell them for any
Provided that the characters are respectful, they can learn
amount. These herbs are set aside as a tribute to Whistle
the following things shortly after arrival (these are learned
(see The Protector below).
either by meeting people — including elders — in town or
Taan-Rashemi History. Throughout conversations,
when three Elders Meeron, Nastara, and Adva come to
characters learn about the history of mistrust between the
meet with characters at their camp outside of town.
people of Taan and Rashemen. Lupitoyans are not ignorant
in the matter — they acknowledge that there are wastes
bandits who harass everyone — Taan and Rashemi alike
and that the Grand Army’s invasion (more than a century
ago!) left many scars. Yet that invasion left the common
populace decimated, and for many decades now, most
people of Taan have lived out here in peace. So when
wastes raiders attack Rashemi towns, and in turn, the
Rashemi strike back at any Taan settlements where the
bandits may have passed, it does not make for good
relations. (DM Note: these conversations are held matter-
of-factly to explain why things are the way they are, rather
than to accomplish anything or ask for change.)

THE PROTECTOR
Throughout their visit to Lupitoye, the characters can
discover clues to the existence and identity of village’s
mysterious “protector” (as per the Secret of Lupitoye
sidebar). There is no requirement for characters to
discover Whistle’s existence during their initial visit here.
The Dragon. In the past few weeks, a dragon has been
However, it is possible, and they can learn about her in the
seen multiple times, flying across the fields, either from or
following ways:
toward the Icerim Mountains. It has not come close, but
Whistle’s Symbol on Houses. A
one goat-herder who likes to sleep out in the wilds claims
successful DC 15 Wisdom
to have seen it close enough to tell that the dragon was red.
(Perception) check inside the
Information about the dragon is shared with no deceit or
village notes that several stone
anything held back. The villagers are concerned about the
houses and yurts have a small
dragon, but a successful DC 15 Wisdom (Insight) check
symbol carved into them,
reveals that they’re perhaps not as worried as an
usually near the entrance. It
unprotected village should be. If this subject is pushed, the
looks like a small cylinder with
elders simply say that “monsters tend to leave us alone.”
a thin and roughly triangular
This is also true (DM Tip: this is a reference to the village
vertical shape. If asked about it,
believing that Whistle will protect them as she has against
townsfolk simply say “it’s for
other monsters, rather than any knowledge about the
protection”. A subsequent DC 13 Intelligence (Religion)
dragon itself or any relationship with it).
check reveals that this seems like a religious symbol, but
Items Found at the Hag’s Yurt in Strogatsk. None in
does not correspond to any known religion. If Davar is with
Lupitoye know about the strange contraption or the
the party he confirms that he has seen it before, and can
dragon scale — although the goat-herder who saw the
help point it out if the characters fail to notice it.
dragon can verify that this was definitely not the color of
Careful Questioning. If a character in the village takes
the dragon he had seen. The wooden symbol is also not
care to select an “appropriate” villager, finds a way to
recognized by anyone, although it is examined with some
question them privately, and succeeds on a DC 15 Charisma
curiosity. A successful DC 15 Wisdom (Insight) check made
(Persuasion) check, the villager hesitantly — and likely in
when the individual answering questions about the
whispers — reveals that the town has a powerful protector
medallion they are examining confirms that there is
named “Whistle”, and that she shouldn’t be spoken of,
something more they know. If pressed, they explain that it
lest “bad things happen”. This villager then tells them to
looks like a protective amulet, but the symbol is unfamiliar
speak to Njorka [nn-yor-ka] who has a farm on the edge of
(this is true).
the village.
The Herbalist. If asked, the town herbalist — Athir —
can provide the characters with the information as
described in Finding the Vale of False Hope (refer to part
5.6). For sale, the herbalist has 4 potions of healing that
cost 100g each and nothing else. If the characters visit the
herbalist’s shop in the village, a successful DC 15
Intelligence (Herbalism Kit or Nature) check helps them
notice that some of the rarer but useful herbs that one
would expect a steppe herbalist to have are not on display.
This prompts the character to notice a bundle of rare herbs
set neatly aside. If asked about these, the herbalist —

33
6.2 NJORKA’S
STORY
Njorka knows that her son is gone, but she doesn’t want
such a thing to happen to others. She can give the party
If the characters do not learn of directions to Whistle’s yurt, although she warns that it is
Njorka [nn-yor-ka] before the not always there, especially if Whistle does not want to be
snowstorm, skip to part 6.3 found. She can also give the party one of Whistle’s
Snowstorm. medallions, but she believes Whistle might use them to spy
Njorka is a beet farmer, on the villagers.
and her yurt backs onto a If the characters learn any of the above, from their time
large open growing field. in town or Njorka, before speaking to the Elders, the
Her 10-year-old daughter characters can push the Elders to reveal they have an
Omra and her husband agreement with a powerful being called “Whistle” who
Tavek are away hunting during the characters’ visit to protects their village in exchange for “tribute” that takes
Lupitoye, but their things can be seen in their home. whatever form she chooses, typically supplies.
A character with the highest Passive Perception notices a The agreement with Whistle has been in place for
small altar holding old but carefully kept clothing fit for a decades. During this time, no monsters have ever attacked
very small child. If characters visit Njorka, she asks if the village. The elders warn the characters away from
they’ve come to buy beets and offers them either dried going to seek out Whistle, but if they insist on doing so, the
beets or to pull some fresh ones (it is common in this elders provide them with a medallion with Whistle’s sigil
climate to store beets in the ground where they grow). and tell them to head East for two days, and that if Whistle
If the characters try to question her at home, she refuses wishes them to find her, they will do so.
to answer, but stresses that she will pull some fresh beets
and bring those to them outside town (“wink, wink,
nudge, nudge”). Her words and demeanor make it obvious
that she is not comfortable talking while in the village.
Later in the evening, she comes outside of town to where
the wychlaran or rest of party is staying, and brings freshly
pulled beets. Once there, she does not require prodding to
speak up. “You must want to know about Whistle,” she
says, not waiting for an answer. She continues to tell her
story without further prodding. Read or paraphrase her
story as follows:

6.3 SNOWSTORM
Once the characters have settled in for the night, heavy
snow begins to fall. As the snow collects on the ground,
Masa and Tunir come out to the characters’ camp (or the
wychlaran’s if some characters stay in town). Masa and
Tunir invite the characters to take shelter in the village due
to the storm. The characters may be strangers and
unwelcome, but in the North, no one leaves others to
freeze to death.
If the characters have magic that keeps them safe from
the elements and refuse the hospitality, a DC 13 Wisdom
(Insight) check tells them that refusing may be considered
disrespectful given the gesture (a character of Rashemi or
other northern heritage succeeds on this check
automatically). Additionally, being invited into town may
provide further opportunities for investigation.
If they agree, the characters are taken to one of the stone
buildings in town and allowed to stay there. This building
is the village’s bakery during the day, but furs and leathers
have been laid out on the floor for the characters’ comfort.

34
BAREK’S STORY
A little after the characters settle in for
the night in Lupitoye, there is a knock
on the door. Outside is Masa
accompanied by a very old man with
a walking stick. The snow blows,
and the wind howls outside, yet
the man’s untethered hat
somehow remains in place.
“This is Barek,” says Masa,
“he heard that you are
looking for a dragon and he
insisted on seeing you.”
The old man unceremoniously shuffles into the building
and sits down, “Go on home Masa. I will say here awhile.”
As the man takes off his hat and scarves and shakes off the
snow, it is visible that the entire left side of his face is

6.4 A NEW COMPANION


horribly burned. “You should be careful in looking for
dragons,” he says, “or you might find one,” he chuckles
“do you have any tea?” If the characters have been respectful during their time in
Barek is over a hundred years old. He is the only survivor Lupitoye, and did not get caught snooping or being rude,
of the attack on Strogatsk, the charred ruins of which the one of Masa or Tunir offers to guide them through the
characters visited earlier in the adventure. He tells the wastes to seek the dragon. This should be whichever of the
party of the day of the attack — that a massive dragon two had the most rapport which the characters. They
showed up, ridden by a masked woman. “Yes, a mask like absolutely refuse to accompany them to seek out Whistle.
yours” he says if the wychlaran is present. The dragon had Furthermore, if the elders are aware that the characters
glistening silver scales but with patches of red. It breathed have learned about Whistle, they specifically ask them not
fire and ice at the same time. Burning, then freezing things to seek her out — as they are worried that there would be
in place. The dragon decimated the city, wiping out conflict and they’ll be caught up in it or even lose their
everyone. protector.
He does not know how he survived. “Perhaps the gods
wanted someone to tell of what had happened, of what
6.5 MOVING ON
FROM LUPITOYE
your people had done to us. We may not have been
innocent — we had helped raiders, and we had housed that
damned hag — but the war was done. We were just living. The characters have two main
We had not deserved this.” choices on how to proceed —
they can go seek out Whistle or
WHAT CAN BE LEARNED FROM BAREK travel to the Vale of False Hope to
Dragon Description. In terms of size, the dragon seems seek the dragon. The two locations
to have been ancient. It was silver with red blotches and are not in the same direction.
breathed cold (typical for silver) and fire (typical for red). If the characters choose to travel to the Vale of False
Rider Description. The description of the masked figure Hope, they are attacked by raiders en route. Proceed to Part
definitely matches a wychlaran. Barek could see that she 7: To the Vale. If the characters decide to look for Whistle,
had long red hair, which matches up with Serhophea’s proceed to Part 10.
description Barek did not see her mask close enough to
recognize any symbol it bore.
Where the Dragon Went. It flew in the direction of the
mountains. This is notably not the direction of Whistle’s
hut, but otherwise nothing new.
The Hag. There was a shrieking hag named Squeal who
lived in the town and was protected by its people. “You
have your witches, and the wastes have theirs.” Barek
never had anything to do with her, he was in his teens
when Strogatsk was destroyed. If shown the sigil found at
her hut, he confirms that he had seen one like it on her hut.
Why Is He Helping? Barek has no reason to trust the
wychlaran, but he does not wish the same fate that befell
Strogats to be visited upon anyone else — friend or foe. He
hopes that whatever their mission is, the characters do not
let the dragon destroy cities.

35
PART 7. TO THE VALE spear through the guide (using his Warlord’s Declaration),
piercing them and calling them “a traitor to their people”
(this can only be prevented if a character has an applicable
Their party’s journey to find the Vale of False Hope takes reaction to do so). The guide is knocked down, taking 38
them toward the Icerim Mountains. Before reaching points of damage. The warlord then turns to the characters
mountainous terrain, the characters have two significant and announces that he is feeling generous and is willing to
encounters in the open tundra. let the characters leave with their lives if they leave all
their weapons, magic items, and coin.

7.1 RAIDER ATTACK Despite the raiders’ aggression, limited negotiation is


possible. The following can be achieved via negotiation:
On the characters’ third day of travel through the Wastes
DC15 Charisma (Persuasion or Deception). If the
toward the Vale of False Hope, they are beset by mounted
characters agree to leave everything, they will be allowed
raiders (10 thugs, 2 berserkers, all on riding horses) under
to pass or continue to their destination rather than turn
the leadership of Warlord Vatuur.
back.
This happens in broad daylight in an open area (a basic
DC17 Charisma (Persuasion or Deception). The
area map is included in Appendix E) . The raiders are
characters can pay less, and hold on to their magic items,
extremely hostile, and unless the party has a Taan-native
provided that they make some effort to make it look like
guide — either Davar or someone from Lupitoye —they
they’re giving up a lot. At least 500 gp worth of equipment
begin shooting from a distance as they approach. Diffusing
or valuables (at PHB or purchase prices) must be given up.
the situation is impossible until at least half the raiders are
These raiders place no value on books.
incapacitated or killed. At that point, the raiders can be
DC20 Charisma (any appropriate). The characters can
forced to retreat with a successful Charisma (any
goad the Warlord into fighting one-on-one with a member
appropriate) check, with a DC equal to 10 plus the number
of the party. The duel must fought with weapons — melee
of attacking raiders with more than half their maximum
or ranged, with no offensive or debilitating magic allowed.
hit points remaining.
The only magic allowed is to boost one’s own weapon

NEGOTIATING (WITH GUIDE ONLY)


attacks or defenses (melee cantrips, shield of faith, magic
weapon, etc.). No outside interference is allowed.
If the party does have a DC25 Charisma (Intimidation). The characters can
guide, they warn the convince the Warlord that they’re not to be trifled with,
party to be ready for and to let them pass without payment.
combat as the raiders
approach but ask to be
allowed to try
“diffusing” the
situation. The guide (or
guides) raise their
hands in a sign of peace
and shout out to the
raiders in Tuigan. In
this case, the raiders
stop in a rough semi-
circle, with weapons
drawn. Their leader —
Warlord Vatuur —
announces himself as
“The Lord of the
Wastes,” and that the
characters are
trespassing.

WITH ONE
GUIDE
If a Taan-native
guide is with the
group, the WITH TWO GUIDES
If there are two Taan-native guides, the warlord is less
warlord
aggressive but still demands tribute. The warlord
suddenly
announces that he feels generous and willing to allow the
hurls a
characters to pass if they make a sufficient payment. The
payment can be a mix of goods and coin, but must make up
1000 gp (at PHB or purchase prices) or two permanent
magic items. The Warlord is also much more open to
negotiation. And the following can be achieved:

36
Charisma (Persuasion or Deception). On a result of 15,
the payment is reduced to 500 gp, and reduced by a further
100 gp at 16, 17, 18, and 19, to a minimum of 100 gp.
Charisma (Intimidation). On a result of 20 or more, the
characters can convince the Warlord that they’re not to be
trifled with, and to let them pass without any payment.

TREASURE
If the characters defeat the raiders and end
up killing or incapacitating some of them,
they gain the following: 50 gp per
raider (if 6 are killed, the party finds a
total of 300 gp), up to 3 potions of
greater healing with Whistle’s mark
on them. If they defeat or kill Warlord
Vatuur himself, he carries a javelin of
lightning.

7.2 DRAGON’S WAKE


After they encounter the raiders, on another otherwise
uneventful day traveling throught the Wastes, the
characters come across a lone homestead on the tundra.
The recently-occupied stone home is now home only to
a scene of devastation. A dragon had stopped here to eat —
indiscriminantly — the livestock and the people. There are
carcasses of 3 rothé that have been clawed, torn apart by
teeth, and partly eaten, as well as the bodies of the two
humans who had shared the homestead. One’s entire
upper torso has been bitten off, chewed, and the ribcage
spit out. The other was clawed, and had a leg chewed off,
with the bone once again spit out nearby.
All this — as well the dragon tracks in the area — can be
easily figured out with any checks.
It has been over a month since this happened (the exact
date is of no relation to other events of the adventure, so it
should not lead to any connections).
The main conclusion to draw here is that the dragon was
hungry and didn’t care what it ate. There is no way to track
the dragon from here, and the nearest settlement is days
away.
The purpose of this scene is to establish
Khaetarubylath’s hungers and indiscriminate nature.

37
PART 8. VALE OF FALSE arriving here, they had been fleeing for many days and
cannot explain where exactly they came from, only that it

HOPE is many nights away. The taer can take the party to the
Vale of False Hope. Unlike the humans, the taer have no
“horror stories” about the place, only practical things like
it has water, berries, and shelter from the wind.
The characters can diffuse the Taer assault. The attack
itself is not typical of their kind, as they are more likely to
steal supplies in the night than to hurt humans. These are
younger taer, who are very desperate and hungry. Even
their spellcaster (adept) is in his younger years. The
combat should last long enough for the characters to
realize that the Taer’s goal is theft rather than murder.
After that, a reasonable effort (DM discretion) to diffuse
the situation can work — offering them food and supplies
As the characters set off for the Vale, be sure to check their is especially effective. These taer speak Giant but do know
desired travel pace for the journey. After several days of a few basic words of common. Given their very sparse
travel through the Tundra, the characters arrive near the knowledge of common, it’s hard for them to make out
eastern tip of the Icerim Mountains and begin searching common words during combat or flight.
for the Vale of False Hope. The elevation here is higher.
Although it is still autumn on the tundra — freak
snowstorms notwithstanding —it is already winter-like in
the mountains. This means trudging through snow and
finding shelter to sleep, all things that the party can easily
accomplish given their level.

8.1 TAER ATTACK


On their second day in the mountains, the party is attacked
by a group of 4 taer brutes led by a taer adept. The taer are
camouflaged in the snow, and characters with a passive
perception of 16 or lower are surprised. If the party has
been traveling at a fast pace, characters with a passive
perception of 21 or lower are surprised. The taer are
hungry and desperate, having fled their home. The taer are
not looking to kill the characters, but to steal supplies. A
character that speaks giant can overhear the words “take
to round place” from the taer adept during the fight.
Once per turn, each taer that successfully attacks a
character also attempts to steal their bag, water canteen,
or something else they’re carrying — especially if a
character has a bag of holding or some other fancy-looking
container. The character must succeed on DC 16 Strength
(Athletics) check to hold on to their bag, otherwise, the
taer grabs it. Once each taer brute has grabbed something,
they attempt to flee, heading toward False Hope, which the
taer know as “Round Place.” If the characters lose the
fleeing taer, it’s easy to follow their tracks to the Vale of
False Hope Vale and encounter them there. If cornered at
the vale, the taer leave the party’s stuff — other than eaten
food supplies — and flee by climbing along the rock and
back out of the vale.

ABOUT THESE TAER


Unbeknownst to the characters, this group of taer are all
younger adults who lost their parents to recent attacks by
the cursed dragon Khaetarubylath, who has been eating
them. These taer have not actually seen the dragon up
close, but day after day, they found remains of their tribe
in the snow, devoured by some great beast.
Finally, the elders set these ones to flee and seek shelter
at the Vale of False Hope, which they know as “Round
Place.” These taer only located the vale earlier in the day
and have immediately gone out to seek supplies. Prior to

38
inside; the way is clear to you now.” This refers to the
illusion covering the temple-like entrance being dropped,
leaving it visible from anywhere in the vale.
On one of the rocky sides of the vale, some 50 feet up,
where there was previously nothing but a sheer cliff, a
massive stone-worked temple with a dragon façade can
now be seen. A rock ramp and a staircase leads up the cliff
to it. (The illusion that typically hides the temple begins 10
feet above the sheer rock face, so anyone interacting with
on the bottom would not notice it, for there the rock there
is simply rock.
Serhophea does not guide or speak to the characters
again until they come to find her inside the temple.

8.2 FALSE HOPE


The reason the Vale of False Hope is difficult to find
becomes apparent at its entrance. From as near as a
hundred feet away, the narrow passage that leads up into
the vale blends perfectly into the surrounding rock. A steep
climb up snow-covered paths leads into the small, roughly
circular vale. The small waterfall on the opposite side of
the vale is frozen solid, but the round blue lake in the
center is strangely ice-free. The entirety of the vale is less
than a mile in diameter.

ARRIVAL IN THE VALE


On approach to the vale, the party’s wychlaran can feel a
change in the spirits of the land. The land here feels like
Rashemen, even though it is clearly not.
The wychlaran knows that powerful spellcasters and
dragons can affect whole areas around them in such a way.
A detect magic spell confirms some faint magic in the land
itself; the magic is of the Divination school. If any spell is
cast within the vale, Serhophea feels it and calls out to the
party — proceed to Serhophea’s Welcome.
If no magic is cast and the party begins to explore the
vale, they find that the lake water — while cold — is not
freezing. This is not a magical effect but rather a deep lake
connection to a hot spring, which keeps its water from
freezing year-round. A character proficient in Nature can
guess that this is the case. The spring’s water is clean and
refreshing.
There are human footprints in the thin layer of snow by
the lake. The prints appear to be created by a pair of bare
feet and lead in two directions — one toward a non-
descript cliff face and the other to a small cave opening,
where scardrag plants grow in a neat row. Several of the
bushes are missing berries, which look to have been
harvested recently.
Serhophea notices the characters’ presence either when
they step into the scardrag cave or when one of them
touches the rock wall where her footprints end at the far
rockface. Proceed to Serhophea’s Welcome when she does.
(DM Tip: time this for best dramatic effect, but don’t let
the characters get too bored searching!)

SERHOPHEA’S WELCOME
When Serophea notices the party in the vale, she calls out
to them telepathically. Her feminine voice is soft and even
and says simply: “I knew a sister would come. Come

39
8.3 LAIR OF THE DRAGON The two women are the wychlaran Othlor Serhophea

WITCH
[ser-ho-fey-ah] and the ancient silver dragon
Morveisarryx [more-vey-sar-eeks] in her human form.
The temple has a human-sized double door made from Unless the characters do something hostile or attempt to
pristine white wood. It looks hefty but is light and opens steal treasure, Morveisarryx does not speak, allowing
gently. Inside is a simple antechamber. It contains a pair of Serhophea to do all the talking. If Serhophea is questioned
old fur boots that look to have not been worn in many in this, she says only “I speak for us,” and if Morveisarryx
years, and a matching fur jacket in similar condition. feels it’s needed, she turns to the characters and nods.
The temperature is warmer than outside, above freezing If needed, Serhophea introduces them with: “I am
but not quite warm. A second door leads to a tunnel made Serhophea, and this is Veisa.” Serhophea assumes that the
of smooth silver-colored marble that glows softly to allow characters know that Veisa is a dragon, and does not draw
those without Darkvision to see comfortably. This winds attention to this unless they ask, in which case she
for nearly 300 feet before opening into a massive inner confirms this and gives the dragon’s full name.
chamber. As the characters make their way through the It is not Serhophea’s intention to lie
tunnels, emerging in the main chamber, read or or to misrepresent anything — she is
paraphrase the following: honest in everything she says and
openly tells the characters all about
the past, either as she is
questioned or on her own. She is
not used to company or
conversation, so she waits for
the characters to prod, but once
she starts talking, she is quite
open and very matter-of-fact.

WHEN SERHOPHEA MET VEISA


85 years ago, the Wychlaran fought a corrupted ancient
dragon at Thasunta and drove it away. Serhopea was there,
and after the battle, she was sent to track and kill it.
Serhopea tracked the dragon to this lair. She knew that
the dragon was injured but would still be a formidable foe.
She gathered scardrag — known to be debilitating to
dragonkind — and made a poultice out of it as a means of
protection.
When she came inside to face the dragon, she found it in
her human form, mortally wounded. The scardrag is
known to hurt smaller dragonkind, but it had a peculiar
effect on an ancient one. It calmed her, and she did not
lash out at Serhophea.
“There was something in her eyes, something that
cleared when we spoke. A connection that I can’t explain.”
Veisa told her that she had been cursed by a coven of
hags who called themselves “The Calling Three.” An
immensely powerful curse that was turning her — or so
she thought — into a red dragon. Veisa grew
uncontrollably hateful and hungry, and because of the
hags’ curse, the hate she felt was toward Rashemen.
Serhophea promised to cleanse Veisa of the curse, but it
was more potent than anything either of them had ever
seen, and it took all of Serhophea’s magical prowess to
hold it at bay.
Eventually, the two of them set out to find the hags that
had placed the curse. “Veisa and I were already bound
together by then, each feeling what the other felt. So when
the rage came, we both gave into it. The hags had placed
the curse in the name of the Taan people who harbored
them, and so there was no mercy for those people. No
mercy for the town of Strogatsk, that hard harbored the
hag Squeal, and no mercy for the village of Antavar that
had harbored the hag Squeak. We never found the one
called Squall, but divinations told me that she was already
dead by the time we looked. It felt like with their deaths,
the curse could finally be purged.”

40
To help purge the curse, Serhophea looked for places of spells that remove curses. If the characters bring
power, so they went to the ancient seal at the Towers of Serhophea the items found at Squeal’s hut in Strogatsk,
Smoke, and there, Serhophea performed a cleansing ritual, she recognizes the strange metal contraption as a heart-
and thought the curse was gone. Veisa’s transformation extractor. She realizes that the third hag gave up her own
had stopped. heart — sacrificing herself for the ritual, hoping to be
The two of them stayed together, bound, happy. Then reborn or to inhabit the dragon somehow. “It always
the children came, and they too were happy and healthy, puzzled me how a shrieking hag’s curse could be so potent
while they were wyrmlings. As the first of the children — as to affect not only an ancient dragon but to pass down
Khaetarubylath [kay-tah-roo-bee-lath] (“Kaeta” [kay- the bloodline. A heart given up is the most powerful of
tah]) — turned adult, the curse returned. It returned to components. That explains it.”
both Kaeta and Veisa, and it took all of Serhophea’s power Solving the puzzle of the curse leads Serhophea to
to keep it at bay. determine that there is a way to cleanse the curse from the
At least, until recently, when Khaeta began learning how youngest dragon before he he reaches (dragon) adulthood
to transform. Instead of turning to human, her non- and learns to transform. The ritual to do this would require
dragon form was that of a shrieking hag. Kaeta also began the heart of a shrieking hag once again. Serhophea tells the
to give into strange hungers — tearing yetis and taer apart characters that she cannot ask them to take a living
without care for their sentience. With her new form came creature's heart for this, even if they are evil creatures. In
more power, and Serhophea could no longer hold her.
Khaeta — an adult dragon — broke free, taking
Arvontonvar [ar-von-tan-var] (“Arv”) — a young dragon
— with her. This was several weeks ago.
Serhophea had a wychlaran mask which she had
enchanted to keep her and Veisa’s presence hidden from
the world. She had broken the mask in two, giving part of it
to Khaeta and keeping the other here. Kaeta still has the
mask, but she — Serhophea — can tell where she is — “I
can tell her presence by her absence.”

MORE ABOUT VEISA & SERHOPHEA


Veisa is a very ancient dragon, and between the age and the
weight of the curse, she is close to death (several decades
in human terms, but close in dragon terms). She has not
transformed to dragon form for many years, and does not
intend to ever again, not unless Serhophea or her lair are
threatened.
As is common for silver dragons, Veisa loves the “small
folk,” and (not so common) has chosen her partner
(Serhophea) from among them. Veisa feels a great weight
of responsibility for her children having been turned evil
and wants to protect the world from them. This was a either case, Kaeta must be dealt with first and Arv found.
difficult choice for Veisa and Serhophea to have made, and Serhophea knows no other way, but the characters may
even though it may seem drastic to the characters, it was be able to learn more about the ways of the shrieking hags
made after much deliberationbetween the two of them. from one of them. If the characters have not yet learned
Veisa still feels the hag curse within her, but with about Whistle, Serhophea tells them that Taan settlements
Serhophea’s help, they can control it. If Serhophea were to often know where to find one — even if they keep that to
die an untimely death, Veisa would turn into an out-of- themselves.
control ancient dragon (use statistics of an ancient red
dragon if necessary) full of rage, hate, and otherworldly A NEW MISSION
Serhophea asks the characters to track down and kill
hunger.
Kaeta, for she has become a creature of evil, and will grow
Serhophea’s life is fully tied to Veisa now. The two age
only more destructive. Her cursed transformation is now
together — reflecting each other. When natural death
complete and cannot be reversed. Serhophea asks that if
comes, it will come for them both. Neither expects to ever
they can, they should bring the young dragon Arv back
leave the Vale.
alive. “He has not yet fully turned and Veisa and I would
Scardrag smoke acts as a tonic for Veisa, helping ease
cherish the opportunity to spend more time with him
the constant effort needed to keep the curse in check.
before that happens.”
Why didn’t Serhophea and Veisa go after Kaeta? In
If they agree, Serhophea gives them directions too
addition to other things, they know that if Kaeta kills
Kaeta’s lair, which is in the Icerim Mountains, between the
Serhophea, then Veisa will also turn, creating a great
vale and Nathoud. Serhophea also gives them an enchanted
threat for the world.
scardrag pouch that contains a powder which — if thrown
MORE ABOUT THE CURSE into Kaeta’s mouth when she is about to breathe fire —
The curse placed upon Veisa by the Calling Three is would weaken her for a short time.
immensely powerful, even more so as it turned out to be
passed down to her children. It cannot be cured by typical

41
floor with a dramatic crack and stands waiting at the
entrance. The weapon is a dragonlance (pike).

Additionally, right before the party leaves, they hear a b


ooming voice that sounds as though the entire cave is
speaking yet somehow soft and gentle. This is Veisa’s
voice. “Choose a silver coin,” the voice says, “and take it
for good luck.” The characters can each choose a coin from
If the characters ask if there are any magic items or the massive pile — there are coins dating back millennia,
things that can help in the dragon’s hoard, Serhophea says from an endless number of civilizations and countries.
that there is something, but they must make a promise to Some have heads of state, and many have dragon motifs.
return it before she tells them about it. She asks all party Allow each character to find a coin with whatever motif
members to swear to return the given item. It takes a appeals to them. Each characters gains 1 silver coin of luck.
successful DC 25 Charisma (Deception) check to lie to
Serhophea about this. Once the promise is made,
Serhophea instructs the characters to go out into the
treasure hoard — the giant pile of silver coins and
treasure.

8.4 LEAVING FALSE HOPE


At this point in the adventure, the
characters are intended to travel to
Serhophea directs the characters to go toward the large Kaeta’s lair to face her. This is
silver throne. “Do you see the silver tower shield with the detailed in Part 9, Lair of the
dragon on it? And near it, a sword in a dragon motif Shrieking Dragon. However,
scabbard? Between them, there is a small, tarnished silver they can go seek out Whistle first
sugar bowl. Bring that to me.” if they wish. If they choose to seek
When the characters bring Serhophea the sugar bowl, out Whistle, proceed to Part 10.
Serhophea holds the little bowl in her outstretched hand,
looks to Veisa, and says, “Do you remember this? I wore it
when we first met.” Veisa raises her hand in the air,
mimicking Serhophea’s motion, but not touching the
bowl, then she brings her arm back down and turns away
again. With this, Serhophea turns to the party and says:
“You must return it,” and hurls the bowl with unnatural
strength across the chamber, in the direction of the
entrance tunnel. As the bowl arcs mid-air, it transforms
into a large elaborate lance made of strange metal and
engraved with glowing runes. The lance pierces the marble

42
PART 9. LAIR OF
THE SHRIEKING
DRAGON
Khaetarybylath’s lair is located in the
Icerim Mountains, about halfway between
the Vale of False Hope and Nathoud. Travel
to the lair is uneventful and takes five days
at a normal pace (four at fast, seven at
slow).
On the day the characters arrive in the
vicinity, they see the drgaon flying in the far distance, Crystal Lights. Naturally enchanted crystals glowing
several miles away, toward where they believe her lair to with a dim red light are found throughout the caves.
be. The opportunity to catch her in her lair is now. Their enchantment and glow fade if removed from their
natural locations in the walls.
AREA INFORMATION Entrance Area. The cave chamber that connects to the
As Khaetarubylath’s lair was only recently created, it is dragon’s lair is only slightly smaller in size than it,
still very rough, consisting mainly of natural caves. These connected by a wide opening that is 30 feet high and
are known as the Howling Caves because of the sounds just as wide.
created as the wind blows through their passages. After Cave Partition. In the center of the cave, a natural rock
350 feet of wide corridors descending into the earth, the formation runs 60 feet across, dividing the chamber in
cave system opens into a roughly rectangular chamber, two. The partition is only 5 feet thick but is nearly 40 feet
with a large partly solid natural partition in the middle. high. It is unstable and shatters if it takes 20 or more
The chamber is 150 feet long, 100 feet wide, and 70 feet points of damage, is hit by Khaetarubylath’s breath, or the
high. Small stalactites and stalagmites can be seen howling wind as described in her lair actions. Its flimsiness
throughout. Like the partition in the chamber’s center, its can be ascertained with a successful DC 15 Intelligence
walls have a “porous” quality, allowing sounds to pass (Investigation or Nature) from check within 15 feet of it.
through them. Hoard Area. Kaeta’s small and hastily collected hoard
lies in a rough 20 by 20 foot pile in the far north-west
corner of her chamber. Its edge is visible around the
central partition.
Chained Dragon. Arvontonvar is chained to the wall and
muzzled in the northeast corner. The muzzle not only
restricts him from using his breath but is part of a neck
shackle that is also connected to the wall. The chains
holding the dragon are strong but breakable. To allow the
dragon to move, the two chains connecting him to the wall
must be broken. To allow him to use his breath weapon,
the muzzle must also be unlocked. Each of the three locks
has 30 hitpoints (AC15, immune to poison and pychic
damage) and can also be opened in the following ways:
• Successful Dexterity check using Thieves Tools (DC 17)
• Successful Strength (Athletics) check (DC 25)
• Use of the knock spell

9.1 KHAETARUBYLATH, THE


SHRIEKING DRAGON
Khaetarubylath is aware of the characters’ arrival, but
waits for them in her chamber, recalling her previous run-
in with adventurers. She believes the destructible partition
to be a particularly clever and unexpected thing, and hopes
that the characters hide behind it, so that she can suddenly
break through and destroy them with her breath. She has
purposely positioned herself so that her tail is visible, but
that the rest of her is blocked by the partition.
When the characters enter her chamber, read or
paraphrase:

43
What Arv Wants. Arv doesn’t know what he wants. He
is deathly afraid of his sister, who has kept him in
chains. He is now also scared to return to his mothers,
fearing what they would do to him. He would like to be
free and find his own way but has seen what freedom
has done to his sister and does not want that. He is a
giant knot of uncertainty and hesitation.
What does Arv know? Deep down, he knows that his
sister is lost. Her cruelty extends as much to him as to
everyone else. Arv knows Kaeta’s long-term plans, as
they’ve been each other’s only company.

DRAGON BATTLE
NPC INFORMATION
There is no true negotiating with Khaetarubylath. If she
speaks with the characters at all, it is only to waste time
Khaetarubylath “Kaeta,” the Shrieking Dragon. Now that as she goads them to approach to better attack them or
the curse has fully transformed her, Khaetarubylath is move them toward her “partition trap.” She may spout
cruel, hateful, and hungers for sentient flesh. She is hateful rhetoric about her mothers’ “failures and lack of
prone to fits of uncontrollable anger, which she vision” and how they “chose to see a gift of this
embraces with remorseless glee. She considers the rage immense power as a curse.”
she feels part of her power and looks down on her About Arv, she might reveal that “he has behaved
mother for choosing to fight it rather than embracing it. poorly, but soon when his transformation is complete, he
Additionally, she carries a burning hatred for Rashemen will be just like me, and together, we shall conquer
within her, tempered only by the need to build up her continents!”
power before risking herself. Knowing that even as an
ancient dragon, her mother was repelled by
the Rashemi; Khaetarubylath is taking the
time needed to prepare herself and build up
her lair before taking on the world.
What Khaetarubylath Wants. Power,
dominion, and destruction of all things
Rashemi. Also, food — tasty little things to
eat. Like people. While her desire for power
is personal, her urge to destroy the Rashemi
comes from the curse that created her, and
her hunger comes from her hag connection
to the Feywild. She can gain power by
building her hoard, so all treasure appeals to
her. She can sate her bloodlust by killing the
Rashemi that have come to seek her out.
What Khaetarubylath Knows. She knows
that the characters have come at her mothers’
behest. She can smell it on them and
recognizes their “silver trinkets.” Kaeta did
not know that her mothers had a Dragonlance,
but sensing it excites her, as she sees it as a
possible advantage against her mother, and by
killing her, she would gain a massive hoard.
She is keeping Arv until he comes of age and
can transform into a shrieking hag, believing
that once he is like her, he will serve as her
herald or be killed off if he refuses. Until then,
she keeps him weak and chained.
Arvontonvar “Arv”, Young Silver Dragon.
Arv is full of uncertainty and pain. The curse
has started manifesting with fits of rage as
he turned from wyrmling to young. Veisa
and Serhophea were able to keep the curse at
bay. However, since his sister took him, she
has tried to convince him his mothers will
never let him live as he was meant to, that
the curse is a gift, and that he needs to
embrace his transformation.

44
BATTLE START
When the battle begins, Kaeta positions herself to use her
breath in the first round, potentially using a lair action to
collapse the partition or topple it with the thunder portion
of her breath, allowing the fire and ice to pass through.

TREASURE
Kaeta’s hoard is small but open for looting. The party finds
6,000 gold pieces, 10 valuable tomes dealing with
Raumathari history (useful to Merva Brissaeu),
Tactically — especially once depowered — Kaeta uses
Serhophea’s broken mask, a crystal blade (rapier), potion of
user lair and legendary actions to gain advantage over
speed, potion of supreme healing, and 3 rare spell scrolls of
prone targets and then pounces on them with claw and bite
the DMs Choice — see Appendix G for magic item details.
attacks, which are still devastating despite her lowered
strength. She doesn’t ever transform into her shrieking
hag form but does use her spellcasting knowledge to
KHAETARUBYLATH’S DEATH
identify dangerous targets or break concentration as Kheatarubylath fights to the death to protect her lair, and
required. once dead, her body remains that of a dragon — her true
form. From the remains of the dragon, one shrieking
FREEING ARVONTONVAR dragonwing longbow (see Appendix G) can be constructed
During the combat, the party can attempt to free (the wing ends up broken in precisely the right way and is
Arvontonvar as detailed in the Area Information section. already enchanted, so the construction of the bow can be
Arv is kept weakened, as though suffering from three completed over 24 hours by anyone with a relevant tool
levels of exhaustion. These exhaustion levels cannot be proficiency, or a town artisan in any major settlement (at a
removed as long as Kaeta is alive. Additionally, due to the cost of 50 gp.)
curse (rather than exhaustion), his Cold Breath does only
27 (6d8), and he can’t use his Paralyzing Breath at all.
Arv is afraid of Kaeta, and his immediate instinct is to
flee unless he is convinced to assist. Arv’s primary need is
for guidance as to what he should do next, so he can be
convinced to assist without a check, but with a clear and
specific promise of the party helping him figure out what
to do next. He is easy to sway, but it must be in a specific
direction. Any of the following promises work:
• We will take you back to your mothers (and cure you).
• We will take you to Whistle, who will teach you the ways
of the shrieking hags.
• We will leave you to keep this lair and forge your own
path.
Once convinced to assist, Arv can serve as a willing mount
and fight, although he is likely too weak to damage Kaeta
significantly.

45
9.2 MOVING ON
Once the characters defeat
Kaetarubylath, they must decide
what to do with Arv and where
to go next. Their main options
depend greatly on their choices
and path so far but should involve
either a Return to the Vale of False
Hope or decision to Seek Out Whistle.

RETURN TO THE VALE OF FALSE HOPE


There are many reasons for the characters to go back. In all
cases, their travels are uneventful and swift. If they wish to
return to Nathoud to resupply or drop things off, they can
also do so without complications.
Drop Off Arv Before Heading Out to Find Whistle.
Serhophea and Veisa are happy to see him, thank the
party, and begin preparations for the ritual. After
playing out these scenes, proceed to Part 10 to resolve
visiting Whistle.
Drop Off Arv and Be Done with Their Part. If the
characters are unwilling to kill Whistle, intend to use
Kaeta’s heart to remove the curse, or are committed to
finding another way to cure the curse. Proceed to Part 11
for the conclusion.
Return Without Arv. If the characters choose to either
kill Arv or leave him to his own devices. The next steps
depend on their further intentions, if they intend to be
done with their part after informing Serhophea and
Veisa, proceed to Part 11, if they still intend to track
down Whistle, roleplay their visit to the Vale, and
proceed to Part 10.

SEEK OUT WHISTLE


If the characters set out to find Whistle and already know
of her from their visit to Lupitoye, they can proceed
straight to Part 10. If the characters had not yet visited
Lupitoye or failed to learn about Whistle, their first stop
should be Lupitoye. In this case, proceed to Part 6, but
consider that the characters know what they are seeking,
guaranteeing their success in discovering information.

46
PART 10. WHAT • Doors. All the doors into the hut and inside it are mere
curtains, and the arcane lock effect makes them difficult

HAPPENS AT THE HUT to penetrate and remain unseen.


• Suggestion. Just inside the open curtain entrance to the
hut’s main room, a 5-foot square area is enchanted with
This section details the hut of the shrieking hag Whistle the suggestion spell. Any creature that enters or passes
and possible interactions with her. As the characters can through this space receives the mental suggestion “You
arrive here on different — and possibly multiple — should immediately tell Whistle why you are really
occasions, it is important to read this entire section to best here.” Other characters are unaware of this mental
present each specific situation. voice. A creature succeeding on the saving throw does
not know they were targeted by a spell. (DM Tip: if the
WHISTLE’S AMULETS characters make a second visit, Whistle has moved the
Whistle’s symbol has power, and she can cast the scrying suggestion area to the front door or outside).
spell on any amulet bearing it, regardless of distance.
Additionally, by taking a minute to focus, Whistle can feel
the presence of any amulet bearing her symbol within 50
miles of her.

AREA INFORMATION
Whistle’s Wind Hut is an enchanted yurt that she can
command to fold up and move whenever the wind is
strong, allowing her to relocate with ease. With her power
to summon the wind, she can move her hut whenever she
wishes. (The folding process takes 10 minutes, so this is
not an in-combat activity).
Whistle has several locations across the Endless Wastes
where she prefers to set down but roams when she does
not need them.
Dimensions. The hut is 50 feet in diameter and has one
entrance.
Entry Room. The entrance leads to a roughly
triangular room with hangers for clothing and shoes. An
open curtain to the left opens into the hut’s main room.
To the right is a partition that also has a curtain door to
the storage area, but this door is magically sealed (see FINDING WHISTLE’S HUT
Magical Defenses) Given the vast wastes, and the fact that the hut moves, it is
Main Room. In the yurt’s main room, there is a nearly impossible to find Whistle’s Hut without her
cauldron (with a ventilation pipe!), an alchemy desk wanting to be found. The reason that people are able to
containing 3 potions of greater healing, and an identical- find it at all, is because those seeking her typically bear her
looking potion of poison. She spends most of her time symbol, and she moves her hut to be in their path. Finding
seated at either a large dining table or a rocking chair her hut creates difficulty as follows:
with an accompanying side table. On the far side is With No Directions from Lupitoye. Character are unable
another curtained partition leading to Whistle’s to find the hut without the aid of powerful magic.
bedroom. This too is magically sealed. With Only Directions Lupitoye (No Medallion). If all the
Bedroom. Whistle’s bedroom is a simple affair with a characters know is that it’s “about two days away”, it
comfortable bed and a smaller round table that contains takes them a great effort to find the hut. Have the
a crystal ball she uses for scrying. party’s primary navigator make a Wisdom (Survival
Stone Circle. Wherever the hut sets down, a circle of check). The party is aware of the check and can provide
small stones forms around it in a 20-foot radius. assistance with guidance, bardic inspiration, and other
Magical Defenses. The hut and the area within the stone means at their disposal. The DC of the check is 25 and it
circle are under the effects of the guards and wards spell, can be repeated. Each time that the result is below 25
and Whistle can control each through her lair and represents an extra day spent beyond the first 2 days of
legendary actions while she is on-premises and conscious. the journey. If the effort takes at least 4-5 total days,
Whistle’s spell save DC is 17. Specifically, the following the party finds the hut after suffering 1 level of
parts of the protective spell are in place: exhaustion. If the effort takes 6-10 total days, they
• Corridors (Fog). Rather than filling corridors, the fog arrive having suffered 2 levels of exhaustion. If it takes
fills the area around the hut. If she wants to be found, longer, they arrive suffering from 3 levels of
Whistle makes the fog thinner, allowing the hut to be exhaustion.
seen. If Whistle is attacked, she makes the fog fill the With Whistle’s Medallion. The party finds the hut after
interior as well. As per the spell, she and her allies can 2 days. Whistle is curious and ready for them.
see through the fog.

47
CREATURE INFORMATION: WHISTLE 10.1 INTERACTIONS WITH
The shrieking hag Whistle is an immensely powerful
spellcaster. Her influence spreads across a large area of
WHISTLE
The party’s interactions with Whistle vary greatly
Taan and many settlements — be they villages like
depending on the timing of their visit within the story. In
Lupitoye or bandit forts like those used by the wastes’
all cases — even if they come to kill her — she allows them
warlords, who respect her and pay for her protection and
to find her hut, believing that she has the advantage.
blessings. Whistle’s “protection” is implied to be from
both monsters — whom she drives away with wards,
subjugation, or killing — as well as from the hag herself.
WHISTLE BEFORE FALSE HOPE
Whistle appears as an older humanoid woman (she is If the characters seek out Whistle before visiting False
actually 70 years old), with thin sharp teeth and leathery, Hope, they likely seek information. Whistle, in turn, is very
yellowish skin. She is always dressed in finely-woven curious about what is going on, and her goal is to learn
clothing and wears elaborate well-crafted jewelry — taken from the party in return. She asks, “have you brought
from her tribute gifts. She has a thin, unnervingly high- offerings?” before letting the characters into her hut, and
pitched voice and tends to speak very quickly, repeating while no check is required, they must offer something or
phrases and words such as “Tell me, TELL ME!” be turned away. An offering of knowledge is also
acceptable.
The Doorway Suggestion. If a character falls prey to
Whistle’s suggestion spell, the encounter may quickly
change, speeding up the interaction, or even escalate to
combat! If the character speaks aggressively towards
her, she amusingly confirms, “and are you sure that
violence, VIOLENCE,is your desire?” If the party agrees,
she fills the hut with fog and indulges them.
Questions About the Dragon. With every question posed
to Whistle, she attempts to get information out of the
characters, by making it seem she is clarifying their
question. Some examples are: “Did you see this dragon,
THIS DRAGON yourselves? What color did they say it
was? And what was this mask, this mask like?”
Eventually, she divulges what she knows, which at this
point is not much.
Shrieking Hags (and Turning Into Dragons). She is not
aware of any shrieking hag able to transform into a
dragon, but her wheels begin to spin if this is brought
up. If such power exists, she wants to learn it or control
it. “If you were to bring the dragon to me, I could take
responsibility for it. If it’s a young one of the wastes, I
am sure I can teach her our ways. Make her behave. Yes,
yes. Bring the dragon to me, and you won’t have to
What Whistle Wants. More than anything, Whistle worry about it! You won’t have to worry about it! I’ll
wants to exert power and control. She relishes being take the problem right off your hands, RIGHT OFF YOUR
able to take anything she wants from anyone. She HANDS.” She attempts to deal with the characters to
knows her own strengths and yearns to be recognized as bring her the dragon (while this is not possible with
the waste's greatest power. Although she has no need to Kaeta, it is possible to do with Arv). The hag is lying
do so, she has subjugated monsters before and would about her intentions for the dragon, and not hiding it
love nothing better than to have a dragon under her particularly well, which can be detected with a
control. Whistle has hungers for sentient flesh natural successful DC 15 Wisdom (Insight) check. If she gets the
to her kind, but she is able to keep those satisfied dragon, she will either find a way to drain it of its power
without undermining her power among the humanoids. or find a way to control it to further her reign.
What Whistle Knows. Whistle knows that a dragon Items Found in Squeal’s Hut in Strogatsk. Upon being
(Kaetarubylath) was seen, and she has also viewed it shown the items, Whistle immediately figures out what
through her medallions. She has not been able to scry on it the Calling Three had done, but she does not let on that she
for reasons that are strange to her — she doesn’t know has (Insight DC 20 to detect withholding information). She
about the mask. Whistle knows — as all hags of the wastes shares the knowledge she expects the characters to already
do — the general story of the Calling Three, who know or have figured out — that the scale is from a Silver
accomplished the greatest feat of magic known to Dragon. She confirms the sign is of the Calling Three, and
shrieking hags, cursing an ancient dragon to do their with great pride in her fellow hags, she tells a story of the
bidding. She also knows they all eventually died. Whistle coven cursing an ancient dragon, but that coven is now
can identify the ritual implements from Squeal’s hut (the dead, and she doesn’t know what happened to that dragon.
same details as Serhophea provides in Part 8.3) but may It was a century ago before she was alive.
choose not to share this information. (See Interactions Whistle’s Role in Taan. Whistle’s hut is resplendent
with Whistle) with the very best things produced in Taan. She

48
demands the finest items for her protection. She is not characters on her home turf by preparing and summoning
shy about deserving the best. It is second nature to her. a trio of wind mephits to assist her.
“I am the most powerful, THE most powerful. I am the If the players intend to deceive her, Whistle plays along,
only one, the ONLY one that can defend these people. I waiting to spring her trap. She may even pose fake
deserve to have the best things, the VERY best things. challenges such as asking, “Why should I, WHY SHOULD I
That is the way, the way of the world.” let you in?” and pretending to believe them. Whistle only
Njorka’s Son. Njorka’s son is long dead, and Whistle leaves her hut if the players have brought her Arv.
doesn’t hide this fact in any way. “It was the price, THE As Whistle was unable to scry on events at the Vale, she
PRICE for life. She should be, SHOULD BE thankful. Both tries to find out what exactly the characters found there. If
her children would be dead, WOULD BE DEAD now if it she has scried on their conversations after the visit, she
not for me. If not for me! To make life, I had to take life. has some partial information and pretends to know the full
It was not easy, NOT EASY. I was strained. It made me story already.
hungry, MADE ME HUNGRY you see!” She purposely
drifts towards her cauldron when she says this, smiling TREASURE
maliciously. Whistle has full knowledge that people tell If the characters kill Whistle, they can loot her hut, finding
stories of hags eating children, and she gladly plays into 3000 gp worth of jewelry and other valuables. They find
the stereotype to scare others. The son indeed died that the 3 greater healing potions and a potion of poison on her
night (DC10 Insight to confirm), but Whistle never tells table, as well as her crystal ball.
what happened (DC15 Insight to ascertain that she may They are also able to either extract her heart and take it
be playing up the death for her own benefit). with them or to carry her body. Proceed to Part 11 for the
conclusion.
FIGHTING WHISTLE
Whistle is a harmful, selfish, and evil individual. She
projects an air of malevolence but does not attack the
characters unless provoked. If it comes to combat, she
fights as long as she has an advantage but attempts to
escape if she’s reduced below a third of her maximum hit
points. If she escapes, she does so with her crystal ball.
If the characters encounter and are about to kill Whistle
before knowing to take her heart, it may be useful to have
her escape swearing vengeance instead, or to have her
heart left behind — perhaps indestructible without a
special ritual, or known to have value as treasure.

WHISTLE AFTER FALSE HOPE


DELIVERING ARV
If the characters bring Arv to Whistle with the intent to
hand him over. She accepts him with a malicious smile
gives the characters the 3 greater healing potions and 1
potion of poison in her hut as a gift. She tells them that she
will take good care of him, and bids them farewell. Arv
stays with her willingly.
There should be a sense of danger and foreboding to
leaving him with her, but it is a possible outcome. Proceed
When the characters seek out Whistle after their visit to
to Part 11 for the conclusion.
the Vale of False Hope, they already know just about
everything that Whistle can tell them about the situation.
If they carried one of her medallions with them and did not
take any special precautions, then she has been spying on
them using scrying, and knows their intent. The Vale of
False Hope is safe from scrying due to the protections
there, as is anyone attuned to Serhophea’s mask.
Even if their intent is to kill Whistle and take her heart,
the hag allows them to find her, with the difference being
that she sees inviting them as being her chance to face the

49
PART 11. CONCLUSION
Player choices leave room for a variety of conclusions to
the adventure. The conclusion should always acknowledge
the party’s actions and the choices made.

11.1 DEALING WITH THE


CURSE
Provided that the party returns with Arv, they must choose
how to deal with his curse. Arv’s curse can be successfully
cured with a ritual using a heart of a shrieking hag, or it
can be kept at bay with a commitment from a party
member to devote themselves to Arv’s care, much like
Serhophea committed to Veisa’s.

CURING THE CURSE


If the party returns with Arv and a shrieking hag’s heart
(or body if they choose not to extract it themselves), the
ritual to cleanse the young dragon is successful, and he is
eternally grateful. The young silver dragon learns to love
and respect the smallfolk and grows into an ally of both
Rashemen and the people of Taan.
Arv takes upon himself the responsibility to protect the
people of Taan from monsters, asking for nothing in
return. If appropriate, the party may call on Arv for
assistance in a future adventure.

KEEPING THE CURSE AT BAY


If the party returns with Arv but does not have a heart, the
only way to keep the curse at bay is by someone
committing themselves to Arv’s care for as long as he lives.
If Virnoska is with the party, and no other character has
expressed an interest in this, she informs the party that
she has decided to remain and make this her sacrifice. This
is the wisdom she has found.
She swears that along with the dragon, they will work to
mend the rift between the people of Taan and Rashemen,
and to protect the lands from all threats.
A player character that is a full spellcaster can also
volunteer to undertake this responsibility. If they do, they
must bind to the dragon — which is a great sacrifice on
their part and takes a portion of who they are. After the
binding is complete, they are not required to remain with
the dragon immediately. Serhophea has the strength to
hold the curse at bay until the young dragon comes of age
— in 30 years. The character must return before then to
take their place here. Until then, they receive the effects of
a draconic binding (See Appendix H).

IGNORING THE CURSE


If the party returns without Arv, or chooses not to deal
with the curse and leave Arv in Serhophea and Veisa’s care,
they are disappointed but accept their fate and what must
be done.

50
11.2 REWARDS FROM 11.3 RETURNING TO THE
SERHOPHEA AND VEISA PATRONS
The characters gain the following rewards as long as they After concluding all their interactions in Taan, the
kill Khaetarubylath and return the Dragonlance. If they fail characters return to their homes in Rashemen or
to do either, they gain nothing for their assistance. elsewhere.
Draconic Gift. Veisa bestows a gift upon each character
in the party that allows them to reach out to her for THE WYCHLARAN’S RETURN
knowledge. This is the Gift of Draconic Knowledge. Upon their return, the elder Wychlaran question the
party’s wychlaran about events. Their evaluation is not
based on being told the truth. Even if the wychlaran
withholds information about Serhophea, this may be
praised.
There are no checks to be made here. The Wychlaran
council has a great sense in evaluating their members and
would have communed with the spirits to determine
whether wisdom has been gained and a promotion earned.
Thus, even though they may not explain it, their decision
is based on what actually happened, not on what they are
told. The returning wychlaran is promoted to Othlor rank
unless:
• The dragon Khaetarubylath is left alive.
• The dragon Arvontonvar is left with Whistle.

RETURN FROM DAJEMMA


Those on their Dajemma return home and are greeted
warmly and encouraged to tell their stories. Regardless of
the group’s actions, they are considered wiser for the
experience. If the party has behaved inappropriately or
made dark choices, the acceptance and “assumption of
acting well” may cause them to be uncomfortable.

RETURN TO MERVA BRISSAEU


Unless the party has caused wanton destruction, Merva is
thrilled with their heroics. If told of Morveysarryx, she
Silver Souvenir. Veisa has a vast collection of items even considers making a journey to visit the old dragon.
made of silver. She allows each character to select a She pays her people for delivered books and antiquities,
small mundane object of their choice or a weapon made and talks about all the work she’ll have to do to reproduce
of silver. The item is worth 500 gp if sold. them and send reports to her partners among the
Serhophea’s Mask. Serhophea mends her mask and Wychlaran.
grants it to the party. Merva is happy to provide characters with
recommendation letters.

51
APPENDIX A.
CREATURE STATISTICS Medium humanoid (any race), lawful evil

Armor Class 13 (Hide Armor)


Hit Points 67 (9d8 + 27)
Speed 30 ft.
Large dragon , lawful good

STR DEX CON INT WIS CHA


Armor Class 18 (Natural Armor)
16 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 9 (-1)
Hit Points 168 (16d10 + 80)
Speed 40 ft., fly 80 ft.
Senses Passive Perception 10
STR DEX CON INT WIS CHA Languages Any one language (usually Common)
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) Challenge 2 (450 XP)
Proficiency Bonus +2
Saving Throws DEX +4, CON +9, WIS +4, CHA +8
Reckless. At the start of its turn, the berserker can gain advantage
Skills Arcana +6, History +6, Perception +8, Stealth +4
on all melee weapon attack rolls during that turn, but attack rolls
Damage Immunities Cold against it have advantage until the start of its next turn.
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
Languages Common, Draconic
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Challenge 9 (5,000 XP)
Hit: 9 (1d12 + 3) slashing damage.
Proficiency Bonus +4

Multiattack. The dragon makes three attacks: one with its bite
and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: Medium humanoid (any race), any alignment
17 (2d10 + 6) piercing damage.
Armor Class 10
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
Hit Points 4 (1d8)
13 (2d6 + 6) slashing damage. Speed 30 ft.
Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a
30-foot cone. Each creature in that area must make a DC 17 STR DEX CON INT WIS CHA
Constitution saving throw, taking 54 (12d8) cold damage on a 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
failed save, or half as much damage on a successful one.
Senses Passive Perception 10
Languages Any one language (usually Common)
Avrontonvar may appear depowered during this adventure, check
Challenge 0 (10 XP)
adventure text for use.
Proficiency Bonus +2

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
(1d4) bludgeoning damage.

52
Medium construct, lawful evil Medium humanoid (human), lawful neutral

Armor Class 17 (Natural Armor) Armor Class 12 (leather armor)


Hit Points 68 (8d8 + 32) Hit Points 9 (2d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 18 (+4) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)

Damage Immunities Fire, Cold, Thunder Skills Deception +5, Insight +4, Persuasion +5
Condition Immunities Charmed, Exhaustion, Frightened, Senses Passive Perception 12
Paralyzed, Petrified, Poisoned
Languages Common, Tuigan, Rashemi
Senses Darkvision 60 ft., Passive Perception 11
Challenge 1/8 (25 XP)
Languages Common, Draconic, Telepathy 30 ft.
Proficiency Bonus +2
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Immutable Form. The peacekeeper is immune to any spell or Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
effect that would alter its form. 5 (1d8+1) piercing damage.

Parry. The elder adds 2 to its AC against one melee attack that
Multiattack. The peacekeeper makes two Slam attacks. would hit it. To do so, the elder must see the attacker and be
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: wielding a melee weapon.
16 (3d8 + 3) bludgeoning damage.
Destructive Shriek (Recharge 5–6). The peacekeeper emits a
piercing shriek in a 20-foot-radius sphere centered on itself. Each
creature must succeed on a a DC 14 Constitution saving throw. On
a failed save, a creature takes 17 (5d6) thunder damage and is
knocked prone. On a successful save, the creature takes half as
much damage and isn't knocked prone. Creatures immune to
thunder damage or unable to hear the corrupted peacekeeper are
immune to this effect.

53
The thunder damage dealt by dragon’s breath ignores partial cover.
Additionally, nonmagical objects that aren't being worn or carried also
Huge dragon, chaotic evil take the damage from the breath’s thunder damage, and if they are
destroyed, no longer provide cover from the breath’s cold and fire
Armor Class 19 (Natural Armor) damage.
Hit Points 243 (18d12 + 126)
Shrieking Hag Shape. The dragon magically polymorphs into a
Speed 40 ft., fly 80 ft.
shrieking hag, or back into its true form. It reverts to its true form if it
dies. Any equipment it is wearing or carrying is absorbed or borne by the
STR DEX CON INT WIS CHA
new form (the dragon's choice).
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)
In a new form, the dragon retains its alignment, hit points, hit dice,
ability to speak, proficiencies, Legendary Resistance, lair actions, and
Saving Throws DEX +5, CON +12, WIS +6, CHA +10 Intelligence, Wisdom, and Charisma scores, as well as this action. The
Skills Arcana +8, Intimidation +11 Perception +11, Stealth +5 two forms also share spell slots, and the recharge of the Shrieking Breath
Damage Immunities Fire, Cold, Thunder / Shriek features. Its statistics and capabilities are otherwise replaced by
those of the new form.
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic, Rashemi, Raumvira, Sylvan, Tuigan
Challenge 16 (15,000 XP) The dragon can take 3 legendary actions, choosing from the options
Proficiency Bonus +5 below. Only one legendary action option can be used at a time and only
at the end of another creature's turn. The dragon regains spent
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can
legendary actions at the start of its turn.
choose to succeed instead.
Tail Attack. The dragon makes a tail attack.
Spellcasting. Khaetarubylath casts one of the following spells, requiring
no material components and using Charisma as the spellcasting ability Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
(spell save DC 20): creature within 10 feet of the dragon must succeed on a DC 21 Dexterity
saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked
At will: disguise self, gust of wind, prestidigitation
prone. The dragon can then fly up to half its flying speed.
3/day each: dispel magic, shatter, wind wall
1/day each: bestow curse, control winds Wing Attack (Depowered, Costs 2 Actions). The dragon beats its
wings. Each creature within 10 feet of the dragon must succeed on a DC
13 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be
Multiattack. The dragon can use its Frightful Presence. It then makes knocked prone. The dragon can then fly up to half its flying speed.
three attacks: one with its bite and two with its claws. Cast a Spell (Costs 3 Actions). The dragon casts a spell.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19
(2d10 + 8) piercing damage.
On initiative count 20 (losing initiative ties), the dragon takes a lair
Bite (Depowered). Melee Weapon Attack: +5 to hit, reach 10 ft., one
action to cause one of the following effects:
target. Hit: 11 (2d10) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 • Wind echoes through the dragon’s lair creating the illusion of voices
(2d6 + 8) slashing damage. and running footsteps. All creatures in the lair that can hear the
echoes must succeed on a DC15 Wisdom saving throw or become
Claw (Depowered). Melee Weapon Attack: +5 to hit, reach 5 ft., one
disoriented by the noise. A disoriented creature must use their
target. Hit: 7 (2d6) slashing damage.
reaction (if able) to immediately move 15 feet in a random direction. A
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 creature that does not have a reaction must complete this movement
(2d8 + 8) bludgeoning damage. at the start of their next turn.
Tail (Depowered). Melee Weapon Attack: +5 to hit, reach 15 ft., one • Sharp stalactite shards fall from the ceiling, striking up to three
target. Hit: 9 (2d8) bludgeoning damage. creatures underneath that the dragon can see within 120 feet of it.
The dragon makes one ranged attack roll (+7 to hit) against each
Frightful Presence. Each creature of the dragon's choice that is within
target. On a hit, the target takes 10 (3d6) piercing damage.
120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom
• A howling wind blows from the alcoves on one side of the lair to the
saving throw or become frightened for 1 minute. A creature can repeat
other in a straight line 20 feet wide. Each creature in the wind’s path
the saving throw at the end of each of its turns, ending the effect on itself
must succeed on a DC 15 Strength saving throw or take 6 (1d12)
on a success. If a creature's saving throw is successful or the effect ends
bludgeoning damage, be pushed 15 feet in the direction of the
for it, the creature is immune to the dragon's Frightful Presence for the
blowing wind, and knocked prone. On success, the creature is pushed
next 24 hours.
10 feet, but suffers no other effects. Gases and vapors are dispersed
Shrieking Breath (Recharge 5–6, 6 when depowered). by the wind, and unprotected flames are extinguished. Protected
Khaetarubylath’s emits a thunderous shriek and breathes out a chaotic flames, such as lanterns, have a 50 percent chance of being
stream of fire and ice in a 60-foot cone. Each creature in that area must extinguished. If Khaetarubylath targets the lair’s partition with this
make a DC 20 Constitution saving throw, taking 21 (6d6) thunder, 21 lair action, it collapses.
(6d6) fire, and 21 (6d6) cold damage on a failed save, or half as much
damage on a successful one.

54
Gargantuan dragon, chaotic good Medium humanoid (Rashemi human), chaotic good

Armor Class 22 (Natural Armor) Armor Class 15 (studded leather)


Hit Points 487 (25d20 + 225) Hit Points 156 (24d8 + 48)
Speed 40 ft., fly 80 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) 8 (-1) 16 (+3) 14 (+2) 12 (+1) 20 (+5) 14 (+2)

Saving Throws DEX +7, CON +16, WIS +9, CHA +13 Saving Throws Con +6, Wis +9, Cha +6
Skills Arcana +11, History +11, Perception +16, Stealth +7 Skills Insight +9, Perception +9, Survival +9
Damage Immunities Cold Senses passive Perception 19
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26 Languages Common, Draconic, Druidic, Rashemi, Raumvira,
Languages Common, Draconic Sylvan, Tuigan.

Challenge 23 (50,000 XP) Challenge 12 (8,400 XP)

Proficiency Bonus +7 Proficiency +4

Legendary Resistance (3/Day). If the dragon fails a saving throw, Bonded Casting. When Serhophea casts the freedom of
it can choose to succeed instead. movement, spirit shroud, or Tasha’s otherworldly guise spells using
one of her spell slots, Serhophea can choose for the spell to also
affect any number of her allies within 30 feet. The effect lasts for
the duration, with only Serhophea needing to maintain
The region containing a legendary silver dragon’s lair is warped by
concentration when required.
the dragon’s magic, which creates the following effects.
Spellcasting. Serhophea is an 18th-level spellcaster. Her
• Once per day, the dragon can alter the weather in a 6-mile
spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell
radius centered on its lair. The dragon doesn’t need to be
attacks). She can cast the following wychlaran spells:
outdoors; otherwise the effect is identical to the control
weather spell. Cantrips (at will): blade ward, booming blade, produce flame,
• Within 1 mile of the lair, winds buoy non-evil creatures that fall shashkah*, shocking grasp
due to no act of the dragon’s or its allies. Such creatures 1st level (3 slots): absorb elements, sanctuary, shield, Tasha’s
descend at a rate of 60 feet per round and take no falling caustic brew
damage. 2nd level (2 slots): calm emotions, darkvision, misty step, spiritual
• The area including and within 1 mile of the lair, appears as weapon, summon beast
mundane, and reveals no signs of the dragon’s past or current 3rd level (2 slots): counterspell, dispel magic, life transference, spirit
presenc for the purposes of scrying and similar distant shroud, spirit guardians
divination magic. 4th level (2 slots): banishment, dominate beast, freedom of
• If the dragon dies, changed weather reverts to normal, as movement, stone shape
described in the spell, and the other effects fade in 1d10 days. 5th level (2 slots): dawn, placebind, steel wind strike, wrath of
nature
6th level (1 slot): bones of the earth, chain lightning, globe of
invulnerability, restore spirit, Tasha’s otherworldly guise
Morveysarryx’ combat statistics are not included. If required, refer
7th level (1 slot): crown of stars
to the Ancient Silver Dragon statistics, or in case she succumbs to
8th level (1 slot): mind blank*
the curse, to the Ancient Red Dragon statistics. Both can be found
9th level (1 slot): foresight
* Serhophea casts this spell on herself before combat.
Unweave (3/day). Serhophea can cast counterspell or dispel
magic at their lowest level without using a spell slot or any
components. Additionally, if Serhophea needs to make an ability
check as part of targeting a spell of the enchantment or
necromancy schools, she can add her proficiency bonus to this
ability check.

Shashkah. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.


Hit: 8 (1d6 + 5) slashing damage.

Communal Binding. Whenever an ally within 30 feet. of


Serhophea makes an attack, damage, or saving throw roll,

55
Medium undead , chaotic evil Tiny monstrosity

Armor Class 12 Armor Class 12


Hit Points 58 (13d8) Hit Points 10 (4d4)
Speed 0 ft., fly 40 ft. (hover) Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3) 6 (-2) 14 (+2) 12 (+1) 4 (-3) 11 (+0) 4 (-3)

Saving Throws WIS +2, CHA +5 Senses Darkvision 30 ft., Passive Perception 10
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Languages --
Piercing, and Slashing from Nonmagical Attacks Challenge 1/8 (25 XP)
Proficiency Bonus +2
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened,
Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft., Passive Perception 10 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3
(1d4 + 2) piercing damage plus 3 (1d6) force damage.
Languages Common, Elvish
Challenge 5 (1,800 XP)
Magic Allergy (1/Day). Immediately after a creature within 30
Proficiency Bonus +2 feet of the spellplagued rat casts a spell, the spellplagued rat can
Detect Life. The banshee can magically sense the presence of spontaneously react to the magic. Roll a d6 to determine the
creatures up to 5 miles away that aren’t undead or constructs. She effect:
knows the general direction they’re in but not their exact 1–2. The spellplagued rat emanates magical energy. Each creature
locations. within 30 feet of the spellplagued rat must succeed on a DC 10
Incorporeal Movement. The banshee can move through other Constitution saving throw or take 3 (1d6) force damage.
creatures and objects as if they were difficult terrain. She takes 5 3–4. The spellplagued rat surges with magical energy and regains
(1d10) force damage if she ends her turn inside an object. 3 (1d6) hit points.
5–6. The spellplagued rat explodes and dies, and one swarm of
spellplagued rats instantly appears in the space where this
Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one
spellplagued rat died. The swarm uses the spellplagued rat’s
target. Hit: 12 (3d6 + 2) necrotic damage.
Horrifying Visage. Each non-undead creature within 60 feet of
the banshee that can see her must succeed on a DC 13 Wisdom
saving throw or be frightened for 1 minute. A frightened target can
repeat the saving throw at the end of each of its turns, with
disadvantage if the banshee is within line of sight, ending the
effect on itself on a success. If a target’s saving throw is successful
or the effect ends for it, the target is immune to the banshee’s
Horrifying Visage for the next 24 hours.
Shrieking Wail (Recharge 5-6). The banshee releases a terrible,
mournful wail provided that she isn’t in sunlight. This wail has no
effect on constructs and undead. All other creatures within 30 feet
of her that can hear her must make a DC 13 Constitution saving
throw. On a failure, a creature drops to 0 hit points. On a success, a
creature takes 16 (3d10) psychic damage. After a creature has
been targeted by this effect once, it automatically succeeds on its
saving throws against it.

56
Medium swarm of Tiny monstrosities Medium undead , lawful evil

Armor Class 12 Armor Class 16 (Chain Shirt, Shield)


Hit Points 24 (7d6) Hit Points 45 (6d8 + 18)
Speed 25 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (+0) 4 (-3) 14 (+2) 4 (-3) 18 (+4) 12 (+1) 17 (+3) 6 (-2) 9 (-1) 10 (+0)

Skills Perception +4 Damage Resistances Necrotic; Bludgeoning, Piercing, and


Damage Resistances Bludgeoning, Piercing, Slashing Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Grappled, Damage Immunities Poison
Paralyzed, Petrified, Prone, Restrained, Stunned Condition Immunities Exhaustion, Frightened, Poisoned,
Senses Darkvision 30 ft., Passive Perception 14 Unconscious
Languages -- Senses Darkvision 60 ft., Passive Perception 9
Challenge 2 (450 XP) Languages the languages it knew in life
Proficiency Bonus +2 Challenge 3 (700 XP)
Limited Spell Immunity. The swarm automatically succeeds on Proficiency Bonus +2
saving throws against spells of 3rd level or lower, and the attack Martial Fury. As a bonus action, the sword wraith can make one
rolls of such spells always miss it. weapon attack. If it does so, attack rolls against it have advantage
Swarm. The swarm can occupy another creature’s space and vice until the start of its next turn.
versa, and the swarm can move through any opening large enough
for a Tiny spellplagued rat. The swarm can’t regain hit points or
gain temporary hit points. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing
damage if used with two hands.
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one
swarm’s space. Hit: 12 (3d6 + 2) piercing damage, or 5 (1d6 + 2) target. Hit: 5 (1d8 + 1) piercing damage.
piercing damage if the swarm has half of its hit points or fewer,
plus 7 (2d6) force damage.

Spell Redirection. In response to a spell attack roll missing the


swarm, the swarm causes that spell to hit another creature of its
choice within 30 feet of it that it can see.
Large beast , unaligned

Armor Class 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.

STR DEX CON INT WIS CHA


16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

Senses Passive Perception 10


Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 8 (2d4 + 3) bludgeoning damage.

57
Medium giant, any chaotic alignment Medium giant, any chaotic alignment

Armor Class 16 (frostskin) Armor Class 14 (natural armor)


Hit Points 60 (8d8 + 24) Hit Points 90 (12d8 + 36)
Speed 30 ft., climb 30 ft. Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 16 (+3) 8 (-1) 18 (+4) 12 (+1) 19 (+4) 11 (+0) 16 (+3) 8 (-1) 14 (+2) 10 (+0)

Saving Throws Str +3, Wis +6 Saving Throws Str +6


Skills Perception +6 Skills Athletics +6, Perception +4
Damage Resistances cold; bludgeoning, piercing, and Damage Resistances cold
slashing from nonmagical attacks Senses passive Perception 14
Senses passive Perception 16 Languages Common, Giant
Languages Common, Giant Challenge 3 (700 XP)
Challenge 4 (1,100 XP) Proficiency +2 Proficiency Bonus +2
Frostskin. The adepts fur and skin are magically frozen, creating a
hard barrier. Their AC can’t be less than 16.
Multiattack. The taer makes two melee weapon attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 6 (1d4 + 4) piercing damage plus 5 (2d4) cold damage.
(1d4 + 1) piercing damage plus 2 (1d4) cold damage. Great Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Innate Spellcasting. The adept’s innate spellcasting ability is target. Hit: 13 (2d8 + 4) bludgeoning damage.
Wisdom (spell save DC 14, +6 to hit with spell attacks). They can
Rock. Ranged Weapon Attack: +6 to hit, range 60/240 ft., one
innately cast the following spells, requiring no material
components: target. Hit: 15 (2d10 + 4) bludgeoning damage.

At will: detect magic, frostbite, goodberry


3/day: armor of Agathys, ice knife
1/day: Snilloc’s snowball swarm

Medium humanoid (any race), lawful evil

Armor Class 11 (Leather Armor)


Hit Points 32 (5d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 11 (+0) 14 (+0) 10 (+0) 10 (+0) 11 (+0)

Skills Intimidation +2
Senses Passive Perception 10
Languages Any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Pack Tactics. The thug has advantage on an attack roll against a
creature if at least one of the thug's allies is within 5 feet of the
creature and the ally isn't incapacitated.

Multiattack. The thug makes two melee attacks.


Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400
ft., one target. Hit: 5 (1d10) piercing damage.

58
Medium construct, neutral Medium construct, neutral

Armor Class 15 Armor Class 15


Hit Points 38 (7d8 + 7) Hit Points 45 (7d8 + 14)
Speed 40 ft., fly 60 ft. Speed 40 ft., climb 30 ft. (can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability
STR DEX CON INT WIS CHA check)
4 (-3) 14 (+4) 12 (+1) 19(-1) 12 (+1) 5 (-3)
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 3 (-4) 12 (+1) 5 (-3)
Skills Perception +3, Stealth +6
Saving Throws DEX +4
Skills Perception +3, Stealth +7
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing
from Nonmagical Attacks that aren't Adamantine
from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed, Exhaustion, Frightened,
Condition Immunities Charmed, Exhaustion, Frightened,
Paralyzed, Petrified, Poisoned
Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft., Passive Perception 13
Senses Blindsight 60 ft., Passive Perception 13
Languages Raumvira (doesn't speak)
Languages Rauvmari (doesn't speak)
Challenge 2 (450 XP)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Proficiency Bonus +2
Antimagic Susceptibility. The construct is incapacitated while it
Antimagic Susceptibility. The construct is incapacitated while it
is in the area of an antimagic field. If targeted by dispel magic, the
is in the area of an antimagic field. If targeted by a dispel magic
construct falls unconscious for 1 hour.
spell that would dispel a 4th level spell, the construct falls
Flyby. The construct doesn't provoke opportunity attacks when it unconscious for 1 hour.
flies out of an enemy's reach.
Immutable Form. The construct is immune to any spell or effect
Charge. If the construct moves at least 15 feet straight toward a that would alter its form.
target and then hits it with a flying ram attack on the same turn,
Magic Resistance. The construct has advantage on saving throws
the target takes an extra 7 (2d6) damage. If the target is a creature,
against spells and other magical effects.
it must succeed on a DC 14 Strength saving throw or be pushed 10
feet in the direction of the construct’s choice and knocked prone.
Immutable Form. The construct is immune to any spell or effect
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
that would alter its form.
(1d6 + 3) piercing damage. If the target is a creature, it must
succeed on a DC 13 Constitution saving throw or suffer one
random debilitation effect:
Flying Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one
1. Tearing Wound: The target takes an additional 13 (3d8) piercing
target. Hit: 8 (1d8 + 4) bludgeoning damage.
damage.
2. Knockdown: The target is knocked prone.
3. Paralytic Injection: The target is paralyzed until the end of its
next turn.

59
Medium construct, neutral Medium humanoid (any race), any alignment

Armor Class 17 (Natural, Shield) Armor Class 17 (Splint)


Hit Points 112 (15d8 + 45) Hit Points 58 (9d8 + 18)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 5 (-3) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Saving Throws STR +7, DEX +5, CON +6 Skills Athletics +5, Perception +2
Skills Athletics +7, Perception +4 Senses Passive Perception 12
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing Languages Any one language (usually Common)
from Nonmagical Attacks that aren't Adamantine Challenge 3 (700 XP)
Condition Immunities Charmed, Exhaustion, Frightened, Proficiency Bonus +2
Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft., Passive Perception 14
Languages Rauvmari (doesn't speak) Multiattack. The veteran makes two longsword attacks. If it has a
shortsword drawn, it can also make a shortsword attack.
Challenge 5 (1,800 XP)
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Proficiency Bonus +3
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
Antimagic Susceptibility. The construct is incapacitated while it damage if used with two hands.
is in the area of an antimagic field. If targeted by a dispel magic
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
spell that would dispel a 5th level spell, the construct falls
target. Hit: 6 (1d6 + 3) piercing damage.
unconscious for 1 hour.
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400
Brute. A melee weapon deals one extra die of its damage when
ft., one target. Hit: 6 (1d10 + 1) piercing damage.
the clay gladiator hits with it (included in the attack).
Immutable Form. The construct is immune to any spell or effect
that would alter its form.
Parry. The construct adds 3 to its AC against one melee attack
that would hit it. To do so, the construct must see the attacker.

Multiattack. The construct makes three melee attacks.


Handblade. Melee Attack: +7 to hit, reach 5 ft. and range 20/60 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a
Medium or smaller creature, it must succeed on a DC 15 Strength
saving throw or be knocked prone.
Steel Bolt. Ranged Weapon Attack: +5 to hit, range 100/400 ft.,
one target. Hit: 12 (1d10 + 2) piercing damage.

60
Medium humanoid (any race), lawful evil Medium fey (hag), chaotic evil

Armor Class 16 (Studded Leather, Shield) Armor Class 21 (natural armor)


Hit Points 112 (15d8 + 45) Hit Points 120 (16d8 + 48)
Speed 30 ft. Speed 30 ft. fly 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 10 (+0) 12 (+1) 15 (+2) 20 (+5) 13 (+1) 16 (+3) 11 (+0) 16 (+3) 18 (+4)

Saving Throws STR +7, DEX +5, CON +6 Saving Throws Cha +8, Con +7, Wis +7,
Skills Athletics +10, Intimidation +5 Skills Arcana + 4, Deception +12, Insight +11, Perception +11,
Senses Passive Perception 11 Stealth +5, Survival +7
Languages Any one language (usually Common) Damage Resistance bludgeoning, piercing, and slashing
Challenge 6 (2,300 XP) from nonmagical attacks.
Proficiency Bonus +3 Damage Immunities cold, thunder
Alert. Warlord Vatuur has advantage on initiative checks, and Condition Immunities deafened
can’t be surprised while he is conscious. Senses darkvision 120 ft., passive Perception 21
Brave. Warlord Vatuur has advantage on saving throws against Languages Common, Rashemi, Sylvan, Tuigan, telepathy 120 ft.
being frightened.
Challenge 11 (7,200 XP) Proficiency +4
Brute. A melee weapon deals one extra die of its damage when
Innate Spellcasting. The hag’s spellcasting ability is Charisma
Warlord Vatuur hits with it (included in the attack).
(spell save DC 16). She can innately cast the following spells,
requiring no material components:
At will: disguise self, prestidigitation, gust of wind, see invisible,
Multiattack. Warlord Vatuur makes three melee attacks or two
wind wall
ranged attacks.
3/day each: bestow curse, counterspell, lightning bolt, thunder step
Balanced Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 1/day each: dominate person, dream, enervation, guards and wards
5 ft. and range 80/150 ft., one target. Hit: 13 (2d8 + 4) piercing 1/week: control weather
damage, or 13 (2d8 + 4) piercing damage if used with two hands to
Magic Resistance. Whistle has advantage on saving throws
make a melee attack.
against spells and other magical effects.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a
Medium or smaller creature, it must succeed on a DC 15 Strength
Multiattack. Whistle makes three claw attacks. If her first two
saving throw or be knocked prone.
claw attacks on a turn hit the same target, and her third attack
Javelin of Lightning (1/day). Warlord Vatuur throws his javelin claw attack against that target has advantage, and is a critical hit if
of lightning, which transforms into a bolt of lightning, forming a it hits. Additionally, once per turn Whistle can replace one of her
line 5 feet wide that extends out from him to a target within 120 attacks with a Shriek or with casting a spell.
feet. Each creature in the line excluding the warlord and the target
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature.
must make a DC 13 Dexterity saving throw, taking 4d6 lightning
Hit: 9 (1d8 + 5) slashing damage.
damage on a failed save, and half as much damage on a successful
one. The lightning bolt turns back into a javelin when it reaches Shriek (Recharge 5-6). The hag releases a terrible, maddening
the target. The warlord makes a ranged weapon attack against the shriek. Any creature within 60 feet of the hag must succeed on a
target. On a hit, the target takes 8 (2d6+4) piercing plus 14 (4d6) DC 16 onstitution saving throw, taking 33 (6d10) thunder damage
lightning damage. on a failed save or half as much on a successful one.

Warlord’s Declaration (1/day). Warlord Vatuur throws his


balanced spear with devastating power and accuracy. This attack
has advantage if the target creature has not yet had a turn in
combat. If the attack hits, it is considered a critical hit and deals
maximum damage.

Parry. Warlord Vatuur adds 3 to its AC against one melee attack


that would hit it. To do so, Warlord Vatuur must see the attacker
and be wielding a melee weapon.

61
Small elemental , neutral evil Large monstrosity , neutral evil

Armor Class 15 Armor Class 13 (Natural Armor)


Hit Points 27 (6d6+6) Hit Points 75 (10d10 + 20)
Speed 0 ft., fly 60 ft. (hover) Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 20 (+5) 12 (+1) 9 (-1) 11 (+0) 12 (+1) 18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1)

Skills Perception +2, Stealth +3 Skills Perception +5, Stealth +3


Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, Damage Immunities Cold
and Slashing from Nonmagical Attacks Senses Passive Perception 15
Damage Immunities Cold, Poison Languages Common, Giant, Winter Wolf
Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Challenge 3 (700 XP)
Poisoned, Prone, Restrained, Unconscious
Proficiency Bonus +2
Senses Darkvision 60 ft., Passive Perception 12
Keen Hearing and Smell. The wolf has advantage on Wisdom
Languages Auran (Perception) checks that rely on hearing or smell.
Challenge 1 (100 XP) Pack Tactics. The wolf has advantage on an attack roll against a
Proficiency Bonus +2 creature if at least one of the wolf's allies is within 5 feet of the
Air Form. The mephit can enter a hostile creature's space and creature and the ally isn't incapacitated.
stop there. It can move through a space as narrow as 1 inch wide Snow Camouflage. The wolf has advantage on Dexterity (Stealth)
without squeezing. checks made to hide in snowy terrain.
Death Burst. When the mephit dies, it explodes in a burst of
cutting wind. Each creature within 5 feet of it must make a DC 10
Dexterity saving throw, taking 7 (2d6) slashing damage on a failed Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11
save, or half as much damage on a successful one. (2d6 + 4) piercing damage. If the target is a creature, it must
Innate Spellcasting (1/Day). The mephit can innately cast fog succeed on a DC 14 Strength saving throw or be knocked prone.
cloud, requiring no material components. Its innate spellcasting Cold Breath (Recharge 5–6). The wolf exhales a blast of freezing
ability is Charisma. wind in a 15-foot cone. Each creature in that area must make a DC
12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed
save, or half as much damage on a successful one.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 7 (1d6 + 5) bludgeoning damage.
Cutting Breath (Recharge 6). The mephit exhales a 15- foot cone
of cold air. Each creature in that area must succeed on a DC 10
Dexterity saving throw, taking 5 (2d4) cold damage on a failed
save, or half as much damage on a successful one.

62
APPENDIX B. SIDEKICK
STATISTICS
5th-level Medium humanoid (half-elf)
The statistics presented here are used as allies of the player
characters. These allies are not always present — refer to Armor Class 15 (studded leather)
the adventure text to determine whether they are needed. Hit Points 33 (6d8 + 6)
Depending on how many players are at the table, they can Speed 30 ft.
be run either by the players themselves, or by the DM. In
either case, it is up to the DM to reveal any special STR DEX CON INT WIS CHA
information they may have to contribute based on their 10 (+0) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 14 (+2)
role in the party.
Be mindful of having too many allied NPCs, so as not to Saving Throws Dex +6
take attention away from players.
Skills Acrobatics +6, History +5, Investigation +5, Persuasion +5,

ADVENTURING ARCHAEOLOGISTS Stealth +6

Two versions of the Adventurig Archaeologist are Tools. Mason’s Tools +6, Thieves Tools +9
presented — a level 7 and a level 5. They should be used as Senses passive Perception 10
follows: Languages Common, Elvish
• If the party has 5 or more players: use at most one level 5 Helpful. The adventuring archaeologist can take the Help action
Adventuring Archaeologist. If the party struggles with as a bonus action, and the creature who receives the help gains a
combat, have them level up to level 7 when player 1d6 bonus to the d20 roll. If that roll is an attack roll, the creature
characters level up to 8. can forgo adding the bonus to it, and then if the attack hits, the
• If the party has 4 players: use one level 7 Adventuring creature can add the bonus to the attack’s damage roll against
Archeologist. one target.
• If the party has 3 or less players: use two level 5
Evasion. When the adventuring archaeologist is not incapacitated
Adventuring Archeologists. If they party struggles with
and subjected to an effect that allows it to make a Dexterity saving
combat, have them level up to level up to 7 when the
throw to take only half damage, it instead takes no damage if it
player characters level up to 8.
succeeds on the saving throw, and only half damage if it failed.

PLAYING WITH 1 OR 2 PLAYERS Tools. The expert has thieves’ tools and a musical instrument.
While the Dragon Witch of Rashemen is designed to be Wondrous Luck. When the adventuring archaologist is subjected
played with 3-6 players, it is possible to play with 1 or 2 to massive damage that would kill it outright, it is instead knocked
players by making some adjustments and using multiple unconscious and suffers 1 failed death saving throw.
NPCs. The adventure is not intended to be run as a “duet”
however, and play with 1-2 or players requires those
players to control several allies in addition to their own Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
character. Make sure that players are comfortable with this target. Hit: 6 (1d6 + 3) piercing damage.
as setup before proceeding.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
For such a game, it may be useful to include Virnoska as
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
an ally even if there is a player wychlaran. Additionally, if
using Davar and/or a Tuigan Warrior, increase their Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
hitpoints by 20, and an add an extra attack to the latter. target. Hit: 6 (1d6 + 3) piercing damage.

63
6th-level Medium humanoid (Tuigan human)
7th-level Medium humanoid (half-elf)
Armor Class 19 (half-plate, shield)
Armor Class 15 (studded leather) Hit Points 45 (7d8 + 14)
Hit Points 44 (8d8 + 8) Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 14 (+2)
10 (+0) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 14 (+2)
Saving Throws Con +5, Str +6
Saving Throws Dex +6 Skills Athletics +6, Perception +4, Persuasion +5, Survival +4
Skills Acrobatics +6, History +5, Investigation +5, Persuasion +5, Senses passive Perception 14
Stealth +6 Languages Common, Rashemi, Tuigan

Tools. Mason’s Tools +6, Thieves Tools +9


Improved Critical. Davar’s attack rolls score a critical hit on a roll
Senses passive Perception 10 of 19 or 20 on the d20.
Languages Common, Elvish Second Wind (Recharges after a Short or Long Rest). Davar
Fey Ancestry. You have advantage on Saving Throws against can use a bonus action on his turn to regain hit points equal to
being Charmed, and magic can’t put you to sleep. 1d10 + its level.
Helpful. The adventuring archaeologist can take the Help action
as a bonus action, and the creature who receives the help gains a
1d6 bonus to the d20 roll. If that roll is an attack roll, the creature Extra Attack. Davar can attack twice, instead of once, whenever
can forgo adding the bonus to it, and then if the attack hits, the he takes the attack action on his turn.
creature can add the bonus to the attack’s damage roll against Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
one target. target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
Evasion. When the adventuring archaeologist is not incapacitated damage if used with two hands.
and subjected to an effect that allows it to make a Dexterity saving Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
throw to take only half damage, it instead takes no damage if it target. Hit: 6 (1d8 + 2) piercing damage.
succeeds on the saving throw, and only half damage if it failed. Wondrous Luck. When Davar is subjected to massive damage that
Wondrous Luck. When the adventuring archaologist is subjected would kill him outright, he is instead knocked unconscious and
to massive damage that would kill it outright, it is instead knocked suffers 1 failed death saving throw.
unconscious and suffers 1 failed death saving throw.

Protection. Davar imposes disadvantage on the attack roll of a


Extra Attack. The expert can attack twice, instead of once, creature within 5 feet of him whose target isn’t Davar. Davar must
whenever it takes the attack action on its turn. be able to see the attacker.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.

64
7th-level Medium humanoid (Rashemi human) 5th-level Medium humanoid (tuigan human)

Armor Class 14 (studded leather) Armor Class 17 (studded leather, shield)


Hit Points 52 (8d8+16) Hit Points 39 (6d8 + 12)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 12 (+1)

Saving Throws Cha +5, Con +5, Wis +6 Saving Throws Con +5, Dex +6
Skills Arcana +6, History +5, Nature + 5, Perception +6, Persuasion Skills Athletics +5, Perception +5, Survival +5
+5 Senses passive Perception 15
Senses passive Perception 16 Languages Common, Tuigan
Languages Common, Druidic, Rashemi, Thayian, Tuigan
Improved Critical. The warrior’s attack rolls score a critical hit on
Bonded Casting. When the Virnoska casts the protection from a roll of 19 or 20 on the d20.
energy or spirit shroud spell using one of her spell slots, she can Second Wind (Recharges after a Short or Long Rest). The
choose for the spell to also affect up to two additional allies within warrior can use a bonus action on its turn to regain hit points
30 feet. The effect lasts for the duration, with only Virnoska equal to 1d10 + its level.
needing to maintain concentration.
Wondrous Luck. When the warrior is subjected to massive damage
Unweave (3 uses, recharges after a long rest). Virnoska can that would kill it outright, it is instead knocked unconscious and
cast counterspell and dispel magic at its lowest level without using suffers 1 failed death saving throw.
a spell slot or any components. Additionally, if she needs to make
an ability check as part of targeting a spell of the enchantment or
necromancy schools, Virnoska can add her proficiency bonus to
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
this ability check.
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
Spellcasting. Virnoska’s spellcasting ability is Wisdom (spell save damage if used with two hands.
DC 14, +6 to hit with spell attacks). She has following wychlaran
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one
spells prepared:
target. Hit: 7 (1d8 + 3) piercing damage.
Ritual only: detect magic
Cantrips (at will): blade ward, guidance, booming blade, shocking
grasp
Protection. The warrior imposes disadvantage on the attack roll
1st level (4 slots): absorb elements, cure wounds, healing word,
of a creature within 5 feet of him whose target isn’t Davar. Davar
shield
must be able to see the attacker.
2nd level (3 slots): darkvision, misty step, protection from energy,
spiritual weapon
3rd level (3 slots): spirit guardians, spirit shroud
4th level (1 slot): freedom of movement
Wondrous Luck. When Virnoska is subjected to massive damage
that would kill her outright, she is instead knocked unconscious
and suffers 1 failed death saving throw.

Shashkah. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


Hit: 6 (1d6+3) slashing damage.

Communal Binding (3 uses, recharges after a short or Long


Rest). When an ally within 30 feet. of Virnoska makes an attack,
damage, or saving throw roll, Virnoska can choose to add 1d4 to
that roll.

65
APPENDIX C. MISSION THE DAJEMMA
You have chosen to undertake the dajemma — the

HANDOUTS traditional Rashemi journey to visit distant places and find


yourself. You have the following guidance:
• Each person’s dajemma is different. Traveling to finding
The handouts in this section should be given to the player yourself lasts for as long as you choose.
characters based on their role in the adventure. If a role is • Act with care and respect. Uphold traditions and respect
not chosen, the handout should not be given — instead, others.
the information is communicated through the appropriate • Undertake challenges, and learn from both successes
NPC that joins the party. and failures.
Each handout also includes the Group Patron benefits • Accept guidance from the wise but make your own
associated. choices.
• The Wychlaran’s Communion. This handout should be
given to players only if they’ve chosen to play the PATRON: THE WISE WOMEN OF RASHEMEN
adventure’s primary wychlaran. Otherwise, this (THE WYCHLARAN)
information is held by Ethran Virnoska and should be As a patron, the Wychlaran represent the rule of law and
used by the DM when required. traditions within Rashemen. Following them as a patron
• The Dajemma. This handout should be given to Rashemi means following their directions and tradition.
characters choosing to undertake this journey alongside The Wychlaran patron provides the following perks in
the wychlaran. It does not matter whether the wychlaran this adventure:
is a player character or NPC. If there are no such • Authority. While on a mission for the Wychlaran, you
characters, this is not used in the adventure. can invoke your authority to gain advantage on a
• Professor Brisseau’s Mission Notes. This handout should Charisma (Intimidation or Persuasion) check made to
be given to any characters hired by Merva Brisseau to influence a law-abiding Rashemi.
seek out knowledge for her. If there are no such player • Proficiencies. You speak your choice of one additional
characters, it is held by Dorana and/or Nomar Brodus language from options relevant to Rashemen’s
and should be used by the DM when required. geography and people. Choose from: Dwarvish,
Rashemi, Sylvan, Thayian, or Tuigan. If you are
proficient in the Arcana or History skill, you can
translate the Raumvira language at a rate of 1 minute per
word. Additionally, if you are a wychlaran (regardless of
class), you are trained in the knowledge of Raumathari
magic, granting you proficiency in the Arcana skill, for
ability checks related to such magic.
• Resources. While in Rashemen, you can purchase
potions or spellcasting services for yourself with a
20% discount. It is expected that you do not use this
discount to purchase items for those who do not share
your patron.

66
PROFESSOR BRISSEAU’S MISSION NOTES PATRON: PROFESSOR MERVA BRISSEAU OF
Professor Merva Brissaeu has hired you to investigate THE WATERDEEP ACADEMY OF HISTORICAL
locations in and near Rashemen and recover artifacts STUDIES
helpful in learning the history of Raumathar — primarily Originally from Rashemen, famed Waterdeep historian
books. Merva has given you the following notes: Merva Brisseau left her homeland young but remained
• Investigate two Raumathari locations: the Ring of Gray fascinated by it. As her studies in Waterdeep grew in
Flames and the Towers of Smoke. renown, she still spent much of her life adventuring in
• Your journey is expected to pass the remains of a place Rashemen, where she built excellent relations with the
called Strogatsk. This is not a Raumathari location, but Wychlaran by conducting her studies in a respectful and
very little is known about it, and it is worth a quick look mutually-beneficial manner. Merva is not one for taking
to see if anything of historical interest remains there. cultural artifacts without permission. Those she hires for
• You must have a wychlaran escort to the ruins, both for expeditions are employed for their field skills as for their
practical and political purposes. I suspect only a cultural sensitivity and ability to work well with local
wychlaran may interact with certain ancient magics, as authorities.
some seem to respond to the Raumviran bloodline of As a patron, Professor Merva Brisseau provides the
which the Wychlaran are the descendants. following perks in this adventure:
• Secure books or artifacts relating to Raumathari history. • Compensation. Professor Brisseau pays for the work you
Remove only items approved by your wychlaran guide. do for her and covers certain expenses. While on a quest
Try to leave things intact and not break anything. Check for her, you can sustain a modest lifestyle at no cost.
with your guide if in doubt. Additionally, you receive a bounty of 250 gp for each
• Notes on the Ring of Gray flames. The Ring of Gray relevant artifact or book you bring back. Only items
Flames is an ancient Raumathari ruin consisting of obtained in a manner approved by the local authorities
several constructed stone towers, of which two remain and removed with their permission are eligible for the
intact and impenetrable due to magical seals. The Ring is bounty.
one of the better known Raumathari sites, and the • Equipment. Before departing on your mission, you
closest to Mulptan. gain 50 gp in coin and up to another 50 gp worth of
• Notes of Tower of Smoke. The second Raumathari ruin is equipment from the Adventure Gear section of the
located in the far North, beyond the village of Nathoud. Players Handbook. Additionally, you can choose to
The location is referred to as the Towers of Smoke, but take one of the following: potion of climbing, potion of
little is known beyond the description. Further comprehension, or potion of water breathing.
information may be available form local adventurers or • Research. Professor Brisseau’s specialization is
guides in Nathoud. Raumathari history, and she provides you with
several tomes to assist your exploration. These tomes
allow you to translate the Raumvira language at a rate
of 1 minute per word. Additionally, if you are a
spellcaster, you gain insight into Raumathari magic
that may allow you to interact with devices or spells
powered by it. Finally, you can spend 10 minutes
consulting the provided tomes to gain advantage on
an Intelligence (History) check relating to the
Raumathar Empire.

67
THE WYCHLARAN’S COMMUNION PATRON: THE WISE WOMEN OF RASHEMEN
Before undertaking your journey, you were given the (THE WYCHLARAN)
following guidance by the Elder Wychlaran Council: As a patron, the Wychlaran represent the rule of law and
• Your true mission is to find wisdom. Return once you traditions within Rashemen. Following them as a patron
believe you have. means following their directions and tradition.
• Investigate the dragon sighting, learn the truth, The Wychlaran patron provides the following perks in
intervene as necessary. The dragon was last seen in this adventure:
Nathoud a month ago. Make your way there in your • Authority. While on a mission for the Wychlaran, you
travels. can invoke your authority to gain advantage on a
• Make allies. Assist them, and they will assist you. The Charisma (Intimidation or Persuasion) check made to
first step to leading many people is getting along with influence a law-abiding Rashemi.
just a few. • Proficiencies. You speak your choice of one additional
• Guide the foreign explorers with care and respect. Their language from options relevant to Rashemen’s
learnings are also learnings for us, and Merva Brissaeu is geography and people. Choose from: Dwarvish,
an ally of the Wychlaran. Rashemi, Sylvan, Thayian, or Tuigan. If you are
• The twin misions may be tied together. If a dragon is proficient in the Arcana or History skill, you can
active, it would be drawn to ancient artifacts for its translate the Raumvira language at a rate of 1 minute per
hoard. word. Additionally, if you are a wychlaran (regardless of
• Tread carefully in Endless Wastes. The people of Taan class), you are trained in the knowledge of Raumathari
are not likely to receive you well. It has never been our magic, granting you proficiency in the Arcana skill, for
choice to have them as enemies, but the past cannot be ability checks related to such magic.
changed, only improved upon. • Resources. While in Rashemen, you can purchase
potions or spellcasting services for yourself with a
In addition to the general guidance above, you have been
20% discount. It is expected that you do not use this
given a special briefing regarding a well-known dragon-
discount to purchase items for those who do not share
sighting. It’s expected that you keep the untold story
your patron.
private unless it becomes relevant to current events:
The story told. In the Year of True Omens (1409 DR), an
ancient silver dragon came over the Sunrise Mountains.
The dragon was said to be out of control with rage, affected
by a draconic illness contracted in the Copper Mountains
from which it had come. It landed on the outskirts of
Thasunta, in the south of Rashemen, where a host of
wychlaran and berserkers drove it away, never to be seen
again. This story is known in the histories of Rashemen
and the surrounding countries.
The story untold. When the people told stories of the
dragon having come from the south — Copper Mountains
or not – this was a story to the benefit of the Wychlaran.
The south meant Thay and eternal enemies of the lands. In
truth, the Wychlaran suspected that a fleeing dragon
would flee to its home, not simply in a random direction.
Those who fought the dragon had also noticed something
strange about its illness. It was not just “crazed” as
described by the common folk, but it seemed to have a
hunger, a burning hate for the Rashemi. Several hathrans
(full-fledged wychlaran) fell in the battle, along with
many berserkers. After the battle, an othlor — one of the
senior wychlaran — was tasked with traveling to the
Endless Wastes — a place at the time known to still be
hostile to the Rashemi — to track and kill the wounded
dragon before it had a chance to recuperate and return. The
othlor that was sent was named Serhophea. Her task was
secret, and she was sent alone to perform it. Serhophea
never returned, nor was the dragon seen again in
Rashemen.
Othlor Serhophea. In addition to the story above, you
have a physical description of Othlor Serhophea. When last
seen, Serhophea was a tall human woman in her sixties,
had long red hair — quite rare in Rashemi, light skin, and a
simple wooden wychlaran mask carved with a symbol of
three lines forming a triangle.

68
APPENDIX D. TIMELINE
OF HISTORICAL EVENTS
Note that there are two versions of the table below — a
complete DM version and a partially-filled player version.

T IMELINE OF H ISTORICAL E VENTS (DM V ERSION – I NCLUDES M AJOR S POILERS !)


Year Event
Circa -900 DR to -150 DR Time of the Raumathar Empire
Circa -200 DR The great library at Candlekeep is founded.
Circa -200 to -150 DR The Icerim Research Complex (Towers of Smoke) is decommissioned.
-150 DR The Raumathar Empire Falls.
The Year of Recompense.
0 DR Dale Reckoning (DR) Begins.
The Year of the Rising Flame.
1358 DR The Grand Army of the Tuigan, also known as the Tuigan Horde begins its conquest. The
The Year of Shadows. army is 300,000 soldiers strong and invades from the Endless Wastes (also known as the
Hordelands or Taan). Rashemen was among the areas invaded.
1360 DR The Tuigan Horde is defeated at Phsant, by a Cormyr-led allied army.
The Year of the Turret.
1385 DR The Spellplague cataclysm begins.
The Year of Blue Fire.
1409 DR An ancient silver dragon attacks Rashemen near Thasunta, and is driven away by a large
The Year of True Omens. force of wychlaran and berserkers.
1410 DR The City of Strogatsk, in Taan (the Endless Wastes) burns down, leaving no survivors.
The Year of the Eight-Legged Mount.
1415 DR Wychlaran Othlor Serhophea and the dragon Morveisarryx visit the Towers of Smoke.
The Year of Staves Arcane.
1415 DR Silga Bucklebar, a dwarven explorer from Nathoud visits the Towers of Smoke.
The Year of Staves Arcane.
1485 DR Silga Bucklebar dies peacefully in Nathoud.
The Year of the Iron Dwarf’s Vengeance.
1486 DR Last reported sighting of flames glowing blue at the Ring of Gray Flames.
Year of the Nether Mountain Scrolls.
1487 DR The Spellplague cataclysm ends and the world is restored.
The Year of the Rune Lords Triumphant.
1495 DR Current Year
Year of the Tyrant's Pawn
1 month ago For the first time in many years, a dragon is seen flying near Nathoud.

69
T IMELINE OF H ISTORICAL E VENTS (PLAYER V ERSION )*
PLAYER T IP : B LANK SPACE IN THE TIMELINE DOES NOT NECESSARILY INDICATE A MISSING EVENT !
Year Event
Circa -900 DR to -150 DR Time of the Raumathar Empire

Circa -200 DR The great library at Candlekeep is founded.

-150 DR The Raumathar Empire Falls.


The Year of Recompense.

0 DR Dale Reckoning (DR) Begins.


The Year of the Rising Flame.

1358 DR The Grand Army of the Tuigan, also known as the Tuigan Horde begins its conquest. The
The Year of Shadows. army is 300,000 soldiers strong and invades from the Endless Wastes (also known as the
Hordelands or Taan). Rashemen was among the areas invaded.

1360 DR The Tuigan Horde is defeated at Phsant, by a Cormyr-led allied army.


The Year of the Turret.

1385 DR The Spellplague cataclysm begins.


The Year of Blue Fire.

1487 DR The Spellplague cataclysm ends and the world is restored.


The Year of the Rune Lords Triumphant.

1495 DR Current Year


Year of the Tyrant's Pawn

1 month ago For the first time in many years, a dragon is seen flying near Nathoud.

70
APPENDIX E. MAPS
REGIONAL MAP (DM VERSION)

71
REGIONAL MAP (PLAYER VERSION)

72
THE RING OF GRAY FLAMES: BREACHED
TOWER

73
STROGATSK UNDEAD ATTACK (OPTIONAL)

74
TOWERS OF SMOKE: ABOVEGROUND

75
TOWERS OF SMOKE: UNDERGROUND

76
TUNDRA & MOUNTAINS GROUND MAPS
For virtual play, a generic tundra map and a snowy
mountain terrain map are included in the DMsGuild
packages.

77
LAIR OF THE SHRIEKING DRAGON

78
WHISTLE’S WIND HUT

79
APPENDIX F. audiences and occasionally some form of aid in exchange
for favors in return.

WYCHALRAN
BACKGROUND & SPELLS
SPELL LIST
Prerequisite: Spellcasting or Pact Magic class feature.
As a member of the wychlaran, the following spells are
The following background and spells are taken from the added to the spell list of your spellcasting class.
Rashemen Campaign Guide or the stand-alone Wychlaran
class product. The spell list that appears here is altered Spell Level Spell
from the original version to exclude spells that are not
cantrip guidance, shashkah*
reprinted here.
1st cure wounds, shield
BACKGROUND: WYCHLARAN 2nd gust of wind, lesser restoration
Your arcane or divine prowess marked you as different 3rd spirit shroud, wind wall
from those around you. The powerful wise women of your
4th fire shield, summon construct
land sought you out to bring you into the fold. You’ve
either spent your years practicing your magical abilities on 6th restore spirit*
your own as an Unproven or willingly joined the witches to * These spells are taken from the Rashemen Campaign Guide.
train and be numbered among their ranks.
When you choose this background, work with your DM
to determine whether you’re a true wychlaran or a
NEW SPELLS
The following two spells from the Rashemen Campaign
durthan, how far through the ranks you progressed, and
Guide appear in this adventure.
what kind of experiences you have had.
SHASHKAH
Skill Proficiencies: History, plus your choice of two from
Transmutation cantrip
among Arcana, Insight, Medicine, Nature, and Religion.
Tool Proficiencies: Herbalism kit Casting Time: 1 bonus action
Languages: one of your choice Range: Self
Equipment: Herbalism Kit, set of common and fine Components: V, S, M (a tuft of black wool, a human hair,
clothes, a mask, a stone, twig or leaf from a place you and a sword)
consider sacred, and a pouch containing 15 gold pieces. Duration: 1 minute
Classes: Wychlaran
RANK A sword you are holding is imbued with the power of
In the Sisterhood there are different ranks of varying ancient spirits, guiding you in its use. For the duration, you
power and responsibility. You had specific responsibilities can use your spellcasting ability instead of Strength or
and experiences based on which rank you are. Dexterity for the attack and damage rolls of melee attacks
using that weapon. The spell ends if you cast it again or if
WYCHLARAN RANK you are not holding the weapon at the end of your turn.
d6 Rank RESTORE SPIRIT
1 Unproven. Those who choose not to become ethrans, or 6th-level abjuration
perhaps did not have the inclination or aptitude for Casting time: 1 hour
further study. Range: 15 feet
2 Ethran. A low-ranking initiate, but still bearing the full Components: V, S, M (firewood, and rare herbs worth at
responsibility and authority of being a witch. least 500 gp, which the spell consumes)
Duration: Instantaneous
3 Hathran. Leaders of the sisterhood. They can doo
Classes: Wychlaran
nowwrong and their word is law. You perform a ceremony that cleanses and restores the
4 Othlor. The wisest and most experienced. Perhaps only target creature’s’’ spirit. The ceremony removes the
a dozen or so individuals exist. following harmful effects:
5 Durthan. A forbidden splinter group who believe in • Any effect causing the target to be blinded, charmed,
using any means necessary to defeat Rashemen’s deafened, exhausted, frightened, paralyzed, petrified,
enemies, including the use of forbidden dark magic. poisoned, or stunned
• Any curses
6 Former Member. You have left the order either
• Possession
voluntarily or were asked to leave.
• Any reductions to the target’s ability scores
• Any effect reducing the target’s maximum hit points

FEATURE: POSITION OF POWER


• Any negative effects suffered as a result of
• casting or being subjected to a raise dead or
Your association with the Wise Women of Rashemen gives
• resurrection spells.
you a certain degree of power outside of our lands.
• Any effects suffered as a result of Wychlaran
Powerful arcane and divine practitioners grant you
• Communal Bonding being broken

80
SUGGESTED CHARACTERISTICS BONDS
The magic you wield, the stories the wychlaran raised you
on, and the work you did among the people of Rashemen d6 Bond
have shaped you into who you are today. 1 I will someday get revenge on the corrupt hierarchy who
branded me a heretic
PERSONALITY TRAITS 2 Everything I do is for the common people.
D8 Personality Trait 3 I will do anything to prove myself superior to my hated
1 I see omens in every event and action. The gods try to rival.
speak to us, we just need to listen. 4 I protect those who cannot protect themselves.
2 I blow up at the slightest insult. 5 Those who stand beside me are those worth dying for.
3 I believe that everything worth doing is worth doing 6 I fight for those who cannot fight for themselves.
right. I can’t help it—I’m a perfectionist.
4 I feel tremendous empathy for all who suffer.
5 I'm convinced that people are always trying to steal my FLAWS
secrets. d6 Flaw
6 I ask a lot of questions. 1 Secretly, I believe that things would be better if I were a
7 I bluntly say what other people are hinting or hiding. tyrant lording over the land.
8 I'm willing to listen to every side of an argument 2 I am dogmatic in my thoughts and philosophy.
before I make my own judgment. 3 I’d risk too much to uncover a lost bit of knowledge.
4 I have little respect for anyone who is not a proven
IDEALS warrior.
d6 Ideal 5 I’m horribly jealous of anyone who outshines my
1 Tradition. The ancient traditions of worship and sacrifice handiwork. Everywhere I go, I’m surrounded by rivals.
must be preserved and upheld. (Lawful) 6 Once someone questions my courage, I never back down
2 Power. Solitude and contemplation are paths toward no matter how dangerous the situation.
mystical or magical power. (Evil)
3 People. I’m committed to the people I care about, not to
ideals. (Neutral)
4 Destiny. Nothing and no one can steer me away from my
higher calling. (Any)
5 Charity. I always try to help those in need, no matter
what the personal cost. (Good)
6 Freedom. Tyrants must not be allowed to oppress the
people. (Chaotic)

81
APPENDIX G. MAGIC MAGIC ITEMS

ITEM & REWARD CRYSTAL BLADE

HANDOUTS
Weapon (rapier), rare (requires attunement)
This magic sword’s blade is fashioned from a horn or spine from a
crystal dragon. When you hit with an attack roll using this sword,
the target takes an extra 1d8 radiant damage.
GIFT OF DRACONIC KNOWLEDGE The sword has 3 charges and regains 1d3 expended charges
Draconic Gift, Very Rare daily at dawn. When you hit a creature with an attack roll using
You have gained the gratitude of the Ancient Silver Dragon the sword, you can expend 1 charge to regain a number of hit
Morveysarryx. You learn the Draconic language, and once per points equal to the extra radiant damage the sword dealt.
tenday, you can cast the commune spell without needing While you’re holding the sword, you can use a bonus action to
components to contact Morveysarryx. This way of communing cause it to shed bright light in a 30-foot radius and dim light for an
differs from the standard spell in the following ways: additional 30 feet, to cause it to shed dim light in a 10-foot radius,
or to douse the light.
• Your questions do not need to require a “yes” or “no” answer.
Questions answerable with one word or a short phrase are
acceptable.
DRAGONLANCE
Weapon (pike), legendary (requires attunment)
• Morveysarryx’s knowledge is far more limited than a deity’s,
and she has no knowledge of any event from the last 80 years. A dragonlance is a renowned weapon forged from rare metal with
Veisa is 3000 years old and has travelled extensively, the aid of powerful artifacts associated with Bahamut.
interacting with many people in that time. She has excellent You gain a +3 bonus to attack and damage rolls made with this
knowledge of historical events and locations, including many magic weapon.
that have since been lost to time. When you hit a Dragon with this weapon, the Dragon takes an
extra 3d6 force damage, and any Dragon of your choice that you
Morveysarryx loves puzzles and in lieu of being asked questions can see within 30 feet of you can immediately use its reaction to
can provide assistance with solving a riddle if it is sufficiently make a melee attack.
described to her. This assistance takes the form of a clue, or
advantage on a check or checks associated with the puzzle or ENCHANTED SCARDRAG POUCH
riddle. Legendary Consumable
As a reaction when a dragon within 60 feet uses their breath
weapon, a creature can throw this pouch up to 60 feet. When
burned by fire from a dragon’s breath, this magical powder is
consumed and creates a cloud of smoke in a 20-foot radius.
When an adult or younger dragon breathes in the smoke, it is
suffers the following effects for 1 minute:
• The dragon’s strength is reduced to 10, affecting its melee
attacks, and the DC and damage of its wing attack (if the
dragon has one).
• The dragon’s speed is reduced by half, and if it flies, it must
end its turn on the ground or fall.

The next time that the dragon uses its action to use its breath
weapon after breathing in the smoke, its breath weapon fails.
After this, the dragon’s breath weapon only recharges on a 6.

JAVELIN OF LIGHTNING
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its
command word, it transforms into a bolt of lightning, forming a
line 5 feet wide that extends out from you to a target within 120
feet. Each creature in the line excluding you and the target must
make a DC 13 Dexterity saving throw, taking 4d6 lightning
damage on a failed save, and half as much damage on a
successful one. The lightning bolt turns back into a javelin when it
reaches the target. Make a ranged weapon attack against the
target. On a hit, the target takes damage from the javelin plus 4d6
lightning damage.
The javelin's property can't be used again until the next dawn.
In the meantime, the javelin can still be used as a magic weapon.
Proficiency with a javelin allows you to add your proficiency
bonus to the attack roll for any attack you make with it.

82
LONGBOW OF WARNING SILVER COIN OF LUCK
Weapon (longbow), uncommon (requires attunement) Wondrous item, common
This magic weapon warns you of danger. While the weapon is on As an action, you can flip this coin for good luck, causing it to
your person, you have advantage on initiative rolls. In addition, grant you 1 luck point (as per the Lucky feat). The luck point fades
you and any of your companions within 30 feet of you can’t be away after 24 hours if not expended before then. Once the coin is
surprised, except when incapacitated by something other than flipped in this way once, it loses its magic and becomes a
nonmagical sleep. The weapon magically awakens you and your mundane silver coin.
companions within range if any of you are sleeping naturally
when combat begins. SPELLCHARGED WAND OF CHROMATIC ORB
Wand, uncommon
RING OF WARMTH The wand has 3 charges and can be used to cast chromatic orb
Ring, uncommon (requires attunement) using a +7 spell attack bonus and/or a DC of 15. You can use an
While wearing this ring, you have resistance to cold damage. In additional charge to increase both the spell’s level and the spell
addition, you and everything you wear and carry are unharmed attack bonus and/or the DC by 1, up to 3rd level and +3
by temperatures as low as −50 degrees Fahrenheit. respectively.
The wand does not automatically regain charges. A creature
SERHOPHEA’S MASK with the Spellcasting feature can use an action and expend a spell
Wondrous item, Rare slot of first or higher level to restore 1 charge per level of slot into
While wearing this mask, you are immune to magic that allows the wand, up to the wand’s maximum of 3 charges.
other creatures to read your thoughts, determine whether you
are lying, know your alignment, or know your creature type. SPELLCHARGED WAND OF ICE KNIFE
Creatures can telepathically communicate with you only if you Wand, uncommon
allow it. The wand has 3 charges and can be used to cast ice knife using a
You can use an action to cause the mask to become invisible +7 spell attack bonus and/or a DC of 15. You can use an additional
until you use another action to make it visible, until you remove charge to increase both the spell’s level and the spell attack
the mask, or until you die. bonus and/or the DC by 1, up to 3rd level and +3 respectively.
Additionally, this mask can be used as a spellcasting focus for any The wand does not automatically regain charges. A creature
class. While attuned to and wearing this mask, you can perform with the Spellcasting feature can use an action and expend a spell
the somatic components of spells as though your hands were slot of first or higher level to restore 1 charge per level of slot into
free. the wand, up to the wand’s maximum of 3 charges.

SHADOWFELL BRAND TATTOO CRYSTAL BALL


Wondrous Item (tattoo), rare (requires attunement) Wondrous Item, very rare (requires attunement)

Produced by a special needle, this magic tattoo is dark in color The typical crystal ball, a very rare item, is about 6 inches in
and abstract. diameter. While touching it, you can cast the scrying spell (save
Tattoo Attunement. To attune to this item, you hold the DC 17) with it.
needle to your skin where you want the tattoo to appear, pressing
the needle there throughout the attunement process. When the STONE OF GOOD LUCK (LUCKSTONE)
Wondrous Item, uncommon (requires attunement)
attunement is complete, the needle turns into the ink that
becomes the tattoo, which appears on the skin. While this polished agate is on your person, you gain a +1 bonus
If your attunement to the tattoo ends, the tattoo vanishes, and to ability checks and saving throws.
the needle reappears in your space.
Shadow Essence. You gain darkvision with a range of 60 feet,
and you have advantage on Dexterity (Stealth) checks.
Shadowy Defense. When you take damage, you can use your
reaction to become insubstantial for a moment, halving the
damage you take. Then the reaction can’t be used again until the
next sunset.

SHRIEKING DRAGON WING BOW


Weapon (longbow), rare (requires attunement)
The limb tips of this magic bow are shaped like a dragon’s wings,
and the weapon is infused with the essence of a shrieking
dragon’s breath. When you hit with an attack roll using this magic
bow, the target takes an extra 1d6 thunder damage.
If you load no ammunition in the weapon, it produces its own,
automatically creating one piece of magic ammunition when you
pull back the string. The ammunition created by the bow
vanishes the instant after it hits or misses a target.

83
APPENDIX H. THE
DRACONIC BINDING
If a player character chooses to make the great sacrifice to
protect Avrontonvar from the curse, they become bound to
the dragon. This is intended to be a dramatic and entirely
life-altering experience undertaken with the full
knowledge that it will change the character forever.
If this adventure is being played as a one-shot, and there
is no intent to continue playing the character in question,
it may be best to allow the player to narrate how they
transform over time and how their future life alongside the
dragon transpires.
If the character is playing the wychlaran class, the
draconic binding results in them abandoning their chosen
praxis — likely the Praxis of Tradition, and instead taking
on the Praxis of the Dragonbound — the exclusive subclass
included below. If the character undertaking the draconic
binding is playing a different character, you should work
together to determine the manner of changes to their class
or subclass. The change should be significant and should
have a clear draconic theme. Where draconic influence is
involved, it should be a Silver dragon. As the changes may
be drastic, work with the player to adjust their previous
ASIs or even initial ability scores to fit their new form.
Here are some suggestions for appropriate changes,
though they are not exhaustive:
• A spellcaster could transform into or gain all their future
levels as Draconic Bloodline Sorcerer, or the dragon may
act as their Warlock patron — the Archfey (due to
curse’s Fey connection) or a Hexblade (with the
dragon’s power being channeled through a carried
weapon).
• A monk could take on the tradition of the Ascendant
Dragon and a Ranger of the Drakewarden — with their
drake being a living manifestation of Avrontonvar.
• A barbarian, fighter, paladin, or rogue could take on
draconic attributes by having their ASIs taken up by
draconic feats — Dragon Fear, Dragon Hide, and Gift of
the Metallic Dragon, with the Dragonborn prerequisite
being satisfied by the newly-made connection. In the
Barbarian’s case, they can further take on draconic
features by following the Path of the Beast.
Whatever the decision, the change must reflect a departure
from the past and embrace a new path — provided the
player accepts this. If the player is not ready to give up
their class, the story allows for the transformation to occur
30 years later, rather than to begin immediately and
happen gradually. In the end — do what’s fun and exciting
for everyone at the table!

84
PRAXIS OF THE DRAGONBOUND Additionally, when you cast the following spells, you can
choose for it to deal your Dragonlink damage type instead
The Praxis of the Dragonbound is not a path a wychlaran
of its listed damage type: dragon’s breath, elemental
typically sets out upon but instead finds through a special
weapon, Ashardalon’s stride, fire shield. All other effects of
connection with an adult dragon. So few individuals have
the spell remain unaffected.
been granted such power that the wychlaran elders hold no
view of them. It is a path clearly divergent from tradition, PRAXIS SPELLS
yet it can be a result of following the Hathran path. The You gain praxis spells at the wychlaran levels listed in the
nature of your bond with your dragon is core to both your Praxis of the Dragonbound Spells table. You gain both
beliefs, and whether you’re accepted or cast out by the standard and Bonded Casting spells from your praxis. Once
Wychlaran. When you choose this Praxis, decide on the you gain a praxis spell, you always have it prepared, and it
nature of your connection with your dragon: doesn’t count against the number of spells you can prepare
each day.
DRACONIC CONNECTION If you have a praxis spell that doesn’t appear on the
d6 Connection wychlaran spell list, the spell is nonetheless a wychlaran
spell for you.
1 A mystical event caused your and the dragon’s life forces
to became bound together. PRAXIS OF THE DRAGONBOUND SPELLS
2 The dragon saved your life by giving you a portion of its Wychlaran Level Spells
life force.
3rd absorb elements, cause fear, command,
3 You venerated the dragon as a god and it has granted alter self, magic weapon, Nathair’s
you power. mischief
4 You and the dragon were both captured subjects in a 5th elemental weapon, fear, tongues
archmages’s cruel experiment, and must now go
7th Raulothim’s psychic lance
through life intertwined.
9th summon draconic spirit
5 The only way to stop an evil dragon was to bind yourself
to it. Now each day is a struggle against its corrupting 11th Fizban’s platinum shield
presence.
6 Your draconic ancestry has begun to manifest itself, PRAXIS OF THE DRAGONBOUND BONDED SPELLS
allowing you to connect with another dragon. Wychlaran Level Spells
3rd shashkah, disguise
DRAGONLINK self
When you adopt the Praxis of the Dragonbound at 3rd
4th dragon’s breath
level, you learn the Draconic language and choose the type
of dragon you are bound to. The damage type associated 6th Ashardalon’s Stride
with each dragon is used by features you gain later. 8th fire shield

DRAGONLINK TYPE
COMMUNAL CHANNELING ENHANCEMENTS
Dragon Damage Type Your Praxis of the Dragonbound leads you to focus on
Black/Copper Acid harnessing personal power from your channeling. You
learn to improve your communal channeling in subtle
Blue/Bronze Lightning
ways. An enhancement to each channeling option is
Green Poison available for you starting when you adopt this Praxis at 3rd
Red/Brass/Gold Fire level. You choose one of these options when you gain this
feature, a second at 9th level, and the third at 11th level.
White/Silver Cold
Amethyst Force DRACONIC INFLUENCE
Commanding Channeling Enhancement.
Crystal Radiant
While your Commanding Channeling is active and a bound
Emerald Psychic
creature chooses to add damage based on your charisma,
Sapphire Thunder they can change all of the damage dealt by its attack or
Topaz Necrotic spell to your Dragonlink damage type.
DRACONIC LIFELINE
DRAGON ESSENCE Protective Channeling Enhancement
Starting at third level when you are subjected to an effect
While your Protective Channeling is active, any
that that allows you to make a saving throw to take only
unconscious bound creature automatically stabilizes at the
half damage and that damage type is of the type associated
start of their turn. If an unconscious bound creature is
with your Dragonlink, you instead take no damage if you
already stable, they regain 1 hitpoint instead.
succeed on the saving throw, and only half damage if you
fail. DRACONIC MIND
Psychic Channeling Enhancement

85
While your Psychic Channeling is active, all bound
creatures can speak and understand Draconic, and have
advantage on saving throws against fear. Additionally,
when a bound creature is suffering from an effect that can
be ended by another creature taking an action — such as to
shake them awake — any other creature that is part of the
Communal Binding and not suffering from the same effect
can instead end this effect by using their reaction at any
time, as long as they are within 60 feet of the affected
creature.

DRACONIC KNOWLEDGE
Starting at 7th level, you can call on the dragon you are
bound with to share their knowledge with you. You must
spend 1 minute communing with your dragon in this
manner.
For the next hour after your communion, you can use
the skill bonuses listed in the Skills section of the Adult
Dragon version of your Dragonlink type instead of your
own. For example, an Adult Red Dragon has a +13 bonus to
Perception and a +6 bonus to Stealth listed under their
skills — you can use those instead of your own Stealth and
Perception skills.
Once you use this feature, you can’t use it again until
you finish a long rest.

DRACONIC CONSTRUCT
Starting at 14th level, when you summon or successfully
repurpose a construct, you can give it a draconic breath
weapon. The breath weapon takes the construct’s action to
use, deals damage of the type associated with your
Dragonlink, and recharges after a short rest. The breath is
a cone with a range of 5 feet multiplied by the construct’s
CR. The breath requires a Dexterity saving throw against
your spell save DC. A creature takes damage equal to 1d8
multiplied by the construct’s CR on a failure, or half as
much on a success.

DRAGON ALLY
Starting at 18th level, you can call upon the dragon you are
bound with to assist you. As an action, you expend your
9th level spell slot to summon the dragon to your side. The
dragon, in all its glory, appears and remains for up to 1
hour. It can transport itself back home earlier only by
spending 1 minute doing so. The dragon is an adult dragon
of your Dragonlink type but does not have legendary
actions, lair actions, or regional effects. The Dragon is
loyal to you and willing to lend assistance — including by
placing itself in grave danger — except when it is entirely
unreasonable. The dragon acts on its initiative. If it is
summoned in combat, it acts immediately after you.
This is not a projection or “a version” of your bound
dragon; it is them in the flesh. If the dragon is in danger of
death, it benefits from death saving throws. If the Dragon
dies, you are immediately reduced to zero hit points and
fall unconscious. Additionally, if the dragon dies, you lose
all benefits granted by your Praxis other than Praxis Spells
until you bring the dragon back to life.

86

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