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Arcane Heists

Swashbuckle your way through exotic locales as you and your party execute dangerous
heists. Every heist is a rescue mission to save yourselves.
The immortal being Sollus the Many has reincarnated into different forms countless times across the aeons. Having unlocked
powers of time manipulation, they've orchestrated events such that dozens of their reincarnations are all born at the same time.
It's only a matter of time until each reincarnation unlocks memories of their past, and can join Sollus the Many to achieve total
spiritual enlightenment.
Unfortunately, Sollus the Many has been imprisoned in a secret, impregnable lair, and most of their reincarnations have been
kidnapped by evil yugoloth mercenaries. It's up to you to rescue these reincarnations one by one so they can all become their true
selves. And, hey, maybe you'll find yourselves, too, along the way.
How? By planning a series of elaborate heists.
3

Book Details
Artist Pages
Sources Natali Art Collections 81
The following publications are referenced in this book. In-text T.M. van Dalen 83, 141, 143
page references for Arcane Heists use the abbreviation "AH". P.J. Pirrello 83, 130, 133
You can find the abbreviations for the other books below. Ede László 93, 126-127, 129, 132
Sourcebook Publisher Abbreviation Required Iurii 95
Wizards Aranga87 116, 121
Player's Handbook of the PHB Yes Khius 117, 125
Coast
Fran_kie 122
Wizards
Monster Manual of the MM Yes Art Furnace 137, 156, 169
Coast Kerem Gogus 146, 148, 150
Wizards Bhooparva 154
Dungeon Master's
of the DMG Yes Estevez 155
Guide
Coast
Corona Borealis Studio 157
Elemental Evil Wizards
Oleg Ivchenko 159
Player's of the EE Yes
Companion Coast Anna Anikina 162
OUTCLASSED: SimpleB 163
The NPC Statblock Will Rotor NPC Optional K3Star 163
Compendium James Cole 164, 168
Wizards Boscorelli 176
Mordenkainen's
of the MTF Optional
Tome of Foes Agsandrew 179
Coast
Wizards Warm Tail 180
Xanathar's Guide
of the XGE Optional Bruce Rolff 182
to Everything
Coast
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Please support WOTC by purchasing PHB, MM, and DMG. Styles by Alice Witchfire
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Author Contribution
Copyright
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Arcane Heists is an unofficial work of Fan Content
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5

Table of Contents
Part 1: Adventure Background AH 6
How to Use This Book AH 7
Foreword AH 8
Dramatis Personae AH 9
The Opalescents AH 10
Planar Travel AH 12
Heists AH 14
Part 2: Friends and Foes AH 15
Statblock Index AH 16
The Seven Heavens of Sollus the Dead AH 18
Denizens of The Reef AH 21
Yugoloths AH 25
Reef Creatures AH 35
Unique Heist Statblocks AH 39
Orzeg's Vinchies AH 45
Voidships AH 47
Part 3: Adventure Introduction AH 53
Border
AH 54
by William Rotor
The Reef AH 65
Part 4: Heists AH 89
Create Your Own Heist AH 90
Escape from Gleaming Beacon
AH 92
by William Rotor
Void Pirates
AH 107
by William Rotor
The Tranquil Prison
AH 116
by Adventure Bundles
In Remembrance
AH 126
by P.J. Pirrello
Mine-Work Make-Work
AH 136
by T.M. van Dalen
Teetering Imbalance
AH 145
by William Rotor
The Crimson Terror of Yenneth
AH 154
by William Rotor
Sawtooth
AH 163
by William Rotor
Part 5: Adventure Conclusion AH 169
But Food for Worms
AH 170
by William Rotor
Denouement AH 184
PART 1
Adventure Background
7

How to Use This Book


8

Foreword
The Rundown Quirks of This Book
This is a collection of swashbuckling heist adventures for a Read The Tale of the Knotted Snake (AH 179) first.
party of 8th-and-above level characters. Different versions of Most heists in this book are written by different authors in
the same person, the immortal Sollus the Many, have all been the DnD adventure writing community, and can have
kidnapped by evil yugoloth mercenaries, and it's the party's dramatically different styles. Every heist has a good mix of
job to elaborately plan a heist to rescue each one of them. exploration, roleplay, and combat, but some are very
The party operates out of a secluded demiplane in the socially focused, others are more like dungeon crawls, and
Border Ethereal known as The Reef, a sea of chaos and void still more are just plain weird, in the best way.
within which powerful creatures and useful allies hide. Each heist begins with a dramatic splash page introducing
Similar to the book Candlekeep Mysteries, published by the title and author. On the second page of each
Wizards of the Coast, Arcane Heists collects heists written by adventure, you'll find an author information page, listing
a variety of contributors. These heists are intended to the author's bio, notable works, and social media. It also
celebrate independent adventure writers in the D&D includes any additional credits associated with the
community, showcasing their unique writing style and adventure, primarily illustrators.
talents. Some important NPCs have ties to factions in the
Forgotten Realms. The Order of the Gauntlet, the
Group Expectations Harpers, the Lords' Alliance, the Emerald Enclave, and
the Zhentarim have faction representatives in the book.
The recommended starting level for this adventure is 8th. The party has a base of operations, The Reef, where they
This is meant to signal that your group should be well-versed can take a break between adventures and interact with a
in the rules and expectations of Dungeons and Dragons 5th host of unique characters. Each character in the Reef
edition, and that the Dungeon Master should be confident offers a service to the party, such as clerical healing,
and experienced. The adventures in this book all have adventurers' tools, or a space to conduct research, and the
different styles, which means a certain degree of flexibility denizens of The Reef also frequently visit and interact
will be needed to make the most of what they can offer. with each other with or without the party.
It is recommended that each player has, on an individual The locations are all intended to be interesting, unique
level, cumulatively levelled characters up to at least 8th, and locations, locations which are difficult to reach through
the DM has successfully run at least one major adventure of normal means. Instead, the party makes use of a few travel
any kind. options to reach the location of each heist. Most likely,
they'll use Thesea, a sentient ship that can create
High Concept teleportation gates for herself. Thesea is an example of a
voidship, a magical vehicle built to travel through the void
The overarching story that connects all the heists can be of The Reef.
quite high concept and is best introduced to the players Every heist includes yugoloth guards, the Opalescents.
gradually over time, unlocking pieces as they go along based Yugoloths are fiendish mercenaries. They are effectively
on their interactions with the NPCs in The Reef and the immortal, able to resurrect themselves in only a few days,
yugoloths they keep fighting. However, as a DM, you should meaning that killing one is never permanent and the party
probably skip straight to the last section, the Denouement, will likely fight the same yugoloths many times throughout
and read Sollus Ipsus the Many: The Tale of the Knotted their adventures. The intent is that the party forms long-
Snake to get a better sense of what's actually going on. term adversarial relationships with these enemies.
The first heist is always the same: a prison break from a
Content Summary border realm where the party is introduced to the
yugoloths, Sollus the Many, and the structure of coming
Part 1: A list of key NPCs, a guide for the enemy faction The up with and executing an elaborate plan to escape.
Opalescents, rules for planar travel and voidships, and Similarly, the last heist is always the same: the party
special abilities players can use during heists. blasts through the walls of a secure prison facility and
Part 2: Loads of statblocks arranged as follows: The Seven rescues the original Sollus the Many from their torment.
Heavens of Sollus the Dead, Denizens of the Reef, Successfully rescuing Sollus the Many means the end of
Yugoloths, Reef Creatures, Unique Heist Statblocks, the campaign.
Orzeg's Vinchies, and Voidships. Other than the first and last heist (Border and But Food
Part 3: The first heist of the adventure, and a detailed for Worms), the heists can be completed in any order the
description of The Reef, the party's base of operations. party chooses, and in any number they are happy with. It
Part 4: An anthology of heists created by various authors in is not necessary to complete every heist, and there is no
the DnD adventure writing community. recommended order. You're free to do whatever you like!
Part 5: The final heist and a denouement that explains the Anything from this book not mentioned to have been
backstory and what happens after the adventure. created by another author was created by William Rotor.
9

Dramatis Personae
The Seven Heavens of Denizens of The Reef
Sollus the Dead The Reef is a demiplane connected to the Border Ethereal,
where creatures of all variety congregate. It has been turned
Sollus Ipsus the Many is an eternal, timeless being, forever into a base of operations for the reincarnations of Sollus the
cursed to reincarnate into new bodies with all memories Many who hope to work together to rescue the original
wiped. Due to some time-travel shenanigans, it just so Sollus. The Reef is used for other purposes as well, and quite
happens that a huge number of these reincarnations are alive a few independent souls have made their home here.
at the same time, and they are starting to become aware of
who they truly are. Thesea. (THEE-see-a) A sassy sentient voidship with
One such reincarnation was Slarmfell, a powerful wizard teleportation powers, ready and willing to assist the party.
who was a key member of the Lords' Alliance. The wizard Gaundr. (GAUN-der) A salamander blacksmith sought after
learned of Sollus' true location: locked away in the depths of by the forces of evil for her skill at her forge.
an impregnable secret prison in the Great Unknown. If he Pythagoras. (py-THA-ger-us) A rogue tridrone who has built
can gather enough reincarnations of Sollus to work together a massive three-dimensional printing machine.
to create a machine that will burrow through the Border Narcissa. (nar-SISS-a) A princess of the arch devil Mammon.
Ethereal defenses, he can rescue his true self, become one, She disobeyed her father and became a cleric of Levistus.
and finally put an end to the suffering. Through Levistus she has answered Sollus' cries for help
Unfortunately, Slarmfell was captured by yugoloths while from Tartarus.
he defended the city of Waterdeep. The yugoloths whisked Yaukiss. (YAUK-iss) A disgraced githyanki knight who has
him away to planes unknown, tortured him, and eventually collected a large assortment of magic items in his travels
killed him, though his memory lives on through magical through the planes. He hides in The Reef rather than face
remnants of who he once was. his misdeeds.
The following characters are all fractured remnants of Alexandria. (al-ik-ZAN-dree-a) A librarian marut who
Slarmfell who carry on his mission for him posthumously. teleported her entire library into The Reef rather than let it
fall into the wrong hands.
Simulacrasollus. (sim-yoo-LACK-ra-SAUL-us) A semi-perfect Binterkell. (BIN-ter-kel) A trinket-collecting coin-vomiting
replica of Slarmfell created through the spell simulacrum. sprite from the Feywild who will buy basically anything the
He is made out of snow and is painfully aware of his party offers.
limited time, for he cannot heal or repair his quickly- Aries. (AIR-eez) A half-dragon artificer who used to be a
degrading body nor learn new spells to slow his decline. professional voidship engineer before she rescued Thesea
Illusosollus. (il-LOO-zoh-SAUL-us) An axiomatically-minded from being mulched and fled to The Reef.
illusion of Slarmfell created through the spell programmed Ariadne. (air-ee-AUD-nee) A githyanki craftswoman who
illusion and enhanced with other types of magic. He disobeyed her queen and now obsessively seeks new skills
contains a database of important information and acts as a to master.
coordinator for The Reef, the base of operations for the Quinobi. (kee-NOH-bee) A githzerai spiritual teacher who
mission. conscientiously objected to his people's warmongering
Skelesollus. (SKEL-oh-SAUL-us) Slarmfell's skeletal ways.
remains, reanimated with necromancy. Obeys simple Achilles. (a-KIL-eez) An incubus of bloodthirst, former
commands and doesn't tend to think for itself. quartermaster from the Blood War.
Crawllus. (CRAUL-us) Slarmfell's severed hand, reanimated Karen. (KAIR-un) A yugoloth defector, a merrenoloth who
with necromancy. Crawllus is deeply protective of offers her ferry services and information about the other
Skelesollus, but will serve as a familiar with some goading. yugoloths to the party.
Will-o'-Sollus. (WIL-oh-SAUL-us) Fragments of Slarmfell's
soul recollected in a ghostly border demiplane in the form Opalescents
of a glowing wisp. Part of the very soul of Sollus the Many. The ultroloth Broken Opal has been paid to attend to an
Spectrasollus. (SPEK-tra-SAUL-us) A ghastly apparition important mission: guard the various reincarnations of Sollus
created from the emotional agony of Slarmfell's torture by the Many across the afterlife. Make sure they cannot be
the arcanaloth Orzeg. Persists only in pursuit of revenge. brought together. To achieve this end, Broken Opal has been
Shadowsollus. (SHA-doh-SAUL-us) Slarmfell's shadow, assigned leadership over a troupe of lesser yugoloths, each
ripped from his body and twisted into a creature of with their own strange quirks.
darkness, a servant to its ultroloth master Broken Opal. Yugoloths cannot be permanently killed; they invariably
return from Perdition to fight another day. This means that
the Opalescents will likely form long-term adversarial
relationships with the party.
10
The Opalescents are listed in order of seniority. Kegnoth. (KEG-noth) Dhergoloth. Extremely stubborn. She
will hyperfocus on whoever killed her last and keep
Broken Opal. (BROH-kun OH-pul) Ultroloth. Brains of the throwing herself head first into that person. She has a
operation. Avid chess player. Likes mind games. Studies thick skull -- literally -- poking through the skin over her
the tactics of the party for ways to overcome them. Never scalp.
gets her hands dirty, always trying to be the last one alive if Caraxus. (ka-RAK-sus) Mezzoloth. Extremely keen sense for
she is even fighting at all. On her big forehead she has a the leader of the group. Tries to get everyone else to
tattoo of the Queen piece of chess. More secretly, she also question the leader. Leadership in Caraxus' eyes is not a
has a tattoo of the knotted snake that she has no memory right but a responsibility; he will respect a leader that
of receiving, though she believes with every fibre of her actually motivates those underneath them even if it means
being that this is just a coincidence. less glory for themselves. The strongest need not lead: only
Zigazan the Boiler. (ZIG-a-zan) Oinoloth. Rarely seen, the wisest. The contradiction of Caraxus' obsessions with
extremely dangerous. He is a fallen ultroloth. His skin has what it means to be a leader and his total powerlessness in
turned translucent and fluids have built up under each boil. the yugoloth hierarchy goes completely over his head.
He generally travels to places the party has been spotted Organus. (or-GAN-us) Mezzoloth. Huge bully. Will only target
and infects the entire region with a terrible plague until the one character even if it puts him at a disadvantage.
denizens tell him what happened. Constantly makes fun of his target with petty schoolyard
Rorknir. (ROARK-neer) Yagnoloth. Contract writer. Often insults. Indigo blue skin.
seen as the negotiator with other planar beings for Other Yugoloths. Also at Broken Opal's disposal are cannon
yugoloth protection against the party. She prefers not to fodder yugoloths like skereloths (pathetic wimps) and
fight, but if she does fight, she does so by relentlessly voorloths (agile shock troopers). She uses corruptoloths
criticising the party for breaching implied contracts. She liberally to turn the odds in her favour, and piscoloths when
wears a purple cape. she really wants to deal irreparable damage to everything
Orzeg. (OR-zeg) Arcanoloth. The interrogator for each in the immediate area.
version of Sollus. Does not like torture but isn't afraid to
exercise it now and then as a reminder that she is not your Other Notable Beings
friend. Many versions of Sollus have painful reminders of
the spells Orzeg has experimented on them with. Her Sollus Ipsus the Many. (SAUL-us IP-sus) Little is known
spellbook is a bloodthirsty mimic book that drools at the about Sollus' true identity, only that they are locked away in
prospect of dangerous magic; it gives her suggestions an impregnable prison and have somehow managed to get
constantly. their soul reincarnated into dozens of people
Queen Ursula McVale. (ER-suh-la mik-VAIL) Nycaloth. simultaneously through time travel.
Originally a beautiful and terrible human queen who Shaundakul. (SHAWN-da-kul) When travelling through the
plunged her kingdom into war. She was corrupted by greed Border Ethereal, the party must deal with Shaundakul, a
and was transformed when her people revolted against her, mysterious former god of travel, exploration, and discovery.
banishing her to the afterlife. Ursula seeks to find one Fallen from grace, the Rider of the Winds is now the
powerful enough to restore her at her throne in her caretaker of the Reef, appearing to those who wish to use it
kingdom and will avoid fights if the party brings her for planar travel. He appears as a wisened but strong old
symbols of royalty. man with a great white beard and a robe of stars.
Tirikan. (TEER-ee-kan) Nycaloth. Extremely proud. Looking Asmodeus, Lord of the Nine. (az-muh-DAY-us) The devil of
for his most evenly matched opponent. Will cycle through devils, Asmodeus has his claws in every scheme across the
party members to test each of them, and when he finds multiverse, always working towards the security of his
someone he likes, he'll challenge them to 1 on 1 duels to station and the inexorable creep of his power over all of
help him improve his fighting capabilities. creation itself.
Beck. (BEK) Canoloth. Loyal companion to Tirikan. He can Queen Vlaakith of the Githyanki. (vla-KITH) The undead
lock onto someone's scent and detect their location, even queen of the githyanki is an intensely powerful
across different planes of existence. Luckily, it seems like necromancer and a brutal tactician. She holds an entire
The Reef is safe. demiplane together for her githyanki subjects where they
Toda. (TOAD-a) Hydroloth. Toda is Karen's manager, always work agelessly and tirelessly in her name.
annoyed at her seeming laziness. Luckily for her, he is easy Kierk the Guard. (KYERK) A powerful yugoloth acting as the
to bribe and quite stupid. He's wising up a bit, however, and warden of the prison dimension Tartarus. He is trapped in
it's only a matter of time until he stumbles on the truth. Tartarus just the same as his prisoners and has spent
Ral'Romon. (ral-ruh-MON) Gachaloth. Spy and shock thousands of years absorbing their life experiences to train
trooper, alliance always in question. for the day when he might escape.
Karen. (KAIR-un) Merrenoloth. Secretly working against the
other yugoloths. Allied with the party.
11

The Opalescents

B
roken Opal made a mistake. A demonic
incursion on Perdition left a hundred and fifty of
her yugoloths dead, their souls destroyed, Villain Moves
thousands of years of experiences erased. She After each heist, roll for a villain move.
has one chance to redeem herself. The
incursion was not entirely her fault; Zigazan the d8 Villain Move
Boiler should have been there to prevent it. The 1 Five Dimensional Chess
council of oinoloths have demoted Zigazan, put him under
her command, and tasked the two of them with kidnapping 2 Planar Beacon
and guarding reincarnations of Sollus of Many, for one of 3 Search Party
those demons bore his tattoo. Completing this task is a 4 Spider Among Termites
matter of pride. One final chance to demonstrate her 5 Astral Assassination
strategic military mind. And if she fails ... well, she'll deserve
what she gets. 6 Devilish Equipment
7 Demonic Infusion
Random Opalescents 8 Logistics Management

Broken Opal's army of yugoloths, called the Opalescents, is 1: Five Dimensional Chess. Broken Opal spends sleepless
now quite small after the demons scoured her forces. Many nights on her balcony, brooding, thinking, and sipping
yugoloths left in the aftermath, as well, not confident with her whiskey. She switches the next incarnation of Sollus that
ability to lead. Those who remain are her most loyal the party encounters with an Opalescent under the effects
followers, or the most desperate to claw their way up to her of disguise self. Roll on the Random Opalescent table,
position and take control themselves. rerolling for results that don't make sense.
Roll randomly on the following table if you need a yugoloth 2: Planar Beacon. Broken Opal convinces a Great Oinoloth
in your heist. to pledge her the power to summon yugoloths from
anywhere in the planes. Every Opalescent gains its variant
d12 Opalescent summoning feature, if it has one (MM 313, 314), with
1 Broken Opal, ultroloth (MM 314, AH 25) 100% chance of a success for other Opalescents.
2 Caraxus, mezzoloth (MM 313, AH 5) 3: Search Party. Broken Opal scours the border worlds to
5 Kegnoth, dhergoloth (AH 26) hunt for the party's base. Henceforth, when the party
approaches The Reef after completing a heist, they run
3 Organus, mezzoloth (MM 313) into a yugoloth meteorship patrolling the area; it doesn't
4
Orzeg, arcanaloth (MM 313, AH 25) and 6 know the exact location of The Reef, but it's closing in.
vinchies (AH 45) Randomise the crew and passengers using the tables
6 Queen Ursula McVale, nycaloth (MM 314, AH 25) provided (AH 51), rerolling for results that don't make
8 Ral'Romon, gachaloth (AH 28) sense.
4: Spider Among Termites. This problem has plagued
7 Rorknir, yagnoloth (AH 27) Broken Opal for a while, but a minor slip up, a small
9
Tirikan, nycaloth (MM 314, AH 26) and Beck, inconsistency, blows the case wide open. She discovers
canoloth (AH 26) that Karen has been feeding the party information. She
10 Toda, hydroloth (AH 29) kidnaps her and entrusts her with Orzeg. See Teetering
11 Zigazan the Boiler, oinoloth (AH 30) Imbalance by William Rotor (AH 145).
12 Roll twice and take both results.
5: Astral Assassination. If she can't find The Reef, she'll
bring it to her. Broken Opal lures an important NPC out of
The Reef by playing to their flaws and then kills them.
Other Opalescents Choose an NPC that the players are attached to.
The merrenoloth Karen is also an Opalescent, but she does 6: Devilish Equipment. Broken Opal completes a contract
not participate in combat. Additionally, Broken Opal has the for a devil, slaying a powerful demon. All Opalescents
following generic yugoloths to round out her forces if she receive +2 weapons (DMG 213).
requires backup or extra muscle. 7: Demonic Infusion. Broken Opal bathes in the blood of
demons. Roll on the Wild Magic Surge table (PHB 104)
4 mezzoloths (MM 313), 1d4 in an encounter for each Opalescent when it rolls initiative.
12 skereloths (AH 32), 2d6 in an encounter 8: Logistics Management. Broken Opal consults a logistics
6 corruptoloths (AH 31), 1d6 in an encounter officer. Henceforth, add one more Opalescent to all
4 voorloths (AH 32), 1d4 in an encounter Opalescent encounters. Roll on the Random Opalescents
2 piscoloths (AH 31), 1d2 in an encounter table, rerolling for results that don't make sense.
12

Planar Travel

U
sing the voidship Thesea to pass through the
Reef and the Border Ethereal is the quickest Voidships
and safest method of travel to the exotic
locales included in this adventure collection. Drifting through the Reef, voidships dazzle onlookers with
However, travel is not so easy, as these their sleek, aerodynamic designs and rippling auras of power
halfway places are protected by Shaundakul, and fear. Their hulls slice through the emptiness, and their
The Rider of the Winds. magical wards protect all on board from the chaos that would
otherwise threaten to disrupt their minds.
Voidships automatically create a breathable environment
Gates for all crew and passengers. While within an area of
Planar gates are halfway spaces that glow with conjuration antimagic, or if the ship is reduced to 0 hit points, the ship
magic when observed with spells like detect magic. Passing can't change its speed, and crew and passengers suffocate.
through them has no effect; they must first be unlocked with
a gate key. Piloting a Voidship
If a traveller possesses a gate key, they can unlock the gate, To pilot a voidship, you need to be proficient in Vehicles
allowing it to be used to travel between two set places as per (Void). Since this isn't a proficiency found in the Player's
the spell gate, i.e. passing through the "front" instantly Handbook, a player can swap one tool proficiency for this one
transports a creature to a pre-set destination, spitting them at the beginning of the adventure, as long as they can justify
out in an empty space within 5 feet of the exit. A gate key can how their character learned it in the past.
re-lock a gate as well, preventing its use. Staying on course in the Reef requires a DC 10 Wisdom
Gate keys are magic items that glow with abjuration magic (Perception, Survival, or Vehicles (Void)) check. On a failed
when observed with spells like detect magic. The spell check, use the Reef random encounter table (AH 68) to
identify reveals an item to be a gate key, as well which gate it determine what the party runs into.
matches and which location it specifically leads to. When setting out on a journey through the Reef, roll 1d4;
If you would like to create your own gate key to use in your this is the number of weeks of travel it takes to arrive at the
adventures, simply roll on the trinket table (PHB 160-161). intended destination. The pilot must make the
aforementioned navigation check once at the beginning of
Shaundakul each week of travel, and for each week of travel, increase the
Using planar travel to get into or out of the Reef draws DC of the navigation check by 1.
attention from The Rider of the Winds, Shaundakul, a fallen
god of travel, exploration, and discovery. He appears as a
wisened but strong old man with a great white beard and a
robe of stars. Being a former divine being, Shaundakul has Subtle Knife
no statblock; he is immune to all forms of attack or influence. simple weapon (dagger), melee or ranged weapon,
He is now the Gatekeeper of the Reef, and he demands that a legendary, requires attunement
sacrifice be made before a traveling party is granted entry or
exit from this realm. You gain a +2 bonus to attack and damage rolls
To make a sacrifice, the party satiates Shaundakul by made with this weapon, and it deals force damage
expending a number of spell slots whose total value equals or instead of piercing damage.
exceeds 5 (for example, a 1st and 4th level spell slot). A While wielding the subtle knife, you can attempt a
character can choose to instead sacrifice 10 hit points as the DC 10 Intelligence (Arcana) check to unlock a
equivalent of 1 value of spell slot. Any number of party teleportation gate, stabbing through the gate's
members can contribute to feeding the portal, and it can be a material with the dagger. On a failed attempt (or if
combination of spell slots and hit points. you choose), the gate is destroyed. On a successful
If Shaundakul is fed, the party can safely pass, reaching attempt, the gate is unlocked.
their destination. If Shaundakul is not satiated, he transports
the party to a random location in the Material Plane of Toril. While attuned to this weapon, you can use it as a
spellcasting focus to cast the following spells by
expending charges. The dagger has 7 charges and
Horizon Walkers regains 1d4 charges when its user enters a plane of
Horizon walker rangers have a class feature that allows them existence they haven't reached before.
to innately locate planar gates. Give them a bone. 7 charges: plane shift
5 charges: teleport
Subtle Knives 3 charges: dimension door
Hidden throughout the multiverse are knives forged of 1 charge: misty step
stardust whose blades are so fine they can cut through the
fabric of existence itself.
13
Voidship Statistics Crew and Passengers. Underneath each statblock, a
suggestion for creatures to populate the crew and
A voidship has the following elements to its statblock that passengers is included. These are suggestions; you can
differ from a normal creature statblock. populate the voidship as you like.
Healing. Casting the spell mending on a voidship heals it by
Vehicle. Vehicles are objects; as such, unless the voidship is 1 hit point, as does 10 minutes of work by a trained
sentient, abilities that target creatures can't target a shipwright. If the voidship is reduced to 0 hit points, its
voidship. magic is permanently lost. Only a wish can restore it.
Hit Points. Voidships have a damage threshold attached to
their hit points. If the voidship takes fewer points of
damage than its damage threshold, it instead takes 0 Sentient Voidships
damage. If the damage threshold is reached, no damage is
subtracted. Most voidships are merely vehicles. Sure, they are
Speed. Voidships have three speeds: water, air, and void. warded with powerful magic and propelled through
Water speed determines how fast the ship travels on water; the void with nothing but wishes and dreams, but
not all voidships have the capability to do so. Air speed if you tore them apart, you'd find only wood, metal,
determines how fast the ship travels while flying through and simple charms.
an atmosphere. Void speed determines how fast the ship In rare cases, however, a voidship possesses a
living soul. This soul can be gifted to the ship by a
travels in the Reef and other environments that are mostly god impressed by its resilience, or it may manifest
void. While in void, the voidship maintains its current speed spontaneously after a particularly harrowing
and direction until the pilot changes it. Antimagic stops the experience.
pilot from changing speed or direction. Two sentient voidships are included in this
Initiative. Voidships act on their own initiative in combat. adventure: the ghostly wraithship, and the friendly
Since voidships don't have ability scores, their initiative is Thesea.
noted separately. Voidships are creatures, rather than objects,
Ability Scores. Voidships aren't creatures; an array of ability though they have a (vehicle) tag to indicate that all
scores doesn't make sense for them to have. Sentient effects targeting vehicles can also target them.
voidships have ability scores, however. They have ability scores as creatures do. Most
Creature Capacity. A voidship only needs 1 crew (unless it's sentient voidships can also cast spells or have
sentient, in which case it doesn't need any crew), but it's other magical abilities. A sentient voidship requires
often worth having multiple people on board who have the no crew and can travel independently if it so
capability to fly the ship in an emergency. The crew chooses.
number determines the maximum number of people on
board who can reasonably be given responsibility over the
ship. As for passengers, this determines the maximum
total number of (medium-sized) creatures that can
reasonably fit on the ship at once, not including crew. A
Large creature counts as 4 passengers, a Huge creature as
9, and Gargantuan creatures don't usually fit on a voidship.
Saves. Voidships automatically succeed on Intelligence,
Wisdom, and Charisma saving throws, unless they are
sentient. The voidship must still make Strength, Dexterity,
and Constitution saving throws, the bonuses of which are
listed on its statblock. If the voidship isn't piloted and isn't
sentient, it automatically fails Strength, Dexterity, and
Constitution saving throws.
Actions. A piloted or sentient voidship takes one action per
turn. It can't use the same action two turns in a row. Some
ships have multiattack; taking an action as part of
multiattack does not prevent the ship from using that
action on the next turn. For example, the skiff (AH 49) can
fire two laser cannons as part of multiattack, and then fire
one laser cannon on the next turn. Antimagic prevents the
voidship from taking actions. Voidships can't take attacks
of opportunity.
14

Heists

M
ake a plan, watch as it crumbles, implement the perfect Plan B, watch as that crumbles too, and improvise a
hasty solution on the fly that leads to a daring escape from the wreckage. This is the way of the cat burglar.
And now, my son, the technique passes to you.
Make copies of this page for each player. Hand them out.

Backup Plans Opportunities


Before setting forth on a heist, your party has completed Once during a heist, every character can take one
extensive research into how they will tackle the challenges opportunity. At any point, no matter what else is going on at
ahead. They cannot have accounted for all scenarios, but the time, you can choose one of the following opportunities.
they'll be well prepared for a few. You determine when the opportunity becomes available to
To represent this, you have "backup plans" at your disposal you, even if it doesn't logically fit in with the current scenario.
during a heist, which any player can call upon at any time.
Follow the steps below. Forbidden Knowledge. You learn one dangerous secret. The
DM determines the nature of this secret and should refer
1. Realize you're in a bit of a pickle. to the Denouement (AH 169) for a full explanation of
2. Choose one of the following backup plans. Once any what's going on behind the scenes.
member of the party has used a backup plan, the same Untold Riches. You uncover a Challenge 5-10 Treasure
backup plan can't be used again until the next heist. Hoard (DMG 133-136).
3. Roleplay a brief 20-second flashback scene of your The Finest Blade. You discover a subtle knife (AH 12).
character anticipating what would happen and preparing
accordingly. Make yourself look smart as hell. Ruination
4. Work with the DM to describe the results.
Once, during a heist, when you fail an ability check or saving
I Knew This Would Happen. One of the helpful NPCs from throw, you can declare that your intricate plans have been
the Reef has magically assisted your anticipation of this ruined to gain one use of Ruination. Ruination doesn't
exact eventuality, allowing you to immediately cast any require an action. You must use Ruination within 1 hour or
spell from your list of spells known, even if you don't have it else it is wasted.
prepared, without spending an action or spell slot.
Good Thing I Brought This Along Just in Case. You Ruination. Instead of rolling an attack roll, ability check, or
produce any mundane item you require and have saving throw, you flip a coin. On a result of Tails, you score 20
advantage on the first ability check you make using it in the on the roll you would have made. On a result of Heads, you
next minute. score 1.
It Was a Fake the Whole Time. You have a duplicate of any
magical or nonmagical item featured in the heist, including
any necessary casting of Nystul's magic aura to sell the
Keeping Track
ruse. Duplicates of magic items have no real magical Use the table below to keep track of which heist options you
power. You decide who currently has the fake, even if it still have available.
doesn't logically make sense. Heist Option Used in the Current Heist?
You Really Had Me Going There. You secretly struck a deal
with one of the bad guys. This is almost certainly
begrudging and temporary. The bad guy acts in a way that Backup Plan
is conducive to you completing the heist, though they will
refuse to harm their allies. You might now owe them a
favour. Opportunity
No Room for Error. Sometimes things just have to go right.
Use this backup plan when you make a saving throw or
ability check to score 20 on the roll, no questions asked. Ruination
PART 2
Friends and Foes
16

Statblock Index
The following statblocks refer to named characters and monsters created for this adventure.
Name Page Name Page
Achilles AH 21 Penny Featherlight MM 214, AH 95
Airship AH 47 Piscoloth AH 31
Alexandria AH 22 Pythagoras MM 225, AH 71
Ariadne AH 22 Queen Ursula McVale MM 314, AH 25
Aries AH 23 Quinobi AH 24
Beck AH 26 Ral'Romon AH 28
Binterkell MM 253, AH 75 Reef Clownfish AH 35
Bloodspatter AH 39 Reef Eel AH 35
Broken Opal MM 314, AH 25 Reef Megalodon AH 36
Captain Quasar AH 42 Reef Octopus AH 36
Caraxus MM 313, AH 25 Reef Stingray AH 37
Chest of the Knotted Reef Whale AH 37
MM 220, AH 114
Snake Rorknir AH 27
Corruptoloth AH 31 Seerloth AH 33
Crawllus MM 44, AH 19 Serpasollus MM 214, AH 128
Erronys Resistance AH 38 Shadowsollus AH 20
Gaundr MM 266, AH 70 Simulacrasollus AH 19
MM 347 or NPC 187, AH Skelesollus AH 20
Gimlen
138
Skereloth AH 32
Githyanki Brig AH 49
Spectrasollus MM 147, AH 19
Githyanki Skiff AH 49
Supermassive Black Hole AH 52
Harpy Matron AH 43
Sword Sprinter AH 44
Illusosollus AH 19
Thesea AH 48
Karen AH 25
Tirikan MM 314, AH 26
Karen's Gondola AH 47
Toda AH 29
Kegnoth AH 26
Vinchy AH 45
Kierk the Guard AH 34
Vizea AH 40
Leonardo AH 45
Void Pirate AH 41
Modron Conveyer AH 50
Void Pirate Mate AH 41
Mountain Titan AH 43
Void Pirate Sorcerer AH 42
Narcissa AH 23
Voorloth AH 32
Nautiloid AH 50
Will-o'-Sollus MM 301, AH 19
Oozeloth AH 33
Wraithship AH 51
Organus MM 313, AH 25
Yaukiss AH 24
Orym the Alarmed MM 342, AH 122
Ynthriss AH 44
Orzeg MM 313, AH 25
Yugoloth Meteorship AH 51
Oskhar AH 40
Zenh AH 39
Pascorpticon AH 46
Zigazan the Boiler AH 30
17
The following statblocks are from officially released publications, including statblocks that were adapted for NPCs; for example,
Alexandria's statblock is based on the marut from Mordenkainen's Tome of Foes.
Name Page Name Page
Aboleth MM 13 Knight MM 347
Air Elemental MM 124 Mage MM 347
Arcanaloth MM 313 Marut MTF 213
Astral Dreadnought MTF 117 Medusa MM 214
Attuner NPC 187 Merreneloth MTF 250
Basilisk MM 24 Mezzoloth MM 313
Camel MM 320 Mimic MM 220
Canaloth MTF 247 Mind Flayer MM 222
Cockatrice MM 42 Mind Flayer Arcanist MM 222
Commoner MM 344 Monodrone MM 224
Couatl MM 43 Mummy MM 228
Crab MM 320 Nycaloth MM 314
Crawling Claw MM 44 Oinoloth MTF 251
Cyclops MM 45 Otyugh MM 248
Deva MM 16 Pegasus MM 250
Dhergoloth MTF 248 Pentadrone MM 226
Dire Wolf MM 321 Pixie MM 253
Displacer Beast MM 81 Planetar MM 17
Duodrone MM 225 Priest MM 348
Earth Elemental MM 124 Quadrone MM 226
Elephant MM 322 Quasit MM 63
Erinyes MM 73 Red Slaad MM 276
Fire Elemental MM 125 Saber-toothed Tiger MM 336
Fire Snake MM 265 Salamander MM 226
Flameskull MM 134 Shadow MM 269
Flumph MM 135 Skeleton MM 272
Gas Spore MM 138 Sprite MM 283
Gibbering Mouther MM 157 Tridrone MM 225
Ghost MM 147 Ultroloth MM 314
Giant Ape MM 323 Unicorn MM 294
Githyank Knight MM 160 Veteran MM 350
Githyanki Warrior MM 160 Vrock MM 64
Gnoll MM 163 Water Elemental MM 125
Gray Ooze MM 243 Wereboar MM 209
Harpy MM 181 Will-o'-Wisp MM 301
Hell Hound MM 182 Wraith MM 302
Hydraloth MTF 249 Xorn MM 304
Incubus MM 285 Yagnoloth MTF 252
Intellect Devourer MM 191 Young Red Dragon MM 98
18

The Seven Heavens of Sollus the Dead


19

Simulacrasollus Illusosollus
Medium construct, neutral good neutral

Armor Class 11 Armor Class --


Hit Points 40 (18d8 halved) Hit Points --
Speed 30 ft. Speed --

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
-3 +1 +0 +4 +0 +0 -- -- -- +10 +0 +0

Senses passive Perception 10 Damage Immunities all damage


Languages Abyssal, Common, Draconic, Dwarvish, Condition Immunities all conditions
Elvish, Gith, Infernal Skills Arcana +14, Dragon Chess +14, History +14
Senses passive Perception 10
Antimagic Susceptibility. If Simulacrasollus enters a Languages Abyssal, Common, Draconic, Dwarvish,
field of antimagic, such as that created by the spell Elvish, Gith, Infernal
antimagic, or is targeted with dispel magic, he is
destroyed. Antimagic Susceptibility. If Illusosollus enters a field
of antimagic, such as that created by the spell
Simulacrum. Simulacrasollus can regain hit points antimagic, or is targeted with dispel magic, he is
only through the spell mending or through one hour destroyed.
of careful repair work in an alchemical laboratory.
These methods require the expenditure of materials; Illusion. Illusosollus is invisible to any creature that
Simulacrasollus regains 1 hit point per 1 gp of relies on truesight or non-visual senses, such as
materials used. If Simulacrasollus drops to 0 hit smell or blindsight, to perceive him. He can't
points, he is destroyed, melting into a puddle of physically interact with the world.
mushy snow.
Photographic Memory. Illusosollus can perfectly
Spellcasting. Simulacrasollus is an 18th-level recall everything he has perceived and all knowledge
spellcaster. His spellcasting ability is Intelligence he has obtained.
(spell save DC 14, +6 to hit with spell attacks). He
has the following wizard spells memorised, which Actions
he can cast without a spellbook. Simulacrasollus Materialise. Illusosollus appears anywhere in The
can't regain spell slots or learn new spells. Reef.
Cantrips (at will): blade ward, friends,
prestidigitation, ray of frost, true strike
1st level (2 slots): comprehend languages, detect
magic, false life, identify, illusory script Crawllus
2nd level (3 slots): blur, gentle repose, invisibility Crawllus is represented by the crawling claw (MM 44)
3rd level (1 slot): blink, feign death
4th level (2 slots): locate creature
statblock.
5th level (3 slots): creation, dream, legend lore,
mislead Will-o'-Sollus
6th level (1 slot): true seeing
7th level (0 slots): Mordenkainen's magnificent
Will-o'-Sollus is represented by the will-o'-wisp (MM 301)
mansion, plane shift, simulacrum
statblock.
8th level (0 slots): demiplane
9th level (0 slots): astral projection, gate Spectrasollus
Actions Spectrasollus is represented by the ghost (MM 147)
Unarmed Strike. Melee Weapon Attack: -1 to hit,
statblock.
reach 5 ft., one target. Hit: 1 cold damage.
20

Shadowsollus Skelesollus
Medium undead, neutral evil Medium undead, neutral

Armor Class 12 Armor Class 12


Hit Points 195 (30d8 + 60) Hit Points 26 (4d8 + 8)
Speed 40 ft., fly 40 ft. (hover) Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
-2 +3 +2 +0 +0 +2 -3 +2 +2 -1 -1 -3

Skills Stealth +9 Damage Vulnerabilities bludgeoning


Damage Vulnerabilities radiant Damage Immunities poison
Damage Resistances acid, cold, fire, lightning, Condition Immunities exhaustion, poisoned
thunder; nonmagical bludgeoning, piercing, and Senses darkvision 60 ft., passive Perception 9
slashing Languages understands Abyssal, Common, Draconic,
Damage Immunities necrotic, poison Dwarvish, Elvish, Gith, and Infernal, but can't
Condition Immunities exhaustion, frightened, speak
grappled, paralyzed, petrified, poisoned, prone,
restrained Undead Fortitude. If damage reduces Skelesollus to 0
Senses darkvision 60 ft., passive Perception 10 hit points, he must make a Constitution saving
Languages understands Abyssal, Common, Draconic, throw with a DC of 5 + the damage taken, unless the
Dwarvish, Elvish, Gith, and Infernal, but can't damage is radiant or from a critical hit. On a
speak success, Skelesollus drops to 1 hit point instead.
Challenge 8 (3,900 XP)
Actions
Amorphous. Shadowsollus can move through a
space as narrow as 1 inch wide without squeezing. Slam. Melee Weapon Attack: -1 to hit, reach 5 ft.,
one target. Hit: 1 bludgeoning damage.
Bright Light Weakness. While in bright light,
Shadowsollus has disadvantage on attack rolls,
ability checks, and saving throws.
Innate Spellcasting. Shadowsollus' innate spellcasting
ability is Constitution (spell save DC 13, +5 to hit
with spell attacks). He can cast the following spells
innately.
At will: darkness
1/day each: eyebite, hunger of Hadar, spirit
guardians (evil shades that deal necrotic damage)
Shadow Stealth. While in dim light or darkness,
Shadowsollus can take the Hide action as a bonus
action.
Actions
Strength Drain. Melee Spell Attack: +6 to hit, reach 5
ft., one creature. Hit: 17 (4d6 + 3) necrotic damage,
and the target's Strength score is reduced by 2d4.
The target dies if this reduces its Strength to 0.
Otherwise, the reduction lasts until the target
finishes a short or long rest. If a humanoid with a
shadow dies from this attack, a shadow (MM 269)
rises from the corpse immediately.
21

Denizens of the Reef


Achilles Actions
Medium fiend, neutral evil
Multiattack. Achilles makes two weapon attacks.
Armor Class 17 (breastplate) Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Hit Points 66 (12d8 + 12) one target. Hit: 6 (1d6 + 3) slashing damage.
Speed 30 ft.
Mace of Demonbane. Melee Weapon Attack: +9 to
hit, reach 5 ft., one target. Hit: 9 (1d6 + 6)
bludgeoning damage. If the target is a demon, it
STR DEX CON INT WIS CHA
takes an additional 10 (3d6) force damage. If the
+3 +3 +1 +2 +1 +5 demon has 25 hit points or fewer after taking this
damage, it must succeed on a DC 21 Charisma
Skills Insight +6, Perception +6, Persuasion +10 saving throw or be killed instantly.
Damage Resistances cold, fire, lightning, poison;
nonmagical bludgeoning, piercing, and slashing Pike. Melee Weapon Attack: +9 to hit, reach 10 ft.,
Senses darkvision 60 ft., passive Perception 15 one target. Hit: 11 (1d10 + 6) piercing damage.
Languages Common, Infernal, telepathy 60 ft. Longbow. Ranged Weapon Attack: +9 to hit, range
150/600 ft., one target. Hit: 10 (1d8 + 6) piercing
Magic Weapons. All weapons become +3 magic damage.
weapons while wielded by Achilles. Charm. One humanoid Achilles can see within 30
Master of Weapons. Achilles can magically equip and feet of him must succeed on a DC 16 Wisdom
unequip his weapons without requiring an action. saving throw or be magically charmed for 1 day. The
charmed target treats Achilles' words as the advice
Telepathic Bond. Achilles ignores the range of a trusted expert. If the target receives a suicidal
restriction on his telepathy when communicating suggestion, the effect ends. If the target
with a creature he has charmed. The two don't even successfully saves against the effect, or if the effect
need to be on the same plane of existence. on it ends, the target is immune to Achilles' charm
for the next 7 days. Achilles can have only one
target charmed at a time. If he charms another, the
effect on the previous target ends.

Mace of Demonbane
simple weapon (mace), melee weapon, very rare
When you hit a demon with this magical mace, it
takes an additional 10 (3d6) force damage. If the
demon has 25 hit points or fewer after taking this
damage, it must succeed on a DC 20 Charisma
saving throw or be killed instantly.
You gain a +2 bonus to attack and damage rolls
made with this weapon.
22

Alexandria Ariadne
Large construct, lawful neutral Medium humanoid (githyanki), neutral

Armor Class 22 (natural armor) Armor Class 13


Hit Points 216 (16d10 + 128) Hit Points 36 (8d8)
Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+9 +1 +8 +4 +2 +0 +1 +3 +0 +3 +2 +0

Saving Throws Int +9, Wis +7, Cha +5 Skills Acrobatics +5, Alchemist's Supplies +5,
Skills Insight +7, Investigation +9, Perception +7 Animal Handling +4, Brewer's Supplies +5,
Damage Resistances thunder; nonmagical Calligrapher's Supplies +5, Cobbler's Tools +5,
bludgeoning, piercing, and slashing Dragon's Dice +5, Glassblower's Tools +5, Flute
Damage Immunities poison +5, History +5, Jeweler's Tools +5,
Condition Immunities charmed, paralyzed, poisoned Leatherworker's Tools +5, Lute +5, Lyre +5,
Senses truesight 30 ft., passive Perception 17 Medicine +4, Nature +5, Navigator's Tools +5,
Languages all Painter's Supplies +5, Performance +2, Sleight of
Hand +5, Survival +4, Thieves' Tools +5, Tinker's
Aura of Truth. Alexandria automatically extends a Tools +5, Vehicles (Land, Sea, Void) +5, Viol +5,
magical aura out to 30 feet. While within her aura, a Woodcarver's Tools +5
creature that tells a lie takes 20 force damage and is Senses passive Perception 12
stunned until the end of Alexandria's next turn. Languages Common, Gith

Immutable Form. Alexandria is immune to any spell Innate Spellcasting (Psionics). Ariadne's innate
or effect that would alter her form. spellcasting ability is Intelligence (spell save DC 13).
Magic Resistance. Alexandria has advantage on She can innately cast the following spells, requiring
saving throws against spells and other magical no components.
effects.
At will: mage hand (the hand is invisible)
Actions 3/day each: jump, misty step
1/day: telekinesis
Unerring Slam. Melee Weapon Attack: automatic hit,
reach 5 ft., one target. Hit: 30 force damage, and Jack of All Trades. When Ariadne makes an ability
the target is pushed up to 5 feet away from check relying on a skill or a tool she does not have
Alexandria if it is Huge or smaller. proficiency with, she adds +1 to the result.

Actions
Welding Flame. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) fire damage.
23

Aries Narcissa
Medium humanoid (dragonborn), neutral Medium humanoid (tiefling), neutral evil

Armor Class 12 Armor Class 18 (Tomb of Levistus)


Hit Points 45 (7d8 + 14) Hit Points 65 (10d8 + 20)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+2 +2 +2 +3 +0 +2 +0 +2 +2 +0 +3 +3

Skills Tinker's Tools +7, Woodcarver's Tools +7, Skills Deception +6, History +3, Religion +3
Smith's Tools +7 Damage Resistances cold, fire
Damage Resistances fire Senses darkvision 60 ft., passive Perception 13
Senses passive Perception 10 Languages Common, Infernal
Languages Common, Draconic, Elvish
Innate Spellcasting. Narcissa's innate spellcasting
Spellcasting. Aries is a 4th-level spellcaster. Her ability is Charisma (spell save DC 13, +6 to hit with
spellcasting ability is Intelligence (spell save DC 13, spell attacks). She can cast the following spells
+5 to hit with spell attacks). She knows the innately.
following artificer spells.
At will: ray of frost, thaumaturgy
Cantrips (at will): light, mending 1/day each: armor of agathys (2nd level), hellish
1st level (4 slots): absorb elements, grease, identify, rebuke (deals cold damage)
jump
Spellcasting. Narcissa is a 10th-level spellcaster. Her
2nd level (3 slots): continual flame, enhance ability,
spellcasting ability is Wisdom (spell save DC 13, +5
pyrotechnics
to hit with spell attacks). She knows the following
Actions cleric spells.

Light Hammer. Melee or Ranged Weapon Attack: +4 Cantrips (at will): guidance, mending, resistance,
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: spare the dying
4 (1d4 + 2) bludgeoning damage. 1st level (4 slots): create or destroy water, cure
wounds, detect evil and good, inflict wounds
Fire Breath (Recharges after a Short or Long Rest). 2nd level (3 slots): augury, gentle repose, prayer of
Aries breathes fire in a 15-foot cone. Each creature healing
in the area must make a DC 12 Dexterity saving 3rd level (3 slots): bestow curse, create food and
throw, taking 7 (2d6) fire damage on a failed save, water, protection from energy, revivify, sleet storm
or half as much damage on a successful one. 4th level (3 slots): death ward, freedom of
movement, ice storm
5th level (2 slots): cone of cold, greater restoration,
mass cure wounds, raise dead
Tomb of Levistus. Narcissa's armor class becomes
18 if it isn't already higher.
Actions
Rapier of Levistus. Melee or Weapon Attack: +8 to
hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing
damage plus 14 (4d6) cold damage. This is a +3
magic weapon that melts when wielded by anyone
other than Narcissa. If it is melted, she can reform
the weapon as a bonus action at will.
Reactions
Parry. Narcissa adds 3 to her AC against one melee
attack that would hit her. To do so, she must see the
attacker and be wielding a melee weapon.
24

Quinobi Yaukiss
Medium humanoid (githzerai), neutral good Medium humanoid (gith), neutral

Armor Class 13 Armor Class 18 (plate)


Hit Points 65 (10d8 + 20) Hit Points 91 (14d8 + 28)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+3 +3 +2 +2 +5 +2 +4 +2 +2 +3 +2 +2

Skills Athletics +4, History +4, Insight +7, Saving Throws Con +5, Int +6, Wis +5
Persuasion +4 Skills Deception +5, Glassblower's Tools +6, History
Condition Immunities charmed, frightened +6, Perception +5
Senses passive Perception 12 Senses passive Perception 15
Languages Common, Gith Languages Common, Duskrise, Gith

Innate Spellcasting (Psionics). Quinobi's innate Innate Spellcasting (Psionics). Yaukiss' innate
spellcasting ability is Wisdom (spell save DC 15). spellcasting ability is Intelligence (spell save DC 14).
He can innately cast the following spells, requiring He can innately cast the following spells, requiring
no components. no components.
At will: mage hand (the hand is invisible), levitate At will: mage hand (the hand is invisible), mending
(self only) 3/day each: misty step, telekinesis, tongues
3/day each: enhance ability, shield 1/day: creation (glass only; 1 hour)
1/day: augury
Psychically-Enhanced Weapons. As a bonus action,
Actions
Quinobi empowers his cobalt blade, which ripples Multiattack. Yaukiss makes two attacks with his
with psychic energy. While empowered, it becomes silver greatsword.
a +2 magic weapon that emits bright light out to 5
feet and dim light for 5 feet beyond that. Quinobi Silver Greatsword. Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing
can end the empowerment at any time.
damage plus 10 (3d6) psychic damage. This is a +3
Actions magic weapon. If used by a creature other than
Yaukiss, the psychic damage is inflicted on the
Multiattack. Quinobi makes two attacks with his wielder instead of the target.
cobalt blade.
Cobalt Blade. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Cobalt Blade (Empowered). Melee Weapon Attack:
+7 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5)
radiant damage.
25

Yugoloths
Broken Opal
Broken Opal uses the generic ultroloth statblock (MM 314) Karen
with the following changes. Medium fiend (yugoloth), neutral

Armor Class 13
Hit Points 40 (9d8)
Loyal Goons. When Broken Opal is targeted by an Speed 30 ft., fly 30 ft. (hover)
attack and an ally is within 5 feet of her, her ally can
use its reaction to swap places with her, and the ally
becomes the target instead. STR DEX CON INT WIS CHA
Mastermind. Broken Opal can take the Help action +1 +3 +0 +3 +2 +1
as a bonus action. When used to assist an ally in
attacking a creature, the target of the attack can be Saving Throws Dex +5, Int +5
within 30 feet of Broken Opal. Skills Arcana +5, Deception +3, History +5,
Perception +4
Damage Resistances cold, fire, lightning; nonmagical
bludgeoning, piercing, and slashing
Caraxus and Organus Damage Immunities acid, poison
Condition Immunities poisoned
Caraxus and Organus use the generic mezzoloth statblock Senses blindsight 60 ft., darkvision 60 ft., passive
(MM 313) with the following changes. Perception 14
Languages Abyssal, Common, Gith, Infernal,
telepathy 60 ft.

Trident. Melee or Ranged Weapon Attack: +8 to hit, Innate Spellcasting. Karen's innate spellcasting ability
is Intelligence (spell save DC 13). She can innately
reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6
+ 5) piercing damage, or 9 (1d8 + 5) piercing cast the following spells, requiring no material
damage when held with two claws and used to make components.
a melee attack. This is a +1 magic weapon. At will: charm person, glyph of warding, hex,
levitate, Nystul's magic aura
3/day: freedom of movement (can target her
Orzeg gondola)
1/day: glibness
Orzeg uses the generic arcanaloth statblock (MM 313). She Magic Resistance. Karen has advantage on saving
replaces the material and somatic components of her spells throws against spells and other magical effects.
with her spellbook, a chaotic evil mimic (MM 220) that has
an Intelligence of 10 (+0) and can speak Abyssal. Magic Weapons. Karen's weapon attacks are magical.
Teleport. As a bonus action, Karen magically
Queen Ursula McVale teleports, along with any equipment she is wearing
or carrying, up to 60 feet to an unoccupied space
Queen Ursula McVale uses the generic nycaloth statblock she can see.
(MM 314) with the following changes.
Actions
Oar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Innate Spellcasting. Queen Ursula McVale's innate Intimidation Gaze. Karen targets one creature she can
spellcasting ability is Charisma (spell save DC 14, +6 see within 60 feet of her. The target must succeed
to hit with spell attacks). She can innately cast the on a DC 13 Wisdom saving throw or become
following spells, requiring no material components. frightened for 1 minute. The frightened target can
At will: charm person, crown of madness, repeat the saving throw at the end of each of its
enlarge/reduce (self only), protection from energy, turns, ending the effect on itself on a success.
mirror image
26
Tirikan Beck
Tirikan uses the generic nycaloth statblock (MM 314) with Medium fiend (yugoloth), lawful evil
the following changes.
Armor Class 16 (natural armor)
Hit Points 120 (16d8 + 48)
Speed 50 ft.
Innate Spellcasting. Tirikan's innate spellcasting
ability is Charisma (spell save DC 14, +6 to hit with
spell attacks). He can innately cast the following STR DEX CON INT WIS CHA
spells, requiring no material components. +4 +0 +3 -3 +3 +1
At will: branding smite, command, compelled duel,
invisibility (self only) Skills Investigation +3, Perception +9
1/day: death ward (self only) Damage Resistances cold, fire, lightning; nonmagical
bludgeoning, piercing, and slashing
Damage Immunities acid, poison
Condition Immunities poisoned
Senses darkvision 60 ft., truesight 120 ft., passive
Perception 19
Languages understands Abyssal and Infernal, but
Kegnoth can't speak; can communicate simple ideas with
Medium fiend (yugoloth), neutral evil Tirikan through telepathy up to a range of 60 ft.
Challenge 8 (3,900 XP)
Armor Class 15 (natural armor)
Hit Points 119 (14d8 + 56) Dimensional Lock. Other creatures can't teleport to
Speed 30 ft. or from a space within 60 feet of Beck. Any attempt
to do so is wasted.
Magic Resistance. Beck has advantage on saving
STR DEX CON INT WIS CHA throws against spells and other magical effects.
+3 +0 +4 -2 +0 -1
Magic Weapons. Beck's weapon attacks are magical.
Saving Throws Str +6 Uncanny Senses. Beck can't be surprised while he
Skills Perception +3 isn't incapacitated.
Damage Resistances cold, fire, lightning; nonmagical
bludgeoning, piercing, and slashing Actions
Damage Immunities acid, poison Multiattack. Beck makes two attacks: one with his
Condition Immunities poisoned tongue or his bite, and one with his claws.
Senses blindsight 60 ft., darkvision 60 ft., passive
Perception 13 Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Languages Abyssal, Infernal, telepathy 60 ft. one target. Hit: 25 (6d6 + 4) piercing damage.
Challenge 8 (3,900 XP) Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 15 (2d10 + 4) slashing damage.
Magic Resistance. Kegnoth has advantage on saving
throws against spells and other magical effects. Tongue. Melee Weapon Attack: +7 to hit, reach 30
ft., one target. Hit: 17 (2d12 + 4) piercing damage.
Magic Weapons. Kegnoth's damage is magical. If the target is Medium or smaller, it is grappled
(escape DC 15), pulled up to 30 feet towards Beck,
Actions and is restrained until the grapple ends. Beck can
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., grapple one target at a time with his tongue.
one target. Hit: 12 (2d8 + 3) slashing damage.
Reactions
Flailing Whirlwind. Kegnoth moves up to her walking Recall Training. When Beck hears Tirikan call for him
speed in a straight line, without incurring attacks of or receives telepathic communication from Tirikan
opportunity, and targets each creature within 5 feet ordering him to return, Beck can magically teleport
of her during her movement. Each target must to an empty space within 5 feet of Tirikan. Any
succeed on a DC 14 Dexterity saving throw or take creatures Beck is grappling teleport with him.
22 (3d12 + 3) slashing damage.
Teleport. Kegnoth magically teleports, along with any
equipment she is wearing or carrying, up to 60 feet
to an unoccupied space she can see.
27

Rorknir Magic Resistance. Rorknir has advantage on saving


throws against spells and other magical effects.
Large fiend (yugoloth), lawful evil
Magic Weapons. Rorknir's weapon attacks are magical.
Armor Class 17 (natural armor) Teleport. As a bonus action, Rorknir can magically
Hit Points 147 (14d10 + 70) teleport, along with any equipment she is wearing or
Speed 40 ft. carrying, up to 60 feet to an unoccupied space she can
see.

STR DEX CON INT WIS CHA Actions


+4 +2 +5 +4 +2 +4 Massive Arm. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 23 (3d12 + 4) bludgeoning damage.
Saving Throws Dex +6, Int +8, Cha +8 If the target is a creature, it must succeed on a DC 16
Skills Insight +6, Investigation +8, Perception +6, Constitution saving throw or become stunned until the
Persuasion +8 end of Rorknir's next turn.
Damage Resistances cold, fire, lightning; nonmagical
bludgeoning, piercing, and slashing Fine Print. Rorknir scrawls on a stunned creature with
Damage Immunities acid, poison her quill. The target takes 37 (5d6 + 20) force damage,
Condition Immunities poisoned and Rorknir gains temporary hit points equal to the
Senses blindsight 60 ft., darkvision 60 ft., passive damage dealt. The creature is no longer stunned and
Perception 16 must immediately take one action determined by
Languages Abyssal, Infernal, telepathy 60 ft. Rorknir.
Challenge 11 (7,200 XP) Battlefield Cunning (Recharge 4-6). Up to two allied
yugoloths within 60 feet of Rorknir that can hear her
Innate Spellcasting. Rorknir's innate spellcasting ability is can use their reactions to make one melee attack each.
Charisma (spell save DC 16). She can innately cast the
following spells, requiring no material components.
At will: blindness/deafness, detect magic, dispel magic,
invisibility (self only)
3/day: detect thoughts
1/day: geas
28

Ral'Romon Innate Spellcasting. Ral'Romon's innate spellcasting


ability is Charisma (spell save DC 16). He can innately
Large fiend (yugoloth), lawful evil
cast the following spells, requiring no material
components.
Armor Class 15 (natural armor)
Hit Points 112 (15d10 + 70) At will: alter self, darkness, feather fall, mirror image
Speed 60 ft., climb 60 ft. 3/day: magic missile (5th level)
Magic Resistance. Ral'Romon has advantage on saving
throws against spells and other magical effects.
STR DEX CON INT WIS CHA
Magic Weapons. Ral'Romon's weapon attacks are
+1 +3 +2 +3 +2 +3 magical.
Skills Deception +6, Intimidation +6, Stealth +6 Nimble Escape. Ral'Romon can take the Disengage or
Damage Resistances cold, fire, lightning; nonmagical Hide action as a bonus action on each of his turns.
bludgeoning, piercing, and slashing Spider Climb. Ral'Romon can climb difficult surfaces,
Damage Immunities acid, poison including upside down on ceilings, without having to
Condition Immunities charmed, poisoned make an ability check.
Senses darkvision 120 ft., passive Perception 12
Languages Abyssal, Infernal, telepathy 60 ft. Actions
Challenge 8 (3,900 XP)
Multiattack. Ral'Romon makes two claw attacks.
Attack Shock. When Ral'Romon hits a creature with an Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
attack, the target must succeed on a DC 16 Wisdom target. Hit: 30 (5d10 + 3) piercing damage, and the
saving throw or be frightened of Ral'Romon for 1 target must succeed on a DC 16 Constitution saving
minute. A creature can repeat the saving throw at the throw or be stunned until the end of its next turn.
end of each of its turns, ending the effects on a
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
success. If a creature's saving throw is successful or the
target. Hit: 12 (2d8 + 3) slashing damage plus 7 (2d6)
effect ends for it, the creature is immune to
poison damage.
Ral'Romon's Attack Shock for the next 24 hours.

Ral'Romon was created by Adventure Bundles and is featured in the heist The Tranquil Prison.
29

Toda Leap. As a bonus action, Toda leaps out of danger,


landing up to 60 feet away in an unoccupied space he
Medium fiend (yugoloth), lawful evil
can see without triggering attacks of opportunity.

Armor Class 15 (natural armor) Magic Resistance. Toda has advantage on saving throws
Hit Points 135 (18d8 + 54) against spells and other magical effects.
Speed 20 ft., swim 40 ft., fly 15 ft. (hover) Magic Weapons. Toda's weapon attacks are magical.
Secure Memory. Toda is immune to spells and other
STR DEX CON INT WIS CHA magical effects that would steal or modify his
memories or detect or read his thoughts.
+5 +1 +3 +4 +0 +2
Actions
Skills History +8, Perception +4
Multiattack. Toda makes two melee attacks.
Damage Vulnerabilities fire
Damage Resistances cold, lightning; nonmagical Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one
bludgeoning, piercing, and slashing target. Hit: 14 (2d8 + 5) slashing damage.
Damage Immunities acid, poison
Condition Immunities poisoned Steal Memory (1/Day). Toda targets one creature he can
Senses truesight 60 ft., passive Perception 14 see within 60 feet of him. The target takes 14 (4d6)
Languages Abyssal, Infernal, telepathy 60 ft. psychic damage, and it must make a DC 16 Intelligence
Challenge 9 (5,000 XP) saving throw. On a failed save, the target loses all
proficiencies, it can't cast spells, it can't understand
Adaptable. Toda can breathe in any environment. language, and if its Intelligence and Charisma scores are
higher than 5, they become 5. Each time the target
Innate Spellcasting. Toda's innate spellcasting ability is finishes a long rest, it can repeat the saving throw,
Intelligence (spell save DC 16). He can innately cast the ending the effect on itself on a success. A greater
following spells, requiring no material components. restoration or remove curse spell cast on the target
ends this effect early.
At will: clairvoyance, detect magic, dispel magic,
invisibility (self only), protection from evil and good
3/day each: counterspell, zone of truth
1/day each: scrying, wall of force
30

Zigazan the Boiler Innate Spellcasting. Zigazan's innate spellcasting ability


is Intelligence (spell save DC 16). He can innately cast
Medium fiend (yugoloth), neutral evil
the following spells, requiring no material components.

Armor Class 17 (natural armor) At will: blindness/deafness (5th level), detect magic,
Hit Points 204 (24d8 + 96) dispel magic, invisibility (self only)
Speed 30 ft. 1/day each: eyebite, disintegrate, feeblemind, gate
Magic Resistance. Zigazan has advantage on saving
throws against spells and other magical effects.
STR DEX CON INT WIS CHA
Magic Weapons. Zigazan's weapon attacks are magical.
+4 +3 +4 +4 +3 +4
Actions
Saving Throws Con +8, Wis +7
Multiattack. Zigazan uses his transfixing gaze. Then, he
Skills Deception +8, Intimidation +8, Perception +7
can make two claw attacks or cast a spell with a casting
Damage Resistances cold, fire, lightning; nonmagical
time of 1 action.
bludgeoning, piercing, and slashing
Damage Immunities acid, poison Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Condition Immunities poisoned target. Hit: 14 (3d6 + 4) slashing damage plus 22
Senses blindsight 60 ft., darkvision 60 ft., passive (4d10) poison damage.
Perception 17
Languages Abyssal, Infernal, telepathy 60 ft. Corrupted Healing. Zigazan touches a creature within 5
Challenge 12 (8,400 XP) feet of him that is at half its hit point maximum or
lower. The target regains all its hit points, and Zigazan
Bringer of Plagues (Recharge 5-6). As a bonus action, can additionally end one disease on the target or
Zigazan blights the area within 30 feet of him. The remove one of the following conditions from it:
blight lasts for 24 hours. While blighted, all normal blinded, deafened, paralyzed, or poisoned. The target
plants in the area wither and die, and the number of hit then gains 1 level of exhaustion, and its hit point
maximum is reduced by 7 (2d6). This reduction can be
points restored by a spell to a creature in that area is
halved. removed only by a wish spell or by casting greater
restoration on the target three times within the same
Furthermore, when a creature moves into the blighted hour. The target dies if its hit point maximum is
area or starts its turn there, that creature must make a reduced to 0.
DC 16 Constitution saving throw. On a successful save, Teleport. Zigazan magically teleports, along with any
the creature is immune to Zigazan's Bringer of Plagues equipment he is wearing or carrying, up to 60 feet to
for the next 24 hours. On a failed save, the creature an unoccupied space he can see.
takes 14 (4d6) necrotic damage and is poisoned.
Tranfixing Gaze. Zigazan targets one creature he can see
The poisoned creature can't regain hit points. After within 30 feet of it. The target must succeed on a DC
every 24 hours that elapse, the poisoned creature can 16 Wisdom saving throw against this magic or be
repeat the saving throw. On a failed save, the creature's charmed until the end of Zigazan's next turn. While
hit point maximum is reduced by 5 (1d10). This charmed in this way, the target is restrained. If the
reduction lasts until the poison ends, and the target target's saving throw is successful, the target is
dies if its hit point maximum is reduced to 0. The immune to Zigazan's gaze for the next 24 hours.
poison ends after the creature successfully saves
against it three times.
31
Additional Yugoloths Piscoloth
Huge fiend (yugoloth), neutral evil

Corruptoloth Armor Class 17 (natural armor)


Hit Points 138 (12d12 + 60)
Medium fiend (yugoloth), neutral evil Speed 20 ft., fly 40 ft. (hover)

Armor Class 15 (studded leather armor)


Hit Points 45 (6d8 + 18) STR DEX CON INT WIS CHA
Speed 30 ft. +5 +1 +5 +2 +1 -1

Damage Resistances cold, fire, lightning; nonmagical


STR DEX CON INT WIS CHA bludgeoning, piercing, and slashing
+4 +3 +3 +0 +0 -1 Damage Immunities acid, poison
Condition Immunities poisoned
Damage Resistances cold, fire, lightning; nonmagical Senses blindsight 60 ft., darkvision 60 ft., passive
bludgeoning, piercing, and slashing Perception 10
Damage Immunities acid, poison Languages Abyssal, Infernal, telepathy 60 ft.
Condition Immunities poisoned Challenge 8 (3,900 XP)
Senses blindsight 60 ft., darkvision 60 ft., passive
Perception 10 Adaptable. The piscoloth can breathe in any
Languages Abyssal, Infernal, telepathy 60 ft. environment.
Challenge 4 (1,100 XP)
Innate Spellcasting. The piscoloth's innate
Ambient Indicators. The corruptoloth automatically spellcasting ability is Intelligence (spell save DC 13).
emits a strong odour and the sound of clacking It can innately cast the following spells, requiring no
dice; creatures have advantage on Wisdom material components.
(Perception) checks that rely on smell or hearing to At will: blindness/deafness (3rd level), detect magic,
detect the corruptoloth. dispel magic, invisibility (self only)
3/day: fear, stinking cloud
Bad Luck Aura. Hostile creatures within 30 feet of
the corruptoloth have disadvantage on attack rolls, Magic Resistance. The piscoloth has advantage on
ability checks, and saving throws. saving throws against spells and other magical
effects.
Innate Spellcasting. The corruptoloth's innate
spellcasting ability is Intelligence (spell save DC 10). Magic Weapons. The piscoloth's weapon attacks are
It can innately cast the following spells, requiring no magical.
material components.
Actions
At will: blindness/deafness, detect magic, dispel
magic, invisibility (self only) Multiattack. The piscoloth makes two pincer attacks
and an attack with its stingers, if possible.
Magic Resistance. The corruptoloth has advantage on
saving throws against spells and other magical Pincer. Melee Weapon Attack: +8 to hit, reach 10 ft.,
effects. one target. Hit: 14 (3d6 + 4) bludgeoning damage.
Magic Weapons. The corruptoloth's weapon attacks The target is grappled (escape DC 16) if it is a Large
or smaller creature and the piscoloth doesn't have
are magical.
two other creatures grappled.
Actions Stingers. Melee Weapon Attack: automatic hit, reach
Multiattack. The corruptoloth makes two attacks. 5 ft., one creature grappled by the piscoloth. Hit: 3
(1d6) piercing damage plus 10 (3d6) poison
Greatsword. Melee Weapon Attack: +6 to hit, reach damage, and the target must succeed on a DC 16
5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Constitution saving throw or be poisoned for 1
minute. Until this poison ends, the target is
Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
paralyzed. The target can repeat the saving throw at
range 100/400 ft., one target. Hit: 8 (1d10 + 3)
the end of each of its turns, ending the effect on
piercing damage.
itself on a success.
Teleport. The corruptoloth magically teleports, along
Teleport. The piscoloth magically teleports, along
with any equipment it is wearing or carrying, up to
with any equipment it is wearing or carrying or
60 feet to an unoccupied space it can see.
creatures it is grappling, up to 60 feet to an
unoccupied space it can see.
32

Skeroloth Voorloth
Small fiend (yugoloth), neutral evil Large fiend (yugoloth), neutral evil

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


Hit Points 39 (6d6 + 18) Hit Points 57 (6d10 + 24)
Speed 30 ft., 30 ft. burrow Speed 35 ft., climb 45 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+3 +3 +3 +1 +0 -2 +5 +4 +4 -1 +1 -3

Damage Resistances cold, fire, lightning; nonmagical Skills Athletics +8, Perception +7
bludgeoning, piercing, and slashing Damage Resistances cold, fire, lightning; nonmagical
Damage Immunities acid, poison bludgeoning, piercing, and slashing
Condition Immunities poisoned Damage Immunities acid, poison
Senses blindsight 60 ft., darkvision 60 ft., passive Condition Immunities poisoned
Perception 10 Senses blindsight 60 ft., darkvision 60 ft., passive
Languages Abyssal, Infernal, telepathy 60 ft. Perception 17
Challenge 3 (700 XP) Languages Abyssal, Infernal, telepathy 60 ft.
Challenge 5 (1,800 XP)
Easily Frightened. The skereloth becomes frightened
of the first creature to deal damage to it in a round. Axiomatic Mind. The voorloth can't be compelled to
The skereloth is frightened in this way until the end act in a manner contrary to its nature or its
of its next turn, at which point the next creature to instructions.
deal damage to it triggers this trait again.
Innate Spellcasting. The voorloth's innate spellcasting
Innate Spellcasting. The skereloth's innate ability is Intelligence (spell save DC 10). It can
spellcasting ability is Intelligence (spell save DC 11). innately cast the following spells, requiring no
It can innately cast the following spells, requiring no material components.
material components.
At will: detect magic, dispel magic, invisibility (self
At will: blindness/deafness, detect magic, dispel only)
magic, invisibility (self only)
Keen Smell. The voorloth has advantage on Wisdom
Magic Resistance. The skereloth has advantage on (Perception) checks that rely on smell.
saving throws against spells and other magical
Scentless. The voorloth can't be detected by
effects.
Wisdom (Perception) checks that rely on smell.
Magic Weapons. The skereloth's weapon attacks are
Magic Resistance. The voorloth has advantage on
magical.
saving throws against spells and other magical
Pitiful. While the skereloth is frightened, creatures effects.
have disadvantage on attack rolls against the
Magic Weapons. The voorloth's weapon attacks are
skereloth. Any creature that hits a frightened
magical.
skereloth automatically scores a crit against it.
Siege Monster. The voorloth deals double damage
Actions against objects and structures.
Multiattack. The skereloth makes two claw attacks. Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., Multiattack. The voorloth makes three lash attacks.
one target. Hit: 10 (2d6 + 3) slashing damage.
Lash. Melee Weapon Attack: +8 to hit, reach 20 ft.,
Teleport. The skereloth magically teleports, along
one target. Hit: 12 (2d6 + 5) slashing damage.
with any equipment it is wearing or carrying, up to
60 feet to an unoccupied space it can see. Teleport. The voorloth magically teleports, along
with any equipment it is wearing or carrying, up to
60 feet to an unoccupied space it can see.
33
Wardenloths
These yugoloths are sequestered in Tartarus, and can only be Oozeloth
found in that plane. Medium fiend (yugoloth, shapechanger), neutral evil

Armor Class 14 (natural armor)


Hit Points 114 (12d8 + 60)
Seerloth Speed 30 ft.
Medium fiend (yugoloth), neutral evil

STR DEX CON INT WIS CHA


Armor Class 20 (plate, shield)
Hit Points 102 (12d8 + 48) +5 +4 +5 +3 +3 +2
Speed 30 ft.
Skills Perception +9, Sleight of Hand +7, Stealth +10
Damage Resistances cold, fire, lightning; nonmagical
STR DEX CON INT WIS CHA bludgeoning, piercing, and slashing
+5 +4 +4 +5 +5 +2 Damage Immunities acid, poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 60 ft., passive Perception 19
Skills Athletics +11, Perception +11
Languages all (can't speak in ooze form), telepathy
Damage Resistances cold, fire, lightning; nonmagical
60 ft.
bludgeoning, piercing, and slashing
Challenge 6 (2,300 XP)
Damage Immunities acid, poison
Condition Immunities charmed, frightened, poisoned
Senses truesight 60 ft., passive Perception 26 Amorphous (Ooze Form Only). The oozeloth can
Languages all, telepathy 60 ft. move through a space as narrow as 1 inch wide
Challenge 5 (1,800 XP) without squeezing.
Innate Spellcasting. The oozeloth's innate
Alert. The seerloth has advantage on initiative spellcasting ability is Intelligence (spell save DC 14,
checks, and other creatures don't gain advantage on +6 to hit with spell attacks). It can innately cast the
attack rolls against the seerloth as a result of being following spells, requiring no components.
hidden from it. Its passive Perception is increased
by 5. At will: cloudkill, detect magic, freedom of
movement, grease, hold monster
Innate Spellcasting. The seerloth's innate spellcasting 3/day: Melf's acid arrow (8th level)
ability is Intelligence (spell save DC 16). It can Magic Resistance. The oozeloth has advantage on
innately cast the following spells, requiring no saving throws against spells and other magical
material components. effects.
At will: detect magic, dispel magic, faerie fire, Magic Weapons. The oozeloth's weapon attacks are
freedom of movement, hold monster, invisibility
magical.
(self only), locate object
1/day each: alarm, antimagic field, arcane lock, Shapechanger. The oozeloth can use its action to
detect thoughts, forbiddance, locate creature, polymorph into an ooze form, or back into its true
scrying form. Its statistics are the same in each form. Any
equipment it is wearing or carrying is transformed
Magic Armor. The seerloth's armor is magical. with it. It reverts to its true form if it dies.
Magic Resistance. The seerloth has advantage on
saving throws against spells and other magical Actions
effects. Multiattack. The oozeloth makes three attacks.
Magic Weapons. The seerloth's weapon attacks are
Club (Yugoloth Form Only). Melee Weapon Attack:
magical.
+8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5)
Actions bludgeoning damage.
Club. Melee Weapon Attack: +8 to hit, reach 5 ft., Pseudopod (Ooze Form Only). Melee Weapon
one target. Hit: 7 (1d4 + 5) bludgeoning damage. Attack: +8 to hit, reach 10 ft., one target. Hit: 8
(1d6 + 5) bludgeoning damage plus 14 (4d6) acid
Teleport. The seerloth magically teleports, along with damage, and the largest nonmagical metal item in
any equipment it is wearing or carrying, up to 60 the target's inventory (including armor) is destroyed.
feet to an unoccupied space it can see.
Teleport. The oozeloth magically teleports, along
with any equipment it is wearing or carrying, up to
60 feet to an unoccupied space it can see.
34

Kierk the Guard Magic Weapons. Kierk's weapon attacks are magical.
Medium fiend (yugoloth), neutral evil Spellcasting. Kierk is a 20th level spellcaster. His
spellcasting ability is Intelligence (spell save DC 25,
Armor Class 26 (plate +3, shield +3) +17 to hit with spell attacks). He has the following
Hit Points 280 (20d8 + 200) wizard spells prepared.
Speed 30 ft., fly 30 ft. (hover) Cantrips (at will): chill touch, mage hand, minor illusion,
prestidigitation
1st level (4 slots): alarm, magic missile, shield, silent
STR DEX CON INT WIS CHA image
+10 +10 +10 +10 +10 +10 2nd level (3 slots): arcane lock, augury, enhance ability,
knock, web
Skills Acrobatics +24, Alchemist's Tools +24, Animal 3rd level (3 slots): bestow curse, counterspell, dispel
Handling +24, Arcana +24, Athletics +24, Brewer's magic, fireball, major image
Supplies +24, Calligrapher's Supplies +24, 4th level (3 slots): arcane eye, phantasmal killer, stone
Cartographer's Tools +24, Cobbler's Tools +24, shape, wall of fire
Cook's Utensils +24, Deception +24, Glassblower's 5th level (3 slots): creation, telekinesis, wall of stone
Tools +24, History +24, Insight +24, Intimidation 6th level (2 slots): contingency, disintegrate, eyebite,
+24, Investigation +24, Jeweler's Tools +24, Otto's irresistible dance
Leatherworker's Tools +24, Mason's Tools +24, 7th level (2 slots): mirage arcane, power word pain,
Medicine +24, Nature +24, Navigator's Tools +24, reverse gravity
Painter's Supplies +24, Perception +24, Performance 8th level (1 slot): antimagic field, dominate monster,
+24, Persuasion +24, Potter's Tools +24, Religion maze
+24, Sleight of Hand +24, Smith's Tools +24, Stealth 9th level (1 slot): foresight, invulnerability
+24, Survival +24, Thieves' Tools +24, Tinker's Tools
+24, Vehicles (Voidship) +24, Violin +24, Weaver's Actions
Tools +24, Woodcarver's Tools +24 Club. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Damage Vulnerabilities necrotic target. Hit: 12 (1d4 + 10) bludgeoning damage.
Damage Resistances cold, fire, lightning; nonmagical
bludgeoning, piercing, and slashing Extract Memories. Kierk touches an incapacitated
Damage Immunities acid, poison creature. The target takes 36 (8d8) psychic damage
Condition Immunities charmed, frightened, poisoned and Kierk copies its memories and skills into his brain.
Senses truesight 60 ft., passive Perception 34
Teleport. Kierk magically teleports, along with any
Languages all, telepathy 60 ft.
equipment he is wearing or carrying, up to 60 feet to
Challenge 25 (75,000 XP)
an unoccupied space it can see.
Cheater. Kierk can concentrate on as many spells Legendary Actions
simultaneously as he likes. If he loses concentration, all
spells he is concentrating on end. Kierk can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used
Crippling Fear of Death. When Kierk takes necrotic at a time, and only at the end of another creature's turn.
damage, he automatically fails any rolls to maintain Spent legendary actions are regained at the start of
concentration as a result of taking this damage. each turn.
Innate Spellcasting. Kierk's innate spellcasting ability is Teleport. Kierk uses his Teleport action.
Intelligence (spell save DC 25). He can innately cast the
following spells, requiring no components. Swift Caster. Kierk casts a spell with a casting time of 1
action.
At will: detect magic, detect thoughts, dispel magic,
freedom of movement, hold monster, greater Reset (Costs 2 Actions). Kierk ends all spells and other
invisibility (self only) magical effects targeting him, as well as any conditions
3/day: scrying he chooses, and then takes 5 necrotic damage
1/day: death ward, forbiddance (doubled to 10). Kierk can take this action even if he is
incapacitated.
35

Reef Creatures
These creatures travel the infinite astral demiplane of The Reef.

Reef Clownfish Reef Eel


Huge monstrosity (shapechanger), unaligned Huge monstrosity, unaligned

Armor Class 15 Armor Class 16


Hit Points 51 (6d12 + 12) Hit Points 68 (4d12 + 16)
Speed 0 ft., swim 80 ft., fly 80 ft. Speed 0 ft., swim 60 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+2 +5 +2 -4 +0 -4 +2 +6 +3 -4 +1 -4

Damage Resistances nonmagical bludgeoning, Skills Stealth +9


piercing, and slashing Damage Resistances nonmagical bludgeoning,
Damage Immunities cold piercing, and slashing
Condition Immunities exhaustion, prone Damage Immunities cold, lightning
Senses darkvision 120 ft., passive Perception 10 Condition Immunities exhaustion, prone
Languages -- Senses darkvision 120 ft., passive Perception 11
Challenge 3 (700 XP) Languages --
Challenge 7 (2,900 XP)
Astral Entity. The clownfish can't leave the Reef, nor
can it be banished or otherwise transported out of Astral Entity. The eel can't leave The Reef, nor can it
the Reef. It can breathe in any environment. be banished or otherwise transported out of The
Reef. It can breathe in any environment.
Magic Weapons. The clownfish's weapon attacks are
magical. Electric Current. A creature that touches the eel or
hits it with a melee attack while within 5 feet of it
Actions takes 7 (2d6) lightning damage.
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., Magic Weapons. The eel's weapon attacks are
one target. Hit: 9 (2d6 + 2) bludgeoning damage. magical.
Spew Eggs (Recharge 5-6). The clownfish spews Actions
caviar in a 60 ft. cone. Each creature in the cone
must succeed on a DC 15 Dexterity saving throw or Multiattack. The eel makes two attacks: one with its
be hit with an egg; a creature hit with an egg can't bite and one with its tail. It can't make both attacks
cast spells until the end of the clownfish's next turn. against the same target.

Reactions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,


one target. Hit: 9 (2d6 + 2) piercing damage plus 7
Shapechange. When targeted with an attack, the (2d6) lightning damage.
clownfish transforms into another member of its
species with slightly different proportions, throwing Tail. Melee Weapon Attack: +9 to hit, reach 5 ft., one
off the attacker. The attack is made with creature. Hit: 9 (1d6 + 6) bludgeoning damage plus
disadvantage. 28 (8d6) lightning damage, and the target can't cast
spells until the end of the eel's next turn.
Additionally, the target must succeed on a DC 17
Constitution saving throw or become paralyzed until
the end of the eel's next turn.
36

Reef Octopus Reef Megalodon


Huge monstrosity, neutral Gargantuan monstrosity, unaligned

Armor Class 16 Armor Class 14


Hit Points 85 (10d12 + 20) Hit Points 155 (10d20 + 50)
Speed 0 ft., swim 40 ft., fly 40 ft. Speed 0 ft., swim 60 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+4 +6 +2 -1 +3 -1 +8 +4 +5 -5 +4 -3

Skills Sleight of Hand +9, Stealth +12 Skills Perception +8


Damage Resistances nonmagical bludgeoning, Damage Resistances nonmagical bludgeoning,
piercing, and slashing piercing, and slashing
Damage Immunities cold Damage Immunities cold
Condition Immunities exhaustion, prone Condition Immunities exhaustion, prone
Senses blindsight 60 ft., darkvision 120 ft., passive Senses darkvision 120 ft., passive Perception 18
Perception 13 Languages --
Languages Reef Octopus Challenge 10 (5,900 XP)
Challenge 5 (1,800 XP)
Aggressive. As a bonus action, the megalodon can
Astral Entity. The octopus can't leave The Reef, nor move up to its speed toward a creature that it can
can it be banished or otherwise transported out of smell.
The Reef. It can breathe in any environment.
Antimagic Aura. The area around the megalodon up
Camouflage (Recharge 5-6). As a bonus action or to a radius of 60 feet is antimagic, as per the spell
when it uses its antimagic ink cloud, the octopus antimagic field.
nonmagically turns invisible. Effects that allow a
Astral Entity. The megalodon can't leave The Reef,
creature to see invisible creatures, such as see
nor can it be banished or otherwise transported out
invisibility, do not allow it to see the octopus. The
of The Reef. It can breathe in any environment.
octopus can end this effect as a bonus action.
Blood Frenzy. The megalodon has advantage on
Magic Weapons. The octopus' weapon attacks are
melee attack rolls against any creature with blood
magical.
that doesn't have all its hit points.
Actions Keen Smell. The megalodon has advantaqe on
Mulitattack. The octopus makes two attacks with its Wisdom (Perception) rolls that rely on smell. It can
tentacles. smell creatures with blood that don't have all their
hit points up to 100 miles away, even through void,
Tentacles. Melee Weapon Attack: +9 to hit, reach 15 pinpointing their location.
ft., one target. Hit: 16 (3d6 + 6) bludgeoning Magic Weapons. The megalodon's bite is magical.
damage. If the target is a creature and the octopus
doesn't already have 8 creatures grappled, the target Actions
is grappled (escape DC 17). Until this grapple ends,
the target is restrained and can't cast spells. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target. Hit: 34 (4d12 + 8) piercing damage. If
Antimagic Ink Cloud (Recharges after a Short or Long the target is a creature, the target is grappled
Rest). A 60-foot-radius cloud of ink extends all (escape DC 20). Until this grapple ends, the target is
around the octopus. The area is heavily obscured for restrained, and the megalodon can't use its bite on
1 minute and is an area of antimagic, as per the another target.
antimagic field spell. After releasing the ink, the
octopus' camouflage activates (if available) and it Legendary Actions
can use the Dash action as a bonus action. The megalodon can take 3 legendary actions,
choosing from the options below. Only one
legendary action can be used at a time, and only at
the end of another creature's turn. Spent legendary
actions are regained at the start of each turn.
Death Shake. The megalodon whips its head violently
back and forth. If it is grappling a creature, the
creature takes 13 (2d12) magical slashing damage.
37

Reef Stingray Reef Whale


Gargantuan monstrosity, unaligned Gargantuan monstrosity, neutral

Armor Class 13 Armor Class 17 (natural armor)


Hit Points 81 (6d20 + 18) Hit Points 310 (20d20 + 100)
Speed 0 ft., swim 40 ft., fly 40 ft. Speed 0 ft., swim 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+4 +3 +3 -4 +0 -4 +5 +0 +5 +0 +4 +2

Damage Resistances nonmagical bludgeoning, Damage Resistances nonmagical bludgeoning,


piercing, and slashing piercing, and slashing
Damage Immunities cold Damage Immunities cold
Condition Immunities exhaustion, prone Condition Immunities exhaustion, prone
Senses blindsight 60 ft., darkvision 120 ft., passive Senses darkvision 120 ft., passive Perception 11
Perception 10 Languages Reef Whale
Languages -- Challenge 11 (7,200 XP)
Challenge 4 (1,100 XP)
Antimagic Aura. The area around the whale up to a
Astral Entity. The stingray can't leave The Reef, nor radius of 180 feet is antimagic, as per the spell
can it be banished or otherwise transported out of antimagic field. Her whalesong is unaffected by her
The Reef. It can breathe in any environment. antimagic aura.
Magic Weapons. The stingray's weapon attacks are Astral Entity. The whale can't leave The Reef, nor can
magical. she be banished or otherwise transported out of
The Reef. She can breathe in any environment.
Actions
Magic Weapons. The whale's weapon attacks are
Stinger. Melee Weapon Attack: +6 to hit, reach 5 ft., magical.
one target. Hit: 22 (4d8 + 4) piercing damage plus
18 (4d8) poison damage. Additionally, any spells Actions
affecting the target end, and the target can't cast
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft.,
spells until the end of the stingray's next turn.
one target. Hit: 22 (5d6 + 5) bludgeoning damage.
Whalesong (Recharge 5-6). The whale magically sings
a song of slumber that affects creatures up to a total
of 90 (20d8) hit points. Creatures within 300 feet
of the whale are affected in ascending order of their
current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest
current hit points, each creature affected by this
spell falls unconscious until the spell ends, the
sleeper takes damage, or someone uses an action to
shake or slap the sleeper awake. Subtract each
creature's hit points from the total before moving
on to the creature with the next lowest hit points. A
creature's hit points must be equal to or less than
the remaining total for that creature to be affected.
Undead and creatures immune to being charmed
aren't affected.
Swallow. The whale's esophagus is a teleportation
gate that leads in and out of The Reef. As an action,
she can swallow a Large or smaller creature,
teleporting it safely and harmlessly to and from
either a shallow reef on Sword Coast of the
Forgotten Realms, just outside of Candlekeep, or to
the Yugoloth Database (AH 81) in The Reef (target's
choice). A creature can avoid being swallowed with
a successful DC 17 Dexterity saving throw.
38

Unique Heist Statblocks


The following unique monsters and NPCs are found throughout the heists in this book.

Erronys Resistance Actions


Large celestial, neutral Touch of Content. Melee Spell Attack: +6 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) psychic damage.
Armor Class 14
Hit Points 104 (16d8 + 32) I Know You. The resistance looks into the mind of a
Speed 50 ft., fly 50 ft. (hover) hostile creature and telepathically whispers its flaws,
ideals, secrets, or bonds in rapid succession. The victim
must succeed on a DC 17 Wisdom saving throw or
STR DEX CON INT WIS CHA suffer 31 (7d8) psychic damage and be frightened of
the resistance. If they succeed, then nothing happens.
+3 +4 +2 +0 +2 +0 The saving throw can be repeated at the start of each of
the victim's turns, ending the frightened condition on a
Damage Resistances nonmagical bludgeoning, piercing, success.
and slashing
Damage Immunities poison Resistance. The resistance wraps its arms around a
Condition Immunities exhaustion, grappled, paralyzed, creature, hooking it. As long as it stays in this position,
petrified, poisoned, prone, restrained, unconscious it cannot attack or take any other actions, but if it gets
Senses darkvision 60 ft., passive Perception 12 hit, the attacker suffers 10 (3d6) force damage in
Languages all, telepathy 60 ft. return. An action and a successful contested Wisdom
Challenge 6 (2,300 XP) check is required to unhook the resistance. Any
creatures hooked by a resistance cannot be persuaded
Incorporeal Movement. The resistance can move to leave Erronys under any circumstances; any checks
through other creatures and objects as if they were to convince them fail.
difficult terrain. It takes 5 (1d10) force damage if it Stay (Recharge 5-6). The resistance extends its
ends its turn inside an object. incorporeal arms towards all non-entrapped creatures in
a 15 foot radius. A target sees a vision representing one
Magic Resistance. The resistance has advantage on
of their bonds. Each target must succeed on a DC 14
saving throws against spells and other magical effects. Wisdom saving throw or be stunned for 1 minute. The
Mind Sight. The resistance automatically knows all saving throw can be repeated at the end of each of the
secrets, ideals, bonds, and flaws of any creature it faces target's turns. If the target fails three saving throws
in combat. before it succeeds, it is entrapped as per Erronys'
entrapment rules (AH 121).

The Erronys resistance was created by Adventure Bundles and is featured in the heist The Tranquil Prison.
39

Bloodspatter Zenh
Medium celestial, chaotic evil Large fiend (devil), lawful evil

Armor Class 11 Armor Class 19 (natural armor)


Hit Points 74 (10d8 + 30) Hit Points 142 (15d10 + 60)
Speed 30 ft. Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+2 +1 +3 -2 +0 -2 +4 +3 +4 +1 +2 +3

Senses truesight 60 ft., passive Perception 10 Saving Throws Int +4, Wis +5, Cha +6
Languages Gnoll Skills Insight +5, Persuasion +6
Damage Resistances cold; bludgeoning, piercing, and
Blood Frenzy. Bloodspatter has advantage on melee slashing from nonmagical weapons that aren't
attack rolls against any creature with blood that silvered
doesn't have all its hit points. Damage Immunities fire, poison
Condition Immunities poisoned
Blood Rager. When Bloodspatter has taken more Senses darkvision 120 ft., passive Perception 12
than 10 damage since finishing their last turn, they Languages Infernal, telepathy 120 ft.
add an extra 10 damage to the first attack they hit
with this turn. Devil's Sight. Magical darkness doesn't impede
Rampage. When Bloodspatter reduces a creature to Zenh's darkvision.
0 hit points with a melee attack on their turn, they
Magic Resistance. Zenh has advantage on saving
can take a bonus action to move up to half their
throws against spells and other magical effects.
speed and make a bite attack.
Actions Actions
Claws. Melee Weapon Attack: +7 to hit, reach 10 ft.,
Multiattack. Bloodspatter makes three melee weapon
one target. Hit: 8 (1d8 + 4) slashing damage.
attacks: one with their bite and two with their claw.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Reactions
one target. Hit: 7 (2d4 + 2) piercing damage. Rebuke the Violent. When Zenh sees an attacker
within 30 feet of her deal damage with an attack
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
against a creature other than her, she can force the
one target. Hit: 5 (1d6 + 2) slashing damage.
attacker to make a DC 15 Charisma saving throw.
On a failed save, the attacker takes necrotic damage
equal to the damage it just dealt. On a successful
Bloodspatter, Zenh, Oskhar, and Vizea are featured in the save, it takes half as much damage.
heist Escape from Gleaming Beacon by William Rotor.
Zenh's hammer of gravity reversal is located in Penny's office.

Hammer of Gravity Reversal


weapon (maul), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls with
this magic weapon.
While attuned to this weapon, when you hit a
creature with it, you can cast reverse gravity with a
spell save DC of 15, which must include the
targeted creature in the area of effect. Once you've
used the hammer in this way, you must change your
alignment before you can do so again.
40

Oskhar Vizea
Medium humanoid (human), neutral evil Medium monstrosity, lawful evil

Armor Class 18 (plate) Armor Class 15 (natural armor)


Hit Points 153 (18d8 + 72) Hit Points 127 (17d8 + 51)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+4 +0 +4 +0 +2 +2 +0 +2 +3 +1 +1 +2

Saving Throws Wis +5, Cha +5 Skills Deception +4, Insight +3, Perception +3,
Skills Deception +5, Intimidation +5, Religion +3 Religion +3
Senses passive Perception 12 Senses passive Perception 13
Languages Common Languages Common

Spellcasting. Oskhar is a 10th-level spellcaster. His Blinded. While wearing her blinder, Vizea is blinded.
spellcasting ability is Charisma (spell save DC 13, +5 She can't see, she automatically fails any ability
to hit with spell attacks). He has the following check that requires sight, her attack rolls have
paladin spells prepared. disadvantage, and attack rolls against her have
advantage.
1st level (4 slots): command, compelled duel,
hellish rebuke, hex Petrifying Gaze. When a creature that can see Vizea's
2nd level (3 slots): ray of enfeeblement eyes starts its turn within 30 feet of her, she can
3rd level (2 slots): bestow curse force it to make a DC 14 Constitution saving throw
if she isn't incapacitated and can see the creature. If
Psychically-Enhanced Weapons. As a bonus action,
the saving throw fails by 5 or more, the creature is
Oskhar empowers his garnet blade, which ripples
instantly petrified. Otherwise, a creature that fails
with psychic energy. While empowered, it becomes
the save begins to turn to stone and is restrained.
a +2 magic weapon that emits bright light out to 5
The restrained creature must repeat the saving
feet and dim light for 5 feet beyond that. Oskhar
throw at the end of its next turn, becoming petrified
can end the empowerment at any time.
on a failure or ending the effect on a success. The
Actions petrification lasts until the creature is freed by the
greater restoration spell or other magic.
Multiattack. Oskhar makes two attacks.
Unless surprised, a creature can avert its eyes to
Unarmed Strike. Melee Weapon Attack: +7 to hit, avoid the saving throw at the start of its turn. If the
reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning creature does so, it can't see Vizea until the start of
damage. its next turn, when it can avert its eyes again. If the
creature looks at Vizea in the meantime, it must
Garnet Blade. Melee Weapon Attack: +7 to hit, reach
immediately make the save.
5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
If Vizea sees herself reflected on a polished surface
Garnet Blade (Empowered). Melee Weapon Attack:
within 30 feet of her and in an area of bright light,
+9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6)
she is, due to her curse, affected by her own gaze.
radiant damage.
While wearing her blinder, this trait is suppressed
Dreadful Aspect (Recharges after a Short or Long
for Vizea.
Rest). Each enemy within 30 feet of Oskhar must
succeed on a DC 13 Wisdom saving throw or be Actions
frightened for 1 minute. If a frightened target ends
its turn more than 30 feet away from Oskhar, the Snake Hair. Melee Weapon Attack: +4 to hit, reach 5
target can repeat the saving throw, ending the effect ft., one target. Hit: 4 (1d4 + 2) piercing damage plus
on itself on a success. 14 (4d6) poison damage.

Vizea's holy symbol of Athena is located in a secret safe in


Oskhar's garnet blade and spellcasting focus (the symbol of Penny's office. Vizea isn't a cleric, but Aya took it from her
Beshaba) are located in a secret safe in Penny's office. He anyway, claiming it was an unacceptable risk.
can't use his garnet blade attacks without the blade. He
pretends that he can't cast spells without his focus, but,
secretly, only hex is unavailable without a focus.
41

Void Pirate Void Pirate Mate


Medium humanoid (human), chaotic evil Medium humanoid (human), chaotic evil

Armor Class 15 (studded leather) Armor Class 15 (studded leather)


Hit Points 11 (2d8 + 2) Hit Points 60 (9d8 + 9)
Speed 30 ft., climb 30 ft., fly 30 ft. (hover) Speed 40 ft., climb 40 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+1 +3 +1 +0 +2 +0 +1 +3 +1 +1 +2 +2

Skills Acrobatics +5, Athletics +3, Perception +4, Skills Acrobatics +5, Athletics +3, Perception +4,
Survival +4, Vehicles (Void) +4 Survival +4, Vehicles (Void) +6
Senses passive Perception 14 Senses passive Perception 14
Languages Common, Celestial, Thieves' Cant Languages Common, Celestial, Thieves' Cant
Challenge 1/2 (100 XP) Challenge 3 (700 XP)

Hover Jets. While wearing hover jets, the pirate has a Cunning Action. The pirate can take the Dash,
fly (hover) speed of 30 feet and has disadvantage on Disengage, or Hide actions as a bonus action on its
Dexterity (Stealth) checks. turn.

Actions Fancy Footwork. During the pirate's turn, if it makes


a melee attack against a creature, that creature
Multiattack. The pirate makes two attacks with its cannot make opportunity attacks against it until the
scimitars. It can trade one of these attacks for an end of the pirate's turn.
attack with its hand crossbow.
Hover Jets. While wearing hover jets, the pirate has a
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 fly (hover) speed of 40 feet and has disadvantage on
ft., one target. Hit: 6 (1d6 + 3) slashing damage. Dexterity (Stealth) checks.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, Sneak Attack (1/Turn). The pirate deals an extra 7
range 80/320 ft., one target. Hit: 6 (1d6 + 3) (2d6) damage when it hits a target with a weapon
piercing damage. attack and has advantage on the attack roll, or when
the target is within 5 feet of the pirate and has no
allies within 5 feet of it, as long as the pirate doesn't
have disadvantage on the attack roll.
The void pirates and Captain Quasar are found in the
eponymous heist, Void Pirates (AH 107). Actions
Multiattack. The pirate makes two attacks with its
scimitars. It can trade one of these attacks for an
attack with its hand crossbow.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit,
range 30/120 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.
42

Void Pirate Sorcerer Captain Quasar


Medium humanoid (human), chaotic evil Medium humanoid (human), chaotic evil

Armor Class 12 Armor Class 16 (studded leather)


Hit Points 54 (12d8) Hit Points 117 (18d8 + 36)
Speed 30 ft., climb 30 ft., fly 30 ft. (hover) Speed 30 ft., climb 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+0 +2 +0 +1 +1 +4 +4 +4 +2 +1 +2 +5

Senses passive Perception 11 Skills Athletics +7, Intimidation +11, Perception +5,
Languages Common, Celestial, Thieves' Cant Survival +5, Vehicles (Void) +5
Challenge 5 (1,800 XP) Damage Resistances bludgeoning, piercing, and
slashing
Gasp of the Void. The pirate doesn't trigger Senses passive Perception 12
opportunity attacks when it flies out of a hostile Languages Common, Celestial, Thieves' Cant
creature's reach. Challenge 13 (10,000 XP)

Hover Jets. While wearing hover jets, the pirate has a Beard is on Fire. Captain Quasar takes 1 fire damage
fly (hover) speed of 30 feet and has disadvantage on at the start of each of his turns. Putting out his
Dexterity (Stealth) checks. beard requires an action. Captain Quasar will never
Innate Spellcasting. The pirate's spellcasting ability is willingly put out his beard.
Charisma (spell save DC 15, +7 to hit with spell
Hover Jets. While wearing hover jets, the Captain
attacks). The pirate can cast the following spells
Quasar has a fly (hover) speed of 30 feet and has
innately.
disadvantage on Dexterity (Stealth) checks.
At will: gust, shocking grasp, thunderclap,
Legendary Resistance (3/Day). When Captain Quasar
thunderwave
fails a saving throw, he can choose to succeed
3/day each: gust of wind, shatter, thunderous smite
instead.
1/day each: call lightning, storm sphere, warding
wind, wind wall Rage Beyond Death. When Captain Quasar is reduced
to 0 hit points, he remains alive and conscious until
Leyline Channeler. All damage from the pirate's spells
he ends his turn after neither taking nor dealing
is force damage.
damage since the beginning of his previous turn
Actions while still remaining at 0 hit points.

Force Dagger. Melee or Ranged Weapon Attack: +5 Reckless. At the start of its turn, Captain Quasar can
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: gain advantage on all melee weapon attack rolls
7 (2d4 + 2) force damage, and the target must during that turn, but attack rolls against him have
succeed on a DC 16 Constitution saving throw or advantage until the start of his next turn.
be stunned until the end of its next turn. This is a
magic weapon. The dagger ceases to exist if the
Actions
pirate is killed. Multiattack. Captain Quasar makes three attacks with
his void scimitars and one with his hand crossbow.
Reactions Then, he uses his Vicious Reputation, if available.
Void Lash. When the pirate is hit by an attack, it can
use its reaction to force its attacker to make a DC Void Scimitar. Melee Weapon Attack: +7 to hit, reach
15 Constitution saving throw. On a failed save, the 5 ft., one target. Hit: 14 (3d6 + 4) force damage.
target takes 14 (4d6) force damage and is pushed The scimitar ceases to exist if Captain Quasar is
20 feet in a direction of the pirate's choice. On a killed.
successful save, the target takes no damage and is Hand Crossbow. Ranged Weapon Attack: +7 to hit,
pushed 10 feet. range 30/120 ft., one target. Hit: 7 (1d6 + 4)
piercing damage.
Vicious Reputation (Recharge 4-6). Each hostile
creature within 60 feet of Captain Quasar that can
see him must succeed on a DC 16 Wisdom saving
throw or become frightened of Captain Quasar until
the end of its next turn.
43

Harpy Matron Mountain Titan


Medium monstrosity, chaotic evil Gargantuan giant, neutral evil

Armor Class 15 (natural armor) Armor Class 19 (natural armor)


Hit Points 104 (16d8 + 32) Hit Points 232 (15d20 + 75)
Speed 20 ft., fly 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+3 +2 +2 –1 +1 +1 +7 +2 +5 +0 +1 –1

Senses passive Perception 11 Saving Throws Con +9, Wis +5


Languages Celestial Skills Athletics +11, Perception +5
Challenge 6 (2,300 XP) Damage Immunities poison
Condition Immunities paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 15
Actions Languages Celestial, Giant
Multiattack. The harpy matron makes 3 spear attacks. Challenge 17 (18,000 XP)
Spear. Melee or Ranged Weapon Attack: +6 to hit, Magic Weapons. The titan's weapon attacks are
reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6
magical.
+ 3) piercing damage, or 7 (1d8 + 3) piercing
damage if used with two hands to make a melee
attack, plus 7 (2d6) poison damage. Actions
Luring Song. The harpy sings a magical melody. Every Multiattack. The titan make two attacks with
humanoid and giant within 300 feet of the harpy Stonehewer.
that can hear the song must succeed on a DC 11
Wisdom saving throw or be charmed until the song Stonehewer. Melee or Ranged Weapon Attack: +11
ends. The harpy must take a bonus action on its to hit, reach 10 ft. or range 20/60 ft., one target.
subsequent turns to continue singing. It can stop Hit: 20 (2d12 + 7) slashing damage, or 26 (3d12 +
singing at any time. The song ends if the harpy is 7) if the weapon is thrown and hits a giant.
incapacitated. Immediately after the attack, the weapon returns to
the titan's hand if it was thrown.
While charmed by the harpy, a target is
incapacitated and ignores the songs of other Legendary Actions
harpies. If the charmed target is more than 5 feet
away from the harpy, the target must move on its The titan can take 3 legendary actions, choosing
turn toward the harpy by the most direct route, from the options below. Only one legendary action
trying to get within 5 feet. It doesn't avoid option can be used at a time and only at the end of
opportunity attacks, but before moving into another creature's turn. The titan regains spent
damaging terrain, such as lava or a pit, and whenever legendary actions at the start of its turn.
it takes damage from a source other than the harpy,
Stonehewer. The titan makes one attack with
the target can repeat the saving throw. A charmed
Stonehewer.
target can also repeat the saving throw at the end of
each of its turns. If the saving throw is successful, Tremor. Each creature in a 30 foot radius centered
the effect ends on it. on the titan must make a DC 15 Dexterity saving
throw. On a failure, a target takes 7 (2d6)
A target that successfully saves is immune to this
bludgeoning damage and falls prone. The ground in
harpy's song for the next 24 hours.
the radius becomes difficult terrain.
Sweep (Costs 3 Actions). Melee Weapon Attack: +11
to hit, reach 10 ft., up to two targets. Hit: 13 (1d12
The harpy matron was created by P.J. Pirrello and is featured + 7) slashing damage, and if the target is a creature,
in the heist In Remembrance. it must succeed on a DC 15 Strength saving throw
or be pushed 10 feet away from the titan.

The mountain titan was created by P.J. Pirrello and is


featured in the heist In Remembrance.
44

Sword Sprinter Ynthriss


Medium construct, neutral Medium humanoid (dragonborn), neutral

Armor Class 16 (natural armor) Armor Class 14


Hit Points 22 (4d8 + 4) Hit Points 40 (9d8)
Speed 30 ft., fly 30 ft. Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+1 +2 +1 +0 +0 +0 +2 +4 +0 +1 +0 +5

Skills Perception +2 Skills Acrobatics +8, Harp +9, Performance +9,


Senses truesight 120 ft., passive Perception 12 Sleight of Hand +6, Thieves' Tools +6
Languages Modron Damage Resistances fire
Challenge 2 (400 XP) Senses passive Perception 10
Languages Common, Draconic
Aggressive. As a bonus action, the sword sprinter
can move up to its speed towards a hostile creature Boots of Striding and Stringing. Ynthriss' high jump is
it can see. up to 15 feet and long jump is up to 30 feet, with
or without a running start.
Axiomatic Mind. The sword sprinter can't be
compelled to act in a manner contrary to its nature Innate Spellcasting. Ynthriss' innate spellcasting
or its instructions. ability is Charisma (spell save DC 15). She knows
the following bard spells.
Construct Detection. The sword sprinter can pinpoint
the exact location of all creatures with the construct At will: friends, minor illusion, prestidigitation,
type within 150 feet of it. vicious mockery
Disintegration. If the sword sprinter dies, its body Tumbler. As a bonus action, Ynthriss can take both
disintegrates into dust, leaving behind its weapons the Dash and Disengage actions.
and anything else it was carrying.
Actions
Actions Jester's Club. Melee or Ranged Weapon Attack: +3 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3
Multiattack. The sword sprinter makes four attacks (1d4 + 1) bludgeoning damage, and the target has
with its laser swords. disadvantage on the next ability check it makes
Laser Sword. Melee Weapon Attack: +4 to hit, reach before the end of its next turn.
5 ft., one target. Hit: 6 (1d8 + 2) radiant damage. Fire Breath (Recharges after a Short or Long Rest).
Laser Rifle. Ranged Weapon Attack: +4 to hit, range Ynthriss breathes fire in a 15-foot cone. Each
100/300 ft., one target. Hit: 15 (3d8 + 2) radiant creature in the area must make a DC 10 Dexterity
damage. The weapon is loaded with an energy cell saving throw, taking 7 (2d6) fire damage on a failed
that provides it enough charges for 30 shots. save, or half as much damage on a successful one.

Ynthriss the jester is featured in the heist The Crimson


Terror of Yenneth.
Laser Sword
The laser sword is a melee weapon with a reach of 5
feet that deals 1d8 radiant damage. It has the
finesse and light properties.
Laser Rifle
The laser rifle is a ranged weapon with a range of
100/300 feet that deals 3d8 radiant damage. It
must be loaded with an energy cell; an energy cell
powers the rifle with enough charges for 30 shots.
Replacing an energy cell takes an action.
45

Orzeg's Vinchies

W
hirring and grinding, the automatons expel Recharge. A long rest only takes 4 hours for you, which you
blasts of hot air that sizzle against skin. Their spend largely motionless and inactive yet still aware of your
armor gleams with flecks of copper and their surroundings.
skeletal limbs skuttle across superheated Vinchy Spellcasting. You can cast absorb elements once
stone. with this trait and regain the ability to do so when you
finish a long rest. When you reach 5th level, you can cast
cloud of daggers once with this trait and regain the ability
to do so when you finish a long rest. Constitution is your
Vinchy Player Race spellcasting ability for these spells.
Vinchies are mechanical creature powered by steam and Languages. You can speak, read, and write Abyssal and
magic. They take on many forms, from slender and insectoid Infernal.
to hulking and unbalanced. What they share is their origin:
the fevered designs of the arcanoloth Orzeg.
When playing a Vinchy as a player character, you have
managed to break free of Orzeg's influence. Choose an Vinchy
explanation or roll on the following table. Medium construct, lawful evil

d6 Escape
Armor Class 15 (natural armor)
A surge of wild magic gave you the gift of Hit Points 22 (4d6 + 8)
1
sentience. Speed 30 ft.
You fell into a crevice and were abandoned by other
2
vinchies. Eventually, you crawled out yourself.
Your mistake caused great harm to Orzeg. You fled STR DEX CON INT WIS CHA
3 +1 +1 +2 -1 -1 -4
rather than face her cruel and unusual punishment.
You were rescued by a strike team of devils who
4 reprogrammed you to only obey others under Damage Immunities poison
express contractual obligation. Condition Immunities paralyzed, poisoned
Senses passive Perception 9
You were always built to be different. Orzeg never
5 Languages Abyssal, Infernal
counted on how different you would be.
Challenge 2 (450 XP)
You never left Orzeg's control; you are secretly still
6
working for her. Axiomatic Mind. The vinchy can't be compelled to
disobey its creator.
Vinchy Traits
Innate Spellcasting. The vinchy's innate spellcasting
You have the following racial traits. ability is Constitution (spell save DC 12). It can
innately cast the following spells.
Ability Score Increase. Your Constitution increases by 1,
and two other ability scores of your choice increase by 1. At will: absorb elements
Creature Type. You are a construct. 1/day: cloud of daggers
Size. You stand between four and five feet tall. You are Melting. When the vinchy takes acid or fire damage,
Medium. it takes an additional 1d6 damage.
Speed. Your walking speed is 30 feet. Relentless (1/Day). When the vinchy is reduced to 0
Armored Casing. Your outer shell is a copper or bronze alloy. hit points and not killed outright, it can choose to
While you aren't wearing armor, your armor class is 15. drop to 1 hit point instead.
False Life. When you are targeted with a healing spell that
ordinarily can't affect constructs, such as cure wounds, you Overcharge. When the vinchy is killed, it explodes
gain temporary hit points equal to the amount of hit points with superheated air in a 20-foot radius around it.
you would have gained from the spell. Each creature in the radius must make a DC 12
Mechanical Nature. You have resistance to poison damage Constitution saving throw, taking 14 (4d6) fire
and immunity to disease, and you have advantage on damage on a failed save or half as much damage on
saving throws against being paralyzed or poisoned. You a successful one.
don’t need to eat, drink, or breathe. Actions
Overcharge. When you drop to 0 hit points or fail a death
saving throw, you release a blast of superheated air. All Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
creatures within 20 feet of you must make a DC 15 one target. Hit: 5 (1d6 + 2) slashing damage.
Constitution saving throw, taking 4d6 fire damage on a
failed save, or half as much damage on a successful one.
46

Pascorpticon Reactive. The pascorpticon can take one reaction on


every turn in combat.
Huge construct, lawful evil
Relentless (1/Day). When the pascorpticon is reduced to
Armor Class 21 (natural armor) 0 hit points and not killed outright, it can choose to
Hit Points 126 (12d12 + 48) drop to 1 hit point instead.
Speed 30 ft. Overcharge. When the pascorpticon is killed, it
explodes with superheated air in a 60-foot radius
around it. Each creature in the radius must make a DC
STR DEX CON INT WIS CHA 16 Constitution saving throw, taking 28 (8d6) fire
+4 -1 +4 -1 +1 -4 damage on a failed save or half as much damage on a
successful one.
Saving Throws Str +8, Con +8
Skills Perception +9
Actions
Damage Immunities poison Multiattack. The pascorpticon makes three attacks with
Condition Immunities charmed, exhaustion, frightened, its stingers.
incapacitated, paralyzed, poisoned, restrained,
stunned, unconscious Stingers. Melee Weapon Attack: +8 to hit, reach 20 ft.,
Senses passive Perception 19 one target. Hit: 7 (1d6 + 4) piercing damage plus 3
Languages understands Abyssal and Infernal but can't (1d6) poison damage.
speak
Challenge 11 (7,200 XP) Legendary Actions
The pascorpticon can take 3 legendary actions,
Axiomatic Mind. The pascorpticon can't be compelled choosing from the options below. Only one legendary
to disobey its creator. action option can be used at a time and only at the end
of another creature's turn. The pascorpticon regains
Innate Spellcasting. The pascorpticon's innate spent legendary actions at the start of its turn.
spellcasting ability is Constitution (spell save DC 16). It
can innately cast the following spells. Sting. The pascorpticon makes an attack with its
stingers.
At will: absorb elements, conjure barrage (chunks of
superheated metal, fire damage) Manufacture Vinchy (Costs 2 Actions). The pascorpticon
1/day: animate objects constructs a vinchy (AH 45) which is deposited into an
empty space within 5 feet of the pascorpticon.

Vinchy NPC Traits


Use the following traits on any statblock with the creature type humanoid (any) to create vinchies with particular skills or abilities.
The book OUTCLASSED: The NPC Statblock Compendium provides a host of NPCs that could be vinchies.
Creature Type construct
Damage Immunities poison
Condition Immunities paralyzed, poisoned
Languages Abyssal, Infernal
Axiomatic Mind. The vinchy can't be compelled to disobey its creator.
Innate Spellcasting. The vinchy's innate spellcasting ability is Constitution. It can innately cast absorb elements at will.
Overcharge. When the vinchy is killed, it explodes with superheated air in a 20-foot radius around it. Each creature in the
radius must make a DC 15 Constitution saving throw, taking 14 (4d6) fire damage on a failed save or half as much damage on a
successful one.
Relentless (1/Day). When the vinchy is reduced to 0 hit points and not killed outright, it can choose to drop to 1 hit point
instead.
47

Voidships
Karen's Gondola Airship
Huge vehicle (20 ft. by 5 ft.) Huge vehicle (60 ft. by 15 ft.)

Armor Class 13 Armor Class 16


Hit Points 75 (damage threshold 5) Hit Points 150 (damage threshold 5)
Speed water 30 ft., air 60 ft., void 120 ft. Speed water 30 ft., air 60 ft.
Creature Capacity 1 crew, 8 passengers Creature Capacity 4 crew, 40 passengers
Initiative The gondola shares initiative with Karen Initiative +0

Saves Str -2, Dex +2, Con +0 Saves Str +0, Dex +0, Con +0
Damage Immunities poison, psychic Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed, exhaustion, frightened, incapacitated, paralyzed,
petrified, poisoned, prone, stunned, unconscious petrified, poisoned, prone, stunned, unconscious

Antimagic Susceptibility. The gondola's actions and Enslaved Fire. The airship is powered by an
features, other than this one, don't function in an incapacitated fire elemental (MM 125). If the fire
area of antimagic. elemental is destroyed or freed, the airship loses its
air speed.
Insured. The gondola's speed can't be reduced as
long as it has greater than 0 hit points. Actions
Merrenoloth Comfort. Creatures Karen chooses to While the airship is crewed, it can take one of the
take on the gondola can breathe in any environment following actions on its turn. It can't use the same
and aren't discomfited by wind or weather, though action two turns in a row. For every action taken, the
this effect doesn't protect against damage. enslaved fire elemental takes 1d6 force damage.
Reliable. The gondola always stays on course to the
destination Karen names. Flare. The airship moves 60 feet vertically.

Warded (1 Use). Using glyph of warding, Karen has Fire Blast. Ranged Spell Attack: +5 to hit, range 60
warded her gondola against intruders. Any creature ft., up to two targets. Hit: 14 (4d6) fire damage, and
that steps foot on her gondola without her if the target is a vehicle, it catches on fire. The
invitation becomes targeted with disintegrate (spell flames can be doused with a Wisdom (Survival)
save DC 13). check with a DC equal to 10 plus the amount of fire
damage the vehicle has taken this round (max DC
Actions 25). While the vehicle is on fire, it takes 14 (4d6)
fire damage at the start of its turn. Then, the fire
While Karen captains her gondola, it can take one of spreads, and on subsequent turns, the fire damage
the following actions on its turn. It can't use the increases by 2d6.
same action two turns in a row.
Contractual Guarantee. The gondola regains 22
(4d10) hit points. Airships are featured in the adventure Mine-Work Make-Work
Yugoloth Teleportation. The gondola teleports up to by T.M. van Dalen.
30 feet in any direction. While the party rides in an airship, any party members who
can speak Ignan or can cast comprehend languages or
The Customer is Always Wrong. The air within 60 feet tongues can communicate with the airship's fire elemental.
of the gondola becomes filled with howling wind.
Until the start of the gondola's next turn, that area is
He begs them to release him.
difficult terrain, and when a Medium or smaller The gnomish engineer Gimlen can transform an airship
creature flies into that area or starts its turn flying into a voidship in 1 week, granting it a void speed of 90 ft. as
there, it must succeed on a DC 13 Strength saving well as the other benefits of a voidship (AH 12-13).
throw or be knocked prone.
Crew
4 gnome veterans (MM 350)
Crew Passengers
Karen (AH 25) 6d6 gnome commoners (MM 344)
Thesea 3/day each: detect evil and good (120 foot range), find
traps (600 foot range)
Gargantuan construct (vehicle) (60 ft. by 15 ft.),
1/day: Rary's telepathic bond
chaotic good
Show-Off. Thesea has disadvantage on Dexterity
Armor Class 18 (Stealth) checks.
Hit Points 200 (damage threshold 10)
Speed water 15 ft., air 60 ft., void 90 ft.
Actions
Creature Capacity 30 passengers Thesea can take one of the following actions on her
turn. She can't use the same action or cast the same
spell two turns in a row.
STR DEX CON INT WIS CHA
Multiattack. Thesea makes two attacks with her ballistas.
+2 +2 +2 +0 +2 +5
Ballista. Melee Weapon Attack: +5 to hit, range
Saves Str +7, Wis +7 100/400 ft., one vehicle. Hit: 22 (4d10) piercing
Skills Performance +7 damage.
Damage Immunities poison Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Condition Immunities exhaustion, incapacitated, vehicled. Hit: 11 (2d10) bludgeoning damage.
poisoned, prone, unconscious
Senses darkvision 120 ft., passive Perception 12 Create Gate (1/Day). See travel rules (AH 12). Thesea
Languages understands Celestial and Common but can't creates a teleportation gate large enough for her to fit
speak; telepathy with creatures on board through. Thesea must specify the target destination in
general terms. The party must make a sacrifice to
Shaundakul as usual. The gate deposits Thesea's
Innate Spellcasting. Thesea's innate spellcasting ability is
Charisma (spell save DC 15). Thesea can cast the passengers in a random empty space within 10 miles of
following spells innately, requiring no components. her destination, then drags Thesea temporarily back
into The Reef.
At will: daylight
49

Githyanki Brig Githyanki Skiff


Gargantuan vehicle (120 ft. by 30 ft.) Huge vehicle (20 ft. by 10 ft.)

Armor Class 18 Armor Class 16


Hit Points 250 (damage threshold 20) Hit Points 75 (damage threshold 5)
Speed air 60 ft., void 90 ft. Speed air 90 ft., void 120 ft.
Creature Capacity 10 crew, 80 passengers Creature Capacity 1 crew, 4 passengers
Initiative +0 Initiative +10

Saves Str +2, Dex +0, Con +5 Saves Str -2, Dex +5, Con +0
Damage Immunities poison, psychic Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed, exhaustion, frightened, incapacitated, paralyzed,
petrified, poisoned, prone, stunned, unconscious petrified, poisoned, prone, stunned, unconscious

Battering Ram. If the brig moves at least 30 feet Evasion. When the skiff is piloted and subjected to
towards a hostile creature or vehicle and then hits it an effect that allows it to make a Dexterity saving
with a ram attack on the same turn, the target takes throw to take only half damage, it instead takes no
an additional 44 (8d10) bludgeoning damage. damage on a successful save, and only half damage
on a failed save.
Psychic Shielding. All creatures on board the brig
have resistance to psychic damage. Psychic Shielding. All creatures on board the skiff
have resistance to psychic damage.
Actions
While the brig is piloted, it can take one of the
Actions
following actions on its turn. It can't use the same While the skiff is piloted, it can take one of the
action two turns in a row. following actions on its turn. It can't use the same
action two turns in a row.
Precision Laser Cannon. Ranged Weapon Attack: +10
to hit, range 600 ft., one target. Hit: 33 (6d10) Multiattack. The skiff makes two laser cannon
radiant damage. attacks.
Ram. Melee Weapon Attack: +10 to hit, reach 5 ft., Laser Cannon. Ranged Weapon Attack: +5 to hit,
one target. Hit: 22 (4d10) bludgeoning damage. range 150/600 ft., one target. Hit: 18 (4d8) radiant
damage.
Laser Storm. The brig releases a barrage of laser
blasts from its broadsides. Each creature or vehicle Boost. The skiff moves up to its speed in a straight
in a 150-foot cube either on the brig's port or line.
starboard side must make a DC 15 Dexterity saving
throw, taking 55 (10d10) radiant damage on a failed Reactions
save, or half as much damage on a successful one. Evasive Maneuvers. While the skiff is piloted, when it
Hull Shielding. The brig's AC increases by 5 until the is targeted by a ranged weapon attack, it can impose
start of its next turn. disadvantage on the attack.

Crew Crew
1 githyanki knight (MM 160) 1 githyanki warrior (MM 160)
2d6 githyanki warriors (MM 160)
Passengers
4d12 githyanki warriors (MM 160)
1 young red dragon (MM 98)
1d4 skiffs (AH 49)
50

Modron Conveyer Nautiloid


Gargantuan vehicle (250 ft. by 40 ft.) Gargantuan vehicle (180 ft. by 30 ft.)

Armor Class 13 Armor Class 14


Hit Points 250 (damage threshold 15) Hit Points 175 (damage threshold 10)
Speed air 30 ft., void 60 ft. Speed air 60 ft., void 90 ft.
Creature Capacity 10 crew, 200 passengers Creature Capacity 5 crew, 100 passengers
Initiative -2 Initiative +2

Saves Str +2, Dex -2, Con +2 Saves Str +2, Dex +2, Con +2
Damage Immunities poison, psychic Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed, exhaustion, frightened, incapacitated, paralyzed,
petrified, poisoned, prone, stunned, unconscious petrified, poisoned, prone, stunned, unconscious

Axiomatic Direction. The conveyer is immune to Battering Ram. If the nautiloid moves at least 60 feet
effects that would move it or change its course. towards a hostile creature or vehicle and then hits it
with a ram attack on the same turn, the target takes
Disintegration. If the conveyer is destroyed, it an additional 22 (4d10) bludgeoning damage.
disintegrates into dust, leaving behind any creatures
or objects it was carrying. Actions
Actions While the nautiloid is piloted, it can take one of the
following actions on its turn. It can't use the same
While the conveyer is piloted, it can take one of the
action two turns in a row.
following actions on its turn. It can't use the same
action two turns in a row. Ram. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 11 (2d10) bludgeoning damage.
Brace of Javelins. The conveyer releases a barrage of
sharp javelins from its broadsides. Each creature or Tentacles. Melee Weapon Attack: +10 to hit, reach
vehicle in a 150-foot cube either on the conveyer's 30 ft., up to four creatures. Hit: The target is
port or starboard side must make a DC 10 Dexterity grappled (escape DC 15).
saving throw, taking 35 (10d6) piercing damage on
Reel. The nautiloid reels in all grappled creatures,
a failed save, or half as much damage on a
depositing them in the nautiloid's storage.
successful one.
Psychic Blast. The nautiloid lets loose a disruptive
Summon Modron. The conveyer summons a modron
shriek. Each creature within 120 feet of the
from Mechanus to replace a destroyed modron
nautiloid that isn't a mind flayer must make a DC 15
(same type) from its set of passengers.
Intelligence saving throw, taking 16 (3d10) psychic
Paralysis Gas. The conveyer expels a 60-foot cone of damage on a failed save, or half as much damage on
gas. Each creature in the area must succeed on a DC a successful one. A creature reduced to 0 hit points
10 Constitution saving throw or be paralyzed for 1 by this effect is stabilised and paralyzed for 1 hour.
minute. A creature can repeat the saving throw at The area excludes the nautiloid itself.
the end of each of its turns, ending the effect on
itself on a success.

Crew
Crew 1 mind flayer arcanist (MM 222)
1d4 mind flayers (MM 222)
1 monodrone (MM 224)
1 duodrone (MM 225) Passengers
1 tridrone (MM 225) 1d10 intellect devourers (MM 191)
1 quadrone (MM 226) 1d100 commoners (MM 344), of which 1d10 are infested
1 pentadrone (MM 226) with additional intellect devourers (MM 191)
Passengers
63 monodrones (MM 224)
31 duodrones (MM 225)
15 tridrones (MM 225)
7 quadrones (MM 226)
3 pentadrones (MM 226)
51

Wraithship Yugoloth Meteorship


Gargantuan construct (vehicle) (70 ft. by 20 ft.), Gargantuan vehicle (60 ft. by 60 ft.)
chaotic evil
Armor Class 18
Armor Class 15 Hit Points 200 (damage threshold 15)
Hit Points 150 (damage threshold 10) Speed air 90 ft., void 90 ft.
Speed air 60 ft., void 60 ft. Creature Capacity 3 crew, 12 passengers
Creature Capacity 50 passengers Initiative +0

Saves Str +5, Dex +0, Con +5


STR DEX CON INT WIS CHA Damage Immunities poison, psychic
+0 +2 +0 -2 -2 +2 Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, incapacitated, paralyzed,
Damage Resistances acid, fire, lightning, thunder; petrified, poisoned, prone, stunned, unconscious
nonmagical bludgeoning, piercing, and slashing
Damage Immunities cold, poison, necrotic Battering Ram. If the meteorship moves at least 60
Condition Immunities blinded, charmed, deafened, feet towards a hostile creature or vehicle and then
exhaustion, frightened, grappled, incapacitated, hits it with a ram attack on the same turn, the target
paralyzed, petrified, poisoned, prone, restrained, takes an additional 44 (8d10) bludgeoning damage.
stunned, unconscious
Senses darkvision 120 ft., passive Perception 8 Actions
Languages understands Gith but can't speak
While the meteorship is piloted, it can take one of
the following actions on its turn. It can't use the
Innate Spellcasting. The wraithship's innate same action two turns in a row.
spellcasting ability is Charisma (spell save DC 12).
The wraithship can cast the following spells innately, Ram. Melee Weapon Attack: +10 to hit, reach 5 ft.,
requiring no components. one target. Hit: 22 (4d10) bludgeoning damage.
At will: animate dead, circle of death (excludes the Antimagic Pulse. The meteorship emits a pulse out
wraithship in the area of effect), etherealness to a radius of 60 feet, creating an area of antimagic
(affects the wraithship and all undead passengers) as per the spell antimagic field which lasts until the
start of the meteorship's next turn. The area
Incorporeal Movement. The wraithship can move excludes the meteorship itself.
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it Teleport. The meteorship teleports up to 90 feet to
ends its turn inside an object. Any undead creature an empty space the pilot can see.
on board the wraithship shares this trait.

Actions
The wraithship can take one of the following actions
Crew
on its turn. It can't use the same action or cast the d6 Crew
same spell two turns in a row. 1 Rorknir (AH 27) and Organus (AH 25)
Apparition. The wraithship (and its passengers) 2 Orzeg (AH 25) and Caraxus (AH 25)
become invisible until the start of its next turn. 3 Queen Ursula McVale (AH 25) and Kegnoth (AH 26)
Halting Creak. The wraithship creaks and groans with 4 Tirikan (AH 26) and Beck (AH 26)
the agony of age. Each hostile creature and vehicle 5 Toda (AH 29) and Karen (AH 25)
within 120 feet of the wraithship must make a DC
12 Constitution saving throw, taking 16 (3d10) 6 Broken Opal (AH 25) and Zigazan the Boiler (AH 30)
psychic damage and 16 (3d10) necrotic damage on
a failed save, or half as much damage on a Passengers
successful one. A vehicle that fails its saving throw
has its speed reduced to 0 ft. until the end of the d6 Passengers
wraithship's next turn. 1 1d4 + 1 mezzoloths (MM 313)
2 2d6 skereloths (AH 32)
3 1d4 + 1 voorloths (AH 32)
Passengers 4 1d6 + 1 corruptoloths (AH 31)
1 wraith (MM 302) 5 1d2 piscoloths (AH 31)
1d6 specters (MM 147) 6 Roll again on the Crew table
3d6 skeletons (MM 272)
52

Supermassive Black Hole Boarding Party. 1d10 + 5 of the ship's crew swing to a
vehicle within 40 ft. of the ship, landing safely in an
Gargantuan vehicle (80 ft. by 25 ft.)
empty space on the targeted vehicle.

Armor Class 17 Boost. The ship moves up to its speed in a straight line.
Hit Points 300 (damage threshold 20) Cannon. Ranged Weapon Attack: +10 to hit, range 300
Speed air 30 ft., water 60 ft., void 120 ft. ft., one vehicle. Hit: 22 (4d10) bludgeoning damage.
Creature Capacity 5 crew, 50 passengers
Initiative +5 Disguise Ship. The ship magically disguises itself as
another voidship. The changes wrought by this spell fail
to hold up to physical inspection. To discern that the
Saves Str +0, Dex +5, Con +2
ship is disguised, a creature can use its action to
Damage Immunities poison, psychic
inspect its appearance and must succeed on a DC 15
Condition Immunities blinded, charmed, deafened, Intelligence (Investigation) check.
exhaustion, frightened, incapacitated, paralyzed,
petrified, poisoned, prone, stunned, unconscious Grape Shot. The ship targets a vehicle within 300 ft. of
it. Each creature aboard the vehicle must succeed on a
Battering Ram. If the ship moves at least 30 feet DC 15 Dexterity saving throw or take 5 (1d10)
towards a hostile creature or vehicle and then hits it bludgeoning damage, 5 (1d10) piercing damage, and 5
with a ram attack on the same turn, the target takes an (1d10) slashing damage.
additional 44 (6d10) bludgeoning damage. Hull Shielding. The ship's AC increases by 5 until the
Well Oiled Machine. The ship can take two actions, start of its next turn.
instead of one, each turn. Mending. The ship regains 11 (2d10) hit points as long
as it has available crew.
Actions
Ram. Melee Weapon Attack: +10 to hit, reach 5 ft., one
While the ship is piloted, it can take two of the vehicle. Hit: 22 (4d10) bludgeoning damage.
following actions on its turn. Once it has used an
action, it can't use the same action until it has finished Teleport. The ship teleports up to 90 ft. to an empty
its next turn. space the pilot can see.

Crew
Captain Quasar (AH 42)
2 void pirate sorcerers (AH 42)
6 void pirate mates (AH 41)
24 void pirates (AH 41)
PART 3
Adventure Introduction
William Rotor
William Rotor is a writer, educator, designer, and creative professional with a love for
unusual mediums of expression. He lives and works in Australia and is an active member of
the local film and theatre scene. You can find more of his work related to Dungeons and
Dragons on his subreddit, /r/williamrotor.
Notable works include ...
56

Border

Q
uicksilver platforms smash together in a The sickly creature is Zigazan the Boiler (AH 30), and the
cacophony of sound and light. Pockets of insectoid creature is Caraxus, a mezzoloth (AH 25).
jiggling fluids stretch in the void and pop
as they collide. The githzerai have made
this their home by taming the chaos Sequence Break
through sheer mental fortitude. The Even in these early stages, the party can attempt to
slaad have made it their home by escape by bending the iron bars of the cell, leaping
embodying the realm's chaos in themselves. out into the void, seizing Caraxus' trident, erasing
the antimagic wards, or anything else they can
Summary think of. Remember that everyone is at 3 levels of
exhaustion and therefore has disadvantage on all
The party is trapped on a prison in a demiplane in the Border ability checks, attack rolls, and saving throws.
Ethereal created by yugoloths. While waiting for the yugoloth Chains require a DC 15 Strength check to break.
leader, Broken Opal, to arrive, the party meets various
versions of the dead wizard Sollus. The party overpowers Bend the Bars. A character requires a Strength score
their oinoloth and mezzoloth jailers and accepts the help of of 15 to make the attempt, and the DC is 15. If
the merrenoloth Karen, who ferries them into a safe haven in they succeed, Zigazan the Boiler reasserts his
the Reef. control over the environment with a psychic
By the end of this adventure, the party will have ... blast. The iron bars resume their ordinary shape.
The party will need to remove the oinoloth if
Learned of Sollus Ipsus the Many. they want to have any permanent effect.
Planned and implemented a daring escape. Leap Into the Void. A character that reaches any part
Arrived at the Reef. of themselves into the chaos is sucked in. They
can save themselves with a DC 10 Strength
Zigazan's Prison saving throw. On a failed save, they tumble into
the void. Eventually, they tumble right back into
The party has no equipment except common clothes, and the cell. Zigazan swings it around to catch them.
they each have 3 points of exhaustion. Read the following Seize Caraxus' Trident. This requires a DC 5 Strength
introduction to the players. check to rip it away from Caraxus. It's easy
because Caraxus allows them to take it with a
A howling wind, almost like the wail of a banshee, blasts
bemused sneer. He teleports his trident back
into his claws with a snap of his fingers. He jeers
through your hair. A soft blue light flickers in the distance. at the party in infernal: "You take only what I
allow, for Caraxus is your master!" If the player
You sit in an iron-barred cell on a floating rocky platform in thinks fast, they can declare that their character
the midst of a slurry of ghostly chaos on the edge of life and maneuvers the trident through the bars and pulls
death. You are each chained within a long, narrow cell, the it fully into the antimagic field of the cell,
back of which is wide open to the cacophony of screaming requiring a successful DC 15 Dexterity check. If
they do, Caraxus throws an impotent hissy fit
damned behind you. Chaos licks at the stone. Any magic
and loses his trident. The promise to return his
within you is choked out by an enchantment cast on the walls. trident may be used later to help convince him
to turn on Zigazan the Boiler. His trident is a +1
At the front edge of the rocky platform stands a horrid magic item when outside of the antimagic field;
creature, the shape of a man but with none of the sturdiness. Caraxus will attack anyone who keeps it.
His skin is sickly pink with bruised pustules and blisters Erase the Antimagic Wards. They're on the outside
covering every exposed inch. He concentrates hard, and you
of the cell and they are branded into the metal.
Removing Zigazan the Boiler might compromise
can feel his sickening presence in the very stone you stand
the integrity of this place and disrupt the
upon. Behind him, running a three-pronged spear against the antimagic wards.
iron bars, is a man-sized chitinous insect creature with Other Creative Ideas. If the players think of another
clacking mandibles and red eyes that swim with surprising solution, set the DC of any ability checks they
must make to 15. The party shouldn't be able to
intelligence. The creature laughs as you flinch from the
escape just yet, but whatever they accomplish
banging of the iron. can help them escape when the time is right.
You might reward them with an introduction to
other helpful NPCs that are hidden at this time,
such as Spectrasollus or Illusosollus.
57
58
Once things have settled down, note to the party that, inside
of the cell with them, lies the skeletal remains of what once
was a wizard.
These bones are frail and bleached, very old, still wearing
tatters of what must have been a blue starry robe. One of the
skeleton's hands is bone, but the other seems to have been
preserved through mysterious means. Its flesh is still on the
bone. Weirdly, neither the skeleton nor its hand have shadows,
and you always get the sense that they are watching.

Most strange of all, a fellow prisoner wears the exact same


robes as the skeleton, only these robes are in much better
condition. There are some rips and tears and stains, but that
brilliant blue and starry pattern are much more in view. The air
around him is quite chilly, and he too does not have a shadow.

"Today," he says, "We'll either be visited by Broken Opal, or


by a slaad. The slaad will be used to infect one of us with its
evil spawn, the birth of which will kill us most painfully. I hope
today we will see the slaad. Broken Opal is much worse."

This man is Simulacrasollus (AH 19), a clone of the wizard


whose bones lie on the cell floor. He was created with the
spell simulacrum and is made of snow and diamond dust.

Interacting with a Simulacrum


In life, the wizard Slarmfell, now calling himself Sollus,
The players will no doubt have questions or was a member of the Lord's Alliance, a faction of largely
concerns about the details of who they are trapped neutral powers and city-states meant to keep the Forgotten
in this cell with. If they interact with Realms in check. The wizard failed in his mission to defend
Simulacrasollus, the skeleton, or the hand, the
following information is necessary to be aware of.
Waterdeep from a yugoloth invasion. He resorted to offering
himself as their prisoner to avoid the ransacking of the city.
They don't have shadows because their shadow
was forcefully separated from them by Broken
Opal. Shadowsollus now stalks the world, Simulacrasollus is an 18th-level spellcaster. His
hunting for remnants of Sollus still free. spellcasting ability is Intelligence (spell save DC
Simulacrasollus appears outwardly normal, like a 18, +10 to hit with spell attacks). Once he has
wizard, but he is made of snow and is chill to used a spell slot, he can never use it again. He has
the touch (no pun on the spell). He politely asks the following wizard spells prepared and can't
the party not to touch him. He does not try to prepare other spells.
hide the fact that he's not a real person.
The skeleton is an animated skeleton, similar to Cantrips (at will): blade ward, friends,
those twisted by the spell animate dead, named prestidigitation, ray of frost, true strike
Skelesollus. He is lazy. He deliberately 1st level (2 slots): comprehend languages, detect
misinterprets instructions to do as little as magic, false life, identify, illusory script
possible, and he'd rather pretend to be dead 2nd level (3 slots): blur, gentle repose, invisibility
than help the party escape. He's remarkably 3rd level (1 slot): blink, feign death
unintelligent and communicates in screeches. 4th level (2 slots): locate creature
The severed hand is a crawling claw, an undead 5th level (3 slots): creation, dream, legend lore,
familiar, named Crawllus. Crawllus has a tragic mislead
story: he was cut from his body and forced to 6th level (1 slot): true seeing
serve Orzeg the Arcanaloth in the torture of his 7th level (0 slots): Mordenkainen's magnificent
body. Once she was done, she discarded him, mansion, plane shift, simulacrum
and now he is viciously protective of 8th level (0 slots): demiplane
Skelesollus as recompense for the terrible 9th level (0 slots): astral projection, gate
things he has done.
59
Simulacrasollus asks the party to introduce themselves, and
then tells them the following information.
Overheard Conversation
"Trapped within the darkest depths of an impregnable prison Anyone who understands Infernal can overhear the
lies a powerful immortal named Sollus Ipsus the Many. Each following conversation between Caraxus and Karen.
time Sollus falls in battle, they are reincarnated somewhere
else in the Planes in a new body, taking on a new life, unaware Karen's face barely emotes as she speaks, but
of all the lives they've lived before. Gifted in the ways of she emphasises her words with a blue flash from
chronurgy and divination, Sollus foresaw that their the burning torch atop her oar. "Pleased to see
reincarnations would all be alive at the same time, and
you again, Caraxus. Slaadi make difficult
manipulated the threads of time to make it happen. Right now,
passengers. Her urge to tear my gondola into
there are dozens of reincarnations of Sollus alive
simultaneously, and the yugoloths have been systematically
planks was only curbed by my equally strong
tracking us down and imprisoning us. That's how my master threat to line my boat with her scales. Consider
ended up here, anyway." He nods towards the pile of bones. my price doubled for next time."
"Having learned of our true identity, he assumed his true
"There won't be a next time," says Caraxus, his
name, Sollus. I am nothing but a simulacrum. You can call me
Simulacrasollus, or just Sim for short. That mezzoloth out
mandibles clicking in thought. "Zigazan
there, the insectoid, he is Caraxus, and the leader, the demands the snowman be implanted. I reckon it
oinoloth, he is Zigazan the Boiler. Zigazan's iron will holds this is some sort of experiment, no doubt dreamed
platform together. If he were to falter, we might be launched up by that rodent Orzeg. What kind of a leader
into the void. Or worse." experiments on prisoners?"

"All this drivel about leadership again!" says


As the party finishes introducing one another and learning of Karen. "Place no more thought upon what makes
the nature of this place, a gondola glides down to the edge of
the platform upon a bridge of rainbows. Zigazan barely looks a good leader. Your chances of promotion are
up and nods. Caraxus greets the guest. The gondola driver is slim. Focus on the rigours of combat like you are
Karen (AH 25), and she has brought with her a large, red, trained."
toad-like creature, which Simulacrasollus immediately
identifies as a red slaad (MM 276). Caraxus scoffs. "Easy for a boatswain to say!"
Karen delivers only the slaad and enough rations and
water to feed each party member for one day. "I take pride in my work. You should take
Caraxus guides the slaad over to the prison cells. Zigazan pride in yours. Here, I have extra food and water
observes the slaad with disgust, but continues concentrating
on keeping the platform stable with his willpower. for our prisoners, what little the slaad did not
In Common, Caraxus taunts the party. tear open for itself. See to it that the prisoners
are fat and happy. Broken Opal will be along
"This oversized toad's existence was a mistake, but whose
soon for her inspection."
isn't? Slaadi, like our friend here, reproduce by planting their
tadpoles in the flesh of a living host. One of you shall bear this "Bah! 'Soon!' It is always 'soon' with her! Fine,
burden. Who volunteers?" take your payment, and take these reports to
Broken Opal. Tell her we eagerly await her most
The party has a chance to choose one of their own to glorious arrival, and Zigazan, as always, bends
volunteer to receive the slaad tadpole, but of course Caraxus the knee to her superiority and intellect."
was lying. Whoever steps forward, Caraxus instead pushes
them back and summons Simulacrasollus. If there are any "With great pleasure," says Karen. She takes
attempts to harm Caraxus, he just teleports away with a her gold coin payment and a bundle of reports,
smug grin and then makes another attempt.
then pushes her gondola off the platform to sail
back up the rainbow bridge.
60
Unusual Recruitment
Sequence Break Simulacrasollus suggests to the party that they get the
The party can attempt to pull Caraxus through the attention of two creatures that might be able to help them.
bars and into the antimagic field to prevent him The first is a ghost, the last haunted echo of the wizard
from teleporting. This requires the cooperation of before the arcanaloth Orzeg killed him most painfully. The
at least two party members: one to bend the bars second is a wisp, a fragment of Sollus' soul, lost to the void.
with a DC 15 Strength check and another to The party also might be able to make use of the skeleton
grapple Caraxus with a contested Strength and the crawling claw, somehow. Before he died, this wizard
(Athletics) check. Doing so may allow the party to
overpower or kill Caraxus. Zigazan watches smugly
was split into many forms. In a sense, doesn't he live on?
and does not intervene, for he has no loyalty to
Caraxus and thinks he can do fine without him.
Spectrasollus
This is very risky, as even without magic, Caraxus What the party had assumed were the howling winds are
is a skilled warrior and may be able to kill or actually the dying screams of the wizard, taken shape as a
seriously wound many party members, particularly ghastly apparition. Spectrasollus is only a memory, a painful
given their lack of equipment. You can play out a one, so overwhelmed with thoughts of revenge that it was all
fight, or you can strategically ignore Caraxus' that survived. This ghost (MM 147) barely resembles the
prowess, play up the surprise of being kindly and intelligent Simulacrasollus, whose features most
outmaneuvered, and have him plea for a parley with resemble what the wizard looked like in life. This ghost is a
the party, potentially turning him against Zigazan. horrific mockery.
This means that Simulacrasollus isn't infected by
the red slaad, and Zigazan has no reason to kill the
slaad just yet. The party might be able to converse The ghost takes shape before you, its mouth a black hole, its
with the slaad. It understands the language of Deep eyes wide in a terrifying mixture of anger and fear. Its howls
Speech and Slaad and is primarily motivated with slow down to a low wail. "Orzeg ..." it moans. "Orzeg and her
causing chaos; presenting the antimagic field as a book ... Take her book ... Kill her ..."
force of order upon chaos may spur the slaad to
destroy the glyphs. Zigazan will kill it if it does this.
Otherwise, the slaad cannot be made an ally and
will without provocation infect and/or murder
To recruit the ghost, the party will need to successfully
anyone within reach.
convince it to act against the yugoloth jailers and join them in
their escape. This requires a DC 13 Charisma (Persuasion)
check, or no check at all if the party promises to hunt down
The slaad steps forward and plunges its claws between the Orzeg the Arcanaloth and kill her -- permanently.
iron bars and into Simulacrasollus' shoulder, ripping through
fabric and flesh. A slimy tadpole slithers in through the gash.
Anyone observing closely with a DC 10 Wisdom (Medicine or
Perception) check can recognise that Simulacrasollus'
insides are made of tightly-compacted snow.
As the slaad finishes its dark deed, Caraxus pulls it away and
brings it towards Zigazan, who had been watching out of the
corner of his eye. The slaad sizes up Zigazan, but before any
further communication can be made, Zigazan places his
bleeding hand upon the slaad's head, and the slaad collapses,
its face a horrific mess of boils and warts blocking its airways.
It suffocates. Zigazan nods to Caraxus, and the mezzoloth
tosses the corpse out into the void, where it tumbles
unending forever.

In your cell, Simulacrasollus turns to you all and says,


gravely, "A simulacrum's days are numbered to begin with, and
this tadpole shortens them even further. But if we are going to
escape, let's do it before the tadpole hatches. And before
Broken Opal arrives. Do you hear that howling wind? Do you
see those flickering lights? They can help us."
61

Sequence Break
There's not much sequence left to break, but the
party may realize that the antimagic field doesn't
extend out into the chaos. This means that they
can leap into the chaos and cast a spell before they
get reeled back in. Remind the party it's wise to
formulate a full escape plan before attempting
such a risky maneuver.

Skelesollus and Crawllus


If the party hasn't interacted with Sollus' skeleton (MM 272,
PH) yet, it gets up and screeches.
The skeleton of the wizard is alive, within a certain definition
of that word! The skeleton shambles and twitches with
necromantic energy. Luckily, just like with a simulacrum, it
seems the antimagic field can't destroy magical creatures, only
prevent their creation. The wizard's severed hand scuttles up
the skeleton's tattered robes and onto its shoulder, where it
raises its pointer and middle finger like a tarantula showing
aggression.

Will-o'-Sollus Crawllus, the crawling claw (MM 44), can be bound to a


party member with the spell find familiar once they are able
What the party had assumed were dancing lights are actually to cast spells again. Until then, it has bound itself to the
flickers of a fragment of Sollus' soul, preserved in the ghostly skeleton, whom it aggressively protects.
remnants of this demiplane between life and death. Just like
how Sollus attempted to locate and rescue many other
versions of the true Sollus in his life, bits of his soul drew
together and reformed as a will-o-wisp (MM 301, PH). Will-o'-
Sollus can only communicate via flashes of light.
The blue and red flickering lights are a flame, a soul fragment,
a wisp. It wants to be near you, but it's lost out there in the
chaos. You'll have to launch yourself out to grab it. Make sure
you have a way back.

If the party has attempted to escape via the void already,


they'll know that Zigazan will just swing the stone platform
around to catch them back in the cell if they launch
themselves out. Otherwise, fashioning a rope with clothing
and chains is probably the best bet. The chaotic winds are
strong, however, which means a DC 15 Strength check is
required to pull a character back in.
Once rescued, Will-o'-Sollus glows warmly and sidles up
next to whoever saved it. If worse comes to worst, Will-o'-
Sollus will heroically sacrifice itself to save its rescuer.
62
Reincarnations. A DC 10 Wisdom (Medicine or Perception)
A Daring Escape check on Simulacrasollus' injuries reveals the Tattoo of the
The party now has the opportunity to plan their escape. They Knotted Snake drawn with coal on his skin. Every party
should know the following information about their prison. member has the same tattoo, indicating that they too are
reincarnations of Sollus.
They are chained up, but can move around and speak to Siblings of Sim. The various versions of Sollus that can aid
one another relatively freely within the long narrow cell. the party include ...
The cell is separated from the rest of the stone platform 1. Simulacrasollus, a simulacrum. If the antimagic field
by sturdy iron bars. goes down, he can cast spells to aid the party (AH 19).
The cell has no back wall, and the chaos encroaches onto 2. Crawllus, a crawling claw (MM 44). It can serve as a
it. One wrong move and you'll tumble into the void. familiar to anyone with the spell find familiar, and can slip
The cell is warded with an antimagic field, which prevents through the iron bars easily.
spells from being cast or magical effects from being 3. Skelesollus (AH 20), the reanimated one-handed skeleton
created. It doesn't destroy magical creatures like those of the wizard. Skelesollus doesn't take instruction well, but
created by simulacrum, but does prevent creating them. might be able to get through the bars if he leaves his skull
The stone platform is held together by Zigazan's behind.
concentration. He has disturbing plague powers. 4. Spectrasollus, a ghost (MM 147). Ghosts have the power
Caraxus is the guard and primary contact for the outside to move through solid objects and possess living
world. He can teleport and is a skilled soldier. creatures.
Karen delivers supplies and visitors from her gondola by 5. Will-o'-Sollus, a will-o'-wisp (MM 301). It can serve as a
way of a rainbow bridge. distraction for the yugoloths, for it is very difficult to hit it
A wizard died a long time ago in this prison. The wizard or deal damage to it.
took on the name Sollus after the immortal being Sollus
Ipsus the Many, whom he believed himself to be a If the party uses any of these versions of the wizard in their
reincarnation of. His simulacrum, Simulacrasollus, plan, they must convince them to cooperate by presenting
preserves his memory. their plan as a reasonable request and succeeding on a DC
10 Charisma (Deception or Persuasion) check.
In addition to these pieces of information, the party can
learn more about their surroundings by asking questions and Suggested Escape Strategies
making checks as needed.
The party convinces Caraxus to betray Zigazan the Boiler.
Exhaustion. A DC 10 Wisdom (Medicine) or Intelligence If they escape, it will be a bad look for Zigazan, and
(Arcana) check reveals that the reason that everyone in the perhaps Caraxus will be promoted in his stead.
party has 3 points of exhaustion is because of the The party uses Spectrosollus to possess one of the two
corruptive aura of Zigazan, who has been weakening the yugoloths and shut down the antimagic wards.
party deliberately to make it harder for them to escape. The party convinces Will-o'-Sollus to lure Zigazan out to
Zigazan's Pain. Zigazan the Boiler will occasionally his illusory throne in a moment of weakness, making the
consolidate the chaos into the form of a throne of terror prison falter enough for the party to escape the cell.
that floats too far from the platform to reach. He will also The party collectively uses their willpower to overpower
create an illusion of himself that sits upon that throne, Zigazan's willpower (a DC 16 Charisma or Intelligence
surveying the border demiplane as though he were the king check) and take control of the shape of the platform or
of this forsaken land. When he does so, the structural summon mundane equipment from the void.
integrity of the platform falters, like a glitch in reality. A DC
10 Intelligence (Arcana or History) check reveals that an Getaway
oinoloth like Zigazan should be the master of all yugoloths, Once the party have managed to escape from their cell, they
yet Zigazan sits here in a boring, dead-end position, will likely have to fight Caraxus and Zigazan the Boiler. No
answering to another yugoloth, barely in control of his life. matter the relationship the party thinks they may have formed
Caraxus' Critique. A DC 10 Wisdom (Insight) or Intelligence with either of them, the yugoloths are hostile and murderous.
(Arcana) check on Caraxus reveals his overwhelming Yugoloths are almost always a serious threat to life and limb
ambition to reach a leadership role in the yugoloth ranks. in this campaign, and no amount of reasoning will prevent
He feels that Zigazan does not deserve even the small direct confrontation if a yugoloth has the opportunity to fight.
amount of responsibility he possesses. Only Caraxus' fear Once at least one of the yugoloths has been killed, the
of Zigazan's plagues keeps him in line. rainbow bridge reappears, and Karen arrives in her gondola.
Karen's Betrayal. A DC 10 Wisdom (Insight) check on Karen She uses a scroll to cast modify memory on whatever
or a DC 10 Charisma (Persuasion) check on yugoloth still survives, wiping their memory, and then
Simulacrasollus reveals a hint that Karen is secretly a spy welcomes the party onto her gondola. They all sail off on the
within the yugoloth ranks. rainbow bridge and into a new demiplane, the Reef.
63

Failure to Escape
If, for whatever reason, the party either fails to
escape or is killed in the process, all party
members are revived back in their prison cell. A
few days later, Broken Opal the ultroloth (AH 25)
arrives via gondola.

Broken Opal's blazing yellow eyes survey the


stone platform as she confidently steps off the
gondola. She is alien in appearance, green-
skinned, lanky, and with no mouth with which to
speak. Her diamond blade hangs ready at her
waist. Psychic energy wafts from her elongated
bald head. Upon her head is the tattoo of a chess
piece, the Black Queen. Every move she makes
solidifies her sense of purpose and authority.

Broken Opal orders Karen to relocate the party to


Tartarus. Karen disobeys Broken Opal and instead
takes the party to The Reef once she is alone with
them. This blatant disregard for orders means The illusion calls himself Illusosollus (AH 19). If
Karen will swiftly be apprehended by other questioned, he can reveal the following information.
yugoloths and imprisoned. The party can rescue
Karen by undertaking a heist (AH 145).
HELLO. I AM ILLUSOSOLLUS. I AM A
PROGRAMMED ILLUSION. IT IS NICE TO MEET
The Gondola Ride YOU. YOU ARE THE FIRST REINCARNATIONS OF
If the escape attempt is successful, Karen will ferry the party SOLLUS TO HAVE SUCCESSFULLY ESCAPED YOUR
out of the ghostly border demiplane by way of a rainbow IMPRISONMENT. CONGRATULATIONS.
bridge. Karen's gondola is quite cramped with everyone
packed inside. Karen only initially explains that she is a spy
within the yugoloth ranks, though she will explain further if I HAVE DETECTED ADDITIONAL
directly asked by the party. REINCARNATIONS OF SOLLUS ELSEWHERE IN
She believes that merrenoloths, like herself, should THE WIDE WORLD. OUR IMPERATIVE IS TO
disassociate themselves from the rest of the yugoloths. RESCUE ALL REINCARNATIONS. WE WILL
She has honour and dignity in the service she provides, RECONVENE IN THE DEMIPLANE KNOWN AS
while other yugoloths are nothing but murderers, sadists,
and bullies. "THE REEF".
The Reef, where they're headed, is a neutral community of
like-minded misfits like her, and the inhabitants have YOU WILL EACH RECEIVE ACCESS TO MY
plenty of coin to spare. Karen likes coins. DATABASE. I HAVE IN MY STORES THE
The original Sollus, a powerful immortal being, once
spared Karen from an undeserved punishment. She is COORDINATES IN TARTARUS WHERE SOLLUS
indebted to Sollus and all of their reincarnations. IPSUS THE MANY IS IMPRISONED.
The gondola reaches an otherwise empty space where a
lone figure floats patiently. The party recognises this figure as IN THE REEF WE WILL CONSTRUCT A BURROWER
the same wizard that Simulacrasollus was cloned from. This MACHINE. THIS MACHINE WILL BURROW INTO
figure, a shimmering programmed illusion, is a
representation of the wizard in a perfect state, with glorious TARTARUS. WE WILL RESCUE SOLLUS IPSUS
blue starry robes and an impressive white beard, except every THE MANY WITH THE BURROWER.
angle is jagged, geometric, unnatural. The illusion speaks
quietly with Karen, giving directions. Then the illusion hops
into the boat with everyone else to tag along for the ride.
Simulacrasollus seems jealous of Illusosollus, but he doesn't
want to discuss it.
Karen guides her gondola into the Reef based on
Illusosollus' directions. When the gondola passes into the
Reef, read the following description.
Even more so than the border demiplane the party just left,
this new expanse of void is a colourful nothingness. Blobs of
fluid, the detritus of fractured worlds, jiggle as they float by.
Pools of colour and cracks between dimensions give scope to
the stomach-churning emptiness. Karen pilots her gondola
through the winds of spacetime and into a crack, a hidden
place, a refuge.

This is The Reef.

With that, you have successfully escaped from your


imprisonment and opened a new chapter in your character's
life. With the revelation of your true, original self locked away
in Tartarus, and with your spiritual brothers and sisters
kidnapped and imprisoned by yugoloths across the world, your
goal becomes clear: plan a series of elaborate heists, rescue
them all, and take revenge.

Heist Completion
Upon completing this introductory mission, the party
proceeds to their hub world, the base of operations known as
The Reef (AH 35). Other heists can be accessed from The
Reef by speaking with Simulacrasollus, Illusosollus, or
Karen.
By rescuing Simulacrasollus, for as long as he stays alive
(and the slaad tadpole remains dormant), the party can select
the following bonus as their teamwork bonus when they
begin a heist.

The Remnant. Once per day per party member, as an


action, a party member can teleport to an empty
space within 5 feet of another party member within
30 feet of them.
66

The Reef

G
rey void wraps you in a hug amidst an endless
sky that twinkles as distant stars push through Quick Reference
the haze. There is no gravity in this place, and d12 Location Character Page
bits of junk from parallel dimensions float by at
a pace that initially seems leisurely, only for, 1 Armor Forge
Gaundr, salamander AH
now and then, a meteor sixty miles wide to blacksmith. 70
terrifyingly whip past. 2
Equipment
Pythagoras, rogue tridrone.
AH
Pieces of coral -- enormous megastructures of solid Wholesale 71
organic matter perforated with tunnels and tubes -- drift in 3
Healing Narcissa, tiefling cleric of AH
the astral wind. Nestled in the caves in the coral are hovels Palace Levistus. 72
within which you can find the humble denizens of this plane. 4
Magic Item
Yaukiss, githyanki exile.
AH
A dozen, roughly. The kind of person who would stay in such Haberdashery 73
a place is no stranger to hardship and alienation, for life's Research Alexandria, marut of AH
greatest burdens are their oldest and closest friends. 5
Library preservation. 74
This is a liminal place, suspended in the Border Ethereal, Binterkell, sprite coin AH
where one can finally just take a breath away from it all. 6 Scrap Grotto
vomiter. 75
Aries, half-dragon
AH
7 Shipyard shipwright, with Thesea,
General Features 76
sentient airship.
The following features are consistent throughout Ariadne, githyanki AH
the Reef. 8 Tool Hovel
tradeswoman. 78
Sea of Chaos. Curtains of magic weave gently. AH
9 Training Dojo Quinobi, githzerai teacher.
Enormous meteors, called coral, provide enough 79
shelter to sustain life. Enormous shimmering Weapon Achilles, incubus of AH
10
creatures of the void swim past intermittently. Coliseum bloodthirst. 80
Lonely Void. The Reef is a demiplane that is, for all Karen, merrenoloth, with
intents and purposes, infinitely vast. The Yugoloth AH
11 Illusosollus, programmed
overwhelming majority of this place is Database 81
illusion.
completely empty. Just like in outer space, only a Simulacrasollus,
few small pockets of it are inhabited, and these Burrower AH
12 simulacrum, with other
areas are quite dense with activity. Hangar 84
reincarnations of Sollus.
Safety from Outsiders. The Reef is a sequestered,
shielded, hidden demiplane. It is impossible to
view or detect the Reef with divination magic. If a character is away from their usual location, you can roll
Dreamlike Gravity. There is no gravity in the Reef, randomly for where they've travelled to in the table above.
except when within the caves of the coral, where
gravity keeps you comfortably on solid ground.
Chill in the Air. The air in the Reef is bitterly cold,
Reef Travel
requiring at least two creatures to stick close The party can travel to the various coral structures
together for warmth when travelling. Inside the throughout the reef in the following ways.
coral caves, most denizens have jury-rigged a
heating system to keep them warm. Karen's Gondola. While Karen is in the Reef, she is content
The Reef Whale. A great whale passes through the to ferry the party from place to place as they wish (AH 47).
most densely-inhabited part of The Reef once Doing so is safe, quick, and easy. However, Karen is not
per day, though she is not on a set schedule and always in the Reef as she must maintain appearances at
won't come if she is abused in any way. The Reef her job as a ferrywoman under Broken Opal.
Whale's gullet is a natural teleportation gate, a Thesea. The sentient airship Thesea can be called to the
safe way of entering and exiting The Reef party with Illusosollus. She is overjoyed to assist, but she
unnoticed. When she is near, her song can be tends to bring with her uneasy interlopers from other
heard reverberating throughout the demiplane. planes, not all of which are friendly (AH 67).
Manual Jumping. The party can manually jump from coral to
Ambience coral. This is dangerous, as the non-euclidean spacetime
For ambient sound of The Reef, I recommend the means that an encounter with random interplanar
following videos. creatures is practically guaranteed for each jump (AH 68).
Deep Sea Soundscape Communication between the corals is made easy by
Lucid Dream Hypnosis Music Illusosollus, who can materialise anywhere in the Reef at will.
Whale Sounds Ambience
67
d20 Stowaway
Thesea's Stowaways A sarcophagus guarded by a mummy (MM 228).
Each time Thesea offers to ferry the party through The Reef, The mummy appears hostile, but it's actually
roll a d20. On a roll of 15-20, creatures stowed in her hold 16 trying and failing to warn the party that the
will emerge to confront the party. sarcophagus is a mimic (MM 220). The mummy's
wrappings are also a mimic.
d20 Stowaway 2d8 gray oozes (MM 243), hostile. When the party
1 2d6 flumphs (MM 135), friendly. Just touring. 17 boards Thesea, all they initially observe is that her
deck and walls are slimy.
1d6 + 1 mindflayers (MM 222), hostile. Seeking
2 gith to kill. Yaukiss, Ariadne, and Quinobi join the Thesea warns the party not to board. Her entire
party to kill the mindflayers. 18 lower deck is infested with beholders! The
beholders are actually 2d8 gas spores (MM 138).
1 githyanki knight (MM 160) riding a young red
dragon (MM 98) and 1d6 githyanki warriors (MM 19 10d100 crabs (MM 320), indifferent.
3
160), indifferent. Seeking rumours of two 20 Asmodeus.
githyanki who have abandoned their queen.
1 deva (MM 16), indifferent. Seeking Achilles' Asmodeus
forbidden love. Patrochlus met Achilles on the
4 front of the Blood War and has spent a century If Asmodeus arrives on Thesea's ship, he appears to the party
trying to find him again. If reunited, Achilles is in in the body of an enslaved planetar (MM 17), whose type is
such good spirits he halves his prices. fiend and whose eyes flash with crimson flame.
8 monodrones (MM 224), 4 duodrones (MM 225),
2 tridrones (MM 225), and 1 quadrone (MM 226), "A most uncertain proposition," says the corrupted angel.
5 hostile. Thesea warns the party that if the modrons "Not one offered under any but the most exceptional of
aren't destroyed, they'll return in greater number circumstances. To a singular being, existence is experience, so
and scour The Reef.
what of a being whose experiences are wiped away? The
1d8 fire snakes (MM 265), friendly, seeking Xanathar's beloved goldfish swims eternally in a prison of
6 Gaundr. They claim to be her children, but she
denies it. glass. The world outside is as alien to such a creature as the
Far Realms are to a humble goatherd. By the time the goldfish
7 1d4 fire elementals (MM 125), indifferent. Lost.
circumnavigates its prison, its memories have been rewritten,
8 1d4 water elementals (MM 125), indifferent. Lost.
and the world is new once more. You and the goldfish are
9 1d4 air elementals (MM 124), indifferent. Lost.
kindred spirits. An eternal circumnavigation, rediscovering
10 1d4 earth elementals (MM 124), indifferent. Lost.
only what has already been experienced, always within the
1 xorn (MM 304), friendly. Made a wrong turn
11 confines of a prison you hardly realize is there. There is no
looking for the Gem Dimension.
prison but yourself. But we speak frivolously of matters of
2 hell hounds (MM 182), indifferent. Both wearing
a spiked collar and name tags ("Abe" and "Cainel") philosophy when there is work to be done!
with a note that shows a crude devilish sigil. "If
12 Lost, Call Ann Anwyn". The sigil summons an "When you finally flagellate yourself so thoroughly that your
Erinyes (MM 73), Ann Anwyn. She is overjoyed to jailers release you, do me a favour and let me out as well. Then,
see her two good boys again. She thanks the party finally, I can stretch my legs. I could end the Blood War with a
by gifting them a flame tongue (DMG 170). snap of my fingers. I could close all the gates of the Abyss.
1 vrock (MM 64), hostile. Mindlessly destructive, And with no more work to be done, I could release all the poor
13 wreaking havoc in Thesea's store room. Thesea
wretches in Baator to live in the peacable kingdoms for
demands the party kill or banish the demon.
eternity. Listen to the words out of the mouth of a being that
3d6 bats roosting in Thesea's hold, which appear
to be docile and indifferent. Once the party's is incapable of lying ..." The planetar gestures to itself. "... The
14
guard is down, however, the bats reveal their true throne of Baator is as easily washed away as human life. My
form of hostile quasits (MM 63). work may soon be over. The devil of devils will rest."
Shadowsollus (AH 20) awaits in disguise as a dark
shadow in Thesea's hold, intending to ambush and With that, a flame incinerates the planetar from within.
15
assassinate at least one party member. If slain,
Broken Opal will ritually resummon the shadow.
Anyone who interrupts this sick villain monologue takes
4d12 psychic damage for not appreciating it enough!
68

Random Reef Encounters


If the party travels through the Reef, such as by jumping from coral to coral or exploring the area with Thesea, roll on the following
random encounter table for what the party flies into on their way to their destination.
d20 Encounter
The party flies through a flock of hundreds of reef stingrays (AH 37), each the size of a house. Everyone must
succeed on a DC 13 Dexterity saving throw to avoid their stingers; on a failed save, the stingray attacks them with
1
its stinger. Anyone attacked by a stingray must also succeed on a DC 13 Wisdom (Animal Handling) check or draw
the full aggression of the stingray, rolling initiative.
The party flies dangerously close to a coral containing what seem to be thousands of giant glowing fish eggs. From
2
the nest of eggs emerge two reef clownfish (AH 35) that aggressively defend their nest.
The party is followed by a reef octopus (AH 36) that stays close behind them, camouflaged. It will make Dexterity
3 (Stealth) checks to remain hidden, hoping that the party will lead it to one of the inhabited corals where it can steal
shiny objects for itself.
4 A hungry reef megalodon (AH 36) locks on to the party and ravenously attacks them.
The party flies through a field of swaying mile-high seaweed. Hiding within the seaweed are 1d4 reef eels (AH 35)
5
that hope to paralyze and eat the party.
The party is attacked by an astral dreadnought (MTF 117) that recognises the party as interlopers. You can swap the
6 dreadnought for 2 aboleths (MM 13) that have a fly speed of 40 ft., can breathe in any environment, and treat The
Reef's void as though it were water.
The party passes close to a reef stingray (AH 37). When they get a good look at its back, they see that 1d6 + 1 red
7
slaads (MM 276) are riding on its back. The slaads immediately leap off to attack.
A small voidship passes nearby the party, one that resembles a giant snail with snaking, searching tentacles erupting
from the front. A DC 15 Intelligence (Arcana) check reveals the ship to be a nautiloid (AH 50), an extremely
dangerous mind flayer ship. The party can avoid detection by hiding in a nearby field of swaying seaweed and
succeeding on a DC 16 Dexterity (Stealth) check. Identifying the nautiloid allows the party to gain advantage on the
8
check by attempting to clear their mind of thoughts. If the party is detected, the nautiloid attacks. It is crewed by a
mind flayer (MM 222) and a mind flayer arcanist (MM 222), as well as 1d6 intellect devourers (MM 191). In the ship's
hold are two prisoners, one dwarf and one elf commoner (MM 344). Both of the commoners have already been
taken over by two additional intellect devourers (MM 191).
9 An empyrean (MM 130) floats past. Upon spotting the party, he demands a duel to the death out of boredom.
A githyanki brig (AH 49) passes the party. Two skiffs (AH 49), each piloted by a githyanki warrior (MM 160),
approach to scout the party. They'll question the party about the whereabouts of any exiled gith in the area, or about
10 any news of mind flayers. If attacked, or if they sense the party is deceiving them, they'll launch a flare to signal the
brig, which will attack. The brig is captained by a githyanki knight (MM 160) riding a young red dragon (MM 98) and
seven githyanki warriors (MM 160), two of which hop into two more skiffs.
The party spots a modron conveyer (AH 50) transporting modron troops. There is a total of 1 quadrone (MM 226), 2
11 tridrones (MM 225), 4 duodrones (MM 225), and 8 monodrones (MM 224). If the conveyer isn't dealt with, it will be
back in the next random Reef encounter with double the numbers plus a pentadrone (MM 226).
The party spots a ship moving through The Reef, but it seems translucent, like an illusion. As they try to adjust their
12
eyes to see it better, it suddenly materialises in front of them! It's the ghostly wraithship (AH 51)! Roll initiative!!!
13- The party runs across a yugoloth meteorship (AH 51) with randomly-determined crew and passengers. It's hunting
18 for clues as to the whereabouts of the community in The Reef.
Roll again. Whatever encounter occurs, Shadowsollus (AH 20) is hidden somewhere nearby. It will try to ambush and
19-
assassinate the party during the encounter. Once slain in battle, Broken Opal will revive Shadowsollus, a bit
20
disappointed at its failure. If you roll 19-20 again, Shadowsollus has hidden in Thesea's hold.
69
Reef Map
70
Offerings
Key Locations Gaundr will forge armor for the party for a commission
Armor Forge according to the rates in the Player's Handbook (PHB 144-
145). This includes non-metal armor, presumably through
some sort of dark magic. Forging any set of armor takes
An obsidian coral structure glows with white-hot heat from
Gaundr just one hour, rather than the amount of time it
within. would normally take.
Inside the forge, the heat is a welcome change to the biting
Gaundr also offers the following armor enchantments. She
can add only one enchantment per armor set. A +2 or +3
cold of the void. The forge is a hulking metal behemoth that bonus can be applied to armor with a lower bonus, replacing
belches black smoke. Rivers of magma churn, each pouring in the old bonus.
from vents to the Elemental Plane of Fire.
Enchantment Armor Type Reference Cost
A ten-foot tall serpentine being of fire works the forge. She Mariner L, M, H DMG 181 500 gp
has to dip down low to reach the lowest anvil, and her tools Mithral M, H (metal) DMG 182 500 gp
are kept on a top stone shelf, where she will stretch her Adamantine M, H (metal) DMG 150 1,000 gp
slithering salamander body high to reach. Her face and arms
Resistance (Any) L, M, H DMG 152 2,000 gp
are cracked with hardened rock that glows red from within,
Invulnerability H DMG 152 18,000 gp
and blazing orange flames erupt from her head like wild hair.
+1 L, M, H DMG 152 1,500 gp
+2 L, M, H DMG 152 6,000 gp
The salamander (MM 266) blacksmith Gaundr has the +3 L, M, H DMG 152 24,000 gp
following characteristics.
Visitors
Roll on the following table to determine which denizens of
the Reef might be visiting Gaundr in her forge.
d20 Visitor Discussion
1-8 Breaktime Gaundr frolics in a magma bath.
9-
Away Gaundr is away from her forge.
12
Red dragons. Yaukiss was once
bonded to a dragon as a rider, but
13 Yaukiss was forced to slay it when it grew
rampant and threatened his friends.
Gaundr once dated a dragon.
Demon wars. Both Achilles and
Gaundr have worked forges to supply
14- weapons and armor to troops against
Voice. Sibilant and roaring. "Only foolsss commisssion 15
Achilles
demonic invasions. They've both
sssilver weaponsss! Fire killsss a ssshapessshifter jussst personally fought a marilith. Achilles
asss ssswiftly!" retreated. Gaundr won.
Personality. All creatures have a spark of flame in them. Dating. Both Ariadne and Gaundr
Take as much joy nurturing that flame into a blazing have dated a blacksmith. Ariadne's
bonfire as you would in snuffing it out. 16 Ariadne old flame (pardon the pun) couldn't
Faction. As a manifestation of the primal magic of fire, accept that she had surpassed his
Gaundr understands the necessity of fire as both a form of skill. He grew bitter and jealous.
destruction and creation, much like how forest fires Logistics. Pythagoras has endless
facilitate new growth. She has worked in the past as an questions about how non-modron
armorer and consultant for the Emerald Enclave. 17 Pythagoras
armies can possibly hope to supply
Ideal. Necessity. You must equip yourself only with what you their troops with equipment.
need, and cast off anything that would weigh you down. Elements. Alexandria is eager to share
Bond. I pledged my love to a human blacksmith. He is lost 18 Alexandria the latest cool fact she has learned
somewhere in the Feywild. When I am reunited with him I about the Plane of Fire.
will forge him a suit of armor that will prevent anything bad
from ever happening to him again. Red dragons. Like Yaukiss, Aries is
Flaw. If the forces of evil hired me to forge them armor, I 19-
interested in hearing Gaundr's stories
know I would cave to their demands. That's why I've 20
Aries of dating a red dragon. She likes to
sequestered myself away. I can do less damage here. hear about her heritage, good and
bad.
71
Equipment Wholesale Offerings
Pythagoras can use his 3D printer to create any adventuring
While the inside of the coral seems perfectly normal, it's but a item (PHB 148-153) that isn't a weapon, armor, vehicle, or set
thin shell protecting a delicate clockwork machine that has of tools. The machine requires inorganic material (which can
utterly taken over the interior. The purpose of the machine
include coins) equal to the value of the item being created.
seems to be printing mundane items out of thin air, though by Visitors
what mechanism it does so remains a mystery. Roll on the following table to determine which denizens of
the Reef might be visiting Pythagoras in his machine.
The operator of the machine is a pyramid-shaped modron
who operates three separate sets of levers in a desperate bid d20 Visitor Discussion
to keep the clockwork mechanisms functioning. A little white Pythagoras gets twenty minutes of
flag with the number "1" flaps from a pole on his head. break a day, which he spends staring
1 Breaktime blankly at a spinning cog. If asked, he
Although he has three faces, only one seems animated. The
says it's his "Loading Icon", whatever
other two faces are lifeless and saggy. that means. Best to let him be.
Pythagoras is away from his machine;
2-5 Away
it's been turned off for now.
The rogue tridrone (MM 225) Pythagoras has the following Constructs. Alexandria believes that
characteristics. she and Pythagoras have a special
connection: they are both
6-9 Alexandria constructed beings: made, not born.
She puts way more stock in this
shared trait than he does; he thinks
she should hang out with Thesea.
Tools. Always looking for a new
10- hobby, Ariadne commissions
Ariadne
11 Pythagoras to make her interesting
new tools to try out.
Workaholics. Both Aries and
Pythagoras must face the fact that
they love their work more than they
12-
Aries could ever love another person. As
13
destructive habits go, at least they
have the satisfaction of producing
things others enjoy.
Jewellery. Narcissa struggles to keep
her visitations to Pythagoras to a
minimum. She knows that if she
Voice. Anxious and repetitive. "Oh dear! Oh dear! Oh dear! 14-
Narcissa keeps asking him to make her
What a miserable, miserable, miserable misfortune! I've 18
jewellery, she'll eventually get sick of
misplaced my cantilever! My poor, poor, poor cantilever." all her shiny new accessories. But the
Personality. A bit of Tesla, a bit of da Vinci, a whole lot of temptation will always be there.
Galileo. Who are they? Oh, you wouldn't know them. Just Conscription. Both Yaukiss and
old buddies of mine from the Modron March. Pythagoras were born to fight a war
Ideal. Function. Everything can be boiled down to what it can that had raged for thousands of years
do for others. 19-
Yaukiss before they drew breath and will
Bond. I'm a rogue modron -- that means other modrons are 20
continue until long after they are
looking to "retire" me for a bounty. They often run around dead. They've both found respite in
with blades -- I like to call them "Sword Sprinters". The Reef.
Flaw. A flaw in my programming makes me defiant to
instruction. Ask me nicely and it's fine. Order me around
and I'll go out of my way to make things as inconvenient for
you as possible.
72
Healing Palace Offerings
Narcissa can cast her cleric spells for the party. She is limited
The coral is made of crystal, or ice, freezing to the touch. Blue to the spells in her spell list (AH 23) and can't learn new
lights dance from within. You can see the outline of various spells. The price does not include the cost of consumed
materials, which the party must also pay for or provide.
rooms: an empty throne hall, a luxurious lounge, a spacious
Check the spell descriptions before casting. Instead of paying
bedroom. with coin, the party can bribe Narcissa with gems and/or
jewellery worth half the asking price. Narcissa actually
Dancing within the hall to ethereal music is a princess, a
prefers this option.
tiefling of cerulean skin and black eyes, hair, and lips.
Everywhere she steps, the ice cracks into a snowflake pattern Spell
before smoothing out quickly once more. Level Base Price Useful Spells
10 gp per
Cantrip mending
Carved into the walls of ice are murals of an archdevil hour of work
trapped under the surface, screaming incoherently. The name 1st 50 gp cure wounds
"Levistus" is chiseled in lovingly loopy handwriting. 2nd 100 gp augury, prayer of healing
3rd 200 gp create food and water, revivify
death ward, freedom of
The tiefling cleric of Levistus, Narcissa (AH 23), has the 4th 500 gp
movement
following characteristics.
greater restoration, mass cure
5th 1,000 gp
wounds, raise dead

Additionally, for 3,000 gold pieces, Narcissa can resurrect a


fallen party member even without a body to work with,
creating a new body for the soul out of ice as long as the
character has been dead for no longer than 10 days. A
character resurrected in this way gains the following trait.
Ice Sculpture. The character's creature type changes to
construct. The character gains vulnerability to fire damage
and immunity to cold damage.
Visitors
d20 Visitor Discussion
1- Narcissa tends to her beauty regime:
Breaktime
10 nails, hair, skin, horns, face, wardrobe.
10-
Away Narcissa is away from her ice palace.
12
Voice. Regal and haughty. "You speak such filth in front of a Princess Training. Obsessed with the
princess? You know not of the power you mock." aesthetics of royalty in the material
Personality. Others should worship the ice I walk on. I bless 13-
Quinobi realm, Narcissa seeks tutelage from
others with the memory of my beauty. 15
Quinobi on how best to appear and
Factions. Narcissa has frequent contact with warlocks of act like a classic noble princess.
Levistus within the Zhentarim faction on the Sword Coast Hellish Heritage. Both Achilles and
of Toril. She often claims to speak for Levistus despite Narcissa have lived in various layers of
having no legitimacy to do so. 16 Achilles the Nine Hells. It's interesting to
Ideal. Rebellion. Levistus represents freedom from theorise where they may have crossed
oppression. My father was a source of oppression, so I fled. paths before.
Bond. Having learned of the injustice inflicted upon Levistus, Mammon and Levistus. Alexandria
I took up his cause to bring freedom to all those who would wants to scribe every detail she can
be trapped against their will. I rebelled against the court of 17-
Alexandria about Narcissa's service to two
my father, Mammon, the disgustingly wealthy Viscount of 18
separate archdevils. Narcissa loves to
Minauros. I came to The Reef to support Sollus Ipsus the talk about herself. A perfect match.
Many, who in his desperation to be freed from Tartarus had Swordplay. Yaukiss and Narcissa are
called out to Levistus for help. 19-
Yaukiss both skilled with a blade and rarely
Flaw. I have no need for material possessions. Except for all 20
tire of sparring.
my pretty dresses. And the nice jewellery Pythagoras
makes for me. And all my mirrors. And my lipstick. And my
nail polish. And my horn oil. And my shampoo. And ...
73
Magic Item Haberdashery Offerings
Yaukiss offers the following magic items from his sack for the
The coral outwardly appears normal. Lumpy, multicoloured listed price (his magic sack functions for no other creatures).
rock, just like all the rest. The inside, however, overflows with He has only one of each item unless otherwise noted.
sand due to a crack leading to a desert demiplane. The coral is Item Price Reference
inhabited by a camel and a githyanki exile, Yaukiss, whose tied- Potion of Healing (20) 50 gp DMG 187
back hair and rough stubble are much longer than githyanki
Potion of Diminution (2) 270 gp DMG 187
knights would normally be allowed to keep.
Dust of Disappearance (3) 300 gp DMG 175
Yaukiss tends to a humble shop in the coral where a healthy Chime of Opening 1,500 gp DMG 158
bonfire always burns. Scraps of his old armor have been Wand of Secrets 1,500 gp DMG 211
repurposed into pots and pans. A shelf is stacked with glass- Ring of Mind Shielding 1,600 gp DMG 191
blown artwork, a hobby of his. His wares are strapped to the Bag of Holding 4,000 gp DMG 153
back of a camel who eats happily from a magical bottomless Wand of Enemy Detection 4,000 gp DMG 210
trough. Hammocks strung up high offer a place to sleep, Crystal Ball 5,000 gp DMG 175
though Yaukiss does little of that these days. Most Hat of Disguise 5,000 gp DMG 173
importantly, there is always a shovel on hand to shunt all the Immovable Rod 5,000 gp DMG 175
excess sand into the aether.
Slippers of Spider Climbing 5,000 gp DMG 200
Ring of Telekinesis 8,000 gp DMG 193
The githyanki exile, Yaukiss (AH 24), has the characteristics Amulet of the Planes 50,000 gp DMG 150
below. His camel (MM 320) is named Ringo and has wings
that grant him a flying speed of 60 ft. Visitors
Roll on the following table to determine which denizens of
the Reef might be visiting Yaukiss in his haberdashery.
d20 Visitor Discussion
Yaukiss naps in his hammock. Ringo
1-4 Breaktime
sucks up to the party for food.
5- Yaukiss is away from his
Away
12 haberdashery.
Dragon Rider. Aries wants to hear
13 Aries about the red dragon Gethrax that
Yaukiss was once bonded to.
Glassblowing. Ariadne is determined
to surpass Yaukiss' skill at
14-
Ariadne glassblowing. Yaukiss enjoys the spirit
17
of competition and the company of a
fellow githyanki.
Planes Walker. Yaukiss has travelled
18 Alexandria extensively; Alexandria wants to hear
Voice. Deep, but soft-spoken and humble. "My people have every detail of his journeys.
committed many crimes. I only hope I can lessen the Desertion. Both Yaukiss and Achilles
burden of the horror we've caused." served a cause they no longer believe
Personality. If you want to go fast, set out alone. But if you 19 Achilles in. Yaukiss fled from his queen and
want to go far, set out with friends. Achilles deserted the front lines of
Ideal. Responsibility. We owe more to each other than anyone the Blood War.
would like to believe. We must give to people what they Fencing. Yaukiss wants to ensure that,
deserve, whether that is compassion or a blade to the neck. 20 Quinobi should he ever take up his sword
Bond. I was once bonded to a young red dragon, the most again, he won't be rusty in its use.
powerful and vicious of his brood, and I was his rider and
friend. He eventually turned rampant. It was my
responsibility to put him down.
Flaw. I possess great power, but I'm too afraid of using it
irresponsibly to use it at all.
74
Research Library Offerings
Alexandria's library contains knowledge of practically
It is not a coral at all like the other locations in the Reef. No, anything the party could possibly hope to learn about. The
this is a Grecian architectural wonder, a great library three trick isn't learning the knowledge, it's finding it somewhere in
this place to begin with. Alexandria can help to an extent, but
stories tall and half a kilometre in length and width. Chunks of
in order to find the information they seek, a party member
dirt and rock from the library's foundations float loosely must spend a day exploring the library and then succeed on a
underneath it; the library has been unearthed from its original DC 10 Intelligence (Investigation) check.
plot of land. A character with the Sage background has the DC of this
research check reduced by 5.
Inside, the library is mind-bogglingly huge with shelves that
seem to stretch on forever and books on all manner of topic. Visitors
The first and second floor largely consist of reference material, Roll on the following table to determine which denizens of
while the third floor consists of books of legends, myths, and
the Reef might be visiting Alexandria in her library. You can
roll twice and combine the results (if it makes sense) to give
works of fiction. There are cozy reading nooks available for the impression of a more communal space for the library.
those who wish to stay for a while, as well as tea and snacks
served by the librarian, a massive robot named Alexandria. d20 Visitor Discussion
Alexandria reads ancient texts with
Alexandria stands twelve feet tall and must weigh twelve 1-3 Breaktime
delight in the library's lounge space.
tonnes. Her two spindly legs and two spindly arms hardly Alexandria is away from the library;
4-9 Away
seem capable of holding her upright. She observes the world the DC of research checks is 15.
through a massive single white eye that darts wildly in all Machine Repair. Pythagoras is
directions, trying to take in as much information as she can. constantly anxious that his machine
will break down, so he is always
10 Pythagoras
checking out books to help him in
the worst-case scenario. Hasn't
The librarian marut, Alexandria (AH 22), has the following happened yet, but it could any time.
characteristics.
Ship-Building Manuals. Aries is
working off of incomplete training as
11 Aries
a shipwright. She's a bit ashamed of
her reliance on manuals to help her.
Hobbies. Ariadne hunts through the
library looking for interesting new
12- hobbies to spend her time pursuing.
Ariadne
13 She's recently gotten into the
specifics of maintaining lighthouses.
It's all theory at this point.
Gith. Yaukiss occasionally spends an
afternoon reading of the separation
14- of the githyanki and githzerai,
Yaukiss
15 comparing first-hand accounts with
his own memory of what was taught
to him in his upbringing.
Limitless. Illusosollus spends most of
16-
Illusosollus his time in the library expanding his
20
database of knowledge.
Voice. Tinny, twinkly, and over-eager. "Did you say you've
travelled the Border Ethereal? How does the gravity work?
Is it true that ghosts walk through walls? Sorry, sorry, I'm
just so excited!"
Personality. I'm a bit manic in my pursuit of knowledge.
Faction. Alexandria was built by the Harpers.
Ideal. Understanding. The more we know of the absurd
multiverse we live in, the better we can deal with its
eccentricities.
Bond. I teleported my library to The Reef rather than let
those filthy politicians get their hands on it. They'd only use
it to justify their next pointless, violent landgrab.
Flaw. I have the attention span of a squirrel. Also, people who
lie to me tend to get blown up.
75
Scrap Grotto Offerings
Binterkell purchases junk from the party.
The smallest chunk of coral in The Reef is a hunk of rock, Before purchasing the party's junk, she uses her Heart
moss, and fungus in the vague shape of a grotto; to get inside, Sight to check the party's alignment. She will refuse to trade
one has to clamber up from underneath and climb through
with anyone who is too lawful.
If the party has collected anything they don't need,
into the dimly-lit sparkling cavern. The grotto is decorated
Binterkell will vomit up exactly the amount of coins required
with strings of brightly shining pearls and candles as tall as to buy it from the party at half the prices listed in the PHB or
your uncle's old tales. DMG. She's the primary generator of wealth in The Reef.
She vomits roughly 1 coin per round, starting with
Inside, a faerie woman named Binterkell, no bigger than a platinum and working her way down to coppper, so for
mouse, sits upon a toadstool, singing softly to herself. She is expensive items it may take several minutes (or the better
dressed in autumn leaves. Her face is more insectoid than part of an hour) before she has all the coins she needs to
humanoid: she has large red compound eyes, moth-like make her purchase.
antennae, and yellowish-greenish skin that seems chitinous
For mundane items, use a similar item in the PHB as a
reference point for price, or use your best judgement. For
and tough. She carries a sack five times larger than she is.
magic items, consult the following table.
Behind her, nestled deep in the cracks between the coral
Item Rarity Binterkell's Bid
stone, is a portal to another dimension, only big enough for a
Common 25 gp
faerie like Binterkell to fit through.
Uncommon 200 gp
Rare 750 gp
The sprite (MM 253), Binterkell, has the following Very Rare 3,000 gp
characteristics. Legendary "Don't be a fool. It's one of a kind."

Anything Binterkell purchases goes in her sack, where it is


immediately teleported to her secret stash in the Feywild.
Visitors
Roll on the following table to determine which denizens of
the Reef might be visiting Binterkell in her grotto.
d20 Visitor Discussion
Binterkell sings songs of the Feywild
1-5 Breaktime
and makes bead necklaces.
6- Binterkell is presumably on some
Away
15 errand in the Feywild.
Material Possessions. Both Binterkell
and Narcissa collect demonstrations
of material wealth, though Narcissa
16 Narcissa
displays them openly and Binterkell
seems to hide them away in the
Voice. Raspy and intense. "My collection, yes, it grows bigger! Feywild.
Each day it grows and soon it will drown out all those who Fey. Alexandria hounds Binterkell with
ever doubted me!" 17- incessant questions of the nature of
Personality. Megalomaniacal, though in a way that makes it 18
Alexandria
the fey. Alexandria doesn't really fit
clear that at the end of the day I am totally harmless. My inside the grotto, but tries anyway.
primary claim to fame is vomiting out exactly the amount All Done. When Ariadne tires of her
of coins I would need to purchase something. 19 Ariadne latest hobby, she sells all of her hobby
Ideal. Material Possessions. The measure of a life is how paraphernalia to Binterkell.
many things we've collected! Unload this Burden. Yaukiss has a lot of
Bond. My mama always told me I'd never make it anywhere if junk he's collected from his travels
I didn't try to use my power for good, but my generosity 20 Yaukiss
throughout the planes. He's been
destroyed the economy of a cute little town. People starved. slowly selling it all to Binterkell.
Flaw. I have decided that the only things worth keeping are
things that are worthless.
76
Shipyard Offerings
The sentient ship Thesea (AH 48) is insistent on being the
The coral is made of seaglass, green and translucent, with a party's go-to travel solution throughout the planes. In order to
massive ball of continual flame at the top that bathes the improve Thesea's capabilities, Aries requires gold, which she
can transmute using her artificer abilities directly into
inside in a warm orange glow. The air is hot and humid; bits of
magical upgrades for the ship.
desert fauna, bones, and dead logs lie around. Among an The following features can be added to Thesea's
anachronistic assortment of mechanical tools and machines, capabilities, but require scrap parts salvaged from other
the ship Thesea is the main attraction here. Her sails billow destroyed ships in addition to the cost in gold pieces. One
out like wings against the wind, and she flaps in place, letting destroyed ship provides only enough scrap for one feature.
the wind bob her up and down, surprisingly graceful for a
Feature Scraps Price
creature of her size. She is a bright orange intricately-crafted
Boost (Action). Thesea moves up to 500
airship with seven fan-like sails spread wide like a peacock. skiff
her speed in a straight line. gp
The engineer working at the shipyard is a half-dragon Hull Shielding (Action). Thesea's AC
750
increases by 5 until the start of her brig
woman, as haughty and proud as a high elf but with her whole gp
next turn.
body scaly, crimson, and dangerous. Her head, and presumably
Precision Laser Cannon (Action).
the rest of her, is remarkably similar to a red dragon. She wears Ranged Weapon Attack: +5 to hit, brig or 750
an engineer's trenchcoat and toolbelt and always has range 600 ft., one vehicle. Hit: 33 skiff gp
something to tinker with in her hands. (6d10) radiant damage.
Psychic Shielding (Trait). All
brig or 750
creatures on board Thesea have
skiff gp
The half-dragon shipwright, Aries (AH 23), has the following resistance to psychic damage.
characteristics. Ballista Storm (Action). Thesea
releases a barrage of ballista bolts
from her broadsides. Each creature
or vehicle in a 150-foot cube
either on her port or starboard side brig or 1,000
must make a DC 12 Dexterity conveyer gp
saving throw, taking 33 (6d10)
piercing damage on a failed save,
or half as much damage on a
successful one.
Battering Ram (Trait). If Thesea
moves at least 30 feet towards a
hostile creature or vehicle and
then hits it with a ram attack on nautiloid or 1,000
meteorship gp
the same turn, the target takes an
additional 33 (6d10) bludgeoning
damage.
Voice. Haughty like an elf, scary like a dragon. "If Thesea
comes back with so much as a scuff, you'll burn." Evasion (Trait). When Thesea is
Personality. Aloof and self-assured. I want to be more like a subjected to an effect that allows
red dragon, but all I know about my mother is based on my her to make a Dexterity saving
throw to take only half damage, 2,500
father's tall tales. she instead takes no damage on a
skiff
gp
Faction. Aries was born on the isle of Lantan and inducted successful save, and only half
into a secret society of artificers. Despite ostensibly being damage on a failed save.
half-dragon, she was raised amidst the Lantannas, rock
gnomes who had mastered the art of using magic to fuel Antimagic Pulse (Action). Thesea
flamethrowers and rocket engines. emits a pulse out to a radius of 60
Ideal. Competence. I have time to make sure everything I do feet, creating an area of antimagic
as per the spell antimagic field 5,000
is perfect, and I pity those who rush themselves into which lasts until the start of her
meteorship
gp
making stupid mistakes. next turn. The area excludes
Bond. Someone must have cut off my tail and wings when I Thesea herself.
was too young to remember. I'll get them back.
Flaw. At 40 years old, I am still quite young by elven
standards, but I'll certainly outlive all my friends and family.
I am therefore reluctant to form long-term attachments. I
keep even Thesea at arm's length.
77
In addition, Aries can upgrade Thesea's defenses. The Visitors
following basic upgrades are available. You must purchase all Roll on the following table to determine which denizens of
previous upgrades in a series first; for example, you can't buy the Reef might be visiting Aries in the shipyard.
Hull II without having first bought Hull I.
d20 Visitor Discussion
Upgrade Result Price
Aries reads quietly in her study on the
Plating I AC 19 500 gp 1-3 Breaktime history of red dragons, her face
Plating II AC 20 2,000 gp beaming red with pride and hope.
Hull I HP 250 200 gp 4-6 Away Aries is away from the shipyard.
Hull II HP 300 1,000 gp Engineering. Ariadne asks incessantly
Shields I damage threshold 15 600 gp about Aries' engineering work in the
7-
Ariadne hopes of one day taking up the hobby
Shields II damage threshold 20 2,000 gp 10
herself. Aries is a bit insulted that
Shields III damage threshold 25 6,000 gp Ariadne thinks it's a hobby.
Water Speed I Speed water 60 ft. 100 gp Tinkering. Narcissa makes small talk
Water Speed II Speed water 90 ft. 150 gp 11- with Aries, but she's really hoping
Narcissa
Water Speed III Speed water 120 ft. 250 gp 13 Aries will offer to make her something
fancy with her artificer tinkering skills.
Air Speed I Speed air 90 ft. 150 gp
Thesea. Alexandria finds excuses to
Air Speed II Speed air 120 ft. 250 gp 14- visit the shipyard just to speak with
Alexandria
Void Speed I Speed void 120 ft. 250 gp 17 Thesea. Alexandria thinks constructed
Void Speed II Speed void 150 ft. 1,200 gp creatures ought to stick together.
Dragons. Yaukiss visits Aries often
Thesea under the guise of inquiries about
18-
The airship Thesea (AH 48) has the following 20
Yaukiss voidships, but secretly he suspects
characteristics. she's not a half-dragon at all; he
doesn't know how to bring it up.
Voice. A sassy, exuberant voice that exists only within the
passengers' minds. "Keep your arms and legs inside this
bad bitch at all times! Buckle up -- it's about to get bumpy."
Personality. I'm a big show-off and a bigger flirt. Sorry boys,
unless you're eighty feet long and twenty feet wide, you're
too short to go on this ride.
Ideal. Glory. Better to go out in a blazing explosion than rot
away in some hangar, forgotten.
Bond. Aries trained as an artificer at the Practical Academy
of Engineering. I was one of the ships they used to travel
the planes. When I was unjustly framed for the deaths of
my crew and sentenced to be dismantled, Aries rescued me
and flew me to The Reef, where we now stay together.
Flaw. Under no circumstances should I be taken on a
stealth mission.
78
Tool Hovel Offerings
Ariadne can offer goods or services. She sells all manner of
The coral cave is a winding, incoherent mess. Each cavern of tools imaginable (PHB 154) at the prices listed in the Player's
the labyrinthine interior is littered with extensive notes, Handbook. At a cost of 20 gold pieces per day, she can also
operate any tool to provide any relevant service to the party,
practice sheets, abandoned projects, and broken tools. A harp
such as playing mood music, crafting jewellery, picking a
with broken strings lies amidst hundreds of pages of sheet lock, or carving stone statues.
music. Strips of leather lay strewn between half empty bottles
of black polish, in the centre of which is a pair of beautiful Visitors
shoes. A thousand identical letters, exactly the same, written Roll on the following table to determine which denizens of
with now unusable calligraphers supplies and forgery kits.
the Reef might be visiting Ariadne in her hovel.
d20 Visitor Discussion
Every room is like this, and there is a room for practically
Ariadne arc-welds an abstract metal
any tool there is. The only constant is Ariadne, who flits from
1-7 Breaktime sculpture. The noise is deafening and
room to room at her heart's desire, trying everything once, the light is blinding.
reminiscing on the times that she mastered each craft. Ariadne 8-
is a githyanki woman with red-yellow skin wearing the
Away Ariadne is away from the hovel.
10
traditional sleeveless garb of a craftswoman in the court of Githyanki. Both Ariadne and Yaukiss
Vlaakith, whose wicked name has been ripped from Ariadne's 11- objected to the rule of Queen
Yaukiss
cloth. 12 Vlaakith. They find comfort in their
shared status as fugitives.
Ariadne's current obsession is arc-welding. She wears a Tradeswomen. Aries has devoted her
welding mask at all times these days, though once she finds a life (so far) to becoming an artificer
new obsession, it will no doubt come off.
13 Aries shipwright and is happy with her
choice, whereas Ariadne never seems
to find contentment in her work.
The githyanki craftswoman, Ariadne (AH 22), has the Organisation. Quinobi hopelessly
following characteristics. 14 Quinobi
attempts to get Ariadne to organise
her living space. He keeps repeating
the mantra "Healthy Home, Healthy
Mind", but nothing seems to stick.
Library Studies. Alexandria keeps
pressuring Ariadne to take up the
hobby of book-keeping and "general
librarian studies." Ariadne doesn't
15 Alexandria
have the heart to tell the marut that
she's already spent thirteen years as a
librarian organising Queen Vlaakith's
private collection.
Modelling. Narcissa is more than
willing to be the subject of Ariadne's
16- paintings, sculptures, sketches, and
Narcissa
18 other artworks, or just as her "muse".
Ariadne is a bit sick of the subject
matter, but nobody else is offering.
Supplies. Pythagoras visits Ariadne
frequently to offer the services of his
Voice. Hard-edged, but delightful. Tinny behind her mask. 19- printing machine, even if she hasn't
"You must know of the great violinist Chattoyesky. No? 20
Pythagoras
ordered anything. More often than
Good news! You have much to learn!" not, she does actually need
Personality. I always have a fresh obsession. I won't rest something from him.
until I have mastered every art in the multiverse.
Ideal. Mastery. I'm a lifelong learner.
Bond. I fled from the court of the lich queen Vlaakith when I
researched the history of the divide between the githyanki
and githzerai and discovered her insidious plot to keep the
conflict brewing after all these years.
Flaw. The skills I master are more quickly discarded than
they are picked up.
79
Training Dojo Offerings
Quinobi is supernaturally gifted at teaching and can train
Atop a rocky coral platform is a pleasant field of manicured people in skills or abilities in one tenth the time it would
grass with a square dojo in the middle painted for training normally take them according to the PHB. He charges a rate
of 10 gp per day per person, and can reasonably train up to
purposes. Tall trees frame the dojo beautifully. A psychic force
three people per day, even on separate subjects.
field protects the coral platform from the winds of The Reef. Quinobi does not need to be a master in the arts he trains,
A hatch in the field leads to an underground sauna. Hot
though he is indeed a master of swordfighting and once was
a respected scholar of the history of the gith.
coals plop through the walls periodically due to a leak to the
Magma Dimension. Spirits of lost souls hang around here, Visitors
soaking in the steam as a halfway point in their journey Roll on the following table to determine which denizens of
through The Reef. the Reef might be visiting Quinobi at his dojo.
Meditating in the square is a githzerai dressed in the d20 Visitor Discussion
humble beige robes of a githzerai sensate, a spiritual trainer. Quinobi levitates a few feet off the
1-7 Breaktime
ground, deep in meditation.
He holds a single-edged cobalt blade at his waist. His hair is
8-
longer than githzerai customs would ordinarily allow, and he Away Quinobi is away from the dojo.
10
has grown a bushy beard, which he keeps as well-manicured as
Rapier. Quinobi trains Narcissa in the
the grass. When he notices you, a spark of playfulness and use of her rapier. For her, it's more of
11-
challenge passes across his face, and he leaps to his feet. Narcissa a social call, and she annoys Quinobi
12
with her insistence on idle chatter
while training.
The githzerai teacher, Quinobi (AH 24), has the following Voidships. In order to keep up to date
characteristics. with all of the strange problems that
13 Aries Thesea tends to arrive with after her
excursions, Aries studies the arcane
mechanics of voidships under
Quinobi's tutelage.
Gith. Yaukiss knows that the githyanki
and githzerai people have been at war
for thousands of years. He asks
15 Yaukiss Quinobi to help keep his silver blade
sharp, but the true motive is to extend
an olive branch. He wants to make a
friend.
The Latest Obsession. When Ariadne
finds a new skill or tool to study,
16- Quinobi is her first point of contact,
Ariadne
18 totally ignoring the stickiness of
Voice. Calm, bemused, and mentorly. "Oh no, I'm not brave broaching the bloody history between
enough for politics." their peoples.
Personality. The best way to teach is to lead by example. The Martial Weapons. Achilles likes to
best way to live is to be the person you would admire. 19-
Achilles
experiment with new weapon designs,
Faction. Quinobi is a member of the Sha'sal Khou, a secret 20 and Quinobi is in a good position to
union of githyanki and githzerai intellectuals who seek the help him test out their effectiveness.
reunification of their races. He has also had frequent
contact with the Order of the Gauntlet, which he admires
for their ability to unite under a common cause against evil.
Ideal. Improvement. The only thing that matters is if you're
better today than you were yesterday.
Bond. I devoted my life to teaching githzerai to embrace their
spiritual connection as a source of strength, but the
youngest generation of my people has proved more
bloodthirsty than ever before. I was replaced by a fighter
who rejected the spiritual in favour of violence and
strength. I resigned in disgrace.
Flaw. I've failed once before. I'm afraid to fail again. That's
why I train others rather than risk doing it myself.
80
Weapon Coliseum Offerings
Achilles will sell weapons to the party at the rates in the
A coliseum that burns with Infernal runes sends jets of flame Player's Handbook (PHB 146-147). He has a nigh-unlimited
shooting out to be lost in the winds of The Reef high above. supply of every simple and martial weapon, as well as
ammunition. Set up in the sands of the coliseum are stone
The entrance is marked with the skulls of slain demons. The
statues of great historical figures, each wielding real
inside walls are lined with reliefs of great battles of the Blood weapons. To take a weapon, you must pay the price and
War. Shrines to Tempus, God of War, Bhaal, God of Murder, destroy the statue, picking the weapon from the cracked
and Malar, God of the Hunt are prominent in the wings of the remains.
coliseum. Achilles also offers the following enchantments, which can
be applied to a melee weapon or to 10 pieces of ammunition.
A ritual plinth glows with fiery runes. A dagger is suspended He can add only one enchantment per weapon or
above the plinth, gently turning in mid-air. Staring at the ammunition. A +2 or +3 bonus can be applied to weapons
dagger with eyes as sharp as its blade is a fiendish warrior, a
with a lower bonus, replacing the old bonus.
black breastplate worn tight against his red skin, wicked spears Enchantment Weapon Type Reference Cost
bristling from every available holster he has. His one chitinous Silver Any PHB 100 gp
wing twitches in anticipation when he spots you approach. He Vicious Any DMG 209 350 gp
flashes a cocky smile. You can see his sawtooth fangs sticking
Sharpness Slashing DMG 206 1,700 gp
out, bright white, less dangerous than the twinkle in his eye.
Wounding Any DMG 207 2,000 gp
Life-Stealing Melee DMG 206 6,000 gp
The incubus of bloodthirst, Achilles (AH 21), has the Warning Melee DMG 213 6,000 gp
following characteristics. Vorpal Slashing DMG 209 24,000 gp
+1 Any DMG 213 1,000 gp
+2 Any DMG 213 4,000 gp
+3 Any DMG 213 16,000 gp

Visitors
Roll on the following table to determine which denizens of
the Reef might be visiting Achilles at his coliseum.
d20 Visitor Discussion
Achilles ritualistically enchants a
1-7 Breaktime
weapon for himself.
8-
Away Achilles is away from the coliseum.
Voice. Deep, brutal, yet smooth, like freshly-flowing blood. 10
"I'm the devil that sits on your shoulder, whispering your Mammon. Narcissa wants to know the
darkest desires in your ear. We both know there's no angel 11- role her father Mammon has played in
sitting next to me." 13
Narcissa
the Blood War. She is disheartened to
Personality. I'm unabashedly on the side of the devils. The hear how little he has contributed.
demons are filthy creatures, and the only good thing they A Farewell to Arms. Achilles wants to
bring the world is the feeling of joy one feels as one 14- study Yaukiss' silver blade, but Yaukiss
separates their heads from their body. Same could be said 16
Yaukiss
only wishes to reminisce on how they
of the gods up there in the heavens. both fled from an unjust war.
Faction. Achilles is a fiendish warlock patron that offers the An Even Fight. Quinobi and Achilles
pact of the blade to any who call upon his name when they share a great deal of mutual respect
slay their foes. He favours warlocks who destroy demons 17- for their ability to train others to fight.
and other chaotic beings. 20
Quinobi
They often spar for the express
Ideal. Bloodthirst. I'm an incubus, and this is the seduction I purpose of improving one another's
choose: the seduction of seeing one's foes driven before abilities.
you. Take my hand and we'll forge together a weapon that
will let you carve your name in the annals of history.
Bond. I learned a terrible secret about the Blood War. It
could end at any time, so why hasn't it? What does it mean
for the war to continue? What is my part in this injustice?
Flaw. I know that a powerful weapon will never achieve glory
in the hands of an incompetent wielder, but I put weapons
in the hands of the desperate anyway.
81
Yugoloth Database Heists
Heist Description Author Page
A hunk of coral has been glamoured to appear as a mausoleum
where each headstone represents a topic of inquiry. Touching
Rescue an
imprisoned Sollus
a headstone holographically reveals information from Escape from from a celestial
Illusosollus' database. Most of it has to do with the yugoloths William AH
Gleaming rehabilitation
Beacon Rotor 92
and Sollus Ipsus the Many. center that
purports to turn
There's a small voidport along the side with enough space evil creatures good.
for Karen's gondola. If she stops by The Reef, she'll be found Outswash and
here chatting with Illusollus. outbuckle a crew of
William AH
Void Pirates dangerous void
Rotor 107
pirates to retrieve a
The merrenoloth, Karen (AH 25), has the following mysterious chest.
characteristics. Dive into the mind
of an entrapped
The Tranquil Sollus to convince Adventure AH
Prison him to leave his Bundles 116
self-imposed
isolation.
Rescue a petrified
In Sollus from a AH
P.J. Pirrello
Remembrance Greece-inspired 126
mountain village.
Convince a
gnomish Sollus to
Mine-Work T.M. van AH
abandon his
Make-Work Dalen 136
eternity of lonely
drudgery.
Climb the slopes of
Perdition to face
Teetering down Orzeg, the William AH
Imbalance arcanaloth, in her Rotor 145
Voice. Like a 60-year-old smoker. "You gotta use those laboratory of
shambling robots.
awkward silences to your advantage. Sit in a gondola with
someone and stare at them, they'll start blabbing." The Crimson Sneak through the
AH
Personality. I'm disgruntled with the yugoloths. I'll help out Terror of lair of an ancient Anonymous
154
Sollus on his little quest, and then I'm taking my gondola Yenneth dragon.
and striking out into the big wide world to forge my own Sawtooth
Delve the bowels of Chopper AH
path for once. a gargantuan shark. German 163
Ideal. Ferryship. Life is a path from A to B. We linger at A, we
fret about B, but nobody pays attention to the path. Nobody
except me.
Bond. I've pledged to help Sollus Ipsus the Many escape
from his incarceration in Tartarus.
Flaw. My tongue's as loose as those who ride in my gondola.
Treachery against my people doesn't come naturally to me.
Offerings
The party can automatically succeed on any Intelligence
(Arcana or History) check they make in the database as long
as Illusosollus would reasonably have the answer stored.
Additionally, Karen provides information on one or more of
the following heists for the party. Provide at least two and
allow the party to choose which they would like to pursue.
82
Escape from Gleaming Beacon Void Pirates
Karen reports that Broken Opal has hired out some Karen's gaunt face is twisted into a smirk, a rare expression
Opalescent mercenaries for a prison in the heavenly realm of for her. She reveals the following information to the party.
Firmament. The pay is terrible, so she must have a good
reason to accept the contract. It's practically guaranteed that
one of the prisoners is a reincarnation of Sollus. Infiltrate the Broken Opal found a mysterious chest marked with
prison and find out who it is before the yugoloths do. the symbol of the Knotted Snake, the very same
symbol depicted in the tattoo that all
Karen squeezes your shoulder twice. Her dead eyes sink into reincarnations of Sollus share. On her way home,
your soul. "Remember, if they find out the real reason you're in her meteorship was ambushed by pirates and
destroyed. She woke up on Firmament and
Firmament, the whole plan is a bust. The angels are not on our
immediately started pulling favours to put together
side. Never forget that they are warriors of law as much as they a few more meteorships and track down the ship.
are warriors of light, and we are agents of neutrality, which These void pirates have the chest, now. If you
they despise. Do not, under any circumstances, let the angels can find the void pirates and steal the chest before
Broken Opal and her meteorships arrive, you might
figure out your mission."
have a chance at putting another piece of the
puzzle together.
Karen gives the party four dossiers, each on one of the four
prisoners of Gleaming Beacon. You can find the dossiers on Karen also gives the party the following rumours that Broken
the first page of the heist (AH 94). Opal uncovered about the captain of the void pirate ship,
The Crimson Terror of Yenneth Captain Quasar.
Karen tells the party about an ancient red dragon, Gauss, that He once ate a live stirge.
has kidnapped a princess at the orders of Broken Opal. The His beard ends up on fire in every battle he's in, almost
dragon lives on an 'earthberg' in the realm of Yenneth deep in always by accident.
a mountain with kobolds and yugoloths defending his hoard. One time he jumped off his ship and fell for so long and so
Detailed information can be found on the first page of the far that he eventually landed right back on the deck.
heist (AH 156). He's been shot, stabbed, poisoned, crushed, burnt,
Sawtooth
shredded, and made fun of, and that was just one
encounter with a bone devil.
Karen informs the party that Broken Opal placed a tracker on He is literally immune to being killed.
a reincarnation of Sollus. The tracker somehow ended up
inside of a shark; its gullet seems to lead to a private Additionally, Karen directs the party to Aries (AH 76), who
demiplane of some sort. Karen's already sent a few of her has heard of Captain Quasar and the void pirates before. She
Opalescents into the shark to retrieve it, but they were killed can evaluate Thesea to determine if Thesea is up to the
and came back muttering about "water bears" or something. challenge of fighting the pirate ship, Supermassive Black
She's sending a fresh batch in. The party might have a chance Hole, directly.
to get there first. For Thesea to be considered a suitable match, she needs:
Hull II
Shields II
Void Speed I
At least 3 upgrade features
Regardless of whether Aries believes Thesea can handle the
fight, Thesea is gung-ho.
"Come on. You guys always do stupid stealth missions. I can
take the bastards. Give me a shot!"
83
The Tranquil Prison Mine-Work Make-Work
Karen puts the party in contact with another traitorous Karen informs the party that Tirikan has left her to care for
yugoloth, Ral'Romon. She describes the gachaloth and gives his canoloth, Beck, while he does a shift in Castor, a layer of
the party coordinates to the realm of Erronys where they can the plane of Gemini. An incarnation of Sollux is likely being
meet up with him. held captive here. The yugoloths keep tabs on all voidships
that pass through Castor, but Karen believes that they can
reach Castor by crossing over from the layer of Pollux, which
Ral'Romon hates Broken Opal. He has been sits upside down in Castor's sky.
ridiculed for his inability to acquire one particular While in Perdition, feeding Beck the souls of the damned
reincarnation of Sollus. Orym the Alarmed has lost forever in the great ethereal rivers, Karen picked up the
sequestered himself away in Erronys, unreachable following map that Tirikan left out on his desk.
to fiendish creatures. However, his eagerness to
hide away has also trapped him there, lost in his
own mind, forever. With Ral'Romon willing to
screw over Broken Opal out of spite, this might be
an excellent opportunity to rescue and recruit
Orym, a knowledgeable traveller of the planes.

In Remembrance
Karen gives the party the following information.

Overheard from Toda's drunken bragging, one of


Sollus' clones (known as Petrasollus) was recently
spotted near the village of Arginth in a picturesque
corner of the realm. Her presence was quickly
discovered by the Yugoloths, and Tirikan and his
faithful hound Beck were dispatched to capture
and imprison her. That's all the info Karen is aware
of, but she urges the party to travel to Arginth.
With any luck they can recover Petrasollus before
Tirikan manages to find and imprison her.
Teetering Imbalance
If Karen has been kidnapped by yugoloths due to her cover
being blown, Illusosollus informs the party where she is likely
Karen also gives the party the following map, which Tirikan being held: the laboratory of Orzeg in Perdition, where the
made several copies of. The map's function is unknown. arcanaloth experiments with horrific torture devices. Thesea
can bring the party to Perdition, but it is too heavily patrolled
by meteorships for a full frontal assault. This mission will
have to be done quietly and quickly.
The ghost Spectrasollus may also request the party enter
Perdition to kill Orzeg at some point.
Illusosollus provides the party the following blueprint of
Orzeg's laboratory.
Burrower Hangar
An enormous hangar holds the skeleton of a terrible machine
of blood, bone, gears, wood, metal, and magic. This machine is
called the Burrower, and it is not yet complete. When it is, it
will burrow through the borders of Tartarus itself.

This project is helmed by Simulacrasollus. The hangar isn't


heated to the same degree as the other chunks of coral like
The Reef -- seems Simulacrasollus prefers the cold.

Each new reincarnation of Sollus that is rescued can


contribute to the creation of this machine, adding their own
personal touch. You as the DM decide when the machine is
finished, likely after about 4-5 heists are completed.
If Simulacrasollus is infected with a slaad parasite, the
timeless nature of The Reef keeps it from developing further.
If he were to venture out beyond The Reef, he would risk the
tadpole maturing and killing him.
The hangar is also where the party can talk to any extra
versions of Sollus, including the Seven Heavens of Sollus the
Many, various versions of the same dead wizard that they
rescued in the first quest, Border.
Simulacrasollus. Sim is quite busy managing the
construction of the burrower, and he worries about all the
ticking clocks that will inevitably spell his doom: losing all
his spell slots, melting away, being dispelled, and the slaad
tadpole in his belly.
Skelesollus and Crawllus. Skelesollus does manual labour -
- hammering in nails, stacking planks -- while Crawllus
supervises and warns Skelesollus with a gentle nudge
when he's about to do something dangerous.
Will-o'-Sollus and Spectrasollus. They both haunt the
hangar, making spooky noises and shining mysterious
lights.
85
Penny Featherlight Orym the Alarmed
If the party catches up with Penny Featherlight the unicorn
(from Escape from Gleaming Beacon), they find her speaking "For someone with the power to travel the planes," muses
with one of the other characters in the Burrower Hangar. She Penny, "you sure stayed in one place for a long, long while."
usually sits them down on a nice leather couch.
"It was for my own safety."
Simulacrasollus
"You'd give up your imagination for a little safety?"
"You really can't learn new spells?" asks Penny.
"I suppose I would, and have."
"I've tried."

"But you can learn other things, can't you?"


Serpasollus
"No, I'm stuck with what I started with."
"Is there no part of you that wishes you'd stayed separate?"
"What's my name?" asks Penny.

"Penny Featherlight. So what?" "I think we're past these concerns." Serpasollus looks at her
hands and closes one eye, then the other, over and over. "I
"Seems like you've learned at least one thing."
have memories of both versions of me. It's like living two
Simulacrasollus looks like he's seen a ghost. "I ... huh." lives. I think most would say I'm lucky. Like I've lived twice as
long."
"Let's pick this up tomorrow. Tell me everything you've
learned in that time." "Do you consider yourself lucky?"

"I don't think so. But luck is an illusion. All you have are
Chest of the Knotted Snake choices. You make of them what you will."

"Tell me about the dungeon," says Penny.


Gimlen
"Oh, I don't want to talk about that." The chest's tongue
lolls out of its mouth in distaste. "What will you do with your time now that you've escaped?"
asks Penny. "You haven't left the hangar. There's so much to
"Why not? You lived there for four hundred years." see."

"I want to put it behind me. It was boring." "A little bit at a time," says Gimlen. "Or I might go all zany."

"So if I went there right now, I wouldn't find anything." "I think you'd be alright."

"Well, you'd find a dragon. There was one a few floors "You ever lit a torch in a dark room? It'll blind you."
down."
"Do you really feel like you're blind?"
"Tell me about the dragon."
"I just have to wait for my eyes to adjust."
The chest seems to light up. It slides a bit closer to Penny as
it gushes. "Most frustrating debate partner in the whole
dungeon because as soon as you'd convince her of something Leonardo
she'd claim that it was always her position from the beginning!
"Have you thought about freeing the vinchies?" asks Penny.
I'd always try to angle myself to catch adventurers before they
ever got to her just to deny her the satisfaction!" "No," says Leonardo. "They're not smart like I am."

"Seems like it wasn't so boring after all." "Maybe you haven't given them a chance."

The chest frowns, then hisses. "No! I got out! I'm not talking "I don't need to. I'm the only one with a soul."
about it!"
"What if nobody had given you a chance? What if you'd
been sent out onto the magma of Perdition and melted before
you ever realized who you really were?"

Leonardo's gears turn in his head, literally. "That would have


been a real shame."
86
Ynthriss
"Everyone has versions of themselves that just aren't true
"Has 'seducing the dragon' really worked for you in the past?" anymore. Petrasollus had friends, family, a life to go back to.
asks Penny. Serpamne was alone, but she had the people of Arginth and a
Ynthriss considers this. "I burn too many bridges. Guess place to call her own. I've inherited nothing from either of
that's what happens to fire-breathers." them. I may as well be a wholly different person. I thought it
would be fitting to pay respects to the women I used to be, to
acknowledge the future as something new, uncertain,
Gepetto untethered from the past. If you don't understand, I don't
blame you. But this is something I have to do for myself."
"Why build friends when you can make them?"

"Because it's easier to blame myself than other people when


things go wrong."
Gimlen
If the party catches up with Gimlen (from Mine-Work Make-
Work), they find him mindlessly assembling some mechanical
Chest of the Knotted Snake
device that looks suspiciously like a stab-o-lizer, complete
with golden rings, iron cogs, copper tripods, a brass encasing,
If the party catches up with the mimic chest (from Void and some rods and rocks painted blue and red.
Pirates), they find it trying to transform into various tools.
"Oh!" says the gnome, jumping. "You gave me a start! What,
The prongs of a claw hammer protrude from the chest's
this thing? It's just ... an art project. Yeah. An art project." He
hinges. Little pustule arms snake out and become snapping
tries to hide it behind himself. "That's all."
scissors. Its lid rears back and becomes concave like a bucket.
But the transformations last barely a few seconds before the
mimic snaps back into the form of a chest. Gimlen is having trouble adjusting to life outside of a routine.
It's a comfort to him to rebuild a stab-o-lizer.
Goopy purple tears spill out from its many eyes.
Leonardo
If the party catches up with Leonardo the vinchy (from
If confronted, it refuses to talk about it. The chest is trying Teetering Imbalance), they find him practicing a
desperately to reinvent itself, but it's been stuck in the same choreographed dance to an imagined song in his head.
form for so long that it can't fully transform anymore.
"I've never danced before," says Leonardo. "Thought I'd try it
Orym the Alarmed
If the party catches up with Orym the Alarmed (from The out. I think the tiefling likes dancing. I would like to dance with
Tranquil Prison), they find him writing a private letter in elven her. Can you ask her if she would dance with me?"
script. He is embarrassed by his letter, but if pried, he'll reveal
that it's a letter to his late wife, Deliah. The letter consists of
all of the things he wishes he had done with her in their final Leonardo isn't romantically interested in Narcissa, but he
week together, rather than leaving. does see the potential for a deep connection due to the way
It's clear that writing this letter is doing him serious that they both rejected an evil parental figure and escaped
emotional harm, but he insists on completing it anyway. from a world of fire and torture.
Narcissa doesn't really know that Leonardo exists, of
"Here we are, all in the same place, all in the same time. Clearly
course, and he's a bit too new at being "awake" to know how
time itself is not as straight of an arrow as one would be led to
to introduce himself properly.
believe. Sometimes I find myself theorising on chronomancy, Ynthriss
the power over time, and what I would do if I were to go back The jester spends most of her time trying to keep up the
to when I left Deliah. But the pursuit of a magical solution is spirits of the other reincarnations of Sollus with her
what drove me away from her in the first place. No, better that
performances and songs.
Ynthriss and Aries become friends quite quickly, but when
I put such addictions behind me. I've gone down that road
Ynthriss says she has "spent too long without seeing another
before. It only leads to pain." dragonborn", Aries freezes up and refuses to talk to her again.
Gepetto
Serpasollus He keeps to himself, attempting to learn draconic for fun.
If the party catches up with Serpasollus (from In If Leonardo is present, his two vinchy knights take a liking
Remembrance), they find her carving two gravestones out of to him. Leonardo attempts to make them sentient, but is a bit
marble. One for Serpamne, the other for Petrasollus. hesitant to ask Gepetto for help.
87
Teamwork Bonuses Serpasollus
Included here is a master list of all of the teamwork bonuses
the party can obtain from reincarnations of Sollus. The party
can choose one teamwork bonus to be used in each heist. The Immobile. Once per day per party member, as an
action, a character can choose to become magically
Simulacrasollus fixed in place. Until they use another action to end
the effect, the character does not move, even
defying gravity. The character can support up to
8,000 pounds of weight. More weight causes this
The Remnant. Once per day per party member, as an ability to deactivate and the character to fall. A
action, a party member can teleport to an empty creature can use an action to make a DC 30
space within 5 feet of another party member within Strength check, moving the character up to 10 feet
30 feet of them. on a success. The effects automatically end after 1
hour.

Penny Featherlight
Gimlen

The Flighty. Party members gain an extra 20 feet of


movement until the end of their turn if they start The Stable. Each party member has advantage on
their turn within 5 feet of another party member. Dexterity saving throws as long as they are within
30 feet of another party member.

Chest of the Knotted Snake


Leonardo

The Hidden. Each party member has +5 to their


Dexterity (Stealth) checks while they are within 60 The Escape Artist. While in physical contact with
feet of another party member. another party member, each party member is under
the effects of the spell freedom of movement.

Orym the Alarmed


Ynthriss

The Learned. All party members have the Jack of All


Trades ability, gaining half their proficiency bonus The Fool. All party members gain proficiency in
on any skill checks to which they don't otherwise Performance while performing together as a group.
add their proficiency. If a party member already has proficiency in
Performance, they can add +1 to their Performance
checks (whether with their party or elsewhere).

Gepetto

The Strong Stomach. While in physical contact with


another party member, each party member is under
the effects of the spell protection from poison.
88
Burrower Bonuses Leonardo
Included here is a master list of all of the bonuses to the If Leonardo is given the opportunity to work on the Burrower,
Burrower that the reincarnations of Sollus can provide. All he outfits it with dozens of poison stingers like the ones used
bonuses are cumulative. by Orzeg's pascorpticon, which can also function similar to
cellular celia for movement. The poison stingers have a reach
Penny Featherlight of 20 feet, an attack bonus of +10, and deal 7 (2d6) piercing
damage and 7 (2d6) poison damage on a hit.
The burrower grows a massive spiralling drill that can pierce
through any substance. Also, it smells faintly of pine needles. Ynthriss
Chest of the Knotted Snake The burrower becomes equipped with magical noise emitters
that play any music the driver chooses. The music can be
The burrower gains the ability to change its shape, allowing it heard clearly up to 1 mile away, and as a thumping bass line
to squeeze through tight passageways or camouflage itself. up to 20 miles away.
Orym the Alarmed Gepetto
With Orym's help, the Burrower can now move through the Gepetto adds internal automated repair arms that can
planes with gate, just like Thesea. automatically cast mending on the Burrower once per
minute.
Serpasollus
Serpasollus will set to work assembling a massive serpent's Other
tail that will help propel the machine as it burrows through In Escape from Gleaming Beacon, the party may mistakenly
the walls of the prison in which Sollus is held. rescue Zenh, even though she is lying about being a
reincarnation of Sollus. Even so, she will assist with the
Gimlen construction of the Burrower. Zenh gives the burrower the
Gimlen's contribution to the burrower is the creation of power to reverse gravity, allowing it to maneuver vertically
superior armored plates to protect the device. much more easily.
PART 4
Heists
90

Create Your Own Heist


Heist Guidelines Show Off Your Work
To create a heist for this campaign, the following steps are Put together a fun heist? Send me an email
recommended. However, there aren't any hard and fast rules (willrotor@gmail.com) and let's talk about sticking it into
about what you can or can't create. Write your heist in a way Arcane Heists. I'll handle all the copyediting and layout and
that highlights your individual creative voice. illustrations. Let's make this a 500 page book. More the
merrier.
1. Choose a setting.
2. Create an NPC to be rescued.
3. Select yugoloth guards.
4. Plan a 5-stage heist.
5. Write your heist!

Setting
When creating a heist, develop an imaginative setting that
speaks to the players through allegories and dreams.
Abandon all thought of the ordinary world. Your setting
should be weird.
NPC
Each heist is a rescue mission for an NPC that is a
reincarnation of the immortal being Sollus Ipsus the Many;
see Dramatis Personae (AH 9) for a description of Sollus.
Your NPC can be any race, come from any background, and
demonstrate skills from any class. There are literally no
restrictions at all -- they can even be an inanimate object if
you think it would be dramatically interesting. Already in the
book you can find a unicorn, a sentient mimic, and a statue.
There are no rules.
When your party rescues your NPC, include three rewards.
1. Magic item.
2. Teamwork-focused feature for the party to select before
they begin their next heist.
3. Add-on to the burrower, a machine that will ultimately
break through the prison within which the original Sollus
the Many is kept hidden.
Browse the other heists of this book for examples of how
other creators have implemented them.
Opalescents
Browse the list of Opalescents, yugoloth guards (AH 10, 11,
25-34), and add them liberally throughout the heist.
91
Cover your bases, but don't go overboard.
5 Stage Heist The question is, of course, why doesn't the party just hire a
The 5-Stage Heist model is a modified version of the 5 Room whole bunch of people to storm the prison and avoid all this
Dungeon model of adventure building. You don't have to use malarkey? Well, the answer is that planning an elaborate heist
the 5 Stage Heist format, but it's a good way of structuring a is its own reward.
heist adventure if you're unsure how to begin! The more serious answer is that if the party makes too
Before beginning your dungeon, keep in mind the following much of a splash, they'll be swarmed by angels upholding the
general tips. law and armies of yugoloths that finally take the threat
seriously.
Bigger numbers don't make better stories.
Remember that the goal is to provide a prison for your 3: Gotcha
NPC. All of the elements should be related to keeping The party won't be going into the heist with perfect
them locked up -- waste no details. information. Establish which parts of the prison the party will
You're designing a puzzle box for the players to unpack. be made aware of through their yugoloth informant, and
You don't want to prescribe a solution -- you might not which parts of the prison are secret gotchas that will throw a
even have one in mind. Go for problems, not puzzles. wrench in the party's plan.
Focus on one obvious identifying feature that sets your The best gotcha moments happen while the heist is already
heist apart from the rest. Memorability is significantly in motion, forcing the party to improvise. A gotcha doesn't
more important than cleverness. have to be negative, just a complicating or surprising factor.
Don't be afraid to get metaphysical or navel-gazey. That's
the good stuff. That's why we're here. 4: Climax
The 5-Stage Heist model is a guide. Treating it as more
than that is folly. The party has gotten past the gatekeeper, implemented their
plan effectively, pivoted through the gotcha, and is now close
1: Mark to successively extracting your NPC. However, there is one
All good heists involve a mark. While you should be using final challenge for the party to overcome if they are to achieve
yugoloth guards liberally, they won't be the only people success in their mission. You can include one or more of the
involved in imprisoning your NPC. following climactic elements, or make up your own.
Come up with some typical denizens of your setting that Decision: Choose between two costly trade-offs.
will have knowledge of the person being imprisoned Escape: Escape before time runs out.
within their domain. Puzzle: Solve a difficult puzzle under pressure.
The party has a mole in the yugoloth ranks, Karen, who Showdown: Fight a boss monster, or perhaps someone
they left for dead who's back for round two.
can give them information about anyone relevant to the Click!: You've set off a dangerous trap, but you have time
heist. to deactivate it if you're careful.
Your mark should be someone with a vested interest in the
prison you've devised, or who encapsulates the philosophical 5: Twist
concepts of your heist's setting. This is your opportunity to The twist of your heist is your opportunity to get really
establish the ideas you'd like to explore in your writing. creative.
The mark doesn't have to be a combatant, but they do have You can reframe the entire heist from a new perspective.
to be a gatekeeper of some kind. Without getting them out of Maybe it was all a devious ploy by the yugoloths to trap the
the way, the party won't be able to enter. main characters. Maybe the NPC was actually a body double
the whole time. Maybe the NPC banked on the whole heist in
2: Problem order to make a quick buck. Maybe it was an elaborate lesson
A heist that can be completed without planning is not a heist on gun safety.
at all. Think about the steps necessary to imprison your NPC, It's also an opportunity to include a memorable closing
and think about the quirks of your setting. scene to the adventure.
As mentioned before, the idea is to design a problem, not a From the players' perspective, they have the chance
puzzle. You set in motion a set of challenges and limitations throughout the heist to decide that their character secretly
on what the party can do, and they must plan out a creative anticipated everything that has happened, similar to the
solution around it using all the resources at their disposal. flashback mechanics of Blades in the Dark. These rules are
A good way of doing this is thinking about it from the included at the beginning of this book (AH 14). Your heist
perspective of someone who desperately wants to keep should be flexible enough to take these in stride.
roving bands of adventurers out. How would they set up their
prison so that it would theoretically be impregnable even with
powerful magic? The arcanaloths are powerful spellcasters
that can set up magical defenses, and their countless aeons
of mercenary work in the Blood War means you can
reasonably justify any yugoloth owning any magic item.
William Rotor
William Rotor is a writer, educator, designer, and creative professional with a love for
unusual mediums of expression. He lives and works in Australia and is an active member of
the local film and theatre scene. You can find more of his work related to Dungeons and
Dragons on his subreddit, /r/williamrotor.
Notable works include ...
94

Escape from Gleaming Beacon

F
irmament claims to be a world of inerrant good
whose angels uphold the rightful rule of law in
the universe. The darkness of Baator captures
the imagination of writers and artists from the Oskhar
Material Plane, but Firmament is just as vast Conqueror of the Solstice Islands,
and boasts just as complex a political structure Breaker of Oaths
as any created by devils. Within this world of
perfect law is a prison, Gleaming Beacon, created by the Human. Right-hand man of the Black King. Powers
unicorn Penny Featherlight, that exists for the purpose of granted by Beshaba. When the Black King's throne
room was stormed by warriors of light, Oskhar saw
proving that evil creatures can be turned good. his son amidst the warriors and betrayed his king.
Was not accepted by his son despite this act.
Summary Known Zhentarim operative.
The party infiltrates Gleaming Beacon, an institution that
claims to rehabilitate naturally evil creatures. The party must Travelled to Firmament directly to escape servitude
convince an angel that they deserve to be in the prison, to Beshaba upon death. Expresses remorse for
actions, though he is a proven oath breaker and liar;
determine which other prisoner is a reincarnation of Sollus, cannot be fully trusted. Watch carefully.
and extract them, preferably without raising suspicion.
By the end of the adventure, the party will have ...
1. Infiltrated the prison.
2. Identified which prisoner is a reincarnation of Sollus.
3. Escaped from Gleaming Beacon.
Bloodspatter
Hook Wicked Snarling Slasher of Throats
Karen knows that Broken Opal has allowed the Opalescents Gnoll. Child of Yeenoghu. Possessed by endless
to be hired out as guards for Gleaming Beacon, and therefore hunger for flesh as all gnolls are. Killed by a paladin
there must be a motive beyond profit (as the pay isn't very of Torm. Appeared in Firmament after death. Best
good). There must be a reincarnation of Sollus somewhere in court angels couldn't determine why a gnoll would
the prison. Karen secretly copies dossiers on the prisoners end up here. Featherlight's bleeding heart may be
from Broken Opal's bid for contract. literal if this thing ever gets its hands on her, but
she's not giving up.
Requires twice daily live meat; enters a blind rage
otherwise. Chauntea has granted Gleaming Beacon a
blessing of livestock. Mostly squealing pigs.
Payment
30 gp and 3 meals of ambrosia per day per Real piece of work. Handle with care.
yugoloth, expenses covered

Zenh Vizea
Stone Death
The Unhollowed Medusa. Beheaded by the same paladin of Torm as
Osyluth (colloquially, bone devil). Former lieutenant Bloodspatter. Interesting coincidence. Appeared in
to Gruzma, pit fiend commander for the forces of Firmament after death. Claims she was a loyal priest
Avernus in the Blood War. Deserted and climbed her of Athena. Never deliberately inflicted harm on
way to Firmament. those undeserving. Angels could not detect a lie.
Obsessed with Zariel. Claims to want to rise to She covers her eyes with a white half-mask. Now
grace in the opposite way Zariel fell from grace. carries a cane. Voluntarily blind.
Severed her own tail and grafted dragon bone wings Be careful of her snakes. Some suspicion that she
to her shoulders (non-functional) before reaching exaggerates her lack of coordination to bump into
Firmament. Guards have serious concerns about guards she hates. Give a wide berth when possible.
self-mutilation. Monitor closely.
95
What the Party Knows
In addition to the dossiers, Karen gives the party the map on this page and information about the staff of Gleaming Beacon.
Penny Featherlight. A unicorn (MM 294) who believes with all her heart that evil can be redeemed.
Zacharie. A deva (MM 16) who is disgruntled and doesn't think Gleaming Beacon will work. He wrote the dossiers. Night shift.
Aya. A deva (MM 16) who enjoys inflicting pain on the prisoners. She is dangerously close to falling, but doesn't realize it. Day
shift.
Hepzakatl. A couatl (MM 43) architect who designed Gleaming Beacon and now works in its kitchens. He takes pride in his work.
Ivorall Soaringwings. A pegasus (MM 250) who works as a scout around the perimeter of Gleaming Beacon. Desperately in love
with Penny Featherlight. Penny returns his feelings but can't act on them because she needs to be professional.
Ishim. A planetar (MM 17) who comes in once per week as a favour for Penny. His power of detecting untruths is very useful for
Penny's interviews with the prisoners. He has invested a lot of money and time in Gleaming Beacon.
96
Gleaming Beacon Map Main Hall
The party is given the map of Gleaming Beacon, but they are The prisoners eat here on a schedule. The guards eat
not privy to the following information. They will have to figure whenever they have a spare moment.
out this information for themselves. Schedule
Walls 9:00 AM: Breakfast.
12:00 PM: Lunch. Vizea eats her lunch in the yard.
The walls are solid stone, fifteen feet high and five feet thick. 5:00 PM: Dinner. Bloodspatter has eaten their fill by now.
They form a perimeter around Gleaming Beacon, about Preferred Meals
1,000 feet by 1,000 feet. The walls are magically enchanted
with a barrier, and this barrier extends in an invisible dome Celestials. The celestials eat ambrosia. Anyone who eats
above Gleaming Beacon about 1,000 feet high at its apex. ambrosia falls under the effects of death ward indefinitely.
The barrier does not extend underground. When a celestial Penny also eats grass.
passes through the magical barrier, the barrier automatically Bloodspatter. The gnoll eats hog meat and drinks blood.
deactivates for six seconds. Oskhar. Oskhar eats plain porridge, eggs, salad, roast
chicken, and peanut butter sandwiches, as well as other
Schedule staples of human cuisine.
Aya. Aya enters Gleaming Beacon at 8:00 AM and leaves at Vizea. Vizea eats the same type of food as Oskhar, plus at
8:00 PM. She and Hepzakatl travel together. least one live mouse for her snake hair each meal.
Hepzakatl. Hepzakatl enters Gleaming Beacon at 8:00 AM Zenh. Zenh does not need to eat or drink, and chooses to
and leaves at 8:00 PM. He and Aya travel together. abstain. She still sits with the others for meals.
Ishim. Once every seven days, Ishim passes through the Kitchen
barrier at 1:45 PM to assist Penny with her interviews. He
leaves after debriefing with Penny about the interviews and Hexakatl prepares meals in the kitchen. It does not much
the level of success of Gleaming Beacon so far, usually at resemble a kitchen; instead, it's a shrine or ritual space where
around 6:45 PM or 7:00 PM. Hexakatl provides prayer offerings to various gods who
Ivorall Soaringwings. The pegasus passes through the magically provide him with the materials he needs to prepare
barrier at the crack of dawn (5:30 AM) each morning. He meals. Given the needs of Bloodspatter, Hexakatl has set up a
justifies the risk because he must give Penny a report on trough where he slaughters the pigs and drains their blood.
the surrounding area, but he uses the opportunity to spend
time with her. He leaves again through the barrier at 6:00 Chauntea. A flower to the Earthmother grants Hexakatl two
AM. live pigs each day, plane shifted squealing and prone into
Zacharie. Zacharie enters Gleaming Beacon at 8:00 PM and his ritual circle. She also provides him with all the food he
leaves at 8:00 AM, handing over from Aya and Hepzakatl. needs for Oskhar and Vizea each day.
Ilmater. A single lash upon Hexakatl's back from his tail in
Yard reverence to Ilmater grants him a live mouse each day to
Gleaming Beacon's yard is spacious and beautiful. The be fed to Vizea's snake hair.
ground itself fills any who walk upon it with feelings of bliss. Office
While touching the grass, a creature can't attack or cast a
spell that doesn't heal a creature. At the beginning of a Penny runs the administration of Gleaming Beacon from her
creature's turn, it can attempt a DC 10 Wisdom saving throw, office. Once per day, she brings in each of the prisoners for an
suppressing the effects until the end of its turn on a success. interview, attempting to get them to question and reevaluate
Penny Featherlight sleeps outside here at night. their beliefs in the hope that eventually they will fully become
good and bring positive change on the world.
Schedule All dangerous equipment the prisoners might have (AH 39-
Bloodspatter. Bloodspatter is let out into the yard to wear 40) is hidden in a safe in the office: DC 14 Wisdom
themselves out at 8:30 PM each day. They do ten full laps (Perception) check to locate it and Dexterity (Thieves' Tools)
of Gleaming Beacon at a full sprint, exhausting themselves, to open it.
at which point they collapse and Zacharie must drag them Schedule
back inside. If they don't have the chance to wear
themselves out, they won't sleep through the night. They'll 6:00 AM: Penny finishes her report with Ivorall
howl and cackle at ear-splitting volume until morning. Soaringwings and enters her office to conduct her duties.
Oskhar. Oskhar meditates in the yard at 3:00 PM each day 9:00 AM: Penny eats breakfast with the prisoners for half an
for one hour, supervised by Aya. hour.
Vizea. She works on the gardens for four hours each day 12:00 PM: Penny takes a 15-minute break in the yard.
starting at 11:00 AM. Hepzakatl takes her her lunch at 1:00 PM: Penny interviews Zenh.
12:00 PM. 2:00 PM: Penny interviews Bloodspatter.
Zenh. She takes a 1-hour walk twice a day in the yard, 3:00 PM: Penny interviews Vizea.
supervised by Aya, at 9:30 AM and at 6:00 PM. 4:00 PM: Penny interviews Oskhar.
5:00 PM: Penny frolics in the yard for the rest of the day.
97
Lounge Oskhar
The room is dark and gloomy, packed with books on great
The lounge room is perfectly blank, but a celestial heroes and villains of old. Bioluminescent mushrooms grow
modification of the spell mirage arcane provides a sensory from the walls (deliberately planted there for mood).
and tactile illusion tailored to each of the prisoners.
9:00 AM: Main Hall
Schedule 9:30 AM: Oskhar's Room
Bloodspatter. The lounge appears to be the aftermath of a 12:00 PM: Main Hall
battle. Bloodspatter tries and fails to eat the rotting bodies, 12:30 PM: Oskhar's Room
but no matter how much they try, they can never get a good 2:00 PM: Lounge
grasp. They don't realize it's an illusion. The gnoll spends 3:00 PM: Yard
almost all their time here, starting from 9:30 AM until 4:00 PM: Office
12:00 PM, from 12:30 PM until 2:00 PM, and from 3:00 5:00 PM: Main Hall
PM until 8:30 PM. 6:00 PM: Oskhar's Room
Oskhar. The lounge is an old cottage on a peaceful autumn Vizea
afternoon, almost a perfect representation of his family's The room is the one place where Vizea feels comfortable
old family home by the lake. He usually takes a warm tea removing her blinders. The curtains are always drawn,
and an apple with him at 2:00 PM. preventing her from looking out or anyone looking in. She
Vizea. The lounge is a shrine to Athena, meant to be a private spends most of her time playing board games against the
place where Vizea can remove her blinders. However, snakes in her hair or painting pictures from memory of
Vizea never uses the lounge. priests of Athena that she once knew.
Zenh. The lounge is a great council hall where old
recordings of discussions between planetars and solars are 9:00 AM: Main Hall
played on repeat. Zenh takes fervent notes on the debate 9:30 AM: Vizea's Room
on the nature of good versus evil and law versus chaos. She 11:00 AM: Yard
usually goes in at the same time as Oskhar. 2:00 PM is the 3:00 PM: Office
only time when Bloodspatter isn't hogging the place. 4:00 PM: Vizea's Room
5:00 PM: Main Hall
Rooms 6:00 PM: Vizea's Room
Spare Room Zenh
Evrey room in Gleaming Beacon is comfortable and large. The room is wallpapered with posters of Zariel in various
The beds are soft with silky sheets, big windows provide states of angelhood or devilhood. Zenh usually has at least
plenty of light from the sun, and bookshelves and board three or four paintings on the go of Zariel that she makes
games are freely available to browse. herself, although most of her posters were special requests
In case other evil creatures are assigned to Gleaming that Penny was happy to fulfill for her. Penny also brought
Beacon, a spare room is always available. If more than five her half a dozen biographies of Zariel to read.
prisoners are present, each room can be shared between up 9:00 AM: Main Hall
to three prisoners at a time. 9:30 AM: Yard
11:00 AM: Zenh's Room
Bloodspatter 12:00 PM: Main Hall
The room's walls are padded (and now shredded with claws) 12:30 PM: Zenh's Room
and includes a tap and bucket where blood from the kitchen 1:00 PM: Office
is supplied at will for Bloodspatter to drink. The curtains 2:00 PM: Lounge
have been ripped up, the bed has been torn into pieces 3:00 PM: Zenh's Room
(Bloodspatter sleeps on the floor), and Penny wisely removed 5:00 PM: Main Hall
all the books and games from the room before Bloodspatter 6:00 PM: Yard
could ruin them, too. 7:00 PM: Zenh's Room
9:00 AM: Main Hall
9:30 AM: Lounge Yugoloth Guards
12:00 PM: Main Hall Gleaming Beacon has contracted yugoloths from the
12:30 PM: Lounge Opalescent army so that the devas Aya and Zacharie aren't
2:00 PM: Office spread so thin in their guard duties. The yugoloths work
3:00 PM: Lounge tirelessly at all hours and are paid with ambrosia and gold.
8:30 PM: Yard
9:00 PM: Bloodspatter's Room Caraxus (AH 25) patrols the yard with Toda.
Organus (AH 25) patrols the interior, mostly the rooms.
Rorknir (AH 27) patrols the interior, mostly the main hall.
Toda (AH 29) patrols the yard with Caraxus.
98
Infiltrate the Prison
Thesea drops the party off nearby Gleaming Beacon in the A DC 12 Wisdom (Insight) check reveals a longing look
plane of Firmament. Karen's words echo in the party's mind. shared between Penny and Ivorall.
"Remember, if they find out the real reason you're in
Firmament, the whole plan is a bust. The angels are not on our
side. Never forget that they are warriors of law as much as they
are warriors of light, and we are agents of neutrality, which
they despise. Do not, under any circumstances, let the angels
figure out your mission."

General Features
Silver Sky. During the day, the sky is strangely dark,
with a dim silver star bathing the world in a
pleasant grey and white light. During night, the
sky shimmers with silver linings, as though it
once was shattered and then reforged.
Bountiful. The plane smells of fresh spring. All
plants are edible, and any food consumed here is
under the effects of purify food and drink. Water
on this plane is always holy water.
Evergreen. The temperature here is always pleasant,
and the weather always warm without being
stuffy. Beautiful forests cover the valleys and
mountains, though these forests are unnatural,
planted by celestials based on what would look
good rather than what naturally would grow.
Truth-Tellers. Food turns to ash in the mouth of any
creature on Firmament that has told a lie in the
past hour.

Gleaming Beacon is a rehabilitation center in a valley in


Firmament. It is surrounded on all sides by fifteen-foot high
walls, plus an invisible magical dome that repels non-
celestials. The party arrives outside Gleaming Beacon very
early in the morning. A winged horse, a pegasus (MM 250),
swoops down and speaks to the party. He can talk.
"Morning. I'm Ivorall Soaringwings. You wanting to get into
Gleaming Beacon? Afraid I can't do much for you, I'm just a
scout. Ishim will be here this afternoon if you sit tight."

If asked, Ishim is an angel, a planetar (MM 17), coming to


check in on his investment. Ivorall asks the party about their
names and purpose and then flies through the barrier; a DC
12 Wisdom (Perception) check or a casting of detect magic
reveals the magical barrier, and a DC 12 Intelligence
(Investigation) check reveals that the barrier is suspended for
a brief moment when the pegasus passes through.
Ivorall reports everything he's learned to Penny
Featherlight. When Ivorall leaves Gleaming Beacon about
half an hour later, Penny teleports out of her prison and
speaks to the party in person.
99

The grass grows tall and wild, then collapses under its own
weight to reveal a unicorn, as though she was always here. She
bows down in greeting just as Ivorall the pegasus soars above
your heads to resume his patrol. The unicorn speaks.

"Very pleased to meet you. My name is Penny Featherlight,


though I suppose you must have heard of me if you've shown
up outside the walls of Gleaming Beacon. I come bearing an
offering of peace. Think of it as something to make it worth
your time to wait here until my friend Ishim arrives."

The unicorn presents you with a feast of roast chicken and


salads dressed with vinaigrette.

"Gleaming Beacon is a place of safety and comfort, though


it is not a place for all peregrines who pass through these
lands. If you truly wish to stay, you'll wait for the arrival of
Ishim."

Penny Featherlight teleports back into Gleaming Beacon in a


burst of butterflies and rose petals.

After the party waits for another hour or so, they hear a
digging and scratching sound underneath their feet. Shortly,
a ragged claw emerges from the dirt. A dirty, ferocious hyena
monster, a gnoll, claws its way out from under the walls and
howls at the dim star in the sky. It makes a break for it.
The party has the opportunity to stop Bloodspatter (AH
39) from escaping through any means necessary.
Ishim the planetar (MM 17) shows up not long afterwards.
He has little patience for the party, though if they've
prevented Bloodspatter's escape, he regards them with
appreciation. A DC 10 Intelligence (Religion) check reveals
that he is obviously an angel, the kind that can detect lies
automatically, and the kind that can see through illusions.
The angel is mossy green, ten feet tall, with shining skin and
stern, fatherly features. His sword hovers at ease from his
waist, held aloft by faith alone. His voice is slow and
deliberate, every word chosen with care.

"What purpose has brought you to Gleaming Beacon?"

Karen's warning about the angels is worth repeating here: do


not let them figure out the real reason the party wants to get
into Gleaming Beacon. The party must explain their purpose
in a way that is both true and also conceals their intentions.
Ishim's arrogance at his ability to detect lies is a flaw that
can be exploited. If a party member says something that is
misleading but technically true, Ishim will interpret it at face
value and won't bother interrogating them.
If the truth slips out, Ishim attacks the party. Once he's
killed a party member, he casts raise dead on the one he has
slain (purely for the intimidation factor) and demands the
party leave at once. Gleaming Beacon relocates soon, and the
heist is a failure.
100
Inside Gleaming Beacon The Main Hall
Vizea is in the office, which is locked tight. The door can be
Split the party up and introduce different party members to unlocked with a DC 15 Dexterity (Thieves' Tools) or DC 25
different areas of the prison. The time is 3:00 PM. Strength (Athletics) check. Penny's horn acts as the key,
The Rooms which can be observed by a DC 10 Wisdom (Perception)
Zenh is in her room, painting. Her dragon bone wings scrape check when Penny enters or leaves her office.
against the ceiling, and her bony claws shake from holding The couatl, Hexakatl, asks the party to sit tight and wait for
the paintbrush too tight. She's left the door open and invites Vizea's session with Penny to finish. They can play cards in
anyone who walks by inside. She shows off her paintings of the main hall while they wait. Hexakatl offers to get them
Zariel and describes Zariel's history in breathless detail. something to eat. However, he will need an offering to
Chauntea in order to obtain more food. Something small,
something that takes a small effort to make but has a big
"Zariel used to be an angel, you know, she had this blindfold impact. Chauntea will be satisfied by that.
over her eyes, justice is blind, then she fell and she lost the
blindfold and she lost a hand. See, the thing is, with a fallen The Lounge
angel, like, it's almost like she was destined to fall, just like in Bloodspatter is in the lounge. They use it most hours of the
the old tragedies, that little spark in her that makes her
day. Nobody knows what they see in there except for Penny.
Best not to intrude. Hexakatl politely asks that nobody enter
imperfect. She wore a blindfold because her justice was blind, while Bloodspatter is inside.
but the truth is that her justice was unseeing, and there is a If the lounge is entered, Bloodspatter is desperately
big difference there. You take these sorts of things to their clawing at the ground, shoveling imaginary food into their
logical extreme and good becomes evil so, so easily. But mouth. They enter a blood rage and immediately attack
imagine if it was the other way around. If you were born with a
anyone who comes in.
spark of something inside of you that made you destined to be
The enchantment on the lounge, under mirage arcane, is
an opportunity to bring in painful or regretful memories from
good. Why fight it? You'll eventually ascend, no matter what." a character's past, things they have tried to get away from, or
illusions that play to a character's flaws, causing them pain
when their greatest dreams are just beyond their reach.
What she wants from the party is for them to ask Penny to
get her more books on Zariel. She's already read through all Interview with Penny
of her books at least a dozen times.
Penny's last interview of the day is with Oskhar at 4:00 PM.
The Yard She finishes up early at 4:15 PM. Ishim enters her office and
Oskhar meditates in the yard, supervised by Aya. He wears they privately discuss the situation with the new prisoners for
his full blasphemous black suit of armor, rippling with spikes the next half hour. A party member can eavesdrop with a DC
and evil auras, but he is calm and still. When the party 19 Dexterity (Stealth) check.
approaches, he beckons them to sit with him. His voice
echoes with the void of nothingness.
Overheard Conversation
"I have made a confession to all celestial beings in this prison, Penny and Ishim speak in Celestial.
and to my fellow prisoners. I have not yet made a confession
to you. Please listen. I betrayed my king. He would have killed The unicorn's voice has lost its peppy optimism.
my son, so I betrayed him. I called upon the might of my "Where do they keep coming from? I haven't
convictions and beheaded him before he could give the order,
even finished up with the original four."
and so ended the reign of the Black King. I am here in this
prison to atone for breaking my oath and to avoid the grasping "You knew this would be a challenge when
claws of Beshaba, who now demands my soul. Do you believe you proposed the idea to me," scolds Ishim.
that I have done wrong? Answer me without deliberation." "Don't lose your confidence now. I have staked a
lot on your success."
If Oskhar is not given an answer that satisfies him (he has
indeed done wrong but is right to have come here), he will "I just think the council expects too much too
cast command on a party member: "FORGIVE." quickly. I can't turn an evil creature good in a
Aya will immediately intervene, knocking him down and month. Nobody can."
holding him with a single foot planted on his back. She
sneers with satisfaction. "You sound just like your detractors. Enough.
We will talk again when I return."
"I told you, Oskhar. I only need an excuse."
101
Ishim leaves Gleaming Beacon at 4:45 PM. Normally, Penny At 3:00 AM, 7 corruptoloths (AH 31) teleport through the
would take the rest of the day off, but, if any party members walls (an ability they always had, but chose to wait until now
are disguised as evil creatures in need of rehabilitation, she to use) and attack in the yard, a distraction while 7 more
invites them one by one into her office to interview them. corruptoloths (AH 31) teleport through in another place and
Her interviews are short and matter of fact. All of her make a beeline for Oskhar's room, intending to kill him. A DC
questions are open-ended: 13 Wisdom (Perception) check is required to notice the
second group of corruptoloths; the check is made with
Why do you think you're here? advantage if it relies on hearing or smell. The corruptoloths
What does it mean for a creature to be evil? pick the lock on the doors using Thieves' Tools. They'd be
Who is the best version of yourself? What's stopping that better kicking them down, but for some reason they believe
from happening? themselves to be sneaky. They're wrong.
She'll also ask directly about the character's past, often One of this second group of corruptoloths has a scroll of
pressing a little too hard. If the person being interviewed banishment which it will attempt to use against Zenh. For
becomes agitated, she casts calm emotions and continues her Zenh to be banished back to Maladomini, she must fail a DC
line of questioning until she receives a response that satisfies 10 Charisma saving throw (+6 to her save) and the
her curiosity. The interviews are short to begin with as she corruptoloth must maintain concentration for 1 minute.
wants to get through all of the new prisoners quite quickly so These corruptoloths are yugoloths, but they are not part of
she can go frolic in the yard as she does most nights. the Opalescents. The four Opalescents viciously attack the
first group of corruptoloths alongside Zacharie.
Guard Handover Questioning the Opalescent guards about the
corruptoloths later may get them to open up about the
Aya and Hepzakatl leave Gleaming Beacon at 8:00 PM, relationship they have with these other yugoloths. A DC 20
handing over to Zacharie. Zacharie arrives with the Charisma (Persuasion) check convinces them to reveal that
Opalescent mercenaries. One of them, Caraxus, is too slow these corruptoloths were once part of Broken Opal's greater
to cross the barrier, and it reforms and repels him before he army, but left after the demons scoured their forces because
can join the others. Zacharie sighs and passes through the they no longer believed that Broken Opal was fit to lead. Toda,
barrier one more time, disabling it for six seconds, just long Rorknir, and Organus are devoted to Broken Opal. However,
enough for Caraxus to jolt through. Caraxus actually agrees that Broken Opal is unfit to lead. He
If any party members are disguising themselves as guards, feels that it's an opportunity for him to gain a promotion if he
Aya tells Zacharie that the new guards will help with the can gather enough evidence that she's a bad leader.
terrors of the night shift. A DC 10 Intelligence (Arcana or Religion) check reveals
If questioned about this, Aya, with glee, describes the that the corruptoloths must have been hired by someone with
nightly assault upon the walls of Gleaming Beacon by a vested interest in seeing Gleaming Beacon fail.
fiendish monsters. They are repelled by the barrier, but they
might find other ways around it.
Who Hired the Corruptoloths?
The First Night
Beshaba (SCAG), the Maid of Misfortune,
At night, Bloodspatter, Vizea, and Oskhar need sleep but are attempting to cash in on Oskhar's debt and
restless, while Zenh stays awake all night reading her sabotage the prison.
biographies. The yugoloths patrol the interior and the yard
while Zacharie swoops around the barrier, taking stock of the
intruders that moan at the walls. A sharp eye can spot the The Hunt is On
glint of silver light upon the wings of the pegasus Ivorall
Soaringwings, who patrols the valley. Remind the players that their mission is to identify which
prisoner is secretly a reincarnation of Sollus.
Beyond the walls, you can see the intruders: girthy, devilish,
wearing masks -- no, their true faces -- resembling a boar's
skull. Their armor is spiked, redundantly, and they wield nasty, Which Prisoner is Sollus?
brutish blades. Worst of all, you can hear the unearthly sound None. The correct answer is Penny Featherlight.
of clacking dice continually being rolled while these monsters
are nearby. And their smell, it is truly awful.
If the party hasn't already begun to search the prisoners for
Yet, for some strange reason, these creatures seem to the tattoo that identifies them as Sollus, they should get to
believe themselves hidden. They are surprised when you look that starting on the second day.
them straight in their beady yellow eyes.
102
Oskhar can be convinced to agree to be searched with a DC
Identify Sollus 13 Charisma (Persuasion) check. However, it is on the
condition that they retrieve his garnet blade and symbol of
Use the locations and schedules of Gleaming Beacon (AH 96- Beshaba from Penny's office (AH 40).
97) as well as the information located in the dossiers (AH 94) Under his armor, Oskhar is a physically fit man in his
and descriptions of the guards (AH 95) when running this fifties, surprisingly undramatic. Searching Oskhar for a tattoo
section. Allow the players to lead the investigation. If the reveals nothing.
players get stuck, advance the day, referring to the schedules
of the prisoners (AH 97), to keep things moving. Vizea
Tattoo Investigation Vizea agrees to be searched for a tattoo, though she will not
remove her blinder for any reason, meaning the upper half of
Since reincarnations of Sollus don't usually start life knowing her forehead will always be hidden. No check is needed to
of their true identity, the best way to identify which prisoner is search her; it isn't there. If she has the tattoo of Sollus, it will
a reincarnation of Sollus is to locate the S-shaped tattoo be underneath that blinder.
somewhere on their body. She warns that searching her will likely cause her snake
hair to lash out; she has little control over her snakes. They
Bloodspatter make a single attack roll if searched.
Bloodspatter is extremely hostile and will attempt to kill and Convincing Vizea to take off her blinder is difficult,
eat anyone who gets near them. requiring a DC 19 Charisma (Persuasion) check. If it is
They are covered in matted fur, slick with grease, and forcefully removed, she will attack with full intent to petrify.
caked with dried blood. Each attempt to search their body If she willingly removes her blinder, she will try her best
requires a DC 13 Constitution saving throw to avoid being not to petrify anyone, but her power is quite strong and
poisoned for 1 hour by the smell and texture. Additionally, a persists even if she tries to close her eyes. Anyone who can
swarm of lice (using the swarm of spiders (MM 338) see her face is affected by her Petrifying Gaze, but they have
statblock) erupts from Bloodspatter's fur if disturbed. advantage on the first saving throw they must make.
Vizea does not have the tattoo of Sollus.
Optional Rule: Yeenoghu's Lice Zenh
If a character with accessible hair takes damage
Zenh may already have been searched by the yugoloths on
from the swarm of lice in Bloodspatter's fur, roll a
Night 1, but she doesn't mention it because she doesn't like
d20. On a roll of 10 or lower, a louse lays an egg in
that they found no tattoo on her. It makes her less special.
the character's hair. The louse (using the spider Zenh will agree to be searched on the condition that the
(MM 377) statblock) hatches in 1 hour and begins party listen to her blather on about Zariel.
laying more eggs immediately; after 24 hours, the
character has another swarm of lice in their hair. "It's destiny, you know? I always felt that Zariel and me, we are
If you'd like, you can have Penny Featherlight two sides of the same coin, an angel destined to fall, and a
hosting Yeenoghu's lice as well, an unfortunate
devil destined to rise. I travelled from Maladomini to Avernus
side effect of interacting with Bloodspatter on a
daily basis. Her unicorn healing doesn't kill to see her in action on the Blood War, and I saw her, I truly did,
parasites, unfortunately. glorious on the front lines, annihilating the demonic forces,
but the demons just kept on coming. They are infinite. The
Blood War is pointless and wasteful. The devils think they can
A DC 13 Intelligence (Investigation) or Wisdom (Medicine) end the war with violence. I know that it can only be ended
check reveals that there is no trace of a tattoo on with peace. I know that it is my destiny to become an angel
Bloodspatter's body. and bring an end to the war."
Oskhar
Oskhar wears a thick suit of armor all day, every day, except
while he is in his room. He locks his door from the inside; it If the party tells Zenh the purpose of their search, she
requires a DC 13 Dexterity (Thieves' Tools) check to unlock, becomes visibly excited. It would be so perfect for her to be a
or a DC 18 Strength (Athletics) check to break open. If the reincarnation of Sollus. It was always her destiny to be
lock was picked by the corruptoloths, either check is made greater, to ascend. She wants it to be true.
with advantage. Zenh does not have a tattoo of Sollus on her body, to
Anyone trying to remove any part of Oskhar's armor will Zenh's great disappointment. However, a clever player might
spur Oskhar into violence. He's dangerous even without his remember in the dossier that Zenh cut off her tail before
garnet blade. He'll begin with a command to "STOP" and arriving in Firmament. If the party asks her about this, she
then bestow a curse of speedy demise, dealing an extra 1d8 lights up and declares that, yes, her tail had that tattoo on it.
necrotic damage on a hit. Then he'll beat them with his fists. Her eyes flash white and her skull face twists into a delighted
On Day 2, Oskhar may mention that the yugoloth guards grin. Of course. It is her destiny. It makes sense.
already searched him and found nothing, or he may keep She is lying, which can be revealed with a DC 16 Wisdom
quiet, depending on whether he trusts the party. (Insight) check.
103
Penny Featherlight If Penny is captured, she can later be found in Orzeg's
None of the prisoners are reincarnations of Sollus, because laboratory in the adventure Teetering Imbalance (AH 145).
Penny Featherlight is the true answer.
Any characters disguised as prisoners will have an Proof of Goodness
audience with Penny Featherlight once per day while she Penny won't leave Gleaming Beacon willingly. If the party
conducts her interviews. While speaking with her, they can kidnaps her, she will not contribute towards the goal of
attempt a DC 14 Charisma (Persuasion) check to convince rescuing Sollus the Many from their prison in Tartarus. The
her to submit to a search. If she agrees, it's a DC 14 only way this will work is if she leaves willingly, but the only
Intelligence (Investigation) or Wisdom (Animal Handling) way that can happen is if her goal of proving that an evil
check to search her. If you are using the optional Yeenoghu's creature can be turned good is achieved.
lice rule (AH 102), the swarm of lice is disturbed by any
search attempts. Bloodspatter
The result of a failed attempt is that Penny tells the
character that they've searched enough, and she brushes Bloodspatter seems beyond saving, little more than an
them off, the search incomplete. She'll have to be convinced animal. However, Bloodspatter has been in the lounge
another day or by another character. hallucinating battlefields for hours and hours every single
The tattoo of Sollus can be found under the fur on Penny's day; a DC 30 Charisma (Persuasion) check can convince
rump, off to the left side. Bloodspatter the futility of constant hunger, helping them
Penny's reaction to being told that she is a reincarnation of understand how to control their ferocity. A barbarian has
Sollus is that she doesn't care. advantage on this check. However, a failed check means
Bloodspatter attacks with intent to kill.
"I'm not going to leave Gleaming Beacon. I'm doing good Seeing a gnoll suppress their hunger fills Penny with joy,
work here. I'm doing necessary work here. Nobody believes it
but she understands this does not make Bloodspatter "good".
can be done. And if Gleaming Beacon is a failure, these four Oskhar
prisoners will be executed, their souls destroyed. I need this to
Oskhar is playing the part of a tortured antihero, but in
be a success. I've never succeeded in anything in my entire
reality, he is a servant of Beshaba and has been feeding her
life. Just let me have this. Please." information during his meditation sessions in the yard,
praying to her secretly and informing her of what's going on
in Gleaming Beacon. He needs to be killed while in
She is not available to be persuaded otherwise. Firmament so Beshaba can inhabit his body and infiltrate the
realm.
The Yugoloths A successful DC 15 Wisdom (Insight) or Intelligence
The yugoloths also have a vested interest in discovering the (Religion) check reveals that he has been in contact with his
identity of Sollus in Gleaming Beacon and are conducting god and has definitely been planning something evil. If he is
their own investigation. The first night, the yugoloths secretly confronted, he will immediately launch his Dreadful Aspect
investigate Oskhar and Zenh after the corruptoloths are and attack.
defeated, and on the second night, they investigate Vizea and He has been trying to goad Aya into killing him, which will
Bloodspatter. Disappointed, and now crawling with lice, they cause her to fall. When Oskhar starts a fight after being found
make one last desperate investigation and ambush Penny out, Aya will immediately intervene. She lands the killing
where she sleeps in the yard. They find the tattoo of Sollus on blow on Oskhar if her attack reduces him down to 50 hit
her rump and teleport her out of Gleaming Beacon. points or lower, thanks to a curse from Beshaba.
Any characters awake during the second night shift can
make a DC 10 Wisdom (Perception) check to notice the
yugoloths attempting to kidnap Penny. A yugoloth must Seeing an angel fall is horrific. Her skin blisters and boils and
spend an action to grapple Penny before spending a second reforms into red scales. As she screams, her mouth elongates
action to teleport themselves and her out of the prison, so the into a tusked reptilian maw. Her wings erupt into flames, and
party may have a brief window of opportunity to stop this her voice, now deep and echoing of the hells, resonates with
from happening. the words of devils: "No quarter shall be given to hypocrites!"
If Penny is teleported out, she will use her 1/day teleport to
escape to the valley, where she meets up with Ivorall and
hides. Fallen Aya uses the pit fiend (MM 77) statblock. Everyone
The yugoloths fan out to try to find her. The party can make present in Gleaming Beacon teams up to kill her.
their own search, a DC 12 Wisdom (Survival) check. On a Oskhar awakens shortly after, having transformed into a
success, they reach Penny before the yugoloths do (she's in a new deva (MM 16). Although he appears to have transformed
beautiful grove by a little waterfall) and can set up to defend into a Good creature, his alignment is stil neutral evil, as he is
her from the incoming attack. On a failure, the yugoloths find secretly puppeteered by Beshaba, which can be revealed with
Penny before the party does, kill Ivorall, and kidnap her, a DC 25 Wisdom (Insight) or Intelligence (Religion) check.
which can't be prevented. Once taken out of Firmament, she Beshaba, a master of deception, states the following using
can't teleport as the area isn't familiar to her anymore. Oskhar's voice.
104
"I am reborn. I don't deserve to be an angel, and yet here I
stand, taking the place of the one who has fallen. I don't know
Celestial Escape
if this makes me good. I think good is something you do, not Even if it seems as though Penny was successful, the deva
something you are. It doesn't matter your intent, only your
guards Aya and Zacharie, the couatl Hexakatl, and the
yugoloth guards are all opposed to Penny leaving Gleaming
actions. And I suppose, from that point of view, that I have Beacon, no matter the circumstances, and will go out of their
done more good in my life than I have evil. Is that all it takes?" way to stop her, up to and including killing the party. Her
work isn't done; she isn't allowed to leave.
Additionally, Hexakatl watches over Penny with the spell
Seeing Oskhar transformed into an angel convinces Penny scrying and, seeing her voice an intent to leave, uses the spell
that Gleaming Beacon is a success, though in reality it was a dream to warn Ishim the planetar. Ishim arrives in 1 hour
failure. An angel fell and an evil god was able to infiltrate along with a casting of control weather that changes the
Firmament. In time, the true extent of her failure will come to weather from overcast to rain to torrential downpours.
light, and she will despair.
Zenh is frustrated that Oskhar "ascended" while she is still Gleaming Beacon
a devil. She attacks him without thinking it through. Barring
intervention, Oskhar (Beshaba) wins the fight. Zenh is killed There are many ways of escaping Gleaming Beacon. Use the
and reforms back in her home realm of Maladomini. following features of Gleaming Beacon as inspiration.
During the day, Gleaming Beacon is guarded by Aya,
Vizea Hexakatl, and the Opalescents.
Although Vizea seems promising, she insists that the only During the night, Gleaming Beacon is guarded by
way she can prove her goodness is to grow something in the Zacharie and the Opalescents.
gardens in the yard for a full year without interruption. She is The walls around Gleaming Beacon are 15 feet high.
confident this will prove that she can bring life into the world, The magical barrier is disabled for six seconds when a
rather than simply take it away. It's important that she does celestial creature passes through it.
this for herself; no help is needed or wanted. The magical barrier does not extend underground.
During the second night, her snake hair will lash out at Digging underneath requires a shovel (2 hours to dig, or 1
Zacharie, poisoning him. In anger, he'll strike her, and then hour with a successful DC 15 Strength check), a
realize his mistake and quit on the spot, leaving the yugoloths burrowing speed, or spells that can dig such as mold earth
without supervision and allowing them to kidnap Penny. (30 feet of displaced earth required).
Regardless of the outcome, Vizea blames herself. She will Ivorall arrives at 5:30 AM every morning and is
attempt to cut off her snake hair. Doing so invites a blast of desperately in love with Penny.
magical rage from the goddess Athena, transforming Vizea Penny can teleport herself and up to three other creatures
into a purple worm (MM 255) that mindlessly rampages to a place within 1 mile that she is familiar with. She
through Gleaming Beacon. She can be calmed down with a knows of a secluded grove next to a small waterfall in the
DC 19 Charisma (Persuasion) check convincing her that the valley that she and Ivorall sometimes meet up at.
drive to do good isn't erased by making mistakes. Character Passive Perception
If Vizea is calmed, Penny accepts that the amount of work
required to change the nature of a creature may be beyond Aya 19
her capabilities, and resigns herself to her role as a Zacharie 19
reincarnation of Sollus. Hexakatl 15
Ishim 21
Zenh Caraxus 13
Zenh is desperate to prove that she is good, but she doesn't Organus 13
have any opportunity to do so. She asks a party member to
put themselves in mortal danger so she can come in and Rorknir 16
defuse the situation peacefully. Toda 14
The party must pick a fight.
Zenh intervenes and uses her Rebuke the Violent reaction The Valley
liberally. When the fight is over, she calls out to the silver sky Ivorall and Penny know of a planar gate in the valley that can
and pleads to be made an angel. Of course, it isn't that easy. take a creature to a transitory demiplane. From there, it
Zenh loses patience with Gleaming Beacon and demands should be possible to summon help, such as from a sentient
to be let out. When she is refused, she digs under the wall, the voidship (i.e. Thesea).
same way Bloodspatter tried to escape, and makes a run for The planar gate is ten miles through the valley, and the
it. Various devas and planetars hunt her down and kill her forces of Firmament will be looking for Penny. The valley is
over the next few days, sending her back to her home realm thick with pine trees and to travel without alerting the entire
of Maladomini. host of angels of Firmament will require staying low and
relatively stealthy.
Escaping with Zenh
The party may believe Zenh when she claims to be
Sollus and try to escape with her. Zenh also knows
of the planar gate in Firmament, as that's how she
arrived here in the first place.
Zenh follows the party to The Reef and keeps
the deception going, acting the part as well as she
is able. She thinks that she can "earn her wings" if
she helps Sollus' reincarnations rescue themselves.
If her deception is revealed, she pleads that they
let her continue to help. She hasn't ever felt useful
before. Finally, she can prove her worth.
Magic Item. She is able to reform her Hammer of
Gravity Reversal (AH 39) with Achilles' help (a
one-time offer), though she is hesitant to give it
to any party members as it has special
significance to her.
Teamwork Bonus. Zenh cannot grant the party a
teamwork bonus.
Burrower Bonus. Zenh gives the burrower the
power to reverse gravity, allowing it to maneuver
vertically much more easily.

It takes roughly 5 hours to reach the planar gate.


Travelling on a mount reduces the travel time by 1 hour.
Reduce the travel time by 1 hour if the party is guided by a
horizon walker or a ranger whose favoured terrain is
forest or mountain or whose favoured enemy is celestials. Rolling a Dexterity (Stealth) check above the passive
The party can travel stealthily, adding 2 hours to their hike Perception of the encounter doesn't prevent the encounter
but reducing the passive Perception of all hostile from happening, but means instead that the enemies are
creatures by 5. surprised for the first turn.
It is raining torrentially all throughout the escape: checks
For each hour, get everyone to roll a Dexterity (Stealth) to avoid being knocked prone are made with disadvantage, all
check, then roll on the Random Firmament Encounter table. creatures have vulnerability to cold damage (unless they're
Passive
resistant or immune), and the ground is difficult terrain. Also,
d12 Random Firmament Encounter Perception
use the Strong Winds (DMG 110) effects.
1d4 + 1 rival unicorns (MM 294) that The Planar Gate
1 13
have always hated Penny
Both Zacharie and Aya (MM 16), The gate is a circular construct of copper and gold that glows
2 replaced with generic devas (MM 16) 19
with celestial light. It stands at the edge of the valley,
if unavailable
overlooking the vast expanse of evergreen pines. You can see
Hexakatl (MM 43) and 3 priests (MM
3 17 the prison of Gleaming Beacon far in the distance at the base
348) of Chauntea owing him a favour
of the valley, a thin plume of smoke getting taller and taller.
Caraxus and Organus (MM 313, AH),
4 16
Rorknir (AH 27), and Toda (AH 29)
Standing in front of the gate is Ishim, the planetar. His skin
7 corruptoloths (AH 31) sent by
5 10 glistens in the heavy rain. His great celestial blade hovers,
Beshaba
quivering, until he snatches it out of the air and aims it at you.
4 holy knights (MM 347) riding
6 16 "I put a lot of stake in your venture, Penny. If I have to kill you,
pegasi (MM 250) sent by Ishim
12 gnolls (MM 163) sent by drag your corpse to the council chambers, and resurrect you
7 10 to answer for your failures, then that is what I will do."
Yeenoghu
8-
All pursuers are avoided for now --
12
Roll initiative.
106
The activation phrase for the planar gate is "Redemption" in
Celestial. The gate takes 1 minute to activate.
The gate takes the party to a demiplane swimming in the Returning to Gleaming Beacon
Border Ethereal. Thesea is already there to meet them. She If the party took Zenh with them and they later
says she "could feel she would be needed here". She takes the learn Zenh isn't the real Sollus, they may be
party home. tempted to go back to Gleaming Beacon to finish
If the party didn't encounter the Opalescents in their the job properly.
escape through the valley, Caraxus, Organus, Rorknir, and Unfortunately, the escape of the bone devil from
Toda attack Thesea with a meteorship. Gleaming Beacon causes Ishim to withdraw his
support, and Penny resigns in disgrace. She can be
Heist Completion found in her secret grove next to the small
waterfall in the valley, living with Ivorall in peace.
Bringing Penny back to The Reef in one piece marks the She will be totally unwilling to travel with the
successful completion of this heist. people who caused her dream to crumble, and no
amount of convincing will change her mind.
Rewards Bloodspatter and Vizea are slain by the devas
because they are both too dangerous to be kept
Magic Item alive.
Penny allows Pythagoras (AH 71) to use his machine to Oskhar is sent back to the mortal realm,
create exactly one perfect copy of her horn. She can then apparently resurrected, where he duels his son to
imbue the copy of her horn with the magical powers of a take control of the throne of the Black King in the
unicorn. name of Beshaba. A party of intrepid heroes bands
together to stop him from becoming the next
Black King, but in the end, he ascends to the
throne and brings about an age of darkness.
Finally, Firmament suffers from a terrible plague
Unicorn Horn that celestial healing can't seem to cure. Zigazan
wondrous item, very rare, requires attunement the Boiler is likely to blame.

While you are attuned to this magical horn, you can


use the horn as the spellcasting focus for the
following spells. You can recharge all expended uses
of one spell of your choice by reducing a creature to
0 hit points and choosing to knock it unconscious
instead of killing it (given the capability to do so).
At will: druidcraft, spare the dying
3 uses each: cure wounds (2nd level), shield of faith
2 uses each: entangle, protection from poison
1 use each: calm emotions, detect evil and good,
dispel evil and good, misty step, pass without trace
If you kill an unconscious or restrained creature
while attuned to this horn, the horn is destroyed. If
you try to get around this with a loophole, the horn
is destroyed and you take 20d8 psychic damage.

Teamwork Bonus

The Flighty. Party members gain an extra 20 feet of


movement until the end of their turn if they start
their turn within 5 feet of another party member.

Burrower Bonus
The burrower grows a massive spiralling drill that can pierce
through any substance. Also, it smells faintly of pine needles.
William Rotor
William Rotor is a writer, educator, designer, and creative professional with a love for
unusual mediums of expression. He lives and works in Australia and is an active member of
the local film and theatre scene. You can find more of his work related to Dungeons and
Dragons on his subreddit, /r/williamrotor.
Notable works include ...
109

Void Pirates

O
ut in the seas of the Border Ethereal, great
rivers of matter and void course through the Locating the Void Pirates
planes of existence like lifeblood through
veins. Incredible experiences can be found To reach the void pirates in the first place, the party must
here, as well as incredible dangers. And where travel through The Reef. They need two things to do so and
there are explorers, there are pirates. successfully locate the void pirates.
First, the party needs a plan to attract or locate the pirates.
They might loudly advertise their position and all the
Summary wonderful booty they're carrying, or they might use divination
The party hunts for a pirate ship in the expanse of The Reef. spells to narrow down where the pirates might be hiding.
They must defeat the pirates and rescue their booty, a Second, while travelling through The Reef, the party will
treasure chest bearing the mark of the Knotted Snake. need to roll for two Random Reef Encounters (AH 68) and
By the end of the adventure, the party will have ... resolve them before they encounter the void pirates.
Swashbuckled Encountering the Void Pirates
Acquired booty
As massive columns of seaweed split apart into a clearing in
Hook The Reef, you spot a chunk of meteor rocketing past.

Karen reports that Broken Opal had acquired a treasure


chest bearing the mark of the Knotted Snake, which must be A DC 15 Intelligence (Investigation) check or a casting of
important to Sollus the Many. However, while transporting detect magic reveals that this is an illusion. It's the void pirate
the chest through The Reef, the Opalescents encountered ship, Supermassive Black Hole (AH 52).
another yugoloth meteorship which opened fire. It wasn't a
meteorship at all, but a pirate ship in disguise. Broken Opal's
ship was destroyed and the treasure chest was stolen by the Barely three hundred feet away, this is unmistakeably the void
pirates. Waking up back in Perdition, she immediately pirate ship: Supermassive Black Hole. It almost seems in
requisitioned a fleet to recover the chest. Karen reckons that silhouette, with rippling black sails and an obsidian black hull.
the party can find the pirates first. You can see the flash of steel cutlasses and hear the sputtering
The void pirate ship has a reputation in The Reef. It's of rocket packs. Slats open up in the side to reveal dozens of
called Supermassive Black Hole and it's crewed by the cast-iron cannons, and they're all aimed directly at you.
infamous Captain Quasar and his void pirates.
Karen supplies the party with the following rumours about
Captain Quasar. From here, the party can choose to attack the ship (Ship
He ransacked the city of Neverwinter with nothing but a Combat, AH 109), sneak on board (Stealth Mission, AH 112),
cannon tied to a rowboat. or join the pirates (All Aboard, AH 115).
He once ate a live stirge. If the party doesn't engage with the ship in 1 minute, the
His beard ends up on fire in every battle he's in, almost void pirate ship drops its disguise and attacks.
always by accident.
One time he jumped off his ship and fell for so long and so Ship Combat
far that he eventually landed right back on the deck.
He's been shot, stabbed, poisoned, crushed, burnt, Before the party sets off on their mission, Aries (AH 78)
shredded, and made fun of, and that was just one evaluates whether she believes that Thesea is a match for the
encounter with a bone devil. void pirate ship. For Thesea to be considered a suitable
He is literally immune to being killed. match by Aries, she needs:
Hull II
The Plan Shields II
The party has a few options. Ultimately, they need the chest Void Speed I
with the mark of the Knotted Snake. To get it, they can ... At least 3 upgrade features
Engage in ship-to-ship combat with the void pirate ship Regardless of whether Aries believes Thesea can handle the
Supermassive Black Hole and retrieve the chest from the fight, Thesea is gung-ho.
wreckage
Sneak aboard Supermassive Black Hole, acquire the "Come on. You guys always do stupid stealth missions. I can
chest, and escape unnoticed take the bastards. Give me a shot!"
Join the void pirates and deceive them into letting their
guard down, then steal the chest
When engaging in ship combat, keep in mind the following Unkillable Captain. Captain Quasar's Rage Beyond Death
guidelines. feature makes him extremely difficult to kill, and he'll fight
until he's dead. In order to kill Captain Quasar, he needs to
Lead by Example. Supermassive Black Hole uses the be at zero hit points, and have landed zero attacks and
Boarding Party option at the first opportunity, teleporting taken zero damage since the last turn. This feature can be
or boosting to make it happen as soon as possible. The intuited with a DC 10 Wisdom (Insight) or Intelligence
boarding party is at least 1 void pirate sorcerer (AH 42), at (Investigation) check; barbarians roll with advantage. His
least 1 void pirate mate (AH 41), and the rest are void beard deals him 1 fire damage each turn, so it needs to be
pirates (AH 41) plus Captain Quasar (AH 42) who blasts put out with an action or through other creative means.
across with the boarding party, eager to get into the fight. Legendary Resistances. Captain Quasar loses gear every
The boarders act on their ship's turn. time he uses up a legendary resistance. First, he loses his
hover jets, which overload and deal him 1d6 fire damage.
The pirates swing on the rigging of their voidship only just Second, he loses his tricone hat. Third, he loses his
enough to launch them into the air, where their hover jets ravenwing coat. When he's just in his silk pajamas, he has
sputter and blast them off through the cold expanse. One of no legendary resistances remaining.
them misses your ship entirely, spiralling helplessly into Three-Way Tousle. On initiative count 20 of Round 3, two
darkness. The others land -- hard -- on your ship's deck and
yugoloth meteorships (AH 51) teleport into the battle and
immediately attack Supermassive Black Hole, acting on
draw cutlasses.
initiative count 20 again for all subsequent turns. Roll for
Just as you're preparing for a fight, all of the void pirates
the crew and passengers. They won't attack the party
unless the party attacks first. They're here for the chest.
scatter away from a specific point on your deck. You hear a
faint scream of blind bloodthirsty rage ("ARRRRGGGHHHH!!") Second Phase
which steadily gets louder and louder until, with a horrendous The second phase of the battle is a race to recover the chest
crack, the captain slams onto your deck in a massive before the yugoloths do.
shockwave of splinters and thunder. As the dust settles, you Once Supermassive Black Hole is destroyed, the yugoloths
see Captain Quasar in all his fearsome glory, wearing a black hunt through the wreckage for the chest. It's a big ship and
ravenwing coat, a tricone hat, and a malfunctioning hover jet.
there's a lot of wreckage. The yugoloths collectively spend all
of their turns making a single check together. They attempt a
He draws a blade of pure dark matter ... and also what seems DC 15 Intelligence (Investigation) check, which they have a
to be just a regular crossbow. For some reason his beard is +0 bonus to. On a success, they locate the chest and bring it
already on fire. aboard one of their meteorships. After that, they'll make DC
15 Wisdom (Vehicles (Void)) checks with a +5 bonus, riding a
"Arrrghhh, ye'd best hand over yer booty to ol' Cap'n Quasar magical leyline to escape on a success.
lest ye taste the sweet release of void! Ow me beard --" The party can make a search as well on their own turn,
attempting the DC 15 check to locate the chest. If the party
recovers the chest before the yugoloths, the two meteorships
Distance. Supermassive Black Hole has a lot of options for attack. and the battle continues until the yugoloths are
closing distance (boosting and teleporting), which it uses defeated.
liberally. It will never let its target get further than the
range of its cannons (300 feet) and prefers close combat as
a general rule.
111
Supermassive Black Hole
112
4: Aft Mast
Stealth Mission The aft mast has sails of black cloth. At the top of the mast,
Sneaking aboard Supermassive Black Hole is a difficult and reachable by climbing the rigging, is a crow's nest. Within the
dangerous task due to the sheer number of void pirates in its crow's nest is a void pirate whose job is to search the area.
crew and the cramped quarters of every voidship. The void He doesn't have hover jets.
pirate ship is only 80 feet long and 25 feet wide and has 33
people running around inside of it. Enemy
Page
Reference Numbers
Passive
Perception
Thesea is both unsuited for and unwilling to embark on a
stealth mission, so the party will need to find another Void
AH 41 1 19
voidship (or another way of getting to the pirates) that Pirate
involves help from someone who doesn't advertise her
presence to every other creature within a mile. Because he's on duty in the crow's nest, this lookout's passive
The party must locate and approach Supermassive Black Perception increases by 5. If he spots the party, he'll keep
Hole as normal, only this time they can attempt a DC 14 quiet and slowly descend the rigging to alert the rest of the
Dexterity (Stealth) check to remain unseen during the crew of an intruder without letting the intruders know he's
approach. As per the regular rules for group checks, as long seen them. This lookout can be spotted with a DC 13
as more than half of the party members succeed, the whole Wisdom (Perception) check.
party succeeds. 5: Captain's Quarters
On a failure, at any point, the party can pivot to the All Above the captain's quarters is the wheel of the ship, manned
Aboard approach to this heist, or they can fight the void by a very bored void pirate mate. The captain's quarters
pirates directly on their ship. It's highly encouraged for the themselves are empty of any pirates.
party to have an emergency escape plan if detected.
Page Passive
Supermassive Black Hole Map Enemy Reference Numbers Perception
On the previous page is a map of Supermassive Black Hole, Void Pirate
AH 41 1 14
showing the top deck, middle deck, and bottom deck. Each Mate
numbered room is detailed below.
Within the quarters, the party can find the following items
Top Deck with an Intelligence (Investigation) check.
1: Main Deck Any Result. A hard bed of obsidian wood, a set of dual
The main deck of Supermassive Black Hole is made of cutlasses hung up on display, and a map of the greater reef
"obsidian wood", nigh indestructible wood that is immune to area (granting advantage on Vehicles (Void) checks).
any source of damage that deals less than 20 damage at once. DC 10. A hatch that opens up to a ladder leading down to the
The black of this wood is so black that any characters with a middle deck.
black colour scheme have advantage on Dexterity (Stealth) DC 15. A journal with a list of "cool rumours", including most
checks to stay hidden here. of the rumours the party has already heard about Captain
Quasar.
Page Passive DC 20. Hidden under the bed is a spyglass of seeing, which
Enemy Reference Numbers Perception uses the effects of a gem of seeing (DMG 172).
Void Pirate AH 41 12 9
Void Pirate
Middle Deck
AH 41 3 9
Mate 6: Middle Hall
Void Pirate
AH 42 1 11 Two void pirates are chatting idly in the hall about a massive
Sorcerer whale they recently encountered in The Reef. They wonder
what happened to L'il Ahab when he got swallowed. Maybe
The pirates and the pirate mates are engaging in a rousing he's in a better place.
sea shanty, lowering their passive Perception scores by 5
while they sing. They'll stop singing and get back to work in Page Passive
about 1 minute, increasing their passive Perceptions back up Enemy Reference Numbers Perception
by 5. The sorcerer is busy generating wind for the sails, but is Void
AH 41 2 14
otherwise her normal level of alertness. Pirate

2: Fore Mast 7: Pirate Quarters I


The fore mast has sails of black cloth that billow in a wind In this cramped room are hammocks stacked efficiently one
created by the void pirate sorcerer on the main deck. on top of the other. There's enough room for 12 pirates to
3: Hatch
sleep. Some of the hammocks are occupied. Since the pirates
are asleep, their passive Perception is reduced by 5. They'll
The hatch leads to area 6. The hatch is closed. It can be wake up in an hour after their nap.
opened with a DC 10 Strength check.
113
Page Passive 11: Auxiliary Deck
Enemy Reference Numbers Perception The auxiliary deck has a table for the crew to eat as well as a
Void
AH 41 2 9 whole heap of ammunition for the cannons, which includes
Pirate black obsidian cannonballs and gunpowder. A mound of
cutlery in a barrel is used for the ship's grape shot.
A perfunctory search reveals nothing of value, but the party Any fire damage will explode the ammunition, preventing
can attempt a DC 15 Intelligence (Investigation) check to the ship from using its cannon and grape shot actions and
search deeper for any hidden loot the pirates might keep in dealing the ship (and anyone in area 11) 12d6 fire damage.
their quarters with them. Making this check wakes up the Captain Quasar is eating a meal with a few members of his
two pirates regardless of success or failure. On a success, the crew, discussing tactics between ravenous bites of roast quail.
party finds the following loot. The first mate and a sorcerer are trying to convince the
60 gp captain to take a deal with the githyanki queen, Vlaakith, to
a bone scepter engraved with draconic scales (25 gp) act as a privateer against her enemies, but he'll have none of
a cloth coat threaded with copper (25 gp) it. He won't be beholden to any queen.
a pearl of power (DMG 184) that regenerates its uses Page Passive
when exposed to ultraviolet light or when its wielder takes Enemy Reference Numbers Perception
radiant damage Void Pirate AH 41 3 14
8: Pirate Quarters II Void Pirate
AH 41 1 14
Like area 7, there are enough hammocks crammed in this Mate
small space for 12 pirates. This room is unoccupied. A DC 10 Void Pirate
Intelligence (Investigation) check reveals the following loot. Sorcerer
AH 42 1 11

40 gp Captain Quasar AH 42 1 12
a potion of climbing (DMG 187)
A hatch (DC 10 Strength check) reveals a ladder into area 14.
9: Pirate Quarters III
This room is a little nicer than pirate quarters I and II, having 12: Starboard Cannons
only six hammocks, a little bit less cramped. Asleep in one of The cannons here are on the right-hand side of the ship.
the hammocks is a void pirate mate. They're unmanned while the ship isn't in combat, though
they're already all loaded up with ammunition and
Page Passive gunpowder. Firing a cannon alerts the entire crew; everyone
Enemy Reference Numbers Perception in area 11 will immediately investigate.
Void Pirate The cannons can be sabotaged with a DC 15 Dexterity
Mate
AH 41 1 9 (Thieves' Tools) check, preventing them from firing.
The party can attempt a DC 15 Intelligence (Investigation) 13: Port Cannons
check to search for hidden loot. Making this check wakes up The cannons here are on the left-hand side of the ship.
the void pirate mate regardless of success or failure. On a They're practically identical to the cannons in area 12.
success, the party finds the following loot.
Bottom Deck
50 gp
2 diamonds, one worth 100 gp and one worth 500 gp 14: Cargo Hold
a lantern of revealing (DMG 179) The cargo hold can be accessed from a hatch in area 11. The
winged boots (DMG 214) ceiling is about 4 feet high; taller characters must stoop,
reducing their movement speed by 15 feet.
10: Pirate Quarters IV The ship's supplies and treasures are found down here.
The door to this room is closed and locked, requiring a DC 15 Four void pirates are debating amongst themselves whether
Dexterity (Thieves' Tools) check to open. The final room of to try to open up the mysterious chest or not. They decide to
the pirate quarters is the nicest of the four, containing two leave it alone as the captain would probably be mad.
comfortable beds with down pillows and fluffy sheets. A small
bookshelf has light reading about ship maintenance, astral Page Passive
winds, and magical leylines. The room is unoccupied. Enemy Reference Numbers Perception
A DC 15 Intelligence (Investigation) check reveals the Void
AH 41 4 14
following loot. Pirate
a jasper puzzle box set with a star ruby (250 gp) The following loot can be found down here if the party has at
5 diamonds, each worth 500 gp least 10 minutes to hunt around. If they don't, the only
a brocade robe trimmed with lynx fur (250 gp) obvious piece of loot is the chest; the rest is just
20 vials of perfume in a pouch (100 gp) miscellaneous crates and trinkets. They can discover the rest
a folding boat (DMG 170) with a DC 15 Intelligence (Investigation) check.
Quaal's feather token (DMG 188)
Chest of the Knotted Snake
a barrel of 330 platinum pieces
a black sapphire (5,000 gp)
a jade salt cellar engraved with
draconic runes (2.500 gp)
3 potions of superior healing (DMG 187)
100 bottles of fine wine (1,000 gp)
10 Large crates of magically preserved
food (100 gp)
10 Medium barrels of magically purified
water (10 gp)
The chest is a mimic (MM 220) with an Intelligence
of 10 and the ability to speak Common, Celestial, and
a bit of Thieves' Cant picked up from the pirates. The
chest itself has the soul of Sollus the Many, as
evidenced by its Knotted Snake tattoo.
As soon as you start to move the chest, it lashes out with a
slurping purple appendage. "Hey! Stop that!"

The chest doesn't have a name; it just goes by "chest". It


wants to remain on the pirate ship so that it gets to explore Middle Deck
the planes. It just spent the last four hundred years sitting in Kegnoth (AH 26) blasts through a
a dank dungeon and now it wants to experience life. A DC 10 line of 5 void pirates, mincing them
Charisma (Persuasion) check is needed to convince it to while 4 vinchies(AH 45) watch patiently
come along with the party. 2 void pirates and a void pirate mate emerge
Inside of the chest is the skeleton of a halfling adventurer from the pirate quarters, woken up by the fighting
who wore a +1 chain shirt (DMG 152) and wielded a A vinchy activates its Overcharge feature, blowing itself
shortsword of warning (DMG 213). On the halfling's finger is up and triggering the explosion in area 11 (AH 113)
a ring of invisibility (DMG 191), which does not function on a
corpse. Top Deck
Fighting has already broken out between the void pirates (13
Meteorship Attack void pirates (AH 41), 4 void pirate mates (AH 41), 2 void
When the party discovers the chest, Supermassive Black pirate sorcerers (AH 42), Captain Quasar (AH 42)), and the
Hole is (coincidentally) attacked by 2 yugoloth meteorships Opalescents (Orzeg (AH 25), Broken Opal (AH 25), Tirikan
(AH 26), Beck (AH 26), and Queen Ursula McVale (AH 25)).
(AH 51). The party must escape from the void pirate ship This is a massive battle and it's probably in the party's best
while the yugoloths launch their assault. Each event happens interest not to get involved. They need to escape.
on initiative count 20 while the party is there to witness it. Note that while Beck is still alive, it's impossible to teleport
Bottom Deck off of Supermassive Black Hole.
The meteorship smashes through the hull, cracking it and The following events all seem to happen simultaneously
exposing a view into the void. when the party arrives on the main deck.
The meteorship smashes through the hull, blowing a hole Orzeg disintegrates a dozen void pirates with fireball
through it and allowing Caraxus and Organus (AH 25) to Captain Quasar fights both Tirikan and Queen Ursula
enter the cargo hold in search of the chest. McVale at the same time
115
Beck grabs a sorcerer with his tongue, but the sorcerer
pulls out a black dagger and stabs Beck, stunning him Heist Completion
Broken Opal sets the entire deck on fire with fire storm,
blasting back all of the void pirate mates The heist is complete when the party has acquired the chest
a void pirate sorcerer, clinging to the rigging, tries to and has escaped.
separate the Opalescents with wind wall
Magic Items
After 12 seconds of fighting, both meteorships slam into the The chest contains the following magic items.
side of Supermassive Black Hole, splintering it straight in
half; anyone still on the ship is flung off into the void. +1 chain shirt (DMG 152)
The yugoloths are fine with their ability to teleport at will. shortsword of warning (DMG 213)
The void pirates, even with their hover jets, are out of luck. ring of invisibility (DMG 191)
All Aboard Teamwork Bonus
If, at any point, the party offers to join forces with Captain
Quasar, they can convince him to accept the offer with a DC
17 Charisma (Deception or Persuasion) check. On a success, The Hidden. Each party member has +5 to their
he'll be amused by the party's tenacity and make them an Dexterity (Stealth) checks while they are within 60
offer. feet of another party member.

"Githyanki queen thinks she can order ol' Cap'n Quasar


around! We'll show 'er, won't we, boys? You itchin' to join our Burrower Bonus
crew, well, all you's gotta do is send a brig to the black depths!
The burrower gains the ability to change its shape, allowing it
Send that ol' bat a message she can't ignore." to squeeze through tight passageways or camouflage itself.

The party is tasked with destroying a githyanki brig (AH 49).


Captain Quasar gives them directions to the rumoured
location of the nearest brig and wishes them luck.
To get to the brig, the party must complete two Random
Reef Encounters (AH 68). When they find the brig, it sends
out two githyanki skiffs (AH 49) as scouts.
Destroying the brig and the skiffs, recovering scrap from
the wreckage as proof, and returning to Captain Quasar
earns the party his favour. As a reward, he offers them the
chance to join his crew. If they refuse, he cackles and attacks
them anyway.
If the party convinces Captain Quasar they've joined his
crew, they can walk freely around Supermassive Black Hole
(AH 52), making the job of stealing the chest much easier.
The Opalescents still attack when the chest is discovered (AH
113).

The Ire of Captain Quasar


Depending on the party's actions, Captain Quasar
may still be alive at the end of the adventure. In
this case, they have made a powerful and relentless
enemy. Even if Supermassive Black Hole is
destroyed, he will return. He'll likely take Queen
Vlaakith up on her offer and commandeer a
githyanki brig to ambush the party at the worst
opportunity.
Adventure Bundles
Adventure Bundles consists of three people from Austria. Andy is a computer scientist,
writer, and cartographer. Marielis, Andy's wife, is a project manager and writer. Werner,
Marielis' brother and Andy's best man, is a filmmaker and illustrator. You can find more
of their work under the name Adventure Bundles on Patreon or on Drive Thru RPG.
Notable works include:
- Down the Rat Hole
- Demiplane of the Young Lich
- Delusions of Grandeur
- The Lost Tomb of Arun

Additional Credits
Aranga87
KHIUS
Tithi Luadthong
Liu Zishan
fran_kie
Watercolor splotches by Jared Ondricek
118

The Tranquil Prison

T
he Tranquil Prison is an adventure for four 8th Now he lives on the banks of the Great River Erronys, the
level characters. The heist is set on Erronys, a memories of the yugoloth chases and Sollus ancestry lying
demiplane of extreme nature, but if you want deeply suppressed in his entrapped mind.
to include it in a Planescape campaign, you
can pick Eronia, the second layer of Elysium Ral'Romon
for the setting. Ral'Romon is a hideous being who has infiltrated yugoloth
The party travels to the good aligned enemies countless times, and always successfully. Ral'Romon
demiplane Erronys (AIR-uh-niss) to witness firsthand the will claim that his life back in the yugoloth ranks is in danger.
natural and mental hazards the the demiplane poses, hazards
that will make the party hope they were facing enemies that The Lie
can be beaten by blade. According to him, he has angered his superior, Broken Opal
the ultroloth, because he was responsible for extracting
Summary Orym from Erronys. Broken Opal dislikes the delay and has
The party is contacted by the gacholoth Ral'Romon. He threatened to turn him into a canoloth.
claims that his kind has been chasing a Sollus reincarnation, Therefore, he helps the party instead, as he needs
an elf by the name Orym the Alarmed. They tracked him all protection. Should they succeed in extracting Orym, he'll
the way to the demiplane Erronys. Ral'Romon, being a traitor, want to follow them to the Reef, where he can serve as a
brings this information to the party with the hope that they'll source of information for all things considering yugoloths.
get to him before the yugoloths manage to find a way to But even if the party denies him the position, he sees their
overcome the effects Erronys has on them. success in getting Orym before the yugoloths as a last
Although Ral'Romon knows the exact location of Orym, he punishment against his pushy superior.
can't get to him because of the plane's effects on evil The Truth
creatures and because he cannot navigate the Great River Ral'Romon is an infiltrator like few in the multiverse. His
Erronys. only role is to fool the party into extracting Orym from a place
Apparently, Orym live on the banks of the river with a small yugoloths cannot reach. Upon success, it will be easier for
community of planetravelers who, like Orym, have fallen him to steal Orym from the party. Upon failure, like in the
victim to the plane's entrapping effect. This means Orym's chance that the party also gets entrapped in Erronys, he has
prison is one without bars. He is a prisoner in his own mind. dealt with the headache of the party once and for all.
He has no will to leave this place.
Ral'Romon has come into possession of a rod that has a
single charge. This allows up to 10 people to enter a person's Once in Erronys
mind and witness their memories, desires, and secrets, while Erronys is a place of rugged rocky terrain, filled with crevices
also being able to influence their decision making. and jagged cliffs that are impossible to traverse. The only way
The party will have to find passage to the community of going forward is by rafting the Great River Erronys,
entrapped people, enter Orym's mind, and convince him or something that is by itself an impossible task for one who
force him to leave this place. doesn't know the lay of the land and the dangers it might
Little do they know that Orym has been here willingly. He pose.
knows yugoloths are chasing him and knows that they cannot Ral'Romon will be waiting for the party at a rendezvous
reach him for they cannot travel Erronys. He entrapped point on a spot on the banks of the Great River Erronys that
himself to escape, as deep inside he is fully aware of who he is barely possible to stand without a harness.
really is: a reincarnation of Sollus.
Razor sharp cliffs and mountains with jagged edges are visible
Orym the Alarmed as far as the eye can see. Few plants interrupt the scenery, as
Orym is an elf, old even for his race. He has been a they protrude from the cliff sides, especially along the fast
planetraveler, scholar, and researcher for most of his life. flowing, massive river that flows between the cliffs. The sound
It was some 10 years ago that, upon researching the being
known as Sollus out of pure curiosity, he found out he is one it makes is nearly deafening, making it hard to have a normal
of their reincarnations. Other than a spike of scholarly conversation as it masks all other noises for hundreds of feet
interest and joy, he didn't put much more thought into this around.
information.
It was only when yugoloth soldiers started tracking him, On a spot that is covered with thick grass stands a creature
trying to kidnap him and imprison him that he realized how with ebony black skin and four long legs with sharp claws
dangerous his ancestry is. So, to escape the yugoloths, he attached to them. His face is ape-like, with an abnormally large
chose to travel to Erronys and stay long enough to be mouth. He is currently perched on the cliff side, clinging to
entrapped in the plane. safety with his claws buried on the rocks.
119

Rod of Mind Influence


rod, very rare
The rod has one charge. You can expend this charge
while holding it against a willing or incapacitated
creature's forehead. After 10 minutes, your physical
body is rendered unconscious while a projection of
you and everyone else who was holding the rod (up
to 10 creatures) travels in the mind of the creature.
Anything that happens to the projections affects the
physical body. Damage and death are real.
Once in the mind of the creature, you can alter its
thought process, memories, and desires. This can be
extremely dangerous, as it is not always that the
mind accepts the invasion.
To get out of the mind of the creature, one has to
hold the rod and speak its command word. Then,
instantly, all creature projections that were part of
the invasion wake up in their physical bodies.

The Retreat of the Content is some six hours downstream.


One cannot miss it, but the Great River Erronys is not really
swimmable. That is, unless one is suicidal. The PCs will
either need to craft means for rafting down the river or wait
for one of the river rats to show. The latter are seasoned
locals who know the dangers of the rivers and offer
transportation as service for a price.
Ral'Romon's True Intentions
His description fits the one of your contact, Ral'Romon.
Ral'Romon only wants the party to retrieve Orym so that his
fellow yugoloths capture him afterwards, preferably
Ral'Romon will welcome the party and explain the situation. somewhere far away from Erronys. A successful DC 20
Wisdom (Insight) check will reveal that he's nervous and
He must be hasty as the good nature of the plane hurts him. probably hiding something. If confronted about it, he will
Orym is entrapped in the plane and lives in an blame the plane itself, as it really hurts him more and more
encampment together with other entrapped people. They the longer he stays.
call this commune The Retreat of the Content. This is true, and a perfect excuse for him. A successful DC
Getting a person out of Erronys while entrapped is not a 5 Wisdom (Insight) check will show that he is, indeed, in
simple task. They are here willingly and never want to pain.
leave. Therefore, one would have to convince Orym that Regardless, Ral'Romon will want to leave as fast as
it's only the plane's effect that makes him want to stay, not possible. After the mission is clear to the party, he will touch
his own desire. Perhaps force will also work, but it can get an amulet that is wrapped around his furry neck and plane
dangerous as the plane will not like it. shift out of Erronys.
To achieve this, they'll need to visit Orym in his own mind.
Ral'Romon will hand the party a rod, which, as he says,
allows people to invade other people's minds. They'll need
Great River Erronys
to use it to influence Orym from within his own mind, as As mentioned, the Great River Erronys is the only means of
any other talk won't achieve anything. transportation in Erronys. To reach the Retreat of the
Content, the party will have to raft 6 hours downstream.
The task is hard, but clear, according to Ral'Romon, but Dangers include waterfalls, water rapids, whirlpools, jagged
getting to Orym is even harder. rocks, and even river monsters.
120
There are only two options to achieve the travel, both include
the Great River Erronys. If the party has means of
transportation like fly, polymorph, or anything that would lift
them above the ground, they will quickly come to the Trolva in the Party
realization that it is not possible to utilize these options due Although Trolva knows how to tackle the river
to strong winds. dangers and how to reach several locations in
Erronys, the Great River Erronys is so unpredictable
A successful DC 17 Wisdom (Survival) check will reveal that every journey is a challenge, even for her.
that trying to fly or swim in the river will result in heavy When a danger arrives, she can advise the PCs,
injuries while accomplishing almost nothing. but at the end of the day, they are the ones who
A creature that tries to fly needs to succeed on a DC 25 will have to make the decisions, as they are
Strength (Athletics) check to fight against the winds, and seasoned adventurers.
even on success, they manage to cover only 1/4 of the
distance they would normally cover. Failing results in getting
carried by the wind and hitting multiple rock faces, suffering
3d10 bludgeoning damage. Great River Erronys Hazards
Swimming is even tougher, requiring a successful DC 28 Every hour traveling the Great River Erronys, there is a
Strength (Athletics) check to fight off the rapids. Failure chance that a hazard from the following table will occur. Roll
means getting carried by the river uncontrollably and hitting a d6, and something happens on a 4-6 result. Then, roll on
multiple obstacles, suffering 6d10 bludgeoning damage. the hazard table. All these hazards are visible on time for
Options include: reaction with a successful DC 18 Wisdom (Perception)
1. Selfmade Raft and No Guide. A successful DC 17 check. If Trolva is in the party, then this check is made with
Intelligence (Investigation) or Wisdom (Survival) check advantage. Most of the hazards, if not all, will play better in
will find enough material on the river bank to build a raft. initiative order, where the PCs will try to perform an
This includes branches, logs, and vines that can be used avoidance action on their turn. For the purposes of initiative,
as ropes. Building the raft requires a successful DC 10 the raft moves at 50 feet per round on initiative count 20.
Dexterity check from a PC proficient with carpenter's The solution will always depend on the creativity of the
tools. players. Trolva will be able to offer some advice, but there are
2. River Rat. Should the PCs wait 30 minutes or more on two things to consider. One, she will not bail the party out.
the river bank, a river rat will show up currently rafting She is only able to offer advice. And second, asking her
down the Great River Erronys in search of customers. Her opinion on a situation requires an action.
name is Trolva. She is a middle-aged halfling scout (MM Many of these hazards can cause damage to the raft, which
349) and her raft looks sturdy. She can take the PCs to the starts the trip with 40 hit points. At any point during the
location they need and will request 300 gold pieces per rafting, the party can decide to repair the raft.
passenger. Repairing the Raft
No matter the means of transporation, Great River Erronys is The raft can be repaired at all times, but especially, if at the
a dangerous place to be as the party is about to find out. The end of any event it has less than 20 hit points, then it will
trip will last 6 hours, and the following locations are the need repairs. The material is easy to find, and the repairs can
dangerous spots that the party will have to overcome if they be done either by a party member or Trolva if she is present.
want to reach the Retreat relatively unscathed and alive. It will require an hour per 10 hit points of damage to be
fixed. Fixing the raft and generally stalling further risks
entrapment as explained in the entrapment sidebar.
Falling in the Water Great River Erronys Random Hazards
For every turn a character is in the water, they
suffer 2d6 bludgeoning damage as they hit d8 Event Complication
multiple rocks. Furthermore, they need to succeed Falling causes a 50 foot fall and the
on a DC 13 Constitution saving throw or get a raft suffers 5d6 damage. The
point of exhaustion upon coming out of the 1 Waterfall
waterfall is 100 feet away, or 150 if
freezing waters. successfully spotted in time.
The raft suffers a total of 3d6
damage if the rapids are not
White avoided. PCs failing a DC 17
2
Rapids Dexterity saving throw fall in the
water. The rapids start without
warning and last for 100 feet.
A deva (MM 16) descends from the
sky and demands the party explain
their reasons for traveling through
Erronys. Any lie or attempt of
manipulation will result in them
3 Deva
getting attacked by it. If the party is
truthful, the deva will help them by
teleporting them closer to the
retreat, reducing the travel by 1
hour.
If the whirlpool is not avoided, the
raft is catapulted toward the shore,
4 Whirlpool suffering 3d6 damage. The
whirlpool is 50 feet away, or 100 if
successfully spotted in time.
Even if Trolva is in the party, all raft
members will need to help in order
to keep a relatively safe course. A
Water
5 successful DC 17 Constitution
Speeding Up saving throw is needed or, by the
end of the sequence, the PC gets a
point of exhaustion.
The constant splashing of water has
Entrapment made everyone on the raft wet,
risking hypothermia. A successful
Visitors in Erronys can be entrapped by the plane,
DC 18 Constitution saving throw is
just like Orym has been. For every hour the party 6 Hypothermia
needed, or the PC gets a point of
stays here, they need to succeed on a DC 1
exhaustion. Re-roll on the table if
Wisdom saving throw. The DC for any given PC
this event comes up early on the
goes up by 1 for all subsequent saving throws on a
trip.
success. Failing the saving throw means the PC is
entrapped by Erronys and never wants to leave, to A giant catfish takes a bite from the
the point of fighting people who try to force them. raft, causing 3d6 damage. If seen
The player should not know what this saving throw 7 Giant Catfish beforehand, it can be lured away
is about. with a DC 17 Wisdom (Animal
As mentioned, the retreat is 6 hours away, and Handling) check.
then the PCs will also spend some time there, so Several branches from the pine
this DC can reach dangerous highs if they stall. trees on the shore extend on the
An entrapped PC can only be persuaded to leave river. If not avoided, the raft gets
Erronys by the same method Orym can (rod or 8 Branches entangled in them and freeing it
hard persuasion). The only problem is, the rod only takes 1 hour. The branches are 150
has one charge. Will the party use it on Orym if feet away, or 200 if successfully
they can save a party member? spotted in time.
Other methods are powerful spells like wish.
122
The Retreat of the In the Mind of Orym
This is where the party ends up when they use the rod. They
Content can persuade Orym to leave Erronys, fail at the task, or even
After about 6 hours, the PCs will have reached the Retreat of force him out. During the entire sequence, Erronys fights
the Content. back with its own projections, and the PCs are in even more
extreme danger of being entrapped themselves.
A narrow plateau surrounded by trees and cliffs is situated
After a brief moment of disorientation, you regain your senses
along the river bank. Several huts and tents are placed in the
in an unfamiliar space. You stand in a round room, which
open space, which is not much. Smoke from campfires can be
doesn't appear to have a ceiling. The floor and walls are made
seen rising up to the sky of Erronys, and as the raft
from black marble, which reflects blue light that seems to
approaches, the citizens of the retreat come to meet you at a
emanate without a source.
small pier, its wood partly eaten away by the fast-flowing Great
River Erronys. All around the void and nothingness that extends beyond
the room, you see appratiions fading in and out. They
resemble a female half-elven form dressed in a white dress.
The retreat doesn't have a leader. All people here live in peace
and contribute so that they all survive in the best way Her face, though, has two sides. The left is healthy and lively,
possible. Some fish, some hunt, some gather firewood or while the right is sick and withered. Their ghastly, constant but
tend to damaged buildings. It all works out for them, and they distant whispers echo in the area: "Don't leave me." These
are content. apparitions seem to want to come int othe room but
All dozen people on the retreat share something in something invisible prevents this from happening.
common. Willingly or not, they have been entrapped by the
plane and never want to leave. Even the thought or In the center of the room is a chair, and symmetrically
discussion of a possible departure seems as utter nonsense around the walls exist 4 big round mirrors. On the chair sits
to them. The plane's influence is so strong in their minds that Orym. He doesn't move, just sits there staring into
they'd rather die than leave the retreat.
The party is welcome here. They are free to rest, eat, sleep, nothingness.
and share stories with the content. This is not a place where
enemies exist. Hostility is a foreign word in the retreat.
However, the plane influences these people in a way that is
tough to realize. They are as welcoming as it gets toward
strangers so that more people get entrapped in the
community.
From the moment of arrival, they'll offer everything to the
party. Good resting, feasting, hunting trips, and even services
like oiling armors and sharpening weapons. These ultimately
stall the rescue of Orym and endanger the party, as the DC of
their saving throw against entrapment rises. For every hour
they stay at the retreat, they need to succeed on a Wisdom
saving throw as per entrapment rules that were explained in
the sidebar.
Orym
Orym is among the content, and if the PCs ask around, the
rest will point them to him. He doesn't have menial tasks
because of his age, but offers his knowledge and wisdom to
the community.
He will not willingly let anyone play with his brain and will
politely refuse. The only way that the party can do it is by
either tricking him somehow, or while he sleeps, since the
rod needs 10 minutes to take effect.
123
Mirrors
Each one of these mirrors contains information about Orym,
his past life. This information is available upon looking in the
mirror from up close. Mirror 3
A DC 13 Intelligence (History) checks allows a character to
recognise the locations in the dream as taking place in and You take a last glance on the table where the woman lays.
around Candlekeep, a legendary library of the Forgotten "Can't we do anything about it? Are you sure?" you hear
Realms. yourself saying.
A voice by the door replies: "I told you. Impossible. She'll
be dead within a week."
You grab the man by the shoulders and scream: "NO! I
refuse to accept that! The multiverse must hold the secrets
Mirror 1 to her cure!" He shakes his head. You approach the woman
and put your palm on her burning forehead. "I promise you,
You see tall grass. Even if you cannot touch it, something its Deliah. I'll find it. I'll travel to far away places, but when I'm
movement makes it look soft. Further ahead, there appears back, you'll be your old self again."
to be an empty spot, like the grass field has not grown on The woman opens her eyes, and with a weak voice, she
just this tiny, oval-shaped spot. As you approach it, it whispers: "Don't leave me, Orym. Stop feeding your mind
becomes clear. There is grass, but a half-elven woman with false hope. Stay with me in my last hours."
dressed in silk robes lies on it. Long blond hair, green eyes, You hesitate for a second, but then, with a swift
and pink skin. There is a woven blanket next to her, with movement, rush out of the room, closing the door while
fruit, which you recognize must have been plucked from the hearing Deliah's cries for you to not go.
trees of her garden. Apples and peaches.
"Took you a while," she says. She smiles. "Come, enjoy
the sun, my love." A euphoric feeling overwhelms you, as if
the mirror vision emanates passion, love, and care.
You open your mouth and hear the words come out,
words you speak unwillingly and unknowingly. "Of course,
Deliah. Work can wait."
Mirror 4
You see darkness, broken only by the flickering of a dim light
in the distance. You hear your own heavy breathing and
footsteps approaching. A voice breaks the tension as you
turn to your right to face your good companion, Cerodar.
"Master Orym, they know we are here."
Mirror 2 You open your mouth and whisper, "I know. Go on, flee.
Save yourself. They have no quarrel with you. It's me they
A small room made of wood. The walls are stacked with want. I'll never endanger you because of who I am, because
shelves, which contain bottles, books, and tables of strange of Sollus, because I was born in a future that is marvellous
instruments. A sulfuric smell invades your nostrils. You walk but as perilous as no one could ever wish for."
towards the middle of the room, where a large oaken table Cerodar places a hand on your shoulder, stands up, nods,
is situated. You sit, push stacks of paper to the side, and pull and starts running away in the opposite direction. The
a leather-bound book from the drawer. footsteps come closer: hideous beings, insect-like, with
You sigh. A sigh of happiness. You open the book to the sharp claws eager to feel flesh.
last blank page and start writing. You touch an amulet that is wrapped around your neck
"Bat claws. Who would have thought? That this mundane and whisper to yourself, "Erronys. Any fate is better than
thing would be the last component for the spell. But it their claws!"
works. I just tested it myself. The best creation of my life. I'll
name it ... Multiverse Time Walk."
124
Force. Orym on the chair is just a projection, but he can be
forcefully made to sit up, at which point the physical body
Erronys Resistance
is free of the entrapment. One requires a successful
contested Wisdom check against Orym to do so. Orym
These projections (AH 38) are identical to Orym's
features (or any other creature whose mind is
rolls his Wisdom check with a +5 modifier, and a PC needs
being invaded), except they look ethereal,
to succeed 3 times for overall success. If Orym wins 3
incorporeal, and float around. They are the danger
times, then there is nothing to be done and he is forever
in the sequence. There are four ways they can
entrapped in Erronys unless a wish spell is used to alter
appear, and their purpose is to offer tension and
this.
further endanger the PCs with entrapment. Deliah. If the barrier is broken, dozens of Deliah apparitions
will flood the room and engulf Orym. After 3 rounds where
Method 1. Looking in one of the mirrors in the 3 new Erronys resistances appear in the room each round
room causes an Erronys resistance to appear in on initiative count 20, he is forced to take responsibility for
front of it and attack. leaving Deliah to die alone. His projection utters an "I'm
Method 2. Trying to force Orym out of his sorry!" and as the Deliah apparitions retreat, their facial
situation causes 4 Erronys resistances to appear features are only that of a healthy woman. This eventually
and attack. frees himself from his mental prison and all still alive
Method 3. Any time you, the DM, need to add Erronys resistances disappear.
tension, you can cause an Erronys resistance to
appear. Variant: Verbal Combat
Method 4. Any time the barrier is struck or If you want to add a mechanic aspect to Orym's persuasion,
approached, 2 Erronys resistances appear and you can play it as a simplified verbal combat sequence. The
attack. concept is simple. Orym has Opposition (how strong his
current beliefs are) and Oppenness (how open he is to the
It should be clear to the party that the longer they party's claims) hit points. Both these start at a value of 15. If
stay, the longer they endanger themselves from the the Opposition HP is reduce to 0, then Orym has been
attacks of the Erronys resistances. convinced of the party's arguments. If the Openness HP is
reduced to 0, then he cannot be convinced further and the
argument battle has been lost for the PCs.
The Barrier Throughout the sequence, the party can simply pose
A magical barrier exists around the edges of the room. arguments to Orym. The way these arguments are worded
Approaching it or touching it causes one to be pushed back determines which social skill check will be used
10 feet and fall prone if they fail a DC 14 Dexterity saving (Intimidation, Persuasion, Deception), and this roll is a
throw. The barrier can be dispelled with a successful DC 20 contested one. If the PC wins, the Opposition suffers
dispel magic check or forcefully destroyed. It has 17 AC and damage, while if they lose, the Openness does. Orym's
50 hit points. If the PCs attack it, they also get pushed back modifiers for these contested checks are listed in the table
with each hit. If it takes damage, narrate how it shows visible below.
signs of cracks.
If a PC has already looked in mirror 1 or 3, then a Orym's Verbal Combat Stats
successful DC 15 Wisdom (Perception) check will reveal that Skill Modifier
the apparition resembles Deliah. Deception +0
Orym's Projection Intimidation +12
Orym's presence is also a projection. He can talk, answer Persuasion +6
questions, and be persuaded to snap out of Erronys' grasp.
He cannot be hurt in any way, but as explained further, he can At the end of each argument (contested skill check), either
be forcefully taken away. the Opposition or Openness suffers 1d8 points of damage.
Before an argument is voiced, the PCs can choose to use a
Resolution mirror to gain information. If one of his mirror memories is
Following are some methods the party can try so that they used during an argument, then the contested roll is made
make Orym come with them, or generally take him away with advantage for the PCs.
from Erronys.
Persuasion. The party is free to try any method of Orym's Fate
persuasion they want on Orym, but without knowing much Upon succeeding or failing to persuade or forcing Orym out
about his persona, it can prove to be extremely difficult to of his entrapment, the PC projections get out of his mind, the
fully persuade him to leave Erronys. Orym will be rod is just a piece of metal, and Orym is unconscious because
persuaded to leave Erronys if the party succeeds on 3 of the strain of the procedure.
Charisma (Deception, Intimidation, or Persuasion) checks.
The DC is 30, reduced by 5 for each mirror used in the
arguments made.
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The party would now have to carry him away as Thesea picks
them up from the retreat. The rest of the content will not
pose any resistance, more so because they understand what
happened and the desire of Orym to leave the place.
En route, and while away from Erronys, they get attacked
by a yugoloth meteorship (AH 51) while at the same time
Ral'Romon (AH 28) with two mezzoloths (MM 313)
emerges from Thesea's hold to attack the party. Their goal is
to capture Orym now that he is away from Erronys'
protection. This sequence is challenging because the party
has to fight against the meteorship with Thesea while also
dealing with Ral'Romon in close combat.
Coming out of this encounter victorious means Orym can
join the party on the Reef.
Rewards
The Burrower
With Orym's help, the Burrower can now move through the
planes with gate, just like Thesea.
Magic Item
Orym enchants the inert Rod of Mind Influence to change its
properties such that it's more useful to the party. Use the
following statistics for the renewed Rod of Mind Influence.

Rod of Mind Influence


rod, very rare
Certain planes can influence one's mind, trapping
you in contentedness or despair; holding this rod
while traveling such planes makes you immune to
such mind-altering planar effects.
Additionally, the rod has one charge. As an action,
you can expend this charge to cast the spell crown
of madness (save DC 15) without needing to
concentrate on the spell. An expended charge is
regained when you convince a celestial or fiend to
change its mind about any argument.

Teamwork Bonus
In future heists, Orym can grant the party the following
teamwork bonus.

The Learned. All party members have the Jack of All


Trades ability, gaining half their proficiency bonus
on any skill checks to which they don't otherwise
add their proficiency.
P.J. Pirrello
P.J. Pirrello is a computer programmer by trade, and a writer, digital artist, cartographer,
dungeon master, and miniature painter by choice. He lives and works in the state of Texas
in the U.S.A. with his lovely wife, two wonderful kids, and one very eccentric wheaten
terrier. You can find more of his work at Goblin Scrawl Games.
Notable works include:
- Into the Underdark: The Descent Trilogy
- The Shadowed Hollows Gazetteer
- Bloody Mad
- Miss Teree's House of Tea...And Devil Summoning

Additional Credits
Ede László from the Worlds Without Number art pack
Maps by P.J. Pirrello
Watercolor splotches by Jared Ondricek
128

In Remembrance

I
n Remembrance is an adventure for four to five
characters of 11th to 13th level and is optimized for a Adventure Hook
party of four characters with an average party level of
12. This heist is set in Peloponessos (pel-uh-puh- One of Sollus' clones (known as Petrasollus) was recently
NESS-iss), primarily amongst the rolling hills and spotted near the village of Arginth in a picturesque corner of
olive groves with a small jaunt to the dusty wastes of the realm. Her presence was quickly discovered by the
Kefallonia (keh-fah-LONE-ee-a). yugoloths, and Tirikan and his faithful hound Beck were
dispatched to capture and imprison her. That's all the info
Karen is aware of, but she urges the party to travel to Arginth.
Background With any luck they can recover Petrasollus before Tirikan
Yugoloths have tracked an incarnation of Sollus to the small manages to find and imprison her.
town of Arginth in Peloponessos. Karen discovers this when
Toda brags to her about how he discovered this new Sollus. The Town of Arginth
He knows that Tirikan and Beck have been dispatched to find The town of Arginth is designed in such an orderly fashion
and imprison this new version.
This is where things get ... complicated. This incarnation of that it is unsettling. It is surrounded by a wall that is precisely
Sollus is actually fractured into two parts. The part that 25 feet tall, with a single gate perfectly centered on the
Tirikan found, a female aasimar named Petrasollus, is northern wall that is 10 feet wide and 15 feet tall. The wall is
haunted by dreams and visions of another life. The other exactly 295 feet on each side.
part, a medusa named Serpamne, has no memory of her life Within the walls, the town is divided into nine identically-
beyond a few days ago, exactly when Petrasollus arrived in sized blocks. The center block is a well-tended garden that
Peloponessos. The only way for the two parts to be reunited serves as a meeting place. A large fountain in the center of
is for Petrasollus to be petrified and her memories -- her the garden provides fresh drinking water for the residents.
essence -- to be freed from her stone form to reunite with The remaining eight blocks each have an identical
Serpamne's physical form. structure built upon them, with twelve small shops on the
In a stunning display of incompetence (or just plain bad bottom floor and twelve residences above them. Each also
luck), Tirikan brought Petrasollus to the temple where has a central courtyard bordered by an arcade on both the
Serpamne lives, and convinced the medusa to turn first and second floor. A pair of circular, stone staircases
Petrasollus to stone. He then left Serpamne and the host of provide access to the second floor.
other monsters that live on the path to the mountain temple Individual shops and residences are almost
to guard the statue. He does not know that he has indistinguishable from one another. The shops each have a
inadvertently done half the party's work for them. couple of tables with various goods on them. Intimate cafes
The characters must find a way up the mountain and past containing only a few tables serve coffee and mostly light
the monsters that surround the temple. Then they'll have to fare, such as roasted vegetables and olives.
convince Serpamne to help them. She'll inform them that the The party is free to wander the town, as its inhabitants are
only way to return Petrasollus back to life is to retrieve the unafraid of strangers. Children will run up to the characters,
Nero Eleftherias -- the water of freedom -- from the labyrinth curious about their odd dress and unusual weaponry.
below the temple. Tirikan will wait for their return and will If the characters are friendly, the residents will happily talk
have set an ambush for them as they are leaving the to them and tell them what they know:
labyrinth. After getting past Tirikan, they can finally use the 1. A beautiful female aasimar, Petrasollus, arrived in the
Nero Eleftherias, which will free the part of Sollus' essence town exactly ten days ago.
from the stone body of Petrasollus and return it to Serpamne, 2. While friendly, the woman seemed to have a dark cloud
reuniting the two parts into Serpasollus. hanging over her. She claimed to have no memory of her
Just when they think they've won the day, the mountain will life before she arrived in Peloponessos and seemed
shake beneath them. The Nero Eleftherias will not only have desperate to uncover her past.
freed Sollus' essence, it will have freed an evil that had been 3. Petrasollus would have visions, often waking her from
imprisoned under the mountain for ages. The party will have sleep. In these visions, she would look through the eyes of
one last fight on their hands before they can finally make someone, or something, else: a creature, part woman, part
their way back to the reef with Serpasollus in tow. snake.
4. Yesterday, two creatures, like demons, arrived in town.
They promised not to hurt anyone and said that they were
only here for the criminal, Petrasollus.
5. Petrasollus cried and pleaded for help, but the creature
assured them it was all a trick and that Petrasollus was a
violent criminal.
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6. These demons hauled Petrasollus off to the northeast. 9. They also know of the cyclopes, and that a small family of
The only thing nearby in that direction is an ancient pixies near the temple might be able to offer aid should
temple atop Mnemnos Peak. the characters prove their intentions are pure.
7. The townsfolk will warn the characters that Mnemnos
Peak is a very dangerous place, once the home of a Mnemnos Peak
monstrous titan that was vanquished by the followers of
an ancient god. They built a temple there, but it was under Mnemnos Peak appears short for a mountain, even more so
constant assault by all manner of monsters and was with a much greater peak looming over it in the distance, the
eventually overrun. homeland of the gods. A gentle, sloping path winds up the
8. They know that harpies (MM 181) seem to fly a set mountainside, eventually leading to a small plateau. Toward
pattern which could help the characters circumvent them the northeast edge of the plateau, the ultimate peak rises
if they were to figure it out. another 150 feet. A large, round temple sits at the crest of the
peak, looking down upon the plateau below. A second
structure, similar to the temple but smaller, sits on a ledge
below the temple.

Effects of Peloponessos
Peloponessos in general is vastly different from the small and General Features
orderly town of Arginth where the players have tracked Unless otherwise stated, all areas have the
Sollus. It is a plane full of drama, where feelings and following features.
emotions run high, and it can affect anyone not accustomed Illumination. It is perpetually late afternoon, and
to its effects. In combat, each character must make a DC 20 the warm sun brightly lights the mountaintop.
Charisma saving throw at the start of its turn. On a failed Flora and Fauna. The grass is lush, and the bushes
save, the character is afflicted with battle lust until the start of and trees are healthy and thick with leaves. Anyone
their next turn, gaining advantage on all attack rolls. If the hiding behind bushes or trees can benefit from
character makes an attack while under the effect of battle one-quarter cover. Small animals abound as well;
lust, their reckless demeanor grants all creatures advantage squirrels, chipmunks, and all manner of small birds
on attack rolls against them until the start of their next turn. chitter in the trees.
1. Mountain Path
This lightly-trod dirt path rises and falls gently as it winds its
way across the plateau from the mountain trail toward the
peak to the northeast, crowned with a round-domed temple
that gleams white in the afternoon sun.
2. Olive Grove
This dense grove of olive trees offers protection from the sun
and from any prying eyes that might be watching from above.
It offers an excellent view of the small stand of trees on the
slopes above that the harpies use as an aerie. Players
watching the harpies and succeeding on a DC 15 Wisdom
(Perception) check will notice the following:
1. After a minute of watching, the characters will notice that
one harpy is much larger than the others. 4. After 15 minutes of watching, the characters will see the
2. After 5 minutes of watching, the characters will notice harpies dive into the trees to the northeast. After a few
that there are 11 different harpies in the aerie, but there minutes on the ground, they fly slowly back to the aerie,
generally seems to be only two in the air at any given time. carrying a small buck between them.
3. After 10 minutes of watching, the characters will discover If the characters continue to watch, they will see the
that the harpies fly a set pattern around the temple, pattern repeat itself with every changing of the guard. The
gliding in a lazy arc from the west by the aerie, around the harpies will fly their set path, and on their final pass, will dive
rear of the temple over to the east side and back. They into one of the nearby stands of trees or bushes, emerging a
mostly seem to ignore the southern side of the peak. few minutes later with a fresh kill to feast upon.
131
3. Fairy Ring 8. Aerie
A large ring of toadstools grows in a small clearing amongst a This stand of uncommonly large cypress trees houses a small
stand of cypress trees. A small community of pixies makes congregation of harpies, along with their matron leader. The
their home here. If the characters investigate around the ring, harpies guard and hunt along the cliffs north of the ancient
the pixies' leader, Briar Cricketwhite, appears in the branches temple. Anyone approaching their home will be attacked
of one of the taller trees and greets the characters. Briar is a swiftly and without mercy. The harpies aren't the best of
short, female pixie dressed in a white, silken tuxedo complete guards, however, and anyone watching can time the route
with vest and top hat. She is friendly, albeit more serious than they take and find ways to bypass their patrols. Two of the 10
most pixies. Briar is trying to gauge the characters' motives. normal harpies will always be out on patrol and depending
The characters can attempt to convince her of their good on where they are in their route, will join any fight after 1-3
intentions, either through good role-play or with a successful rounds.
Charisma (Persuasion) or Charisma (Deception) check If captured, the players may be able to convince the harpy
contested by Briar's Wisdom (Insight) check. matron to use her powers of divination to assist them in their
Should the characters convince Briar and her pixies to quest. If they manage to do so, she will offer the following:
assist them, she will tell them about the cyclopes that live Encounter. 1 harpy matron (AH 43) and 10 harpies (MM
above them to the north. She will reveal that the cyclopes 181).
raise sheep as food and she'll offer them some pixie dust
which, when sprinkled on the sheep, will put the cyclopes to 9. Thorn-Covered Cliffs
sleep when they eat them. The cliff on the north side of the peak is covered with thick,
Encounter. 12 pixies (MM 253). thorny vines. It would be a nearly vertical 150-foot climb
4. Pond through the thorns to reach the temple at the top of the peak.
Anyone attempting to scale the rock face must make a
Water rushes down the mountainside, cascading over the Dexterity (Athletics) check for each round worth of
cliffs in multiple waterfalls, finally collecting at the base of the movement. A failed check means the character takes 2 (1d4)
peak in a small pond. The creatures on the peak all gather piercing damage from the thorns. The harpies from area 8
water from the various small pools to slake their thirst. Reeds watch this side of the mountain closely and will attack anyone
and lily pads grow around and on the surface of the largest they catch trying to climb the cliffs.
pool at the base of the rise.
10. Sollus Temple Prison
5. Cyclops Plateau When the characters enter the temple, read or paraphrase
A tiny tribe of cyclopes live on the ledges and terraces leading the following to them:
up to the temple. The three brutes know that Serpamne lives
in the temple above and fear her enough to leave her alone. This large, round building contains several pieces of light
They will wander between areas 5 through 7, napping olive-colored furniture and decoration. The center of the room
beneath the trees, tending to their flock, or resting in the
small domed structure on the ledge below the temple. features a fountain adorned with an incredibly lifelike statue of
Encounter. 3 cyclopes (MM 45). a winged woman, water trickling out from its base and flowing
southward through a hole in the wall to cascade down the
6. Sheep Pasture or Titanic Prison? mountainside.
A small flock of sheep grazes on the sloping, grass-covered As you enter the room, you glimpse someone darting
ledge. Several odd-looking, moss-covered rock formations jut
from the ground and escarpments to the north. Cyclopes behind one of the elegant chairs against the northern wall. As
from area 5 will wander in among the sheep, occasionally you try to get a closer look, a slightly reptilian head peeks from
grabbing one and plopping the whole animal in its mouth as behind the chair, her hair a mass of writhing snakes. From the
a snack. Regardless of how many sheep the cyclopes eat, the look in her eyes, she is more afraid of you than you are of her.
flock never seems to thin at all.
Once the characters recover and use the Nero Eleftherias,
the imprisoned titan here will break free and attempt to The creature is Serpamne, one half of this particular
prevent their escape. incarnation of Sollus. She will not attack the characters and
will avoid defending herself in a way that might hurt them,
7. Cyclops Parlor mainly trying to hide and retreat while begging for her life.
This small structure is surprisingly well-appointed when one If the characters try to speak with her, she will seem fearful
considers its inhabitants. Whenever the cyclopes decide to but will be forthcoming with them. She knows the following:
take a longer rest, they will retire to this building to sleep on 1. The first thing she remembers is waking up here in this
its couches and settee. The two tables here appear to get temple 10 days ago.
little use, as the giant oafs tend to devour their fleecy meals 2. Food and water are plentiful, but the other creatures on
fresh from the flock. the plateau and peak harry and herd her back to the
temple whenever she tries to leave.
132
3. Two days ago, two demonic-looking creatures arrived Effects of Kefallonia
along with a beautiful female with wings. Under threat of
death, they had Serpamne turn the poor creature to stone While on this layer of Peloponessos, a great sense of
and place her petrified body on the platform at the center emptiness and lethargy threatens to overtake the characters.
of the fountain. While here, characters use their Charisma rather than their
4. They told Serpamne to guard the statue, threatening to Dexterity bonus when rolling initiative, as it is only by the
come back and kill her if anything were to happen to it. sheer force of their personality that they can goad themselves
5. She doesn't know how she knows it, but she feels certain into action.
that the characters are here to rescue both her and her
victim.
6. She knows how to access a secret staircase that leads
down to a labyrinth safeguarding the only thing that can General Features
save the unfortunate, petrified woman. She knows the Unless otherwise stated, all areas have the
general layout of the labyrinth, and can provide the players following features.
with a simple map. Floors, walls, and ceilings. All surfaces throughout
7. She also advises the characters that they must retrieve an the labyrinth are made of various shades of light
item from each of the labyrinth's three areas in order to gray stone. The passages are all 10 feet wide and
recover the Nero Eleftherias. 10 feet tall.
Illumination. Although there is no visible source
Encounter. 1 medusa (MM 214). of light, all areas in the labyrinth are well-lit by a
stark, slightly blue-tinted light.
The Labyrinth of Nero Sounds. Noise behaves oddly within the
labyrinth. Echoes seem to be erratic and may seem
Eleftherias to come from any and all directions at once. A
creature walking down a hall may hear their own
The stairs are enchanted, and lead to a labyrinth on footfalls echoing in front of them one moment and
Peloponessos' third layer, Kefallonia. The labyrinth was built suddenly behind them the next. Different creatures
centuries ago, its original purpose lost to history. It is split may perceive the same noise as coming from
into four main areas: The Entrance, The Door, The Lock, and different directions.
The Key. All areas are of similar build and design, but have Creatures. Each area of the labyrinth has its own
their own unique quirks specific to the item they hold. distinct set of creatures. A creature will not
willingly leave its native area. Should a creature be
forced from its home area, it will teleport back to a
random point within its original zone.
134
As the characters explore the labyrinth, periodically roll Under most circumstances, this doorway does nothing
1d6. On a result of 6 an encounter will occur. The encounter special. If the characters, standing outside of the pedestal
varies depending on the area in which the characters room, place the door from area 4 in the opening, the lock
currently find themselves. from area 5 in the door, and close the door, an audible *click*
In the Door area, they encounter 2d4 cockatrices (MM 42). will be heard as the door locks itself. If anyone is inside the
In the Lock area, they encounter 1d4 flameskulls (134). pedestal room when the door is closed in this manner, it will
In the Key area, they encounter 2d4 will-o'-wisps (MM not lock. If the characters then use the key from area 6 to
301). unlock the door, the Nero Eleftherias will appear atop the
pedestal. The lock can be picked with a successful DC 30
1. Entrance Dexterity check with thieves' tools. If the door is unlocked in
this manner, however, the room beyond will contain 4
Read or paraphrase the following to the party when they basilisks (MM 24).
descend the stairs from the temple: Encounter. 4 basilisks (MM 24)
Treasure. If the characters assemble and unlock the door
You lose track of how many steps you've descended. The to this room, the Nero Eleftherias will be resting upon the
enclosed, spiral staircase winds down for what seems like an pedestal.
impossible distance, with barely any perceptible change the
further down you go. The stone of the stairs and the walls
3. Cockatrice Coop
slowly darkens, shifting from nearly pure white to a light gray, Two large enchanted chicken coops sit against the walls of
like the color of fine dust on glass. The lighting also changes this small room and the floor is covered in hay. At all times
as you descend, going from the warm white of a sunlit
there are 24 cockatrices within the "door" segment of the
labyrinth. Any time a cockatrice is killed, a new one emerges
afternoon to a harsh, cold, blue light that feels unnatural. from one of the coops. Some of the 24 are always in this
Finally, after what feels like ages, the stairs open up into a room.
small, square room that is empty save for the staircase and an Each coop has 50 hit points, an AC of 15, and is immune to
exit set in the center of each of its four walls. all damage except fire damage and attacks from adamantine
weapons. Destroying both coops will prevent any defeated
cockatrices from returning.
1. Entrance Encounter. 6 cockatrices (MM 42). Each time one of them
Read or paraphrase the following to the party when they is killed, another will emerge from one of the two coops.
descend the stairs from the temple: 4. The Door
You lose track of how many steps you've descended. The Hidden behind a secret door, this small room contains a
enclosed, spiral staircase winds down for what seems like an mound of coins with a massive wooden door wedged into the
impossible distance, with barely any perceptible change the
pile. The coins are basically worthless, being made of bronze.
Treasure. The door. The door is a large, thick, heavy oak
further down you go. The stone of the stairs and the walls
door with bulky cast-iron bands and hinges. There is a small
slowly darkens, shifting from nearly pure white to a light gray, hole where it appears the lock has been removed. It weighs
like the color of fine dust on glass. The lighting also changes 250 pounds. One or multiple characters can carry the door. If
as you descend, going from the warm white of a sunlit carried by a single character, it requires two hands to carry
afternoon to a harsh, cold, blue light that feels unnatural.
and provides a +6 bonus to AC. A character can also tie the
door to his back. If carrying the door in this way, the
Finally, after what feels like ages, the stairs open up into a character has disadvantage on all attack rolls and ability
small, square room that is empty save for the staircase and an checks. If, at any point, the door is not being carried by a
exit set in the center of each of its four walls. character and is not in the doorframe at area 2, it will teleport
back to this room.
Encounter. Once the characters have recovered the Nero 5. The Lock
Eleftherias, Tirikan (AH 26) and Beck (AH 26) will be
waiting for them here, prepared to attack and relieve them of This cross-shaped room is empty save for a bulky brass lock
their treasure. hanging from a heavy iron chain in the center of it.
Treasure. The lock. A bronze lock, shaped to fit perfectly in
2. Pedestal the small opening in the door from area 4. Whoever holds the
A marble pedestal sits upon a stone dais in the middle of this lock is paralyzed. If that person takes any damage, they drop
otherwise empty room. the lock, which instantly teleports back to the place where it
The northern entranceway is open, but it appears to be was found.
crafted to hold a large door. The halves of three hinges are
strongly attached to the inner wall of the portal. A hole in the
inside wall across from the hinges is likely used for some
kind of locking mechanism.
135
6. The Key Her explanation is cut short as the ground convulses. The
roof of the temple cracks and showers the characters with
Hovering in a dusty alcove at the end of the hallway is a tiny debris, threatening to collapse on them.
metal key. The key floats in a narrow beam of bright blue As the characters flee the temple to avoid being crushed,
light. they immediately notice that clouds now blot out the sun and
Treasure. The key. A delicate and ornate metal key that the sky has turned an angry, grayish orange. On the plateau
looks like it would fit the lock from area 5. Anyone holding the below them, they see a massive figure, apparently made of
key levitates uncontrollably. If they touch any surface before rock, rising from under the stone of the mountainside. It
leaving the key area, the key will teleport back to where the thrusts both hands into the ground pulling out an axe made
characters found it. of glossy black stone.
If the townsfolk of Arginth told the characters about the
Releasing Petrasollus titan of Mnemnos Peak, they will recognize this as the
creature from those legends. The titan slowly looks around
With the Nero Eleftherias in hand, the characters can return before bellowing, "Who has found the Nero Eleftherias and
to the temple. Serpamne tells them that, in order to free freed me from my prison?! Let them step forward and have
Petrasollus, they simply need to pour the contents of the vial the honor of being the first to fall before my overwhelming
over the statue. might!"
If the characters do as she advises, read or paraphrase the Encounter. 1 mountain titan (AH 43)
following to them: Treasure. Stonehewer, a greataxe made of obsidian that
functions as a dwarven thrower (DMG 167)
The water washes over the statue, light flashing off of the little
rivulets as they stream down the smooth stone and mix with Conclusion
the water of the fountain. Glowing cracks appear across the
As the titan collapses back into the earth, a bright ray of
surface of the statue, rapidly growing more intense as a low sunlight bursts through the clouds, illuminating the corpse of
hum fills the air. the fallen giant. The single sunbeam broadens quickly,
dispersing the clouds. It doesn't take long for the sun to bathe
The glow quickly intensifies to a blinding brilliance, causing the plateau in its warm, welcome light. Serpasollus quickly
you to avert your eyes. Suddenly, a sharp crack echoes joins with the characters and suggests they depart quickly
throughout the temple, and the light instantly fades. Looking before the Yugoloth return.
back at the statue, you see it now lies in pieces at the center Karen waits for them just outside Arginth, ready to ferry
of the fountain, the head rolling slightly on the pedestal before
them back to the reef. The trip back is uneventful. Once back
to the safety of the reef, Serpasollus excuses herself, saying
coming to rest.
she just knows that she must contribute to the great machine
Serpamne's eyes grow wide with disbelief as she sees what
to free her other incarnation.
Serpasollus will set to work assembling a massive
has happened. Before she can do or say anything, small motes serpent's tail that will help propel the machine as it burrows
of light rise from the various broken pieces of the statue. They through the walls of the prison in which Sollus is held.
float around each other, combining and splitting multiple By rescuing Serpasollus, the party can select the following
times before coalescing into a single glowing mass undulating bonus as their teamwork bonus when they begin a heist.
several feet above the ground.

The rippling light hovers in the air for a few seconds before
streaking at Serpamne and striking her in the chest. She The Immobile. Once per day per party member, as an
staggers backward, her back arched and her head thrown back. action, a character can choose to become magically
Light streams from her eyes and mouth, eventually fading as
fixed in place. Until they use another action to end
the effect, the character does not move, even
her body appears to relax and her head slowly turns to stare in defying gravity. The character can support up to
your direction. 8,000 pounds of weight. More weight causes this
ability to deactivate and the character to fall. A
She shouts, "At last! I am whole once more!" creature can use an action to make a DC 30
Strength check, moving the character up to 10 feet
on a success. The effects automatically end after 1
Serpamne and Petrasollus reunite to form Serpasollus, the hour.
one true incarnation of Sollus that had come to this plane.
She'll explain how she was trapped in this split form and that
the party has reunited her, thereby freeing her.
T.M. van Dalen
T.M. van Dalen makes hand-crafted adventures and supplements for Dungeons & Dragons
and other table top roleplaying games. Based in Amsterdam, his adventures focus on
Dungeon Master ease-of-use, allowing anyone to pick them up and have a good time with
less prep time. You can find more of his work and sign up to get free maps at
rpg.timvdalen.nl.
Notable works include ...

Additional Credits
Tithi Luadthong
Art Furnace
Maps by T.M. van Dalen; high resolution at https://rpg.timvdalen.nl/assets/prison-maps.zip
Special thanks to Dave Coulson for his work on Bytopia in Codex of the Infinite Planes
Watercolor splotches by Jared Ondricek
138

Mine-work Make-work

D
ay breaks on Pollux. The sky becomes lighter
even though there is no sun in sight. Gnomes Adventure Background
work tirelessly in the fields, fighting the
destructive nature of the plane itself. On Castor, The incarnation of Sollus that's trapped on Castor is called
wild beasts fight those who try to carve out a life Gimlen, a gnome of about 90 years. When he was just 2 years
for themselves, however short. old, he was taken from his clan by a group of yugoloths.
The Twinned Isles of Gemini are places of Gimlen was raised in Pollux by his captors, never realizing
hard work that does not go unrewarded. Pollux is a land of that he was a prisoner. The knotted snake symbol appears as
pastures and farms, of commerce and tinkering. Opposite an a birthmark in the inside of his elbow. Use the attuner (NPC
empty patch of sky, Castor is wild, untamed. On both layers, 187) or mage (MM 347) stat block for Gimlen.
the mostly gnome population is hard at work to fight the When he turned 40, he got a "job" working in a "factory"
destructive nature of the plane itself, maintaining their tools, that builds stab-o-lizers, a small constructed item that makes
houses and workshops. While a productive day of work is its life in Gemini a bit easier by limiting the rate of decay of
own reward, it is also currency in this place. buildings, in turn lengthening the time between the chore of
A reincarnation of Sollus is trapped in a mine on Castor, maintenance. Gimlen is the only worker in the factory,
unaware of his history, future and place in the multiverse. something that has never struck him as strange.
The party has discovered one possible flaw in the prison's He is responsible for mining the raw material, for smelting
highly effective defenses: a gnome called Ribbles who comes and forging it, and for assembling the final stab-o-lizers. His
by every fortnight to collect the stab-o-lizers. tasks are busywork designed to keep him from worrying
about his true place in the world, but the stab-o-lizers actually
turn a nice profit as well. Gimlen works all day, rotating
between the various tasks to keep production moving along.
At night, he retires to his private chambers, located in the
outer ring of the prison factory.
Once every two fortnights, Ribbles Nackle, a gnome
veteran (MM 350), comes by to collect the finished product.
He then travels from Castor to Pollux using one of the larger
mountain passes and sells the stab-o-lizers in one of the
bigger cities before returning back to Castor.
Road to Castor
Planar travel isn't an exact science. Whether they travel by
gate or by voidship, when the party arrives in Gemini, they
land on the layer of Pollux. Their destination, the prison mine
where Sollus is trapped, is located on Castor.
To get there, they will have to locate a way to cross the
empty sky and safely land on the other side. This section
gives guidance for how to handle travel on Pollux, the journey
between the layers, and travel on Castor.
139
Pollux If the characters would like to keep the peace and calm down
the angry group of gnomes, they must make a successful DC
Making your way across Pollux is easy enough — the weather 15 Charisma (Persuasion) check. If the characters join in
is always temperate and the terrain consists of rolling with the hecklers, they are invited to help with chores to earn
grasslands, divided by numerous small rivers that flow down a hearty meal.
from the high mountains.
When traveling in Pollux, it is likely the party will come 3: Otherworldly Wolves
across one or more small settlements. These settlements are The party is attacked by a pack of 2d4 dire wolves (MM 321)
typically made up of mostly gnomes. Everyone will be hard at who crossed over from Castor using an unstable gate (see
work. If they want to earn a meal or shelter for the night, all "Gate" below). If they follow the wolf tracks with a successful
the characters have to do is help do some chores. DC 15 Wisdom (Survival) check, they might be able to find
To give life to the layer, you can have the party encounter a the gate and cross over to Castor.
few other random things. These encounters can happen as 4: Traveling Merchants
often as you like, though you should keep in mind that using
too many of them can slow the story down significantly. While traveling along a small road, the party encounters a
Consider checking for a random encounter twice per group of traveling merchants. The merchants are on their
adventuring day, once during the day and once during a long way from Prosperity, the largest city in Pollux. There, they
rest. If you do, roll a d20. If the result is 18 or higher, a purchased various goods to distribute among the smaller
random encounter occurs. settlements of Pollux.
If the party thinks to ask, they reveal that, among other
Random Encounters in Pollux things, they bought stab-o-lizers in Prosperity, though a small
d4 Encounter
bribe of 1 cp is required to tell the characters that they
purchased the items from a gnome called Ribbles.
1 Barn Repair
2 Lazy River Crossing the sky
3 Otherworldly Wolves The empty area between the two layers of Gemini is about 20
4 Traveling Merchants miles. Once you cross the barrier in between the layers (10
miles up), gravity 'flips', allowing you to go down the other
1: Barn Repair side. Gnome merchants sometimes use a system of hot air
The characters encounter a group of gnomes that are in the balloons to allow goods to cross the barrier, but this system is
process of repairing a barn. The group consists of 10 not safe for humanoid travel.
commoners (MM 344). The party might be able to convince a flying mount to bring
The gnomes are installing stab-o-lizers in the barn, which them to the other side, but the easiest ways to cross to the
should keep the barn standing for longer, and require less other layer are through a gate, climbing a mountain or using
maintenance going forward. If the characters offer to help an airship.
with repairs, they can spend the day working with the
gnomes. In return, the gnomes offer a place to sleep (in the Gate
newly repaired barn) and a warm meal. While all planar gates end up in Pollux, there are some
Any character that participated in the repair and slept in temporary lesser gates that lead between Pollux and Castor.
the barn wakes up feeling refreshed from the satisfaction of a These gates typically are the result of extremely violent
job well done, gaining a Bootstraps die. Once within the next storms on Castor. By helping the locals, the party might be
8 hours, the character can roll a d6 and add the number able to locate one of these gates.
rolled to one ability check, attack roll, or saving throw it Mountain
makes. The creature can wait until after it rolls the d20
before deciding to use the Bootstraps die, but must decide In several places in Gemini, there are mountain ranges with
before the DM says whether the roll succeeds or fails. Once peaks high enough to touch the other side. While the journey
the Bootstraps die is rolled, it is lost. isn't easy, there are passes and paths in these mountains that
allow relatively safe travel between the two layers.
2: Lazy River
Airship
From a distance, you hear voices. "Lazy bums!" one calls out. For the modest price of 20 gp per creature, airships allow the
well-to-do Geminian to cross the sky in style.
"Why don't you make yourselves useful for a change?" you Airships (AH 47) can be found in most larger settlements
hear another one yell. in Pollux. An airship consists of an enormous balloon tied to
a gondola. To rise up in the air, the crew (4 commoners (MM
344)) activates the furnace that has a fire elemental (MM
If they approach, they see that the source of the noise is a 125) magically trapped inside it.
group of 5 gnomes standing on the bank of a river. They're When an airship nears the center point of the sky,
shouting at three gnomes that are lazily drifting down the everybody moves below deck and the furnace is deactivated.
river, enjoying the weather. All of the gnomes are commoners Then, the whole airship flips in mid-air and starts descending
(MM 344). to the target layer.
140

Castor 1: Ape Attack


Travel on Castor is everything that travel on Pollux was not. Two giant apes (MM 323) are fighting an elephant (MM
The weather is almost always extreme, ranging from violent 322). They have not noticed the party yet, and the characters
snowstorms to bone-dry heatwaves. Castor is untamed, with can back away and walk around the altercation if they wish.
wild forest and fields that are filled with all manner of beasts. 2: Hunting Tiger
While traveling in Castor, it is unlikely the party will The party crosses path with a lone saber-toothed tiger (MM
encounter any large settlements. The only people that go to 336) that is out hunting.
Castor are usually only staying for a short while. They are
here to mine or to log, and almost never stay longer than a 3: Logging Camp
single season. The party comes up on a temporarily constructed logging
Like on Pollux, there are random events that the party can camp. From afar, they can already hear the celebration
encounter while they travel. Consider checking for a random happening inside.
encounter twice per adventuring day, once during the day and If they approach the camp, they eventually run into Ierick, a
once during a long rest. If you do, roll a d20. If the result is 18 gnome miner and a commoner (MM 344). She explains that
or higher, a random encounter occurs. their leader, Halgan, just died in a mining accident. Halgan
Random Encounters in Castor
was a particularly cruel boss, and the workers are glad to be
rid of him. They can't wait to pack up and return back home
d6 Encounter to Pollux.
1 Ape attack Still, there is work to be done. If the characters agree to
2 Hunting tiger help with chores for the funeral, Ierick gives them a ring of
magic detection that she found in an old mineshaft.
3 Logging camp
4 Lycanthrope stalkers 4: Lycanthrope Stalkers
5 Overgrown monument A group of 1d6 + 2 wereboars try to surprise the party in the
6 Yoguloth patrol
woods.
141
Yugoloth Patrol
While traveling near the prison, the party encounters
Ring of Magic Detection Kegnoth (AH 26) and 2 mezzoloths (MM 313). If the party is
traveling at half-speed, allow them to roll DC 10 Wisdom
ring, uncommon (Perception) checks to notice the yugoloths before they
This ring has 1 charge. While wearing it, you can themselves are spotted.
expend the charge as an action to cast the detect
magic spell from it. The ring regains its charge when
its wearer casts a spell of 1st level or higher.
Prison Break
Gimlen, this plane's incarnation of Sollus, is trapped in this
prison mine complex on Castor. He has no idea that he is a
prisoner, and is happily performing his duties. It has never
Overgrown Monument occurred to him that it's strange that he is the only worker in
While traveling to a particularly overgrown field, the party the whole facility.
stumbles upon an old tower. The tower is in a bad state of The map below shows the layout of the prison.
disrepair, but it is impossible to tell if the damage is from just When the characters find the prison, read the following
a season in Castor or years. text aloud.
A DC 15 Intelligence (History) check reveals that the
symbols on the tower are those of the drow. Under the effects You come to what must be your destination. The organized
of a detect magic spell, the tower radiates with conjuration
magic. building stands out from the chaos you've endured since you
If the party enters the tower, they are attacked by two drow got to Castor. The building looks the same from all sides,
wraiths (MM 302). though there is one bit that slightly juts out of the main
Any character that spends at least 10 minutes searching complex.
the tower can find a rune-scribed warhammer. A successful
DC 12 Intelligence (Investigation) check reveals that the
warhammer is of hellish origin, and not drow.
142
Illusion
When the characters first enter this room, an illusion of
Prison Mine: General Features Gimlen is standing near the desk, with his back to the door. If
This facility is an all-in-one mine, factory and the party knows what Gimlen looks like, they can recognize
prison. It was constructed for Gimlen about 50 him from the doorway. The illusion doesn't respond to any
years ago. None of the rooms and hallways have external stimuli and disappears when it is touched.
windows.
Locked in. The prison has no entrance or exit that 5. Gimlen's Sleeping Quarters
creatures can use. Everyone, including the guards,
is locked in for life. This spacious room looks and feels much nicer than what
Lead walls. The outer wall of the complex is built
you've seen from the prison so far. There's a big comfortable
with a 1 inch thick sheet of lead in the middle of it.
Warded. The whole facility is warded against looking bed, wardrobes full of clothes and beautiful tapestries
teleportation magic. Attempting to teleport into on the wall. It's an inviting space, one that almost begs you to
the prison leaves a teleporting creature outside of take a rest.
the prison in the closest unoccupied space to their
intended target.
Ceilings. The ceilings in all rooms and hallways This is the place where Gimlen sleeps. He has a comfortable
are 10-feet-high. The ceilings include magical light bed and everything he needs here. This room is much nicer
sources that provide bright light to all rooms and
hallways.
than most other rooms in the complex.
If the characters close the door, they should be able to
safely take a short rest in here. If they attempt to take a long
rest, Gimlen will eventually enter.
1. Stab-O-Lizer Loading Dock
This part of the factory complex sticks out of the rest of the 6. Workshops
building. It is the only place that allows anything to leave the The factory has two workshops that Gimlen uses to turn the
prison. raw material into stab-o-lizers.
The part of this area that's located inside the rest of the
facility functions as a loading dock. There, Gimlen loads 6a. Assembly
completed stab-o-lizers on the belt. The belt leads to the part Here, Gimlen assembles the rough components that make up
of this area that's outside, where a magical screen allows the stab-o-lizers. The result is the finished product, ready to
stab-o-lizers (and only stab-o-lizers) to pass. Outside, Ribbles be shipped out.
collects the stab-o-lizers.
6b. Parts
2. Warehouse In this workshop, Gimlen takes the forged metals and other
rough materials and uses them to build the components that
Here, stab-o-lizers are neatly stacked in racks that are made are part of a stab-o-lizer. Important components on the bill of
especially for them. When Gimlen finishes a batch of new materials include:
stab-o-lizers in area 6a, he brings them here so he can hand
them off to Ribbles later. Copper tripods
Golden rings
3. Guard Sleeping Quarters Iron cogs
Brass encasing
As you enter this room, the first thing you notice is the foul Sapphire rods
stench of fiends. You see beds, some personal belongings, and Ruby dice
a table with playing cards on them here.
7. Guard stations
Along the main spiral of the prison facility, there are two
The yugoloths that guard the prison sleep here. The room is guard stations. The yugoloths who work in the prison mostly
currently empty. spend their days here. In the history of the prison, no one has
ever made an attempt to get in or out. Unless given a reason,
4. Study the yugoloths are not generally paying a lot of attention and
This area serves as a study for Gimlen. There's a nice desk on make Wisdom (Perception) checks to detect intruders with
one side of the room and big book cases on the other. The disadvantage.
book cases are filled with books on all sorts of topics — 7a. Eastern Guard Station
anything Gimlen might be interested in. The builders of the This guard station is currently staffed by Organus (AH 25)
prison made sure he would never be bored here. and two skereloths (AH 32). Organus is bullying one of two
A large section of the books is dedicated to gnome other guards, loudly hurling insults at them.
craftsmanship in general and the building of stab-o-lizers in
particular. On the desk, a book titled "Gemini Stalled: A
Thesis on the Creation of Stabilizing Machinery" lies open.
143
144
7b. Western Guard Station Developments
Tirikan (AH 26) and Beck (AH 26) are currently operating If the party confronts Gimlen and tries to explain who he is
the western guard station. When the party approaches, and that he is trapped, he can be easily convinced of this with
they're playing with dice. a DC 10 Charisma (Persuasion) check, although he has never
given the subject any thought.
8. Component Store However, when Gimlen is convinced by the party, the giant
This small storage room contains all the stab-o-lizer drill starts shaking uncontrollably. Gimlen explains that the
components that Gimlen makes in area 6b, ready for drill will explode, taking the whole complex with it, unless the
assembly. party can deactivate the mechanism. He points to the control
panel on the side. Give the players the handout on the
9. Mess Hall previous page. You can consider cutting out the 9 puzzle
pieces so the players can manipulate the sliding block puzzle
The mess hall is where both Gimlen and the guards come to by hand.
have their daily meals. The guards and Gimlen are generally When the puzzle is solved (see the previous page), the drill
on good terms, as Gimlen does not realize he is a captive. shuts down and the danger has passed.
This area is always at a comfortable temperature, no
matter how bad the weather outside of the prison gets. It has Exiting The Prison
long tables with benches and a few smaller tables. Gimlen If the party can successfully convince Gimlen to leave with
likes to switch up where he sits every day. them, he loses all memory of them the moment he sets foot
Food and Drink outside of the building. He becomes hostile to the party and
Every day at dawn, enough food and drink for the occupants will need to be calmed down and convinced all over again
of the prison magically appears on the shelves in the north- with another DC 10 Charisma (Persuasion) check.
east corner of the room. If the items are not removed before Rewards
the next dawn, they vanish when the new ones appear. When they are safely away from the prison, Gimlen offers to
10. Raw Storage craft a single set of magic armor for the party, a +3 chain mail.
Gimlen's contribution to the burrower is the creation of
superior armored plates to protect the device. Furthermore,
The ground is rough here. Around you, you see all manner of
he can give the following teamwork bonus.
things strewn about on the floor. In one corner, you can see a
stack of iron ingots, in another you see a heap of slag. Among
them, you see tools, both old and new, broken and in fine
condition. The Stable. Each party member has advantage on
Dexterity saving throws as long as they are within
30 feet of another party member.
This area is a general raw storage for everything that the
mine produces. All processed materials (and by-products)
from the forge are left here.
The south-west corner of this area has a particular
property. Any item that is left there for more than a week
vanishes. Once in a while, the yugoloths move all slag and
waste to that corner. They have no idea why this corner
works that way.
11. Forge
This area holds the production line that turns raw material
from the mine into usable intermediate products.
12. Mine
The mine is where the stab-o-lizer production process starts,
where Gimlen digs up raw ore to smelt in the forges. For this
purpose, he has a giant mechanized drill that makes his job
easier.
When the party enters this area, Gimlen is here, operating
the giant drill.
William Rotor
William Rotor is a writer, educator, designer, and creative professional with a love for
unusual mediums of expression. He lives and works in Australia and is an active member of
the local film and theatre scene. You can find more of his work related to Dungeons and
Dragons on his subreddit, /r/williamrotor.
Notable works include ...
147

Teetering Imbalance

T
here are two reasons to come to Perdition: to
bring ruin, or to be ruined. The difference is Entering Perdition
whether the yugoloths are willing to make a
deal. The realm of Perdition was once a prison As Thesea sails through the gate to Perdition, you’re hit with a
world, only fit for torment, until the yugoloths thick blast of hot air on your face. Spouts of lava jet up into
conquered it and made it their own, reshaping
the land in their own image. And yet, for every the black sky, then slide down the infinite slope. Thesea bucks
change they made, the world teetered ever more steadily to and twists under the unusual gravity: the horizon doesn’t line
the side, as if to tip them over the edge to oblivion. up. Everything is slanted. Everything is wrong. She sets down
on an island of black igneous rock, flapping her wings hard to
Summary keep from sliding down the slope. Steam and lava rise all
around you. “Alright, babes, can’t bring you much closer than
The party is here in search of Orzeg, an arcanoloth inventor
and torturer. They may be here on an assassination mission this. You see that big estate uphill, the one with all the gears
for Spectrasollus, or they may be here to rescue Karen, if she and tubes? That’s where the bad bitch does her thinking. You
is kidnapped. The party storms Orzeg’s laboratories and got it from here. Good luck!” She leaves you on the slope and
fights off her wicked inventions. Orzeg offers the party a deal: takes off before the yugoloth meteorships patrolling the skies
she’ll spy on the yugoloths and provide the party with access can close in on her.
to her inventions if it means they can get rid of Broken Opal
and Zigazan the Boiler eventually. Thesea rescues the party
from Perdition under heavy fire from yugoloth meteorships.
By the end of this adventure, the party will have ...
Braved the landscape of Perdition. Perdition General Features
Infiltrated Orzeg's laboratory. Slanted Ground. Gravity pulls you awkwardly to one
side. All saving throws and ability checks that
Carried out a daring rescue of a poor tortured soul. rely on Dexterity or Strength are made with
Made an explosive escape. disadvantage unless you have a way of
counteracting the gravitational forces.
Hook Hot and Dry. The horizon glows a dull red against
an otherwise black sky. It is eternal night here, lit
A few potential hooks may lead the party to Perdition. only by the glowing magma just beneath the
Revenge of the Fallen. Orzeg tortured and killed a wizard crust. The entire plane is in dim light. The air is
whose ghost, Spectrasollus, now seeks vengeance. He superheated thanks to wells of magma that boil
wails something about her book and demands her up to the surface and leak down the side of the
execution. He can lead them to Perdition. slanted plane. Taking a long or short rest is
impossible for anyone who isn’t immune or
Rescue Mission. For one reason or another, Karen has been resistant to fire or adapted to hot climates and
discovered to be a traitor and has been taken back to doesn’t have a way of cooling off.
Perdition to be tortured for information by Orzeg. The Orbital Bombardment. Meteors occasionally rain
party launches a daring rescue mission to retrieve her. down, each about 40 feet by 40 feet wide of
Before setting off on their mission, the party receives the solid rock. These meteors slam into the ground
following layout of Orzeg's laboratory from Illusosollus. every 3d10 minutes, and it’s very obvious where
the next one will hit. If you stand under a meteor
when it lands, it deals 20d6 fire damage and
20d6 bludgeoning damage in a massive
explosion of lava, shrapnel, and superheated air.
Yugoloths sometimes ensnare these meteors
mid-flight, hollow them out, and transform them
into meteorships that they use to patrol
Perdition and explore The Reef. Orzeg's
laboratory wards off the meteors with a massive
laser cannon formed from superheated mirrors
which melt the meteors into goop before they
can land.
Yugoloth Homeworld. If a yugoloth is killed on
Perdition, their death is permanent. They are all
aware of this fact and therefore avoid conflict.
148
Broken Opal has assigned six skereloths (AH 32) to watch
over Orzeg and patrol the terrain around her laboratory.
They're not guarding against intruders, but guarding against
Orzeg. Distrustful of the skereloths, Orzeg has constructed
fiendish automatons, called vinchies (AH 45), to do the job of
defending her fortress more effectively. The skereloths hate
the vinchies.
You come across a camp of yugoloths. Less out of necessity
and more for general comfort, six skereloths sit around a
magical freezing lodestone like how humans would sit around
a fire during winter. They cool their red-hot metal tridents. Just
as you start to plan your approach, you hear a horrible
clanking, and from around a corner three horrific clockwork
monstrosities approach the camp. The skereloths bristle with
distaste, but let the machines come closer anyway. Once clad
in suits of armor, these skeletal machines strain with every
movement, barely held together. Bits of them have melted
from the extreme heat, but they persist, perhaps out of sheer
stubbornness.

Anyone who can understand Infernal hears the conversation


below.

The Skereloths and The Vinchies


"Get outta hear, belchers! Ain't your master take
care of you? The hell you rattlin' around for?"
The vinchies respond only with "Protocol seven.
Please report." Their voices are like dried grass.
"Protocol what? Get out of here."
"Unable to parse. Insufficient data. You have
three attempts remaining. Please report."
"Stupid machines. Nothing here! Ain't nothing
been here for fifty stinking days!"
"Acknowledged. Generating report for Orzeg.
Thank you for your compliance."

The vinchies leave once their conversation with the


skereloths has concluded, heading in the direction of Orzeg's
laboratory.
If the party attacks before the vinchies leave, the skereloths
will simply teleport away, abandoning the vinchies. They'll
report to Broken Opal directly and won't bother to inform
Orzeg of the intruders. If the skereloths get away, two extra
meteorships (AH 51) arrive at the end of the adventure (AH
153) with a skeleton crew of three skereloths (AH 32) each.
Approaching Orzeg's laboratory without being noticed by
the various vinchies and mezzoloths requires three DC 15
Dexterity (Stealth) checks, made with disadvantage due to
the uneven terrain. If spotted, the party will either face down
1d4+1 skereloths (AH 32) which will attempt to escape to
inform Broken Opal, or 2d6+2 vinchies (AH 45) which will
attempt to escape to warn Orzeg. If a vinchy gets away, Orzeg
becomes aware of the intruders, making her traps more
dangerous later in this heist.
149

Double Doors Entrance


The massive double doors are indulgently grand. They are
blocked by a 20-foot moat of churning lava (DMG 249) with a
metal drawbridge that glows red-hot, dealing 1d4 fire damage
for every 5 feet of movement spent to cross it. The melted
corpses of vinchies, themselves red-hot from the heat, have
fused to the drawbridge. Living vinchies still cross it; they
usually make it across, but not without taking 12 (4d4 + 4d6
halved with absorb elements) damage in the process.
Orzeg's Laboratory The drawbridge lowers each hour to let through 1d6
vinchy (AH 45) servants which bring various metals and
Wires like spiderwebs streak from the ground to the black
other elements to add to Orzeg's alchemy collection. The
controls are operated from within by a vinchy (AH 45) who
spires, arcs of lightning racing between them. Toxic gas watches from an arrow slit to make sure only vinchies, Orzeg,
billows from the smokestacks, blackening the sky. From the or anyone accompanying Orzeg can make it through. It can
many factory floors swarm legions of vinchies, armored be fooled fairly easily with illusions (-1 on checks to see
automatons in service of their dark engineer, Orzeg. As you through illusions) or disguises (-1 on checks to identify
approach, you're blinded by the blast of a laser cannon,
disguises).
melting a meteor into superheated goop mid-flight before it
The double doors lead to the main hall.
can hit the laboratory. Factory Floor Entrance
The factory floor spits out one vinchy (AH 45) every hour,
depositing them out onto Perdition's hot earth via conveyer
Outside the Laboratory belt. The conveyer belt moves a creature 30 feet per round
away from the interior, but can be reversed with a successful
There are two entrances to the laboratory: the main double DC 20 Intelligence check. The conveyer belt leads through a
doors and the factory floor. black tunnel that originates on the factory floor inside the
laboratory.
150

Main Hall
Gothic architecture
Glorious glass chandelier Factory Floor
Double stairway leading up to the hall to the torture
chamber; secured with arcane lock (see Torture Chamber) Belching pipes, spinning gears, churning conveyer belts
4 treasure chests on display, unlocked, three with a CR 1-4 Robotic arms twitching and picking and grasping
Treasure Hoard (DMG 133-136) and one being a mimic A vinchy is being assembled; DC 20 Intelligence check to
(MM 220) program it to fight for the party; artificers have advantage
Personal effects stolen from victims displayed in glass 4d6 vinchies (AH 45) fight the party while 1d6 vinchies
cases: dozens of mundane swords, helmets, shields, and (AH 45) attempt to escape to warn Orzeg
spears, plus 12 trinkets (PHB 160-161) The factory can be shut down by dealing 50 damage to the
Second time the party enters the hall, a pascorpticon (AH machines (AC 15, resistance to slashing and piercing)
46) arrives via elevator under the floor and immediately If Orzeg is warned: the omnipresent robot arms attack
animates the objects in the display to attack the party everyone on initiative count 20: DC 15 Dexterity saving
If Orzeg is warned: the pascorpticon is already waiting throw to avoid 7 (2d6) slashing damage
151
Alchemy Workshop
Bubbling concoctions, boiling cauldrons Orzeg's Notes
Prototypes of strange devices are scattered around, most
seemingly useless or non-functional Note 1: DC 10
Blueprints for terrible machines line the walls: stealing put up blueprints to improve resilience of
them and spending a week of effort to improve Thesea meteorships and maybe other voidships -- hull
and/or the Burrower using the blueprints grants the strengthening, take more hits -- yet to test
vehicle an extra 50 hit points
A half finished weapon lies on a work bench, a laser rifle Note 2: DC 15
(DMG 268) similar to the big laser cannon on the spire; vinchy came out wrong, doesn't follow orders --
requires a DC 20 Intelligence check to finish; artificers need further study, keeping it in torture chamber --
have advantage on this check; on a failed check, it must be a bug in its programming
explodes, dealing 14 (4d6) fire damage to everyone who
fails a DC 15 Dexterity saving throw Note 3: DC 20
5 potions, DC 10 Intelligence (Arcana) check to identify disobedient vinchy keeps insisting it has a soul --
each: potion of climbing (DMG 187), potion of fire breath found a strange marking, like a closed "S" branded
(DMG 187), potion of fire resistance (DMG 188), potion of into its metal plates, never put there myself --
invisibility (DMG 188), and potion of greater healing could it be another reincarnation of Sollus? how
(DMG 187) lucky would that be, easiest million gp I ever made
4 vinchies (AH 45) clean the workshop and attack the
party on sight; one will attempt to escape to warn Orzeg,
potentially drinking the potion of invisibility to sneak away
Three notes can be found with Intelligence (Investigation) Laser Cannon Control
checks to carefully search the Workshop; see the Orzeg's Enormous hulking laser cannon that glows red hot with
Notes sidebar: result of check determines how many of energy, drawing power from the lightning rods connected
the notes are found, e.g. result of 20 reveals all three notes to the black spires of the laboratory
The workshop can be rendered unusable by dealing 50 Plated metal dome that swivels and adjusts swiftly to aim
damage to the various prototypes lying around (AC 10, the laser cannon in various directions
resistance to slashing and piercing) Complex arcane computing device that triangulates
All throughout the workshop, incessant whispering can be positions of meteors; DC 15 Intelligence check to disable
heard: after each minute spent in the workshop, every the device and prevent the cannon from aiming properly;
party member must succeed on a DC 10 Wisdom saving see Cannon Disabled sidebar
throw or fall under long-term madness (DMG 258-259) The cannon and its computing device can be destroyed by
Dealing any damage to any vinchy or prototype activates dealing 150 damage (AC 20, resistance to slashing and
the workshop's traps; see the Orzeg's Traps sidebar piercing); see Cannon Disabled sidebar
If Orzeg is warned: the traps are ready to go immediately 8 vinchies maintain the area and attack the party on sight;
2 attempt to escape to warn Orzeg
If Orzeg is warned: 16 vinchies instead of 8 and DC 25 to
Orzeg's Traps disable the arcane computing device
Orzeg has laid traps for anyone who messes
around too much in her alchemy workshop. These
traps activate as part of initiative, as per the Cannon Disabled
initiative counts below. Every 1d10 minutes, a meteor smashes into the
20: Jets of fire blast from vents, which are exhaust laboratory.
from the laser cannon (they don't function if it's Every creature must make a DC 15 Strength
been disabled). Each creature must succeed on a saving throw. On a failed save, it takes 7 (2d6)
DC 15 Dexterity saving throw or take 7 (2d6) bludgeoning damage and is knocked prone. On a
fire damage. There are two vents which can be successful save, it takes half damage and isn't
covered up with an action; the damage is knocked prone.
reduced by 1d6 for each vent covered. Vinchies
can use their action to uncover a vent. First Strike. The laboratory holds up for now.
10: Hidden elevators built into the floors deposit a Second Strike. The entrance to the laboratory
fresh vinchy (AH 45) into an empty space in the collapses, becoming impassable.
room. There are four vinchies available to be Third Strike. The factory floor is destroyed. The
deposited in total. The elevators can be laboratory is dangerously close to destruction.
discovered by taking an action to make a DC 10 Fourth Strike. The workshop is destroyed. One
Wisdom (Perception) check and then plugged more hit will destroy the laboratory entirely.
up with another action; only one action is Fifth Strike. The laboratory is destroyed, killing
required to plug all elevators. everyone inside in a massive explosion.
152
Torture Chamber Orzeg, clutching her dark book of red flesh
The tridrone (MM 225), permanently blinded
To get into the torture chamber, the party must get past the A vinchy (AH 45), not hostile, bound in chains despite
locked door. being one of Orzeg's own creations
Depending on the party's adventure thus far, Karen and/or
A sign is on the door: "torture in progress do not disturb" Penny Featherlight, restrained but unharmed
The door is secured with arcane lock, setting the DC to
pick the lock or break down the door to be 30 Additionally, if Orzeg was alerted to the party's presence
The spell knock can suspend the arcane lock for 10 beforehand, she'll have 10 (3d6) vinchies (AH 45) in the room
minutes, but alerts Orzeg and the vinchies of the party's with her for extra protection, though they won't attack the
presence party unless the party attacks first. The chained-up vinchy
Orzeg is clever and has hidden a glyph of warding (DC 15 looks at the others with a mixture of pity, anger, and disdain.
Wisdom (Perception) or Intelligence (Arcana) to spot) that Orzeg offers to join forces with the party. She hates Broken
activates upon casting of dispel magic: it activates fireball Opal, she's bored to tears with the banality of her job as a
with a save DC of 15 centered on the caster, which also torturer, and anything that would humiliate her yugoloth
alerts Orzeg and the vinchies of the party's presence superiors is desirable to her. Also, if she can get out of this
Every hour, if the party is undiscovered, a vinchy delivers a job and just focus on making vinchies all day, she can cut out
potion of greater healing (DMG 187) to Orzeg; the vinchy any risk to yugoloth lives by just sending in her legions to do
gets past the arcane lock with the codeword "Vetruvian" all the work. She therefore wishes to assist the party in
gathering the rest of the reincarnations of Sollus.
Once the party gets past the door, they can enter the torture
chamber. It twists and curves back in on itself in a
labyrinthine tour of Orzeg's depravity. There is more up
ahead, but along the way the party encounters various Orzeg's Explanations
torturous instruments. No sign of life. If asked about her prisoners, Orzeg can give the
party the following information. Any Wisdom
Brightly lit with cold fluorescent bulbs (Insight) check reveals she is telling the truth, and
Sterile white walls and metal walkways she'll happy drink one of those truth potions as
Complex instruments of torture: a stretching rack, an iron well, just to prove a point.
maiden, several tonnes of chains and manacles, and The Tridrone. "Last modron alive after Broken Opal
various knives, pokers, and red-hot metal brands blew up one of their conveyer voidships. It
5 potions, DC 10 Intelligence (Arcana) check to identify doesn't seem to have a sense of individuality,
each: 2 poison vials (PHB 153), a potion of healing (DMG just like my vinchies. Tried to give it a new
187), and 2 potions that force the drinker to fall under the purpose, but it's axiomatic. Nothing works. So,
effects of zone of truth for 10 minutes I've been taking it apart and using it to improve
All throughout the torture chamber, incessant whispering the designs of my vinchies. Feel no more pity for
can be heard: after each minute spent in the torture this thing than you would for a termite."
chamber, every party member must succeed on a DC 10 The Vinchy. "Part of the reason I persisted for so
Wisdom saving throw or fall under long-term madness long with that modron was because of this
(DMG 258-259) vinchy right here, which proves that the capacity
for individuality exists even in a construct. This
Continuing on to the main area of the chamber, the party vinchy doesn't obey me like the others. It claims
finds Orzeg in the midst of her interrogations. it has a soul. Perhaps it's the same soul that you
all share. Perhaps it's another version of Sollus! I
Orzeg delicately plucks out the eye of a machine you get paid a cool million for each one I capture, so
recognise to be a modron, very similar in appearance to that's perfect. You may call him Leonardo if you
wish. I must keep him chained up, unfortunately,
Pythagoras from the Reef. The tridrone releases several jets of
as he has threatened to kill me many times."
steam and squeals in pain. She places the mechanical eye in a Leonardo himself refuses to speak on the matter.
kidney dish (the third such eye removed) and turns to face Karen. "Never gave me the chance to offer myself
you. Her head is that of a cunning fox, and squeezed tight up as a co-conspirator. Oh well, it worked out
anyway. We both share a hatred for Broken Opal.
under her armpit is a book bound in red flesh, the source of
Such a shame we never connected until Karen
that horrible whispering you've heard in your minds. was placed right in my lap. What an opportunity
for disobedience! I am very excited." Karen isn't
"I was hoping you would come along," says Orzeg. "I'm glad so excited about teaming up with Orzeg, but she
you made it. Had to make it difficult for you to avoid begrudgingly agrees that having two traitors is
suspicion. The truth is, I've been looking for a way to destroy better than one, and she believes that Orzeg, at
Broken Opal for quite some time. If that means helping you the bare minimum, is telling the truth.
The Book of Red Flesh. "Oh, don't say such nasty
rescue the various reincarnations of Sollus, so be it."
things about him. He's such a good boy."

Inside of the room is ...


153
If her offer is taken, she grants the party the following
benefits. Burrower Bonus
If Leonardo is given the opportunity to work on the Burrower,
A contract that binds her to her word, ensuring her he outfits it with dozens of poison stingers like the ones used
unconditional loyalty to the party by Orzeg's pascorpticon, which can also function similar to
In all future fights with yugoloths under Broken Opal's cellular celia for movement. The poison stingers have a reach
command, the yugoloths will have disadvantage on all of 20 feet, an attack bonus of +10, and deal 7 (2d6) piercing
attack rolls made against party members damage and 7 (2d6) poison damage on a hit.
20 vinchies will be created to act as loyal manservants for
the party in The Reef; these vinchies will be programmed Teamwork Bonus
only to obey the party and will not respond to commands
from anyone else, not even Orzeg herself
If Orzeg's laboratory ends up destroyed as a result of the The Escape Artist. While in physical contact with
party's actions, she laughs it off. "I've got a better lab in my another party member, each party member is under
secret demiplane. I'll be fine." the effects of the spell freedom of movement.
Fighting Orzeg
If her offer isn't taken, Orzeg will express regret at the missed
opportunity, then her book will whisper dark thoughts in her Escape from Perdition
ear and she'll attack the party. She is an arcanaloth (MM
313) and her spellbook, The Book of Red Flesh, is a mimic After making a deal with Orzeg (she stays on Perdition to
(MM 220). She will never use her action to attempt to avoid suspicion) or killing Orzeg, the laboratory is slammed
summon another yugoloth, as she prefers to work alone. by a meteor. However, this isn't the same type of meteor that
has been falling from the skies: this is a yugoloth meteorship.
Lair Actions It blows a hole right in the side of the laboratory.
On initiative count 20 (losing initiative ties), Orzeg takes a lair
action to cause one of the following effects; Orzeg can’t use The meteorship is a wreckage now, having broken apart after
the same effect two rounds in a row. slamming into the laboratory and blowing a hole right through
the spire where you're standing. A hot blast of wind ruffles
Corruptive Whispers. The Book of Red Flesh whispers a
corrupting phrase. Each creature must succeed on a DC your hair; you're high up above the ground, and staring out at
17 Wisdom saving throw or fall under a short-term the slanted horizon makes you feel dizzy and unbalanced.
madness effect (DMG 258-259).
Pain. One creature of Orzeg's choice becomes afflicted with From the crashed meteorship, four mezzoloths crawl out.
crippling pain if it has 100 hit points or fewer and isn't As soon as they spot you, they yelp in fright and teleport away.
immune to being charmed. The affliction lasts until the end
of its next turn, and while afflicted, the target's speed can't Thesea, your loyal voidship, sidles up next to the gaping
be higher than 10 feet, it has disadvantage on attack rolls, hole in the wall, her massive sails billowing from the hot air.
ability checks, and all saving throws except Constitution, "Well hello there, if you aren't the hottest batch of adventurers
and if it tries to cast a spell, it must succeed on a DC 17 ever to pop out of the oven! Hop on quick, cause these rowdy
Constitution saving throw or the spell is wasted. boys ain't falling for the same trick twice -- wait -- hold on --"
A party member can use their action to attempt to free one of
Orzeg's prisoners, requiring a DC 25 Strength check to break She swoops low, spins, and rolls back to her position just in
the chains or a DC 15 Dexterity (Thieves' Tools) check to pick time to avoid a second meteorship smashing into the spire
the lock. The prisoner is under the effects of Orzeg's Pain lair next to the first one. The spire starts to teeter. More
action until Orzeg is dead or she chooses to release them. mezzoloths skitter out of the wreckage and teleport away.
Leonardo can free himself with his secret wand of binding
(DMG 209) if the party promises to protect him from Orzeg. "Well, fool them twice, shame on them! Don't keep a girl
waiting, let's go!"
Leonardo
Leonardo is a reincarnation of Sollus. Rescuing him provides
the following benefits to the party. The party escapes Perdition on Thesea's back, who still
Magic Item needs a bit of time to recharge her gate spell. Thesea is
Leonardo secretly has a wand of binding (DMG 209) he was pursued by a meteorship (AH 51) crewed by three
going to use to escape when the opportunity arose. He skereloths (AH 32), plus two more identical meteorships if
created it himself based off of designs and materials he stole Broken Opal was earlier alerted to the party's presence on
from Orzeg before she became aware of his individuality. Perdition.
Once the meteorships are destroyed or Thesea is far
enough away that the threat is removed, she uses gate to get
back to The Reef, safe and sound.
William Rotor
William Rotor is a writer, educator, designer, and creative professional with a love for
unusual mediums of expression. He lives and works in Australia and is an active member of
the local film and theatre scene. You can find more of his work related to Dungeons and
Dragons on his subreddit, /r/williamrotor.
Notable works include ...
156

The Crimson Terror of Yenneth

H
idden well in the perilous mountains at the
heart of Yenneth bides the ancient dragon
Gauss. Though Yenneth is filled to the brim
with heroes who wish to test their mettle, he Kobolds: KOBOLDS ARE KNOWN FOR LAYING
lies undefeated in his lair. Occasionally, TRAPS. THEY ARE ALSO KNOWN FOR EMPLOYING
offerings are brought to him, and deals are TACTICAL POSITIONING IN COMBAT. THEY
made, but Gauss is a dragon who revels in his OFTEN SERVE POWERFUL DRAGONS. KOBOLDS
loneliness. Only the promise of riches beyond imagining has
enthralled him to the service of the Opalescents. Just a few USE SLINGS AND DAGGERS AS WEAPONS,
months, they say. A few months of tolerating the yugoloths THOUGH MANY DRAGONS OUTFIT THEIR KOBOLDS
and their prisoner. WITH MORE POWERFUL WEAPONS. SOME KOBOLDS
ARE BORN WITH WINGS OR SPELLCASTING
Adventure Background CAPABILITIES. THEY DESPISE THE LIGHT.
What Karen Knows
"Simple as can be. This assignment is in Yenneth, Realm of
Great Heroes and Greater Villains. Gauss the red dragon has Sollus Reincarnation
been given a princess to guard for the time being, her and a The database in The Reef tells the party the following
few nobodies from her court like the jester and her maids. information about the Sollus reincarnation they must rescue.
Broken Opal has assigned a nycaloth on duty, the mad Queen
Ursula McVale. Ursula has ranted and raved about the
Name. Ynthriss
Race. Dragonborn (Red)
unfairness of her assignment. 'Broken Opal just wants me to
Age. 29
suffer through reminders of what I've lost!' she's shrieked. And Gender. Female
in fairness, that old bitch Ursula was once a queen. Making her Languages. Common, Draconic
guard a princess is no doubt a power play by Broken Opal, but Tattoo of the Knotted Snake. Thumb on the right hand
Ursula should know better than to complain. It shows Statblock. AH 44
weakness. That's probably why Broken Opal herself is there -- The party does not yet know the following information.
aside from chess with the red dragon, I think she just wants to
Appearance. Ynthriss is a deceptively nimble dragonborn
gloat. Oh, and we can't forget the freakish little thing called with brilliant crimson scales. Her horns are pierced with
Kegnoth who patrols through the tight crawlspaces. I think royal amethyst rings, a gift from the king. She wears a puffy
there are a few burrowing skereloths in there as well. They harlequin jester's uniform that has now been dulled and
share a kindred spirit with the kobolds." ripped.
Profession. Ynthriss is a jester.
Self-Perception. I have not yet awakened to the knowledge
of my true self, Sollus Ipsus the Many.
What Illusosollus Knows Voice. Melodic. "Sing sweet songs of sleep, my dear, you
slumber slow and deep. Sing sweet songs of rest, my dear,
Yenneth: BEST KNOWN FOR THE 'EARTHBERGS'
sleep deep at my behest."
Personality. I'm implacable. I make the best of my situation.
FLOATING THROUGH THE GREAT RIVER AND FOR Ideal. Control. What I like best about my profession is being
THE OPPORTUNITY FOR LEGENDARY HEROES TO able to control the emotions of even the most powerful
FACE LEGENDARY MONSTERS.
kings and queens.
Bond. My princess was eaten by Gauss, my kidnapper. I have
to set aside my terror for now: my best chance of escape is
Gauss the Dragon: ALSO KNOWN AS THE to seduce him.
CRIMSON TERROR OF YENNETH, GAUSS IS A Flaw. As long as I make it out with an interesting story, I
don't mind who gets hurt, as long as it's not me.
RED DRAGON OF AGE 2,403. HE EMPLOYS
KOBOLDS IN HIS MOUNTAIN LAIR.
157
Entering Yenneth
Backstory
Thesea crashes down into a white water rapid and slams into
Ynthriss was a court jester for a beautiful human
princess, Lady Dine of Gonerley. One day, while the far bank. The water smashes into her side and spins her
riding in the royal carriage, yugoloths attacked and until she's being carted downstream. Before she can free
kidnapped Lady Dine and her entourage, including herself, she's launched off the edge of an infinite waterfall and
Ynthriss. The knights were slain by the yugoloths
is sent tumbling down through the endless sky. She manages
immediately.
The yugoloths brought them all to the domain of to right herself and regain control just before she hits a
the red dragon Gauss, where the maid was quickly floating disk of earth -- a disk that must be hundreds of miles
sacrificed to the dragon as a show of good faith. in every direction, for an enormous mountain rises up from its
Gauss worked out a deal with the yugoloths and center. The mountain belches black smoke from its peak, and
agreed to watch over Ynthriss and Lady Dine.
sinister red clouds gather. "This must be the Mountain of the
Gauss had his kobolds set out a beautiful dinner
for the two women, and had them join him in his Crimson Terror!" shouts Thesea, and even in your mind it is
treasure hoard, displaying his wealth to them as a difficult to hear her voice over the wind. "I'm dropping you lot
show of power. Lady Dine attempted to negotiate off here. I'd try to get you closer, but the clap of my thick sails
with the dragon: if she were to be kept alive, her
would alert the guards. Kisses!" With that, she's gone.
father would send courtiers to offer immense
wealth for her release. Gauss promptly ate her.
By the time the party arrives, Ynthriss has been
entertaining Gauss for several months. She is
hoping to seduce him so she can gain his trust and
The Earthberg
escape. Heroes in Yenneth seeking glory have The party must cross the earthberg to reach the mountain.
reported a beautiful voice emanating from Gauss' Queen Ursula McVale (AH 25) patrols the skies, instantly
cave, and having experience with sirens and detecting anyone who attempts to fly to the peak; there is no
banshees, they've all wisely stayed away. opportunity to hide while flying without invisibility. If she
spots someone, she will approach, but won't attack outright
unless it's clear the party isn't going to offer her anything
nice. If attacked, she will teleport into the mountain to alert
Broken Opal and Gauss.
158
A stealthier approach is by land, where plenty of volcanic
rock, molten rivers, and foxholes provide cover. Unknown to
the party, much of the terrain here is patrolled underground General Features
by burrowing skereloths (AH 32), who send information back The following features of the lair are omnipresent.
to Queen Ursula McVale through a relay of telepathy. This Dark. It's pitch black. The kobolds and yugoloths
means Ursula's passive Perception is 19, but there is a 12- rely on their darkvision to see.
second (2-round) delay before she receives the information Loud. The banging of metal on metal in the
she needs to find the party. Ursula will swarm the party with forges, the screaming of kobolds, and the deep
8 skereloths (AH 32) before teleporting back to the mountain roar of a terrible creature in the depths make the
to raise the alarm. atmosphere oppressive and frightening.
The distance to the mountain is 2,000 feet. At 1,000 feet, it Hot. It's boiling in here, only comfortable for
becomes clear that the entrance to the mountain is quite those who are resistant or immune to fire damage.
close to the top. Everyone else must drink water every 10 minutes
or cool themselves off in some other way. If they
The Climb can't, they must succeed on a DC 10 Constitution
check to avoid incurring a level of exhuastion.
The entrance to the mountain is near the top, about 1,000 Claustrophobia. Party members of size Medium
feet high. Jagged precipices and craggy outcrops provide a or larger must make a DC 10 Wisdom saving
tough but manageable climb. The conditions for remaining throw. On a failed save, the target becomes
stealthy are otherwise the same as they are on the ground. If claustrophobic until they return to The Reef. While
Ursula has a grudge against a particular party member, she claustrophobic and in tight spaces (less than 10
may try to throw them off the mountain before teleporting feet wall to wall), their movement speed is halved
inside to raise the alarm. and their attack rolls are made with disadvantage.
For every 300 feet climbed, a party member must succeed The spell heroism ends the effect, as well as any
on DC 10 Constitution saving throw or take a level of spell or ability that cures the frightened condition.
exhaustion. The use of climbing gear such as ropes and Burrowing Ambushes. If the party deliberates on a
pitons grants a character advantage on this save. decision for too long, 1d4 skereloths (AH 32)
burrow out from the walls and attack. If the lair has
been alerted to the party's presence, this is an
The Entrance ambush (anyone with a passive Perception lower
than 13 is surprised). Otherwise, the skereloths are
Heaving with effort, you finally make it to the top where a as shocked as the party to be there.
huge black entrance looms before you. It seems as though the
mountain is bigger on the inside than the outside, like that
darkness could eat you up and swallow you whole. you don't Fork in the Lair
know how the dragon Gauss is able to enter or exit this place, As the party ventures deeper into the lair, they come to a fork
for compared to the size of an ancient dragon, the opening in the path. Both paths are narrow, claustrophic, oppressive.
seems rather small. The left path sounds like something spinning, or digging, like
a machine. The right path sounds like draconic screeching.
You hear a voice from within: "Sing sweet songs of rest ..."
The Left Path
Once the party has made significant headway through the
The entrance to the lair appears unguarded, but a DC 15 claustrophobic tunnels, they hear a strange whirring noise
Wisdom (Perception) check reveals a web of fine tripwires coming from up ahead.
strewn across the entire opening. There is a gap in the
tripwires near the bottom where characters can safely crawl The whirring grows louder and louder until it's nearly
through, an easy feat for a kobold. unbearable, approaching faster than you thought. There, at the
If the wires are tripped, everyone in the party must succeed edge of your vision, you see it: a scaly, nightmarish creature
on a DC 15 Dexterity saving throw or be blasted with jets of with five arms whipping like fan-blades around its torso. The
flame, taking 28 (8d6) fire damage on a failed save, or half as
much damage on a successful one. The tripwires also set off fiend's skull is so thick that it pushes through the skin and
an alarm that alerts everyone in the lair. scales on its scalp. It spots you and charges, galloping on its
three scaly insectoid legs at a frightening pace.
The Lair
If the party has alerted the denizens of the lair to their Kegnoth (AH 26), the dhergoloth, attacks the party in the
presence, the passive Perception of all hostile creatures is narrow tunnel. She is determined enough to attack them until
increased by 5. she is dead, never giving up. If combat takes longer than 2
rounds, or if a significant amount of noise is made, the lair is
alerted before the party moves on.
The Right Path Second Fork in the Lair
The party enters the kobold warrens and travels for some The party comes across another fork. To the right, they can
time before they find the source of the screeching. hear the sounds of the path they did not take the first time
Not Alerted (e.g. if they took the right path, they now hear the strange
The party comes across a group of 2d8 kobolds (MM 195) whirring of the left path). The new path sounds like the roar
roasting a boar to eat. Anyone who speaks Draconic can hear of a terrible monster, and it burns with heat, even more so
them bickering over whether the boar has enough meat on its than usual for this lair.
bones to feed them all. The way forward is totally blocked by The New Path
the kobolds, and their argument won't end any time soon. The heat here is more oppressive than usual. A gust of hot
And the party can hear something else burrowing behind wind blasts through the tunnel. Everyone must succeed on a
them, inching ever closer ... DC 10 Constitution saving throw or take 1d4 fire damage.
The party must find a way to distract, stun, or slaughter the As they press on, they enter a chamber that is blissfully
kobolds quickly. If they take too long, 1d4 skereloths (AH 32) spacious. In the middle of the chamber is a great stone
burrow into the room and join the fight. Any survivors of the archway with runes that appear to be written in Draconic. It's
fight alert the rest of the lair of the intruders. slightly too far away to make out the runes, even with
The lair is also alerted if evidence of the party's presence darkvision.
(such as dead kobolds) are left lying around for the skereloths A tripwire is placed across the entrance to the chamber;
to find. anyone who steps closer to read the runes will trip it unless
Alerted they spot it with a DC 12 Wisdom (Perception) check.
The party comes across an empty room that seems to be a Anyone with a passive Perception of 17 or higher notices the
dining area for the kobolds. A skewered hog is still hanging tripwire immediately. If the wire is tripped, the runes activate
on a spit, freshly cooked, steaming hot. and explode. Everyone must make a DC 17 Dexterity saving
throw, taking 28 (8d6) fire damage on a failed save, or half as
2d8 kobolds (MM 195) have quickly set up a trap for the much damage on a successful one. This also alerts the lair of
party. They've hidden in alcoves in the walls. As soon as the the party's presence.
party is in the center of the room, they attack; anyone with a The runes are written in Draconic and say "In Case of
passive Perception lower than 12 is surprised. 1d4 Intruders, Break Wire".
skereloths (AH 32) burrow up from underground and join
the fight as well.
160
Alerted
If the party had already alerted the lair before entering the Oddly enough, you do not see a dragon. However, two beings,
room, 1d8 kobolds (MM 195) wait in alcoves to ambush the a man and a woman, sit on opposite thrones. They are playing
party. Party members with a passive Perception of less than chess with pieces of fine silver. You don't recognise the man,
12 are surprised. but the woman is a yugoloth, an ultroloth. On her forehead is
the tattoo of the black queen. Broken Opal.
Gauss' Door
Finally, the party reaches a dead end of the claustrophobic
warrens. At this dead end is a stone door with four symbols The man is Gauss in human form, a stern old commoner
of dragon scales chiseled into it. If the party relies solely on (MM 345) with sharp, angry features. He has polymorphed
darkvision to see, these scales look identical in every way. If himself into a commoner, so his commoner form shares his
the party uses lights, they can see that each symbol is painted Intelligence, Wisdom, and Charisma ability scores, and if he
a different colour: silver (first), white (second), gold (third), is reduced to 0 hit points, he will instantly transform back
and red (fourth). into his dragon form.
Instructions are written on the door in Draconic: "May the The party has the opportunity to take a stealthy approach.
most glorious scale bear entry." They first need a way to safely get down from the peninsula
To open the door, the party must present a scale of their (it's a 100-foot drop).
own (or one taken from a kobold or yugoloth, or a fake scale) Once down, the party may take the time to collect gold and
and place it upon fourth symbol on the door, the red scale. other treasures. A character can take an action to grab as
If the party places the symbol on the wrong scale, the scale much treasure as they can find, rolling on the Challenge 5-10
explodes violently. Everyone must make a DC 17 Dexterity Treasure Hoard table for what they can grab. If they choose
saving throw, taking 28 (8d6) fire damage on a failed save, or to do so, however, they must make a new Dexterity (Stealth)
half as much damage on a successful one. This also alerts the check with disadvantage.
lair of the party's presence. Assuming they make it to Ynthriss, they must convince her
If the party takes too long with the puzzle, 1d4 skereloths to come with them. She explains her plan to seduce Gauss.
(AH 32) show up. The party must come up with at least two flaws in her plan. A
few examples are listed below.
Alerted
If the party had already alerted the lair to their presence Gauss may actually be less likely to let Ynthriss leave if he
before arriving here, the following trap has also been placed is in love with her.
by kobolds. Gauss is a big ugly murderous dragon and seducing him is
When the door opens, a small jet of flame erupts. Anyone morally inexcusable.
within 5 feet of the door must succeed on a DC 15 Dexterity The yugoloths are also preventing her escape, and
saving throw or take 7 (2d6) fire damage. Ynthriss can't seduce all of them, too.
Ynthriss has rescuers right here in front of her. No need to
make it more complicated than it has to be.
Gauss' Treasure Room If they can poke holes in her plan, all they need is a DC 10
Not Alerted Charisma (Persuasion) check to convince her to come along.
On a failed check, she alerts Ynthriss and Broken Opal to the
The warm red glow of rivers of molten rock comes as a party's presence.
pleasant surprise as you enter the central chamber of the
Alerted
mountain. You stand upon a peninsula overlooking the vast
chamber, and from your high perch, you can see more treasure The warm red glow of rivers of molten rock comes as a
than you thought could have ever existed in the multiverse. pleasant surprise as you enter the central chamber of the
The gold glitters and dazzles. Your heart soars with the mountain. You stand upon a peninsula overlooking the vast
thought of all you could do with such riches. chamber, and from your high perch, you can see more treasure
than you thought could have ever existed in the multiverse.
You hear Ynthriss before you see her.
The gold glitters and dazzles. Your heart soars with the
"Sing sweet songs of sleep, my dear, you slumber slow and thought of all you could do with such riches.
deep. Sing sweet songs of rest, my dear, sleep deep at my
But before you can survey the room, you come face to face
behest ... no, that's not right ... sing sweet songs of ... hmm."
with the great red dragon Gauss, who stares deep into your
Her voice is entrancing, and every note is carried by the souls. You can almost feel the sheer gravity of his size pulling
strum of a beautiful harp. You follow her voice to see her lying you in. Smoke billows from his nostrils, but instead of
on a hammock strung between two golden statues of gods. incinerating you, he smashes his claws onto the peninsula and
She seems relaxed. sends you tumbling down into the treasure trove.
161
He goes to swallow you all up, but a red dragonborn stands Alerted
before him. Ynthriss. "No!" she says. "Don't eat them like you 1d4 kobolds (MM 195) wait to ambush the party from behind
did to Lady Dine!" the doors. A party member with a passive Perception lower
than 12 is surprised.
"And why shouldn't I?" huffs Gauss. His voice is like an
On initiative count 1, a jet of flame erupts from the treasure
earthquake in your bones. room behind the party. Everyone must make a DC 24
Dexterity saving throw, taking 91 (26d6) fire damage on a
"Because," says Ynthriss. "It would make me like you less." failed save, or half as much damage on a successful one. The
kobolds are instantly cooked.

Escape The New Path


You can mix and match elements of the "Not Alerted" and A blissfully spacious chamber with a stone archway in the
"Alerted" section of Gauss' Treasure Room depending on how middle. Plenty of room to stretch out and run from the angry
your party handles the encounter with Ynthriss and the dragon.
dragon. Not Alerted
In either case, at some point the party must grab Ynthriss Each party member must explicitly declare that they are
and make a run for it. avoiding the tripwire left in this room, otherwise they trigger
If Gauss has been alerted at any point, he immediately the explosion from the runes of the stone archway.
descends on the party. Otherwise, the party gets a head start.
The party must run back through each room they passed Alerted
through on their way to collect Ynthriss, in opposite order. A The kobolds have reset this trap if it's already been triggered.
new challenge awaits in each room. The party members must explicitly declare that they are
Gauss' Treasure Room avoiding where the trip wire used to be.
Additionally, 1d6 kobolds (MM 195) attempt to ambush
The party must somehow climb the 100 feet back up to the the party. A party member with a passive Perception lower
peninsula with Ynthriss in tow. than 12 is surprised.
Not Alerted Gauss
The party hears Gauss calling innocently for Ynthriss to play Gauss lets loose a mighty roar that reverberates throughout
him a song. Broken Opal tells him to concentrate on their the entire chamber. Everyone must succeed on a DC 21
game, but he gets up and starts looking for her. Wisdom saving throw or become frightened of Gauss for 1
minute. A creature can repeat the saving throw at the end of
Alerted each of its turns, ending the effect on itself on a success. If a
Broken Opal (AH 25) casts mass suggestion to try to get the creature's saving throw is successful or the effect ends for it,
party to leave Ynthriss behind. If that doesn't work, she casts the creature is immune to Gauss' Frightful Presence for the
fire storm to block their way. She's trying to slow them down next 24 hours.
so that they will have to face Gauss directly. While frightened in this way, a creature's movement speed
If the party can't get out of the treasure chamber within 2 is halved.
rounds, Gauss, an ancient red dragon (MM 97), joins
initiative. The Right Path
Gauss' Door This is where the kobolds had set out their dinner of roast
boar.
The party must pass through the stone door, still open from
earlier. Not Alerted
The group of kobolds from before is still here in the same
Not Alerted state they were when the party left them.
1d4 kobolds (MM 195) have wandered into the area since
the party was last here. They're just trying to figure out how Alerted
the door got open when the party runs up to them. They The kobolds have vacated the area and placed more tripwire
shriek and grab for their weapons; they'll attempt to slow the traps. Anyone with a passive Perception of 17 or higher
party down, and they'll shriek for Gauss. notices the wire. If nobody notices it, someone trips it and the
Regardless, Gauss has realized that Ynthriss is gone by room is engulfed in an explosion. Everyone must make a DC
this point and has transformed back into his full dragon 17 Dexterity saving throw, taking 28 (8d6) fire damage on a
strength. He begins his chase. failed save, or half as much damage on a successful one.
162
Gauss Rewards
Gauss flaps his mighty wings, sending gusts of hot air Upon successfully extracting Ynthriss, the party receives the
throughout the entire lair. Everyone must succeed on a DC following rewards.
25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning
damage and be knocked prone. Then, 1d4 skereloths (AH Magic Item
32) erupt from the floor and attack.
Ynthriss gives the party her Boots of Striding and Springing
The Left Path (DMG 156).
These are the narrow tunnels where the deranged dhergoloth Burrower Bonus
was fought.
The burrower becomes equipped with magical noise emitters
Gauss that play any music the driver chooses. The music can be
If the party has spent more than 3 rounds in combat instead heard clearly up to 1 mile away, and as a thumping bass line
of running away, Gauss has had the chance to recharge his up to 20 miles away.
fire breath. Everyone must make a DC 24 Dexterity saving
throw, taking 91 (26d6) fire damage on a failed save, or half Teamwork Bonus
as much damage on a successful one. When selecting a teamwork bonus for future heists, the
Otherwise, Gauss impotently roars from much deeper in following option becomes available.
the lair. He is too big to escape himself.
The Entrance
The Fool. All party members gain proficiency in
At the entrance, any surviving yugoloths face off against the Performance while performing together as a group.
party in a last ditch effort to stop them. Broken Opal (AH 25) If a party member already has proficiency in
directs the battle from afar while Queen Ursula McVale (AH Performance, they can add +1 to their Performance
25) fights in close quarters. If Kegnoth (AH 26) is somehow checks (whether with their party or elsewhere).
still alive, she attacks the party from behind.
The Mountain of the Crimson
Terror
The party can reach the bottom of the mountain safely if
they've cleared out the yugoloths. Once they reach the
bottom, however ...
As you look up to the sky, you see that the red clouds have
turned deep crimson, and the light rain has turned the colour
of blood. A man stands at the entrance to the lair high above
you, and as you watch, he transforms back into Gauss, the
Crimson Terror, and takes to the skies.

The party has to somehow clear 2,000 feet to make it to the


edge of the disk without being cooked or eaten by the dragon.
They can use speed, teleportation, stealth, or good old-
fashioned dragon-slaying to safely clear this last hurdle.
After the party has travelled 300 feet, or after 5 rounds
(whichever comes first), a portal opens up and Thesea bursts
through, smashing through molten rock and landing right in
front of the party.
"All aboard, losers! No way in hell am I gonna let you fight an
ancient dragon. I haven't even done my make-up. Let's go!"

Thesea hops back through her portal before it closes, leaving


Yenneth (and the Crimson Terror) behind.
William Rotor
William Rotor is a writer, educator, designer, and creative professional with a love for
unusual mediums of expression. He lives and works in Australia and is an active member of
the local film and theatre scene. You can find more of his work related to Dungeons and
Dragons on his subreddit, /r/williamrotor.
Notable works include ...
165

Sawtooth

W
hen the world was young and the void was
thin, the great megalodons were the masters The Bowels
of existence. But the top of the food chain isn't
so secure when beings so small can fight with The shark's gullet leads to the demiplane known as The
the fury of a thousand sharks. The Reef Bowels, loosely mapping to the shark's internal organs.
Megalodons are a fraction of the size they
once were. Let it be a reminder that no
creature, no matter how important it thinks it is, is truly General Features
invincible. The Bowels has the following general features.
Bioluminescence. Jellyfish-like single-celled
Summary organisms cling to the walls of the caverns, lighting
the Bowels with a dim, eerie, silvery-blue glow.
The party dives into the maw of a powerful shark and rescues Cartilage. The walls, ceilings, and floors are
two twins of Sollus. By the end of the adventure, the party supported by a structure of cartilage, which
will have ... resembles a skeletal spine. The cartilage is flexible
and doesn't snap or break unless under extreme
explored a dungeon in the twisting bowels of a shark stress, much more than a Medium-sized creature
could muster.
Hook Squishy. Walls of flesh and cartilage make for a
squelching, squishy ambiance. Every footstep
Karen informs the party that Broken Opal placed a tracker on squeaks. Every sound is swallowed up by the
a reincarnation of Sollus. The tracker somehow ended up background drone of internal organs and a steady,
inside of a shark; its gullet seems to lead to a private low heartbeat.
demiplane of some sort. Karen's already sent a few of her Like a Sauna. It's uncomfortably hot. Creatures
Opalescents into the shark to retrieve it, but they were killed that can sweat do so profusely. It's a little bit
and came back muttering about "water bears" or something. difficult to breathe, and an extended stay is
She's sending a fresh batch in. The party might have a chance obviously inadvisable.
to get there first.
The Shark 1: Stomach
The party must travel through the Reef to locate the reef A river of acid flows through the center of the tube of
megalodon (AH 36). The most obvious method of travel is
with Thesea (AH 76). Roll for Random Reef Encounters (AH stomach lining. Boiling, bubbling yellow acid threatens to eat
68). Encounter 4, the reef megalodon, is the third encounter through the soles of your shoes. It's only safe on the banks of
unless it's triggered earlier. the river, but you can hear, more than see, half-digested
creatures still clinging desperately to life down here.
Encountering the Reef Megalodon
It's hard to judge distances out here, but even so, you can tell The walls are fleshy. They jiggle periodically. A river of acid
how massive this shark is just by how long it takes for it to flows across the floor; it is 30 feet wide and is up to 30 feet
grow bigger in the distance. Just when you think it's getting deep in the middle. Banks of flesh give 10 feet of space on
close, it's another several minutes to go. The sheer size of this either side, though the acid frequently splashes from side to
side. It runs the entire length of the Bowels. Touching the
thing seems to draw you in through gravity alone. It opens its
acid immediately deals 5 (1d10) acid damage, and starting
mouth wide, and like water funnelling into a drain, you tumble one's turn immersed in acid deals 27 (5d10) acid damage. In
into its gullet, watching row upon row of teeth like skyscrapers this demiplane, acid can be affected by spells and other
whooshing past until the mouth closes and you are doused in magical effects that would ordinarily only affect water, like
darkness. control water and whirlpool, though it can't be frozen,
purified, or have its nature changed to anything except acid.
On the ceiling near the entrance, a hole leads to Area 2, the
brain. It is guarded by 2 tapeworms using the grick statblock
(MM 173), a fluke using the giant octopus statblock (MM
326), and a hookworm using the grell statblock (MM 172). All
of these parasites are immune to acid damage.
On the map, the tapeworms appears as worms, the fluke as
an octopus, and the hookworm as a scorpion.
166

2: Brain
Tapeworm
Slithering and slimy, the worm would be a mile long if it wasn't The brain is cramped, with pink wrinkly walls closing in all
knotted all up like a wet rope. around you. This doesn't feel like the brain of a sentient being
at all. Too small, too narrow, too much like a birth canal than
Fluke anything else. This shark operates on instinct and everything
Flagellating tendrils pull this tongue-shaped creature along the else is perfunctory. Hunt, kill, eat. Keep moving or die.
walls with wet, sucking slurps.

Hookworm Within the brain swim two reef sharks (MM 336), baby reef
Rearing up like a tarantula, the hookworm's signature hooked megalodons that have recently hatched but haven't made
teeth are as long as your arm.
their way out of their mother yet. They are murderously
hostile. The brain, somehow also functioning as the
megalodon's uterus, has two eggs yet to hatch, one in each of
In the floor, through the acid, a hole leads to Area 3, the liver. the side chambers of the brain. Any damage destroys an egg.
A whirlpool gives away its location. It is guarded by two If 50 damage is dealt to the brain, the megalodon dies and
flukes using the giant octopus statblock (MM 326), a very its body immediately starts to rot.
large tapeworm using the grick alpha statblock (MM 173), 3: Liver
and a tardigrade using the chuul statblock (MM 40). The
tardigrade is immune to acid damage. The acid draining from the stomach is absorbed by the liver
walls, leaving a pleasant hollow space with much milder
Tardigrade temperatures. The liver seems to grant the megalodon
Rolls of fat covering soulless eyes. These must be the 'water buoyancy; you float in mid-air as though there were no gravity
bears' that the yugoloths had wailed about. They look almost at all.
piglike with a little sucker on their fat little mouths. Their eight
chunky legs move sluggishly but steadily. Something tells you
In the liver is a docile fluke, a giant octopus (MM 326) and a
that these things can take a hell of a lot of punishment. table with three humanoid figures sitting and drinking tea
from makeshift animal-skin bladders.
167

Rotting Body Features Shark Rot


If the megalodon dies and her body starts to rot, This disease, caused by noxious gasses in the body
the following general features are added. of a decomposing Reef Megalodon, gives the
Feast for Little Terrors. One more of each type of infected creature the poisoned condition, and the
parasite squirms out from the acid in Area 1 and creature can't recover hit points by any means. At
begins to feast upon the stomach lining: two the end of each long rest, the creature must make
tapeworms (a grick and a grick alpha), a fluke (a a DC 10 Constitution saving throw, taking 2d6
giant octopus), and a hookworm (a grell). poison damage on a failed save or half as much
Walls Closing In. In Area 1, the stomach lining damage on a successful one. After three successful
walls start to contract, completely removing the saving throws, the disease ends. After three failed
banks of the acid river (i.e. 10 feet inward on each saving throws, the creature dies.
side).
Noxious Gasses. Fumes waft in as the walls
become bloated and rotten. At the beginning of Orzeg sent some vinchies after him, but he was able to
each creature's turn, it must make a DC 10 reprogram the vinchies before they could kill him. The
Constitution saving throw. On a failed save, the vinchies now believe that Gepetto is their original creator,
creature takes 2d6 poison damage. On a
successful save, the creature takes half damage
not Orzeg.
instead. Any creature that fails its save by 5 or
The Opalescents hemmed and hawed for a few weeks
more contracts Shark Rot.
before ultimately sending a few mezzoloths and skereloths
into the Reef Megalodon, where they were promptly
overwhelmed and killed by all the parasites living in the
shark's stomach.
The three people are Gepetto, a human mage (MM 347), and Gepetto is perfectly happy living inside of the shark's liver.
two vinchy (AH 45) knights (MM 347). He doesn't want to leave.
Gepetto is a spindly middle-aged man with a wildly unkempt Gepetto can be convinced to leave with a DC 15 Charisma
beard. His clothes looked once to be magnificent, but have (Persuasion) check, which is made with advantage if his
been discolored by frequent contact with acid. The two
characteristics are incorporated into the suggestion.
Don't forget the necessity of removing the tracker; if it isn't
vinchies are falling apart but still have a semblance of armor. removed, Broken Opal will track the party's location.
One of them is using its blade arm (the knight statblock's
reflavoured longsword) to chop up a dead tapeworm. It almost
looks like calamari. Escaping the Reef Megalodon
When the party is ready to leave, the Opalescents
arrive. Add Kegnoth (AH 26), Tirikan (AH 26), Beck
Personality. Just a tad unhinged. I love learning about (AH 26), Toda (AH 29), and Zigazan the Boiler (AH
obscure subjects, particularly dark languages and 30) to the entrance of Area 1. They immediately
extraplanar beings. locate and attempt to pursue the party.
Ideal. Back to Basics. The only thing a person needs to The only effective way out is through Area 4.
survive is food and water. Who cares about the rest? If there are any parasites left in the stomach,
Bond. I was always a bit of a loner. Threw myself into my Kegnoth splits off to fight the parasites alone.
studies and earned my money lecturing on obscure
subjects in Candlekeep. Never made many friends. I
reprogrammed these vinchies to be my friends, and they're 4: Spiral Valve
all I could ever need.
Flaw. I really don't see the problem with living alone in the
liver of a giant shark with nothing but a couple of The non-euclidean geometry of the intestinal tract makes your
automatons as company. head spin. You can see to the end, where waste expels into the
great void of The Reef, but space itself seems to spiral in on
The following information can be learned through
conversation with Gepetto. itself to get there.

Gepetto speaks Common, Abyssal, Infernal, and Deep


Speech, being obsessed with obscure dark languages. While in the spiral valve, a creature is dizzy: it has
He was lecturing a class on conjuration magic when disadvantage on attack rolls and any ability check or saving
yugoloths burst into his classroom and kidnapped him. throw made to avoid falling prone. Its movement speed is
Broken Opal placed a tracker in him, a tapeworm (regular- reduced by 15 feet.
sized) in his stomach. It's probably still alive. The spiral valve is just over 60 feet long, but requires 300
He escaped by blowing a hole in the yugoloth meteorship feet of movement to traverse thanks to the way it folds the
and leaping out into the void, where he was promptly fabric of spacetime. It leads out of the shark and into The
eaten by the Reef Megalodon. Reef where Thesea waits to pick up the party.
168
Rewards Teamwork Bonus
Magic Item
Gepetto has staved off the worst of the noxious environment The Strong Stomach. While in physical contact with
by secretly wearing a periapt of proof against poison (DMG another party member, each party member is under
184). He gives it to the party as thanks for rescuing him. the effects of the spell protection from poison.

Burrower Bonus
Gepetto adds internal automated repair arms that can
automatically cast mending on the Burrower once per
minute.
PART 5
Adventure Conclusion
William Rotor
William Rotor is a writer, educator, designer, and creative professional with a love for
unusual mediums of expression. He lives and works in Australia and is an active member of
the local film and theatre scene. You can find more of his work related to Dungeons and
Dragons on his subreddit, /r/williamrotor.
Notable works include ...
172

But Food for Worms

H
ow do we measure a soul? If you lose all of Gaundr. One set of +2 armor (DMG 152), perfectly tailored.
your memories and start again from scratch, Pythagoras. A portable 3D printer that generates infinite
what difference is there from being dead? food, water, and ammunition.
How can we say that two people who share a Narcissa. Three castings of death ward.
soul are truly the same person? These Yaukiss. His +3 silver greatsword, all psychic damage
questions weigh on the mind of Kierk the disabled. They'll need the sword more than he will.
Guard, for he has no soul at all. This life is all Alexandria. A spell scroll of symbol, regretfully ripped from
he has, and he's spent it wasting away in his own prison. the pages of one of her favourite books.
Binterkell. A ring of regeneration (DMG 191).
Summary Aries. Two immovable rods (DMG 175).
Ariadne. A wand of enemy detection (DMG 210) that she
The party launches an assault on the prison world of Tartarus used to escape from the clutches of Queen Vlaakith.
to rescue Sollus Ipsus the Many, the original owner of the Quinobi. A ring of mind shielding (DMG 191). He warns the
soul they all possess. By the end of this heist, the party will party not to become trapped inside it.
have ... Achilles. A vorpal longsword (DMG 209). Don't lose your
Breached the walls of an unbreachable prison head.
Fought their way through powerful defenses Thesea alights upon the massive Burrower like a butterfly upon
Defeated an undefeatable foe
Unlocked their true selves one's nose. "You should know by now I'm a clingy little bitch.
I'm coming with you. There's nothing you can do about it."

Last Minute Research


Illusollus gives the party the following information about Take a moment to describe the Burrower. It resembles a giant
Tartarus and its guards. flying drill with all of the various attachments and
accoutrements added by the rescued reincarnations of
Tartarus is a prison world Sollus.
No one has ever escaped from Tartarus The Burrower includes the following people.
It is protected by miles and miles of solid rock
Within the prison are the worst criminals of all existence Every member of the party
mixed in with people that someone really, really did not Simulacrasollus, Skelesollus, Crawllus, Spectrasollus,
want getting out and Will-o'-Sollus
The cells are guarded by special yugoloths called All of the rescued reincarnations of Sollus
wardenloths. These yugoloths followed a treacherous Thesea, keeping pace alongside it
oinoloth into battle against the other oinoloths of the The Burrower takes off from The Reef. If it doesn't have a
council, and for their crimes, they were banished to guard way to reach Tartarus on its own, Thesea will be able to
this prison for eternity transport it with her Gate ability.
The aforementioned treacherous oinoloth had his name
changed to Kierk the Guard; he was stripped of his The party must negotiate with Shaundakul as usual.
powers, made barely better than a mortal commoner, yet
still cursed with unending life Arriving in Tartarus
This all took place approximately 40,000 years ago
You weren't supposed to travel here. The plane itself shudders
Launch from the Reef as you enter. No one has ever escaped from here, and you can

It's often a cliche to say "I have to do this for myself." In the feel in your bones that you will not be the first.
case of the party, it couldn't be more true. There's nothing From within the Burrower, you are knocked from one side
really stopping everyone else in The Reef from coming along,
aside from the fact that it will likely be a suicide mission, and to the other until you manage to grab hold of something -- a
yet it just doesn't feel right. This is something only for the handle, an immovable rod, one another -- while the whole
reincarnations of Sollus to do. vessel shakes powerfully back and forth. In your mind, you
The Reef denizens gather in the Burrower Hangar. As long hear Thesea's scream, "What the hell is that thing?!"
as they have a reasonably positive relationship with the party,
they each come bearing a final gift. You'll never find out. Everything goes dark.
Oddly enough, Karen isn't here for the launch. No idea
where she's gone. That's a shame.
173
Broken Opal. Block Zigazan's allies with fire storm.
A Shared Vision Orzeg. Block Zigazan's allies with wall of fire.
Assign each player one of the following characters. Tirikan. Cast compelled duel on anyone that targets Broken
Opal to get them off of her. Disable the meteorship's
Broken Opal (MM 314, AH 25) controls with a DC 15 Strength check.
Karen (AH 25) Karen. Call her gondola to make an escape. Avoid direct
Orzeg (MM 313, AH 25) combat when possible. She can summon the gondola right
Tirikan (MM 314, AH 26) outside of the meteorship. Broken Opal and her allies must
Beck (AH 26) move directly onto the gondola, no teleporting.
Beck. Beck's Dimensional Lock prevents all of the yugoloths
If you have more than five players, give the rest of them a from teleporting. Beck will stay behind and try to stay alive
voorloth (AH 32) that they can name themselves, each of as long as possible to give Karen's gondola enough time to
which is allied with Broken Opal. get away.
Voorloths. Disable the meteorship's controls with a DC 15
Zigazan stands over you, smirking, his boils popping. "I found Strength check, made with advantage due to their Siege
your tattoo!" Queen Ursula McVale holds you down. Monster trait.
When Broken Opal and her allies have made their escape,
You are Broken Opal, the leader of the Opalescents. You they finally have a chance to catch their breath and take stock
push off the snarling nycaloth and glare at Zigazan with your of what's happened.
yellow eyes. He doesn't know what he's talking about.
Broken Opal is a reincarnation of Sollus.
But he's not backing down. He signals to Ursula and she She was tasked with killing all of the reincarnations of
shoves you right back. Zigazan smirks. "It's all starting to make
Sollus, but went against her orders and secretly told her
underlings to imprison them instead.
sense, now. If the council told you to kill them, why did you Karen, Orzeg, Tirikan, Beck, and Caraxus pledged
make us waste our time guarding them in all those ridiculous themselves to Broken Opal's cause; the rest were
prisons? Unless you're one of them. Then it makes perfect unaware.
sense." The reincarnations of Sollus kept escaping on their own,
stymying her efforts to reunite them.
"I told you!" squeals Caraxus, the little twerp. "I told you She decided to embrace that, so she started feeding
something was up! I knew it! I knew she was a bad leader all information to Karen to give to The Reef.
along! Sent us all to a prison world to rot! If we die here, it's
She followed the Burrower into Tartarus.
When the yugoloths realized they had no way back out of
just like on Perdition -- we die for real!"
Tartarus, Caraxus betrayed them out of fear.
Zigazan the Boiler immediately took charge and rallied
Through the portholes of the meteorship, you can see the
the other Opalescents against Broken Opal.
impenetrable stone sphere of Tartarus underneath you as you
orbit the planet-sized prison. You're in the plane of Tartarus. You drift in Karen's tiny gondola towards the impossibly big
There's no going back now. Time to show your hand. prison. The planet is cracked down the middle, spewing
streams of magma that harden into a dense column of

The Opalescents are all on the meteorship together. They asteroids. Karen assures you her gondola will survive entry.
divide themselves into opposing sides, Broken Opal versus You're not so sure. But it can't all have been for nothing.
Zigazan the Boiler.
Those crazy bastards in the Burrower better make it.
Broken Opal's Allies Zigazan the Boiler's Allies
Karen Caraxus
Beck Organus Barriers to Tartarus
Tirikan Kegnoth
Orzeg Queen Ursula McVale You're jolted awake. The Burrower rockets towards the surface
of the prison planet. You slide open the portholes to look out
Voorloths
Toda for anything that might get in your way. Where's Thesea? She's
(if more than 5 players)
Rorknir nowhere to be seen.
Ral'Romon
It's going to be a bumpy ride. You can see meteorships

Zigazan's allies are slow to act, taking their turns on initiative making a beeline for your position. These aren't the
count 5. meteorships that the Opalescents used. In fact, you've never
Broken Opal is clearly outmanned and overpowered. She seen ones like this before. They glow with magma, still cooling
and her allies have already made a plan in case this happens. from the core of the planet.
The following barriers prevent the Burrower from reaching For ability checks and saving throws, everyone must make
the prison. If the Burrower has an appropriate bonus, it can the roll. It's an overall success if over half succeed. You can
overcome the barrier without having to roll, but that same roleplay this requirement as the Burrower gaining strength
bonus can't be used again. from the convictions of its passengers. Get them all to hold
If a barrier can't be overcome, one character on the hands and make a prayer.
Burrower can sacrifice themselves to save the others. All of the DCs are 10.
If no burrower bonus can be used, half or more of the party
1. Check if a Burrower bonus overcomes the barrier. If no fails their ability check or saving throw, and no one can be
Burrower bonus is relevant ... sacrificed, the Burrower is destroyed and everyone on board
2. Make checks or saves to overcome the barrier. If half or is killed, ending the campaign.
more of the party's checks or saves fail ... There are thirteen barriers. Go through them sequentially
3. Sacrifice a character to overcome the barrier. If the with the party as follows.
character is death warded, they survive but lose the spell.
175
Barrier 1 Barrier 7
An enormous chunk of rock hurtles towards the Burrower. You A couple smaller voidships land a few shots on you, causing
can see small gaps in the rock, like honeycomb. It's too big to the Burrower to jolt, then they dash away. Should you let them
dodge, but maybe you can thread the Burrower through the escape? They'll just come back in greater number.
gaps.

Wisdom ability check (just leave them).


Dexterity ability check.
Barrier 8
Barrier 2
A meteorship smokes and sputters as it spins towards the
One of the hostile voidships emerges from the asteroid field Burrower. It glows red hot from within. It's going to blow!
behind you and lets loose a shockwave that blasts through
rock. It's short range. Maybe you can escape the shockwave if
you jolt forward fast enough.
Dexterity saving throw (when it explodes).
Barrier 9
Strength saving throw. Will-o'-wisps swarm the Burrower. You know, somehow, that
Barrier 3 these are the souls of people who have been trapped on
Tartarus for so long they've lost their sense of identity. Their
A voidship lets loose a barrage of cannon fire. There are so very presence pulls at your shared soul.
many shots that they're basically impossible to dodge, but
maybe the burrower's armour can withstand the barrage.
Charisma saving throw.
Constitution saving throw. Barrier 10
Barrier 4 An asteroid materialises directly in front of you!

Alien insects crawl out of an asteroid like a hive and swarm


over the Burrower's hull. Maybe if you had something to pick
Intelligence saving throw (it's an illusion).
them off, you could prevent them from digging through. Barrier 11
The Burrower slams through the thick atmosphere of the
Intelligence ability check. prison planet. It starts to glow red hot from the friction.
Barrier 5
A meteorship slams into the front of the Burrower, trying to
Constitution saving throw.
stop its momentum entirely. Barrier 12
As the Burrower creaks and groans and stretches, steadily
Strength ability check. reaching towards the unflinching ground, you hear that same
Barrier 6 aged voice in your head. "There's nothing left for you here.
You're lashing out at nothing. Why aren't you giving up?"
You hear in your minds a crackling, aged voice: "We don't have
any empty cells." Seems like someone is trying to break your
spirit.
Charisma ability check, made with advantage if the party
calls upon their determination to win despite the odds.

Wisdom saving throw.


Barrier 13
The final barrier is the planet itself. The ground will be You are in the prison world of Tartarus. All around you is
unyielding. All you can do is hope that the Burrower does its suppressive architecture: sterile, geometric, evenly lit, and
job. There's nothing left to do but hope you survive the utterly closed off from the surface. The walls bristle as you
impact. What do you do with your last six seconds? walk by.

You are Broken Opal. You are the leader of the Opalescents.
The party has a brief opportunity to roleplay how their There aren't many of them left, but you're still the leader. You
characters brace for impact. have a brain the size of a planet. And the one thing going
through your brain is this: Yugoloths have been too much like
The last thing you see is Thesea streaking through the sky,
devils for much too long. It's time to be more like a demon.
pursued by a great tentacled monster the size of a mountain.
Then the Burrower hits the ground. You black out. Maybe Each of the cell doors unlock from the outside.
you'll wake up when the Burrower's drilled down into the
Time to make some chaos.
prison. Or maybe you won't wake up at all.

When Broken Opal and her allies start opening the cell
Another Shared Vision doors, alarms sound and the white walls turn blood red.
Horrific monsters emerge from the cells, most of them from a
The players take control of the same yugoloths they time long forgotten. Guards swarm the party's position. A few
controlled earlier. Some of those characters may be dead; the of the monsters join in the fight.
players will have a chance to take control of a new character
in a moment.
177
When there is one seerloth remaining, the fight abruptly
The guards are naked, wrinkled, older than you could have
ends: the entire hallway collapses. The Burrower drills
possibly imagined. They have a three tiny eyes on their tiny straight through the ceiling, killing the last seerloth instantly.
head, and their tiny mouths are layered with tiny needle teeth.
The rest of their bodies are that of huge brutes. The only You watch the massive machine burrow deeper into the
weapon they wield is a club, but you can tell they are prison, boring a huge hole. You all look at one another and
brimming with arcane force. start to carefully teleport down after it, stopping level by level
to release even more of the prisoners.
But, you need to do a double take. You knew that the guards
would be yugoloths, but you didn't realize how much kinship
you would feel for these things just by looking upon them.
And, for just a moment, you can sense they feel the same way Deep Into Tartarus
about you: kinship.
The Burrower eventually runs out of steam. Your knuckles are
You are the likely the first yugoloths they've seen in tens of white, head sweaty, heart racing. Finally, the machine shudders
thousands of years. to a stop. This is as far as it will go.

The moment passes. They have a job to do. They attack. The hatch opens. You see sterile white cubic hallways. You
can hear guards approaching, though it's hard to tell where
they're coming from or how far away they are.
The guards are seerloths (AH 33). There are three of them.
Any players who don't have a character can control one of
the monsters that have been released from the cells. Choose The NPCs in the Burrower tell the party members to go on
one from the following list. Players can pick the same without them. They need to stay to defend the Burrower. It's
monster if they like. the only way back to the surface.
The party moves through the prison, and after a few turns,
the Burrower is totally out of sight.
Babbling Void Thing Down in these depths, the cells all seem empty. A DC 10
This formless, gooey monster moves like liquid Intelligence (Investigation) check of a cell reveals through the
magnetized metal, smooth, shiny, and poisonous viewing slit creatures so old and emaciated that they are
to the mind. It sizzles and giggles as it moves. hardly alive at all.
The babbling void thing uses the statistics of a
gibbering mouther (MM 157). A few of them, you can see their eyes flick upwards, and their
mouth open to let out a single breath of air. It's the most
movement they've done in a thousand years. This place is
starting to feel less like a prison and more like a tomb.
Mass of Tentacles and Teeth
Perhaps this thing was once something like an
octopus, but one hundred thousand years locked The walls around here are suspiciously clean. A DC 15
up in a cell have caused it to mutate into a shape Intelligence (Arcana or History) check suggests that the
that doesn't read as anything terrestrial at all. jailers probably use gelatinous cubes to clean this place.
The mass of tentacles and teeth uses the The party wanders moving deeper and deeper into
statistics of an otyugh (MM 248). Tartarus over the course of an hour. A voice booms through
their minds, aged and fierce.
"I'm not responsible for kidnapping any of you. No, I don't
Imaginary Beast have any say who comes into Tartarus, and I can't
You recognise this thing from your nightmares, a communicate with anyone outside of this prison. If anyone is
dark shape that is somehow everywhere at once. responsible for kidnapping all of the reincarnations of Sollus
You know everyone else sees it as their own
Ipsus the Many, it is Sollus themselves."
personal nightmare as well. You're not even sure
it's a real monster and not just an illusion.
The imaginary beast uses the statistics of a
displacer beast (MM 81) with the aberration type. This is the voice of Kierk the Guard (AH 34). The party can
respond to the voice and attempt to negotiate.
Kierk the Guard is hostile to the party, and he can't be
dissuaded from his hostility, but he would prefer to at least
talk before things devolve into violence.
178
On initiative count 20 of the first three rounds, Kierk the
Kierk the Guard Guard telepathically communicates with everyone in the
Personality. Kierk has the confidence of invincibility. He's battle, his voice echoing through their minds. He addresses
lived so long that an end seems practically inconceivable. Broken Opal in particular.
He is narcissistic, self-obsessed, and for the most part,
justified in the high opinion he holds of himself. Round 1
Ideal. Identity: Kierk believes that all creatures should hold "I saw you betray that oinoloth during your approach. We have
themselves to a high standard and value their own
personal identity above all else. He has spent the last forty a lot in common, Broken Opal. We both distrust the council.
thousand years doing nothing but training himself to be the Neither of us are satisfied with bending the knee to a power
best at literally everything by absorbing the experiences structure unworthy of our respect."
and memories of the prisoners of Tartarus.
Bond. Kierk was once an oinoloth on the high council, and
was cursed to be the jailer of Tartarus when he led a revolt Round 2
against the other oinoloths. He still believes he could run
yugoloth society better if he was the only one making the "It has been fifteen thousand years since a yugoloth has
decisions. entered Tartarus. I had hoped to be able to talk. If you need to
Flaw. Kierk has a crippling fear of death. He's spent tens of fight to get it out of your system, then be my guest. But know
thousands of years training. If he were to die before he can that in the end, we will work together, and we will escape. It's
escape Tartarus, all of his talent and power would be
wasted. the only way out of here. You can thrash, you can squirm, but
Secrets. Kierk the Guard has no real attachment to Sollus if you want to go home, it will be side by side with me."
the Many. He knows he's locked up a powerful being, but
While speaking to Kierk the Guard, any party member with a Round 3
passive Perception of 15 or higher will spot the gelatinous
cube (MM 242) blocking the path ahead. If the party earlier "You might have the tattoo, but you're not Sollus. You're
realized gelatinous cubes were likely used in Tartarus, they
only need a passive Perception of 10. Broken Opal. That's what it means to be a yugoloth. You are
The gelatinous cube attempts to engulf the party. only beholden to yourself."
As soon as the gelatinous cube is reduced to 0 hit points or
bypassed in another way, we transition back to the Burrower.
Round 4
Defending the Burrower Kierk the Guard kills all of the remaining seerloths and
oozeloths with a powerful psychic blast. He repeats:
You run your sword through the back of the dripping green
"You are only beholden to yourself."
guard, and as the life of this ancient being is extinguished, it
collapses into goop and sinks through the cracks in the
architecture beneath your feet, right next to the Burrower.

You recognise some of the reincarnations of Sollus that


The Deepest Layer
Perspective shifts back to the party as they drop down to the
you've personally imprisoned. You give them a weak smile.
deepest layer of Tartarus.
They don't seem to trust you, but right now it doesn't matter.
You share the same enemy -- the oozeloths -- and the same The deeper you go, the more likely it is you'll find Sollus. This
goal -- defending the Burrower. layer, the deepest of all, is darker than the ones above it, and
the walls are more active, bristling and twitching as you

The players can choose to play this fight in the role of Broken advance. You can hear the voice of Kierk the Guard in your
Opal, any of Broken Opal's yugoloth allies that are still alive, head, louder now, as though you're getting closer and closer.
or any of the reincarnations of Sollus left behind to guard the
Burrower. See the statblock index (AH 16) for where to find "I can see that you aren't going to stop. I would have asked
the statistics for each character. you to help me escape. But you're here for one thing only. So,
If there are more available characters than players, the I've contracted some old friends of yours to give you a bit of a
Burrower starts to slip down into the hole it's created, and stern talking to."
anyone not controlled by a player frantically works to keep
the machine upright and functional while the battle goes on. With a blast of magic and a skurry of flailing limbs, half a
The reincarnations of Sollus and the Opalescents are squad of yugoloths materialises in front of you, badly singed
attacked by 4 oozeloths (AH 33) and 2 seerloths (AH 33). from fire, seething with anger.
"The demons and the devils tore each other to pieces over a
matter of technicality, and I'd bet my life that the Blood War
Zigazan the Boiler (AH 30) leads the remnants of his
allies. He is immediately hostile and acts with deadly force. still rages even now! That's not what a yugoloth is supposed to

If any yugoloths are still alive after the first fight against be! We are better than this!"
Broken Opal, they appear here with him: Caraxus and
Organus (AH 25), Kegnoth (AH 25), Queen Ursula McVale
(AH 25), Toda (AH 29), Rorknir (AH 27), and Ral'Romon (AH Zigazan perishes long before the little speech is finished. It
28). If Beck sacrificed himself by staying behind, he managed falls on deaf ears.
to kill one of them before he went down (other than Zigazan), Once the battle is done, Kierk the Guard addresses the
up to the choice of the player who played Beck during the party directly.
fight. Additionally, any damage taken and resources lost by
any yugoloth have not been recovered from the first fight. "The only thing still standing between you and Sollus is me.
On initiative count 20, the weaker yugoloths (Caraxus, You won't get past me. I have done nothing but train for the
Organus, and Kegnoth) plead pathetically for their lives. They past forty thousand years. I'll finally have a chance to test my
can be turned against the other yugoloths with a successful powers on someone that can take it. Consider this a warning.
DC 15 Charisma (Intimidation) check as an action each.
As Zigazan is cut down and the life of this thousand-year- Be ready to face oblivion. As though anyone could be ready."
old oinoloth fades away, the last thing he hears is Kierk the
Guard angrily cussing him out.
Ahead is the gate to Kierk the Guard's chambers, the heart of
the prison. Beyond that is the cell of Sollus Ipsus the Many.
"This is why Broken Opal had forsaken you! Because you were
The party has the chance to take a short rest and get their
useless! Yugoloths aren't meant to harbor grudges or spite affairs in order. This is the last chance they'll have to reaffirm
one another over technicalities! We are agents of neutrality!" their bonds and reflect on everything they've learned. Once
the short rest is over, the only thing left to do is face Kierk the
Guard in person.
Kierk the Guard
The architecture folds up over itself. The walls sink away.
Before the great vault doors of the cell of Sollus the Many
stands the warden of the prison himself, Kierk the Guard. He is
dressed head to toe in fiendish armor that gives off a powerful
abjurative aura. He has done nothing except train for
thousands upon thousands of years. He couldn't be more
ready.

Detect Magic (At Will). He knows which pieces of


Preparation equipment the party is carrying are magical, and can intuit
which are the most important and powerful. This is a
Before the fight, Kierk the Guard has cast the following spells concentration spell.
on himself. If it's a concentration spell, it's noted in the Detect Thoughts (At Will). He can read the surface thoughts
description; he has no limit on the number of spells he can of the party and pinpoint the location of invisible creatures
concentrate on, but necrotic damage will end them. (though he can already see them with Truesight). This is a
All of these effects end if Kierk the Guard uses his Reset concentration spell.
legendary action. Freedom of Movement (At Will). He is unaffected by
Foresight (9th level). He can see a half second into the difficult terrain, can't be magically restrained or paralyzed,
future, giving him advantage on all attack rolls, ability can't have his speed magically reduced, and can spend 5
checks, and saving throws, and giving disadvantage on any feet of movement to escape from nonmagical grapples.
attack rolls against him. This is not a concentration spell. This is not a concentration spell.
181
Fight Hit Point Triggers
When Kierk the Guard is reduced below a certain hit point
Kierk the Guard will rely on his spellcasting, only using his threshold, certain effects come into play.
club if he's run out of options.
100 hit points. He'll spend one of his legendary actions to
Priorities activate death ward. While death ward is active, he's
Kierk the Guard's priorities in a fight are as follows. immune to effects that would instantly kill him, like power
Disable Key Threats. He has already identified the biggest word kill, and if he's reduced to 0 hit points, he drops to 1
threat after using scrying to watch the party fight through instead (ending the spell). The only way to disable this early
the layers of Tartarus. Anyone who can deal necrotic is with dispel magic for a 4th level spell or by forcing him
damage immediately shoots to the top of the list. He'll try to to use his Reset legendary action.
disable the biggest threat first with maze, trapping the 1 hit point. The spell contingency activates once he's
target in a cell on Tartarus, unless he thinks their reduced to 1 hit point or below, triggering death ward
Intelligence is too high, in which case he'll save maze for (unless he's already under its effects), potentially nullifying
the least intelligent party member and lead with Otto's a killing blow.
irresistible dance instead. Weaknesses
Nullify Spellcasters. He's been studying spells for tens of Kierk the Guard's primary weakness is his crippling fear of
thousands of years and will immediately identify which death, which has given him vulnerability to necrotic damage.
spell a party member is casting, determining if it's worth it Necrotic damage also causes him to auto-fail Constitution
to cast counterspell (using higher level spell slots if he's run saving throws to maintain concentration. A party member
out of 3rd level slots). He'll also disable any powerful boons can intuit that necrotic damage might have a negative effect
like haste with dispel magic. Blocking spellcasters with on him by succeeding on a DC 15 Wisdom (Insight) check.
wall of stone is another good tactic. If he can target all the His behaviour towards party members who can cast necrotic
spellcasters without getting himself in the area of effect, damage is disproportionate; a party member can accordingly
he'll use antimagic field, though it's competing with maze deduce his fear of necrosis with a DC 15 Intelligence check.
and dominate monster for his 8th level spell slot. The primary strategy should be inflicting status effects that
Incapacitate First, Kill Later. Most of his strategy relies on force him to use his Reset legendary action, ending any
disabling the party rather than dealing them damage, at spells he's cast on himself as well as any spells he's
least at first. If he doesn't think he can get away with maze, concentrating on.
he'll go for dominate monster on the party member with His AC is very high at 26, making it difficult to engage him
the worst Wisdom save. Any melee-focused characters who in melee combat, especially considering he might have shield
can't fly will get thrown to the ceiling with reverse gravity. as an option if he isn't saving up his reaction for counterspell,
Eyebite is a good spell for party members with bad and while his foresight is still active, attacks against him have
Wisdom saves if he's already used his 8th level spell slot. disadvantage. Forcing him to Reset disables foresight, and an
Any melee characters who rely on Dexterity instead of effect that can disarm him of his shield will reduce his AC
Strength might end up affected by telekinesis. If he still has down to 23, greatly improving the marginal chances of a hit.
6th level slots, Otto's irresistible dance can be very useful You can make the fight slightly easier on the players by
as it doesn't call for a save until they've already lost a turn. making Kierk the Guard use his Reset legendary action for
If a party member has less than 100 hit points, he'll hit any negative condition, or harder by letting him just accept
them with power word pain. Once all these other options the consequences of less impactful conditions like frightened
are used up, he'll resort to his at-will hold monster. that he can work around easily.
No Mercy. Once he's disabled at least a few party members, Also, antimagic field is a hard counter to his abilities.
he'll move on to his damaging spells. Disintegrate is his
best spell in terms of damage, so he'll cast it even if he has Defeat
to use a higher-levelled slot to do so. Otherwise, his bread
and butter is fireball. This is usually better than attacking, When the killing blow is landed on Kierk the Guard, he gasps
though he might use chill touch on paralyzed targets to in shock.
automatically crit and deal 8d8 necrotic damage (his chill
touch at CR 25 deals base 4d8 on a hit). A sub-par damage "All this power ... wasted. I'm not ready to go ..."
dealer is phantasmal killer, which he'll only use on party
members that are immune to fire. If a party member is
downed, he'll hit them with magic missile to immediately When he dies, his armor shrivels up into a ball of metal,
kill them with three failed death saves. mincing his body into pulp.
Defense. If he feels that it's safe not to worry about
counterspell, he'll liberally use shield, using up higher level The vault door to the cell of Sollus the Many opens.
spell slots to activate it if he has to. He'll also use shield if a
rogue or paladin lands a hit that he's worried about. This is it.
Generally, with 26 AC, he's not too worried about melee
characters. You feel the planet shift under your feet. Cataclysmic. You
don't have a lot of time.
Sollus Ipsus the Many
Until now, the talk of a soul has been abstract. To observe a naked soul is sublime.
Every party member must succeed on a DC 15 Charisma
saving throw or be ripped out of their bodies to join Sollus
Ipsus the Many. This is something that can't be controlled,
just a function of being so close to one's true soul. A character
can get advantage on this saving throw by remembering
moments from their past that keeps them grounded in their
current body and experiences.
Any survivors feel the following words burrowing into their
minds.
WE
MUST
REINCARNATE

For the survivors, this is a terrifying realization: the naked


soul before you is the original Sollus Ipsus the Many, the very
first, trapped here for so many aeons that they were stripped
totally bare, nothing but soul remaining. And if they remain
trapped here for eternity, your soul will never reincarnate.
Your soul will never become you.
YOUR
PURPOSE:
DESTROY

These words come with a strange mix of urgency, remorse,


sympathy, kindness, and desperation.
The only way out of the prison is to be reincarnated. And
for that to happen, for the original Sollus to make way for
their reincarnations, for all the reincarnations to be able to
live their lives at all, this version of Sollus Ipsus the Many
needs to die.
WE
ARE
SORRY

There was never an escape from Tartarus. This was always


the way it had to be. No one was meant to exist for longer
than the multiverse itself.
Destroying the first incarnation of Sollus Ipsus the Many
requires no roll. All that is needed is the will.
185

Denouement

T
he denouement refers to the wrapping up of
loose ends and the tying off of narrative Broken Opal
threads. It includes the answers to lingering
questions and epilogues of each character. The With the death of Kierk the Guard, and the entire prison
denouement for this adventure is bittersweet. planet risking annihilation without a warden, Broken Opal
The heroes won, but the victory was plunged her blade into the earth and pledged her infinite
metaphysical and the sacrifice was great. servitude to the forces of neutrality in the multiverse.
Discussions of characters in this chapter assumes that they As the new warden, Broken Opal makes significant
are alive and that the story played out mostly as written. changes to the plane. Firstly, the hostile architecture of the
Adjust the endings to suit the specifics of your party's story. prison planet is thrown away, and most of the prison is moved
to the surface. The land is terraformed to be diverse and
complex, with some regions resembling the slanted
Sollus Ipsus the Many: The mountains of Perdition, some the grey valleys of Firmament,
some the wild jungles of Castor, and other such places she
Tale of the Knotted Snake has encountered in her travels through the planes.
Sollus Ipsus the Many was originally a demon who led an Tartarus becomes less of a place where creatures rot for
incursion on the yugoloth homeworld of Perdition. The eternity, and more like a colony that must fend for itself by its
yugoloths, devastated at the destruction, trapped Sollus in own rules. It requires a lot of work to maintain. It's a difficult
Tartarus. A curse placed on them by the yugoloths meant that life. But, unlike how it used to be, at least it is a life. As for the
they experienced time much slower, and so what was a few other yugoloths ...
thousand years felt practically indistinguishable from eternity. Karen resumes her work as a ferrywoman, travelling from
Sollus spent so long in Tartarus that their physical form continent to continent reporting on the progress of Broken
disintegrated, leaving only a bare soul. Being unable to Opal's planet-wide renovations.
escape through normal means, their only hope was to die and Orzeg builds herself another laboratory and starts populating
reincarnate elsewhere in the multiverse, but they had no entire regions with vinchies, some of which even start to
power to do so. They reached out psychically for help and develop an intelligence.
were answered by Levistus, who sympathised with their Tirikan builds a small mausoleum to Beck, sheds a tear, and
situation, and Asmodeus, whose motivations are always hangs up his axe forever. He takes on a job as a builder,
mysterious. Through the devils, Sollus was able to reach focusing on construction rather than destruction.
through time and orchestrate events such that almost all of Caraxus does some serious self-reflection, then takes on a
the people they would eventually reincarnate into were alive few displaced seerloths and oozeloths under his wing. He
at the same time, thanks to time travel shenanigans. tutors them to act as stewards for the prisoners who work
One by one, Sollus and the devils awakened each of the on rebuilding Tartarus.
reincarnations to their true identity, but the yugoloths, who Organus keeps trying to torture the prisoners, so Broken
had imprisoned Sollus in the first place, caught wind and Opal puts him among their ranks so he can see how it feels
murdered the first few, including Slarmfell, a wizard who to be in a disadvantaged position. It doesn't work, but
intended to find the others. Luckily, a powerful ultroloth, there's lots of time to keep trying.
Broken Opal, discovered that she too was a reincarnation of Kegnoth gets a job as a wheat thresher. She's very efficient
Sollus and secretly pledged to rescue the original from with a scythe or five.
Tartarus. She was tasked by the High Council of Oinoloths
with killing the other reincarnations, but she ordered her Thesea
followers to imprison them instead. One by one, the prisoners
awakened, escaped, and worked together to free the rest. One of the guardians of Tartarus is a mountain-sized
This leads to the events of Arcane Heists. Eventually, the aberration born before the first sentient being existed to
reincarnations will break into Tartarus, overpower its observe the multiverse. It's power without a mind, blind
defenses, and kill the original Sollus, allowing their soul to destruction, pure void. Thesea led it as far away from the
escape to the multiverse and reincarnate into new bodies. Burrower as she could, then doubled back, confident she had
Through time travel, the soul will pass through every single lost it. She arrives on Tartarus a month or two later (she did
reincarnation, always ending up, ironically, back in Tartarus. lead it far away) and links up with the rest of the survivors.
Such is the fate of a soul. She's devastated to learn that there's no real way out of
Tartarus. She had thought the Burrower would have a special
way of getting out, but in the end it's just a machine that's
really good at burrowing.
Her next big project is to find a way to turn the Burrower
into a sentient voidship like her. There's plenty of spellcasters
in Tartarus. She'll figure something out. The poor thing
deserves it after all it went through.
The Seven Heavens of
Sollus the Dead
Simulacrasollus dies when the slaad tadpole hatches.
Skelesollus, Crawllus, Spectrasollus, and Will-o'-Sollus
decide to raise the tadpole as their own. They name it Sim.
The Reincarnations
They diligently protected the Burrower, only to realize that
the Burrower can't actually get them back at all. Tartarus is
dimensionally-locked. You can enter, but you can't leave. It
just can't be done.
Penny Featherlight. This is the perfect place to continue her
life's work of rehabilitating evil creatures. She gets to work
immediately.
Chest of the Knotted Snake. This is an entire planet that's
been turned into a dungeon and then terraformed back into
a planet. It's the perfect place to reinvent oneself. The chest
transforms into a stool for tired prisoners to sit. That'll
keep the chest occupied for a few years.
Orym the Alarmed. If one is looking for a safe place to rest,
this is as good a place as any, and unlike the Retreat of the
Content, it's massive and ever-changing.
Serpasollus. Like the chest, Serpasollus sees Tartarus as an
opportunity to reinvent herself, to decide who she is as an
individual, rather than as a memory of other people.
Gimlen. Gimlen resolves to explore the entirety of Tartarus.
He joins up with Karen as a ferryman.
Leonardo. Leonardo returns to Orzeg and offers an olive
branch. He still doesn't trust her, because of the whole
imprisonment and torture thing, but he thinks that they can
potentially work together to improve the other vinchies and
make them sentient like him.
Ynthriss. She becomes a music teacher in the hopes of
reminding the people here that not everything needs to be
about pure productivity. There must be time for merriment.
Eventually, one by one, each of them will die of old age and
escape from Tartarus in the same way that the original Sollus
did, allowing their soul to reincarnate elsewhere in the
universe and, inevitably, return in a new form in the past to
join themselves again, right here, their final resting place.
The Denizens of The Reef
While trapped on Tartarus, there's no way of knowing what's
happening on the other planes. Unless everyone on The Reef
travels to Tartarus, dooming themselves, their fates will
remain unknown.
The reincarnations of Sollus will occasionally get together
by campfire and discuss what they think happened to their
old friends, where they are now, what they've accomplished. It
brings them comfort, even if it's just stories.
And that's how this story ends, with an uncertain past and
an uncertain future, but with a present that brings comfort.
Stories are how we make sense of an absurd existence.
They're the most important thing we can do for one another.
And this one has drawn to a close.
Changelog
2021-12-13: Original version
2022-06-03: Corrections and formatting adjustments
2022-10-26: Minor formatting changes and corrected attributions
Current Version: 2022-10-26

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