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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  2 
  CREDITS 
   
  Lead Designer: Anthony Joyce 
   
  Editing: Jay Africa 
  Creative Consultant: Ginny Loveday 
  Design Consultant: Peter Williams 
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art Director & Graphic Design: Joaquin Reymundo “Dsurion” 
  Comic Art: James Gifford 
   
  D&D Adventurers League Wizards Team: Adam Lee, Chris 
  Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Bill Benham, 
  Amy Dzura, Alan Patrick, Travis Woodall, Lysa Chen, Claire 
  Hoffman, & Greg Marks 
   
  Playtesters (In Alphabetical Order): Avery Adams, Andrew 
  Allen, Kiri Allen, Calix Balin, Michael Balin, Justin Brust, Sam 
  Dimercurio, Anthony Dunn, Cory Flagg, Rob Froberg, Manny 
  Gomez, Chris Johnson, Jerry Lovin, Rory McDonough, 
  Matthew Moyle, Evan Nemoff, Alain Pham, Jose Soto, & 
  Michael Sullivan 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
   
   
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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  3 
   
   
  
   
   
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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  4 
  Adventure Primer
   
  This adventure is structured around players 
  “choosing a side”. Each pillar of play offers ways to 
  achieve the main objectives. 
  Background 
  “This is a tale most evil and foul, a horrible tale 
  indeed. There was an angel of Tyr sent without fear, 
  to destroy the Temple of Orcus! SER VINDICTUS, Ser 
  Vindictus we can still hear her prayer, as she led her 
  poor knights to their ultimate doom…poor Ser 
  Vindictus…poor Ser Vindictus, no one hears her 
  prayers in that unholy tomb!” –Verse I   
  The characters begin the adventure in a carriage 
  heading towards MAFISTO MANOR. An Incubus and 
  a Succubus disguised as tieflings known as the 
  MAFISTO TWINS have called upon the bravest 
  adventurers to help them rescue a lost mythical 
  figure, an angel of Tyr known as Ser Vindictus. The 
  Mafisto Twins are hosting a grand dinner to discuss 
  the details with the adventurers.  
   Unbeknownst to anyone, three nights ago, the 
  Mafisto Twins ambushed a group of KNIGHTS OF 
  HOLY JUDGMENT and stole their map that leads to 
  the entrance of the Temple of Orcus that Ser 
  Vindictus attacked long ago. The Mafisto Twins seek 
  to find Ser Vindictus and turn her into a fallen angel 
  that worships the Archdevil ZARIEL.  
   Now, the Knights of Holy Judgment are hot on the 
  trail of the Mafisto Twins and seek to get their map 
  back. They will stop at nothing to retrieve the map 
  and find Ser Vindictus themselves so they can 
  uncover the fate that befell her and her knights. 
  Episodes 
  The adventure is spread over three episodes that 
  altogether take approximately two hours to play. 
  These episodes are initially introduced by a Call to 
  Action Episode. 
   If you’re planning to play the entire adventure at 
  once, you only need to introduce the Call to Action 
  once. However, if you plan to play them over several 
  sessions, you’ll want to revisit the Call to Action each 
  time you play. 
   Episode 1: The Choice (Call to Action). The 
  Knights of Holy Judgment confront the characters 
  on their way to Mafisto Manor located on the 
  outskirts of MELVAUNT. The characters must 
  make a choice: join the Knights or face their 
  righteous wrath.  
   Episode 2: Mafisto Manor. The characters arrive 
  at Mafisto Manor. Characters get the map to the 
  Temple of Orcus at Mafisto Manor. Characters 
  complete Main Objective A upon completing this 
  Episode. 
   Episode 3: Finding the Temple of Orcus. The 
  characters find and enter the Temple of Orcus 
  beneath the Bloodmuck Swamp. Characters 
  complete Main Objective B upon completing this 
  Episode. 
  Bonus Objectives 
  This adventure includes two bonus objectives that 
  the characters may pursue if they have additional 
  time to do so—earning up to an additional 2 
  advancement checkpoints and 1 treasure 
  checkpoint in the process. These bonus objectives 
  are found in this adventure’s appendices, as follows: 
   Bonus Objective A: The Fate of the Lost Knights. 
  Save or kill the lost Knights of Holy Judgment. This 
  bonus objective is found in Appendix 4. 
   Bonus Objective B: Nezzarum’s Lair. Defeat 
  Nezzarum. This bonus objective is found in 
  Appendix 5. 
  Adventure Hooks 
  Players can come up with the best story hooks that 
  intimately build upon their characters’ backstories. 
  Ask the players why their characters are going to 
  rescue Ser Vindictus, a lost angel of Tyr. Is it for 
  nefarious or noble purposes? 
    
  Choosing a Side 
  The characters’ choices and actions will cause them 
  to “choose a side” during this adventure. Below is a 
  description of the three sides: 
   Knights of Holy Judgment. The Knights of Holy 
  Judgment want to recover their stolen map, rescue 
  Ser Gertz, and enter the Temple of Orcus.   
   Cult of Zariel. The Mafisto Twins want the 
  characters to escort them to the Temple of Orcus, in 
  case trouble arises. They want to enter the Temple 
  of Orcus and see if there is anything inside they can 
  use to their advantage in the Blood War. 
   Chaos. Players might reject both sides in this 
  adventure and support Chaos! 
  
   
   
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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  5 
  Episode Flowchart 
  This adventure plays takes place over 3 Episodes and offers 2 bonus Episodes. Episodes 1, 2, and 3 play out in linear 
  order. Characters can pursue either Bonus Objectives once they enter the caves in Episode 3. Characters may 
  complete Main Objective B or pursue the Bonus Objectives in any order they see fit. 
   
   
  
   
   
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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  6 
  Episode 1. The Choice (Call to Action)
  Estimated Duration. 30 minutes 
   
  In this Episode, the characters decide if they will side with or against the Knights of Holy Judgment.
  Scene A. The Carriage Ride
  The characters begin this adventure sitting in a 
  luxurious, horse-drawn carriage trimmed with red 
  paint. The carriage is driven by a small, deformed 
  gnome named NURFENPURF. Large warts, blisters, 
  moles, and growths cover his hideous face. He 
  mutters to himself as the carriage travels down the 
  road. 
  Area Information 
  The area has the following features: 
   Terrain & Dimensions. Improved roads, green 
  rolling hills, and pastures on the outskirts of 
  MELVAUNT. 
   Weather. Mild temperatures, with the evening sky 
  looking as if a storm is approaching from the north. 
   Lighting. Dim light as the sun begins to set across 
  the hillside. 
   Smells and Sounds. The sound of the horse-drawn 
  carriage echoes in the distance. A low rumble 
  trembles across the sky as thunder roars in the 
  distance, heading ever closer. 
  Creatures/NPCs 
  This scene introduces Nurfenpurf, a gnome cultist 
  who worships the Archdevil Zariel and serves as a 
  steward for the Mafisto Twins.  Nurfenpurf carries a 
  Master Key to Mafisto Manor that unlocks any door. 
  He always wears the key on a chain around his neck. 
  A character succeeding in a DC 16 Dexterity (Sleight 
  of Hand) check can remove the key without 
  Nurfenpurf noticing. 
   Objectives/Goals. Nurfenpurf wants to make sure 
  the characters arrive at Mafisto Manor and meet 
  with the Mafisto Twins. 
  What Does Nurfenpurf Know?  
   Nurfenpurf  knows that the Mafisto Twins run the 
  Cult of Zariel in this region, they are powerful and 
  shouldn’t be double crossed.  
  What do the Characters Know? 
   The Mafisto Twins are well known locally for their 
  charitable donations to local orphanages. The 
  Twins often help arrange placing children with 
  families for adoption. 
   While well known, the source of the Mafisto 
  Twins’ wealth remains a relative mystery. 
  Call to Action 
  The objective of this adventure is for characters to 
  get the stolen map and enter the Temple of Orcus. 
  Treasure & Rewards 
  The characters can find the following treasure.  
   Nurfenpurf carries a Master Key to Mafisto 
  Manor, which unlocks all doors in the manor. The 
  Master Key is fashioned from the finger bone of a 
  demon. 
   
  Lore the DM should know 
  Orcus. Orcus is the Demon Prince of Undeath, also known as 
  the Blood Lord. Orcus rules over Thanatos, the 113th layer of 
  the Abyss. For more detailed lore, reference Mordenkainen’s 
  Tome of Foes or Out of the Abyss. 
  Zariel. Zariel rules Avernus, the first layer of the Nine Hells 
  and the main battlefront in the eternal Blood War. Many 
  eons ago, she was a powerful angel tasked with observing the 
  Blood War on Avernus. The influence of Avernus ultimately 
  corrupted her and she became an Archdevil. For more 
  detailed lore, reference Mordenkainen’s Tome of Foes. 
  The Blood War. An eternal conflict between demons and 
  devils that takes place in the lower planes, the war is mostly 
  fought along the River Styx, in between the Abyss and 
  Avernus. For more detailed lore, reference Mordenkainen’s 
  Tome of Foes. 
  Tyr. Tyr is the Faerûnian god of justice. His symbol is 
  balanced scales resting on a warhammer.  Followers of Tyr 
  see things in terms of black and white, as good or evil. The 
  Knights of Holy Judgment is an order of knighthood devoted 
  to Tyr and seeking out vengeance against all that is evil. 
  These knights wear thin strips of diaphanous cloth over their 
  eyes to remind others of the blindness of justice. For more 
  detailed lore, reference the Sword Coast Adventurer’s Guide. 
  Ser. The title “Ser” is a gender-neutral, knightly title used by 
  the Knights of Holy Judgment. This title exemplifies that Tyr’s 
  adherence to justice is blind, and anyone, regardless of 
  gender is equally capable of executing justice in Tyr’s name. 
  
   
   
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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  7 
  Scene B. The Knights of Holy Judgment
  A group of Knights of Holy Judgment intercept the 
  carriage before the characters arrive at Mafisto 
  Manor. The group is led by SER TITUS, a young male 
  human knight riding a warhorse. He is 
  accompanied by three human guards on riding 
  horses.  
   Nurfenpurf brings the carriage to a sudden halt 
  when the Knights approach. Ser Titus, clad in 
  gleaming plate armor and wielding a large maul, 
  gallops toward the carriage riding his majestic white 
  warhorse. He begins shouting to the characters that 
  they are in danger and have been tricked by the evil 
  Mafisto Twins.  
  Creatures/NPCs 
  This scene introduces Ser Titus, a handsome, 
  muscular Knight of Holy Judgment who seeks to 
  uncover the mystery behind Ser Vindictus’ 
  disappearance over a century ago. Ser Titus is 
  ruthless with enacting justice and will not hesitate to 
  bring the full force of Tyr down upon evildoers! Ser 
  Titus embodies confidence, leadership, and bravery, 
  so it is only natural that when he talks, he shouts.  
   Objectives/Goals. Ser Titus knows the Mafisto 
  Twins killed several of his Knights to obtain a map 
  that leads to a lost Temple of Orcus. He seeks justice 
  for their crime! He also knows the Mafisto Twins 
  have captured SER GERTZ, a young, female half-orc 
  priest in the Knights of Holy Judgment; and he seeks 
  to rescue her! 
  What Does Ser Titus Know? 
  Ser Titus shares the following information with the 
  characters in an attempt to gain their assistance: 
   Several days ago, a group of Knights of Holy 
  Judgment were attacked while mapping caves in 
  the Bloodmuck Swamp. The Knights were 
  ambushed after they discovered the location of a 
  lost Temple of Orcus. 
   Two Knights who witnessed the attack say the 
  Mafisto Twins enchanted them and forced them to 
  kill their brothers- and sisters-in-arms. The 
  enchantment broke one day later, but they could 
  not recall where the entrance to the lost Temple of 
  Orcus was. 
   Ser Gertz is captive at Mafisto Manor. 
   The Mafisto Twins ran off with the map that 
  showed the location of the lost Temple of Orcus.  
  Development: “Choosing a Side” 
  This first decision should align the characters with 
  one of the three “sides”. Make sure the players know 
  their choices matter! 
   Knights of Holy Judgment. If the adventurers 
  agree to assist Ser Titus, he asks them to follow him 
  to Mafisto Manor. 
   Cult of Zariel. If the adventurers refuse to assist 
  Ser Titus, he concludes that the adventurers are evil. 
  Tyr does not tolerate evil in Faerûn and his followers 
  seek to vanquish evil wherever it is. 
   Chaos. The characters may have plans of their 
  own and decide to work against the Knights of Holy 
  Judgment and the Cult of Zariel. Chaos! 
  Encounter Adjustments: 
   Very Weak: Remove all guards from the encounter  
   Weak: Remove one guard from this encounter 
   Strong: Add one more guard to this encounter 
   Very Strong: Add two more guards to this encounter 
  Modifications for Ser Titus 
  Ser Titus wields a maul instead of a greatsword. 
   
  Playing the Pillars 
  COMBAT 
  The Knights believe that those 
  who do not stand with them are 
  against them. In their righteous 
  zeal, they try to kill or subdue 
  the characters before they go to 
  Mafisto Manor. 
  EXPLORATION 
  Characters can attempt to 
  escape using the carriage, or 
  other mounts available to them 
  (if any). A chase should be 
  theatrical and fun! The DM is 
  empowered to run a chase as 
  they see fit. 
  SOCIAL 
  Characters who appeal to Ser 
  Titus’s sense of Judgment and 
  righteousness have advantage 
  on Charisma (Persuasion) checks 
  with Ser Titus. Characters should 
  have an opportunity to avoid 
  combat using social skills
   
   
  
   
   
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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  8 
  Episode 2. Mafisto Manor 
  Estimated Duration: 60 minutes 
  In this Episode, the characters decide if they will side with or against the Mafisto Twins and get the map to the 
  Temple of Orcus. 
  Scene A. The Manor
  Area Information 
  The area has the following features: 
   Terrain & Dimensions. Atop this opulent manor 
  are several stone statues with devilish features. 
  Their pointed snarling faces scowl down at the 
  quaint courtyard filled with intricate, manicured 
  landscaping. 
   Manor Entrance. The front doorway leading into 
  the foyer is locked. There is a back entrance into the 
  manor via the kitchen. Both doors are locked and 
  require succeeding an DC 10 Dexterity check using 
  thieves’ tools to pick the doors’ locks, a DC 15 
  Strength (Athletics) check to break the door down, 
  or the doors can be opened with Nurfenpurf’s 
  Master Key to the manor. 
   Weather. Cool temperatures and a clear night sky. 
   Lighting. Darkness. The moon shines overhead 
  and the lights from the manor illuminate the 
  windows. 
   Smells and Sounds. A crow caws overhead as it 
  lands on the roof of the manor and stares at the 
  characters. 
  Creatures/NPCs 
   The Mafisto Twins. The Mafisto Twins are inside 
  the manor. MORDAKAI MAFISTO is an incubus and 
  ORIANNA MAFISTO is a succubus, both in tiefling 
  form while they occupy the Material Plane. The DM 
  decides which room the Mafisto Twins occupy.  
   Orianna Mafisto. Orianna is spunky, playful, and 
  seductive. She enjoys corrupting mortals with 
  pleasures of the flesh and their darkest desires, all in 
  the name of fun! Her black hair is worn up in pigtails, 
  and she adorns her face and horns with elaborate 
  silver jewelry encrusted with blood red sapphires. 
  Her true name is Sharlyss (SHAR-liss).  
   Mordakai Mafisto. Mordakai is a veteran of the 
  Blood War and suffers from post-traumatic stress 
  disorder. The only thing that cheers him up is 
  Dragonchess, a game he grew to love during his time 
  on the front lines of the Blood War. 
   During a demonic invasion of Avernus, a demon 
  ripped Mordakai’s lower jaw and tongue out of his 
  face. Since that day, he only communicates with 
  sign language and/or written notes, he will use 
  telepathy once he knows the characters are friendly. 
  He wears a crimson scarf to cover up his hideous 
  war wounds and a Helm of Comprehend Languages 
  he won at the Avernus Dragonchess Championship, 
  352 years ago. His true name is Jarixar (JAR-icks-ar). 
   Objectives/Goals. The Mafisto Twins want the 
  characters to escort them into the lost Temple of 
  Orcus. 
  What do the Mafisto Twins know?   
   The twins want to believe Ser Vindictus is trapped 
  in the Temple of Orcus. They want to find her and 
  covert her into a fallen angel join the ranks of 
  Zariel’s Infernal Army. 
   Several Knights of Holy Judgment survived the 
  ambush and are lost in the caves under 
  Bloodmuck Swamp. The Mafisto Twins suggest 
  hunting them down so there are no living 
  witnesses. 
   NEZZARUM, a young black dragon, has a lair 
  underneath the Bloodmuck Swamp near the 
  entrance to the Temple of Orcus. They believe they 
  can bypass the dragon’s lair if they are careful. 
  Encounter Adjustments: 
   Very Weak: Mafisto Twins each start with 40 hit points  
   Weak: Mafisto Twins each start with 50 hit points 
   Strong: Add one more cultist to this encounter and Mafisto 
  Twins each start with 75 hit points 
   Very Strong: Add two more cultists to this encounter and 
  Mafisto Twins each start with 90 hit points 
  Modifications for the Mafisto Twins 
   
  Attack. The Mafisto Twins use scimitars while in Tiefling 
  form. These scimitars have +3 to hit and deal 1d6+3 damage.  
   
  Ferocious Surge (Recharges after a Short or Long Rest). 
  When this creature hits with an attack that isn’t a critical hit, 
  it can turn the hit into a critical hit. 
   
  Helm of Comprehend Languages. Mordakai always keeps 
  comprehend languages active when visitors are present. 
   
  Treasure. Orianna Mafisto carries a Sapphire Key that 
  unlocks the chest in the Master Bedroom and the manacles 
  that restrain Ser Gertz. Mordakai Mafisto carries a Jade Key 
  that unlocks the display cases in the library. 
  Objectives  
   Main Objective A: Characters get the map to the 
  Temple of Orcus. 
  
   
   
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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  9 
  Area 1. Main Foyer
  Area Information 
  The area has the following features: 
   Terrain & Dimensions. The floor is made of the 
  purest marble with a white hue and hints of black 
  which sprawl out like wild rivers. There are several 
  large leather chairs in the middle of the room and 
  large hanging paintings depicting a fiery battle scene 
  adorn the walls. 
   Lighting. Bright 
  light from candles 
  illuminate this room. 
   Smells and Sounds. 
  The foyer smells of 
  sweet lavender and 
  oils. 
  Other Features 
  Characters can enter 
  the manor via the 
  front door that leads 
  directly into the Main 
  Foyer. If Nurfenpurf is 
  present, he unlocks 
  the front door and 
  lets the adventurers 
  enter. If Nurfenpurf 
  isn’t present, the door 
  is locked and requires 
  succeeding in an DC 10 Dexterity check 
  using thieves’ tools to pick the door’s lock, a 
  DC 15 Strength (Athletics) check to break the 
  door down, or the door can be opened with 
  Nurfenpurf’s Master Key to the manor.   
   The foyer serves as a waiting area for guests of 
  Mafisto Manor. If the characters look around, they 
  see paintings on the wall that depict ancient battles 
  between demons and devils in Avernus along the 
  River Styx. These paintings show the violent eternal 
  struggle of the Blood War between demons and 
  devils. The paintings suggest the devils defending 
  against an infinite onslaught of demonic hordes. A 
  successful DC 10 Intelligence (Investigation) check 
  on the paintings reveals a young and vibrant 
  Nurfenpurf painted in the backdrop of one of the 
  artworks as a valiant hero, slaying a demon on the 
  front lines of battle in Avernus. 
   
  
   
   
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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  10 
  Area 2. Dining Hall & The Feast!
  Area Information 
  The area has the following features: 
   Terrain & Dimensions. A large dark oak table 
  occupies the center of this large dining hall. Polished 
  silverware and delicious food are set out on the table 
  in preparation for the feast.  
   Lighting. Bright light; the fireplace illuminates the 
  room in a bright orange hue. 
   Smells and Sounds. The smell of exotic roasts 
  lingers about the room. The fireplace crackles 
  soothingly. 
  Other Features 
  Above the fireplace hangs a painting of a female 
  fallen angel. She is heavily armored, wields a flaming 
  longsword in one hand, and a flaming javelin in the 
  other. Her face is defiant as she looks towards the 
  heavens while leading an Army of devils into battle. 
  Characters that succeed on a DC 12 Intelligence 
  (History) or (Religion) check recognize that this 
  painting depicts the Archdevil Zariel. 
  Development: “Choosing a Side” 
   Cult of Zariel. If the characters side with the Cult 
  of Zariel, then “The Feast is Served!” event occurs 
  (see below). During the feast, each guest is served a 
  dish from their respective cultures, which should 
  hint at the fact that the Mafisto Twins have done 
  their homework on their guests. 
  Event: The Feast is Served! 
  The Mafisto Twins begin the dinner with small chat. 
  Assume, however, that the twins have gathered 
  information on each of the characters beforehand. 
  One way to convey that the Twins know information 
  about the characters is for the DM to record the 
  “flaws” of each character, using them during the 
  social encounter as a way for the Twins to interact 
  with each character. 
  Suggested Feast Events 
  Below are some events that can play out during the 
  feast: 
   Mordakai Mafisto Feast Events. Mordakai 
  challenges the characters to a game of Dragonchess. 
  If they beat him, he offers them his Helm of 
  Comprehend Languages and his Jade Key as gifts. 
  He allows the characters to keep anything they want 
  from his display cases in the Library.  
  Playing Dragonchess 
  The game of Dragonchess takes place on a three-tiered chess 
  board over five rounds of contests between a character and 
  Mordakai. Each round, a character makes any Ability check 
  within the DM’s discretion versus Mordakai’s Intelligence 
  check, adding +2 to Mordakai’s roll for his proficiency in 
  Dragonchess. The highest total roll in the contest wins the 
  round. The first to win three rounds wins the game. 
  Characters may apply their proficiency bonus to any Ability 
  check if they are proficient with Dragonchess. If Mordakai 
  loses two rounds, he attempts to charm his opponent and 
  telepathically command them to forfeit the game. The DM 
  should encourage fun, creative Ability checks in this scene. 
   Orianna Mafisto Feast Events. Orianna tries to 
  seduce good-aligned characters. At the DMs 
  discretion, a character who spends the night with 
  Orianna can give a cambion its true name. 
   Nurfenpurf Feast Events. Nurfenpurf spills food 
  and distracts characters that ask too many 
  questions. 
  Treasure & Rewards 
  The characters can find the following treasure.  
   Mordakai’s Helm of Comprehend Languages. 
   Mordakai’s Jade Key to the display cases in the 
  library. 
   Orianna’s Sapphire Key, which unlocks the chest 
  in the Master Bedroom and the manacles that 
  restrain Ser Gertz.
  Playing the Pillars 
  COMBAT 
  In combat the Mafisto Twins first 
  use their Charm action on Ser 
  Titus (if present) and the 
  characters. They try to turn the 
  tides of battle by gaining more 
  charmed allies. 
  EXPLORATION 
  A character can leave the feast 
  unnoticed if they succeed on a 
  DC 15 Dexterity (Stealth) check. 
  Characters may pickpocket the 
  Mafisto Twins’ keys with a 
  successful DC 15 Dexterity 
  (Sleight of Hand) check. 
  SOCIAL 
  Characters must succeed on a DC 
  19 Wisdom (Insight) check to 
  determine the true intentions of 
  the Mafisto Twins. Characters 
  that play Dragonchess with 
  Mordakai have advantage on this 
  check. 
  
   
   
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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  11 
  Area 3. Kitchen
  Area Information 
  The area has the following features: 
   Terrain & Dimensions. Platters of exotic cuisine 
  fill every inch of this small kitchen. Bottles of wine 
  line the tops of the cupboards. It the corner of the 
  kitchen, a small iron pot is boiling on a stove. It 
  appears to be some sort of potato stew, a cuisine of 
  gnomes. 
   Lighting. Bright light, candles and fire from the 
  stove light up the kitchen. 
   Smells and Sounds. Aromas of garlic, onions, and 
  spiced meat. A boiling pot bubbles on the stove.  
  Other Features 
  This kitchen is used to prepare food for the feast. 
  There is a locked door that opens up to the back of 
  Mafisto Manor. This door can be unlocked with a 
  successful DC 10 Dexterity check using thieves’ 
  tools to pick the door’s lock, a DC 15 
  Strength (Athletics) check to break 
  the door down, or the door can 
  be opened with Nurfenpurf’s 
  Master Key to the manor. 
  The other door in the 
  kitchen leads into the 
  Dining Hall.   
   If Nurfenpurf is 
  around, he tries to 
  kick the characters 
  out of his kitchen; he 
  doesn't like guests 
  disturbing his work 
  area or eyeing his 
  potato stew. 
  Nurfenpurf 
  frequently uses 
  whatever he can find 
  to spice up his stew, 
  including spices 
  from Chult. He keeps 
  spices stored in a 
  cabinet near his stove that characters can find if they 
  search around.  
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  12 
  Area 4. Library
  Area Information 
  The area has the following features: 
   Terrain & Dimensions. A blood-red carpet lines 
  the floor as towering bookshelves line the walls of 
  this room. Ancient tomes and scrolls found only in 
  the most exclusive libraries in Faerun appear in this 
  library. 
   Lighting. Bright light, glass encased flames flicker 
  above the bookshelves. 
   Smells and Sounds. There is a pungent smell of 
  leather, old books, and tomes in the Library. The 
  library is silent, except for the occasional screams of 
  Ser Gertz (see “Development” below). 
  Other Features 
  The Library is initially locked when the characters 
  arrive. Nurfenpurf opens the Library for the 
  characters after their feast with the Mafisto Twins. If 
  the characters want to enter the Library before 
  Nurfenpurf opens it for them, they must succeed in 
  an DC 10 Dexterity check using thieves’ tools to pick 
  the doors’ lock, a DC 15 Strength (Athletics) check to 
  break the door down, or the door can be opened 
  with Nurfenpurf’s Master Key to the manor. 
   The Mafisto Manor library is an elaborate 
  collection of ancient tomes and scrolls. Characters 
  can find several books of use here in the library that 
  allow their characters to learn useful lore on the 
  Blood War and the Nine Hells. 
   There are three glass display cases in this library. 
  One arcane scroll with a wax seal bearing the symbol 
  of Asmodeus sits atop a black cushion in each case. 
  Two of the display cases hold the following scrolls: 
  Scroll of Absorb Elements, Scroll of Comprehend 
  Languages. The scroll in the third display case is a 
  recipe for “Nurfenpurfs Famous Potato Stew”. 
  Nurfenpurf hides his recipe here to safeguard it 
  against thieves. The display cases can be opened 
  with Mordakai’s Jade Key, a successful DC 15 
  Dexterity check using thieves’ tools, or characters 
  can simply break the glass of the display cases and 
  take the scrolls. 
  Noticeable Tomes in the Library 
   Maglaments Musings: the Blood War, a deep red, leather-
  bound tome, is filled with lore on the Blood War. This 
  describes the eternal battle on the River Styx between 
  Demons and Devils in Avernus. If the Devils ever lose this  
   
   
  eternal struggle, Demons will consume the Multiverse. This 
  tome is written in Infernal.  
   
  To the Abyss and Back, a golden book with silver trimming 
  and a symbol of balanced scales resting on a warhammer. 
  This tome is written by Ser Thandor and details the story of 
  Ser Vindictus, an angel of Tyr: 104 years ago the “Knights of 
  Holy Judgment,” holy warriors in the service of Tyr, sent a 
  group of their greatest knights deep into the Bloodmuck 
  Swamp. Ser Vindictus led her Knights on a holy quest to 
  destroy a temple dedicated to the Demon Lord Orcus. The 
  Knights stormed heroically into the depths of the Temple of 
  Orcus to put an end to his presence in Thar once and for all. 
  After the Knights entered the temple they were ever heard 
  from again, and the location of the temple was lost. Ser 
  Thandor believes Ser Vindictus is still alive and trapped within 
  the Temple of Orcus. This tome is written in celestial. 
   
  Ashmadai Codex, a fiery red tome with a pentagram 
  emblazoned on the cover details the Ashmadai, a Cult of 
  Asmodeus, and their linkages with the Red Wizards of Thay. 
  The tome explains the political workings of the Nine Hells. 
  This tome is written in Infernal. 
   
  Ecology of Bloodmuck, a leaf green book bound by 
  bamboo that details the wildlife surrounding Bloodmuck. 
  Specifically, this book details the Bloodmuck Swamp and 
  mentions that a young black dragon has made a lair deep 
  beneath the swamp. This tome is written in Elvish. 
  Development 
  If the characters have not seen or heard Ser Gertz, 
  the following event triggers if the characters are in 
  the Library. 
   Characters with a passive Wisdom (Perception) of 
  12 or higher hears faint screaming coming from 
  behind one of the bookshelves. Characters searching 
  for the origins of the screams and succeeding on a 
  DC 10 Intelligence (Investigation) check notice a 
  black book slightly protruding from the bookshelf. 
  Pulling the book causes the bookshelf to open 
  outward, revealing a small set of stairs leading into a 
  dimly lit cellar (Area 5).  
  Treasure & Rewards 
  The characters can find the following treasure.  
   Scroll of Absorb Elements  
   Scroll of Comprehend Languages 
   “Nurfenpurfs Famous Potato Stew” recipe 
   Maglaments Musings: The Blood War 
   To the Abyss and Back,  
   Ashmadai Codex 
   Ecology of Bloodmuck
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  13 
  Area 5. Cellar
  Area Information 
  The area has the following features: 
   Terrain & Dimensions. The cellar is small and has 
  a pentagram etched in the center of the room. Blood-
  stained floors and occult ritual devices are on a desk 
  in the corner of the room. 
   Lighting. Bright Light, as hundreds of candles 
  cause shadows to dance about the cellar with glee. 
  The shadows momentarily pause when a character 
  enters the room. 
   Smells and Sounds. The room smells of iron and 
  blood. If you listen closely, you can hear the 
  whispers of the occult. 
  Other Features 
  The cellar is used as a small ritual room where the 
  Mafisto Twins engage in occult activities. The twins 
  plan on sacrificing Ser Gertz in honor of Zariel and 
  pressure the characters to carry out this task.  
  Creatures/NPCs 
   Ser Gertz. Ser Gertz, a young female half-orc 
  priest in the Knights of Holy Judgment. She has long, 
  dreadlocked hair, and is known to speak bluntly and 
  act assertively around others. She is calm and 
  thoughtful in everything she does.  
   Ser Gertz is tied up in the center of the room, 
  sitting on a ceremonial pentagram etched into the 
  floor. She is also restrained by manacles. The 
  manacles can be unlocked with a successful DC 10 
  Dexterity check using thieves’ tools, a DC 20 
  Strength (Athletics) check, or with Orianna’s 
  Sapphire Key. 
   
   Objectives/Goals. Ser Gertz wants to seek out the 
  remaining lost knights in the caves beneath the 
  Bloodmuck Swamp.  
   What does Ser Gertz know?   
   The Mafisto Twins ambushed the knights, stole 
  their map, and captured her. 
   During the ambush, she saw that several Knights 
  were left alive. She fears that without the map they 
  might have gotten lost in the caves beneath the 
  Bloodmuck Swamp. 
   Ser Gertz overheard the Mafisto Twins talking 
  about a living sacrifice, and she fears they might 
  be talking about her.  
  Development - “Choosing a Side” 
   Cult of Zariel. If the Mafisto Twins believe that the 
  adventures are evil, they try to convince them to 
  sacrifice Ser Gertz in honor of Zariel. Evil characters 
  should receive inspiration for this act. The Mafisto 
  Twins invite the characters to join the Cult of Zariel 
  if they sacrifice Ser Gertz (see Appendix 7). 
   Knights of Holy Judgment . The characters can 
  free the Ser Gertz and enact righteous justice on the 
  Mafisto Twins, or they can try to convince the 
  knights to leave peacefully.  If the characters free Ser 
  Gertz and side with the Knights of Holy Judgment 
  against the Mafisto Twins, Ser Titus or Ser Getz 
  recounts the story of Ser Vindictus and asks the 
  characters to join the Knights of Holy Judgment (see 
  Appendix 6). 
   Chaos. The characters can side against both the 
  Cult of Zariel and the Knights of Holy Judgment. 
   
  Playing the Pillars 
  COMBAT 
  In combat the Mafisto Twins will 
  first use their Charm action on 
  Ser Titus (if present) and then 
  the characters. They will try to 
  turn the tides of battle by 
  gaining more charmed allies. In 
  combat Ser Titus will always use 
  his Leadership action and then 
  attempt to kill the Mafisto Twins. 
  EXPLORATION 
  If a character succeeds on a DC 
  10 Intelligence (Religion) check, 
  they recognize the pentagram as 
  a symbol of the Nine Hells. This 
  symbol is used during sacrificial 
  rituals. 
  SOCIAL 
  The Mafisto Twins can be talked 
  out of sacrificing Ser Gertz if the 
  characters succeed on a DC 19 
  Charisma (Persuasion) or 
  (Intimidation) check, or a DC 19 
  Strength (Intimidation) check. 
   
   
  
   
   
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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  14 
  Area 6. Guest Quarters
  Area Information 
  The area has the following features: 
   Terrain & Dimensions. Elegant silk linens adorn 
  the large beds in this room. Paintings of Neverwinter 
  at nighttime hang about the room, the skyline of the 
  large city lighting up the night sky. In one of the 
  paintings, a hooded figure wearing a pentagram 
  around their neck is seen approaching Neverwinter. 
  If characters succeed on a DC 10 Intelligence 
  (Investigation) check after gazing at the painting, 
  they can feel the figure’s eyes under its hood staring 
  back at them… into their soul. 
   Lighting. Bright Light, candles adorn the walls of 
  these quarters. 
   Smells and Sounds. The sheets smell of fresh 
  flowers. This room is eerily silent. 
  Other Features 
  The Mafisto Twins host many guests at their 
  residence. This room is used exclusively to 
  provide guests a comfortable place to sleep 
  for the night if they choose to stay. 
   The characters can take a long rest in this 
  room. The beds are extremely comfortable 
  and would only be found in the most 
  luxurious homes throughout Faerûn. This 
  manor is deeply connected to the Nine Hells, 
  its evil permeating throughout the manor. 
  Long Rests in Mafisto Manor 
  DMs are encouraged to grant evil-aligned characters 
  Inspiration when they take a long rest here. Non-
  evil-aligned characters experience nightmares 
  during their rest in the manor and must succeed in a 
  DC 15 Wisdom saving throw or suffer long-term 
  madness. Long-term madness lasts 1d10x10 hours. 
   
  Detecting Evil. The manor’s evil influence is 
  detectable by using detect good and evil. The 
  grounds of the manor are desecrated.  
   
  Long-term Madness 
  d20 
  Madness (Flaw) 
  1-5 
  “Without devils and their enduring sacrifices, 
  the material plane would be overrun with 
  demonic hordes.” 
  6-10 
  “I have an insatiable appetite for power, I’ll 
  do anything to gain more power, no matter 
  the costs.” 
  11-15 
  “The only way to ascend to greatness is to 
  enter into a contract with a powerful devil. I 
  must seek one out.”  
  16-20 
  “Evil is the only power that can defeat evil. 
  Goodness is weak and will only lead to the 
  demise of the material plane, should it be 
  allowed to flourish.” 
  Development 
  If the characters have not explored the cellar 
  of Mafisto Manor and the take a long rest, 
  here the following occurs. During their long 
  rest, any character with a passive Wisdom 
  (Perception) of 12 or higher wakes up after 
  hearing the desperate screams of Ser Gertz 
  coming from beneath the floor. If the 
  characters follow the screams, they are led 
  into the library (Area 4). At the DM’s 
  discretion, the Mafisto Twins may sacrifice 
  Ser Gertz to Zariel. 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  15 
  Area 7. Master Bedroom
  Area Information 
  The area has the following features: 
   Terrain & Dimensions. A large, redwood 
  canopy bed with deep purple, satin bedding 
  dominates this room. Deep claw marks scar the 
  otherwise beautiful bedposts. Behind the bed 
  is a large mirror with onyx fixtures in the 
  shapes of flames. In the corner of the room is a 
  desk littered with papers and occult texts. At 
  the foot of the desk is a black chest with red 
  trimming and a fiendish eye painted on top 
  that appears to watch the characters as they 
  move. 
   Lighting. Bright Light, candles on the desks 
  provide illumination. 
   Smells and Sounds. The sheets smell of 
  fresh flowers. This room is eerily silent. 
  Other Features 
  The papers on top of the desk are notes 
  written by Mordakai. The notes include stories 
  of his nightmares from his battles in the Blood 
  War. They appear to be his way of coping with 
  the mental stress of war. Even fiends are 
  affected by the mental and emotional scarring 
  of war. 
   The Mafisto Twins keep correspondence 
  letters to Victoro and Ammalia Cassalanter and 
  the stolen map in a trapped black chest 
  within their bedroom. If the characters escort the 
  Mafisto Twins to the temple entrance, the Mafisto 
  Twins collect the map to take on their journey 
  before they leave the Manor. 
  Traps and Puzzels 
  The black chest is trapped with a poison needle. 
  Characters that examine the chest and succeed on a 
  DC 10 Intelligence (Investigation) check notice that 
  the eye is painted as an optical illusion. The chest 
  can only be unlocked by using Orianna’s Sapphire 
  Key or by disabling the trap. 
   This simple poison needle trap is meant to keep 
  looters away. The small spring-loaded poison needle 
  is hidden in exterior of the chest. After the trap is 
  triggered, it needs to be manually reset and will not 
  trigger again until it is reset. 
   Detection and Disabling. A successful DC 20 
  Wisdom (Perception) check reveals the needle, but 
  only if the character inspects the exterior of the 
  chest. A successful DC 20 Dexterity check using 
  thieves’ tools disables the needle, and a check with a 
  total of 10 or lower triggers the trap. 
   Trigger. Any attempt to open the chest without 
  the use of thieves’ tools or without Orianna’s 
  Sapphire Key triggers the trap. A Dexterity check 
  using thieves’ tools with a total of 10 or lower 
  triggers the trap. If a character covers the painted 
  eye on the trap, they trigger the trap. 
   Effect. The triggering character must make a DC 
  20 Dexterity saving throw. On a failed save, the 
  creature takes 14 (4d6) damage and is poisoned for 
  10 minutes. While poisoned in this way, the creature 
  is paralyzed. On a successful save, the character 
  takes half as much damage and isn’t poisoned.  
  Treasure & Rewards 
  The characters can find the following treasure. 
   Map to the Temple of Orcus 
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  16 
  Area 8. Nurfenpurf’s Bedroom
  Area Information 
  The area has the following features: 
   Terrain & Dimensions. This small bedroom is 
  immaculate, thoroughly cleaned, and maintained. 
  There is a small bed, appropriately sized for a gnome 
  or small child. Hanging above Nurfenpurf’s bed is a 
  poster depicting a “Passage of Arms” tournament in 
  Waterdeep. The year on the poster for the 
  tournament is 300 years ago.  
   Lighting. Dim Light, a lonely candle is the desk. 
   Smells and Sounds. The smell of dirty feet, 
  potatoes, and body odor fill this room.   
  Other Features 
  Nurfenpurf lives in this small room. It is the only 
  sanctuary he has. Beside the bed is a small table with 
  a hand drawn sketch of a homely looking female 
  gnome with a phrase written in gnomish, “Until we 
  meet again my champion. -Love Migly.” 
   If characters investigate the room and succeed on 
  a DC 10 Intelligence (Investigation) check, they 
  notice that one of the legs on the bed appears to 
  have a secret compartment built into the bed leg. If 
  they open the secret compartment, they find the 
  contract Nurfenpurf signed with the Warlock 
  XANDAGAST 300 years ago. The details of the 
  contract layout Nurfenpurf’s desire to win the 
  “Passage of Arms” tournament and become a famous 
  celebrity. As a consequence of signing the contract, 
  Nurfenpurf’s soul belongs to Zariel for all eternity.  
  The Sad Tale of Nurfenpurf 
  300 years ago, in his youth, Nurfenpurf sought to become a 
  mighty warrior of legend. Determined to prove his worth, he 
  signed up for a “Passage of Arms” tournament in the city of 
  Waterdeep. In these tournaments, participants send out a 
  proclamation declaring themselves an open challenge for 24 
  hours. Anyone may face the participant in combat, with all 
  styles of combat allowed. The last one standing after the 24-
  hour period expires is declared the winner. 
   
  The eve before his tournament, he prayed for strength, 
  martial prowess, and victory! His plea was heard in the dead 
  of night by a powerful Warlock named Xandagast who 
  offered Nurfenpurf all he desired, so long as the gnome gave 
  himself to Zariel. Nurfenpurf took the deal, binding himself in 
  service to Zariel for eternity. He went on to become the first 
  gnome to ever win a “Passage of Arms” tournament and 
  became a celebrity within the social circles of Waterdeep. 
   
  One hundred years later his payment came due. 
  Nurfenpurf was summoned to the front lines of the Blood 
  War in the River Styx. The fighting in the depths of the Nine 
  Hells was so grotesque, so evil, that it left his body and mind 
  deformed beyond recognition. Nurfenpurf is a disfigured 
  monstrosity of his former self, driven mad by what he has 
  seen, what he has become… and by what he has lost forever. 
  Treasure & Rewards 
  The characters can find the following treasure.  
   Sketch of Migley 
   Contract between Nurfenpurf and Xandagast the 
  Warlock 
   “Passage of Arms” Tournament poster 
   
  
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  17 
  Scene B. Leaving Mafisto Manor
  The characters should have explored Mafisto Manor and chosen a “side” prior to leaving Mafisto Manor.  
  Development: “Choosing a Side” 
   Knights of Holy Judgment. If the characters side 
  with the knights, Ser Titus recommends they rest for 
  the night to recover (see the Long Rests in Mafisto 
  Manor sidebar Area 6. Guest Quarters, above). The 
  Knights leave Mafisto Manor whenever the 
  characters are ready to leave. If the characters do 
  not obtain the map from the Mafisto Twins’ chest (in 
  Area 7. Master Bedroom), reference the You Forgot 
  the Map?! sidebar in Episode 3, Scene A. 
   Cult of Zariel. If the characters side with the Cult 
  of Zariel, they are asked to stay the night and take a 
  long rest (see the Long Rests in Mafisto Manor 
  sidebar Area 6. Guest Quarters, above). The party 
  escorts the Mafisto Twins to the Temple of Orcus in 
  the morning. The Twins bring the map from the 
  chest in their master bedroom on the journey. 
   Chaos. If an onslaught of madness occurs and both 
  the Knights of Holy Judgment and Cult of Zariel are 
  no longer in play, the characters can still continue to 
  the Temple of Orcus on their own. If the characters 
  do not obtain the map from the Mafisto Twins’ chest 
  (in Area 7. Master Bedroom), reference the You 
  Forgot the Map?! sidebar in Episode 3, Scene A. 
   
  What happens if Nurfenpurf dies? 
   
  If characters side with the Knights of Holy Judgment or 
  Chaos, Nurfenpurf’s soul returns to Avernus where he takes 
  the physical form of a lemure. Zariel favors Nurfenpurf for his 
  faithful service and promotes him to a lesser devil, an imp. 
  The DM may have Nurfenpurf reappear at will during the 
  remainder of this adventure to hunt down the characters for 
  their treachery. 
   
  If characters side with the Cult of Zariel, Nurfenpurf’s soul 
  returns to Avernus, where he takes the physical form of a 
  lemure. Zariel favors Nurfenpurf for his faithful service and 
  promotes him to a lesser devil, an imp. The DM may have 
  Nurfenpurf reappear at will during the remainder of this 
  adventure to accompany the adventurers into the Temple of 
  Orcus. 
   
  What happens if Ser Titus or Ser Gertz die? 
   
  If characters side with the Knights of Holy Judgment, at 
  the DM’s discretion, Ser Titus or Ser Getz can reappear at will 
  during the remainder of this adventure as a sword wraith 
  warrior. Ser Titus and Ser Gertz seek to find out what 
  happened to Ser Vindictus before they can fade into the 
  afterlife with honor. 
   
  If characters side with the Cult of Zariel or Chaos, they 
  utter a curse at the character who deals the killing blow 
  before perishing, marking that character as their adversary. 
  This curse should be foreboding and serve as a warning of 
  what is to come. At the DM’s discretion, they can appear at 
  will during the remainder of this adventure as a revenant, 
  seeking to kill their adversary. If they knock their adversary 
  unconscious, they continue attacking that character until 
  they fail three death saving throws. Once they kill their 
  adversary, they crumble into dust and their soul fades into 
  the afterlife. 
   
  What happens if the Mafisto Twins die? 
   
  If characters side with the Knights of Holy Judgment or 
  Chaos, the Mafisto Twins disappear in a cloud of sulfurous 
  smoke or dissolve into a pool of ichor, instantly returning to 
  Avernus where they reform at full strength. At DM discretion, 
  the Mafisto Twins may reappear at will during the remainder 
  of this adventure to hunt down the characters for their 
  treachery. 
   
  If characters side with the Cult of Zariel, the Mafisto Twins 
  disappear in a cloud of sulfurous smoke or dissolve into a 
  pool of ichor, instantly returning to Avernus where they 
  reform at full strength. At DM discretion, the Mafisto Twins 
  may reappear at will during the remainder of this adventure 
  to accompany the adventurers to the Temple of Orcus. 
  
   
   
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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  18 
  Episode 3. Finding the Temple of Orcus 
  Estimated Duration: 30 minutes  
  In this Episode the characters travel to the Temple of Orcus and enter it.
  Scene A. Travel to the Temple of Orcus
  Area Information 
  The area has the following features: 
   Terrain & Dimensions. The shallow water in the 
  swamp is putrid and black as dead fish float about, 
  staring lifelessly into nothingness. 
   Light.  Dim light as the sun begins to set across the 
  hillside. 
   Weather. The swamp is humid and hot. This 
  makes wearing armor uncomfortable. 
   Smells and Sounds. The swamp smells of sulfur. 
  Wolf cries, the snarls of creatures, and constant 
  splashes in the swamp are all around you. 
  Other Features 
  The characters travel 35 miles from to the 
  Bloodmuck Swamp from Mafisto Manor. If the 
  characters acquired the map to the cave entrance 
  from the Mafisto Twins, they arrive without issue at 
  the cave entrance that leads to Scene B. Temple 
  Entrance. 
   When the characters arrive at the entrance of the 
  foreboding cave, they see pestilent water from the 
  swamp emptying into the mouth of the cave as a 
  thick fog billows along the floor. 
   On a successful DC 15 Wisdom (Survival) or 
  Intelligence (Arcana), (Nature), or (Survival) check, 
  the adventurers recognize these as signs that a black 
  dragon has made its lair nearby. Rangers with 
  dragons as favored enemies and characters that read 
  Ecology of Bloodmuck they make this check with 
  Advantage. 
   
  You Lost the Map?! 
  If the adventurers lose the map, they must succeed on a DC 
  20 Wisdom (Survival) check to find the cave entrance that 
  leads to the Scene B. Temple Entrance. If the adventurers fail 
  this check, they are unlucky and find a cave entrance that 
  leads to Nezzarum’s Lair (Appendix 5). 
   
   
  Playing the Pillars
  COMBAT 
  At the DM’s discretion, NPCs 
  may appear for revenge. See 
  Episode 2, Scene B. Leaving 
  Mafisto Manor for details about 
  bringing back dead NPCs for 
  their revenge. It is recommended 
  DMs do this only once per 
  adventure. 
  EXPLORATION 
  Travel through the Bloodmuck 
  Swamp is arduous. Characters 
  must succeed on a DC 10 
  Constitution saving throw or 
  suffer one level of exhaustion. If 
  a Ranger with swamp as their 
  favored terrain is with the 
  characters, everyone makes the 
  check with advantage. 
  SOCIAL 
  During travel, at the DM’s 
  discretion, the characters may 
  meet a swamp dweller who sells 
  equipment listed in Chapter 5 of 
  the Player's Handbook. All the 
  equipment the swamp dweller 
  sells is from failed expeditions in 
  the swamp.
  
   
   
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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  19 
  Scene B. Temple Entrance
  Area Information 
  The area has the following features: 
   Terrain & Dimensions. The caves are smooth as 
  shallow water flows throughout them. The caves are 
  attached to an underground lake, and the many cave 
  tunnel branches lead deep into the Underdark. 
   Light. Darkness, there is not light this deep into 
  the cave system. 
   Weather. The air inside the caves is humid and 
  cool. 
   Smells and Sounds. The caverns echo with the 
  trickling of water as it flows along the cave floor. 
  Death and decay fill the air, a pungent smell that 
  sours the nostrils. 
  Other Features 
  This cave entrance avoids Nezzarum’s lair and leads 
  directly to the entrance of the Temple of Orcus. 
  When the characters enter the cave, they travel 
  several miles in the cave until they come upon the 
  entrance to the Temple. 
   The Temple entrance is two massive marble doors 
  that loom over the cavernous tunnels. Adjacent to 
  the door is an onyx lever and a decapitated, skeletal 
  corpse with a satchel around its torso. 
   Skeletal Corpse. A successful DC 15 Intelligence 
  (Investigation) or Wisdom (Medicine) check reveals 
  this female high elf corpse has been here for at least 
  50 years. If the characters examine the satchel, they 
  find a set of thieves’ tool (not usable outside this 
  adventure) and a blood-soaked journal with a 
  repeated phrase written in Abyssal that translates 
  as, “Behold the Heir of Orcus is born, undeath 
  incarnate is here!” Several feet from the corpse is a 
  skull with its mouth ajar in utter surprise.  
   The Temple Doors. The Temple doors open when 
  the trap is disabled and the lever is pulled. An aura 
  of evil bathes over the characters, what is inside the 
  temple is truly frightening. 
  Traps & Puzzles 
  The lever adjacent to the door is trapped. If a 
  character pulls the lever without disabling the trap, a 
  razor sharp hidden blade trap springs forth from 
  the wall and attempts to decapitate anyone standing 
  within five feet of the lever. 
   Detection and Disabling. If a character mentions 
  some connection between the decapitated skull and 
  the lever, they can discover the trap with a 
  successful DC 15 Intelligence (Investigation) check, 
  rolled with Advantage. Disarming the trap for 24 
  hours requires a successful DC 15 Dexterity check 
  using thieves’ tools. After 24 hours, the trap resets.  
   Trigger. If the lever is pulled, a retractable blade 
  attempts to decapitate anyone standing within 5 feet 
  of the lever. The blade resets unless the trap has 
  been disabled. If a character fails the DC 15 Dexterity 
  check using thieves’ tools twice in a row or fails by 
  10 or more the trap triggers and then resets.    
   Effect. Characters within 5 feet of the lever must 
  succeed on a DC 15 Dexterity saving throw or take 
  22 (4d10) slashing damage from the blades. On a 
  success the character is able to dodge the blades. If a 
  character is reduced to zero hit points from this 
  attack, they are decapitated. The blade resets after 
  the lever is pulled. 
  Tunnel to Nezzarum’s Lair 
  Near the Temple entrance, the cave tunnel continues 
  south. This takes them to Appendix 5. Nezzarum’s 
  Lair. 
  Objectives 
   Main Objective B: The Characters enter the 
  Temple of Orcus. 
  Playing the Pillars
  COMBAT 
  At DM discretion, NPCs may 
  appear for revenge. See Episode 
  2, Scene B. Leaving Mafisto 
  Manor for details about bringing 
  back dead NPCs for their 
  revenge. It is recommended DMs 
  do this only once per adventure. 
  EXPLORATION 
  A successful DC 15 Intelligence 
  (Investigation) check reveals 
  information on the skeletal 
  corpse and trapped lever. A 
  successful DC 15 Wisdom 
  (Survival) reveals information on 
  the tunnel to Nezzarum’s Lair. 
  SOCIAL 
  NPCs may be convinced to pull 
  the lever near the temple doors 
  if the characters succeed on a DC 
  15 Charisma (Persuasion), 
  (Intimidation), or (Deception) 
  check or a DC 15 Strength 
  (Intimidation) check. 
  
   
   
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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  20 
  Wrap-Up: Concluding the Adventure 
  Once the characters enter the Temple of Orcus, the 
  doors close behind them. They must explore deeper 
  into the Temple to find what happened to Ser 
  Vindictus and her Knights. 
   Characters begin with any NPC allies who entered 
  the Temple with them if they play CCC-AETHER-01-
  02, The Heir of Orcus: Verse II. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  21 
  Adventure Rewards
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  These rewards include advancement and treasure, 
  and may include special rewards, such as story 
  awards or new downtime activities, as follows: 
  Advancement Checkpoints 
  The characters receive 1 advancement checkpoint 
  and 1 treasure checkpoint for each story objective 
  that they complete, as follows: 
   Main Objective A: The 
  characters explore Mafisto 
  Manor and leave to the 
  Temple of Orcus. 
   Main Objective B: The 
  Characters enter the 
  Temple of Orcus. 
  The characters receive 1 
  advancement checkpoint and 
  1 treasure checkpoint for 
  each bonus objective that 
  they complete, as follows: 
   Bonus Objective A: The 
  Fate of the Lost Knights. 
  The characters save or kill 
  the lost Knights of Holy 
  Judgment.  
   Bonus Objective B: Defeat 
  Nezzarum. 
  Treasure Checkpoints 
  The characters receive a treasure checkpoint for 
  completing both main objectives and/or both 
  bonus objectives. There is a maximum of four 
  treasure checkpoints for this adventure. 
  Magic Item Unlock 
  Characters unlock this magic item if they complete 
  both main objectives. 
   Helm of Comprehend Languages. This elaborate 
  helm is made of Avernium, a black metal found only 
  in Avernus. The helm has the appearance of a crown 
  with spikes. The inner circle of the helm has an 
  inscription in Infernal which reads, “Avernus 
  Dragonchess Champion”. This item can be found in 
  Appendix 8. 
  Story Awards 
  During this adventure, the characters may earn the 
  following story award: 
   Knight of Holy Judgment. You are now a member 
  of the Knights of Holy Judgment! As a Knight of Holy 
  Judgment, you swore a 
  solemn oath to uphold 
  justice, hunt down the 
  wicked, and to serve as a 
  stalwart guardian against 
  devils and demons. May Tyr 
  guide you as you devote 
  yourself to the cause of 
  justice, to the righting of 
  wrongs, and the deliverance 
  of vengeance! More 
  information can be found in 
  Appendix 6. 
   Cultist of Zariel. Sacrificing 
  Ser Gertz has earned you the 
  favor of the Archdevil Zariel. 
  Go forth and recruit more 
  souls in the name of Zariel! 
  More information can be 
  found in Appendix 7. 
  DM Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the other rewards listed above. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests.
  
   
   
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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  22 
  Appendix 1: Locations & NPCs
  The following NPCs and locations feature prominently in this adventure. The NPCs are listed and shown below in 
  order of appearance. 
  NPCs
   Nurfenpurf (NURF-en-PURF). The steward for the 
  Mafisto Twins and their manor. Gnome male. 
  Objective: Earn the favor of Zariel and the Mafisto 
  Twins. 
  Personality: “I’m bitter and angry.” 
  Ideal: “One day I’ll earn Zariel’s favor.” 
  Bond: “I’ll do anything for my Masters.” 
  Flaw: “I spy on everyone.” 
   
   Ser Titus (Ser TIE-tuss). Commander of the 
  Knights of Holy Judgment. Always shouts when he 
  talks. Human male. 
  Objective: Discover what happened to Ser 
  Vindictus in the Temple of Orcus. 
  Personality: “JUSTICE, VENGEANCE, TYR!!” 
  Ideal: “RETRIBUTION FOR EVIL DOERS!!” 
  Bond: “SER GERTZ MUST BE SAVED!!” 
  Flaw: “JUSTICE IS NEVER WRONG!!” 
   
   Orianna Mafisto (ORR-ee-ANN-a ma-FIST-oh). A 
  succubus disguised as a tiefling who contracts the 
  adventurers to escort her and Mordakai to the 
  Temple of Orcus. A servant of the Archdevil Zariel. 
  Objective: Recruit others into the Cult of Zariel and 
  use them to enter the Temple of Orcus. 
  Personality: “I love to play and get my way.” 
  Ideal: “I want others to love me.” 
  Bond: “Mordakai has always been here for me.” 
  Flaw: “I’ll do whatever it takes to corrupt others.” 
   
   Mordakai Mafisto (MORE-da-kigh ma-FIST-oh). 
  An incubus disguised as a tiefling who contracts 
  the adventurers to escort him and Orianna to the 
  Temple of Orcus. A servant of the Archdevil Zariel. 
  Objective: Recruit others into the Cult of Zariel and 
  use them to enter the Temple of Orcus. 
  Personality: “My soul is weary of war.” 
  Ideal: “I want this eternal conflict to end.” 
  Bond: “Dragonchess is my only solace.” 
  Flaw: “I am willing to wager anything on a game of 
  Dragonchess.” 
   
   
  Ser Gertz (Ser GERTS). A member of the Knights 
  of Holy Judgment. Half-orc Female.  
  Objective: Discover what happened to Ser 
  Vindictus in the Temple of Orcus. 
  Personality: “It’s best to be blunt and to the point.” 
  Ideal: “I will prove myself as a great Knight.” 
  Bond: “I am true to the ways of Tyr.” 
  Flaw: “There is good in everyone, I don’t care what 
  others say.” 
   
   Nezzarum (ne-ZAR-rum). A young black dragon 
  with a lair near the entrance to the Temple of 
  Orcus. 
  Objective: Defend his hoard of treasure and eat 
  fairies to gain their power.  
  Personality: “Everyone is out to get my treasure!” 
  Ideal: “Power is all I need to gain more treasure!” 
  Bond: “I have named every single coin in my 
  treasure hoard, they are my children.” 
  Flaw: “I am easy to laugh, and when I laugh I can 
  do little else.” 
  Locations 
   Mafisto Manor (ma-FIST-oh MAN-or). The home 
  of the Mafisto Twins located on the outskirts of 
  Melvaunt. The entire grounds of the manor are 
  desecrated, and evil radiates throughout the 
  manor. 
   Bloodmuck Swamp (BLOOD-MUCK Swamp). A 
  pestilent, decaying swamp located in the heart of 
  Thar, 35 miles from Mafisto Manor. Below the 
  swamp is the lair of Nezzarum, a black dragon 
  who lives near the entrance to the Temple of 
  Orcus.  
   
   
   
   
  
   
   
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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  23 
  Appendix 2: Creature Statistics 
   
  Cultist 
  Medium humanoid (any race), any non-
  good alignment 
  Armor Class 12 (leather armor) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Deception +2, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Dark Devotion. The cultist has advantage on saving 
  throws against being charmed or frightened. 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one creature. Hit: 4 (1d6 + 1) slashing damage. 
   
   
   
  Guard 
  Medium humanoid (any race), any 
  alignment 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Perception +2 
  Senses passive Perception 12 
  Languages any one languages (usually Common) 
  Challenge 1/8 (25 XP) 
  Actions 
  Spear. Melee Weapon Attack: +3 to hit, reach 5 ft. or 
  range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing 
  damage. 
   
  Riding Horse 
  Large beast, unaligned 
  Armor Class 10 
  Hit Points 13 (2d10 + 2) 
  Speed 60ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  10 (+0) 
  12 (+1) 
  2 (-4) 
  11 (+0) 
  7 (-2) 
   
  Senses passive Perception 10 
  Languages - 
  Challenge 1/4 (50 XP) 
  Actions 
  Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 8 (2d4 + 3) bludgeoning damage. 
  
   
   
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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  24 
  Imp 
  Tiny fiend (devil, shapechanger), lawful 
  evil 
  Armor Class 13 
  Hit Points 10 (3d4 + 3) 
  Speed 20 ft., fly 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  17 (+3) 
  13 (+1) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
   
  Skills Deception +4, Insight +3, Persuasion +4, Stealth 
  +5 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Infernal, Common 
  Challenge 1 (200 XP) 
  Shapechanger. The imp can use its action to 
  polymorph into a beast form that resembles a rat 
  (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 
  ft., climb 20 ft.), or back into its true form. Its statistics 
  are the same in each form, except for the speed 
  changes noted. Any equipment it is wearing or carrying 
  isn’t transformed. It reverts to its true form if it dies. 
  Devil’s Sight. Magical darkness doesn’t impede the 
  imp’s darkvision. 
  Magic Resistance. The imp has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Sting (Bite in Beast Form). Melee Weapon Attack: +5 
  to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing 
  damage, and the target must make on a DC 11 
  Constitution saving throw, taking 10 (3d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Invisibility. The imp magically turns invisible until it 
  attacks or until its concentration ends (as if 
  concentrating on a spell). Any equipment the imp 
  wears or carries is invisible with it. 
   
  Knight 
  Medium humanoid (any race), 
  any alignment 
  Armor Class 18 (plate) 
  Hit Points 52 (8d8 + 16) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2) 
   
  Saving Throws Con +4, Wis +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Brave. The knight has advantage on saving throws 
  against being frightened. 
  Actions 
  Multiattack. The knight makes two melee attacks. 
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 10 (2d6 + 3) slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
  Leadership (Recharges after a Short or Long Rest). For 
  1 minute, the knight can utter a special command or 
  warning whenever a nonhostile creature that it can see 
  within 30 feet of it makes an attack roll or a saving 
  throw. The creature can add a d4 to its roll provided it 
  can hear and understand the knight. A creature can 
  benefit from only one Leadership die at a time. This 
  effect ends if the knight is incapacitated. 
  Reactions 
  Parry. The knight adds 2 to its AC against one melee 
  attack that would hit it. To do so, the knight must see 
  the attacker and be wielding a melee weapon. 
   
  
   
   
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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  25 
  Priest 
  Medium humanoid (any race), any 
  alignment 
  Armor Class 13 (chain shirt) 
  Hit Points 27 (5d8 + 5) 
  Speed 25 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  12 (+1) 
  13 (+1) 
  16 (+3) 
  13 (+1) 
   
  Skills Medicine +7, Persuasion +3, Religion +4 
  Senses passive Perception 13 
  Languages any two languages 
  Challenge 2 (450 XP) 
  Divine Eminence. As a bonus action, the priest can 
  expend a spell slot to cause its melee weapon attacks 
  to magically deal an extra 10 (3d6) radiant damage to a 
  target on a hit. This benefit lasts until the end of the 
  turn. If the priest expends a spell slot of 2nd level or 
  higher, the extra damage increases by 1d6 for each 
  level above 1st. 
  Spellcasting. The priest is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to 
  hit with spell attacks). The priest has the following 
  cleric spells prepared: 
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): cure wounds, guiding bolt, sanctuary 
  2nd level (3 slots): lesser restoration, spiritual weapon 
  3rd level (2 slots): dispel magic, spirit guardians 
  Actions 
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage. 
   
   
   
  Revenant 
  Medium undead, neutral 
  Armor Class 13 (leather armor) 
  Hit Points 136 (16d8 + 64) 
  Speed 30ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  18 (+4) 
  13 (+1) 
  16 (+3) 
  18 (+4) 
   
  Saving Throws Str +7, Con +7, Wis +6, Cha +7 
  Damage Resistances necrotic, psychic 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned, stunned 
  Senses darkvision 60ft., passive Perception 13 
  Languages the languages it knew in life 
  Challenge 5 (1,800 XP) 
  Regeneration. The revenant regains 10 hit points at 
  the start of its turn. If the revenant takes fire or radiant 
  damage, this trait doesn't function at the start of the 
  revenant's next turn. The revenant's body is destroyed 
  only if it starts its turn with 0 hit points and doesn't 
  regenerate. 
  Rejuvenation. When the revenant's body is destroyed, 
  its soul lingers. After 24 hours, the soul inhabits and 
  animates another corpse on the same plane of 
  existence and regains all its hit points. While the soul is 
  bodiless, a wish spell can be used to force the soul to 
  go to the afterlife and not return. 
  Turn Immunity. The revenant is immune to effects that 
  turn undead. 
  Vengeful Tracker. The revenant knows the distance to 
  and direction of any creature against which it seeks 
  revenge, even if the creature and the revenant are on 
  different planes of existence. If the creature being 
  tracked by the revenant dies, the revenant knows. 
  Actions 
  Multiattack. The revenant makes two fist attacks. 
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage. If the 
  target is a creature against which the revenant has 
  sworn vengeance, the target takes an extra 14 (4d6) 
  bludgeoning damage. Instead of dealing damage, the 
  revenant can grapple the target (escape DC 14) 
  provided the target is Large or smaller. 
  Vengeful Glare. The revenant targets one creature it 
  can see within 30 feet of it and against which it has 
  sworn vengeance. The target must make a DC 15 
  Wisdom saving throw. On a failure, the target is 
  paralyzed until the revenant deals damage to it, or 
  until the end of the revenant's next turn. When the 
  paralysis ends, the target is frightened of the revenant 
  for 1 minute. The frightened target can repeat the 
  saving throw at the end of each of its turns, with 
  disadvantage if it can see the revenant, ending the 
  frightened condition on itself on a success. 
   
  
   
   
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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  26 
  Succubus/Incubus 
  Medium fiend (shapechanger), 
  neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 66 (12d8 + 12) 
  Speed 30ft., fly 60ft. 
   
   
   
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (- 1) 
  17 (+3) 
  13 (+1) 
  15 (+2) 
  12 (+1) 
  20 (+5) 
   
  Skills Deception +9, Insight +5, Perception +5, 
  Persuasion +9, Stealth +7 
  Damage Resistances cold, fire, lightning, poison, 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons 
  Senses darkvision 60ft., passive Perception 15 
  Languages Abyssal, Common, Infernal, telepathy 60ft. 
  Challenge 4 (1,100 XP) 
  Telepathic Bond. The fiend ignores the range 
  restriction on its telepathy when communicating with a 
  creature it has charmed. The two don't even need to 
  be on the same plane of existence. 
  Shapechanger. The fiend can use its action to 
  polymorph into a Small or Medium humanoid, or back 
  into its true form. Without wings, the fiend loses its 
  flying speed. Other than its size and speed, its statistics 
  are the same in each form. Any equipment it is wearing 
  or carrying isn't transformed. It reverts to its true form 
  if it dies. 
  Actions 
  Claw (Fiend Form Only). Melee Weapon Attack: +5 to 
  hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing 
  damage. 
  Charm. One humanoid the fiend can see within 30 feet 
  of it must succeed on a DC 15 Wisdom saving throw or 
  be magically charmed for 1 day. The charmed target 
  obeys the fiend's verbal or telepathic commands. If the 
  target suffers any harm or receives a suicidal 
  command, it can repeat the saving throw, ending the 
  effect on a success. If the target successfully saves 
  against the effect, or if the effect on it ends, the target 
  is immune to this fiend's Charm for the next 24 hours. 
   The fiend can have only one target charmed at a 
  time. If it charms another, the effect on the previous 
  target ends. 
  Draining Kiss. The fiend kisses a creature charmed by it 
  or a willing creature. The target must make a DC 15 
  Constitution saving throw against this magic, taking 32 
  (5d10 + 5) psychic damage on a failed save, or half as 
  much damage on a successful one. The target's hit 
  point maximum is reduced by an amount equal to the 
  damage taken. This reduction lasts until the target 
  finishes a long rest. The target dies if this effect 
  reduces its hit point maximum to 0. 
  Etherealness. The fiend magically enters the Ethereal 
  Plane from the Material Plane, or vice versa. 
   
   
   
  Sword Wraith Warrior 
  Medium undead, lawful evil 
  Armor Class 16 (chain shirt, shield)  
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  12 (+1) 
  17 (+3) 
  6 (-2) 
  9 (-1) 
  10 (+0) 
   
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities exhaustion, frightened, 
  poisoned, unconscious 
  Senses darkvision 60 ft., passive Perception 9 
  Languages the languages it knew in life 
  Challenge 3 (700 XP) 
  Martial Fury. As a bonus action, the sword wraith can 
  make one weapon attack. lf it does so, attack rolls 
  against it have advantage until the start of its next turn. 
  Actions 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft. , one target. Hit: 8 (1d8 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
  
   
   
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  CCC-AETHER-01-01 The Heir of Orcus: Verse I 
   
  27 
  Warhorse 
  Large beast, unaligned 
  Armor Class 11 
  Hit Points 19 (3d10 + 3) 
  Speed 60ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  12 (+1) 
  13 (+1) 
  2 (-4) 
  12 (+1) 
  7 (-2) 
   
  Senses passive Perception 11 
  Languages - 
  Challenge 1/2 (100 XP) 
  Trampling Charge. If the horse moves at least 20 feet 
  straight toward a creature and then hits it with a 
  hooves attack on the same turn, that target must 
  succeed on a DC 14 Strength saving throw or be 
  knocked prone. If the target is prone, the horse can 
  make another attack with its hooves against it as a 
  bonus action. 
  Actions 
  Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) bludgeoning damage. 
  Young Black Dragon 
  Large dragon, chaotic evil 
  Armor Class 18 (natural armor) 
  Hit Points 127 (15d10 + 45) 
  Speed 40 ft., fly 80 ft., swim 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  14 (+2) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
  15 (+2) 
   
  Saving Throws Dex +5, Con +6, Wis +3, Cha +5 
  Skills Perception +6, Stealth +5 
  Damage Immunities acid 
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 16 
  Languages Common, Draconic 
  Challenge 7 (2,900 XP) 
  Amphibious. The dragon can breathe air and water. 
  Actions 
  Multiattack. The dragon makes three attacks: one with 
  its bite and two with its claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) 
  acid damage. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. 
  Acid Breath (Recharge 5–6). The dragon exhales 
  acid in a 30-foot line that is 5 feet wide. Each creature 
  in that line must make a DC 14 Dexterity saving throw, 
  taking 49 (11d8) acid damage on a failed save, or half 
  as much damage on a successful one. 
    
   
   
  
   
   
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  Appendix 3A: Map - Episode 1 Battle Map 
   
   
   
   
  
   
   
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  Appendix 3B: Map - Mafisto Manor and Cellar
   
   
   
   
   
  
   
   
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  Appendix 3C: Map - Tagged Map of Mafisto Manor and Cellar
   
   
  
   
   
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  Appendix 3D: Map - Temple Entrance and Nezzarum’s Lair
   
   
   
   
   
  
   
   
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  Appendix 3E: Map - Bonus Objective A Battle Map
   
   
   
   
   
  
   
   
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  Appendix 4: The Fate of the Lost Knights 
  (Bonus Objective A.) 
  Estimated Duration: 60 minutes  
  This is an optional bonus Episode. In this Episode, the characters kill or save the lost Knights. 
  Scene A. Finding the Lost Knights
  Area Information 
  The area has the following features: 
   Terrain & Dimensions. The caves are smooth as 
  shallow water flows throughout the caves.  
   Light. Darkness, there is not light this deep into 
  the cave system.   
   Weather. The air in the caves is humid and cool. 
   Smells and Sounds. The caverns echo with the 
  trickling of water as it flows along the cave floor.  
  Finding the Lost Knights 
  The characters must succeed on a DC 12 Wisdom 
  (Survival) check to track the lost knights. A 
  successful check leads them to one of obstacles 
  listed below. A failed check results in the characters 
  wandering the caves aimlessly for one day (rations 
  check!), after which they can repeat the check. The 
  characters discover the Knights after they 
  successfully pass all the obstacles. 
  Obstacles 
  The characters can choose to avoid these obstacles 
  on their way out of the caves once they successfully 
  pass them. 
   The Crevasse. This crevasse drops three miles 
  into the UNDERDARK. The ledges near the crevasse 
  are extremely narrow. Players can cross with a 
  successful DC 10 Strength (Athletics) or Dexterity 
  (Acrobatics) check as they hold onto the cave walls 
  and cautiously move across. A character failing this 
  check must succeed on a DC 15 Dexterity saving 
  throw or plummet 20 feet onto a ledge below, taking 
  7 (2d6) bludgeoning damage from the fall. 
   The Steaming Air Tunnel. This tunnel 
  rhythmically releases steaming air from a nearby 
  lava pool every few seconds. The characters must 
  move through this tunnel to continue their journey. 
  Characters must succeed on a DC 12 Intelligence or 
  Wisdom (Nature) check to accurately time the 
  rhythmic releases of steaming air and pass through 
  the tunnel unscathed, taking no damage. Characters 
  that fail the check take 3 (1d6) fire damage or 7 
  (2d6) fire damage if they fail the check by 5 or more. 
   The Fungi Cavern. This cavern is full of 
  luminescent fungi. Specifically, there are mature 
  barrelstalks that line the walls of the cavern. These 
  barrelstalks spew out poisonous spores. Characters 
  moving through this cavern must succeed on three 
  separate DC 10 Constitution saving throws, taking 2 
  (1d4) poison damage for each failure. Additionally, if 
  any character failing all three saving throws is 
  poisoned for 24 hours. 
  Creatures/NPCs 
  The group of lost knights is composed of one knight 
  and five guards. They are severely dehydrated and 
  weak from their aimless trek in the caverns.  
  Lost Knights Exhaustion 
  The lost knights suffer from 4 levels of exhaustion after 
  wandering for days in these austere caves. Therefore, they 
  each: (1) have disadvantage on ability checks, (2) move at 
  half their speed, (3) make attack rolls and  saving throws at 
  Disadvantage, (4) have their hit point maximums halved, and 
  (5) are delirious from exhaustion and believe the characters 
  are devilish fiends!  
  Objectives 
   Bonus Objective A: The Fate of the Lost Knights. 
  Save or kill the lost Knights of Holy Judgment.  
  Playing the Pillars 
  COMBAT 
  If combat ensues, the knights 
  fight to the death and chase the 
  characters through obstacles 
  during combat. 
  EXPLORATION 
  Characters that come up with 
  creative solutions to the 
  obstacles should be given 
  Advantage on their checks. 
  SOCIAL 
  Characters can convince the lost 
  Knights that they are not devilish 
  fiends with a successful DC 15 
  Charisma (Persuasion) or 
  (Deception) check.
  
   
   
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  Appendix 5: Nezzarum’s Lair (Bonus Objective B.) 
  Estimated Duration: 60 minutes 
  This is an optional bonus Episode. In this Episode the characters defeat Nezzarum.
  Scene A. Enter Nezzarum’s Lair
  Area Information 
  The area has the following features: 
   Terrain & Dimensions. The lair is filled with 
  water that is 2 feet deep. Nezzarum enters and exits 
  his lair via a deep, underwater tunnel that goes 
  several miles underground and exits in the 
  Bloodmuck Swamp. The entire lair counts as difficult 
  terrain, due to the water. The ceiling in this section 
  of the cave is 100 feet high. 
   Weather. Thick fog lightly obscures everything 
  in the lair. It is moist and humid in the lair. 
  Characters make Wisdom (Perception) checks at 
  Disadvantage while in the fog. 
   Light. Complete and utter darkness. 
   Smells and Sounds. The air is stale and smells of 
  pus, rot, and rancid flesh. 
  Other Features 
  If the characters attempt to enter Nezzarum’s Lair, 
  they must succeed in a DC 16 Dexterity (Stealth) 
  check to move about unnoticed by the black dragon.  
  Creatures/NPCs 
  Nezzarum is a young black dragon that has made 
  his lair near the entrance of the Temple of Orcus. 
  Unbeknownst to Nezzarum, the demonic influence of 
  the temple has warped his mind, causing him to go 
  utterly insane. If Nezzarum hears or sees the 
  characters, he assumes that they are magical fairies 
  from the Feywild. In his madness, he may laugh 
  uncontrollably or become enraged at actions made 
  in his presence. 
   Defeating Nezzarum. The DM should play 
  Nezzarum as a completely insane dragon. Once he 
  spots the characters, he calls out to them, as he 
  believes they are fairies and wants their “power”. If a 
  character replies, they must make a DC 13 Ability 
  (Performance) check. On a success, Nezzarum enters 
  into a fit of laughter, complaining how much the 
  laughter hurts. On a failure, Nezzarum becomes 
  enraged and attacks the characters.  
   The character defeat Nezzarum if they kill him, 
  block him from entering his lair, or make him leave 
  his lair. 
  Encounter Adjustments: 
   Very Weak: Nezzarum begins combat with 60 hit points 
   Weak: Nezzarum begins combat with 92 hit points 
   Strong: Nezzarum begins combat with 165 hit points 
   Very Strong: Nezzarum begins combat with 195 hit points 
  Nezzarum’s Fit of Laughter 
  Nezzarum may only take the following actions if he is in a fit 
  of laughter: 
   
  Dodge. Nezzarum laughs so hard he becomes more 
  difficult to hit due to his erratic movements. 
   
  Fall Prone. Nezzarum falls to the floor in a fit of laughter 
  and rolls around. 
   
  Ready an Action. Nezzarum readies an action to attack the 
  first “fairy” that does not make him laugh during the next fit 
  of laughter check. 
  Objectives 
   Bonus Objective B: Nezzarum’s Lair. Defeat 
  Nezzarum. 
   
  Playing the Pillars 
  COMBAT 
  The fight with Nezzarum should 
  be deadly for the characters. At 
  the beginning of each round in 
  combat, the characters may 
  make a DC 13 group Ability 
  (Performance) check to see if 
  Nezzarum enters a fit of 
  laughter. 
  EXPLORATION 
  Nezzarum hunts for food in the 
  swamp at DM discretion and 
  returns after 2d4+1 rounds. A 
  successful DC 13 Wisdom 
  (Perception) check reveals 
  stalactites that, if broken, can 
  block the underwater tunnel. 
  The stalactites have AC 17 and 
  50 hit points. 
  SOCIAL 
  Characters have advantage on 
  Ability (Performance) checks if 
  they spend their action in 
  combat to play instruments, tell 
  jokes, or any other gesture at 
  DM discretion. Nezzarum leaves 
  his lair if the characters pass five 
  DC 13 group Ability 
  (Performance) checks.
  
   
   
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  Appendix 6: Story Award - Knight of Holy Judgment (Player 
  Handout 1)
  Knight of Holy Judgment 
  You are now a member of the Knights of Holy 
  Judgment! As a Knight of Holy Judgment you swore a 
  solemn oath to uphold justice, hunt down the wicked, 
  and serve as a stalwart guardian against devils and 
  demons. May Tyr guide you as you devote yourself to 
  the cause of justice, to the righting of wrongs, and to 
  the deliverance of vengeance! 
  Joining the Knights of Holy Judgment 
  When a character joins the Knights of Holy Judgment, they are 
  given a thin strip of diaphanous cloth to wear over their eyes. 
  Characters can see normally while the cloth covers their eyes. 
  This shows their blind devotion to justice and Tyr.  
   
  Any armor or equipment the characters own can be 
  emblazoned with the symbol of Tyr: a set of scales resting atop 
  a warhammer. Characters may also take the Oath of the 
  Knights of Holy Judgment to show their devotion to this 
  knightly order. 
   
  The oath is recited out loud in the language of your choice 
  with a weapon raised towards the heavens. 
   
  Oath. “Without justice there is darkness. Without order 
  there is lawlessness. I am a keeper of the law, no mortal is 
  above it. My vengeance upon the wicked shall be swift and my 
  Judgments upon them shall show no mercy. Tyr be praised!” 
  
   
   
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  Appendix 7: Story Award - Cult of Zariel (Player Handout 2)
  Cultist of Zariel 
  Sacrificing Ser Gertz has earned you the favor of the 
  Archdevil Zariel. Go forth and recruit more souls in 
  the name of Zariel! 
  Joining the Cult of Zariel 
  When a character joins the Cult of Zariel they are branded in 
  the arm with a pentagram during an occult ritual. Their armor 
  and equipment is emblazoned with the symbols of Zariel: a 
  flaming sword and spear. Initiation into the cult is complete 
  when everyone present repeats the “Chant to Zariel” aloud. 
   
  Chant to Zariel. “You are the protector of the Nine Hells. 
  All that stands between the demonic incursion and planar 
  devastation is your will and might. Praise be to Zariel, our 
  most fierce and brave leader, rightful ruler of Avernus. 
  Eternal death to all who oppose her noble goal.”
  
   
   
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  Appendix 8: NPC Background Handouts (Player Handout 3) 
  NPC Handouts for Players 
  These handouts serve as a tool for the DM to 
  enhance gameplay immerssion at their table. DM’s 
  don’t have to keep telling players who the NPC’s are 
  or what they look like. Enjoy! 
  
   
   
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  Appendix 9: Magic Item 
   
   
  Characters completing this adventure’s objective 
  unlock this magic item.  
  Helm of Comprehend Languages 
  Tier 1, 8 treasure checkpoints 
  While wearing this helm, you can use an action to 
  cast the comprehend languages spell from it at will. 
  This item is found on Magic Item Table B in the 
  Dungeon Master’s Guide. 
   This elaborate helm is made of Avernium, a black 
  metal found only in Avernus. The helm has the 
  appearance of a crown with spikes. The inner circle 
  of the helm has an inscription in Infernal which 
  reads, “Avernus Dragonchess Champion.” 
   
   
   
  
   
   
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  Appendix 10: Dungeon Master Tips
  This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
  New to Being the Dungeon Master? 
  http://dndadventurersleague.org/start-here/dungeon-
  masters/ 
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  Preparing the Adventure 
  Before you start play, consider the following: 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiar yourself with the 
  adventure’s appendices and handouts. 
   Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
   Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master, but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the conclusion of the 
  session. 
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting This Adventure 
  When combat is a possibility, this adventure 
  provides sidebars for each possible encounter that 
  helps you to determine how to create an appropriate 
  challenge. While you’re not bound to these 
  adjustments; they’re here for your convenience and 
  consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
   
   
   
  
   
   
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  Author’s DM tips for this Module 
  Fellow DM’s below are some tips I think will help 
  you get the most out of running this adventure your 
  way. 
   This is YOUR Adventure.  I wrote this adventure 
  to have many open choices, specifically so each 
  DM can tailor this adventure to their players play 
  style. Do you have evil characters? Great! Push 
  hard on the Cult of Zariel hooks. Good characters? 
  Excellent, showcase the Knights of Holy Judgment! 
  You know your players best; use the adventure to 
  build around their playstyles. 
   Prepare your players ahead of time. Due to the 
  intentional tension I built into this adventure, I 
  recommend you remind your players ahead of 
  time that this is be a fun roleplaying experience. 
  Ask if any of the players are against Player versus 
  Player (PvP) combat, there is a high likelihood 
  good and evil characters might want to fight each 
  other in this adventure. So long as everyone has 
  fun, use this adventure as a chance to highlight 
  PvP. I strongly recommend the DM does not allow 
  PvP to result in death, only unconsciousness.  
   Sandbox feel might overwhelm DMs. Due to the 
  many choices this adventure can take, I 
  recommend DMs go with the flow and do not 
  concern themselves with all the gritty details if 
  they feel overwhelmed. Ultimately, the DM just 
  needs to get the characters to search for the 
  Temple of Orcus and enter it at the conclusion of 
  the Adventure. It is that easy!   
   Have fun. I wanted to give DMs full reign over this 
  story so that you and your players can walk away 
  with crazy stories of Dragonchess, sacrifices, 
  slaying Dragons, helping out heroic Knights of Tyr, 
  and whatever else might manifest itself from the 
  imaginations of DMs and players playing this 
  adventure. If you find yourself asking “What 
  would happen if…?” That means you as the DM 
  have complete control over what happens next. I 
  hope you all enjoy running this adventure as I had 
  creating it! 
   
   
  
   
   
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