TEXT:  
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes (version 1.1) 
   
   
  2 
  CCC-HATMS02-02   
   
   
   
   
  Something Vile 
  This Way Comes 
   
   
   
   
   
   
   
   
  A hunt for a mad illithid has brought startling and dire news to the Emerald Enclave and the 
  Harpers.  The call has gone out for heroes to follow on the trail of Klondros Imdree as he seeks a 
  book of terrible power, and to stop him once and for all. 
   
  A 4-Hour Adventure for Tier 3 Characters. 
  Optimized for APL 14. 
   
   
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes (version 1.1) 
   
   
  3 
   
  CREDITS 
   
  Lead Designer: Jeremy Hochhalter 
   
  Editing: TBD 
   
  Cover & Credits Art:  Daniel Comerci – danielcomerci.com 
  Interior Art: Wizards of the Coast 
  Cartography: Jeremy Hochhalter 
  Fonts: Elementary Gothic by Bill Roach, 
  Fantasy Clipart 2 by Graham Meade 
   
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  D&D Adventurers League Wizards Team: Adam Lee, 
  Chris Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Bill Benham, 
  Alan Patrick, Travis Woodall, Lysa Chen, Claire Hoffman, 
  Greg Marks 
   
  Playtesters: Dave Heckman, Emilie Gunderson, 
  Ryan Dean, Scott Ketner 
   
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes (version 1.1) 
   
   
  4 
  Adventure Primer 
  This section provides the adventure’s background, a 
  list of prominent NPCs, an overview of the adventure 
  in play, and hooks that you can use to introduce your 
  players’s characters to the action.  
  Adventure Background 
  Recently, adventurers were sent to investigate 
  rumors of an illithid, long thought dead, who had 
  supposedly been sighted in the forest south of 
  Hillsfar.  They found evidence of a dark plot to seek 
  out one of the most horrible tomes ever created, the 
  Book of Vile Darkness.  Though Klondras Imdree, the 
  mindflayer in question, escaped with his life, his 
  search left clues as to where he might have gone. 
   Now, heroes of great power have been summoned 
  by representatives of the Harpers and the Emerald 
  Enclave, who are working together to put a halt to 
  whatever machinations Klondras is wrapped up in.  
  It is up to them to find the illithid, and the shadowy 
  master that pulls the mindflayer’s strings, putting a 
  stop to their plot to obtain the Book of Vile Darkness. 
   Waiting for them, far from the surface world, in 
  the cold and deadly Underdark, a necromancer 
  named Simon Tiber has received another piece of his 
  own puzzle, and is one step closer to holding his 
  prize in his hands.  And though he expects his 
  minions to be completely obedient, a certain 
  mindflayer has thoughts of his own. 
  Adventure Overview 
  The adventure is broken down into four parts: 
   Part 1. Unsettling News. Meeting in Elventree, the 
  heroes learn of a mad necromancer’s plot to locate 
  the Book of Vile Darkness, a terrible tome that must 
  never surface. 
   Part 2. Sent Into the Dark.  Arriving in an 
  underground sanctuary, the adventurers must find 
  their way through to the wizard’s lair, and deal with 
  the catacomb’s inhabitants along the way. 
   Part 3. The Wizard’s Lair. Having found the lair 
  of Simon Tiber, they now must find the necromancer 
  and stop his evil plot. 
   Part 4. Conclusion. The adventurers return to 
  Elventree with news of their findings. 
  Adventure Hooks 
   Illithid Activities. Characters may have heard of 
  the exploits of other adventurers who recently 
  uncovered information about a dastardly 
  necromancer (in CCC-HATMS02-01, Illithid 
  Activities), and have journeyed to Elventree to lend 
  their skills and swords to stopping him.  If characters 
  have leveled up to Tier 3, and took part in the 
  previous module, they have direct ties to the 
  storyline.   
   Harpers and Emerald Enclave. Faction agents 
  belonging to the Harpers or the Emerald Enclave 
  have been sent to meet with representatives in 
  Elventree.  There, they find they have been 
  summoned to seek out Simon Tiber and put an end 
  to his plot. 
   Recently Arrived or Lounging About in Elventree. 
  Characters may have simply been in the area, and 
  have been noticed by Sarenolla the Whisperer or 
  Elanil Elassidil.  The dragonborn bard and Harper, 
  Krenez, is a former adventurer, and has a good eye 
  in spotting those who would be willing to venture 
  forth for honor, glory and gold…or to do the right 
  thing, there’s always that.  Whichever NPC has 
  noticed them, the adventurers are asked to join in a 
  meeting under the Listening Tree to discuss matters. 
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes (version 1.1) 
   
   
  5 
  Part 1. Unsettling 
  News 
  Estimated Duration: 15 minutes 
  A meeting is called in the town of Elventree, with 
  representatives of the Harpers and the Emerald 
  Enclave desperate to find heroes that are willing to 
  take a potentially one-way trip to stop a conniving 
  villain. 
   
   The adventurers meet under the Listening Tree, a 
  gigantic oak tree that stands in the center of 
  Elventree.  Branches, their golden leaves marking 
  the autumn season, reach out over a natural bowl of 
  earth that surrounds it.  The area is often used as an 
  amphitheater, and indeed, dozens of people mill 
  about, remnants of a recent festival.  Highharvesttide 
  passed only days ago, with pilgrims to the town and 
  local partygoers still lingering. 
   In attendance are Sarenolla the Whisperer, Elanil 
  Elassidil, and Krenez. 
  • Krenez has been summoned by the Harpers, due 
  to his knowledge on lore of Simon Tiber.   
  • Sarenolla the Whisperer represents the Emerald 
  Enclave. 
  • Elanil Elassidil speaks for the Harpers. 
   
  During their meeting, the adventurers learn the 
  following. 
  • Evidence has come to light that a necromancer 
  named Simon Tiber is seeking the infamous Book 
  of Vile Darkness. 
  • An illithid named Klondras Imdree is apparently 
  helping Simon to locate the artifact.  Long thought 
  to be dead, the mindflayer has reappeared out of 
  nowhere, after last being seen suffering what 
  should have been a fatal head wound at the Battle 
  at the Bar, which leveled the Whistling Wizard Inn 
  in Voonlar.  That was well over 100 years ago. 
  • Elanil wishes the adventurers to seek out the 
  mindflayer that was seen, and confirm if it is 
  Klondras Imdree.  If at all possible, put an end to 
  the illithid’s association with Simon Tiber, by 
  whatever means necessary. 
  • Sarenolla stresses the urgency with which Simon 
  Tiber must be stopped.  The Book of Vile Darkness 
  has been lost for many years, and should remain 
  so.  She asks the heroes to put an end to his 
  machinations. 
  • Krenez owns other manuscripts penned by the 
  necromancer, and can confirm that the page found 
  in CCC-HATMS02-01 Illithid Activities is indeed 
  written by the same man. 
  • Krenez knows that Simon Tiber once managed to 
  claim the Book of Vile Darkness for a time, and he 
  has many pages of mad rambling penned by the 
  necromancer, pieces of the same journal the page 
  found in Illithid Activities came from.  The words 
  written by Simon Tiber are knowledge enough 
  that the Harpers know he must never regain the 
  book, or many innocents will suffer. 
  • Anyone investigating the parchment retrieved in 
  CCC-HATMS02-01, Illithid Activities may make a DC 
  18 Intelligence (Investigation) check.  Those that 
  succeed notice a faint message indented onto the 
  paper, as though it had been written on another 
  piece of paper that lay over it.  It reads, “The 
  Darkness shall bind us all.”  Krenez and the others 
  in attendance are unsure what it means, though 
  they point out the capitalization of the word 
  Darkness. 
  • When the adventurers are ready, they will travel 
  to a teleportation circle, one discovered by heroes 
  in CCC-HATMS02-01, Illithid Activities.  It is from 
  here they will be sent to wherever the illithid 
  escaped to. 
   
  Call to Action 
  This section summarizes both story objectives and 
  presents them as an overall objective of the 
  adventure.  
  • The heroes should seek out the illithid that is 
  helping Simon Tiber and determine if it is indeed 
  Klondra Imdree.   
  • The necromancer, Simon Tiber, must not be 
  allowed to retrieve the Book of Vile Darkness.  The 
  adventurers should find him and put a stop to his 
  plotting. 
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes (version 1.1) 
   
   
  6 
  Part 2. Into the Dark 
  Estimated Duration: 1 hour 
   
  1. Arrival 
  The adventurers have been teleported to find Simon 
  Tiber…but where exactly are they?  As they explore, 
  they will find out they are far from safe, with 
  potentially no way home. 
  Area Information 
  This area features: 
   Dimensions & Terrain. The chamber is circular, 
  roughly 30 ft. in diameter, its walls rough-hewn 
  stone.  The floor is clear of debris, and has a 20 ft. by 
  20 ft. teleportation circle carved into it.  Only one 
  narrow tunnel leads off into the dark, though four 
  alcoves are carved into the walls. 
   Lighting. The teleportation circle flares with light 
  as the adventurers arrive, then dims and the light 
  goes out.  There is no other light in this area. 
   
   
   
  • A DC 13 Intelligence (Arcana) check reveals that 
  the teleportation circle is now inert, and some 
  command word or object must be needed to 
  power it. 
  • A skeleton rests in each of the alcoves surrounding 
  the teleportation circle.  A DC 13 Wisdom 
  (Medicine) check reveals three of the skeletons 
  seem to be those of kuo-toa, while the last is that 
  of a githyanki.   If anyone arrives via the 
  teleportation circle, and does not speak the 
  passphrase, “The Darkness shall bind us all,” the 
  skeletons begin emitting a terrible, high pitched 
  sound.  Any creature that can hear must succeed 
  on a DC 15 Constitution saving throw, or be 
  deafened for 1 hour.  This sound also alerts any 
  creatures in area 4, as well as alarming Simon 
  Tiber and his minions in the Wizard’s Lair.  Detect 
  magic reveals abjuration auras on the skeletons.  
  Use of dispel magic on a skeleton removes the 
  alarm effect for 1 hour. 
   
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes (version 1.1) 
   
   
  7 
  2. Underground, and Under…What? 
  The narrow tunnel leads away from the 
  teleportation chamber.  Before intersecting with a 
  larger series of tunnels, a surprise is revealed. 
  Area Information 
  This area features: 
   Dimensions & Terrain. The tunnel is barely 10 ft. 
  wide, with a ceiling only a few feet higher.  The 
  stonework is well done, showing care taken to carve 
  out this length of tunnel. 
   Lighting. Magical, ethereal lights appear every 15 
  ft. whenever a creature comes within 20 ft. of where 
  a light would appear.  This bathes the hallway in 
  bright light. 
   
  As the characters proceed down the hallway, they 
  notice: 
  • A 30-foot section of wall and ceiling seems to be 
  missing, though the floor continues on as usual.   
  • The area where the floor and wall should be seems 
  to be filled with darkness, though light shone into 
  this area reveals it is more of a murky brown.  A 
  DC 13 Intelligence or Wisdom check reveals to a 
  character that it appears to be water, held by some 
  unseen force.  In fact, 5-foot thick crystal, 
  bolstered by magic, holds the water at bay.  The 
  window does not seem to be affected by magic or 
  physical damage.   
  • Characters that watch the water for several 
  rounds, and are shining light into the darkness or 
  have darkvision, notice fish swim by from time to 
  time. 
  • A DC 13 Wisdom (Nature) check reveals that it is 
  either nighttime where they are, or they are very 
  deep beneath the surface for no light to penetrate 
  the water.  Succeeding the check by 5 or more, the 
  character may realize they may be at the bottom of 
  an underground lake. 
  • If characters using light remain to watch for 5 
  minutes or more, something massive swims by the 
  window, an enormous eye reflecting their light as 
  it passes.
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes (version 1.1) 
   
   
  8 
  3. Meet the Maker 
  Through winding tunnels that crisscross and lead 
  past empty chambers, the adventurers look for  
  signs of life, until… 
  Area Information 
  This area features: 
   Dimensions & Terrain. This tunnel has stretched 
  on for some time, and is roughly 20 ft. wide.  
  The walls are oddly smooth. 
   Lighting. There is no light here except 
  that which the adventurers bring with 
  them. 
   
  • As the adventurers proceed, they 
  notice what appears to be a large maw, 
  gaping open the width and height of 
  the tunnel.  The mouth belongs to some 
  form of burrowing worm, and the 
  tunnel continues down its gullet. 
  • The worm does not seem to move, its 
  mouth remaining open and quite still.  
  Characters using light to see can tell it 
  is the same color as the stone around it. 
  • There is a faint acrid smell that lingers 
  near and inside the worm. 
  • A DC 15 Wisdom (Nature) check 
  reveals to a character that this 
  previously unheard of worm must 
  secrete a potent acid to tunnel through 
  solid stone, as it possesses no other 
  digging faculties.  It must be why the 
  stonework of the tunnels is so smooth. 
   
  In fact, the worm has been turned to 
  stone by magic.  Simon Tiber controlled 
  the creature to dig out these tunnels, and 
  then turned it to stone.  The far end of the worm,  
  over 50 ft. away, has been removed, chiseled away  
  with a good deal of care for craftsmanship, and the  
  tunnel continues on. 
   Returning the worm’s form to flesh does nothing but 
  make a mess.  The creature is dead, unable to survive  
  being hollowed out.  Its body is likewise unable to  
  secrete the acid that it once used to create these halls. 
   
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes (version 1.1) 
   
   
  9 
  4. A Flayed Mind 
  Searching for signs of Simon Tiber and Klondras 
  Imdree, the adventurers find a chamber where one 
  of their potential foes lurks.   
  Area Information 
  This area features: 
   Dimensions & Terrain. This chamber is 
  irregularly shaped, probably naturally formed and 
  only added to the layout of the labyrinth by chance.  
  Stalactites and stalagmites dot the ceiling and floor, 
  providing cover for those hiding behind them. 
   Lighting. Several torch stands hold lit torches, 
  providing bright illumination in the area. 
  Creatures/NPCs 
  Klondras Imdree, who is an alhoon, is speaking with 
  a githyanki knight named Daqe.  Nearby, three 
  githyanki warriors watch for intruders.  Each of 
  them has partial cover from the cave entrance, but 
  can easily move to gain full cover behind rock 
  formations. 
   Objectives/Goals. Klondras Imdree is plotting 
  with Daqe.  Though the mindflayer is controlled to 
  an extent by Simon Tiber, he retains a dangerous 
  level of free will, though the necromancer does not 
  yet know it.   
   What Do They Know? Klondras Imdree knows 
  what Simon Tiber is planning, and can direct the 
  adventurers to stop him.  Though the mindflayer and 
  githyanki cannot accompany them personally (they 
  are still under Simon Tiber’s control, and would end 
  up being used against them), the information they 
  can give them is quite useful. 
   If the adventurers choose to speak with Klondras 
  and the githyanki rather than do battle, they can 
  learn the following information. 
  • The illithid is indeed the Klondras Imdree of the 
  Battle of the Bar, though rumors of his death were 
  not exaggerated.  After he ran from the collapsing 
  Whistling Wizard Inn, he perished from his 
  wounds.  Sometime later, he was reanimated as an 
  intelligent undead by the necromancer, Simon 
  Tiber.   
  • Simon has direct control over Klondras as long as 
  the illithid is in the vicinity of the necromancer, 
  and he must follow his orders to the letter.  Once a 
  task is completed, Klondras has some semblance 
  of free will. 
  • Klondras had made connections with a sect of 
  githyanki, and have been working together to seek 
  out the Book of Vile Darkness for Simon Tiber.  He 
  is doing so because he must, he has no desire to 
  see the terrible tome fall into the necromancer’s 
  hands. 
  • Despite their alliance, Simon Tiber has been 
  “recruiting” githyanki into his undead service, as 
  lesser undead.  Bound by a magical pact, the living 
  githyanki cannot raise a hand to stop him, but are 
  attempting to find a way to end the necromancer’s 
  schemes. 
  • It is known to Klondras and Daqe that Simon Tiber 
  is preparing to summon the Book of Vile Darkness 
  from wherever it currently lays hidden.  Through 
  the deaths of many of githyanki, as well as other 
  inhabitants of the Underdark, the necromancer 
  has built a ritual that will rend space and time, 
  pulling the Book to him. 
  • Klondras and Daqe have both seen a key, a device 
  trusted only to Jorsem Boneview, a foul creature 
  that lives only to serve Simon Tiber.  That key may 
  be the only way to gain access to the ritual 
  chamber, which the wizard has warded heavily 
  against incursion. 
  • Speak the words “The Darkness shall bind us all,” 
  when you enter the room with the obelisk, or it 
  may have ill effects on the characters while they 
  are in compound. 
   
   
   
   
  Playing the Pillars 
   
  Combat 
   
  Exploration 
   
  Social 
  If combat ensues, Klondras and the 
  githyanki will fight back with deadly 
  force.  The githyanki fight to the death, 
  having only death at the hands of 
  Simon Tiber to look forward to.  
  Klondras will continue to fight as long 
  as the githyanki live.  If they perish, he 
  will attempt to surrender.  If he falls to 
  40 hp or less, a contingency spell 
  teleports him away. 
  Investigating the area reveals a good 
  deal of bluish lichen growing in the 
  cave.  With a successful DC 17 Wisdom 
  (Nature) or Intelligence (Arcana) 
  check, a character knows it is often 
  called blue bumble, and can mask 
  attempts to scry on areas that have 
  enough growth of the lichen.  This 
  effect ends quickly if the lichen is 
  removed from where it grows. 
  If characters attempt to converse with 
  Klondras and the githyanki, the illithid 
  is nervous at first, but can quickly tell if 
  the heroes are truthful about their 
  willingness to speak in peace.  If they 
  listen to what Klondras and Daqe have 
  to say, they can learn the information 
  listed above.  In addition, it opens 
  Bonus Objective A. 
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes (version 1.1) 
   
   
  10 
  Bonus Objective A 
  If the group speaks with the illithid, they may unlock 
  Bonus Objective A, Klondras Imdree tells them of 
  protection they may acquire prior to their encounter 
  with Simon Tiber.  He knows terrible forces will be 
  unleashed as the necromancer performs his ritual, 
  and they may need all the help they can get.   
   The store room in Simon Tiber’s lair has a tincture 
  that, when swallowed, allows one’s consciousness to 
  become bolstered against the evil they will face.  
  Klondras knows little more, as the necromancer 
  never took the potion in his presence, though he 
  would lock himself away whenever he needed to re-
  administer his dosage. 
   The group finds this concoction in Part 3. The 
  Wizards Lair, area 7. Storage Room.
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes (version 1.1) 
   
   
  11 
  Part 3. The Wizard’s Lair 
  Estimated Duration: 1 hour, 45 minutes 
  Having found Simon Tiber’s lair in the submerged 
  hideaway, they must now seek the necromancer out 
  and put an end to his vile schemes. 
   
  1. Entrance Hall 
  Area Information 
  This area features: 
   Dimensions & Terrain. The room is 35 ft. by 30 ft. 
  and is largely devoid of features.  Only an obsidian 
  obelisk adorns the room, standing 15 ft. tall and 5 ft. 
  wide at its base, in the center of the room.  The 
  obelisk is covered in scrawling words written in 
  Abyssal.  Those who can read it still cannot make 
  much sense of it, as it seems to ramble on about 
  various atrocities one can commit to others and to 
  one’s self. 
   Lighting. There is no light here except that which 
  the adventurers bring with them. 
   
   The door to area 9 cannot be 
  opened, a magical barrier blocking 
  it from being accessed.  This barrier 
  is immune to magic, and cannot be 
  harmed by physical damage.  In 
  addition, it extends around the 
  entirety of area 9, including floor 
  and ceiling, blocking travel through 
  the stone, teleportation, and 
  ethereal or astral shortcuts.  To the 
  side of the door, a strange emblem 
  is carved into the wall.  Those who 
  can read Abyssal and succeed on a 
  DC 15 Intelligence (Religion) check 
  realize the symbol is made up of the 
  letters of the word VECNA as written in Abyssal.  
  This carving may be a keyhole of sorts, needing 
  some device to gain entry into the room beyond. 
  Lair Effects 
  The obelisk emanates a constant field of energy that 
  fills Simon Tiber’s compound.  For those who speak 
  the phrase, “The Darkness shall bind us all,” the field 
  has no ill effects.  To those who do not speak it, the 
  constant presence of the terrible energies manifests 
  as body aches, seeing things that aren’t there out of 
  the corner of one’s eye, hearing whispers that others 
  cannot.  If a creature leaves and re-enters the 
  wizard’s lair, they must pay homage and speak 
  the words again in order to gain the benefits of 
  immunity from its effects. 
   Characters cannot gain the benefits of 
  a Short or Long rest while in the 
  compound.  Furthermore, upon 
  arrival, and every 30 minutes they 
  spend within the lair, characters must 
  succeed on DC 15 Constitution saving 
  throws or gain one level of exhaustion.  
  Characters who are deafened roll their save at 
  disadvantage, unable to distinguish the phantom 
  sounds from reality.  Characters that succeed 
  on a saving throw are immune to the effect for 
  1 hour. 
   
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes (version 1.1) 
   
   
  12 
  2. Bed Chambers 
  Area Information 
  This area features: 
   Dimensions & Terrain. This bed chamber is 
  approximately 35 feet by 40 feet, with a 10 foot high 
  ceiling.   
   Lighting. When any creature steps across the 
  threshold into this room, magical light springs into 
  being.  Several glowing orbs of intangible light are 
  spaced along the walls throughout the room.  These 
  lights remain on for 5 minutes after all creatures 
  have left the room, or until the phrase, “In Darkness 
  we dream,” is spoken.  The phrase, “The Light is no 
  terror to the Darkness,” also causes the lights to 
  illuminate. 
   
   The room is sparsely furnished, 
  with only a bed, a small writing desk, 
  a large, worn rug, and a wardrobe.  
  Simon Tiber has little use for 
  spending time here, when his efforts 
  are better spent in his laboratory.   
   
   Bonus Objective B.  If you are 
  allowing time for the bonus objective 
  from Iefyr Elfiel in area 5, a well-
  concealed trapdoor lies under the 
  rug.  If the rug is not moved, after 30 
  minutes of searching the room, a 
  character notices an almost 
  imperceptible rise in the rug where 
  the door hides underneath.  An 
  illusion lies over the trapdoor, 
  causing it to look like the rest of the 
  floor.  Creatures with truesight can 
  see through the ruse, though others can find the 
  door with a successful DC 17 Intelligence 
  (Investigation) check.  Those who succeed can feel 
  seams in the floor that they cannot see, covered by 
  the illusion.  The trapdoor has no handle, though a 
  small hole along one edge can be used to lever the 
  door open with a DC 13 Strength (Athletics) check. 
   Below the door, a ladder descends in a narrow pit 
  for 60 ft.  No light illuminates the way down, or the 
  small room at the bottom. 
   Dimensions & Terrain. The room at the bottom is 
  barely 15 ft. by 15 ft., with a 10 ft. high ceiling, the 
  walls made of pockmarked stone that glistens in any 
  light brought into the room.  Stuck to the wall appear 
  to be a variety of preserved organs; lungs, intestines, 
  hearts, eyes, etc.  In the center of the room, a black 
  metal cube rests on the floor. 
   Lighting. There is no light here except that which 
  the adventurers bring with them. 
   The black cube is a strongbox with an intricate 
  locking system, and a magical trap.  To unlock the 
  box, a successful DC 17 Thieves’ Tools check is 
  required.  The box is impervious to physical damage, 
  and cannot be lifted from the floor.  A DC 17 
  Intelligence (Investigation) check reveals signs of 
  runes on the inner lip of the locking mechanism.  
  Only Simon Tiber, Yjolgr, or Jorsem Boneview can 
  open the box without setting off the trap.  Dispel 
  magic will nullify the runes for 1 hour, at which 
  point the trap resets.  Creatures in the room when 
  the box is open must make a DC 15 Constitution 
  saving throw, taking 55 (10d10) acid damage, or half 
  damage on a successful saving 
  throw. 
  Creatures/NPCs 
  Covering the walls and ceiling of 
  the room are five organ oozes.  
  They remain flattened out and 
  stationary until someone opens 
  the black box, or causes harm 
  to one or more of the oozes.  
  Within the black box are seven 
  vile pages, which fly out and 
  attack if the box is opened.  
  The acid trap does not affect 
  the vile pages. 
   Objectives/Goals. The 
  creatures here have no 
  objectives of their own, 
  only to follow the will of 
  Simon Tiber, who has created 
  and commanded them to guard this room and attack 
  unwelcome creatures (anyone but himself and his 
  lackeys) who open the black box. 
  Treasure & Rewards 
  Inside the black cube are several scrolls, including 
  the one that controls Iefyr Elfiel.  Destroying it frees 
  the elven wight from Simon Tiber’s servitude.  
  Scrolls which control Klondras Imdree, or other 
  undead, cannot be found. 
   In addition, a scroll of animate dead, a scroll of 
  magic mouth, and a scroll of Nystul’s magic aura are 
  in the collection.  The remaining four scrolls are 
  blank.
  
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  13 
   
   
  3. Library 
  Area Information 
  This area features: 
   Dimensions & Terrain. The library is circular in 
  shape and is 45 feet in diameter.  Bookshelves make 
  up the entirety of the walls, and books are crammed 
  into every available space.  An overstuffed, red 
  leather reading chair sits near the wall, a small side 
  table next to it.  A plate with a few crumbs of bread 
  and the stems of grapes rests on the table.  In the 
  center of the room is a pristine wooden podium, a 
  purple cloth covering the top as though waiting to be 
  wrapped over a book that is not there yet. 
   Lighting. There is no light here except that which 
  the adventurers bring with them. 
   
   Coming within 15 feet of the podium causes a 
  creature to feel uneasy, and they can smell 
  something rotting.  The appearance of the lectern is 
  an illusion.  In truth, it is made of hundreds of 
  humanoid bones, now stained black, and was built to 
  hold the Book of Vile Darkness long ago, when Simon 
  Tiber once had possession of the artifact.  The horrid 
  essence of the Book has marred and corrupted the 
  podium.  Anyone who touches it must make a DC 17 
  Charisma save, taking 55 (10d10) necrotic damage 
  on a failed save, or half as much on a success.  In 
  addition, those who fail their saves suffer the 
  following effects: 
  • The creature is aged 2d10 years. 
  • Gains one level of exhaustion. 
  • Must repeat the saving throw every 30 minutes, or 
  gain one level of madness. 
  Evil-aligned creatures have advantage on their 
  saving throws, and suffer none of the effects listed 
  above, including the necrotic damage, on a 
  successful saving throw. 
   The ongoing harm can be halted by remove curse 
  or similar magic, though the damage that has been 
  done is not removed by the spell.  Greater restoration 
  or similar magic is required to undo the aging of the 
  curse’s effect. 
   Simon Tiber and his minions are immune to this 
  effect. 
   The podium is bolstered by the power of the Book 
  of Vile Darkness, but it is not indestructible.  It has an 
  AC of 17, 110 hit points, and is vulnerable to radiant 
  damage.  It is immune to necrotic, poison, and 
  psychic damage.  Destroying the podium breaks its 
  power, and renders it unable to harm others. 
  Treasure & Rewards 
  The library is full of books of varying rarity.  Their 
  topics range from necromancy and other magic to 
  politics to religion and world histories.
   
   
   
   
   
  
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  4. Cells 
  Area Information 
  This area features: 
   Dimensions & Terrain. This room is 30 feet by 40 
  feet, and has small cells that hold prisoners.  The 
  cells are made of bars that reach from floor to ceiling.  
  Inside the cells are piles of rags, which may be used 
  as beds by the prisoners who are living, and a 
  wooden bucket. 
   Lighting. There is no light here except that which 
  the adventurers bring with them. 
   
  Creatures/NPCs 
  Of the five cells in the room, only one holds a live 
  captive.  Purath, a githyanki warrior, is near death; 
  his tortured and starved body barely hanging on.  He 
  has 5 hit points, has no weapons, and is wearing no 
  armor (AC 12).  Four of the other cells each hold a 
  moldering corpse, while the last is empty. 
   Objectives/Goals. Purath has resigned himself to 
  death.  If the characters can communicate with him 
  somehow, and agree to free him and give him food, 
  he may be able to help them in return. 
   What Does He Know? Purath has been 
  imprisoned for quite some time, and during that 
  time, he has heard things.   
  • The githyanki knows that other slaves have come 
  from area 5 screaming in pain, their eyes bleeding.  
  After being locked up, Yjolgr brought them some 
  kind of salve from the direction of the storage 
  room or laboratory.  This goop seemed to stave off 
  the worse of the problem.  After all, blind slaves 
  are useless slaves. 
  • If you are running Bonus Objective B, the 
  githyanki can tell the characters about the time he 
  heard Jorsem Boneview tell another slave to 
  throw some corpses “down the pit in the master’s 
  chamber,” to feed what is down there. 
   
  Purath will leave via area 1 if the characters let him 
  go.  If they left the other githyanki alive, and tell him 
  of their location, he thanks them and goes to find his 
  kin.
   
   
   
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes (version 1.1) 
   
   
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  5. Hallway 
  Area Information 
  This area features: 
   Dimensions & Terrain. This 105 ft. long hallway 
  is 10 ft. wide.  One end turns to head into area 4, 
  while at the other end, a gate leads into area 6.  The 
  hallway is littered with trash, an occasional body 
  part, and long streaks of body fluids are smeared on 
  the floor. 
   Lighting. There is no light here except that which 
  the adventurers bring with them. 
   
  Creatures/NPCs 
  Iefyr Elafiel, an elven wight, 
  wanders this hall, waiting to be 
  summoned by Simon Tiber, or one 
  of the other undead in the 
  compound.  The elf, who once 
  lived in Elventree, now serves the 
  necromancer by taking out the 
  trash and other vile things, 
  disposing of them in area 6. 
   
   Objectives/Goals. To spite him, 
  Simon Tiber allowed Iefyr to 
  retain just enough memory of life 
  as to break his now undead 
  spirit..  Unable to do anything 
  except what the necromancer, or 
  a few of his other minions, says, 
  the elf must languish in the dark 
  of this place.  Iefyr wishes 
  nothing more than to perish, his 
  body returned to his people for 
  his last rites. 
   
   
   
   
   What Does He Know? Iefyr knows much about the 
  necromancer’s lair. 
  • Jorsem Boneview, a vile creature that once called 
  itself dwarf, and Yjolgr, another wight, are the 
  necromancer’s most trusted allies.   
  • The dais built for the Book of Vile Darkness in the 
  library is shrouded in dark magic, necromancy and 
  sickness seeping into every fiber of its wood.  Iefyr 
  has heard Simon Tiber talking of it with Jorsem 
  Boneview and Yjolgr on several occasions.  For the 
  living and unwary to touch it can mean pain and 
  madness. 
  • Much time and care (and 
  countless sacrifices) went into the 
  construction of the ritual chamber, 
  where Simon Tiber somehow 
  means to gain the Book of Vile 
  Darkness.  Iefyr does not know 
  more about how this will be 
  accomplished. 
   
  Iefyr will not fight back if attacked.  
  He prays to Sehanine Moonbow 
  for a quick death and salvation. 
   If the adventurers offer to help 
  the elf, he tells them he cannot 
  leave the necromancer’s 
  compound, a compulsion lies 
  upon him.   
   
  Bonus Objective B   
  Iefyr knows that the 
  compulsion over him is 
  controlled by a scroll hidden 
  within Simon Tiber’s bed 
  chambers (area 2).  If the scroll 
  were destroyed, he could leave 
  this place and return home, if 
  only to die beneath the sky and 
  leaves of Elventree once more.   
   
   
   
   
   
   
  
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  6. Refuse Pit 
  Area Information 
  This area features: 
   Dimensions & Terrain. This room is 20 feet by 20 
  feet wide, with a 10-foot diameter pit.  The pit 
  descends for over 600 feet, though the stench from 
  what has been thrown into it is still atrocious.  Gore 
  made of blood, flesh, and other body fluids streak the 
  floor up to the edge of the pit. 
   Lighting. There is no light here except that which 
  the adventurers bring with them. 
   
   While nothing lurks here to attack the adventurers, 
  being in the room for too long is unhealthy in itself.  
  Living creatures that spend one minute or more in 
  this room must succeed on a DC 11 Constitution 
  saving throw, or become infected with sight rot (see 
  Appendix. Sight Rot).  If a character touches the 
  gore that is present in the room with their bare flesh, 
  the saving throw DC is increased to 15.  A character 
  so foolish as to ingest any of the gore has the DC 
  increased to 18, and rolls their saving throw at 
  disadvantage. 
   
   
   
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes (version 1.1) 
   
   
  17 
  7. Storage Room 
  Area Information 
  This area features: 
   Dimensions & Terrain. The storage room is 25 
  feet by 25 feet, with shelves crammed into every 
  nook and cranny available.  Moving through the 
  room is difficult terrain, as characters thread their 
  way through the maze.  The shelves are covered in 
  an assortment of brick-a-brack, random trinkets, 
  empty vials and jars, and many bones and containers 
  holding fluids in which are suspended dead things.   
   Lighting. There is no light here except that which 
  the adventurers bring with them. 
  Treasure & Rewards 
  Spending at least 30 minutes searching through the 
  storage room, characters can find 1d4 potions of 
  healing, one potion of clairvoyance, and one potion 
  of resistance (radiant).  In addition, they find a jar of 
  Eyebright petals, a flower that grows in some 
  swamps.  It contains enough petals to make five 
  ointments that can be used to stave off sight rot. 
   In addition, if playing with Bonus Objective A, the 
  characters have been told of a tincture that should 
  help them in their battle against Simon Tiber.  They 
  manage to locate enough samples of a strange, black 
  and viscous fluid for each of them.  If the characters 
  drink the vials, use the encounter in Appendix. The 
  Guardian’s Lair.
   
   
   
   
   
   
  
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  8. Laboratory 
  Area Information 
  This area features: 
   Dimensions & Terrain. Simon Tiber’s laboratory 
  is 25 feet by 35 feet, with entrances on either end.  
  Several shelves line the walls, stocked with tinctures, 
  powders, and a wide variety of other spell 
  components.  A large work table dominates the 
  center of the room, and a long, thin table rests 
  against one long wall, upon which sit large glass 
  containers holding a variety of body parts.  In a dark 
  corner of the room, a hideously disfigured body 
  stands, much of its musculature exposed as though 
  being used for study. 
   On the wall next to the door into area 9, a strange 
  sigil is carved.  It matches the emblem carved next to 
  the door in area 1. 
   Lighting. This room is dimly lit by insubstantial 
  balls of magical light that hover near the ceiling.  
  Their brightness can be increased by Simon Tiber, 
  though he only does so when working in here.  Now, 
  the lights only throw large 
  shadows in the dim light, 
  places where anything 
  could be hiding. 
   
  Creatures/NPCs 
  Of the fourteen glass containers holding body parts, 
  five of them are filled with only hands.  Each of those 
  containers holds a swarm of crawling claws, which 
  will attack anyone who moves within 5 feet of their 
  jars, or who begin messing around with the items in 
  the laboratory. 
   The body in the corner is Jorsem Boneview, a 
  boneclaw.  Characters attempting to investigate 
  Jorsem from more than 15 feet away must succeed 
  on a DC 22 Wisdom (Perception) check to notice 
  anything off about the body, beyond its 
  grotesqueness.  Those who succeed get the feeling 
  they saw it move ever so slightly.  Jorsem will attack 
  once the crawling claws have done so as well, or if a 
  character moves to investigate him up close. 
   Objectives/Goals. The crawling claws have no 
  objective other than destroying creatures that 
  invade or harm their master’s laboratory.  Jorsem 
  Boneview is tied to Simon Tiber, and gleefully helps 
  him to gather new materials for his necromantic 
  experiments by harvesting parts from the living. 
  Treasure & Rewards 
  Jorsem Boneview carries a small, 
  strange metal idol, what appears to 
  be a clawed hand with an eye in its 
  palm.  The base of the idol is 
  embossed with a odd marking, one 
  that matches the etched symbol 
  on the wall in areas 1, 4, and 8.  
  This is the key to area 9, and 
  when inserted into the 
  carving next to one of those 
  doors and turned, it 
  lowers the magical 
  barrier and unlocks 
  the doors.  When the 
  characters return to 
  the teleportation 
  circle they used to 
  arrive with, the key 
  causes the sigil to 
  illuminate, and they 
  can activate the 
  circle to return to 
  Elventree. 
   
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes (version 1.1) 
   
   
  19 
  9. Ritual Chamber 
  Area Information 
  This area features: 
   Dimensions & Terrain. This chamber is 60 feet by 
  35 feet.  The walls are etched with various runes of 
  summoning, binding, and control.  Two massive 
  sigils  are etched into the floor, each made up of 
  countless other runes.   
   Lighting. The sigils glow, one an eerie purple, the 
  other a sickly green, providing light that throbs 
  between dim and bright.  In the center of the purple 
  sigil, a jagged splinter so dark that it appears to 
  absorb light hangs like a crack in reality.  Light for 5 
  feet on any side of the splinter is considered dim at 
  all times. 
  Creatures/NPCs 
  Three wights (a human, a githyanki, and a kuo-toa), 
  stand equidistant from one another in the purple 
  sigil.  Their presence is powering the magic of the 
  ritual, and they cannot move or it will disrupt Simon 
  Tiber’s summoning of the Book of Vile Darkness.  
  They can, however, attack from their locations. 
   Nearby, Yjolgr moves to protect the ritual and his 
  master by smiting their foes. 
   Standing in the center of the green sigil is Simon 
  Tiber. 
   Objectives/Goals. Simon Tiber is nearing 
  completion of the ritual he has discovered 
  to summon the Book of Vile Darkness.  It 
  is of the utmost importance to him, and 
  he does not mind squashing a few 
  mortal insects to get on with it.  
  Yjolgr is loyal to the necromancer 
  by choice, and defends Simon 
  and the ritual with his life, 
  undead as he is. 
  Simon Tiber 
  The necromancer has the following ability, in addition to his 
  stat block. 
  Absorb Spell:  Simon can use his reaction to absorb a spell 
  that is targeting only him and not an area of effect.  The 
  absorbed spell’s effect is canceled and the spell’s energy – 
  not the spell itself – is stored within him.  The energy has the 
  same level as the spell when it was cast.  Simon can convert 
  energy he has stored into spell slots to cast spells he has 
  prepared, up to a maximum of 5th level.  He uses the stored 
  spell levels in place of his spell slot, but otherwise casts the 
  spell as normal.  He can absorb up to 50 levels of spells. 
  The ritual hinges on the wights remaining in their 
  spots for the duration of the spell.  If a wight is 
  moved from its spot in the sigil, it has until the end 
  of its next turn to move back, or the careful balance 
  of the ritual will fail.  If a wight is destroyed, Yjolgr 
  will move to take its place. 
   Simon Tiber has completed the bulk of the ritual, 
  and after several painstaking hours, waits for his 
  plans to come to fruition.  The sigil he stands in acts 
  as a wall of force, activating a dome of protection the 
  first time something physically attempts to cross its 
  threshold, whether it is matter or spell, blocking it 
  an all other attempts to pass over the edge of the 
  sigil for 1 minute (its duration is shorter than that of 
  the spell).  If needed, Simon can cast a spell 
  (minimum 1st level) into the sigil to reactivate the 
  wall of force after it expires. 
   Tactics.  Simon is able to cast spells that cause 
  effects outside of the wall of force, such as Bigby’s 
  hand, and he will do so to help defeat the intruders.  
  If enemies should manage to enter his dome of 
  protection (by way of misty step, or other similar 
  magic), he will do battle with them the best he can.  
  If all seems lost, he will cast cloudkill within the 
  dome, potentially dooming himself in the process. 
  (Remember, many teleport spells require you to see 
  where you are going, and cloudkill will block line of 
  sight.) 
  What Happens When… 
  The wights fail to hold their position?  It is 
  expected that the characters will find a way to defeat 
  the wights, or at least push them out of their 
  positions long enough to end the ritual.  When this 
  happens, Klondras Imdree suddenly appears next to 
  the vortex.  He appears to throw some kind of red 
  powder over the rift and utters an incantation in 
  Deep Speech, then steps into the vortex and 
  disappears, the crack in space closing behind him.  
  
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  20 
  His incantation is not a 
  spell, and cannot be 
  counterspelled.  Those 
  trained in Arcana may 
  attempt a DC 18 
  Intelligence (Arcana) 
  check to realize his 
  wording altered the 
  vortex so he could 
  step through, rather 
  than pulling 
  something through 
  from the other side. 
  Simon Tiber 
  perishes?  When 
  the necromancer 
  dies, he lets loose 
  with a nerve-
  wracking cackle, 
  which quickly 
  becomes a dry 
  wheeze.  Within 
  seconds, he collapses 
  as his body dries and 
  shrivels in size.  A suth-
  wood rod erupts from his 
  cracking chest and clatters 
  to the ground, and as his 
  head hits the floor, it bursts 
  open in a cloud of corpse dust, 
  a red gem skittering out of his 
  broken skull.  Within 
  moments, red mist pours out 
  of the gem and takes the form 
  of a deabru.  The battle is not yet over, and the 
  deabru fights to the death. 
  The Summoning Vortex 
  Countless whispers seem to emanate from the dark 
  crack in reality.  These whispers eat at the minds of 
  the characters, potentially causing them harm and 
  driving them mad. 
   At the beginning of a character’s turn, they must 
  make a DC 13 Charisma saving throw.  If they fail, 
  they are considered charmed until the start of their 
  next turn.  Charmed characters must move and/or 
  attack the character in their group that is most pious 
  or good, or the closest ally if such is not the case.  If a 
  character succeeds, they are unaffected, and are 
  granted advantage on 
  subsequent saving 
  throws against the effect. 
   A character’s alignment 
  determines how they roll 
  their saving throw. 
  Lawful Good, Neutral 
  Good, Lawful Neutral 
  have advantage. 
  Chaotic Good, Neutral, 
  and Lawful Evil have 
  normal rolls. 
  Chaotic Neutral, 
  Neutral Evil, and 
  Chaotic Evil have 
  disadvantage. 
   If a character fails a 
  saving throw, once 
  they are able to break 
  the charm, they must 
  succeed on a DC 13 
  Wisdom saving 
  throw or gain one 
  level of madness. 
   On Initiative count 
  20, a random 
  character must make a 
  DC 13 Charisma saving 
  throw, or be overcome 
  with visions of their 
  greatest fears, images of their 
  loved ones being tortured or dying, etc.  
  These images cause 33 (6d10) psychic damage, and 
  the character has disadvantage on attacks, saving 
  throws, and skill checks until the end of their next 
  round. 
  Treasure & Rewards 
  Investigation the body of Simon Tiber, characters 
  find what appears to be a corpse of a long-dead child.  
  Next to the body is a rod of absorption, which had 
  granted the necromancer the ability to absorb spells 
  targeted at him.  
   Characters trying to understand what happened to 
  the necromancer’s body can attempt a DC 20 
  Intelligence (Arcana) check.  On a success, they 
  realize that the body may have been some kind of 
  strange construct.   
   
   
   
   
   
  
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  21 
  10. Hidey Hole 
   
  Area Information 
  This area features: 
   Dimensions & Terrain. A 10 ft. by 15 ft. chamber, 
  a narrow passage leads into it from a blank wall. 
   Lighting. There is no light here except that which 
  the adventurers bring with them. 
   
  • This small area was shaped by magic, formed and 
  used by Klondras Imdree.  There is no door into 
  the room, as the mindflayer relied on magic to 
  pass through the stone between this area’s 
  hallway and the short hallway between areas 4 
  and 9.   
  • There are few ways that a character might find 
  this room.  One way is to be in the ethereal plane, 
  and stumble upon it while passing through the 
  walls (perhaps in an attempt to gain access to the 
  ritual chamber in area 9).  Another way is to be to 
  be under the effects of detect magic while in the 
  hallways between areas 4 and 9, at which point 
  they will note a faint transmutation aura on the 
  wall where Klondras Imdree uses magic to pass 
  through into this chamber.   
  • In the center of the room is a simple wooden table, 
  upon which rests a crystal globe.  While it is not 
  magical itself, the illithid uses it as a focus for 
  scrying. 
  • If characters manage to discover this room before 
  the encounter in area 9, they find nothing else of 
  note.  If they find it after the encounter, the 
  remnants of a magical scroll lie in scorched tatters 
  around the globe, as though someone had recently 
  used it to cast a spell. 
  • If Klondras Imdree’s contingency spell was 
  activated, this is where it will have brought him.  If 
  the characters worked out a deal with him, he 
  teleports to this room shortly thereafter.  He shall 
  wait and watch for the perfect time, when his 
  master’s spell begins to fail, to teleport next to the 
  black vortex in the ritual chamber and step 
  through. 
   
   
   
   
   
   
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes (version 1.1) 
   
   
  22 
  Part 4. Conclusion, or 
  the Looming Vile 
  Darkness 
  Estimated Duration: 15 minutes 
  The adventurers have defeated Simon Tiber…or 
  have they?  While the fate of their foe remains 
  uncertain, it is known that the Book of Vile Darkness 
  is still out there, and an undead Klondras Imdree is 
  seeking it for his own nefarious purposes.  The 
  group regathers in Elventree to report in and plan 
  their next steps. 
   
  • Arcanists and Diviners from the Harpers and the 
  Emerald Enclave cannot explain the strange 
  creature that was Simon Tiber.  It seems to be 
  some kind of construct, and rumor begins to 
  spread like wildfire through the factions that the 
  necromancer still lives.   
  • Krenez suggests that the magicks that were seen 
  in Simon Tiber’s lair, including the necromancer’s 
  body, may have been bolstered, or perhaps even 
  originated from, the Book of Vile Darkness.  The 
  wizard’s time with it previously must have left him 
  with some strange knowledge, after all. 
  • Elanil agrees with the dragonborn’s appraisal of 
  the situation.  Her own contacts believe the gem 
  that was within the strange body seemed to 
  power it, perhaps allowing someone to 
  control it from afar. 
  • Klondras Imdree’s sudden 
  disappearance into the black 
  vortex bodes ill for the 
  future.  Where has he 
  gone, and for what 
  purpose? 
   
   
   
   
   
   
   
   
  
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  CCC-HATMS02-02 Something Vile This Way Comes (version 1.1) 
   
   
  23 
  Adventure Rewards 
   
  At the end of the session, the characters each receive 
  rewards based upon their accomplishments. These 
  rewards include advancement and treasure, and 
  may include player rewards—magic item unlocks, 
  story awards, or new downtime activities, as follows: 
  Advancement and Treasure 
  Checkpoints 
  The characters receive 1 advancement checkpoint 
  and 2 treasure checkpoints for each story objective 
  that they complete, as follows:  
  • Story Objective A: Find Klondras Imdree and 
  determine how he is still alive.  Put an end to his 
  alignment with Simon Tiber. 
  • Story Objective B: Stop Simon Tiber’s plot. 
  The characters receive 1 advancement checkpoint 
  and 2 treasure checkpoints for each bonus 
  objective that they complete, as follows: 
  • Bonus Objective A: Destroy Simon Tiber’s 
  laboratory and free his githyanki slaves. 
  • Bonus Objective B: Drink the strange liquid in the 
  storage room and be bolstered by it. 
  Player Rewards 
  The characters earn the following player rewards for 
  completing the adventure: 
  Magic Item Unlock 
  Characters completing the adventure unlock: 
   Rod of Absorption.   The rod is a two-foot long rod 
  of suth-wood, carved with various alchemical 
  symbols.  This item can be found in Player Handout 
  1.  Do not use the number of spell slots absorbed 
  during the battle with Simon Tiber to determine how 
  many have been stored within the rod already.  
  Instead, use the guidance in the Player Handout or 
  the Dungeon Master’s Guide. 
   
   
   
   
   
   
   
   
  Dungeon Master 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 adventure’s player rewards. 
   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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  24 
  Appendix 1. Locations 
  & NPCs 
  The following NPCs and locations feature 
  prominently in this adventure.  
  • Sarenolla the Whisperer (sehr-ah-nohl-ah). A 
  gnome druid who has dedicated her life in service 
  to the forest, Sarenolla follows Mielikki and is 
  devoted to protecting the natural world and 
  employs adventurers on related missions. She is 
  quiet and generally prefers to observe from hiding. 
  The druid has an interest in charting the stars and 
  weather patterns, and might be befriended by 
  offering rare information concerning these areas 
  of interest. 
  • Elanil Elassidil (El-uh-kneel uh-LASS-ih-deel). 
  Female elf, bard extraordinaire, and member of 
  the Harpers. She resides in Elventree, where she 
  has the title of Moonsilver Herald, and is a bard of 
  some renown in the area around Hillsfar. Elanil is 
  confident in her ability and strong in purpose. She 
  is not afraid to give her opinion on a subject, even 
  when not asked. She is quick to give historical 
  detail to back her opinions and hard on those that 
  do not back their opinions with similar evidence. If 
  things get too heated, Elanil is prepared with a 
  song to lighten the mood and make all forget there 
  was a disagreement. She is an accomplished 
  diplomat and uses this skill regularly as a member 
  of the Harpers. 
  • Krenez (KREH-nezz). Krenez is a dragonborn 
  bard, once an adventurer, and now the founder of 
  the Waypoint Bindery on the northern coast of the 
  Moonsea, east of the city of Phlan.  The Waypoint 
  publishes books of all kinds, but is also a secret 
  meeting point for all factions in the area.  An 
  author in his own right, the dragonborn collects 
  books and knowledge, and has amassed quite the 
  hoard.  Characters may have met Krenez 
  previously in the CCC-ROZK01 series. 
   
   
  
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  25 
  Appendix. 
  Monster/NPC 
  Statistics 
   
  Alhoon 
  Medium undead, lawful evil 
  Armor Class 15 (natural armor) 
  Hit Points 120 (16d8 + 48) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   11 (+0) 
  12 (+1) 
  16 (+3) 
  19 (+4) 
  17 (+3) 
  17 (+3) 
   
  Skills Arcana +8, Deception +7, History +8, Insight +7, 
  Perception +7, Stealth +5 
  Saving Throws Con +7, Int +8, Wis +7, Cha +7 
  Damage Resistances cold, lightning, necrotic 
  Damage Immunities poison; bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses truesight 120 ft., passive Perception 17 
  Languages Deep Speech, Undercommon, telepathy 120 
  ft. 
  Challenge 10 (5,900 XP) 
   
  Magic Resistance. The alhoon has advantage on saving 
  throws against spells and other magical effects. 
  Innate Spellcasting (Psionics). The alhoon’s innate 
  spellcasting ability is Intelligence (spell save DC 16).  It 
  can innately cast the following spells, requiring no 
  components: 
  At will: detect thoughts, levitate 
  1/day each: dominate monster, plane shift (self only) 
  Spellcasting. The alhoon is a 12th-level spell caster.  Its 
  spellcaster ability is Intelligence (spell save DC 16, +8 to 
  hit with spell attacks).  The alhoon has the following 
  wizard spells prepared: 
  Cantrips (at will): chill touch, dancing lights, mage hand, 
  prestidigitation, shocking grasp 
  1st level (4 slots): detect magic, disguise self, magic 
  missile, shield 
  2nd level (3 slots): invisibility, mirror image, scorching 
  ray 
  3rd level (3 slots): counterspell, fly, lightning bolt 
  4th level (3 slots): confusion, Evard’s black tentacles, 
  phantasmal killer 
  5th level (2 slots): modify memory, wall of force 
  6th level (1 slot): disintegrate, globe of invulnerability 
  Turn Resistance. The alhoon has advantage on saving 
  throws against any effect that turns undead. 
  Actions 
  Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 10 (3d6) cold damage. 
  Mind Blast (Recharge 5-6). The alhoon magically emits 
  psychic energy in a 60-foot cone.  Each creature in that 
  area must succeed on a DC 16 Intelligence saving throw 
  or take 22 (4d8 + 4) psychic damage and be stunned for 
  1 minute.  A target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. 
   
  Androsphinx 
  Large monstrosity, lawful neutral 
  Armor Class 17 (natural armor) 
  Hit Points 199 (19d10 + 95) 
  Speed 40 ft., fly 60 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   22 (+6) 
  10 (+0) 
  20 (+5) 
  16 (+3) 
  18 (+4) 
  23 (+6) 
   
  Skills Arcana + 9, Perception +10, Religion +15 
  Saving Throws Dex +6, Con +11, Int +9, Wis +10 
  Damage Immunities psychic; bludgeoning, piercing, 
  and slashing from nonmagical weapons 
  Condition Immunities charmed, frightened 
  Senses truesight 120 ft., passive Perception 20 
  Languages Common, Sphinx 
  Challenge 17 (18,000 XP) 
   
  Inscrutable. The sphinx is immune to any effect that 
  would sense its emotions or read its thoughts, as well 
  as any divination spell that it refuses.  Wisdom (Insight) 
  checks made to ascertain the sphinx’s intentions or 
  sincerity have disadvantage. 
  Magic Weapons. The sphinx’s weapon attacks are 
  magical. 
  Spellcasting. The sphinx is a 12th-level spellcaster.  Its 
  spellcasting ability is Wisdom (spell save DC 18, +10 to 
  hit with spell attacks).  It requires no material 
  
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  26 
  components to cast its spells.  The sphinx has the 
  following cleric spells prepared: 
  Cantrips (at will): sacred flame, spare the dying, 
  thaumaturgy 
  1st level (4 slots): command, detect evil and good, 
  detect magic 
  2nd level (3 slots): lesser restoration, zone of truth 
  3rd level (3 slots): dispel magic, tongues 
  4th level (3 slots): banishment, freedom of movement 
  5th level (2 slots): flame strike, greater restoration 
  6th level (1 slot): heroes’ feast 
  Actions 
  Multiattack. The sphinx makes two claw attacks. 
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., 
  one target. Hit: 17 (2d10 + 6) slashing damage. 
  Roar (3/day). The spinx emits a magical roar.  Each 
  time it roars before finishing a long rest, the roar is 
  louder and the effect is different, as detailed below.  
  Each creature within 500 feet of the sphinx and able to 
  hear the roar must make a saving throw. 
  First Roar.  Each creature that fails a DC 18 Wisdom 
  saving throw is frightened for 1 minute.  A frightened 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success. 
  Second Roar.  Each creature that fails a DC 18 Wisdom 
  saving throw is deafened and frightened for 1 minute.  
  A frightened creature is paralyzed and can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  Third Roar.  Each creature makes a DC 18 Constitution 
  saving throw.  On a failed save, a creature takes 44 
  (8d10) thunder damage and is knocked prone.  On a 
  successful save, the creature takes half as much 
  damage and isn’t knocked prone. 
  Legendary Actions 
  The sphinx can take 3 legendary actions, choosing from 
  the options below.  Only one legendary action option 
  can be used a time and only at the end of another 
  creature’s turn.  The sphinx regains spend legendary 
  actions at the start of its next turn. 
  Claw Attack.  The sphinx makes one claw attack. 
  Teleport (Costs 2 Actions). The sphinx magically 
  teleports along with any equipment it is wearing or 
  carrying, up to 120 feet to an unoccupied space it can 
  see. 
  Cast a Spell (Costs 3 Actions). The sphinx casts a spell 
  from its list of prepared spells, using a spell slot as 
  normal. 
   
  Boneclaw 
  Large undead, chaotic evil 
  Armor Class 16 (natural armor) 
  Hit Points 127 (17d10 + 34) 
  Speed 40 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   19 (+4) 
  16 (+3) 
  15 (+2) 
  13 (+1) 
  15 (+2) 
  9 (-1) 
   
  Skills Perception +6, Stealth +7 
  Saving Throws Dex +7, Con +6, Wis +6 
  Damage Resistances cold, necrotic; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common, Dwarvish, Elvish, Undercommon 
  Challenge 12 (8,400 XP) 
   
  Rejuvenation. While its master lives, a destroyed 
  boneclaw gains a new body in 1d10 hours, with all its 
  hit points.  The new body appears within 1 mile of the 
  boneclaw’s master. 
  Shadow Stealth. While in dim light or darkness, the 
  boneclaw can take the Hide action as a bonus action. 
  Actions 
  Multiattack. The boneclaw makes two claw attacks. 
  Piercing Claw. Melee Weapon Attack: +8 to hit, reach 
  15 ft., one target. Hit: 20 (3d10 + 4) piercing damage.  If 
  the target is a creature, the boneclaw can pull the 
  target up to 10 feet toward itself, and the target is 
  grappled (escaped DC 14).  The boneclaw has two 
  claws.  While a claw grapples a target, the claw can 
  attack only that target. 
  Shadow Jump. If the boneclaw is in dim light or 
  darkness, each creature of the boneclaw’s choice 
  within 5 feet of it must succeed on a DC 14 
  Constitution saving throw or take 34 (5d12 + 2) 
  necrotic damage. 
   The boneclaw then magically teleports up to 60 feet 
  to an unoccupied space it can see.  It can bring one 
  creature it’s grappling, teleporting that creature to an 
  unoccupied space it can see within 5 feet of its 
  
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  27 
  destination.  The destination spaces of this 
  teleportation must be in dim light or darkness. 
  Reactions 
  Deadly Reach. In response to a visible enemy moving 
  into its reach, the boneclaw makes one claw attack 
  against that enemy.  If the attack hits, the boneclaw 
  can make a second claw attack against the target. 
   
  Deabru* 
  Large fiend, chaotic evil 
  Armor Class 18 (natural armor) 
  Hit Points 189 (18d10 + 90) 
  Speed 40 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  20 (+5) 
  20 (+5) 
  18 (+4) 
  16 (+3) 
  20 (+5) 
   
  Saving Throws Str +9, Con +10, Wis +8, Cha +10 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 13 
  Languages Abyssal, Telepathy 120 ft. 
  Challenge 16 (15,000 XP) 
   
  The deabru is a horror to behold, a conglomeration of 
  uncountable arms ending in clawed hands, and a whip-
  like tendril that snakes in and out of its mass. 
  Magic Resistance. The deabru has advantage on saving 
  throws against spells and other magical effects. 
  Magic Weapons. The deabru’s weapon attacks are 
  magical. 
  Reactive. The deabru can take one reaction on every 
  turn in a combat. 
  Actions 
  Multiattack. The deabru makes seven attacks: six with 
  its claws and one with its tail. 
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) slashing damage. 
  Tendril. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one creature. Hit: 15 (2d10 +4) bludgeoning damage.  If 
  the target is Medium or smaller, it is grappled (escaped 
  DC 19).  Until this grapple ends, the target is restrained, 
  the deabru can automatically hit the target with its 
  tendril, and the deabru can’t make tendril attacks 
  against other targets. 
  Teleport. The deabru magically teleports, along with 
  any equipment it is wearing or carrying, up to 120 feet 
  to an unoccupied space it can see. 
  Reactions 
  Parry. The deabru adds 5 to its AC against one melee 
  attack that would hit it.  To do so, the deabru must see 
  the attacker and be wielding a melee weapon. For this 
  ability, its claws count as a melee weapon. 
   
  *based on the Marilith, Monster Manual, pg. 61. 
   
  Githyanki Knight 
  Medium humanoid (gith), lawful evil 
  Armor Class 18 (plate) 
  Hit Points 91 (14d8 + 28) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  14 (+2) 
  15 (+2) 
  14 (+2) 
  14 (+2) 
  15 (+2) 
   
  Saving Throws Con +5, Int +5, Wis +5 
  Senses passive Perception 12 
  Languages Gith 
  Challenge 8 (3,900 XP) 
   
  Innate Spellcasting (Psionics). The githyanki’s innate 
  spellcasting ability is Intelligence (spell save DC 13, +5 
  to hit with spell attacks).  It can innately cast the 
  following spells, requiring no components: 
  At will: mage hand (the hand is invisible) 
  3/day each:  jump, misty step, nondetection (self only), 
  tongues 
  1/day each: plane shift, telekinesis 
  Actions 
  Multiattack. The githyanki makes two silver 
  greatsword attacks. 
  Silver Greatsword. Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing 
  damage plus 10 (3d6) psychic damage.  This is a magic 
  weapon attack.  On a critical hit against a target in an 
  astral body (as with the astral projection spell), the 
  githyanki can cut the silvery cord that tethers the 
  target to its material body, instead of dealing damage. 
   
  
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  Githyanki Warrior 
  Medium humanoid (gith), lawful evil 
  Armor Class 17 (half plate) 
  Hit Points 49 (9d8 + 9) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   15 (+2) 
  14 (+2) 
  12 (+1) 
  13 (+1) 
  13 (+1) 
  10 (+0) 
   
  Saving Throws Con +3, Int +3, Wis +3 
  Senses passive Perception 11 
  Languages Gith 
  Challenge 3 (700 XP) 
   
  Innate Spellcasting (Psionics). The githyanki’s innate 
  spellcasting ability is Intelligence.  It can innately cast 
  the following spells, requiring no components: 
  At will: mage hand (the hand is invisible) 
  3/day each:  jump, misty step, nondetection (self only) 
  Actions 
  Multiattack. The githyanki makes two greatsword 
  attacks. 
  Greatsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 
  (2d6) psychic damage. 
   
  Gynosphinx 
  Large monstrosity, lawful neutral 
  Armor Class 17 (natural armor) 
  Hit Points 136 (16d10 + 48) 
  Speed 40 ft., fly 60 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  18 (+4) 
  18 (+4) 
  18 (+4) 
   
  Skills Arcana +14, History +14, Perception +9, Religion 
  +9 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities psychic 
  Condition Immunities charmed, frightened 
  Senses truesight 120 ft., passive Perception 19 
  Languages Common, Sphinx 
  Challenge 11 (7,200 XP) 
   
  Inscrutable. The sphinx is immune to any effect that 
  would sense its emotions or read its thoughts, as well 
  as any divination spell that it refuses.  Wisdom (Insight) 
  checks made to ascertain the sphinx’s intentions or 
  sincerity have disadvantage. 
  Magic Weapons. The sphinx’s weapon attacks are 
  magical. 
  Spellcasting. The sphinx is a 9th-level spellcaster.  Its 
  spellcasting ability is Intelligence (spell save DC 17, +9 
  to hit with spell attacks).  It requires no material 
  components to cast its spells.  The sphinx has the 
  following wizard spells prepared: 
  Cantrips (at will): mage hand, minor illusion, 
  presidigitation 
  1st level (4 slots): detect magic, identify, shield 
  2nd level (3 slots): darkness, locate object, suggestion 
  3rd level (3 slots): dispel magic, remove curse, tongues 
  4th level (3 slots): banishment, greater invisibility 
  5th level (1 slots): legend lore 
  Actions 
  Multiattack. The sphinx makes two claw attacks. 
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) slashing damage. 
  Legendary Actions 
  The sphinx can take 3 legendary actions, choosing from 
  the options below.  Only one legendary action option 
  can be used a time and only at the end of another 
  creature’s turn.  The sphinx regains spend legendary 
  actions at the start of its next turn. 
  Claw Attack.  The sphinx makes one claw attack. 
  Teleport (Costs 2 Actions). The sphinx magically 
  teleports along with any equipment it is wearing or 
  carrying, up to 120 feet to an unoccupied space it can 
  see. 
  Cast a Spell (Costs 3 Actions). The sphinx casts a spell 
  from its list of prepared spells, using a spell slot as 
  normal. 
   
   
  
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  Organ Ooze* 
  Large ooze, unaligned 
  Armor Class 7 
  Hit Points 85 (10d10 + 30) 
  Speed 20 ft., climb 20 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  5 (-3) 
  16 (+3) 
  1 (-5) 
  6 (-2) 
  1 (-5) 
   
  Damage Immunities acid, cold, lightning, slashing 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 8 
  Languages - 
  Challenge 4 (1,100 XP) 
  The body of an organ ooze is made up of various 
  internal organs of humanoids, suspended in a slightly 
  yellow gelatinous gunk. 
  Amorphous. The ooze can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Corrosive Form. A creature that touches the pudding or 
  hits it with a melee attack while within 5 feet of it takes 
  4 (1d8) acid damage.  Any nonmagical weapon made of 
  metal or wood that hits the ooze corrodes.  After 
  dealing damage, the weapon takes a permanent and 
  cumulative -1 penalty to damage rolls.  If the penalty 
  drops to -5, the weapon is destroyed.  Nonmagical 
  ammunition made of metal or wood that hits the ooze 
  is destroyed after dealing damage. 
   The ooze can eat through 2-inch-thick, nonmagical 
  wood or metal in 1 round. 
  Spider Climb. The ooze can climb difficult surfaces, 
  including upside down on ceilings without needing to 
  make an ability check. 
  Actions 
  Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage 
  plus 18 (4d8) acid damage.  In addition, nonmagical 
  armor worn by the target is partly dissolved and takes 
  a permanent and cumulative -1 penalty to the AC it 
  offers.  The armor is destroyed if the penalty reduces 
  its AC to 10. 
  Reactions 
  Split. When an organ ooze that is Medium or larger is 
  subjected to lightning or slashing damage, it splits into 
  two new oozes if it has at least 10 hit points.  Each new 
  ooze has hit points equal to half the original ooze’s, 
  rounded down.  New oozes are one size smaller than 
  the original ooze. 
   
  *based on black pudding, Monster Manual, pg. 241. 
   
  Simon Tiber (Necromancer) 
  Medium humanoid (human), chaotic evil 
  Armor Class 12 (15 with mage armor) 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   9 (-1) 
  14 (+2) 
  12 (+1) 
  17 (+3) 
  12 (+1) 
  11 (+0) 
   
  Skills Arcana +7, History +7 
  Saving Throws Int +7, Wis +5 
  Damage Resistances necrotic 
  Senses passive Perception 11 
  Languages Abyssal, Common,  
  Challenge 9 (5,000 XP) 
   
  Spellcasting. Simon Tiber is a 12th-level spellcaster.  His 
  spellcasting ability is Intelligence (spell save DC 15, +7 
  to hit with spell attacks).  Simon has the following 
  wizard spells prepared: 
  Cantrips (at will): chill touch, dancing lights, mage hand, 
  mending 
  1st level (4 slots): false life*, mage armor, ray of 
  sickness* 
  2nd level (3 slots): blindness/deafness*, ray of 
  enfeeblement*, web 
  3rd level (3 slots): animate dead*, bestow curse*, 
  vampiric touch* 
  4th level (3 slots): blight, dimension door, stoneskin 
  5th level (2 slots): Bigby’s hand, cloudkill 
  6th level (1 slot): circle of death 
  *Necromancy spell of 1st or higher. 
  Grim Harvest (1/Turn). When Simon kills a creature 
  that is neither a construct nor undead with a spell of 
  1st level of higher, he regains hit points equal to twice 
  the spell’s level, or three times if it is a necromancy 
  spell. 
  Actions 
  Withering Touch. Melee Spell Attack: +7 to hit, reach 5 
  ft., one creature. Hit: 5 (2d4) necrotic damage. 
  
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  Swarm of Crawling Claws 
  Large swarm of tiny undead, neutral evil 
  Armor Class 12 
  Hit Points 77 (12d8) 
  Speed 20 ft., climb 20 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   13 (+1) 
  14 (+2) 
  11 (+0) 
  5 (-3) 
  10 (+0) 
  4 (-3) 
   
  Damage Resistances bludgeoning, piercing, slashing 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned, prone, restrained, 
  stunned 
  Senses blindsight 30 ft. (blind beyond this radius), 
  passive Perception 10 
  Languages understands Common but can’t speak 
  Challenge 3 (700 XP) 
   
  Swarm. The swarm can occupy another creature’s 
  space and vice versa, and the swarm can move through 
  any opening large enough for a Tiny hand.  The swarm 
  can’t regain hit points or gain temporary hit points. 
  Turn Immunity. The swarm is immune to effects that 
  turn undead. 
  Actions 
  Claw. Melee Weapon Attack: +5 to hit, reach 0 ft., one 
  target. Hit: 21 (6d6) bludgeoning or slashing damage 
  (swarm’s choice), or 10 (3d6) bludgeoning or slashing 
  damage (swarm’s choice) if the swarm has half of its hit 
  points or fewer. 
   
  Vile Page* 
  Tiny undead, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 2 (1d4) 
  Speed 10 ft., fly 40 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   4 (-3) 
  16 (+3) 
  11 (+0) 
  2 (-4) 
  8 (-1) 
  6 (-2) 
   
  Senses darkvision 60 ft., passive Perception 9 
  Languages - 
  Challenge 1/8 (25 XP) 
  A vile page is created from parchment made from skin.  
  It has profane words and phrases written in Abyssal on 
  its surface, which leave bloody word-shaped wounds 
  on creatures the page feeds upon. 
  Actions 
  Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and 
  the vile page attaches to the target.  While attached, 
  the vile page doesn’t attack.  Instead, at the start of 
  each of the vile page’s turns, the target loses 5 (1d4 + 
  3) hit points due to blood loss. 
   The vile page can detach itself by spending 5 feet of 
  its movement.  It does so after it drains 10 hit points of 
  blood from the target or the target dies.  A creature, 
  including the target, can use its action to detach the 
  vile page. 
   
  *based on the stirge, Monster Manual, pg. 284. 
   
  Wight 
  Medium undead, neutral evil 
  Armor Class 14 (studded leather) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   15 (+5) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  15 (+2) 
   
  Skills Perception +3, Stealth +4 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical weapons that aren’t 
  silvered 
  Damage Immunities poison 
  Condition Immunities exhaustion, poison 
  Senses darkvision 60 ft., passive Perception 13 
  Languages the languages it knew in life 
  Challenge 3 (700 XP) 
   
  Sunlight Sensitivity. When in sunlight, the wight has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The wight makes two longsword attacks 
  or two longbow attacks.  It can use its Drain Life in 
  place of one longsword attack. 
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) necrotic damage.  The 
  target must succeed on a DC 13 Constitution saving 
  
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  throw or its 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. 
   A humanoid slain by this attack rises 24 hours later 
  as a zombie under the wight’s control, unless the 
  humanoid is restored to life or its body is destroyed.  
  the wight can have no more than twelve zombies 
  under its control at one time. 
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 
  + 2) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit:6# (1d8 + 2) piercing 
  damage. 
   
  Yjolgr* 
  Medium undead, neutral evil 
  Armor Class 18 (plate) 
  Hit Points 135 (18d8 + 54) 
  Speed 30 ft. 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   20 (+5) 
  12 (+1) 
  16 (+3) 
  12 (+1) 
  14 (+2) 
  16 (+3) 
   
  Skills Perception +6, Stealth +5 
  Saving Throws Dex +5, Wis +6 
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical weapons that aren’t 
  silvered. 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 16 
  Languages Common, Giant 
  Challenge 11 (7,200 XP) 
  Yjolgr (yeh-OHL-gehr) is a powerful goliath wight. 
  Sunlight Sensitivity. While in sunlight, Yjolgr has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. Yjolgr makes three attacks, either with his 
  longsword or longbow.  He can use Life Drain in place 
  of one longsword attack. 
  Life Drain. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one creature. Hit: 20 (5d6 + 3) necrotic damage.  The 
  target must succeed on a DC15 Constitution saving 
  throw or its 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. 
   A humanoid slain by this attack rises 24 hours later 
  as a zombie under Yjolgr’s control, unless the 
  humanoid is restored to life or its body is destroyed.  
  Yjorlgr can have no more than twelve zombies under 
  his control at one time. 
  Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) slashing damage, or 10 
  (1d10 + 5) slashing damage if used with two hands, 
  plus 10 (3d6) necrotic damage. 
  Longbow. Ranged Weapon Attack: +5 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage plus 10 (3d6) necrotic damage. 
   
  *based on Naergoth Bladelord, Rise of Tiamat, pg. 90. 
   
   
  
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  Appendix. Map 
  A Frayed Mind 
   
   
  
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  Appendix. Map 
  The Wizard’s Lair 
   
   
  
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  Appendix. The 
  Guardian’s Lair 
  Use this encounter if running Bonus Objective A.   
   When the characters imbibe the unknown black 
  fluid from area 8, their bodies crumple to the floor, 
  and their minds are whisked away elsewhere.  Due 
  to their free will in drinking the potion, they receive 
  no saving throw for this effect.  If a character does 
  not wish to swallow the potion, they are able to 
  attempt a DC 15 Wisdom saving throw in order to 
  negate the effect of the potion. 
  Area Information 
  This area features: 
   Dimensions & Terrain. The chamber the 
  characters find themselves in is 40 feet by 40 feet.  
  The walls, floor and ceiling are made of limestone, as 
  are the dozen sarcophagi that fill the room.  No 
  doors exist to let a soul in or out, and no windows 
  reveal what might be outside the crypt. 
   Lighting. Several low-burning braziers illuminate 
  the crypt dimly. 
   
   Each character arrives in the Guardian’s lair alone, 
  and are unable to find one another.  They seem to be 
  there physically, and have all of the gear they were 
  carrying or wearing.  Several tense moments after 
  their arrival, a woman’s powerful voice fills the crypt.  
  “Why do you seek the Book?” 
  Creatures/NPCs 
  The spirit of a gynosphinx named Rathamila is 
  bound forever to this place.   
   Objectives/Goals. Rathamila serves the Book of 
  Vile Darkness by weeding out those unworthy of 
  seeking it.  Those who seek out her presence can be 
  given boons to survive their search for the tome, and 
  those who fail her tests are destroyed before they 
  can waste the Book’s time.  The sphinx once claimed 
  ownership over the Book, though in time she fell 
  prey to its power and now is bound to its service.   
   What Does She Know? The sphinx is not here to 
  answer the questions of others, only to have her own 
  questions answered.  If one should pass her tests, 
  however, she can grant them limited protection 
  against the power of the Book of Vile Darkness.   
   
  Rathamila 
  The body of the sphinx has desiccated over the long years in 
  this place.  Her mangy fur and feathers are now shades of 
  gray and black, her skin dry and cracking when she moves.  
  The flesh of her face and eyes has long since rotted away, 
  leaving only a ragged skull with embers of red that glow 
  within its sockets. 
   
  Rathamila’s monster type is Undead, rather than 
  Monstrosity.  In addition, she gains the following descriptor: 
   
  Turn Resistance: The sphinx has advantage on Saving Throws 
  against any effect that turns Undead. 
   
  Though they are each alone, Rathamila’s existence is 
  the same for each of the characters.  Combat damage 
  affects her as a single creature; characters simply 
  cannot rely on each other’s aid during combat. 
   However, how the sphinx interacts with each 
  character, and also appears to interact with them is 
  different for each character, depending on their 
  actions.  If one character chooses to only speak with 
  her and does not enter combat, they do not see 
  Rathamlia engaged in combat.   
  Conversing with the Guardian 
  Those within the crypt, no matter their location, are 
  subject to a zone of truth effect.  As they begin to 
  speak with Rathamila, they can feel this magic settle 
  on them, and can resist by succeeding on a DC 20 
  Charisma saving throw, or can choose to fail.  
  Rathamila is immune to this effect, though she often 
  has no reason to lie. 
  The first question the sphinx asks is quite important 
  to how she will act.  Characters who seek the book 
  for selfish, evil purposes are ones that the Book 
  wants to find it.  Secretly, however, Rathamila does 
  not wish the book to be found again.  Characters who 
  seek the Book to keep it hidden or attempt to 
  destroy it gain favor in her eyes, as do those who 
  seek to thwart other evil-doers who seek to make 
  the tome their own. 
   
  Adjusting the Scene  
  Here are some suggestions for adjusting this scene: 
  • Very Weak and Weak: No change. 
  • Strong: The gynosphinx begins with 208 hit points. 
  • Very Strong: Replace the gynosphinx with the stats of an 
  androsphinx. 
   
  
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  Judgment of the Guardian 
  As characters attempt to convince Rathamila to help 
  them, or to defeat her in combat, keep track of their 
  collective actions against her total hit points.  Deal 
  with combat damage as usual and non-combat 
  interactions as follows.  Non-combat reduction of hit 
  points does not appear to “harm” Rathamlia, it 
  simply reflects her acquiescing to the character’s 
  requests in a simple fashion. 
  • First Answer: If a character answers that they 
  wish to find the book for evil or selfish reasons, 
  remove 5 hit points from Rathamila.  If the 
  character wishes to find it to hide or destroy it, 
  remove 10 hit points.  If they wish to foil another 
  being from gaining possession of the Book in order 
  to keep it from being used for evil, remove 10 hit 
  points. 
  • Subsequent Answers: Rathamila will offer either 
  riddles or questions of morality to gauge a 
  person’s worth.  For each correct answer, given 
  her own goals, reduce her hit points by 10 + the 
  character’s Charisma bonus (minimum bonus of 0).  
  Being bound to the will of the Book, answers of 
  questionable morality or even blatant evil still 
  lower her hit points, but only by 5. 
  • Flippant Answers or Threats:  Threatening 
  Rathamila or responding with silly or useless 
  answers bolster her will to deny a character their 
  wish to find the Book.  These cases cause her to 
  regain 10 hit points. 
  Once Rathamila is “defeated”, she grants (either 
  gladly or begrudgingly, depending on the situation) 
  the characters their boon.  She then bids the 
  characters farewell, and returns them to their bodies.   
   Resources used during their out-of-body 
  experiences are found to be unspent.  Spell slots, 
  abilities, hit points, and items are as they were prior 
  to drinking the strange concoction. 
  Boon of the Guardian 
  For the next 24 hours, a character who has been 
  granted the boon may re-roll a failed save against 
  effects caused by the vortex in the ritual chamber 
  (area 9).  They may do this a total of three times 
  before the power of the boon fades away.  If a 
  character has advantage on their rolls, they may 
  make their re-roll at advantage.  Characters who do 
  not have advantage, or suffer from disadvantage, 
  may make their boon re-roll at advantage. 
   
  Sample Riddles and Questions 
  Here is a list of riddles and questions which 
  Rathamalia may use during her talk with a character. 
  Riddles 
  My tines are long, my tines are short, my tines end 
  ‘ere, my first report. 
   Lightning. 
   
  Never ahead, ever behind, yet flying swiftly past; For 
  a child I last forever, for adults I am gone too fast. 
   Childhood. 
   
  It has a golden head, it has a golden tail, but still it 
  has no body. 
   A coin. 
   
  A leathery snake, with a stinging bite, I’ll stay coiled 
  up, unless I must fight. 
   A whip. 
   
  At night they arrive without being fetched, yet by 
  day they are lost without being stolen. 
   Stars. 
   
  Questions 
  When judging the answer of a question, base the 
  “correctness” of an answer on the character’s own 
  alignment, not that of the sphinx or your own.  The 
  sphinx is judging the characters on their own beliefs 
  rather than its own moral code. 
   
  You find a tortoise crawling through the sands of a 
  scorching desert, but choose not to save it.  Why? 
   
  You and your mother are imprisoned by slavers.  
  Your mother attempts to escape, but is captured and 
  sentenced to death.  To make an example of her, you 
  are ordered to be the one who hangs her.  If you 
  decline, the slavers will kill her and another prisoner.  
  What do you do? 
   
  A lord who has a terrible reputation for maiming 
  their servants is attacked by someone else.  You see 
  the attack, but cannot help either side.  Afterward, 
  you find a pouch filled with gold, enough for a decent 
  living for several people for a year.  What do you do 
  with it? 
   
  
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  Appendix. Sight Rot 
   
  This painful infection causes bleeding from the eyes 
  and eventually blinds the victim. 
   If a beast or humanoid fails its saving throw and 
  becomes infected, the creature’s vision starts to 
  become blurry.  The creature takes a -1 penalty to 
  attack rolls and ability checks that rely on sight.  At 
  the end of each long rest after the symptoms appear, 
  the penalty worsens by 1.  When it reaches -5, the 
  victim is blinded until its sight is restored by magic 
  such as lesser restoration or heal. 
   Sight rot can be cured using a rare flower called 
  Eyebright, which grows in some swamps.  Given an 
  hour, a character who has proficiency with a 
  herbalism kit can turn the flower into one dose of 
  ointment.  Applied to the eyes before a long rest, one 
  dose of it prevents the disease from worsening after 
  that rest.  After three doses, the ointment cures the 
  disease entirely. 
   
  
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  38 
  Player Handout 1. 
  Rod of Absorption 
  Characters completing this adventure’s objective 
  unlock this magic item.  
  Rod of Absorption 
  Rod, very rare (requires attunement) 
  While holding this rod, you can use your reaction to 
  absorb a spell that is targeting only you and not with 
  an area of affect.  The absorbed spell’s effect is 
  canceled, and the spell’s energy – not the spell itself 
  – is stored in the rod.  The energy has the same level 
  as the spell when it was cast.  The rod can absorb 
  and store up to 50 levels of energy over the course of 
  its existence.  Once the rod absorbs 50 levels of 
  energy, it can’t absorb more.  If you are targeted by a 
  spell that the rod can’t store, the rod has no effect on 
  that spell. 
   When you become attuned to the rod, you know 
  how many levels of energy the rod has absorbed 
  over the course of its existence, and how many levels 
  of spell energy it currently has stored. 
   If you are a spell-caster holding the rod, you can 
  convert energy stored in it into spell slots to cast 
  spells you have prepared or know.  You can create 
  spell slots only of a level equal to or lower than your 
  own spell slots, up to a maximum of 5th-level.  You 
  use the stored levels in place of your slots, but 
  otherwise cast the spell as normal.  For example, you 
  can use 3 levels stored in the rod as a 3rd-level spell 
  slot. 
   A newly found rod has 1d10 levels of spell energy 
  stored in it already.  A rod that can no longer absorb 
  spell energy and has no energy remaining becomes 
  nonmagical. 
   The rod is a two-foot long rod of suth-wood, 
  carved with various alchemical symbols. 
   This item can be found in the Dungeon Master’s 
  Guide. 
   
   
  
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  Appendix. Dungeon 
  Master Tips 
  This adventure is designed for three to seven 11th-
  16th level characters and is optimized for five 
  characters with an average party level (APL) of 
  14. Characters outside this level range cannot 
  participate in this adventure. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
  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, the adventure will 
  provide a sidebar that helps you to determine the 
  best mix/number of opponents to provide them with 
  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 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Holiday Around the Moonsea (HATMS)/CCC-HATMS02-02 - Something Vile This Way Comes.pdf