TEXT: 25
  Thief King's Vault
  
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  3
  Thief King's Vault
  Thief King’s Vault ........................................................p. 4
   
  Act 1: The Letter .......................................................p. 4
   
  Act 2: Robbing Poslo ................................................. p. 5
   
  Act 3: Curious Goings on at Winery Black ...................... p. 5
   
  Act 4: Southbound to Glory ......................................... p. 7
   
  Act 5: Into the Vault .................................................. p. 8
  Appendix A: New Monsters .............................................. p. 15
  Appendix B: New Magic Items ..........................................p. 16
  Appendix C: Iconics ....................................................... p. 17
  Legal Appendix .............................................................p. 21
  Table of Contents
  
  4
  Frog God Games
  It has long been said there are no thieves in the city of Caltoshar. At 
  night, one can safely walk the streets, and few worry about locking their 
  doors. Yet one would be foolish to believe Caltoshar is without a criminal 
  element, for there are thieves aplenty if one knows where to look. Person-
  ally, however, I’d advise you to assuage your curiosity with such matters, 
  and enjoy Caltoshar for what it appears to be. 
  Introduction
  The Thief King’s Vault is a short adventure for six 5th-level charac-
  ters. Players can use their own characters, or you may run it straight out of 
  the box using the six pregenerated characters in the Appendix. 
  Background
  The adventure revolves around the city of Caltoshar, a decently sized 
  coastal city whose citizens have grown prosperous off foreign trade. Cal-
  toshar is noted for its seemingly placid temperament, particularly in terms 
  of criminal activities of which it is reputed to have none. This is largely 
  due to the efforts of Governor Dalmont Black, who runs several shipping 
  companies and Caltoshar’s most popular winery, Winery Black, which has 
  long served as his base of operations. He is popular with the public and has 
  held his elected position for more than decade. Still, most of Caltoshar’s 
  citizens avoid discussing the governor’s other title: the Thief King. 
  The reason no crime seemingly exists in the city is because Dalmont 
  controls all of it and oversees a large network of thieves who operate out 
  of the Caltoshar thieves’ guild. Guild operations consist chiefly of smug-
  gling and acts that target victims outside the city limits. These thieves 
  travel up and down the coast, performing elaborate heists and burglaries 
  that specifically target the wealthiest people. All guild members are for-
  bidden to perform acts of thievery within the city limits, especially those 
  that would target any citizen of Caltoshar. As might be expected, punish-
  ment for such acts is swift and merciless. Such transgressions receive no 
  trial; only punishment — and all such incidents are kept hidden from the 
  public. This is how Caltoshar earned its reputation as one of the safest 
  cities in the known world, and how it has remained as such until now.
  A dubious set of events now threatens the Thief King’s rule. For the last 
  three weeks, nobody has seen the normally gregarious Governor Dalmont. 
  His wife Adessia has been holding down the business, but her presence at 
  Winery Black has also been infrequent. Those who recently saw or spoke 
  to her claim she seemed unusually detached and distant. Instead, the win-
  ery’s general management now lies in the able hands of Dalmont’s long-
  time business associate Colben Longmire. Dalmont left no official public 
  word about his absence, and no one close to him has mentioned it. Life 
  and business in the city have simply continued as usual. At first people 
  thought the governor was out of town dealing with an extended political 
  or business venture, but more recent rumors infer that something nefari-
  ous happened to Dalmont. 
  Act 1: The Letter
  The characters receive a letter of invitation to Winery Black, Cal-
  toshar’s finest winery. 
  It reads: 
  My esteemed friend,
  It is with great delight that I extend to you my sincere 
  invitation to attend a private meeting at The Winery Black 
  to sample our latest vintage from our highly-acclaimed 
  cellars. We look forward to your arrival within the 
  forthcoming week.
   
   
   
   
   
   
  Sincerely,
  Madame Adessia Black, 
  Governess of Caltoshar
  GM’s Note: At least one of the characters should have ties to either 
  Adessia, Dalmont, or someone else involved with the governor, his wife, 
  or the thieves’ guild of Caltoshar. If you are using the pregenerated char-
  acters, Kes Black is well aware of who sent the letter and assumes there is 
  some sort of urgency. This individual should already know that Dalmont 
  Black, Caltoshar’s governor, owns the winery. Impressively, the invite ap-
  pears to be from the governor’s wife, Adessia. Furthermore, they should 
  also know (or strongly suspect) that Dalmont has close ties to the thieves’ 
  guild of Caltoshar. 
  Upon arriving at the winery, a dark-haired man with a crooked nose and 
  probing green eyes greets the characters with a pleasant smile. He intro-
  duces himself as Colben Longmire, Dalmont’s longtime business associ-
  ate (LN male human rogue 3). Colben apologizes that Adessia could not 
  attend their meeting, then explains that she is interested in making them a 
  generous offer in exchange for their services. If pressed for reasons why 
  Adessia herself could not be present, Colben verbally plays it off as if she 
  had important business elsewhere, but then slides a paper to the characters 
  that reads, “too dangerous, keep low-key.” A successful DC 10 Wisdom 
  (Insight) check suggests his intentions are genuine. After his initial offer 
  (and any queries about it), he politely states, “Please, don’t answer just 
  yet. First, allow me to give you a showing of Winery Black.” 
  If characters accept, Colben leads them upon a mundane tour of the 
  upstairs, and then down into the wine cellars. A half-dozen huge barrels, 
  each nearly 15 feet tall, line the cellar’s walls. Colben looks around quick-
  ly, his eyes intently scouring room, then he puts a finger to his lips to re-
  quest the characters’ silence. He gestures for them to follow him through a 
  door cut into the face of one of the large barrels. The huge barrel contains 
  a small and private meeting room with several chairs and a table. Once 
  inside, he closes the door and bids them to sit.  
  “Apologies again, my friends, but I needed a safe place 
  to talk. I would like to clear up any misconceptions before 
  making Adessia’s offer, for I do not want to falsely represent 
  our intent. I am 1st League-Master of the Whispered 
  Coalition.”
  The Thief King’s Vault
  By Tim Hitchcock
  
  5
  Thief King's Vault
  As evidence, Colben shows the characters a secret tattoo that identifies 
  him as a member of the fabled Caltoshar thieves’ guild that covertly rules 
  the city. 
  “What I request of you is a job I cannot perform, for 
  my guild is forbidden to practice our craft upon our own 
  citizens. I implore you to procure a clay artifact from a 
  local merchant. I cannot take it outright, nor can I simply 
  send someone to purchase it. I absolutely need to keep its 
  whereabouts secret.” 
  “I assure you, however, that the merchant in question is a 
  disreputable and shiftless foreigner with a gifted tongue for 
  haggling and swindle. I cannot disclose more than this at the 
  moment, but I swear the matter is of grave importance to the 
  stability of this city. At my master’s leave, I am able to offer 
  you considerable recompense for your efforts, say 200 gp 
  each, with half up front? What say you good people?”
   
  To punctuate his last statement, Colben places a sack of gold on the ta-
  ble. If the characters agree, he tells them that the merchant’s name is Poslo 
  Wernhurt. Next, he pulls a small clay statuette from beneath the desk and 
  sets it before the characters so they can examine it. The sculpture is a 
  squatting, half-naked, demon-faced woman. He tells them that the artifact 
  they seek is a precise duplicate of the one before them. What Colben fails 
  to reveal is that the artifact he wants them to recover is in fact a relative-
  ly worthless copy of the one he possesses. However, Poslo’s cheap copy 
  holds a great treasure. Within its hollow interior, Dalmont placed a map 
  marking the location of his secret vault, an old mausoleum he converted 
  into a lair to hide and protect his considerable stash of wealth.
  If the characters accept Colben’s offer, he gives them Poslo’s address.
  If the characters investigate their mark, nearly all rumors concerning 
  Poslo Wernhurt (N male human mendicant) coincide with Colben’s de-
  piction of the merchant as a grifter who targets traveling merchants and 
  greedily swindles those not shrewd enough to see through his wiles.
  Act 2: Robbing Poslo
  Poslo Wernhurt lives in a large second-story apartment above his shop, 
  which is called The Emporium Majestico. Allow characters to be as cre-
  ative as they want in deciding how to approach and solve this challenge. 
  They can attempt to break in from the street level through either the front 
  or back doors, and then sneak up to the second floor. Alternately, they 
  could try their hand as cat burglars. The exterior walls are easy enough 
  to scale with a successful DC 12 Strength (athletics) check, provided the 
  characters don’t draw the attention of the locals bustling along the busy 
  streets. Poslo does keeps his windows locked, however. Lastly, they could 
  throw subtly aside and resort to simple thuggery.
  While not keen on being robbed, Poslo is a wimp, easily scared, and 
  doesn’t really value the clay artifact. A pair of dogs guard the second floor, 
  but they aren’t well trained and can be distracted with food or other tac-
  tics. The statue is in plain sight, displayed on his mantel in the siting room 
  with several other odd sculptures of various origin and construction. If 
  the characters threaten or otherwise attempt to interrogate Poslo about 
  its nature, a successful DC 10 Intimidate check causes him to buckle. He 
  swears the statuette is only a copy (albeit a very good one) of a spirit-god 
  worshipped by the indigenous people to the south. He claims the governor 
  himself gifted the facsimile to him after he complimented the original 
  statue in Dalmont’s office.
  Once the characters procure the statue, they are free to examine it or re-
  turn directly to Winery Black to make the exchange with Colben Longmire.
  Act 3: Curious Goings on 
  at Winery Black
  When the characters return to the winery, a successful DC 12 passive 
  Perception check observes the front door hanging slightly ajar. 
  More curiously, all the windows are shuttered, keeping the interior 
  shrouded in shadow. If the characters enter, the darkened room is dead 
  silent. Propped in the center sits a man bound to a chair, slumped over and 
  possibly gagged. Anyone within 30 feet of the man spots blood pooling 
  beneath the chair. The victim is Colben. He is gagged and bleeding badly 
  from a wound to his throat. 
  A band of renegade guild thugs wait in the dark abode to ambush 
  the characters. They tied up Colben as bait. In the wake of the Thief 
  King’s prolonged absence, they plan to seize control of his floundering 
  Keeping the Train on its Tracks
  If the characters decline Colben’s offer, a few days later they 
  catch wind of the latest news: Unknown assailants believed to be 
  former members of the Whispered Coalition murdered Colben 
  Longmire. The nature of the altercation remains unknown, though 
  immediately after the incident witnesses spotted the assailants flee-
  ing the city and riding south toward the mountains. 
  After the characters declined his offer, Colben hired another 
  band of mercenaries to procure the statue. Upon succeeding, they 
  returned to collect their reward only to be ambushed by a band 
  of renegade guild thugs who slew them and Colben before fleeing 
  with the vault map. They are now headed toward the vault. De-
  pending on how long it takes the characters to pursue them, they 
  might catch up with them en route or at the vault. (If melee occurs 
  with the assassins, use the renegade thug stats from Act 2 below.)
  
  6
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  organization. A successful DC 15 Wisdom (Perception) 
  check spots the assassins hiding along the suspended 
  walkways surrounding the main floor, each with a loaded 
  crossbow aimed at Colben. If noticed, they threaten to shoot 
  their captive unless the characters hand over the clay statue. If the 
  characters refuse, the thugs immediately shoot Colben but offer to spare 
  the characters in exchange for the statue. If the characters again refuse, 
  the thugs attack. 
  If the characters fail to notice the ambush, the thugs wait patiently for the 
  characters to enter and assist Colben, although he trembles as they approach. 
  As soon as anyone removes his gag, he urgently forces a dying croak: 
  “It’s a trap!” Even as Colben speaks, a crossbow fires from 
  somewhere in the darkness, striking him straight 
  through the head. Soon after, the room erupts with 
  a hail of crossbow bolts as the thugs attack. 
  Renegade Guild Thugs
  Medium humanoid (any race), any alignment 
  Armor Class: 14 (leather)
  Hit Points: 22 (4d8+4)
  Speed: 30ft (9m / 6 sqr)
  Proficiency: +2
  STR
  DEX
  CON
  INT
   WIS
  CHA
  10 (+0)
  16 (+3)
  13 (+1)
  15 (+2)
   14 (+2)
  9 (–1)
  Skills: Stealth +5 Investigation +4
  Challenge: 1/2 (100 XP)
  Racial Features
  Ability Modifiers: +1 to all
  Languages: speaks Common 
  
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  Thief King's Vault
  Sneak Attack: Once per turn, the guild thug can deal 7 (2d6) 
  extra damage to one creature he hits with an attack if the 
  scoundrel has advantage on the attack roll. He doesn’t 
  need advantage on the attack roll if another enemy of the 
  target is within 5 feet of it, that enemy isn’t incapacitated, 
  and he doesn’t have disadvantage on the attack roll.
  Cunning Action: Due to it high agility and cunning, he can 
  use a bonus action to take the Dash, Disengage, or Hide 
  action.
  Actions
  Multiattack The guild thug makes one weapon melee attack 
  or one ranged attack.
  Dagger Melee Weapon Attack +5 to hit, range 20/60, one 
  target. Hit: 5 (1d4+3) piercing damage.
  Properties: Thrown: range 20/60, Finesse, Light.
  Light Crossbow Ranged Weapon Attack +5 to hit, range 
  80/320, one target. Hit: 7 (1d8 +3) piercing damage.
  Properties: Ammunition: range 80/320, Loading, Two-handed,
  Developments. If the characters survive the ambush, they can search 
  the bodies of the assailants. All bear the mark of the Whispered Coali-
  tion. The thugs are renegade guild members who seek access to the Thief 
  King’s secret vault. For the past two weeks, they have been spying on 
  Longmire and know the clay statue has something to do with gaining ac-
  cess to the vault, but they do not know that it is hollow or that it contains a 
  secret map to the location. If the characters interrogate them, a successful 
  DC 10 Intimidate check gets the thugs to reveal that they knew Colben 
  Longmire hired the characters to get the statue. Regardless, they remain 
  tightlipped about what they wanted the statue for and say nothing about 
  the vault. Weeks earlier, these same men attempted to murder Dalmont 
  before he fled to the safety of the vault. Although he managed to escape 
  them, the thugs struck him several times with poisoned blades, which ul-
  timately helped them succeed in their efforts.
  If the characters carefully examine the clay artifact, it appears to be 
  hollow. Anyone shaking it can make a successful DC 10 Wisdom check 
  (Perception) to detect something small rattling faintly inside it. If the char-
  acters break the artifact, they discover a sealed wax tube that contains a 
  map and an old bronze key wrapped in cloth. The map denotes a location 
  in the barren hill country to the south.
  Act 4:  
  Southbound to Glory
  If the characters follow the map (or the renegade thugs if they escape), 
  they arrive at the Thief King’s Vault. The vault lies three days’ ride to the 
  south and another two days’ climb into the hills. You may either play the 
  journey out, or paraphrase it using the following text. 
  After a day or so, the paved clay road south out of Caltoshar 
  turns to worn earth. Behind you, the city stands like a black 
  shadow against the cloud-streaked blue northern skies, while 
  ahead the red hills rise slowly before the broad and desolate 
  plain draped in yellow grasses and spotted with only with a 
  few stunted trees. The path continues onward, and for the 
  next few days, not much changes, except the city’s shadow 
  shrinks and the mass of red hills grows ever taller. 
  On the third day, you reach the russet, weathered foothills. 
  As you ascend the slope, the sky grows dark as banks of gray, 
  dreary clouds roll in from the west. A light rain falls, the drops 
  almost seeming to sizzle as they strike the sunburned sandstone 
  outcrops that prod from the hardpacked, rocky soil. The ascent 
  consists of short sheer cliffs that lead to rounded outcroppings, 
  their crests cracked and punctuated with tiny scrub plants.
   
  After the fourth day passes, you find shelter in a shallow 
  cave. While the cave is unoccupied, the small fire pit near the 
  entrance shows signs of recent use. 
  A DC 12 Wisdom check (Survival) determines the pit was last used 
  about three weeks ago, while a Successful DC 15 Wisdom (Perception) 
  check finds a message scratched in the ground beneath a rock. 
  The message reads; 
  To whoever finds this message, I am betrayed by traitors 
  within my own house. Of my would-be assassins, three I 
  recognized: Argoma, Hedos, and Aeron. But there were 
  others who kept their faces concealed. Though I escaped, 
  I took several wounds that have begun to blacken from 
  poisoned blades. I suspect the traitors seek the vault. If 
  you do not find my corpse elsewhere, I have fled there to 
  safeguard the brooch. Avenge me! 
  —Dalmont
   
  Near the end of the fifth day, the characters arrive before an arched door 
  cut into the side of a cliff. To either side stand badly weathered statues, 
  though their stone countenances appear familiar enough. Astute characters 
  realize they resemble the hideous clay artifact. 
  The Plains 
  General Features: The terrain consists of grassy flatlands with little 
  water. The weather tends to be dry, with daytime temperatures between 
  85° and 95° Fahrenheit, with temperatures at night dropping into the 
  low 60s. 
  Random Roadside Attractions 
  1d8
  Result
  1
  Dried flowers cover this small shrine dedicated to a 
  god of healing. If the characters take time to honor 
  or bless the shrine, they receive the god’s blessing. 
  The next time they take a short rest, they gain an 
  additional +1 HD of healing.
  2
  A crude 20-foot-deep well with a rope and wooden 
  bucket is found. The water is safe but has an acrid, 
  sulfuric taste that is most unpleasant.
  3
  A traveling merchant and 4 mercenaries in a wagon 
  are headed north to the city. Though eager to get to 
  Caltoshar, the merchant can be convinced to stop 
  and haggle. He sells mostly foodstuffs, spice, and silks, 
  but also has a few random low-level potions, though 
  he marks their price up by +5%.
  4
  A stray dog wanders along the path, half-starved 
  and looking for a new master.
  5
  A small flock of ravenous vultures greedily feast upon 
  the carcass of a dead horse.
  6
  A heat wave bakes the land, increasing the 
  temperature by 3d4 degrees.
  7
  A pack of 1d4 bestial hyenas comes sniffing around 
  looking for an easy meal.
  8
  Bandits 
  posing 
  as 
  missionaries 
  approach 
  the 
  characters, attempting to get them to lower 
  their guard so they can rob them of their worldly 
  possessions.
  
  8
  Frog God Games
  The Hills
  General Features: Alternating bands of red sandstone form the weath-
  ered hills. Daytime temperatures remain consistent with the surrounding 
  plains, but at night the temperature drops drastically into the 40s. 
  Random Hillside Attractions
  1d6
  Result
  1
  A string of ancient petroglyphs line the hillside. If 
  translated (requiring a successful DC 12 Intelligence 
  [linguistics] check), the glyphs warn trespassers they 
  are entering sacred lands and tell them to turn back 
  or be cursed.
  2
  The first climber triggers a small rockslide. Everyone 
  below must make a successful Dexterity DC 13 
  check or be pelted by rocks and dirt for 2d6 points 
  of bludgeoning damage. On a roll of 1, a character 
  is struck in the face and is temporarily blinded for 1d4 
  rounds.
  3
  Grazing on the outcropping are 1d4+1 giant goats. 
  They dislike intruders.
  4
  On a nearby rock are the remains of scribbled 
  charcoal image that bears several similarities to the 
  symbol of the Whispered Coalition. Unfortunately, the 
  image is too weatherworn to be certain.
  5
  A cold spell hits, decreasing the temperature by 4d4 
  degrees.
  6
  One of the characters surprises a viper sunning itself 
  on a rock. The snake strikes then quickly slithers off.
  Act 5: Into the Vault
  High in the hills, the characters finally find the secret entrance to the 
  Thief King’s Vault. At the location marked on the map is a shallow recess 
  carved into a cliff face that shelters a pair of stone doors. A pair of heavily 
  eroded statues whose familiar countenances again resemble the hideous 
  clay artifact flank entrance. A mural chiseled across the doors portrays in-
  digenous people performing a ritual beneath a sun depicted in 12 positions 
  from sunrise to sunset as it arcs across the sky. 
  Any character studying the doors’ designs can make a successful Wis-
  dom (Insight) check DC 15 to notice the buds of the flowers blossom 
  beneath the sunrise, but remained closed below the sunset. 
  A successful DC 12 Wisdom (Perception) check while inspecting the 
  statues notes that their mouths hang open just wide enough to slip in a 
  hand. Within each mouth, set into the back of the throat, is a small key-
  hole. Dalmont’s key from inside the clay artifact fits both holes perfectly. 
  The flowers and the sun offer clues to successfully opening the door. 
  Inserting the key into the statue facing the sunrise (east) unlocks the door, 
  while inserting the key into the statue facing the sunset (west) locks the 
  door.  The door is currently locked. If the key is inserted into the west-
  ern-facing statue while the door is still locked, a large click is heard and a 
  small black stone tumbles from a secret compartment in the statue’s navel 
  and lands at its feet. The stone is a loadstone; whoever picks it up suffers 
  its curse. (See Appendix B for details about the loadstone.)
  1. The Grand Foyer
  A flight of stone steps descends into a small chamber 
  facing a pair of huge iron-plated doors. The plates are 
  embossed with stylized faces, one featuring the sun and 
  the other the moon. From the center of each door hangs a 
  large brass pull ring. The doors appear to open inward. The 
  staircase occupies most of the chamber, wrapping around it 
  in a horseshoe shape. Primitive hieroglyphs cover the walls 
  from floor to ceiling, interspersed with etched vignettes of 
  strange anthropomorphic beings engaging with people living 
  in a village of small huts located beside a stream. 
  
  9
  Thief King's Vault
  
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  Frog God Games
  A successful DC 10 Wisdom (Perception) check notes scrapes on the 
  floor that confirm the doors open into the room. The doors are locked, but 
  easily picked with a successful DC 10 Dexterity check. Anyone opening 
  the door triggers a trap (see Area 2 for details). 
  The Pictographs: 
  Anyone examining the pictographs can interpret them with a successful 
  DC 10 Intelligence (Investigation) check.
  They depict blessings and prayers to a spirit or demon goddess who 
  protected the nearby villages. The goddess had a dual nature, with her 
  name translating to something like the Mother of Plagues and Fertility. 
  The villages made frequent ritual sacrifices to her, perhaps even human 
  sacrifices. Warnings abound that heathens or trespassers will be cursed 
  and hunted by the goddess’s monstrous children.
  If the Intelligence check was 18 or higher, the character instead realizes 
  that the pictographs are well-crafted fakes designed to replicate the pic-
  tographs of several different ancient tribes. The ominous spirit-goddess 
  likely never actually existed. Instead, the decorations appear to be a ploy 
  to scare away trespassers.  
  Developments: Aside from the double doors, the chamber doesn’t ap-
  pear to have any other exits. However, a successful DC 15 Wisdom (Per-
  ception) uncovers a secret door carved into the base of the steps. The door 
  conceals a passage leading to Area 3. 
  2. The Doors of Death
  The doors contain a mechanical spring that causes them to burst out-
  ward with a fair amount of force as soon as anyone attempts to open them. 
  Any creature standing in front of the doorway must make a DC 15 Dexter-
  ity save to jump clear or take 2d10 points of bludgeoning damage. Open-
  ing the doors also triggers a needle cannon trap (see below).If the char-
  acters examine the doors before opening them (and succeed on a DC 15 
  Wisdom [Perception] check), they spot an odd-looking metal pin attached 
  to a tautly stretched wire. Disabling the mechanism with thieves’ tools is 
  extremely difficult and requires a successful DC 22 Dexterity check. The 
  check only disables the doors, not the needle cannon trap hidden behind 
  them (see below). A successful DC 12 Wisdom (Insight) check determines 
  that the safest way to avoid the trap is to stand far away from the doors 
  before opening them.
  Needle Cannon Trap
  Facing the doors is a device resembling a pushcart holding a dozen 
  small wooden tubes, each aimed at the doorway. Opening the doors trig-
  gers the device, causing it to fire a hail of poison needles into the grand 
  foyer (Area 1). Each needle makes a ranged attack with a +8 bonus against 
  a random target between the doorway and staircase. Vision is irrelevant 
  to this attack roll. If there are no targets in the area, the needles don’t hit 
  anything. A target that is hit takes 1 piercing damage and must succeed on 
  a DC 15 Constitution saving throw, taking 11 (2d10) poison damage on 
  a failed save, or all of it on a successful one. Any creature struck by the 
  poisoned needles takes 1 piercing damage and 11 (2d10) poison damage. 
  A Wisdom (Medicine) check reduces the recovery time by half.
  Once the characters deal with the needle cannon, read or paraphrase the 
  room’s description:
  Aside from hiding the needle cannon, this room appears 
  entirely empty. Its sandstone-carved walls are plain, 
  unadorned by design or decoration.
  The lack of design seems inconsistent with the elaborate décor of the 
  adjacent chamber. The modern design of the needle cannon and the com-
  plex door mechanism should seem similarly incongruent. 
  
  11
  Thief King's Vault
  3. The Ominous Hallway
  If the characters pass through the secret passage in the grand foyer 
  (Area 1), read or paraphrase the following text:
  The secret passage beneath the stairs opens into a 10-foot-
  wide hallway with vaulted ceilings. The walls are carved from 
  sandstone. The hall continues for about thirty feet and ends at 
  a T-shaped intersection. An ominous swath of blood paints the 
  floor, trailing down the length of the hallway and turning east 
  at the intersection. About halfway down the hall, a crumpled 
  and blood-splattered cloth lies tossed against the wall.
  Anyone examining the cloth quickly realizes they are holding a tattered 
  cloak. Closer inspection spots a small metal clasp and a chain dangling 
  from the collar. A successful DC 12 Wisdom (Insight) check locates sever-
  al knife stabs in the cloth, but in several spots its seems torn by brute force. 
  Characters familiar with the Caltoshar thieves’ guild recognize the clasp: 
  It is forged in the symbol of the Whispered Coalition.
  Treasure: The cloak and clasp belonged to Dalmont Black. The once-
  fine cloak is now worthless, but the clasp is magic and of considerable 
  value (see the clasp of the Thief King in Appendix B).
  4. Charcoal Scribbles
  At this point in the passage, someone used charcoal to scribble 
  an arrow on the floor. It points down the hall to the west. 
  Beneath the arrow are two more scrawls: a pair of rectangles 
  and a single rectangle. The paired rectangles are circled, while 
  the single rectangle contains a skull and crossbones.
  The rectangles represent the doors in Area 8, and seem to suggest that 
  exiting through the double doors as the best course of action (it isn’t). 
  While the scribbles might suggest adventurers left this message, they 
  didn’t. Instead, members of Black’s guild placed them to dangerously 
  mislead any intruders. 
  5. The Gargoyle’s Grimace
  Two thick, brass-plated wooden doors block the entrance 
  to this chamber. Carved into the arch above the doors is 
  the grimacing face of a hideous gargoyle, its slender tongue 
  unfurled and beaded with a single drop of drool. 
  Anyone examining the doors notices they were deliberately spiked 
  shut. They have no obvious handles, but an individual with a prybar or a 
  similar tool can force them open with a successful DC 12 Strength check. 
  Snapping Gargoyle Trap
  Anyone inspecting the gargoyle carving with a successful DC 12 Wis-
  dom (Perception) check observes that it possesses an unusually deep 
  mouth. Much like the statures in the grand foyer (Area 1), the orifice is 
  large enough for a medium-sized creature to insert a hand. The hollow 
  mouth is about 8 inches deep and stashed within it rests a small bronze 
  key. The key opens the door to Area 12. If a living creature reaches into 
  the mouth, however, it immediately snaps shut. If the individual succeeds 
  at a DC 15 Dexterity save, she avoids having the maw clamp down on 
  her hand. It the character fails the save, she takes 2d10 points of damage 
  and her hand remains stuck fast in the jaws. Characters can attempt a 
  successful DC 20 Strength check to force the jaws open. Alternately, they 
  can bypass the trap using water from the statue’s basin as described below.
  If the characters manage to get inside the room, read or paraphrase the 
  following description:
  Large half exposed sandstone columns line the walls of 
  this chamber, crisscrossing in an intricate pattern across 
  the vaulted ceiling. The far wall falls into a wide curve and is 
  painted with a peeling montage of a burning city set between 
  two mountains. The painting creates a display that centers 
  upon a large demonic-looking statue. The statue holds a 
  spear in one hand and a basin in the other. 
  As soon as a living creature enters, a magic mouth spell activates and 
  the statue speaks in an angry, booming voice: “Violators! How dare you 
  come to my place of solitude?”  
  Developments: The basin holds about a half-inch of water. If water 
  from the basin is placed on the gargoyle head’s tongue, it’s safe to reach 
  inside the carving’s mouth and remove the key for the next 5 minutes. If 
  characters triggered the gargoyle’s mouth and closed it, or if someone 
  got stuck in it, splashing water on the gargoyle’s face resets the trap and 
  causes the mouth to open. 
  6. Dalmont’s Demise
  The bloody trail leads down this hallway and through a 
  set of open double doors. One of the doors hangs crookedly, 
  knocked from its hinges. From inside the room come the 
  sounds of wild thrashing and thumping and the eerie crack 
  of breaking bone. 
  Beyond the threshold, the chamber’s column-lined walls 
  curve around a large clay statue of another demonic-looking 
  creature with the head of boar. It clutches a staff in one hand 
  and an iron candle lantern in the other. A mural painted 
  behind the statue shows a massive ziggurat with three rivers 
  flowing from it. At the foot of the statue, a broken fleshy mass 
  flops spastically around on the floor, bleeding profusely from 
  its brutally battered face.
  Creature: The badly battered creature is all that is left of Dalmont 
  Black, though in his current condition, he’s hardly recognizable. A fiend-
  ish guardian of his own summoning turned on him and transformed him 
  into a grotesque creature known as an olithagorian thrall (see Appendix 
  A). As soon as it senses intruders, the creature flies into a rage, charges 
  them, and unrelentingly attacks. 
  Anyone making a successful DC 12 Wisdom (Perception) check notes 
  that the head of the staff can be removed to reveal a hollow inside that holds 
  a rolled piece of parchment. Anyone able to read Infernal can determine that 
  the parchment is some sort of pact between the Thief King and a supernat-
  ural being (a pact which dissolved the second Dalmont stepped outside the 
  range of the jurisdiction of his command). The creature’s name is scribed in 
  a strange language that makes it entirely impossible to pronounce. A DC 22 
  Intelligence (Religion) check lets a character recall that the name is ancient 
  and associated with a primordial fiend known as an olithagorian.
  The candle lantern can be removed and appears functional. The lantern is 
  enchanted to ignite any candle placed inside it, whenever a living creature 
  picks it up. A candle is already inside the housing, so it immediately crackles 
  to life as soon as anyone takes it. However, the candle is trapped (see below).
  Exploding Candle
  Sealed within the candle is a potent alchemical explosive. After burning 
  for 1d10+5 minutes, the wick ignites the explosive powder and it com-
  busts, dealing 4d10 fire damage to all creatures within a 20-foot-radius of 
  the lantern. Anyone within the blast radius who makes a successful DC 12 
  Reflex save takes half damage.
  Gnomes are familiar with the alchemical explosive housed within the 
  candle. One round before the explosive detonates, allow any gnomes to 
  
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  Frog God Games
  make a DC 15 Passive Perception check to smell it. If the character suc-
  ceeds, she suddenly realizes what’s about to happen and gains the ability 
  to take one move action before the explosion occurs.
  7. The Coffins
  The row of stone coffins lining the back wall of this 
  elongated chamber suggests that it served as a burial hall 
  or mausoleum. The coffins lie in disarray, heavily chipped 
  and cracked by the prybars that tore open their lids. Eerily, 
  dozens of bare footprints trample through the thick layer of 
  gray ash and yellow bone fragments littering the flagstones. 
  The room stinks with the putridness of decomposition.
  Characters inspecting the coffins quickly discover that nearly all of 
  them are empty, likely pilfered by looters. Haphazardly stuffed into the 
  sarcophagus at the north end of the room lies the crumpled and now de-
  composing corpse of what was once most likely a human. Unfortunately, 
  something pounded the victim’s face to bloody pulp, making it near im-
  possible confirm anything. A successful DC 15 Wisdom (Investigation) 
  skill check reveals that the corpse died within the last couple of days, 
  likely of blunt force trauma. Unfortunately, since its entire face has been 
  pounded to gore, any attempts to use spells such as speak with dead prove 
  ineffectual at recovering information about how and when the victim died. 
  The corpse wears a suit of studded leather armor and a sheath with a short 
  sword hangs from his girdle. Near the body lies a backpack containing a 
  set thieves’ tools, a crowbar, a half-full water canteen, and a small coin 
  pouch with 65 gold coins.
  8. The Chapel of Last Rites
  At first glance, this chamber appears to be some sort of 
  chapel used to worship or perform ceremonies. In each corner 
  stands a medium-sized clay statue, each with the features 
  bearing a similar likeness to Dalmont’s statuette. All of them 
  face inward, grimacing menacingly. Near the center of the 
  chamber rest several small rows of stone pews facing an altar 
  dressed with a mold-spotted straw mat. Behind the altar, a 
  large iron bell hangs from the ceiling by a thick chain. On 
  the south wall, directly opposite the entrance, is an archway 
  blocked by another set of double doors. Graffiti scrawled in 
  charcoal across the door’s face reads, “SOD OFF OR DIE!” 
  Closer to the altar is another door set in the same wall.
  None of the entrances or exits is locked.
  In between the third and fourth rows of stone pews lie two crumpled 
  bodies. Both appear to be human, though their faces have been bashed in. 
  The corpses wear torn leather armor soaked with splatters of gore. Anyone 
  checking the inside right wrist of either corpse notes the telltale scar of the 
  brand of the Whispered Coalition. Searching the bodies uncovers nothing 
  of value. 
  A successful DC 25 Intelligence (Religion) check to identify the reli-
  gion or religious significance of the room or its trappings provides neb-
  ulous results. Indeed, this temple contains elements of several different 
  ancient demons. 
  A successful DC 25 Intelligence (Appraise) check notes the crafts-
  manship and construction of the room is inconsistent with the abilities of 
  primitive people thought to have lived in this region. This suggests that 
  the temple, and perhaps even the vault itself, is likely an elaborate hoax 
  constructed by the Thief King (Dalmont’s precise intent). During his rule, 
  the Thief King primarily used this room to hold covert conferences with 
  important allies.
  Anyone inspecting the altar notes ring stains on the mat that suggest 
  other items were once present. The mat covers a small, unlocked hatch 
  set into the surface of the altar. In the hollow beneath is a small iron key 
  that opens the double doors to the south. However, the key itself and the 
  passages beyond are a red herring placed to deliberately lead any would-
  be trespassers astray. The hatch’s true design is to function as a switch. If 
  opened, it unlocks the adjacent door to the south.
  The 4-foot-long bell weighs about 300 pounds. If anyone rings it, a low 
  rumbling tone immediately attracts the attention of 4 olithagorian thralls 
  (see Appendix A). The thralls enter the room 1d4+2 minutes later from 
  the southern double doors and attack. 
  9. The Sloped Passage
  About 10 feet down the hall, the floor pitches downward, slowly at 
  first, but increasing to a 45-degree angle by the corridor’s midpoint. At 
  this point, the floor is slicked with grease. Any character stepping onto the 
  greased slope must make a successful DC 15 Dexterity (Acrobatics) check 
  to avoid slipping and sliding rapidly down the slope into the door at the 
  end of the hall (see Trap Area 10)
  Climbing back up the slick slope is also tricky and requires a successful 
  DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. 
  Characters employing the thoughtful use of ropes and iron spikes (or 
  similarly thoughtful actions) can easily bypass the trap.
  10. Drop in the Bucket 
  The northern doors to this chamber are unlocked and 
  loosely hinged so they freely swing open at the slightest touch. 
  Locking Pit Trap
  Directly on the other side of the threshold lies a 20-foot-deep pit trap. If 
  anyone falls into the pit, the bottom contains a pressure plate that causes 
  the doors to swing closed and lock. A successful DC 20 Strength check 
  is necessary to pry open the cover. The cover can also be smashed open. 
  A character in the pit can attempt to disable the locking mechanism from 
  the inside with a successful DC 15 Dexterity check using thieves’ tools.
  Curiously, several dozen small holes line the pit walls. The presence of 
  any living creature in the pit agitates a swarm of poisonous snakes living 
  in the holes. Six snake swarms pour from the walls and attack within 1d4 
  rounds.
  Swarms of Poisonous Snakes (6): AC 14, hps 36 (8d8); Bite (+6, 
  2d6 + DC 10 Constitution poison saving throw, deals 4d6 
  poison damage of a failed save or half as much damage 
  on a successful save.
  A series of bas-relief carvings cover the walls. The images 
  depict several deformed creatures with distorted faces, 
  distended potbellies, and gangly arms passing an assortment 
  of mundane items around in a circle. The items include a vase, 
  a torch, a turtle, a feather, a stone, a small bushel of grain, a 
  sickle, a flower, and what might be some sort of holy symbol. 
  A large round mirror hangs upon the face of a wooden door 
  set into the east wall.
  As with the rest of the vault, all the carvings in the room are fraudulent 
  composites and have no real religious significance.
  Anyone examining the relief carvings of the two creatures flanking the 
  door in the east wall and making a successful DC 25 Wisdom (Percep-
  tion) check notes that the figures’ bellybuttons are hollow. The hollows 
  are peepholes that extend into the adjacent chamber. Behind each lurks an 
  olithagorian thrall (see Area 11). The thralls use the holes to listen only 
  so they need not put their faces near them, making them nearly impossible 
  to see. Anyone peeking through the holes and succeeding at a DC 20 Wis-
  dom (Perception) check spots what appears to be some sort of humanoid 
  creature, although they cannot make out more than a basic shadowy form.
  
  13
  Thief King's Vault
  Development: Characters can use the mirror to avoid looking directly 
  into the accursed pool in Area 12. Furthermore, looking into the mirror 
  immediately and permanently breaks the effect of anyone afflicted with 
  the pool’s curse.
  11. The Corridor
  This narrow corridor extends westward about 15 feet, 
  then opens into a wider hallway. Farther ahead, the hallway 
  appears to empty into a larger chamber, though it appears 
  blocked off by a wall of thick iron bars. An iron door hangs 
  in the center of the wall of bars, its face etched with a curious 
  geometric symbol.
  Creatures: Waiting in the shadows behind each peephole flanking the 
  entrance (and hidden by half walls that make the hallway appear narrower 
  than it really is) are a pair of former guild guards — or what remains of 
  them, since their faces have been pulverized and they have no eyes and are 
  now 2 thralls. When Dalmont’s pact broke, these unlucky men were among 
  the first the olithagorians bludgeoned and reshaped to serve as his thralls. 
  If the PCs didn’t detect the peepholes in Area 10, then the thralls hid-
  den behind the walls gain surprise. They wait for the characters to ap-
  proach the barred gates, then rush them from behind and attack while their 
  backs are turned. The thralls attempt to smash and butcher the intruders or, 
  at the very least, force the characters into the next room and lock them in. 
  If they manage to somehow trap the PCs, one of the thralls rushes to find 
  his master and bring him to examine the prisoners.
  12. The Chamber of Kings
  The door to this chamber opens directly in front of a large 
  shimmering pool, its mortared brick sides raised about two 
  or so feet above the mosaic-laid floor. Three statues line each 
  side of the chamber, somberly peering toward a curved alcove 
  that centers upon a reddish-colored sandstone sarcophagus 
  set upon a raised dais. Carved stone beams rise from the floor 
  and run between the statues up to the ceiling where they 
  crisscross into a net-like pattern. 
  The Waters of Desire: The pool’s waters carry a potent curse. Anyone 
  gazing into the pool must succeed at a DC 12 Wisdom save or their mind 
  becomes flooded by promises of fulfilled desires. For the next minute, or 
  until the victim’s gaze is broken, he acts as if under an enthrall spell.
  The weighty stone lid of the sarcophagus is sealed with some sort of 
  wax, but isn’t locked. It weighs 300 pounds. 
  Creature: Inside the sarcophagus is the vault’s original guardian, a 
  gruesome flesh golem crudely assembled from the body parts of half a 
  dozen corpses. The creature’s forehead is branded with the mark of the 
  thieves’ guild. Dalmont replaced the unreliable monstrosity after it went 
  berserk and killed several of his best thieves. Ever practical, he decided 
  to store the automaton in this chamber as a backup. Unless the characters 
  make an effort to be quiet, the golem hears them and begins banging wild-
  ly on the lid. The excitement of hearing living creatures again causes the 
  flesh golem to go berserk and attack 1d4 rounds later. 
  Flesh Golem: AC 9, hps 93 (11d8+44); Two slams (melee 
  weapon attack +7, 2d8 + 4 bludgeoning damage).
  13. The Howling Passage
  When the characters enter the passage, read or paraphrase the following 
  description:
  The passage’s walls glisten with moisture, and the scents of 
  mildew and musk clot the air. The muck-slicked floor seems 
  to grasp at your feet as you pass through. The passage leads 
  to a worn wooden door, its planks swollen with moisture and 
  spotted with mold. 
  Anyone inspecting the floor notices a trail of footprints, clear evidence 
  of recent use.
  Developments: Dalmont cultivated a patch of shriekers in the adja-
  cent chamber (Area 14). As soon as the characters proceed more than 25 
  feet into the passage, the fungi suddenly erupt with fiercely loud, terrible 
  shrieks.
  14. The Fungal Tomb
  If characters open the door to the chamber, read or paraphrase the fol-
  lowing description:
  The door opens into a small chamber centered on a single 
  sarcophagus surrounded by rusted iron candle holders, each 
  about 4 feet tall, and topped with a graying lump of melted 
  tallow. A wash of mud covers the floor, dotted with puddles of 
  brackish water. The entire chamber blooms with drab, fleshy 
  splotches of fungus and mold.
  Creatures: Hidden within the patches of normal fungus are 8 shriekers. 
  If a light source or living creatures come within 30 feet of the fungi, they 
  
  14
  Frog God Games
  begin howling and continue wailing until destroyed. 
  Anyone searching for tracks can make a successful DC 25 Wisdom 
  (Survival) check to discover several pairs of deformed footprints headed 
  toward the back wall.
  The water in the room comes from a slowly dripping clay pipe protrud-
  ing from the western corner of the south wall, set 6 feet above the floor.
  Creatures: A black pudding lives in the leaky pipe, remaining mo-
  tionless until the characters attract its attention by probing the pipe or by 
  creating a similar disturbance. Once aware of a living food source, the 
  mindless blob slithers forth to claim its meal.
  Black Pudding: AC 7, hps 85 (8d8); pseudopod (1d20+5, 
  1d6+3+4d8)
  Sarcophagus: The lid to the sarcophagus is unlocked but weighs 300 
  pounds. It contains a mud-covered skeleton. 
  Secret door: Characters must succeed on a DC 20 Wisdom (Percep-
  tion) check to find the secret door in the east wall. The door is unlocked 
  and easily slides open to expose a narrow and rough-hewn tunnel.
  15. The Plate
  This section of the tunnel contains a pressure plate in the floor that caus-
  es the secret door in Area 13 to slide shut and lock. Characters searching 
  the tunnel for traps must make a successful DC 20 Wisdom (Perception) 
  check to spot an unusual crack in the floor. 
  Locking Door Trap
  Mechanical trap
  The pressure plate is 5 feet long and spans the width of the tunnel. 
  While there’s not a lot of room to jump over the plate, the cramped walls 
  are narrow enough for medium-sized characters to climb above it with a 
  DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. Alternately, 
  an individual with thieves’ tools can attempt a DC 20 Dexterity check to 
  disable the mechanism. 
  Developments: If the characters trip the plate, a soft click echoes 
  throughout the tunnel, but they detect no other obvious effects. If they 
  retrace their steps, however, they discover that the secret door is now shut 
  and stoutly locked. No locking mechanism is obvious, and the only way 
  to open the door is by forcefully prying it open with DC 25 Strength check 
  using a prybar or similar tool. Alternately, using magic or breaking down 
  the door might also provide egress. 
  16. The Broken Glyph
  The air in the passage smells faintly of burnt sagewood. A 
  string of curious arcane markings run the width of the floor. 
  Filled with gray ash, the markings are about a half-inch deep 
  and run the width of the passage. Just beyond the markings, 
  the crudely carved tunnel narrows and twists, continuing 
  into darkness. 
  Examining the markings with a successful DC 13 Knowledge (Arcane) 
  check determines that they are the remains of a triggered glyph of warding 
  spell set with a magic circle spell, its duration obviously expended.
  Creature: Just beyond the broken glyph, Dalmont’s murderous oli-
  thagorian guardian (see Appendix A: New Monsters) lies in wait for 
  prey. Unless the characters move quietly, the creature senses their advance 
  and assumes its vapor form to gain surprise. The creature continues to 
  poison victims until it returns to its natural form and retreats. 
  Tactics. The olithagorian retreats to Area 18 and prepares to make its 
  final stand.
  17. Treasure Warrens
  A crude barricade of broken rubble blocks the entrance to this section 
  of tunnels. Unless previously summoned by their olithagorian creator, a 
  pair of olithagorian thralls (see Appendix A) wait at the barricade and 
  the entrance. They recklessly attack any intruders attempting to access 
  these tunnels.
  Beyond the barricade, the tunnels narrow, becoming so cramped that 
  medium-sized creatures must crawl to squeeze through to access the stor-
  age alcoves within. Each passage leads to a hidden cave with just enough 
  room to stand.
  17-A. Shallow Cave
  This shallow cave hides a small oak chest bound with rusted iron bands 
  and secured with a large padlock. Anyone using thieves’ tools can open 
  the lock with a successful DC 15 Dexterity check. A successful DC 20 
  Wisdom (Perception) check spots strangely colored dust sprinkled around 
  the edges of the lid. 
  Trap: Anyone opening the chest triggers a glyph of warding trap 
  placed on it. The glyph is an explosive runes glyph that deals 4d6 acid 
  damage. 
  Treasure: The chest contains 110 pp, 2,100 gp, 10,000 sp, 900 cp, a 
  finely carved drinking horn (35 gp), and a set of masterwork thieves’ tools.
  17-B. Cave Alcove  
  Nestled in a small alcove at the back of this cave lie three small leather 
  sacks tied shut with leather thongs. 
  Treasure: One sack holds a half-dozen assorted small gemstones each 
  worth 1d10+50 gp. Another sack contains a collection of 24 rings in var-
  ious sizes and of varying value and craftsmanship. The rings are worth 
  4d20 gp each. The last sack holds eight necklaces, all of high quality but 
  again of varied styles. Each is worth 1d4 x 100 gp. 
  17-C. Cramped Cave
  In the center of this cramped cave stands an ornately etched coffer 
  sculpted from black basalt. The coffer is sealed shut with wax. 
  Treasure: The coffer holds 6 flasks of alchemist’s fire, 3 pouches of 
  malice poison, a glass vial with assassin’s blood poison, a potion of invul-
  nerability, a potion of speed, and a potion of superior healing. 
  18. The Storage Cave
  An assortment of crates, boxes, and barrels cram this cave, 
  giving it the appearance of a makeshift warehouse. Sealed clay 
  vessels line the walls near which rest large baskets holding 
  bolts of cloth and rope coils. An open-faced crate overflows 
  with a variety of carpentry and masonry tools, including 
  hammers, hand bores, picks, and shovels. Three glass jugs 
  filled with amber fluid balance atop a rickety wooden table 
  next to a short stack of bricks. Beneath the table lie several 
  bent metal bars and hunks of scrap ore. 
   
  Dalmont used this section of the tunnels to hide stores of provisions, 
  water, and other mundane items he thought might be necessary if he was 
  forced to hide out in the vault. The crates contain several months’ worth 
  of dried fruits and meats, rice, and 6 20-pound bags of flour. There are 12 
  sealed clay vessels, each holding 30 gallons of fresh water. The three jugs 
  contain lamp oil. The tools and rope are all mundane items. The scrap 
  metal and bricks serve as backup building supplies for shoring up passag-
  es and other repairs. In addition to tools, one crate holds several tins of 
  paint pigments, some old paintbrushes, and a bucket of plaster. Another 
  is stuffed with a few dozen torches, some jars of pitch, a bundle of dried 
  kindling, several bits of flint, and a steel file.
  Creature. After the characters encounter the olithagorian, it retreats 
  
  15
  Thief King's Vault
  to this location in the narrow entrance tunnel. The creature waits in this 
  chamber, hiding amid all the junk. Allow characters who make a success-
  ful DC 14 Passive Perception check to spot him upon entering; otherwise, 
  the creature has surprise. He immediately uses his significant influence to 
  call the olithagorian thralls in Area 17 to rush to his aid and defend him. 
  This time, the creature fights until destroyed.
  Concluding the Adventure
  Upon exiting the vault, the characters encounter a small encampment of 3 
  guild thieves and a woman waiting to parley with them. One of the men bears 
  a strong resemblance to Colben, and is in fact his brother, Tymor. He introduc-
  es the woman as Dalmont Black’s wife, Adessia. The second man is a diviner 
  named Utherius, while the third is a tracker named Speg. The three men are 
  loyal to Adessia, who has come seeking word of Dalmont’s whereabouts or to 
  find out if the characters have learned the location of his secret vault.
  The characters can now inform Adessia that she has been widowed. As 
  might be expected, the task is rather unpleasant. Still, she is a strong wom-
  an and holds her composure long enough to tie up any loose ends. First 
  on her list of priorities, Adessia seeks to recover a clasp worn by her late 
  husband (see Area 3). While it has magical properties, more importantly 
  whoever possesses the clasp — whether by vote, inheritance, or thievery 
  — becomes the new head of Caltoshar’s thieves’ guild. 
  She immediately describes the item and pleads for its return. As she 
  speaks, she swells with sentimentality and a tear falls from her eye. 
  “My husband always fastened his cloak collar with a small 
  clasp, which is of great sentimental value to me. I would ask 
  that if you have it within your possession, that you would 
  return it. For such an act of honor, I would be gratefully 
  indebted to you.”
  If the characters wish to make a Wisdom (Insight) check to weigh the 
  widow’s intentions, you can have her counter them with an opposed Decep-
  tion check. If she loses the contest, the characters sense she may be with-
  holding information, though she expresses genuine grief over her loss.
  As Adessia awaits a response, her allies listen intently in the event the 
  characters lie or deceive as an attempt to keep the clasp for themselves. If 
  the characters claim not to have the clasp (whether they truthfully do not 
  have it or if they are lying), the diviner attempts to covertly cast a locate 
  object spell to determine if the clasp is anywhere in the nearby vicinity.
  Should the characters attempt to keep the brooch, either honorably or 
  through chicanery, Adessia makes arrangements with several powerful 
  allies (all former guild members loyal to her husband) to track the char-
  acters for a week’s travel outside the city or one month if they remain in 
  town. After that, they have commands to reclaim the item by any means 
  necessary. 
  After dealing with the clasp, Adessia next requests the key to her hus-
  band’s vault, now hers by right. If the characters took any of the treasure, 
  she informs them that all valuables within the vault are also her property. 
  However, she explains, she is reasonable enough to offer each character a 
  choice item or valuables from the cache equal to 200 gp. 
  Settling with Adessia provides closure to the adventure and, depending 
  on how favorably they dealt with her, she may provide them with resourc-
  es, jobs, or other offers during their downtime.
  Developments. Alternatively, any character can use the clasp to claim 
  the title of guildmaster. Should this occur, the individual remains in the 
  city as the guildmaster and thereafter becomes an NPC.
  Appendix A: New Monsters
  Olithagorian 
  Olithagorians are primordial fiends that drift through the lower planes 
  seeking to spread pain and suffering. In their dominant physical form they 
  appear vaguely humanoid, consisting of corpse-like flesh stretched across 
  a hulking, yet distorted frame that appears as if it was stretched and bro-
  ken upon a rack. Thick keloid bands cover their entire body and hideously 
  scarred, featureless face.
  Pain Feeders. Olithagorians are driven by an insatiable hunger for pain 
  and suffering. They collect mortal thralls whom they first lobotomize, 
  then sculpt their flesh and bone until they are wholly unrecognizable. For 
  this reason, some ancient texts refer to these creatures as flesh sculptors. 
  While most sages believe the olithagorians first rose from the Abyss in 
  response to mortal suffering, they cannot be classified as demons and their 
  true origin remains a mystery. 
  Services Rendered. Olithagorians are bound strongly to the lower 
  planes and have difficulty leaving them of their own accord. Without a 
  steady supply of mortal suffering, they are unable to feed. To overcome 
  this tortured existence, they forge pacts and offer services with any fiend 
  or mortal able to offer them access to the material world where they can 
  indulge in the pleasures of wracking mortal flesh. Such contracts allow 
  them to serve as emissaries, guardians, and mercenaries for various fiends 
  and evil humans. Dangerously wily when forging their pacts, they attempt 
  to weave in dozens of loopholes that they can easily break. 
  Toxic Vapor Form. An olithagorian can shed its physical form and 
  transform into a noxious cloud of inky vapor toxic to mortals. In this form, 
  the creature can enter the flesh of an unconscious mortal and feed off the 
  deliciousness of their pain and suffering. During this process, the creature 
  lobotomizes its victim, transforming it into a mindless thrall with enough 
  life only to keep it breathing. It then gruesomely sculpts flesh and bones 
  until the thrall feels nothing but anguish and suffering.
  Olithagorian 
  large fiend, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 83 (11d10+22)
  Speed 40 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  15 (+2)
  15 (+2)
  13 (+1)
  12 (+1)
   
  Saving Throws Dex +6, Con +5, Wis +4
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities cold
  Senses blindsight 30ft. (blind beyond this radius), passive 
  Perception 11
  Languages telepathy 90 ft
  Challenge 6 (2,600 XP)
  Horrifying Visage. While in its physical form, each mortal 
  creature within 60 feet of the olithagorian that can see 
  it must succeed on a DC 15 Wisdom saving throw or be 
  Frightened for 1 minute. A Frightened target can repeat 
  the saving throw at the end of each of its turns, ending the 
  Frightened condition on itself on a success. If a target’s 
  saving throw is successful or the effect ends for it, the target 
  is immune to this olithagorians’s Horrifying Visage for the 
  next 24 hours.
  Read Thoughts. The olithagorian magically reads the surface 
  thoughts of one creature within 60 feet of it. The effect can 
  penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 
  2 inches of metal, or a thin sheet of lead blocks it. While the 
  target is in range, the olithagorian can continue reading 
  
  16
  Frog God Games
  its thoughts for as long as the olithagorian’s concentration 
  isn’t broken (as if concentrating on a spell). While reading 
  the target’s mind, the olithagorian has advantage on 
  Wisdom (Insight) and Charisma (Deception, Intimidation, 
  and Persuasion) checks against the target.
  Toxic Vapor Form. 1/day, the olithagorian can use its action to 
  shift from its physical form into a cloud of toxic vapor. While 
  in vapor form, the creature’s only method of movement is 
  a flying speed of 20 feet. The cloud has an indefinite form, 
  but it can spread up to a maximum radius of 10 feet and 
  can enter and occupy the space of another creature. It 
  can remain in its vapor form for 1d6+2 rounds, after which it 
  reverts to its physical form.
  Any creature that starts its turn in a space occupied by 
  the vapor form must make a DC 15 Constitution saving 
  throw, taking 9 (2d8) poison damage on a failed save, 
  or half as much damage on a successful one. If the 
  poison damage reduces the target to 0 hit points, the 
  target is stable but Poisoned for 1 hour, even after 
  regaining hit points, and is Paralyzed while Poisoned 
  in this way. 
  The vapor form can pass through small holes, narrow openings, 
  and even mere cracks, though it treats liquids as though 
  they were solid surfaces. The vapor form can’t fall and 
  remains hovering in the air even when Stunned or otherwise 
  incapacitated. As a vapor, the creature cannot manipulate 
  objects, and any objects it was carrying or holding can’t be 
  dropped, used, or otherwise interacted with. It also cannot 
  make physical attacks. It gains advantage on Strength, 
  Dexterity, and Constitution saving throws.
  Actions
   
  Multiattack. The monster makes three attacks: one with its 
  slam with its head and two with its claws.
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) slashing bludgeoning. 
  Headbutt. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage. 
  Legendary Actions 
   
  The olithagorian can take 3 legendary actions, choosing 
  from the options below. Only one legendary action can be 
  used at a time and only at the end of another creature’s 
  turn. The olithagorian regains spent legendary actions at 
  the start of its next turn.
  Call Thralls. Any thralls within the lair immediately rush to the 
  olithagorian and aggressively defend it against intruders.
  Extreme Headbutt. The olithagorian makes one headbutt 
  attack. If the attack succeeds, in addition to taking 
  damage, the creature must succeed on a DC 15 Wisdom 
  saving throw or be knocked senseless, becoming Stunned 
  until the end of the olithagorian’s next turn.
  Create Thrall. If the olithagorian is in vapor form, it can swiftly 
  enter the body of a dying creature. Each round thereafter, 
  it attempts to transform the creature into a thrall. It gives the 
  creature disadvantage on death saves. If the victim fails 
  three death saves with the olithagorian inside it, it doesn’t 
  die but instead becomes the olithagorians’s lobotomized 
  thrall. Thereafter, the thrall is under the control of the GM 
  until it is killed or cured of its condition. 
  Olithagorian Thrall
  Medium humanoid, neutral
  Armor Class 
  Hit Points 44 (8d8+ 8)
  Speed 30 ft.
   
  STR
  DEX
  CON   
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  12 (+1)
  1 (–5)
  1 (–5)
  1 (–5) 
   
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Damage Immunities cold
  Senses blindsight 30ft. (blind beyond this radius), passive 
  Perception 6
  Languages — 
  Challenge 2 (450 XP)
  Horrifying Visage. Each mortal creature within 60 feet of the 
  olithagorian thrall that can see it must succeed on a DC 
  13 Wisdom saving throw or be Frightened for 1 minute. A 
  Frightened target can repeat the saving throw at the end 
  of each of its turns, ending the Frightened condition on itself 
  on a success. If a target’s saving throw is successful or the 
  effect ends for it, the target is immune to this olithagorian 
  thrall’s Horrifying Visage for the next 24 hours.
  Thrall Weaknesses. Casting a greater restoration spell upon 
  an olithagorian thrall frees the victim from its torturous 
  condition. A thrall targeted by the spell falls unconscious 
  and slowly reverts to its previous form. Again on the brink of 
  death, the victim must make death saves to avoid dying 
  from the gruelingly painful transformation.
  If the olithagorian that created the thrall dies, the thrall slumps 
  to the floor and flops around spastically for 2d6 rounds before 
  dying. Within this narrow timespan, it’s still possible to cast 
  greater restoration on the thrall to return it to its former self.
  Actions
   
  Multiattack. The monster makes three attacks: one with its 
  slam with its head and two with its claws.
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) slashing bludgeoning. 
  Headbutt. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 6 (1d4 + 4) bludgeoning damage. 
  
  17
  Thief King's Vault
  Appendix B:  
  New Magic Items
  Magic Items
  Loadstone 
  Wondrous item, very rare
  This small, jet-colored stone is about the circumference of a coin. Its 
  sheen is slightly dull, and it has tiny veins of galena and iron running 
  through it. The stone feels curiously heavy for its size, a hint that suggests 
  the nature of its curse. 
  Curse. As soon as you pick up the stone, it immediately bonds to your 
  person. Thereafter, you are weighted by the loadstone. For as long as you 
  possess it, you move only half your normal movement rate and cannot, 
  swim, jump, or climb. You cannot make the dash combat action, nor can 
  you take bonus actions or reactions. Worse, no matter how hard you try, 
  you are unable to rid yourself of the accursed of the stone. Crushing it 
  to powder, hurling it into the ocean, or any other such attempt proves 
  fruitless. On the morning following each attempt, the stone miraculously 
  reappears somewhere upon your person. A remove curse spell or similar 
  magic cast upon either you or the loadstone breaks the curse, at which 
  point you can rid yourself of the stone. It doesn’t prevent the next per-
  son who touches the stone (yourself included) from reactivating its curse. 
  Casting identify upon the loadstone before touching it also reveals the 
  nature of its curse.
  Clasp of the Thief King
  Wondrous item, unique
  The face of this small steel clasp is inscribed with an unusual symbol 
  or rune. 
  Anyone who speaks Thieves’ Cant who succeeds on a DC 15 Intelli-
  gence check (history) identifies it as the symbol of the thieves’ guild of 
  Caltoshar. The clasp is magical: If a rogue or bard wears it, it functions 
  as a brooch of shielding; however, if an individual attunes herself to the 
  clasp, its true function is revealed.  
  For as long as it remains within the city limits, the individual attuned to 
  the clasp can use it to contact the spirit of any of the city’s former Thief 
  Kings (all of whom are deceased). Once per week, as a ritual, they may 
  make contact to consult with any one of these spirits, which provide the 
  individual with information as if they had cast a legend lore spell. The 
  clasp belonged to the first Thief King of Caltoshar and has since been 
  passed down as a symbol of his power and influence. It is the tradition 
  of the guild that whoever wears the clasp must serve as the Thief King of 
  Caltoshar. This ensures that only the strongest, most cunning, and most 
  respected individuals have charge over the guild.
  Should the clasp’s owner transport it more than 30 miles beyond the 
  city of Caltoshar, it loses its attunement and the owner can no longer use it 
  to seek counsel, although the clasp still functions as a brooch of shielding. 
  Perhaps more dangerously, once outside the city limits, any guildmember 
  can contest the individual’s claim as head of the thieves’ guild. Should 
  they gain possession of the clasp and return with it to the city and attune it 
  to themselves, they become the new Thief King.
  Appendix C: Iconics
  Balthazog Preue
  Like most gnomes of the region, you grew up in a small mining village 
  in the hills just beyond the more civilized cities of the men to the south. 
  You took your first job as a cart-boy on a merchant caravan and quickly 
  learned that traveling suited you. You loved to wander the countryside 
  learning new stories and sharing the culture of your people. Gregari-
  ous, you had a knack for talking to people, so the village council and the 
  merchant’s trade commission nominated you to serve as the emissary of 
  Brightstone, a position you accepted with relish.
  Recently, the town council concluded that for the town to grow and 
  prosper, they need to establish new trading partners. You have been asked 
  to travel south and set the groundwork for doing regular trade with the 
  prosperous human city of Caltoshar.
  Balthazog Preue
  Male rock gnome Bard 5
  Small humanoid, neutral good
  Armor Class 13 (studded leather)
  Hit Points 28 (5d8)
  Speed 25 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  8 (–1)
  13 (+1)
  11 (+0)
  16 (+3)
  12 (+1)
  17 (+3)
   
  Saving Throws Dex +4, Cha +6 (Advantage vs. magic)
  Skills Acrobatics +4, Animal Handling +2, Arcana +6, Athletics 
  +0, Deception +6, History +6, Insight +7, Intimidation +4, 
  Investigation +4, Medicine +2, Nature +4, Perception +2, 
  Performance +6, Persuasion +9, Religion +4, Sleight of Hand 
  +4, Stealth +2, Survival +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Dwarvish, Gnomish, Undercommon
  Actions
   
  Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80 
  ft./320 ft., one target.
  Hit: 1d8+1 piercing damage.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target.
  Hit: 1d6+1 piercing damage.
  Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one creature.
  Hit: 1 bludgeoning damage.
  Spellcasting. Balthazog is a 5th-level spellcaster. His 
  spellcasting ability is Charisma (spell save DC 14, +6 to 
  hit with spell attacks). He has the following bard spells 
  prepared:
  Cantrips: message, prestidigitation, viscous mockery
  1st level (4 slots): charm person, disguise self, longstrider, 
  unseen servant
  2nd level (3 slots): enhance ability, invisibility, shatter
  3rd level (2 slots): dispel magic
  Equipment Light crossbow, short sword, studded leather, 
  backpack, bagpipes, case, map or scroll x2, small chest, 
  clothes, fine, crossbow bolts (30), immovable rod, ink (1 
  ounce bottle), ink pen, lamp, oil (flask) (2), pan flute, paper 
  (5), perfume, pick, miner’s, potion of healing (3), quiver, 
  sealing wax, soap, tinker’s tools, 463 gp.
  
  18
  Frog God Games
  Gretchen Grundle
  Born in the small and isolated gnomish village of Brightstone, as a child 
  you displayed a knack for the healing arts. As a young woman, you were 
  sent to train with a priest in the neighboring village. You met a man there 
  named Kes Black who occasionally hired you. Kes often spoke of the 
  nearby city of Caltoshar and of his general distrust of its people, despite 
  the fact that he was born in the city and still had family living there. When 
  you completed your apprenticeship, you returned to Brightstone to serve 
  as the town’s priest. Recently, you discovered your flighty brother Quigs-
  ley volunteered to escort the emissary on a visit to Caltoshar. Suspecting 
  he holds at least one ulterior (and not so bright) reason for going, you also 
  signed on in order to prevent him from getting into too much trouble.
  Gretchen Grundle
  Female Rock Gnome Cleric 5
  Small humanoid, neutral good
   
  Armor Class 15 (Mithral Chain Shirt)
  Hit Points 38 (5d8+10)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  8 (–1)
  14 (+2)
  14 (+2)
  14 (+2)
  17 (+3)
  10 (+0)
   
  Saving Throws Wis +6 (Advantage vs. magic), Cha +3 
  (Advantage vs. magic)
  Skills Insight +6, Medicine +6, Persuasion +3, Religion +5
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Dwarvish, Elvish, Gnomish
  Actions
   
  Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target.
  Hit: 1d6-1 bludgeoning damage or 1d8-1 bludgeoning 
  damage if used with two hands to make a melee attack.
  Sling. Ranged Weapon Attack: +5 to hit, range 30 ft./120 ft., 
  one target.
  Hit: 1d4+2 bludgeoning damage.
  Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one creature.
  Hit: 1 bludgeoning damage.
  Spellcasting. Gretchen is a 5th-level spellcaster. Her 
  spellcasting ability is Wisdom (spell save DC 14, +6 to hit with 
  spell attacks). She has the following cleric spells prepared:
  Cantrips: light, mending, sacred flame, spare the dying
  1st level (4 slots): bless, cure wounds, sanctuary, shield of faith
  2nd level (3 slots): augury, lesser restoration, spiritual weapon
  3rd level (2 slots): beacon of hope, remove curse
  Equipment Mithral chain shirt, quarterstaff, sling, 2 blocks of 
  incense, alms box, backpack, blanket, candle (10), censer, 
  herbalism kit, holy symbol (amulet), holy water, rations (2), 
  sling bullets (20), soap, spell scroll of find traps, tinderbox, 
  vestments, waterskin, 239 gp, 7 sp.
  Quigsley Grundle
  Having learned the trade from your father, you grew up a tinkerer — 
  though truthfully, it bores you. Instead, you spent much of your youth 
  dreaming about going on adventures. At some point, a small caravan came 
  through town, at which point you met the acquaintance of a man named 
  Grismore Kaine. The man was injured and stayed on for a few weeks, 
  during which time he spent a lot of time fiddling with locks. He carried 
  strange tools, and after you got to know him, he showed you how they 
  worked. The night before he left, he told you a secret: He worked for a 
  man named Dalmont Black, the head of the thieves’ guild in Caltoshar. 
  After that, you spent all your free time practicing with the set of tools he 
  left you, manipulating locks, toying with machinery, and sneaking around 
  at night and scaring the cats. All the while, your secret desire to join Cal-
  toshar’s thieves’ guild grew. As soon as you heard that the town’s cultural 
  emissary Balthazog Preue was headed to Caltoshar, you quickly petitioned 
  the council and signed on as his escort. While you love your people, you 
  have never truly felt at home in Brightstone and see this mission as your 
  opportunity to gain an audience with Dalmont Black.
  Quigsley Grundle
  Male Rock Gnome Rogue 5
  Small humanoid, neutral
   
  Armor Class 15 (studded leather)
  Hit Points 38 (5d8+10)
  Speed 25 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  17 (+3)
  14 (+2)
  14 (+2)
  14 (+2)
  8 (–1)
   
  Saving Throws Dex +6, Int +5 (Advantage vs. magic)
  Skills Acrobatics +6, Deception +2, Investigation +5, 
  Perception +5, Sleight of Hand +6, Stealth +9
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Gnomish, Thieves’ Cant, Undercommon
  Actions
   
  Short sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target.
  Hit: 1d6+3 piercing damage.
  Sling. Ranged Weapon Attack: +6 to hit, range 30 ft./120 ft., 
  one target.
  Hit: 1d4+3 bludgeoning damage.
  Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one creature.
  Hit: 1 bludgeoning damage.
  Equipment Short sword, sling, 10 feet of string, backpack, ball 
  bearings (bag of 1,000), bell, candle (5), crowbar, hammer, 
  lantern, hooded, oil (flask) (2), piton (10), rations (5), rope, 
  hempen (50 feet), sling bullets (40), thieves’ tools, tinderbox, 
  waterskin, 73 gp.
  
  19
  Thief King's Vault
  Kes Black
  You have lived on the outskirts of Caltoshar most of your life, making 
  coin as a trail guide and sellsword. At home in this environment, few 
  even suspect that you weren’t raised in the wild, but that you instead 
  grew up in a wealthy quarter of the city. Perhaps even more incred-
  ible, your half-brother is Governor Dalmont Black, Caltoshar’s ruler. 
  But your family secrets run even deeper, for the Black’s acquired their 
  considerable wealth through several generations of criminal activity. 
  Governor is not the only position your brother holds; he is also head of 
  the thieves’ guild. While you care for Dalmont, you don’t condone his 
  work and have chosen a life that keeps you at a comfortable distance 
  from any risk of getting caught up in his dealings. Even though he has 
  offered many times, you always preferred not to get involved. Despite 
  this, you care deeply for your brother and have risked your life to ensure 
  his safety on several occasions.
  Kes Black
  Male Human Ranger 5
  Medium humanoid, neutral
   
  Armor Class 17 (scale mail)
  Hit Points 44 (5d10+10)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  15 (+2)
  17 (+3)
  14 (+2)
  11 (+0)
  14 (+2)
  9 (–1)
   
  Saving Throws Str +5, Dex +6
  Skills Animal Handling +5, Athletics +5, Nature +3, Perception 
  +5, Survival +5
  Senses passive Perception 15
  Languages Common, Druidic, Giant, Gnomish, Thieves’ Cant
  Actions
   
  Longbow. Ranged Weapon Attack: +6 to hit, range 150 
  ft./600 ft., one target.
  Hit: 1d8+3 piercing damage.
  Net. Ranged Weapon Attack: +5 to hit, range 5 ft./15 ft., one 
  target.
  Hit: The target is restrained. A creature can use its action 
  to make a DC 10 Strength check to free itself or another 
  creature in a net, ending the effect on a success. Dealing 5 
  slashing damage to the net (AC 10) frees the target without 
  harming it and destroys the net.
  Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature.
  Hit: 3 bludgeoning damage.
  Vicious Longsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target.
  Hit: 1d8+2 slashing damage or 1d10+2 slashing damage if 
  used with two hands to make a melee attack.
  Spellcasting. Kes is a 5th-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell 
  attacks). He has the following ranger spells prepared:
  1st level (4 slots): alarm, fog cloud, hunter’s mark
  2nd level (2 slots): spike growth
  Equipment Longbow, net, scale mail, vicious longsword, 
  backpack, bedroll, cartographer’s tools, mess kit, periapt 
  of wound closure, rations (10), rope, hempen (50 feet), 
  sack, sack, sack, shovel, tinderbox, torch (10), waterskin.
  Mags
  You were born in one of the poorest districts in Caltoshar where you 
  grew up begging to help care for your crippled father. He died when you 
  were 13, at which point you joined a bunch of other street kids headed 
  east to serve as mercenaries in the increasing conflicts along the eastern 
  borders. When the conflicts ended, you traveled back into the rough hill 
  country outside of Caltoshar to work as a caravan guard and as a guide for 
  numerous merchants running in and out of the city. During these years, 
  you befriended a ranger named Kes Black. You frequently work together 
  and have grown quite fond of him.
  Mags
  Half-orc Fighter 5
  Medium humanoid, neutral
   
  Armor Class 15 (breastplate)
  Hit Points 49 (5d10+15)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  16 (+3)
  10 (+0)
  13 (+1)
  8 (–1)
   
  Saving Throws Str +7, Con +6
  Skills Acrobatics +4, Athletics +7, Intimidation +2, Stealth +4, 
  Survival +4
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Dwarvish, Giant, Orc
  Actions
   
  Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 
  ft. or range 20 ft./60 ft., one target.
  Hit: 1d4+4 piercing damage.
  Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target.
  Hit: 1d12+4 slashing damage.
  Handaxe. Melee or Ranged Weapon Attack: +7 to hit, reach 
  5 ft. or range 20 ft./60 ft., one target.
  Hit: 1d6+4 slashing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 
  ft., one target.
  Hit: 1d6+1 piercing damage.
  Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one creature.
  Hit: 5 bludgeoning damage.
  Equipment 
  breastplate, 
  dagger, 
  greataxe, 
  handaxe, 
  shortbow, antitoxin (2), arrows (40), backpack, bag of tricks, 
  rust, bedroll, caltrops (bag of 20), clothes, traveler’s outfit, 
  fishing tackle, hunting trap, lock, manacles, mess kit, potion 
  of healing (3), potion of radiant resistance, pouch, quiver, 
  rations (10), rope, hempen (50 feet), tinderbox, torch (10), 
  waterskin, whetstone.
  
  20
  Frog God Games
  Cinagol Ain 
  As a small child, you and your mother were driven from your village by your 
  own grandfather, the village’s headmaster, after he witnessed you setting a haycart 
  on fire with your mind. The old man accused both of you of worshipping demons. 
  But the voice that whispered to you, that taught you the secret words, surely it 
  wasn’t a demon? You have spent much of your life trying to uncover the nature 
  of your patron. The journey led you south to Caltoshar to investigate legends of 
  mythical god-demon-spirit things worshipped by the ancient people who once 
  settled in the surrounding hills. You uncovered several rumors that suggest the 
  city’s governor Dalmont Black knows the location of one of their secret under-
  ground temple vaults. During your travels, you fortunately ran into Kes Black, 
  the governor’s brother, and became his traveling companion in hopes that it might 
  eventually garner an introduction to the Thief King of Caltoshar.
  Cinagol Ain
  Human Warlock 5
  Medium humanoid, lawful neutral
   
  Armor Class 14 (studded leather)
  Hit Points 23 (5d8-5)
  Speed 30 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  11 (+0)
  15 (+2)
  9 (-1)
  14 (+2)
  13 (+1)
  18 (+4)
   
  Saving Throws Wis +4, Cha +7
  Skills Arcana +5, Deception +7, History +5, Investigation +5
  Senses passive Perception 11
  Languages Abyssal, Common, Deep Speech, Infernal
  Actions
   
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 
  ft. or range 20 ft./60 ft., one target.
  Hit: 1d4+2 piercing damage.
  Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. 
  or range 20 ft./60 ft., one target.
  Hit: 1d6 piercing damage or 1d8 piercing damage if used 
  with two hands to make a melee attack.
  Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one creature.
  Hit: 1 bludgeoning damage.
  Spellcasting. Cinagol is a 5th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 14, +6 to hit with spell 
  attacks). He has the following warlock spells prepared:
  Cantrips: chill touch, druidcraft (Book of Shadows) eldritch 
  blast, poison spray, shocking grasp (Book of Shadows), true 
  strike (Book of Shadows)
  3rd level (2 slots) burning hands, comprehend languages, hellish 
  rebuke, ray of enfeeblement, scorching ray, stinking cloud 
  Eldritch Evocations
  Armor of Shadows. Cinagol can cast mage armor on 
  himself at will without expending a spell slot or material 
  components.
  Cinagol can inscribe magical rituals in his Book of Shadows. He 
  can cast comprehend languages and identify from the book. 
  These don’t count against the number of spells he knows. With 
  his Book of Shadows in hand, he can cast the chosen spells as 
  rituals. He can’t cast the spells except as rituals. He can also 
  cast a warlock spell he knows as a ritual if it has the ritual tag.
  Sign of Ill Omen. Cinagol can cast bestow curse once using a 
  warlock spell slot. He can’t do so again until he finishes a long rest.
  Equipment dagger x3, shield, +1, spear, studded leather, 
  alchemist’s supplies, backpack, book, ink (1 ounce bottle), 
  ink pen, little bag of sand, parchment (10), potion of 
  healing (3), signal whistle, small knife, whetstone.
  
  21
  Thief King's Vault
  
  22
  Frog God Games
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document © 2000. Wizards of the Coast, Inc; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson. 
  System Reference Document 5.1 © 2016. Wizards of the Coast, Inc; Authors Mike 
  Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on 
  material by E. Gary Gygax and Dave Arneson. 
  Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, 
  John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea 
  Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance 
  Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, 
  Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. 
  Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, 
  Greg A. Vaughan, and Bill Webb
  Thief King’s Vault © 2018, Frog God Games, LLC; Author: Tim Hitchco k
  
  24
  Frog God Games
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Frog God Games/Thief King's Vault.pdf