TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  The Desolate Undercroft  
   
  Part Three of the Ruined Tower of the Tempest Mage 
   
   
   
  The deepest depths of the ruins of the Tempest Mage's tower have not seen a living soul for 
  centuries. In the silent dark, death waits for you. Will you rush to meet him?   
  A four-hour adventure for 5th-10th level characters 
    
  Design Gary Affeldt 
   
   
   
   
   
   
  Art Joe Abboreno and Ben Siekert 
  Development Greg Marks   
   
   
   
   
   
  Adventure Code CCC-CIC-03 
  Produced by Cold Iron Conventions  
   
   
   
   
  Sponsored by Draxtar Games 
  Organized Play: Chris Lindsay 
   
   
   
   
   
  Version 2 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan 
  Patrick 
     
      
     
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  
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  Welcome to DDALCIC-03 The Desolate 
  Undercroft, a D&D Adventurers League™ 
  adventure, part of the official D&D 
  Adventurers League™ organized play system 
  and Con Created Content Program. 
   This adventure is designed for 5th 
  through 10th-level characters, and is 
  optimized for five 8th-level characters. 
  Characters outside this level range cannot 
  participate in this adventure. 
   The adventure takes place in the Earthspur 
  Mountains southeast of Mulmaster, within 
  the Forgotten Realms campaign setting. 
  This adventure is official for D&D 
  Adventurers League play. The D&D 
  Adventurers League is the official organized 
  play system for DUNGEONS & DRAGONS®. 
  Players can create characters and participate 
  in any adventure allowed as a part of the 
  D&D Adventurers League. As they adventure, 
  players track their characters’ experience, 
  treasure, and other rewards, and can take 
  those characters through other adventures 
  that continues their story. 
   If you’re running this adventure as a part of 
  a store event or at certain conventions, you’ll 
  need a DCI number. This number is your 
  official Wizards of the Coast organized play 
  identifier. If you don’t have a number, you 
  can obtain one at a store event. Check with 
  your organizer for details. 
   D&D Adventurers League play is broken up 
  into storyline seasons. When players create 
  characters, they attach those characters to a 
  storyline season, which determines what 
  rules they’re allowed to use to create and 
  advance their characters. Players can 
  continue to play their characters after the 
  storyline season has finished, possibly 
  participating in a second or third storyline 
  with those same characters. A character’s 
  level is the only limitation for adventure play. 
  A player cannot use a character of a level 
  higher or lower than the level range of a D&D 
  Adventurers League adventure. 
   For more information on playing, running 
  games as a Dungeon Master, and organizing 
  games for the D&D Adventurers League, 
  please visit the D&D Adventurers League 
  home at: 
   
  www.dndadventurersleague.org 
   
  Before you show up to Dungeon Master this 
  adventure for a group of players, you should 
  do the following to prepare. 
   Make sure to have a copy of the most 
  current version of the D&D Basic Rules or 
  the Player’s Handbook. 
   Read through the adventure, taking notes 
  of anything you’d like to highlight or remind 
  yourself 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. 
   Get familiar with the monster statistics in 
  the Appendix. 
   Gather together any resources you’d like to 
  use to aid you in running this adventure--
  such as notecards, a DM screen, miniatures, 
  and battlemaps. 
   If you know the composition of the group 
  beforehand, you can make adjustments as 
  noted throughout the adventure. 
  Ask the players to provide you with relevant 
  character information: 
   Character name and level 
   Character race and class 
   Passive Wisdom (Perception)—the most 
  common passive ability check 
   Anything notable as specified by the 
  adventure (such as backgrounds, traits, 
  flaws, etc.) 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Players that have characters outside the 
  adventure’s level range cannot participate in 
  the adventure with those characters. 
  Players with ineligible characters can make a 
  new 1st-level character or use a pregenerated 
  character. Players can play an adventure they 
  previously played or ran as a Dungeon Master, 
  but not with the same character. 
   Ensure that each player has an official 
  adventure logsheet for his or her character (if 
  not, get one from the organizer). The player 
  fills out the adventure name, session number, 
  date, and your name and DCI number. In 
  addition, the player also fills in the starting 
  values for experience, gold, downtime, renown, 
  and number of permanent magic items. He or 
  she fill in the other values and write notes 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 
  Player’s 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. Alternatively, 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. 
  Throughout this adventure, sidebars provide 
  information to assist you in making 
  adjustments for smaller or larger groups and 
  characters of higher or lower levels than the 
  adventure is optimized for. This is typically 
  used exclusively for combat encounters.  
   You may adjust the adventure beyond the 
  guidelines given in the adventure, or for other 
  reasons. For example, if you’re playing with a 
  group of inexperienced players, you might 
  want to make the adventure a little easier; for 
  very experienced players, you might want to 
  make it a little harder. Therefore, five 
  categories of party strength have been created 
  for you to use as a guide. Use these as a 
  guide, and feel free to use a different 
  adjustment during the adventure if the 
  recommended party strength feels off for the 
  group.  
   This adventure is optimized for a party of 
  five 8th-level characters. To figure out 
  whether you need to adjust the adventure, do 
  the following: 
   Add up the total levels of all the characters. 
   Divide the total by the number of 
  characters. 
   Round fractions of .5 or greater up; round 
  fractions of less than .5 down. 
  You’ve now determined the average party 
  level (APL) for the adventure. To figure out 
  the party strength for the adventure, consult 
  the following table. 
  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 
  Average party strength indicates no 
  recommended adjustments to the adventure. 
  Each sidebar may or may not offer 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered for 
  
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  your group, you don’t have to make 
  adjustments. 
  As the Dungeon Master of the session, you 
  have the most important role in facilitating 
  the enjoyment of the game for the players. 
  You help guide the narrative and bring the 
  words on these pages to life. The outcome of a 
  fun game session often creates stories that 
  live well beyond the play at the table. Always 
  follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that 
  enhance the fun of the adventure when 
  possible. 
   
  To reinforce this golden rule, keep in mind 
  the following: 
   You are empowered to make adjustments to 
  the adventure and make decisions about 
  how the group interacts with the world of 
  this adventure. Doing so is especially 
  important and applicable outside of combat, 
  but feel free to adjust the adventure for 
  groups that are having too easy or too hard 
  of a time.  
   Don’t make the adventure too easy or too 
  difficult for a group. Never being challenged 
  makes for a boring game and being 
  overwhelmed makes for a frustrating one. 
  Gauge the experience of the players (not the 
  characters) with the game, try to feel out (or 
  ask) what they like in a game, and attempt 
  to give each of them the experience they’re 
  after when they play D&D. Give everyone a 
  chance to shine.  
   Be mindful of pacing, and keep the game 
  session moving along appropriately. Watch 
  for stalling, since play loses momentum 
  when this happens. At the same time, make 
  sure that the players don’t finish too early; 
  provide them with a full play experience. 
  Try to be aware of running long or short. 
  Adjust the pacing accordingly  
   Read-aloud text is just a suggestion; feel 
  free to modify the text as you see fit, 
  especially when dialogue is present.  
   Give the players appropriate hints so they 
  can make informed choices about how to 
  proceed. Players should be given clues and 
  hints when appropriate so they can tackle 
  puzzles, combat, and interactions without 
  getting frustrated over lack of information. 
  Doing so helps to encourage immersion in 
  the adventure and gives players “little 
  victories” for figuring out good choices from 
  clues.  
  In short, being the DM isn’t about following 
  the adventure’s text word-for-word; it’s about 
  facilitating a fun, challenging game 
  environment for the players. The Dungeon 
  Master’s Guide™ has more information on the 
  art of running a D&D game. 
  At the beginning of each play session, players 
  must declare whether or not they are 
  spending any days of downtime. The player 
  records the downtime spent on the adventure 
  logsheet. The following options are available 
  to players during downtime (see the D&D 
  basic rules or the D&D Adventurers League 
  Player’s Guide for more information): 
   Catching up  
   Crafting (exception: multiple characters 
  cannot commit to crafting a single item)  
   Practicing a profession  
   Recuperating  
   Spellcasting services 
   Training  
  Other downtime options might be available 
  during adventures or unlocked through play, 
  including faction-specific activities.  
   In addition, whenever a character spends 
  downtime days, that character also spends 
  the requisite expense for his or her lifestyle. 
  Costs are per day, so a character that spends 
  ten days of downtime also spends ten days of 
  expenses maintaining his or her lifestyle. 
  
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  Some downtime activities help with lifestyle 
  expenses or add lifestyle expenses. 
  Any settlement the size of a town or larger 
  can provide some spellcasting services. 
  Characters need to be able to travel to the 
  settlement to obtain these services. 
   Spell services generally available include 
  healing and recovery spells, as well as 
  information-gathering spells. Other spell 
  services might be available as specified in the 
  adventure. The number of spells available to 
  be cast as a service is limited to a maximum 
  of three per day total, unless otherwise 
  noted. 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may 
  request one spell per day from the Spellcasting Services table 
  for free. The only cost paid for the spell is the base price for 
  the consumed material component, if any. 
  Spellcasting Services 
  Spell  
   
   
   
  Cost 
  Cure wounds (1st level)  
   
  10 gp 
  Identify   
   
   
  20 gp 
  Lesser restoration  
   
  40 gp 
  Prayer of healing (2nd level) 
  40 gp 
  Remove curse  
   
   
  90 gp 
  Speak with dead   
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration  
   
  450 gp 
  Raise dead  
   
   
  1,250 gp 
  Sometimes bad things happen, and 
  characters get poisoned, diseased, or are 
  killed. Since you might not have the same 
  characters return from session to session, 
  here are the rules when bad things happen to 
  characters.  
  A character still affected by diseases, poisons, 
  and other similar effects at the conclusion of 
  an adventure can spend downtime days 
  recuperating until such time as he or she 
  resolves the effect to its conclusion (see the 
  recuperating activity in the D&D Basic Rules). 
   If a character doesn’t resolve the effect 
  between sessions, that character begins the 
  next session still affected by the debilitating 
  effect. 
  A character who is killed during the course of 
  the adventure has a few options at the end of 
  the session (or whenever arriving back in 
  civilization) if no one in the adventuring party 
  has immediate access to a raise dead or 
  revivify spell, or similar magic. A character 
  subject to a raise dead spell is affected 
  negatively until all long rests have been 
  completed during an adventure. Alternatively, 
  each downtime day spent after raise dead 
  reduces the penalty to attack rolls, saving 
  throws, and ability checks by 1, in addition to 
  any other benefits the downtime activity 
  might provide.  
   Create a New 1st-Level Character. If the 
  dead character is unwilling or unable to 
  exercise any of the other options, the player 
  creates a new character. The new character 
  does not have any items or rewards 
  possessed by the dead character.  
   Dead Character Pays for Raise Dead. If 
  the character’s body is recoverable (it’s not 
  missing any vital organs and is mostly whole) 
  and the player would like the character to be 
  returned to life, the party can take the body 
  back to civilization and use the dead 
  character’s funds to pay for a raise dead spell. 
  A raise dead spell cast in this manner costs 
  the character 1,250 gp.  
   Character’s Party Pays for Raise Dead. 
  As above, except that some or all of the 1,250 
  gp for the raise dead spell is paid for by the 
  party at the end of the session. Other 
  
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  characters are under no obligation to spend 
  their funds to bring back a dead party 
  member. 
   Faction Charity. If the character is of level 
  1 to 4 and a member of a faction, the dead 
  character’s body can be returned to 
  civilization and a patron from the faction 
  ensures that he or she receives a raise dead 
  spell. However, any character invoking this 
  charity forfeits all experience and rewards 
  from that session (both those earned prior to 
  and after death during that session) and 
  cannot replay that episode or adventure with 
  that character again. Once a character 
  reaches 5th level, this option is no longer 
  available. 
  Nearly a half a millennia ago when Mulmaster 
  was a growing fortress at the end of the North 
  Road overlooking the River Lis, a follower of 
  the Sorcerer-King Nesker retired into the 
  Earthspur Mountains to build a tower and 
  further his studies. His name is lost to time, 
  he is now known only as the Tempest Mage 
  after the extreme weather surrounding the 
  peak that he made his home. His servants 
  constructed a small village below, which 
  would come to be known as Windy Valley and 
  remains today. 
   The Tempest Mage studied a wide variety of 
  magic from conjuration to constructs, but 
  would eventually be believed to have 
  succumbed to age and passed from memory. 
  While Windy Valley remains due to the 
  presence of a small mine, the Tower and 
  surrounding buildings are no longer regularly 
  inhabited. Occasional bandits or goblin tribes 
  might lair there, but the story of the Tempest 
  Mage also attracts young adventurers from 
  Mulmaster who seek to test their mettle in 
  the extensive out buildings, crypts, and 
  tunnels of the complex. Most believe the 
  dungeon to be relatively played out, having 
  been looted for five hundred years, but there 
  remain a few levels that are yet undiscovered. 
   In the recent past, a group of adventurers 
  came to the aid of Windy Valley, venturing 
  into a vault in the ruins in the pursuit of a 
  dark traveler that had abducted the town’s 
  baker, Jalie, and attempted to sacrifice the 
  young woman to an entity named the 
  Grasping Flame. She was rescued by the 
  heroes, but during their explorations of the 
  vault they discovered a brass clockwork door, 
  and beyond it a strange grey door. Seemingly 
  on a magical timer that could not be 
  circumvented to open the door early, the 
  adventurers were forced to bide their time. 
  Two symbols, a clockwork gear with a vial 
  inside it, and a holy symbol of the god of 
  necromancy Velsharoon where all that hinted 
  at what lay beyond the strange grey door. 
  Now the adventurers have returned as the 
  magical timer nears the time to open a 
  passage into the Desolate Undercroft. 
   The Tempest Mage designed the Desolate 
  Undercroft both as a temple to Velsharoon, 
  the god of necromancy, and as a place where 
  he might study that art in an effort to extend 
  his own life. In the twilight of his years, the 
  Tempest Mage grew more and more obsessed 
  with beating death. So much so that when he 
  failed to enact a ritual to achieve lichdom, he 
  did not go to his rest easy.  
  The adventure begins with a request from 
  Intun Alderson, the guardsman of Windy 
  Valley, to investigate the occurrences of 
  wandering undead coming from the mountain 
  were the ruins of the Tower of the Tempest 
  Mage resides. Intun worries that there may be 
  reason the dead do not rest and he fears that 
  the problem will only get worse.  
   Part One:  The characters enter into a 
  shrine devoted to Velsharoon and meet 
  Cloella, the ghost of a former adventurer who 
  attempted to slay the Tempest Mage. She is 
  trapped in the shrine and asks the characters 
  to free her by locating her magic mace.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   Part Two:  The party searches the 
  Undercroft for any sign of Cloella's missing 
  mace, or the cause of the undead plaguing 
  Windy Valley.  
   Part Three:  The characters finally locate 
  the tomb of the Tempest Mage, only to find 
  that he does not rest easy. 
  "Someday the bill comes due and we all pay for our mistakes. 
  When the time comes, you just hope you can settle the tab."  
   
  Over twenty-five years ago Intun Alderson fought for 
  Mulmaster against a number of foes and was good at his job; 
  not because he was a great warrior or had any grand mind 
  for strategy, though he were passable at both, but because 
  he knew that his men had to work as a team in order to 
  survive. He became their sergeant and kept them alive. It is 
  his great, and secret, shame that he eventually abandoned 
  them. One night, while in his cups with several other natives 
  of Windy Valley who had joined up with him, he got to 
  talking. It would be easy to slip away from the Soldiery. What 
  did he owe some Mulman noble and the crusade against the 
  goblinfolk? There was no great glory or pay in war! No, but 
  with the weapons, armor and training he now had, the dusty 
  dungeons below the Tower would lay their treasure bare 
  before him. And so, to his shame, he let his friends talk him 
  into abandoning his commission and leaving his men on the 
  eve of a battle. He deserted.  
   
  In the haze of drink and big stories he and his fellows made 
  their way to the mountain ruin and broke into the old tombs. 
  None of the others survived. He remembers the goblins, but 
  the creatures worshiped other things; horrible things, with 
  tentacles and fanged maws. The dreams still haunt him. He 
  fled again leaving his friends to die, taking a magic sword and 
  what coins he could carry on the way, and going back to the 
  village of his birth; forever in the shadow of his guilt.  
   
  Now his "legend" as a war hero and adventurer made him 
  the guard of little Windy Valley when a darkly cowled 
  Traveler and a group of rough men made off with Nal-qui's 
  sister Jalie the town looked to him to find a way to rescue 
  her. Worse yet, the men have made for the pass at the 
  Tempest Mage's Tower. Who knows what horrible thing they 
  planned to do to that sweet girl? He was desperate to find a 
  way to save her but he was too old and too much of a drunk 
  to do it himself. A group of adventurers became his salvation, 
  and now he looks to them to do it again as wandering 
  undead plague the village only months later.   
  The adventure begins with the characters 
  being asked by Intun to investigate the cause 
  of the zombies and skeletons he has had to 
  put down recently For why the characters are 
  already in Windy Valley, consider one of the 
  following hooks: 
   Return to the Vault:  The characters may 
  have previously explored the Vault of the 
  Devourer (DDALCIC-01 The Vault of the 
  Devourer or DDALCIC-02 The Clockwork 
  Laboratory) and have determined that the 
  previously sealed grey door is close to opening, 
  providing new opportunities to explore further 
  into the ruins. Since they are going anyway, 
  Intun offers them 500 gp if they can stop the 
  power behind the undead. 
   Stories of History Lost:  Lynfasa Onodalle, 
  an elven historian studying the area, has 
  discovered a tale of an adventuring party led 
  by a half-elven woman named Cloella that 
  ventured into the Undercroft to slay the 
  Tempest Mage without having ever returned. 
  Lynfasa seeks proof of the adventurers' fate, 
  and will pay 500 gp if the characters can 
  determine their fate.  
  This adventure is Part Three of the Ruins of the Tempest 
  Mage's Tower series, which debuted with DDALCIC-01 The 
  Vault of the Devourer at Milwaukee Summer Revel, July 1-3 
  2016. The series concluded with DDALCIC-02 The Clockwork 
  Laboratory by Jeremy Vosberg and DDALCIC-03 The Desolate 
  Undercroft by Gary Affeldt, both of which premiered at Dan's 
  Con of the Vale, October 21-23, 2016. You can learn about 
  these other Cold Iron Conventions shows in Milwaukee & 
  Chicago by going to http://www.coldironconventions.com/.  
   
  The art in this series has been drawn by artists Joe 
  Abboreno and Ben Siekert and has been sponsored by the 
  generous support of Draxtar Games. You can learn more 
  about Draxstar by visiting http://draxtargames.com/.  
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Part 1: The Shrine 
  The adventure begins with the characters 
  having accepted the call to investigate the 
  Undercroft and entering through a door 
  decorated with the holy symbol of Velsharoon 
  (pronounced VEL-shah-roon) that was 
  discovered in DDALCIC-01 Vault of the 
  Devourer.  
   Once you are ready to begin, read: 
  The grey door, topped with the crowned skull 
  emblem stands closed before you. Your 
  examination of the door reveals no trap or lock and 
  as you inspect it, the door unlatches of its own 
  accord. 
  Unless otherwise noted, the entire dungeon 
  has these general features: 
   Light. It is completely dark and the only 
  light is that which the characters provide. 
   Ceiling. The ceiling is 10 feet high. 
  When the characters take a short rest in any 
  chamber in the shrine, there are no 
  interruptions.  
   If the characters attempt to take a long rest 
  in any chamber in the shrine:  
   Dark thoughts and nightmares plague the 
  characters while attempting to take the long 
  rest. 
   This results in each character being 
  targeted with a suggestion spell. 
   If a character fails a DC 15 Wisdom save, in 
  the next combat encounter they go the 
  dungeon’s entrance as fast as they are able. 
  This running interrupts their attempt at a 
  long rest.  
   When they reach the entrance, the 
  character is no longer under the spell’s 
  influence. 
  If the characters long rest outside the shrine, 
  they do not suffer the effects listed above. 
  The characters find themselves in an 
  abandoned shrine to Velsharoon (the deity of 
  necromancy), an archmage that was 
  sponsored to godhood by Talos (the deity of 
  storms). Exploring this shrine discovers some 
  traps and eventually the access to the 
  undercroft. 
   Once the characters indicate they are 
  opening the door, read: 
  The door grudgingly opens with a grating sound 
  similar to that of grinding teeth. As the disturbed 
  dust settles, a dry musty odor wafts out from the 
  low ceilinged chamber that lies beyond the 
  entrance.  
   In this chamber to the left is a rectangular 
  shaped, topless stone box filled with dry looking 
  dirt and to the right is an open area with a stone 
  bench attached to the wall. Directly ahead is a 
  vaulted entryway that leads to a larger chamber. 
  Dirt-filled Box. Dry dirt fills the box.  
   Worshippers of Velsharoon would perform a 
  symbolic ritual by saying a prayer and 
  dirtying their hands with grave dirt before 
  entering the larger chamber.  
   When a character makes a DC 15 
  Intelligence (Religion) check they recall the 
  symbolic ritual that Velsharoon 
  worshippers perform prior to entering the 
  chapel. 
   When a character enters the area between 
  the entrance and the chapel without first 
  performing the symbolic ritual by saying a 
  prayer to Velsharoon and dirtying their 
  hands with grave dirt, they trigger the trap 
  (see below). 
  
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  Stone Bench. The bench is where 
  worshippers could sit and chat with one 
  another.  
   The stone bench radiates necromancy. 
   Inscribed on the bench are several prayers 
  to Velsharoon that praise his glory and 
  power along with one offering their undying 
  loyalty. The later prayer is sufficient for the 
  grave dirt ritual above. 
   When a character makes a DC 15 
  Intelligence (Religion) check they recall the 
  prayers that Velsharoon worshippers 
  perform prior to entering the chapel. 
   When a character sits on the bench and 
  does not offer one of the prayers to 
  Velsharoon, they gain vulnerability to 
  necrotic damage for 1 hour. There is no 
  save to avoid this effect. 
  When a character enters one of the two 5-foot 
  squares between the entrance and the chapel, 
  a trap is set off. 
   The trap is two glyph of warding spell 
  glyphs just before the chapel entrance with 
  one on the right side 5-foot square and the 
  other on the left side 5-foot square. 
   Finding the trap requires a successful DC 
  15 Intelligence (Investigate) check. 
   When triggered, read: 
  A bleached white skull wearing a gleaming crown 
  appears in the air before you. Eyes filled with black 
  glowing flames glare malevolently at you as it 
  opens its mouth impossibly wide as it launches 
  itself at you, attempting to bite you. 
   The triggering character is subjected to an 
  inflict wounds spell cast at 2nd level; +8 
  melee spell attack; on a hit take 22 (4d10) 
  necrotic damage.  
   Triggering a glyph of warding expends it 
  and that square may not be traversed safely. 
  Worshippers performed rituals and services 
  in this chamber but now it is home to a ghost, 
  which the characters encounter when they 
  investigate the area. 
   When the characters decide to investigate 
  the larger chamber, read: 
  The larger chamber beyond has a domed ceiling 
  covered in badly faded and chipped paintings 
  whose subjects can no longer determined. To the 
  left there is a narrow entryway leading to another 
  chamber while to the right there is a larger 
  entryway where a stairway down begins. 
   In the chamber’s center, a ghostly half-elven 
  woman wearing chainmail armor and the tattered 
  remains of a tabard is slouching against the altar 
  emblazoned with a symbol of a crowned skull. A 
  spectral chain wraps around her neck with the 
  other end anchored to the altar.  
   She gazes at you for a moment before speaking 
  in a soft voice, “What brings those who do not 
  worship the Lord of the Forsaken Crypt to his 
  shrine?” 
  Altar. The altar is a stone slab carved into a 
  rough rectangular shape.  
   Nothing is on the altar. 
   Search discovers no hidden compartments 
  nor any traps.  
   The ghostly chain binding Cloella appears 
  attached to a point inside the altar.  
   The chain has no physical substance and 
  cannot be pulled out or broken.  
   When the characters break the altar apart, 
  (AC 17, 18 hp) the chain appears anchored 
  in mid-air and this does not free her.  
   A DC 10 Intelligence (Arcana) or Intelligence 
  (Religion) check indicates the chain is really 
  part of Cloella and it is going to remain 
  until her task is complete, which in turn 
  will allow her to rest. 
  
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  Cloella is a half-elf female now turned into a ghost. She has 
  hazy uncertain memories about her past, including how she 
  died and why she is here. She sees the characters as a means 
  to complete an important task that she does not remember 
  but feels compelled to complete. She tries to convince them 
  to find her weapon and free her.  
   
  Quote: “I only know what I know and I only remember 
  what I remember.”  
  If the characters decide to speak with the 
  ghostly figure, she tells them: 
   Her name is Cloella (pronounced KLŌ-el-ah) 
   She knows that the Lord of the Forsaken 
  Crypt is Velsharoon and a successful DC 5 
  Intelligence (Religion) check confirms this. 
   She knows she is a ghost. 
   In life, she was a half-elf, but does not 
  remember anything pertinent about her 
  past. 
   She died somewhere in the Undercroft, an 
  area under this shrine, but remembers no 
  details of its layout. 
   She came here to complete an important 
  task, but she cannot remember any details 
  about the task. 
   She cannot remember how she ended up 
  bound to the altar by a chain and she 
  cannot remove the chain (nor can any PC, 
  as it is simply a symbol of her unfinished 
  business in this world). 
   She cannot leave this chamber (as a ghost 
  anyways). 
   She recalls that she came here with a 
  powerful magic weapon and that she was to 
  be used to complete her important task. 
  
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  She thinks returning her weapon may free 
  her from the chain and let her to rest. 
   She thinks her weapon is somewhere in the 
  Undercroft, but she does not know exactly 
  where it is or how she was separated from it. 
   If asked anything else she replies that she 
  does not know or does not remember. 
  This is Cloella’s real story, which she cannot and does not tell 
  the PCs, but may be helpful to the DM in portraying the 
  adventure: 
   Cloella was a cleric in service to the Gods of Fury. 
   She came here with a party of adventurers to slay the 
  Tempest Mage for his insolence and defiance to 
  commands from his superiors as he became more 
  obsessed with extending his life and ceased to obey orders 
  from the Sorcerer-King Nesker. 
   To perform this task, she used a mace of disruption 
  blessed by Talos (pronounced TAAHL-ose), Auril 
  (pronounced AW-rill) and Velsharoon (pronounced VEL-
  shah-roon). 
   In the battle against the Tempest Mage, she and her 
  companions were defeated.  
   When she died, she called upon her faith to find a way for 
  her to destroy the Tempest Mage. The gods answered her 
  prayer and this manifested as her becoming a ghost with a 
  chain around her neck that bound her to the altar. 
   As a result of her transformation, she lost most of her 
  memories and cannot complete her task without aid. 
  If the characters decide to attack the ghost, 
  Cloella uses the Dodge action and pleads for 
  the characters to stop. She can move freely 
  about the shrine but is unable to leave its 
  confines, so she does her best to avoid 
  combat but is easily cornered. 
   Once she loses half her hit points or more, 
  she tries to possess a character. When she 
  successfully possesses a character, Cloella 
  tries to go down the stairway to the 
  Undercroft. Once she enters the chamber 
  containing the stairway, a ghostly chain 
  appears around the possessed character’s 
  neck and pulls her out of the possessed body, 
  dragging her back to the altar. 
   She does not attempt to possess anyone 
  again and then uses her normal attacks and 
  powers to defend herself if the characters 
  persist. When the characters defeat her she 
  dissipates and returns to the ethereal plane 
  for 24 hours and then she returns to the 
  shrine. She remembers the characters 
  defeating her and no longer converses with 
  them. She defends herself if attacked by them 
  again. 
  If the characters decide to ignore the ghost, 
  Cloella attempts to engage them in 
  conversation. She is sad and distraught that 
  characters are ignoring her. She tells as 
  much as she knows all while pleading for 
  their help. 
  The chamber stored religious items for the 
  rituals and services that occurred in the 
  chapel. The characters likely encounter a trap 
  when they investigate the area. 
   When the characters decide to investigate 
  the smaller entryway that leads to another 
  chamber, read: 
  The narrow entryway leads to a chamber whose 
  walls are lined with warped and buckled shelves; 
  many of the objects that once rested upon them 
  now shattered on the floor. Three objects remain 
  precariously perched on the shelves: a bone-carved 
  box; a dirt-covered glass stoppered flask; and a 
  silver-chased metal case. 
   Near the entryway are the remains of a wood 
  table that has collapsed from dry rot with a large 
  cloth crumpled on the floor next to it. 
   On the far side of the chamber, on the floor, is a 
  large metal chest that is about an arm’s length 
  long, high and wide that has an ornate lock 
  fashioned to look like a human skull. 
   Bone-carved Box. The bone-carved box is 
  about a foot long and half again as wide and 
  high. The ring and hand radiate faint magic.  
  
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   The box it contains a mummified human 
  hand wearing an engraved silver ring worth 
  25 gp.  
   The mummified hand is actually a crawling 
  claw that does not animate when handled 
  inside the reliquary chamber unless a 
  character wears the ring. 
   When a character takes the mummified 
  hand, without the ring on, or just takes the 
  ring itself outside the reliquary, the 
  crawling claw waits for the right moment 
  (DM’s discretion) before animating and 
  attacking the character that has the ring or 
  is carrying the hand. 
   While inside the reliquary chamber, when a 
  character takes the ring off the claw and 
  puts it on their hand, the crawling claw 
  animates. When this happens, read: 
  The mummified hand twitches and begins to flex 
  its fingers before flipping over onto its fingertips. 
  Its fingers wave at you several times before it 
  scuttles next to your feet. 
   The character wearing the silver ring can 
  verbally command the crawling claw (it 
  understands Common). 
   If the characters do not destroy it, it follows 
  them as they go through the rest of the 
  adventure without hindering them and 
  staying as near as possible to the character 
  with the ring. The claw disintegrates if 
  taken from the Tempest Mage’s Tower. This 
  causes the ring to become non-magical.  
   Dirt-covered Glass Stoppered Flask. 
  When a character opens or cleans it, they 
  discover it contains small finger-bones from 
  various humanoid races. The flask radiates 
  faint magic.  
   When a character attempts to empty the 
  flask out, they discover they cannot as the 
  bones always get caught in the opening 
  even though visually it is clear they should 
  be able to get them out. If additional bones 
  are added to the flask, they also become 
  permanently stuck inside.  
   If the flask is broken apart, the bones fall 
  apart and turn to dust.  
   It is a trinket worth 25 gp. 
   Silvered-chased Metal Case. The case is 
  about the size of a fist and contains ashes. 
  The case radiates faint magic.  
   Emptying the ashes, mysteriously refills the 
  case with more ashes when no one is 
  noticing.  
   It is a trinket worth 25 gp. 
   Table. The cloth once covered the wood 
  table and used to prepare religious items for 
  ceremonies. The cloth frays and falls apart if 
  handled. It is worthless. 
   Metal Chest. The chest stored treasures 
  and other valuables. 
   The characters find no trap on the outside 
  of the large metal chest.  
   The chest is locked, requiring a successful 
  DC 13 Dexterity check to open or it can be 
  broken apart (AC 19, 10 hp). 
   When the chest is opened or its contents 
  exposed, read: 
  Lying in the chest is a red silk cloth with white 
  skull emblem inside a black hexagon. It partially 
  covers a mix of gold and silver coins that lay 
  underneath it. 
   There are coins worth 200 gp.  
   Unfortunately, the treasure is trapped. A 
  glyph triggers when a character removes 
  the cloth or coins (see below). However, 
  moving the closed chest more than 10 feet 
  from where it is currently located, dispels 
  the glyph of warding and makes it safe to 
  loot.  
  A successful DC 15 Intelligence (Investigate) 
  check notes a design inside the chest and 
  finds the trap. If the trap springs, two glyphs 
  of warding activate. When this happens, read: 
  
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  A thick, choking vapor swiftly fills the room and 
  beyond, blocking normal sight. At the same time 
  smooth, rubbery ropes wrap themselves around 
  you and begin squeezing. 
  When the glyphs activate, two effects occur 
  whose combination is designed to prevent 
  victims from taking any action while taking 
  damage every round. Both spells last 10 
  rounds or 1 minute. 
   First, a stinking cloud spell fills the room, 
  the narrow entryway and just beyond the 
  entrance. The stinking cloud heavily 
  obscures the area (it blocks vision, meaning 
  a creature in it suffers from the blindness 
  condition. Each creature that is within the 
  cloud at the start of its turn must make a 
  DC 15 Constitution saving throw against 
  poison or spends their action retching and 
  reeling. 
   Second, an Evard’s black tentacles spell fills 
  a 20’x20’ area in the room, leaving a 10’x20’ 
  at the chamber’s far end free from them. 
  When a creature enters the affected area or 
  starts their turn there, the creature must 
  succeed on a DC 15 Dexterity saving throw 
  or take 10 (3d6) bludgeoning damage and 
  become restrained. A creature that starts 
  their turn in the area and is already 
  restrained by the tentacles takes 10 (3d6) 
  bludgeoning damage. A creature restrained 
  by the tentacles can use its action to make 
  a DC 15 Strength or Dexterity check (its 
  choice) to free itself. Note that creatures 
  affected by the stinking cloud and 
  restrained by the Evard’s black tentacles, 
  do not have an action to use to attempt to 
  free itself from the tentacles. 
  Cloella does not know about the trap and is 
  unable to help the characters, as she cannot 
  reach the chamber due to her chain (there is 
  an option to use her to prevent the last living 
  PC from dying; see Development below). 
  Treasure worth 300 gp total can found in this 
  area: 
   Bone-carved box 25 gp 
   Engraved silver ring 25 gp 
   Dirt-covered glass stoppered flask 25 gp 
   Silver-chased metal case 25 gp 
   Coins worth 200 gp 
   
  If the trap turns particularly deadly and 
  threatens to kill the last character that 
  remains alive, Cloella rescues them once they 
  fall unconscious but before they die. When 
  this happens, the last character wakes up in 
  the shrine next to Cloella who does not have 
  any recollection on how or if she even saved 
  them. The character now has a glowing chain 
  around their neck and feels predisposed 
  towards helping Cloella. There is no other 
  obvious effect. The character earns The 
  Chains Forged in Death story award. The last 
  character can then return to Mulmaster and 
  get the other characters raised from the dead 
  and continue the adventure.  
  The stairs lead to the Undercroft, but the 
  characters encounter a trap as they descend 
  (see below for details. 
   When the PCs decide to investigate the 
  larger entryway where a stairway begins, 
  read: 
  A steep stone stairway winds downward around 
  the outside of an open shaft. Four thick wood 
  beams reach up to the shaft’s ceiling where they 
  support a chain and pulley apparatus. A thick iron 
  loop on the wall secures one chain end with a bolt 
  and the remaining length of the chain hangs down 
  the shaft. 
   Set in three of the shaft’s four corners are niches 
  wherein lies a humanoid skull with a glittering 
  gemstone set in only one of their eye sockets. 
  
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   Shaft. The shaft is 20 feet across and ends 
  80 feet below.  
   Stairs. The steep stairs surrounding the 
  shaft descend to the undercroft below.  
   Each 20-foot long side of stairs descends 20 
  feet. It costs double movement to go up or 
  down the stairs.  
   When a character uses the Dash action on 
  the stairs, they must make a DC10 
  Dexterity (Acrobatics) check. If a character 
  fails by less than 5, they fall prone after 
  moving half their normal movement (e.g., if 
  30 feet is the character’s normal movement, 
  then after 15 feet they fall prone). If a 
  character fails by 5 or more, they fall off the 
  stairs. If a character falls off the stairs, they 
  must make a DC 15 Dexterity saving throw 
  to catch themselves. If the character fails 
  they suffer normal falling damage (1d6 per 
  10 feet they fall). 
   Niches. There are three niches and in each 
  is a skull from a humanoid race (the DM can 
  decide on a race most likely to disturb their 
  character if a player inquires). Each skull has 
  a single gemstone set into their left eye socket.  
   The second and third niches radiate 
  evocation magic and contain a trap. 
   When going down the stairway, if a 
  character does not take the gemstone from 
  the first niche and place it in the second 
  niche’s skull empty eye socket before 
  continuing downward, the trap activates. 
   When continuing down the stairway, if a 
  character does not take the other gemstone 
  from the second niche’s skull and place it in 
  the third niche’s skull empty eye socket, the 
  trap activates again. 
   This works in reverse when a character 
  ascends the stairs. 
   Wood Supports, Chain and Pulley. In the 
  past, the Tempest Mage’s servants used the 
  chain and pulley to lower heavy objects to the 
  undercroft. 
   The chain is 100-feet long. 
   A character can climb down using the chain 
  by making a DC 10 Strength (Athletics) 
  check and using the normal climb rules. If 
  a character fails the check by more than 5, 
  they fall (see below if this happens). 
   Due to age and lack of maintenance, the 
  wood supports can hold the weight of one 
  medium-sized character or two small-sized 
  characters safely at one time. This can be 
  noticed with a DC 10 Knowledge 
  (Investigation) check. 
   If the weight limit of one medium-sized 
  character is exceeded, the wood supports 
  start to break. When this happens, read: 
  An ominous crack resounds throughout the shaft 
  as the wood supports have started giving way 
  under the weight. Before you are able to react, a 
  support starts giving way threatening to send 
  those on the chain to the hard stone floor below.  
   The supports break at the end of the round 
  two rounds from when it starts breaking. 
  Adding a medium-sized character’s weight 
  reduces the number of rounds the support 
  breaks by one. When reduced to zero, it 
  breaks immediately. 
   When the characters are unable to get off 
  the chain in two rounds (or less), they fall to 
  the stone floor below. 
   When the supports break, they fall to the 
  shaft’s bottom.  
   When the support breaks, any character at 
  the shaft’s bottom must make a DC 10 
  Dexterity save or take 11 (2d10) as they are 
  struck by the debris from above. 
   Characters on the chain when it starts to 
  give way must make a DC 10 Strength save 
  or lose their grip. Characters that lose their 
  grip can attempt a DC 10 Dexterity saving 
  throw to grab the chain and regain their 
  grip on it. If a character fails, they fall the 
  remaining distance to the stone floor below. 
   If a character keeps their grip, they can 
  attempt to continue climbing carefully down 
  
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  the chain or jump off the chain. To continue 
  climbing carefully down the chain, the 
  character must make a DC 10 Dexterity 
  (Acrobatics) check in an effort to take care 
  not to strain the supports any further. This 
  is in addition to a regular DC 10 Strength 
  (Athletics) check to climb. 
   To jump off the chain onto the stairs, a 
  character must make a DC 10 Strength 
  (Athletics) check to do so. 
  After the trap activates, have the characters 
  roll for initiative. Roll for the trap with a +0. 
   When the characters activate the trap, read: 
  A loud thunderclap fills the stairway and a wave of 
  air washes over you, threatening to send you flying 
  off the stairway. 
   The trap casts the spell thunderwave. All 
  characters in the 15-foot cube originating 
  from the 5-foot corner square (which is 
  included) must make a DC 13 Constitution 
  saving throw. On a failed save, they take 13 
  (3d8) thunder damage and are pushed up 
  to 10 feet away off the stairway. 
   The character can attempt to grab hold of 
  the chain to keep from falling (see above). 
   Since the stairs are so steep, they are not a 
  good option to grab hold of to keep from 
  falling unless the judge deems otherwise. 
   The trap activates again on its initiative 
  order. 
   Disabling the trap requires thieves’ tools 
  and a successful DC 15 Dexterity check. 
   A successful dispel magic cast on the niche 
  destroys the trap. 
  Treasure worth 300 gp total can found in this 
  area: 
   3 gemstones, each worth 100 gp. 
   
   
   
  If the trap turns particularly deadly and 
  threatens to kill the last character that 
  remains alive, Cloella rescues them once they 
  fall unconscious but before they die. When 
  this happens, the last character wakes up in 
  the shrine next to Cloella who does not have 
  any recollection on how or if she even saved 
  them. The character now has a glowing chain 
  around their neck and feels predisposed 
  towards helping Cloella. There is no other 
  obvious effect. The character earns The 
  Chains Forged in Death story award. The last 
  character can then return to Mulmaster and 
  get the other characters raised from the dead 
  and continue the adventure.  
   Once the characters make to the bottom of 
  the stairway, a short passage leads to the 
  Undercroft’s Main Hall. Continue with Part 2.   
   
   
  
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  Part 2: The Undercroft
  The characters’ goal is to find Cloella’s weapon and in doing 
  so free her and let the party get to the final encounter Part 3: 
  The Tomb.  
   
  Cloella’s weapon, a mace of disruption, is in one of the 
  chambers in the Undercroft. The idea is the characters 
  explore all the chambers and find it in the last chamber.  
   
  If there is an issue with time, such as running at a 
  convention, the judge can have the characters find the 
  weapon before the last chamber is explored so they can 
  move on to the final encounter, The Tomb. 
  In the Undercroft, the characters find many 
  storage areas and burial niches, and a 
  number of undead creatures. 
   Once you are ready to begin, start with the 
  Main Hall below.  
  When the characters discover the location of 
  Cloella’s weapon (see sidebar above for 
  placement), read: 
  Lying before you must be the weapon that Cloella 
  seeks. It is a black metal mace, flickering with 
  lightning and generating an occasional swirl of 
  snowflakes. On the weapon are three holy 
  symbols: a snowflake with six points; a stroke of 
  exploding lightning; and a crowned laughing skull 
  on a black hexagon. 
  A DC 5 Knowledge (religion) identifies one of 
  the holy symbols or a successful DC 10 
  Knowledge (religion) recognizes all three: 
   The snowflake with six points is the holy 
  symbol of Auril, the evil goddess of winter. 
   The stroke of exploding lightning is the holy 
  symbol of Talos, the evil god of storms. 
   The crowned laughing skull on a black 
  hexagon is the holy symbol of Velsharoon, 
  the evil god of necromancy. 
   
  When the characters take a short rest in any 
  chamber in the shrine, there are no 
  interruptions.  
   If the characters attempt to take a long rest 
  in any chamber in the shrine:  
   Dark thoughts and nightmares plague the 
  characters while attempting to take the long 
  rest. 
   This results in each character being 
  targeted with a suggestion spell. 
   If a character fails a DC 15 Wisdom save, in 
  the next combat encounter they go the 
  dungeon’s entrance as fast as they are able. 
  This running interrupts their attempt at a 
  long rest.  
   When they reach the entrance, the 
  character is no longer under the spell’s 
  influence. 
  If the characters long rest outside the shrine, 
  they do not suffer the effects listed above. 
  This area connects to the other areas via 
  passageways. When the characters enter this 
  area, read: 
  At the stairway’s bottom, you find a short 
  passageway leading to a larger chamber beyond it. 
  This large vaulted chamber has a domed ceiling 
  supported by pillars. There are seven double doors 
  exiting from this chamber. The chamber gives no 
  indication as to its purpose and it is bare of any 
  ornamentation. 
  Ceiling. The ceiling height is 30 feet high. 
   
  The characters find nothing in this chamber 
  other than access to the other chambers. 
  
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  The Tempest Mage worked on his demi-plane 
  research in this room. He imprisoned two 
  undead creatures who were subject matter 
  experts on this subject and used them to help 
  him. They remain, but the prison holding 
  them has weakened and they escape, they 
  attack the characters as the party enters. 
   When the characters enter this chamber, 
  read: 
  The chamber’s far wall is line with shelves on 
  which rest small glass bottles, scroll tubes and 
  several leather-bound books. In the chamber’s 
  center is a still intact large wood table on which 
  rest dust-covered parchments. On the right side is 
  a large rectangular stone box chiseled with 
  inscriptions and two lids, evenly split. 
   Lying on top of box are two gold-covered jeweled 
  encrusted masks, one shaped with a masculine 
  looking human face and the other with a feminine 
  looking one.  
   Parchments: The parchments on the table 
  are fragile looking. 
   A successful DC 10 Dexterity saving throw 
  keeps the parchments from falling apart 
  when handled.  
   A successful DC 10 Intelligence (Arcana) 
  check indicates these are notes about 
  creating a demi-plane within the confines of 
  a room here in the Undercroft. 
   Bottles: When the characters examine the 
  glass bottles, they discover they once held 
  potions, inks or other liquid substances now 
  long evaporated or spoiled. One bottle still 
  has a liquid in it and it is a potion of mind 
  reading. 
   Gold-covered Masks: The mask are 
  valuable and worth 25 gp each. One has a 
  decidedly human male face while the other is 
  decidedly a human female.  
   They also radiate transmutation magic. 
   When a character identifying as male in 
  gender wears the feminine mask, they 
  switch to identify as female in gender for 
  the next 24 hours. If a character uses the 
  mask to switch gender or the mask is 
  removed from the demi-plane, it loses its 
  magic.  
   When a character identifying as female in 
  gender wears the masculine mask, they 
  switch to identify as male in gender for the 
  next 24 hours. If a character uses the mask 
  to switch gender or the mask is removed 
  from the demi-plane, it loses its magic. 
   There is no effect if a character identifying 
  as male in gender wears the masculine 
  mask or when a character identifying as 
  female in gender wears the feminine mask 
  or if the character as no gender identity at 
  all. 
   The gender-identifying switch is for role-
  playing purposes only; ignore it if desired or 
  is inappropriate. After 24 hours, the 
  character can return to their original 
  gender by receiving a remove curse spell.  
   Books: When the characters examine the 
  books, they discover they contain knowledge 
  about creating demi-planes. Due to their 
  condition, they are worth only 150 gp. 
   Scroll Tubes: When the characters 
  examine the scroll tubes, they find a scroll of 
  rope trick. 
   Stone Box: When the characters examine 
  the stone box, they can find out the following: 
   It is locked and radiates abjuration magic. 
   Deciphering the chiseled inscriptions 
  requires a DC 15 Intelligence (Arcana) or 
  Intelligence (Religion) check. If successful, 
  the character can determine that the box 
  confines undead creatures. If the check 
  fails by 4 or less, the character is uncertain 
  about the purpose of the box. If the 
  character fails by 5 or more they believe the 
  box protects some valuables. 
   The lock can be opened with thieves’ tools 
  and a successful DC 15 Dexterity check, 
  mason's tools and a successful DC 10 
  
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  Strength check, or the box can be broken 
  apart or into (AC 17, 18 hp). 
   Casting dispel magic can break the box’s 
  abjuration magic and open it when the 
  character makes a DC 15 spellcasting 
  check. 
   When the stone box is opened or broken 
  apart, read: 
  Dry dusty air whirls out of the box filling the 
  chamber and beyond with a sweet cloying scent. 
  One lid moves aside and lands on the floor with a 
  loud thud as a creature covered in decaying cloth 
  strips stands up. It lets out a sorrowful groan and 
  the remaining lid moves aside as another similar 
  creature rises from the box. 
  The box contains 2 mummies that attack the 
  characters. 
   The sweet cloying scent is essence of ether, 
  a poison. Any character in the chamber and 
  in the passageway leading to chamber up to 
  30 feet away that breathes must succeed in 
  a DC 15 Constitution save or become 
  poisoned for 8 hours and fall unconscious. 
  An unconscious character wakes up when 
  they take damage or when another 
  character takes an action to wake them. 
   On the second round, the dust begins to 
  settle and the poison weakens and becomes 
  a DC 10 Constitution save. 
   On the third round, the poison weakens 
  further and becomes a DC 5 Constitution 
  save. 
   On the fourth and remaining rounds, the 
  poison has dispersed and is no longer a 
  threat. 
   The mummies and the specters suffer no ill 
  effects from the poison. 
  On the second round, 8 specters emerge 
  from the box. When this happens read: 
  Sounds of stone cracking come from the stone box 
  as numerous fractures appear on its surface. 
  Within in moments the box falls apart and 
  collapses into rubble. From the rubble emerge 
  spectral figures that appear similar to the other 
  creatures but having no substance to them. Low 
  moans of anger come from them as they reach 
  toward you.  
  The 2 mummies use their action to 
  Multiattack, using their Dreadful Glare on 
  one character and attacking another with 
  their Rotting Fist.  
   If any character is unconscious, they attack 
  that character with their Rotting Fist. 
   The mummies try to focus their attacks on 
  any character paralyzed by their Dreadful 
  Glare. 
   The mummies use their Rotting Fist in an 
  attempt to curse all the characters. 
  The specters attack the nearest character. If 
  necessary, they move through the wall, floor 
  or ceiling to get at a character. 
  Here are the recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Remove 6 specters. 
   Weak party: Remove 3 specters. 
   Strong party: Add 2 specters. 
   Very strong party: Add 4 specters. 
  Treasure worth 200 gp total can found in this 
  area: 
   2 gold masks each worth 25 gp 
   Books worth 150 gp 
  The characters can find these magic items in 
  this area: 
   potion of mind reading 
   scroll of rope trick 
  
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  If Cloella’s weapon is in this chamber, the 
  characters find it inside the stone box. 
   When the characters retreat from this 
  chamber, the creatures pursue until 
  destroyed or the characters flee the dungeon. 
   
  Originally, this area was pit used by the 
  Tempest Mage to dispose of unwanted 
  prisoners and alchemical waste. Water has 
  since seeped in and filled the pit. 
   When the characters enter this chamber, 
  read: 
  You can hear the sound of dripping water from the 
  chamber ahead. The far wall is dripping with 
  moisture and it has filled the chamber with water. 
  Likely, at one time, this was a sunken chamber, or 
  perhaps a pit, but now it is simply a pool of water. 
   Although the moisture dripping into the water is 
  clear, the water in the pool is of a dark, murky 
  color. 
   Pool of Water: The pool of water is 40 feet 
  deep. It is murky and visibility is limited to 10 
  feet. 
   A DC 10 Intelligence (Nature) check reveals 
  the taint in the water has been cause by 
  decaying flesh and alchemical waste. It is 
  not suitable to drink but short-term 
  exposure to it should have few, if any ill 
  effects, It is safe to swim in. 
   If a character enters the water and they are 
  within 10 feet of the bottom, the character 
  encounters spirit webs; a magical effect that 
  manifests around them and is similar to the 
  normal dungeon hazard webs. The effect 
  has been created by the souls of those who 
  died in the pit and now desire anything 
  living to join them here. 
   When the spirit webs manifest, read: 
  As you swim downward, the bottom of the pool 
  comes into view revealing the remains of many 
  humanoid bodies. Without warning spectral 
  energies, erupt from the remains, weaving a web 
  around you, attempting to trap you within them. 
  The water becomes even colder, threatening to 
  drain the strength from your body and limbs. The 
  corpses’ lifeless eyes now stare hungrily at you as 
  they notice your predicament. 
   Once activated, the spirit webs fill the entire 
  pool. Any character in the pool must make 
  a DC 12 Dexterity saving throw or become 
  restrained. A restrained character can use 
  its action to try to escape, requiring a 
  successful DC 12 Strength (Athletics) or 
  Dexterity (Acrobatics) check. 
   The webs can also be damaged. Each 10-
  foot cube of spirit webs has AC 10 and15 
  hit points. The webs have vulnerability to 
  radiant, are resistant to slashing damage 
  from nonmagical weapons and immunity to 
  all bludgeoning, piercing, necrotic and 
  psychic damage. 
   Once the spirit webs manifest, the water 
  becomes unnaturally cold. Each round a 
  character in the water must make a DC 10 
  Constitution saving throw or gain one level 
  of exhaustion. Characters with resistance 
  or immunity to cold damage automatically 
  succeed on the saving throw. 
  After the water becomes unnaturally cold, the 
  preserved bodies animate turning into 6 
  ghouls and 4 ghasts. They attack the 
  characters. 
  The ghouls and ghasts attack any character 
  in the water before they attack any character 
  not in the water. If there is no character in 
  the water, they attempt to pull a character 
  into the water (treat as a Shove, but pull 
  rather than push the PC) and if they succeed, 
  the undead focus their attacks on that 
  character. They prefer to target any paralyzed 
  or poisoned character. 
  
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  Here are the recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Remove 3 ghouls and 1 ghast. 
   Weak party: Remove 2 ghouls and 1 ghast. 
   Strong party: Add 2 ghouls. 
   Very strong party: Add 2 ghouls and 1 ghast. 
  If Cloella’s weapon is in this chamber, the 
  characters find it at the bottom of the pool of 
  water. 
   When the characters retreat from this 
  chamber, the ghouls and ghasts pursue. 
  When adventurers pursue sahuagin back to their undersea 
  homes, fight off sharks in an ancient shipwreck, or find 
  themselves in a flooded dungeon room, they must fight in a 
  challenging environment. Underwater the following rules 
  apply. 
   
  When making a melee weapon attack, a creature that 
  doesn’t have a swimming speed (either natural or granted by 
  magic) has disadvantage on the attack roll unless the weapon 
  is a dagger, javelin, shortsword, spear, or trident. 
   
  A ranged weapon attack automatically misses a target 
  beyond the weapon’s normal range. Even against a target 
  within normal range, the attack roll has disadvantage unless 
  the weapon is a crossbow, a net, or a weapon that is thrown 
  like a javelin (including a spear, trident, or dart). 
   
  Creatures and objects that are fully immersed in water 
  have resistance to fire damage. 
  The Tempest Mage gathered bones from 
  various creatures used in his experiments 
  and placed them here creating a hazard that 
  may trap any creature that stands on them. 
  Those trapped find themselves attacked by 
  the undead that inhabit this area. 
   When the characters enter this area, read: 
  The chamber’s entire floor is mounded over with 
  numerous and varied bones from creatures great 
  and small. Here and there weapons, bits of armor 
  and other gear poke through the bones. 
   Notably well into the room is a dagger with a 
  large gemstone set into its pommel that is lying 
  next to a decaying leather satchel with coins 
  spilling from it. 
  When the characters enter the chamber and 
  begin to search, read this: 
  As you search through the chamber, you feel the 
  bones beneath you abruptly shift and give way. 
  You find yourself sinking into the bones, deeper 
  and deeper by the moment. 
   More alarming than this are the shadowy 
  humanoid forms rising up through the bones 
  reaching out to attack you with their barely formed 
  hands that end in jagged claws. 
  The bones have transformed into a hazard 
  similar to quicksand called a bone pile, 
  except it does not cause suffocation (see 
  below). At the same time, 12 shadows and a 
  flameskull lurking inside the bone pile attack 
  the characters.  
   Any character in the chamber immediately 
  sinks 1d4 + 1 feet and becomes restrained. 
   At the start of the character’s turn, they 
  sink another 1d4 feet into the bone pile. 
   When a character sinks 10 feet, they sink 
  no further into the bone pile. 
   A character can escape using its action and 
  succeeding on a Strength (Athletics) check 
  with a DC equal to 10 plus the number of 
  feet they have sank into the bone pile. 
  Example: if a character has sunk 4 feet, it 
  is DC 14 (10 + 4). A character that succeeds 
  manages to pull themselves above the 
  bones.  
   A character can pull another character out 
  of the bone pile if they are within reach (or 
  perhaps by extending their reach with rope 
  or long weapons). Doing so requires an 
  action and a successful Strength (Athletics) 
  check with a DC equal to 5 plus the 
  
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  number of feet the target character being 
  helped has sank into the bone pile. 
   Once a character escapes to the surface of 
  the pile, they are no longer restrained. 
   If an unrestrained character moves 
  normally or remains in the room, they may 
  attempt a DC 10 Wisdom (Perception) check 
  to determine where they can safely step on 
  the bones without sinking or a attempt DC 
  10 Dexterity (Acrobatics) check to step 
  carefully and avoid sinking. If the character 
  uses the Dash action, increase the DC to 15. 
  If they fail one of these checks by less than 
  5, the character moves 5 feet before falling 
  prone. If they fail by 5 or more, they sink 
  1d4 + 1 feet into the bone pile and become 
  restrained. 
  The shadows attack any characters trapped 
  by the bone pile. 
   The shadows are unaffected by the bone 
  pile due to their amorphous trait, so they 
  can attack and move normally.  
   If there are no characters trapped by the 
  bone pile, they attack the nearest character. 
   If necessary, they move through a wall, floor 
  or ceiling to do so. 
  The flameskull attacks any characters not 
  trapped by the bone pile. 
   The flameskull is near the top of the bone 
  pile and spends its movement during the 
  first turn moving out of it and hovering in 
  mid-air away from foes. 
   The flameskull uses it fireball spell to harm 
  as many characters as possible, preferably 
  on the first round. 
   The flameskull uses its Fire Rays to attack 
  a character along with a flaming sphere 
  especially against restrained foes. 
   
   
   
  Here are the recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Remove 8 shadows. 
   Weak party: Remove 5 shadows. 
   Strong party: Remove 7 shadows and add 1 flameskull. 
   Very strong party: Remove 3 shadows and add 1 
  flameskull. 
  Treasure worth 200 gp total can found in this 
  area: 
   Dagger with large pommel gemstone 50 gp 
   Coins worth 150 gp 
  If Cloella’s weapon is in this chamber, the 
  characters find it mixed in with the bones. 
   When the characters retreat from this room, 
  the shadows do not pursue but the 
  flameskull does. If any shadows remain and 
  the characters return to this room, the 
  shadows attempt to ambush them. 
  The Tempest Mage stored weapons and armor, 
  along with other equipment for his servants, 
  in this chamber. Now it houses some of the 
  undead he created along with another 
  undead he convinced to serve him. 
   When the characters enter this chamber, 
  read (change numbers for an adjusted 
  encounter): 
  This chamber is filled with armor scraps and 
  broken weapons piled all along the walls. Ranked 
  along the chamber’s far end are three groups of 
  skeletal figures. The rear group is composed of 
  humanoid skeletons that stand near five grime 
  covered chests bound in rusty iron. The middle 
  rank is composed of a large serpent-looking 
  skeleton, and the front group is composed of large 
  skeletons, each with a horned bull’s head and 
  wielding a greataxe. 
  
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   At the sight of you, the serpent-looking skeleton 
  speaks in a harsh guttural tongue, to which the 
  other skeletons respond. 
  The characters are attacked by 5 skeletons, 
  3 minotaur skeletons and a bone naga. 
   The bone naga is speaking Abyssal and all 
  the other skeletons understand it. It orders 
  the skeletons to slay the living.  
   
   Armor Scraps & Broken Weapons: These 
  are all worthless. 
   Chests: These five chests and are each 
  trapped with a glyph of warding spell that 
  triggers an explosive runes effect.  
   Roll randomly to determine the magical 
  energy type for each using a d10: 1-2 acid; 
  3-4 cold; 5-6 fire; 7-8 lightning; 9-10 
  thunder.  
   Any creature in the 20-foot radius spread of 
  a chest must make a DC 15 Dexterity 
  saving throw if a chest is opened. On a 
  failed saving throw they take 22 (5d8) 
  damage. Those that successfully save take 
  half damage. 
   Finding the glyphs requires a DC 15 
  Intelligence (Investigate) check. 
   If the chests are moved from the room 
  before opened, the glyph is dispelled. 
  The minotaur skeletons attack the nearest 
  character, charging if they can do so. They 
  engage the characters by entrance to protect 
  the bone naga, and follow the bone naga’s 
  orders if sees a better way to deploy them. 
   The bone naga stays at range and uses it 
  spells, trying to catch as many characters 
  with its lightning bolt. If it can, it avoids 
  damaging its allies, but does so if necessary. 
  When it is going to cast sleep or hold person, 
  it orders the minotaur skeletons to Ready 
  their action when the character falls asleep or 
  is held by a spell so they can attack with 
  advantage. If a character goes to 0 hit points, 
  it orders the minotaur skeletons to kill the 
  character with their attacks. 
   The skeletons stay at range to use their 
  shortbows to make range attacks on the 
  characters, focusing on ranged attackers or 
  casters attempting to maintain concentration. 
   If the characters destroy the bone naga or 
  when commanded by the bone naga, the 
  skeletons use their action to Ready to open 
  the chest once they are engaged in melee 
  combat. 
   Opening the chest, either by a skeleton or 
  by a character, it sets off the glyph of warding 
  (see above).  
  Here are the recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Remove 2 minotaur skeletons. 
   Weak party: Remove 1 minotaur skeleton. 
   Strong party: Add 1 minotaur skeleton. 
   Very strong party: Add 2 minotaur skeletons. 
  If Cloella’s weapon is in this chamber, it can 
  found in one of the piles of broken weapons. 
   When the characters retreat from this 
  chamber, the creatures pursue unless the 
  characters have destroyed the bone naga. 
  The characters find nothing here the first 
  time they enter this room. (See Part 3: The 
  Tomb for more details). 
  This large, plain room is completely empty except 
  for a small amount of dust.  
  There is nothing to find here by searching but 
  allow the characters to try if they desire. 
  However, if they later return with Cloella's 
  weapon, the demi-plane returns and the room 
  is different. 
   
  
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  The Tempest Mage moved his tomb to a demi-plane and it 
  occupies the same space as this room. 
   If a character uses the spell detect magic or a similar 
  ability, they can tell the whole area is magical and it 
  radiates conjuration magic.  
   If a character makes a DC 30 Knowledge (Arcana) check 
  they determine that a demi-plane occupies the same space 
  as this chamber. 
   The characters cannot bring the chamber back to this 
  plane without Cloella and her weapon.  
  The Tempest Mage buried important and 
  powerful servants here and now they serve 
  him from beyond the grave. When the 
  characters disturb them, they attack. 
   When the characters enter this area, read: 
  Covering the chamber’s entire floor is a 
  crisscrossed one inch-wide metal bars that leave 
  an opening about a foot-length square in size 
  between them. Stone coffins engraved with a 
  crowned skull are set in the walls and similar ones 
  are set in the chamber’s floor that lies beneath the 
  metal bars. 
   For a moment, an eerie chill fills the air so cold 
  that it causes one to see their breath. 
  Lurking inside the stone coffins are a wraith 
  and 5 specters. When the characters begin to 
  search and explore the chamber the undead 
  emerge to attack; preferably when a character 
  tries to open a stone coffin. 
   There are 10 stone coffins set in the walls 
  and 10 more beneath the metal bars. A 
  stone coffin is AC 17 with 18 hp. Removing 
  the stone coffin lid requires a successful DC 
  10 Strength (Athletics) check. Humanoid 
  skeletal remains are inside each coffin, 
  garbed in a burial shroud (no value) and 
  adorned with jewelry worth 10 gp. 
   A metal bar is AC 19 with 5 hp. The metal 
  bars can be bent wide enough apart for a 
  small-sized character to slip through by 
  using an action to attempt a DC 20 
  Strength (Athletics) check. 
   When a character moves normally across 
  the crisscrossed metal bars, they must 
  attempt a DC 5 Dexterity (Acrobatics) check 
  otherwise they fall prone after using half 
  their movement. If a character fails by 5 or 
  more, they are also restrained (escape DC 5) 
  as they slip between the bars. If a character 
  uses a Dash action to move across the 
  crisscrossed metal bars, the DC of the 
  Dexterity (Acrobatics) check increases to 10 
  and they fall after moving only 5 feet.  
  The wraith directs the specters to attack a 
  single character. The wraith directs a specter 
  to draw the opportunity attack from the 
  targeted character for moving away to allow 
  the others to attack and return to the stone 
  coffins where they wait between actions to 
  avoid attacks. They also take advantage of the 
  crisscrossed metal bars allowing them to 
  attack from below.  
   If the wraith notices any characters in the 
  passageway leading to the chamber, it directs 
  a specter to block their path by moving 
  through a solid wall or floor to come up 
  behind the last character.  
   If the wraith notices the characters are 
  waiting for it to appear, it holds back for the 
  round sending the specters to attack instead. 
   If the characters retreat from the chamber, 
  the wraith waits to determine if the 
  characters are returning or going to another 
  chamber by using specter scouts. When the 
  characters return it attempts to ambush the 
  characters or if they go to another chamber, it 
  joins in the next combat or attacks them 
  while resting. 
   If the characters destroy the wrath, the 
  specters no longer follow the tactics above 
  and they simply attack the characters until 
  destroyed. 
  
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  Here are the recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Remove 3 specters. 
   Weak party: Remove 2 specters. 
   Strong party: Add 2 specters. 
   Very strong party: Add 1 wraith. 
  Treasure worth 200 gp total can found in this 
  area: 
   20 pieces of jewelry each worth 10 gp 
  If Cloella’s weapon is in this chamber, the 
  characters find it in a stone coffin on the floor 
  underneath the crisscrossed metal bars. 
  The Tempest Mage experimented with 
  creatures affected by lightning in this 
  chamber and the experiment is still ongoing. 
  If the characters disturb the experiment, the 
  test subjects attack them. 
   When the characters enter this area read: 
  At the sunken chamber’s far end is a large sealed 
  copper metal canister with a riveted seam running 
  from top to bottom. Next to it are two large sealed 
  glass containers, each topped with a copper ball 
  that has a thick metal rod and yellow colored 
  liquid in them. Attached the glass containers and 
  the large metal canister are rotted canvas covered 
  cables. 
   As a fat blue sparks dances across a copper ball, 
  the large metal container makes a ringing sound 
  caused by someone or something inside it. 
  Glass Container: These alchemical batteries 
  produce lightning. 
   Disabling them requires a successful DC 10 
  Dexterity check or they can be destroyed 
  with damage. Each of the glass containers 
  are AC 13 with 4 hp. If a character breaks a 
  glass container, they must make a DC 10 
  Dexterity saving throw or take 11 (2d10) 
  lightning damage. 
   See below for more information on them 
  and the lightning. 
  Copper Metal Canister: This metal canister 
  keeps the creatures inside to conduct the 
  experiment on them.  
   If the characters do not examine or disturb 
  the large metal canister, read this: 
  The metal canister makes another ringing sound 
  and a thin stream of yellow colored fluid trickles 
  out from the seam. 
   If the characters do examine or disturb the 
  large metal canister, read this: 
  The bolts holding the seam in place pop out one by 
  one as whatever is inside forces its way out. A 
  coppery scented yellowish colored fluid sprays out 
  from the broken seam, spraying across the sunken 
  floor. As the metal canister squeals in protest, the 
  seam separates wide, causing the remaining fluid 
  to gush out.  
   A humanoid creature covered in dripping 
  membranous skin, steps forth and rushes 
  menacingly towards you. 
  A flesh golem that was inside attacks the 
  characters. The membranous skin is actually 
  two ochre jelly that the golem was floating in. 
  When the flesh golem takes it first lightning 
  damage, the membranous skin covering it 
  turns into 2 ochre jelly (see below). If for 
  some reason the flesh golem does not take 
  any lightning damage, the 2 ochre jelly 
  slough off and join the fray at the end of the 
  second round (see below).  
   When this happens, read (adjust the 
  number of jellies if the encountered is 
  modified due to party strength): 
  
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  The membranous skin hanging on the creature 
  writhes as if it had a life of its own. It begins to 
  separate itself from the creature and with a final 
  effort, the yellowish skin wriggles free to land on 
  the ground with an audible plop. There it forms 
  into two ooze-like creatures that then surge 
  forward towards you, ignoring the creature from 
  which they sloughed off. 
  The fluid from the large metal canister is 
  highly conductive to electricity and it further 
  complicates the electricity produced by the 
  glass containers further complicate this fight: 
   Roll for initiative (+0) for each glass 
  container.  
   Every round on their turn the glass 
  containers send a jolt of lightning through 
  this fluid. 
   Characters in contact with the fluid, i.e., in 
  the chamber, must make a DC 10 Dexterity 
  saving throw or take 5 (1d10) lightning 
  damage.  
   This damage heals the flesh golem and 
  causes the ochre jelly to split. 
  In order to stop the glass containers from 
  producing lightning, a PC might try the 
  following: 
   Make a DC 10 Dexterity check to disable 
  them. If the check fails by 5 or more, the 
  character 11 (2d10) lightning damage. 
   Break the glass containers (AC 13, 4 hp). 
  Remember if a character breaks a glass 
  container, they must make a DC 10 
  Dexterity saving throw or take 11 (2d10) 
  lightning damage. 
   The flesh golem can use its action to short 
  out a container and heal itself for 22 (4d10) 
  hit points. Doing so disables one of the 
  glass containers. Remove that container 
  from the initiative order when this happens. 
  If the golem does this, read: 
  The creature takes hold of the rotted canvas 
  covered cable and bites into it with its teeth. The 
  canvas blackens as blue lightning sparks wildly 
  along it. The creature’s eyes roll back into its head 
  and it moans blissfully as its wounds heal. 
  Both the flesh golem and the ochre jelly 
  attack the nearest character. When the ochre 
  jelly takes lightning damage again, it splits. 
  The ochre jelly does not attack the flesh 
  golem even if it attacks it. 
   
  Here are the recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Remove 2 ochre jellies. 
   Weak party: Remove 1 ochre jellies. 
   Strong party: Add 1 ochre jelly. 
   Very strong party: Add 2 ochre jellies. 
  If Cloella’s weapon is in this chamber, the 
  characters find it inside the metal canister 
  attached to the machine, providing the magic 
  that sustained the batteries. 
   
  When the characters eventually locate 
  Cloella's mace, proceed to Part 3: The Tomb. 
   
   
   
   
  
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  Part 3: The Tomb 
  Eventually the characters locate the tomb of 
  the Tempest Mage himself and wake him from 
  his eternal slumber; forcing them to deal with 
  him and more of his undead minions. This 
  chain of events is started once the characters 
  recover Cloella’s mace and bring it back to 
  her.  
   When the characters confront Cloella and 
  ask her about the weapon’s holy symbols, 
  especially in light of all of them being devoted 
  to evil deities, she feels her memories 
  returning and asks to hold the weapon that 
  she might remember and answer the party’s 
  questions. She believes contact gripping the 
  mace will unlock more of her memories. If the 
  characters refuse, see the Development 
  section below.   
   When the characters return the weapon to 
  Cloella, read: 
  As Cloella gazes at the weapon in her hands, the 
  chain around her neck snaps and fades away. A 
  knowing look spreads across her face as she 
  smiles at you all. She hefts the weapon and states 
  in a throaty, commanding voice note the slightest 
  bit reminiscent of her former winsome speech, 
  “Come with me fools and let us end the Tempest 
  Mage’s so called life.” 
   She races down the stairs to the Undercroft not 
  looking back to see if you are following her. 
  If the characters follow Cloella, read: 
  As you reach the stair’s bottom, you see Cloella at 
  the larger chamber’s entrance wielding her weapon 
  against an unseen barrier, shouting, “I call upon 
  the Storm Lord, I call upon the Frostmaiden and I 
  call upon The Vaunted to lend me their strength so 
  I may slay this Tempest Mage once and for all.”  
   As the echoes from her voice fade, a pale fog 
  forms across the entryway and Cloella laughs 
  madly with joy as she turns back to you saying, 
  “Now my vengeance is at hand thanks to you 
  unwitting pawns. Without you−.”  
   Her voice turns to agonizing screams as spectral 
  claws reach out from the fog, ripping her ghostly 
  form to shreds.  
   Her weapon clatters to the floor as the fog in the 
  entryway disappears, revealing a different looking 
  chamber from the one you traveled through before. 
  A DC 10 Intelligence (Religion) check 
  identifies the Storm Lord as Talos, god of 
  storms; the Frostmaiden as Auril, goddess of 
  winter; and the Vaunted as Velsharoon, god 
  of necromancy. They are all evil deities. 
   When ready, continue with the Main Hall. 
  If the characters do not return Cloella’s 
  weapon, she begs and pleads with the 
  characters to give it to her. When they refuse, 
  Cloella disappears and the adventure ends. If 
  the characters or Cloella do not try to cross 
  back into the demi-plane with mace, it does 
  not trigger the defenses and the Tempest 
  Mage will not awaken.  
   If the characters do not follow Cloella after 
  giving her the weapon, then the characters 
  can hear Cloella’s voice turn from shouting to 
  screaming and then to silence. When the 
  characters investigate, they find the weapon 
  and the different looking chamber.  
   If they do not investigate the Main Hall after 
  it is returns from the demi-plane, the 
  adventure ends. 
  When the characters enter the empty room 
  after it returns from the demi-plane, read: 
  
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  The chamber that was once empty and bare has 
  transformed into a burial chamber. Standing in 
  front of each pillar is a grim-face stone statue 
  holding a sword in both hands. Scattered around 
  the chamber’s walls are chests, boxes and other 
  containers 
   At the far end is an eerie light coming from a 
  lantern that shines down on an ornate coffin 
  leaning upright against the wall. 
   Ceiling. The ceiling height is 30 feet high. 
   Light. Bright light illuminates 15 feet 
  beginning from the far wall. Dim light 
  illuminates the next 15 feet closer. Beyond 
  those areas, the chamber is completely dark 
  and the only light is that which the 
  characters provide. 
   Desecrated Ground. The entire chamber is 
  desecrated ground. Undead creatures 
  standing on desecrated ground have 
  advantage on all saving throws. If a character 
  succeeds with a DC 10 Intelligence (Arcana) 
  or Intelligence (Religion) check they recognize 
  the desecrated ground and they know that a 
  vial of holy water will purify a 10-foot square 
  area when sprinkled on it, negating the 
  desecration effect. 
  Once the characters move into the chamber 
  to investigate, read: 
  Without warning, the coffin’s lid opens and a 
  gnarled hand reaches from inside to grasp the lid’s 
  edge. With a surprising speed and strength, the 
  hand tosses the lid aside to land with a loud 
  echoing noise. Emerging from the coffin is a 
  human looking man garbed in black robes with 
  lifeless pale skin and glowing red eyes filled with 
  unfathomable hate. 
  
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   Clenching his fists in anger, he says in a dry 
  throaty voice, “You shall suffer my wrath for 
  waking me.” 
  The Tempest Mage has returned as a 
  revenant and the target for his revenge is all 
  the characters that awoke him. 
   The eerie light is from a flameskull. When 
  it goes on its initiative order, read: 
  The lantern shatters and a flying skull ablaze with 
  green flames emerges. It cackles madly as its eye 
  sockets glow ever brighter as it fixes it baleful gaze 
  on you. 
  3 wights are inside the statues. When they go 
  on their initiative order, read: 
  A cracking sound echoes throughout the chamber. 
  The sound’s source is the grim-faced stone 
  statues. Several of them have moved from their 
  positions, stone shattering from their forms as 
  they stride menacingly toward you. Beneath the 
  stone are the same grim-faced warriors, but their 
  lifeless pale skin and white hair reveal their true 
  undead nature. 
  The Tempest Mage (revenant) has sworn 
  vengeance on all characters. He selects the 
  nearest character and uses its Vengeful Glare 
  on them in the first round. On the following 
  rounds, he attacks that character whether 
  the Vengeful Glare worked or not. When the 
  selected character goes to 0 hit points and is 
  still at 0 hit points when the revenant’s next 
  turn starts, he uses its Multiattack to make 2 
  attacks against the character. Since the 
  character is unconscious, each attack is a 
  critical hit and since they are at 0 hit points, 
  each critical hit causes 2 death saving throw 
  failures. When the selected character is dead, 
  he starts with the next nearest character 
  using the same tactics.  
   Although he prefers to attack the 
  characters physically, the Tempest Mage 
  possesses spells. When the characters keep 
  him at range, he uses his spells to attack. He 
  reserves his spell slots for counterspell, 
  particularly to counter banishment, shield to 
  prevent damage and misty step to get at hard 
  to get at characters. These favored spells are 
  reactions or bonus actions and this allows 
  him to attack physically. If the characters 
  give him preparation time, he casts greater 
  invisibility and uses cone of cold as his 
  opening spell.  
   The wights each move adjacent to a 
  character and use their Multiattack to make 
  one longsword attack and the other to make a 
  Life Drain attack. When a character goes to 0 
  hit points and is not dead, they continue to 
  attack the character attempting to kill them 
  dead. Each attack is a critical hit causing 2 
  death saving throw failures. They continue to 
  Life Drain to reduce the character’s maximum 
  hit points.  
   The flameskull flies up into the air near the 
  ceiling and remain there for the combat’s 
  duration. It starts with a fireball attempting 
  to catch as many characters as possible in its 
  area of effect. When any characters go to 0 hit 
  points, it casts a flaming sphere spell in a 
  square adjacent to the character since 
  unconscious characters automatically fail 
  Dexterity saving throws and since they are at 
  0 hit points they also suffer a single death 
  saving throw failure. 
  Here are the recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Remove 1 wight and the flameskull. 
   Weak party: Remove 1 wight. 
   Strong party: Add 1 wight. 
   Very strong party: Add 1 wight and 1 flameskull. 
   
   
  
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  Treasure consisting of grave goods and 
  jewelry worth 3,000 gp total can found in this 
  area along with Cloella’s mace of disruption, a 
  spell scroll of animate dead, a spell scroll of 
  vampiric touch, and a potion of greater healing. 
   
  With the Tempest Mage defeated, the undead 
  through the complex fall lifeless. They will no 
  longer plague Windy Valley. The villagers are 
  grateful to the characters and offer them a 
  grand feast and much celebration at their 
  success.  
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Make sure players note their rewards on their 
  adventure logsheets. Give your name and DCI 
  number (is applicable) so players can record 
  who ran the session. 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. Give all characters 
  in the party non-combat experience awards unless 
  otherwise noted. 
   
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Bone Naga 
   
   
  1,100 
  Crawling Claw 
   
   
  10 
  Flameskull 
   
   
  1,100 
  Flesh Golem 
   
   
  1,800 
  Ghast 
   
   
   
  450 
  Ghost (Cloella) 
   
   
  1,100 
  Ghoul 
   
   
   
  200 
  Minotaur Skeleton 
   
  450 
  Mummy  
   
   
  700 
  Ochre Jelly 
   
   
  450 
  Revenant (Tempest Mage)  
  1,800 
  Shadow  
   
   
  100 
  Skeleton  
   
   
  50 
  Specter  
   
   
  200 
  Wight 
   
   
   
  450 
  Wraith  
   
   
  1,800 
  Non-Combat Awards 
  Task or Accomplishment  
  XP per Character 
  Free Cloella 
   
   
  250 
  Defeat the Tempest Mage  
  500 
  The minimum total award for each character 
  participating in this adventure is 4,500 experience 
  points. 
  The maximum total award (for a party of five 8th-
  level characters) for each character participating is 
  6,000 experience points. 
   
  The characters receive the following treasure, 
  divided up amongst the party. Characters 
  should attempt to divide the treasure evenly 
  whenever possible. Gold piece values listed 
  for sellable gear are calculated at their selling 
  price, not their purchase price. 
   Consumable magic items should be 
  divided up however the group sees fit. If more 
  than one character is interested in a specific 
  consumable magic item, the DM can 
  determine who gets it randomly should the 
  group be unable to decide. 
   Permanent magic items are divided 
  according to a system. See the sidebar if the 
  adventure awards permanent magic items. 
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Payment for exploring 
   
  500 
  Bone-carved box  
   
  25 
  Engraved silver ring 
   
  25 
  Dirt-covered glass stoppered flask  25  
  Silver-chased metal case   
  25 
  Coins from the reliquary worth  
  200 
  Jewelry (20) 
   
   
  10 ea. 
  Gemstones (3) 
   
   
  100 ea. 
  Dagger with gemstone pommel  
  50 
  Coins from the bone pile   
  150 
  Gold masks (2)   
   
  25 ea. 
  Books on demi-planes 
   
  150 
  Grave goods 
   
   
  3000 
  If they wish, a character may choose to keep 
  any of the mundane or trinket gear above as 
  part of their share of the gold. 
   
  Weapon (mace), rare (requires attunement)  
  This black metal mace is decorated with the 
  holy symbols of Auril, Talos, and Velsharoon. 
  The light shed by this mace flickers like 
  lightning and generates occasional swirls of 
  snowflakes. When you hit a fiend or an 
  undead with this magic weapon, that creature 
  takes an extra 2d6 radiant damage. If the 
  target has 25 hit points or fewer after taking 
  this damage, it must succeed on a DC 15 
  Wisdom saving throw or be destroyed. On a 
  successful save, the creature becomes 
  frightened of you until the end of your next 
  
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  turn. While you hold this weapon, it sheds 
  bright light in a 20-foot radius and dim light 
  for an additional 20 feet. 
  Potion, uncommon 
  This potion heals 4d4+4 hp when consumed. 
  A description of this item can be found in the 
  Dungeon Master's Guide. 
  Potion, rare 
  When you drink this potion, you gain the 
  effect of the detect thoughts spell (save DC 13). 
  The potion's dense, purple liquid has an ovoid 
  cloud of pink floating in it. A description of 
  this item can be found in the Dungeon 
  Master's Guide. 
  Scroll, varies 
  The spell scrolls available in this adventure 
  are listed below along with their rarity. Each 
  spell scroll contains a single spell. A 
  description of spell scrolls can be found in the 
  Dungeon Master Basic Rules or the Dungeon 
  Master's Guide. 
   
  Spell Scroll 
   
   
  Rarity 
  Animate Dead  
   
  Uncommon 
  Rope Trick 
   
   
  Uncommon 
  Vampiric Touch 
   
  Uncommon 
   
  You were rescued from the jaws of death by 
  the ghost Cloella. Since her demise against 
  the Tempest Mage, her ghostly chain now 
  rests around your neck. While you feel its 
  weight, you cannot grasp it or remove in any 
  way.   
   
  All faction members earn one renown point 
  for participating in this adventure. 
   
  Each character receives ten downtime days 
  at the conclusion of this adventure. 
  You receive 1,500 XP, 750 gp, and ten 
  downtime days for running this session. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Cloella (Ghost) 
  Medium undead, lawful evil  
  Armor Class 11  
  Hit Points 45 (10d8)  
  Speed 0 ft., fly 40 ft. (hover) 
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA  
  7 (−2)  
  13 (+1)  10 (+0)  10 (+0)  12 (+1)  17 (+3)  
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks  
  Damage Immunities cold, necrotic, poison  
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained  
  Senses darkvision 60 ft., passive Perception 11  
  Languages Common, Draconic, Elvish  
  Challenge 4 (1,100 XP)  
  Ethereal Sight. The ghost can see 60 feet into the 
  Ethereal Plane when it is on the Material Plane, and 
  vice versa.  
  Incorporeal Movement. The ghost can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its 
  turn inside an object.  
  Actions  
  Withering Touch. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic 
  damage.  
  Etherealness. The ghost enters the Ethereal Plane from 
  the Material Plane, or vice versa. It is visible on the 
  Material Plane while it is in the Border Ethereal, and 
  vice versa, yet it can’t affect or be affected by 
  anything on the other plane.  
  Horrifying Visage. Each non-undead creature within 60 
  feet of the ghost that can see it must succeed on a 
  DC 13 Wisdom saving throw or be frightened for 1 
  minute. If the save fails by 5 or more, the target also 
  ages 1d4 × 10 years. 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 ghost’s 
  Horrifying Visage for the next 24 hours. The aging 
  effect can be reversed with a greater restoration 
  spell, but only within 24 hours of it occurring.  
  Possession (Recharge 6). One humanoid that the ghost 
  can see within 5 feet of it must succeed on a DC 13 
  Charisma saving throw or be possessed by the ghost; 
  the ghost then disappears, and the target is 
  incapacitated and loses control of its body. The ghost 
  now controls the body but doesn’t deprive the target 
  of awareness. The ghost can’t be targeted by any 
  attack, spell, or other effect, except ones that turn 
  undead, and it retains its alignment, Intelligence, 
  Wisdom, Charisma, and immunity to being charmed 
  and frightened. It otherwise uses the possessed 
  target’s statistics, but doesn’t gain access to the 
  target’s knowledge, class features, or proficiencies. 
  The possession lasts until the body drops to 0 hit 
  points, the ghost ends it as a bonus action, or the 
  ghost is turned or forced out by an effect like the 
  dispel evil and good spell. When the possession ends, 
  the ghost reappears in an unoccupied space within 5 
  feet of the body. The target is immune to this ghost’s 
  Possession for 24 hours after succeeding on the 
  saving throw or after the possession ends. 
   
  
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  Tempest Mage (Revenant) 
  Medium undead, neutral 
  Armor Class 13 (leather armor) 
  Hit Points 136 (16d8 +6 4)  
  Speed 30 ft. 
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA  
  18 (+4)  14 (+2)  18 (+4)  13 (+1)  16 (+3)  18 (+4)  
  Saving Throws Str +7, Con +7, Wis +6, Cha +7 
  Damage Resistances necrotic, psychic 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned, stunned  
  Senses darkvision 60 ft., passive Perception 13  
  Languages the languages it knew in life 
  Challenge 5 (1,800 XP)  
  Regeneration. The revenant regains 10 hit points at 
  the start of its turn. If the revenant takes fire or 
  radiant damage, this trait doesn’t function at the 
  start of the revenant’s next turn. The revenant’s 
  body is destroyed only if it starts its turn with 0 hit 
  points and doesn’t regenerate. 
  Rejuvenation. When the revenant’s body is destroyed, 
  its soul lingers. After 24 hours, the soul inhabits and 
  animates another corpse on the same plane of 
  existence and regains all its hit points. While the soul 
  is bodiless, a wish spell can be used to force the soul 
  to go to the afterlife and not return.  
  Turn Immunity. The revenant is immune to effects that 
  turn undead. 
  Vengeful Tracker. The revenant knows the distance to 
  and direction of any creature against which it seeks 
  revenge, even if the creature and the revenant are 
  on different planes of existence. If the creature being 
  tracked by the revenant dies, the revenant knows.  
  Actions  
  Multiattack. The revenant makes two fist attacks.  
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage. If the 
  target is a creature against which the revenant has 
  sworn vengeance, the target takes an extra 14 (4d6) 
  bludgeoning damage. Instead of dealing damage, the 
  revenant can grapple the target (escape DC 14) 
  provided the target is Large or smaller. 
  Vengeful Glare. The revenant targets one creature it 
  can see within 30 feet of it and against which it has 
  sworn vengeance. The target must make a DC 15 
  Wisdom saving throw. On a failure, the target is 
  paralyzed until the revenant deals damage to it, or 
  until the end of the revenant’s next turn. When the 
  paralysis ends, the target is frightened of the 
  revenant for 1 minute. The frightened target can 
  repeat the saving throw at the end of each of its 
  turns, with disadvantage if it can see the revenant, 
  ending the frightened condition on itself on a success. 
   
  Spellcasting. The Tempest Mage is a 9th-level spellcaster 
  (spell save DC 14, +6 to hit with spell attacks).The Tempest 
  Mage has the following wizard spells prepared. 
  Cantrips (at will) fire bolt, mage hand, prestidigitation 
  1st level (4 slots) detect magic, mage armor, magic missile, 
  shield 
  2nd level (3 slots) misty step, suggestion 
  3rd level (3 slots) counterspell, fireball, fly 
  4th level (3 slots) greater invisibility, ice storm 
  5th level (1 slot) cone of cold
  
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  Bone Naga 
  Large undead, lawful evil  
  Armor Class 15 (natural armor)  
  Hit Points 58 (9d10 + 9)  
  Speed 30 ft. 
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA  
  15 (+2)  16 (+3)  12 (+1)  15 (+2)  15 (+2)  16 (+3)  
  Damage Immunities poison  
  Condition Immunities charmed, exhaustion, paralyzed, 
  poisoned 
  Senses darkvision 60 ft., passive Perception 12  
  Languages Common plus one other language 
  Challenge 4 (1,100 XP)  
  Spellcasting. The naga is a 5th-level spellcaster (spell 
  save DC 12, +4 to hit with spell attacks) that needs only 
  verbal components to cast its spells. Its spellcasting 
  ability is Intelligence, and it has the following wizard 
  spells prepared. 
  Cantrips (at will) mage hand, minor illusion, ray of 
  frost 
  1st level (4 slots) charm, sleep 
  2nd level (3 slots) detect thoughts, hold person 
  3rd level (2 slots) lightning bolt 
  Actions   
  Bite. Melee Attack: +5 to hit, reach 10 ft., one creature. 
  Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) 
  poison damage. 
   
  Crawling Claw 
  Tiny undead, neutral evil  
  Armor Class 12  
  Hit Points 2 (1d4)  
  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 Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses blindsight 30 ft. (blind beyond that radius) 
  Languages understands Common but can’t speak 
  Challenge 0 (10 XP)  
  Turn Immunity. The claw is immune to effects that turn 
  undead.  
  Actions  
  Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4) bludgeoning or slashing damage 
  (claw’s choice). 
   
  Flame Skull 
  Tiny undead, neutral evil  
  Armor Class 13  
  Hit Points 40 (9d4 + 18)  
  Speed 0 ft., fly 40 ft. (hover) 
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA  
  1 (−5)  
  17 (+3)  14 (+2)  16 (+3)  10 (+0)  11 (+0)  
  Skills Arcana +5, Perception +2  
  Damage Resistances lightning, necrotic, piercing 
  Damage Immunities cold, fire, poison  
  Condition Immunities charmed, frightened, paralyzed, 
  poisoned, prone 
  Senses darkvision 60 ft., passive Perception 12  
  Languages Common 
  Challenge 4 (1,100 XP)  
  Illumination. The flameskull sheds either dim light in a 
  15-foot radius or bright light in a 15-foot radius and 
  dim light for an additional 15 feet. It can switch 
  between the options as an action.  
  Magic Resistance. The flameskull has advantage on 
  saving throws against spells and other magical 
  effects. 
  Rejuvenation. If the flameskull is destroyed, it regains 
  all its hit points in 1 hour unless holy water is 
  sprinkled on its remains or a dispel magic or remove 
  curse spell is cast on them. 
  Spellcasting. The flameskull is a 5th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 13, 
  +5 to hit with spell attacks). It requires no somatic or 
  material components to cast its spells. The flameskull 
  has the following wizard spells prepared: 
  Cantrip (at will): mage hand 
  1st level (3 slots): magic missile, shield 
  2nd level (2 slots): blur, flaming sphere 
  3rd level (1 slot): fireball 
  Actions  
  Multiattack. The flameskull uses Fire Ray twice. 
  Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., 
  one target. Hit: 10 (3d6) fire damage. 
   
  
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  Flesh Golem 
  Medium construct, neutral 
  Armor Class 9 
  Hit Points 93 (11d8 + 4)  
  Speed 30 ft. 
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA  
  19 (+4)  9 (-1)  
  18 (+4)  6 (-2)  
  10 (+0)  5 (-3)  
  Damage Immunities lightning, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks that 
  aren’t adamantine 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned  
  Senses darkvision 60 ft., passive Perception 10  
  Languages understands the languages of its creator but 
  can’t speak 
  Challenge 5 (1,800 XP)  
  Berserk. Whenever the golem starts its turn with 40 hit 
  points or fewer, roll a d6. On a 6, the golem goes 
  berserk. On each of its turns while berserk, the 
  golem attacks the nearest creature it can see. If no 
  creature is near enough to move to and attack, the 
  golem attacks an object, with preference for an 
  object smaller than itself. Once the golem goes 
  berserk, it continues to do so until it is destroyed or 
  regains all its hit points. 
  The golem’s creator, if within 60 feet of the berserk 
  golem, can try to calm it by speaking firmly and 
  persuasively. The golem must be able to hear its 
  creator, who must take an action to make a DC 15 
  Charisma (Persuasion) check. If the check succeeds, 
  the golem ceases being berserk. If it takes damage 
  while still at 40 hit points or fewer, the golem might 
  go berserk again. 
  Aversion of FIre. If the golem takes fire damage, it has 
  disadvantage on attacks rolls and ability checks until 
  the end of its next turn.  
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form. 
  Lightning Absorption. Whenever the golem is 
  subjected to lightning damage, it takes no damage 
  and instead regains a number of hit points equal to 
  lightning damage dealt.  
  Magic Resistance. The golem has advantage on saving 
  throw against spells and other magical effects.  
  Magic Weapons. The golem’s weapon attacks are 
  magical.  
  Actions  
  Multiattack. The golem makes two slam attacks.  
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage.  
   
  Ghast 
  Medium undead, chaotic evil  
  Armor Class 13  
  Hit Points 36 (8d8)  
  Speed 30 ft. 
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA  
  16 (+3)  17 (+3)  10 (+0)  11 (+0)  10 (+0)  8 (-1)  
  Damage Resistance necrotic  
  Damage Immunities poison  
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10  
  Languages Common 
  Challenge 2 (450 XP)  
  Stench. Any creature that starts its turn within 5 feet of 
  the ghast must succeed on a DC 10 Constitution 
  saving throw or be poisoned until the start of its next 
  turn. On a successful saving throw, the creature is 
  immune to the ghast’s Stench for 24 hours. 
  Turning Defiance. The ghast and any ghouls within 30 
  feet of it have advantage on saving throws against 
  the effects that turn undead.  
   
  Actions  
  Bite. Melee Attack: +3 to hit, reach 5 ft., one creature. 
  Hit: 12 (2d8 + 3) piercing damage. 
  Claws. Melee Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage. If the target is a 
  creature other than an undead, it must succeed on a 
  DC 10 Constitution saving throw or be paralyzed for 
  1 minute. The target can repeat the saving throw at 
  the end of each of its turn, ending the effect on itself 
  on a success. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Ghoul 
  Medium undead, chaotic evil  
  Armor Class 13  
  Hit Points 22 (5d8)  
  Speed 30 ft. 
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA  
  13 (+1)  15 (+2)  10 (+0)  7 (-2)  
  10 (+0)  6 (-2)  
  Damage Resistance necrotic  
  Damage Immunities poison  
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10  
  Languages Common 
  Challenge 1 (200 XP)  
  Actions  
  Bite. Melee Attack: +2 to hit, reach 5 ft., one creature. 
  Hit: 9 (2d6 + 2) piercing damage. 
  Claws. Melee Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 7 (2d4 + 3) slashing damage. If the target is a 
  creature other than an elf or undead, it must 
  succeed on a DC 10 Constitution saving throw or be 
  paralyzed for 1 minute. The target can repeat the 
  saving throw at the end of each of its turn, ending 
  the effect on itself on a success. 
   
  Minotaur Skeleton 
  Large undead, lawful evil  
  Armor Class 12 (natural armor)  
  Hit Points 67 (9d10 + 18)  
  Speed 40 ft. 
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA  
  18 (+4)  11 (+0)  15 (+2)  6 (-2)  
  8 (-1)  
  5 (-3)  
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison  
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9  
  Languages understands Abyssal but can’t speak 
  Challenge 2 (450 XP)  
  Charge. If the skeleton moves at least 10 feet straight 
  toward a target and then hits with a gore attack on 
  the same turn, the target takes an extra 9 (2d8) 
  piercing damage. If the target is a creature, it must 
  succeed on a DC 14 Strength saving throw or be 
  pushed up to 10 feet away and knocked prone. 
  Actions  
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 17 (2d12 + 4) slashing damage. 
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft, 
  one target. Hit: 13 (2d8 + 4) piercing damage 
   
  Mummy 
  Medium undead, lawful evil 
  Armor Class 11 (natural armor) 
  Hit Points 59 (9d8 + 18)  
  Speed 20 ft. 
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA  
  16 (+3)  8 (-1)  
  15 (+2)  6 (-2)  
  10 (+0)  12 (+1)  
  Saving Throws Wis +2 
  Damage Vulnerabilities fire 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned  
  Senses darkvision 60 ft., passive Perception 10  
  Languages the languages it knew in life 
  Challenge 3 (700 XP)  
  Actions  
  Multiattack. The mummy can use its Dreadful Glare 
  and makes one attack with its rotting fist.  
  Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage 
  plus 10 (3d6) necrotic damage. If the target is a 
  creature, it must succeed on a DC 12 Constitution 
  saving throw or be cursed with mummy rot. The 
  cursed target can’t regain hit points, and its hit point 
  maximum decreases by 10 (3d6) for every 24 hours 
  that elapse. If the curse reduces the target’s hit point 
  maximum to 0, the target dies, and its body turns to 
  dust. The curse lasts until removed by the remove 
  curse spell or other magic. 
  Dreadful Glare. The mummy targets one creature it 
  can see within 60 feet of it. If the target can see the 
  mummy, it must succeed on a DC 11 Wisdom saving 
  throw against this magic or become frightened until 
  the end of the mummy’s next turn. If the target fails 
  the saving throw by 5 or more, it is also paralyzed for 
  the same duration. A target that succeeds on the 
  saving throw is immune to the Dreadful Glare of all 
  mummies (but not mummy lords) for the next 24 
  hours. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Ochre Jelly 
  Large ooze, unaligned 
  Armor Class 8 
  Hit Points 45 (6d10 + 12)  
  Speed 10 ft., climb 10 ft. 
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA  
  15 (+2)  6 (-2)  
  14 (+2)  2 (-4)  
  6 (-2)  
  1 (-5)  
  Damage Resistance acid 
  Damage Immunities lightning, slashing 
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone 
  Senses blindsight 60 ft. (blind beyond this radius) 
  Languages − 
  Challenge 2 (450 XP)  
  Amorphous. The jelly can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Spider Climb. The jelly can climb difficult surfaces, 
  including upside down on ceilings, without needing 
  to make an ability check. 
  Actions  
  Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage 
  plus 3 (1d6) acid damage.  
  Reactions  
  Split. When a jelly that is Medium or larger is subjected 
  to lightning or slashing damage, it splits into two new 
  jellies if it has at least 10 hit points. Each new jelly 
  has hit points equal to half the original jelly’s 
  rounded down. New jellies are one size smaller than 
  the original jelly.  
   
  Shadow 
  Medium undead, chaotic evil  
  Armor Class 12  
  Hit Points 16 (3d8 + 3)  
  Speed 40 ft. 
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA  
  6 (−2)  
  14 (+2)  13 (+1)  6 (-2)  
  10 (+0)  8 (-1)  
  Skills Stealth +4 (+6 in dim light or darkness)  
  Damage Vulnerabilities radiant 
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities necrotic, poison  
  Condition Immunities exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 10  
  Languages − 
  Challenge 1/2 (100 XP)  
  Amorphous. The shadow move through a space as 
  narrow as 1 inch wide without squeezing.  
  Shadow Stealth. While in dim light or darkness, the 
  shadow can take the Hide action as a bonus action. 
  Sunlight Weakness. While in sunlight, the shadow has 
  disadvantage on attack rolls, ability checks, and 
  saving throws. 
  Actions  
  Strength Drain. Melee Spell Attack: +4 to hit, reach 5 
  ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, 
  and the target’s Strength score is reduced by 1d4. 
  The target dies if this reduces its Strength to 0. 
  Otherwise the reduction lasts until the target finishes 
  a short or long rest. If a non-evil humanoid dies from 
  this attack, a new shadow rises from the corpse 1d4 
  hours later. 
   
  Skeleton 
  Medium undead, lawful evil  
  Armor Class 13 (armor scraps)  
  Hit Points 13 (2d8 + 4)  
  Speed 30 ft. 
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA  
  10 (+0)  14 (+2)  15 (+2)  6 (-2)  
  8 (-1)  
  5 (-3)  
  Damage Vulnerabilities bludgeoning 
  Damage Immunities poison  
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 9  
  Languages understands all languages it knew it life but 
  can’t speak 
  Challenge 1/4 (50 XP)  
  Actions  
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Specter 
  Medium undead, chaotic evil  
  Armor Class 12  
  Hit Points 22 (5d8)  
  Speed 0 ft., fly 50 ft. (hover) 
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA  
  1 (−5)  
  14 (+2)  11 (+0)  10 (+0)  10 (+0)  11 (+0)  
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks  
  Damage Immunities necrotic, poison  
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained, 
  unconscious 
  Senses darkvision 60 ft., passive Perception 10  
  Languages understands all languages it knew in life but 
  can’t speak 
  Challenge 1 (200 XP)  
  Incorporeal Movement. The specter can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its 
  turn inside an object.  
  Sunlight Sensitivity. While in sunlight, the specter has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions  
  Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 10 (3d6) necrotic damage. The target 
  must succeed on a DC 10 Constitution saving throw 
  or its hit point maximum is reduced by an amount 
  equal to the damage taken. This reduction lasts until 
  the creature finishes a long rest. The target dies if 
  this effect reduces its hit point maximum to 0. 
   
  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 (+2)  14 (+2)  16 (+3)  10 (+0)  13 (+1)  15 (+2)  
  Skills Perception +3, Stealth +4 
  Damage Immunities necrotic, bludgeoning, piercing, 
  and slashing from nonmagical attacks that aren’t 
  silvered 
  Damage Immunities poison  
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 11  
  Languages the languages it knew in life 
  Challenge 3 (700 XP)  
  Sunlight Sensitivity. While 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 Life Drain in 
  place of one longsword attack. 
  Life Drain. Melee Spell 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 throw 
  or its hit point maximum is reduced by an amount 
  equal to the damage taken. This reduction lasts until 
  the creature finishes a long rest. The target dies if 
  this effect reduces its hit point maximum to 0. 
  A humanoid creature 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. Range Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Wraith 
  Medium undead, neutral evil 
  Armor Class 13 
  Hit Points 67 (9d8 + 27) 
  Speed 0 ft., fly 60 ft. (hover) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (- 2) 
  16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2) 
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons that aren't silvered 
  Damage Immunities necrotic, poison 
  Condition Immunities charmed, exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60ft., passive Perception 12 
  Languages the languages it knew in life 
  Challenge 5 (1,800 XP) 
  Incorporeal Movement. The wraith can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its 
  turn inside an object. 
  Sunlight Sensitivity. While in sunlight, the wraith has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one creature. Hit: 21 (4d8 + 3) necrotic damage. The 
  target must succeed on a DC 14 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. 
  Create Specter. The wraith targets a humanoid within 
  10 feet of it that has been dead for no longer than 1 
  minute and died violently. The target's spirit rises as 
  a specter in the space of its corpse or in the nearest 
  unoccupied space. The specter is under the wraith's 
  control. The wraith can have no more than seven 
  specters under its control at one time. 
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Level One - The Shrine 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Level Two 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  Player Handout: Treasure 
   
  Weapon (mace), rare (requires attunement)  
  This black metal mace is decorated with the 
  holy symbols of Auril, Talos, and Velsharoon. 
  The light shed by this mace flickers like 
  lightning and generates occasional swirls of 
  snowflakes. When you hit a fiend or an 
  undead with this magic weapon, that creature 
  takes an extra 2d6 radiant damage. If the 
  target has 25 hit points or fewer after taking 
  this damage, it must succeed on a DC 15 
  Wisdom saving throw or be destroyed. On a 
  successful save, the creature becomes 
  frightened of you until the end of your next 
  turn. While you hold this weapon, it sheds 
  bright light in a 20-foot radius and dim light 
  for an additional 20 feet. 
   
  Potion, uncommon 
  This potion heals 4d4+4 hp when consumed. 
  A description of this item can be found in the 
  Dungeon Master's Guide. 
   
  Potion, rare 
  When you drink this potion, you gain the 
  effect of the detect thoughts spell (save DC 13). 
  The potion's dense, purple liquid has an ovoid 
  cloud of pink floating in it. A description of 
  this item can be found in the Dungeon 
  Master's Guide. 
   
   
   
   
  Scroll, varies 
  The spell scrolls available in this adventure 
  are listed below along with their rarity. Each 
  spell scroll contains a single spell. A 
  description of spell scrolls can be found in the 
  Dungeon Master Basic Rules or the Dungeon 
  Master's Guide. 
   
  Spell Scroll 
   
   
  Rarity 
  Animate Dead  
   
  Uncommon 
  Rope Trick 
   
   
  Uncommon 
  Vampiric Touch 
   
  Uncommon 
   
  You were rescued from the jaws of death by 
  the ghost Cloella. Since her demise against 
  the Tempest Mage, her ghostly chain now 
  rests around your neck. While you feel its 
  weight, you cannot grasp it or remove in any 
  way.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-CIC-03 - The Desolate Undercroft.pdf