TEXT: Bowl of Sin: Grace
  Bowl of Sin: Grace
  Bowl of Sin: Grace
  Bowl of Sin: Grace
  Bowl of Sin: Grace
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  1. Overview
  Then. The Bowl of Sin is a massive volcano caldera, long
  since dormant. In ancient times, the goodly gods sent their
  angels to this caldera and prepare trials for their mortal
  champions. The trials were designed to help prepare heroes
  for the evils they’d face in the world. The trials were difficult,
  and as the years wore on the angels created increasingly more
  impossible tasks for the faithful to face. The caldera became a
  place of suffering, where men and women went to die in the
  name of their gods.
  Now. Eventually the goodly gods realized the error of their
  ways and put a stop to the trials. The angels that oversaw the
  place had their divinity taken away, and the land was shrouded
  in shadow so the gods would not have to look upon their
  greatest failure. The Bowl of Sin now lies in perpetual night,
  roamed by the broken remnants of its caretakers. Legends
  swirl around the caldera, and every year the desperate, the
  faithful and the sinful make journeys to the Bowl of Sin. None
  ever return.
  Why Would Anyone Go Here?
  Absolution. Legends say that those seeking absolution for
  past crimes could find it in the caldera by overcoming a trial.
  Perhaps the heroes have a deed that needs atoning for, or a
  sin from their past that hounds them. Perhaps they’re being
  paid handsomely to escort the elderly Grand-Priest Varonius,
  a rich elf, who wishes to atone for his many sins before old
  age claims him.
  Divine ingredients. The horrors that lurk in the bowl of sin
  were once divine. Fundamental components from their body
  still contain magic essential for potions of youth, philosopher’s
  stones, cure-all for magical disease or the like. Maybe the
  heroes need such an ingredient for their quests. Perhaps the
  archmage Shaol-Dun is hiring them to find such an
  ingredient.
  Treasure. Legends say that emperors, dragons and heroes all
  made sojourns to the caldera and left their gold hoards there
  as tribute. Those greedy for gold and with a strong enough
  sword arm could claim a fortune for themselves, if they
  survive.
  2
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  2. Mouth of Sin
  The jagged, broken peaks that make up the slopes of the
  caldera are practically impossible to scale. There is only one
  commonly known entrance: a daunting mountain pass known
  as the mouth of sin.
  When the heroes are approaching from the outside world,
  read the following:
  The mountains have been visible for days – great gray
  monoliths rising out of the earth as though rejected by the
  world. Their black peaks are wreathed with storm clouds day
  and night, and as you approach the Mouth of Sin the vegetation
  grows sparser until only loose gravel crunches underfoot.
  You spot the mouth: a mountain pass that cuts through the
  jagged and impassable peaks. The sun is unable to penetrate
  the thick mantles of cloud that cover the land before you. It
  becomes as twilight past this point.
  A small squat hut rests along the side of the road, its interior lit
  by flickering firelight. Closer to you, a standing stone rests,
  tilted to one side. On the surface its scrawled some text,
  though its hard to make out at this distance.
  Etched into the stone's surface with crude tools is the
  following:
  beyond are the black lands 
  hopeless realms where night holds sway
  turn back now fools 
  to these dark gods you cannot pray
  The Hermit
  A mad nameless hermit lives in the hut, a former adventurer
  broken in his attempts to raid the Bowl.
  Purpose. He keeps a record of all who enter the Bowl and
  their reason for coming scrawled on the wooden walls of his
  hut. If the heroes enter his hut he will eagerly offer his fire,
  hoping to find out their names and reasons for coming. In
  truth, he is filled with the feeling that salvation waits for him
  in the bowl, but he too scared to venture forth and too filled
  with guilt to retreat. He doesn’t remember why.
  What happened to him. The hermit is afflicted by a
  permanent madness, and any probing questions about the
  contents of the bowl send him into a hysterics. A greater
  restoration will restore a measure of his sanity. If this
  happens, he can speak somewhat lucidly about his
  experience. Him and his friends were sell-swords, and
  decided to raid the Bowl hoping to find enough treasure to
  retire. They had a map to a place called Hope’s Fall, and the
  djinn who sold them the map claimed there was a vault of
  treasure there. All the hermit can remember from those black
  days was endless nighttime, a forest of stone and tentacles in
  the mist. He fled, leaving his friends to die.
  Hut's origin. Another hermit possessed the hut before the
  current occupant. In truth, the hut has passed hands, been
  destroyed and rebuilt several times. There must always be a
  witness.
  Searching the hut. The hut contains a scant 3 days of food
  and water and near-useless odds and ends. Creatures making
  a DC15 investigation check can find some loose floorboards
  where a scroll tube was buried long ago. Inside is a scroll of
  raise dead.
  3
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  3. Trial Road
  The lands between trials is known as the Trial Road. There
  are traces of an actual road, but the constant tectonic shifts
  have ruined any contiguous path. Markers left by past
  penitents can be found, pointing in confusing and misleading
  directions. The caldera itself its 24 miles in radius, meaning
  that it takes a week of marching on uneven, rough terrain to
  cross. Due to the constant and radical tectonic shifts,
  distances are always varying and adventure sites are in
  motion in the bowl. One never knows for sure where they will
  end up.
  Look. Darkness, gravel, mist, decaying waymarkers, and
  cyclopean standing stones.
  Sound. Distant thunder strikes, occasional earth rumbling.
  Smell. Brimstone, cold sweat, chalky
  Feel. Blowing, cold winds. Scalding patches of earth. Tremors.
  Weather. Occasional freezing rainfall. Mist on still days.
  Blowing gravel that stings the eyes on windy days.
  Read the following:
  Darkness envelopes you as you descend into the bowl. Soon
  the mountains on either side fade into twilight, and that you
  can see is provided by the grace of the light you've brought
  into these nightlands.
  The temperature continues to drop until you can see your
  breath. The ground is loose gravel that slides in and shifts
  under your feet, making each step treacherous and tiring. You
  find no vegetation, no sign of game. The pools of water you
  come across are black and stink of brimstone. The land is hilly
  and uneven and occasionally you must go around cyclopean
  shards of stone that jut from the earth as though the ground
  heaved them forth.
  It smells of cold sweat when the air is still. Sometimes the wind
  picks up fiercely, blowing shards of the gravel into your face
  and hands, stinging exposed flesh. The Bowl is a treacherous
  place, one that threatens to exhaust and destroy you.
  No Rest For the Wicked, and The
  Righteous Need None
  While adventuring in the Bowl, I reccomend that
  players are unable to take long rests. Any long rest
  simply results in the benefits of a short rest. This is
  a result of a curse over the Bowl of Sin. If they wish
  to rest, they must leave the bowl and return to the
  hut.
  4
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  Journey In The Bowl
  For each journey into the Bowl of Sin, have players take up
  journey roles and make a corresponding check: one navigator,
  one lookout, one forager. Then resolve an journey encounter.
  Then arrive at your destination.
  One navigator: Make a Wisdom (survival) check to not get
  turned around. The outcome of this roll determines how many
  supplies are consumed.
  DC
  Result
  1-14
  Get lost, arrive at desired location in 2d6*10 days.
  15-19 Arrive at desired location in 1d4*10 days.
  20+
  Arrive at desired location in 10 days.
  One lookout: Wisdom (perception) check to spot danger.
  DC
  Result
  1-14
  Suprised by danger
  15-19
  Not suprised by danger
  20+
  Ambush or circumvent the danger
  One forager: Can find supplies while traveling.
  DC
  Results
  1-14
  Find nothing.
  15-19 Find enough for 1 person for the journey.
  20+
  Find enough for +Wis people for the journey.
  Foraged rations are scattered supplies amongst a
  ruined campsite, a dead flock of birds, emaciated
  game limping in the darkness, rotten smelling fruit
  that grows off thorny bushes or a pool of fresh
  rainwater caught inbetween some stones.
  Journey Encounters
  The players always encounter something on their way into the
  bowl. Roll a d6 and have the heroes encounter one of the
  following, adjusting the introduction whether or not the
  lookout has spotted the encounter beforehand:
  1. Angels in the Outfield
  Read the following:
  You come upon what can only be a battlefield. Bones are
  scattered everywhere in the loose gravel, rusted and ruined
  swords, shields and armor lying in piles. Tattered banners flap
  from rottens pole sticking from the earth. Here and there, great
  craters mar the terrain. This place stinks of death, and the only
  sound is bones occasional rattling together when a strong wind
  blows through.
  A DC15 Intelligence (Investigation) yields the narrative behind
  the battlefield: a force of a dozen mounted humans did battle
  with one or more giant-sized winged humanoids. None of the
  slain are intact enough for Speak with Dead.
  2. Mirror Darkly
  Four adventurers, lost and starving.
  Roll
  Result
  Ambush or
  circumvent
  The players find the adventurer's huddled
  around pitifully glowing coals, bickering in the
  dark about what possessions to burn next.
  Not
  suprised
  The adventurer's stumble into the character's
  firelight, cautious but hopeful of help.
  Suprised
  The adventurer's lie in ambush between two
  cyclopean stones, ready to kill or capture the
  heroes.
  The adventurer's consists of:
  Celi and Deli the half-elf archer siblings
  Pontius the human gladiator
  Zimer the halfling enchanter
  The adventurer's first need food and water. Their next desire
  is to leave the bowl. They do not wish to venture deeper. In
  their possession is a map to Hope's Fall. It is hopelessly
  incorrect.
  If they travel with the party, after 1d4+1 days Pontius becomes
  convinced one of the party is trying to kill him.
  Tactics
  Archers fall back and focus fire on the least armored held
  targets, using archer’s eye to damage. Try and stay at 150ft
  feet. Flee if Gladiator dies.
  Gladiator uses shield bash to prone someone then attacks
  with spear.
  Enchanter If 2 or more heroes are being affected by hold
  person, cast fireball. If less, cast hold person at level 5 to affect
  as many targets as possible. If all allies dead, cast invisibility
  and flee.
  3. Tectonic Action
  If the lookout doesn't roll 20+, read the following:
  The earth around begins to shake. Moments later, the earth
  cracks and geysers of heated gas pour out, blinding and
  choking. From the cracks, red-hot glowing magma starts to
  ooze forth, quickly cutting off safe avenues of escape. What do
  you do?
  Skill Challenge. Players must pass a DC15 skill check to
  overcome each of the 3 dangers listed below. Spells can grant
  advantage or a free success (DM determines). Appropriately
  sacrificing gear grants advantage. The players get advantage
  on the first check if their lookout rolled 15-19, and
  disadvantage if they rolled 1-14.
  5
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  Blinding and choking gas. Failure incurs 22 (4d10)
  poison damage and blindness for a minute.
  Roiling magma cutting off escape. Failure incurs 22
  (4d10) fire damage.
  Thorn-covered cliff blocking progress. Failure causes an
  important supply (rations, potions, scrolls) to become
  snagged and tumble back down the cliff into lava.
  [Flyers only] Sprays of lava lancing into air. Failure
  incurs 22 (4d10) fire damage.
  4. Dust Bowl
  Read the following:
  Over an hour period you notice the wind speed picking up.
  More and more dust and gravel pelts your skin and stings your
  eyes and lungs. A duststorm is coming.
  Nearly hurricane speed winds and loose gravel form what is
  known as a razorstorm. One is coming. Have the characters
  make a Wisdom (Survival) ability check to identify how far out
  the storm is.
  Roll
  Time to Razorstorm
  25
  20 minutes
  20
  5 minutes
  15
  2 minutes
  1-14
  Number of rounds equal to roll
  After the time limit has passed, read the following:
  The wind is howling, so strong you have to lean low and heavily
  against it to avoid being blown away. The nightlands around
  you are filled with loose dirt, reducing visibility down to 30ft.
  Small stones are flung at you cutting exposed flesh, blinding
  your eyes and filling your lungs with dust. Traveling any further
  while this storm is raging will be slow, dangerous business.
  During the razorstorm. Winds reach 60 mph. Gases
  immediately disperse and unprotected flames are
  extinguished.
  Duration. The storm will last 2d6 days.
  Traveling. One day’s march yields ½ days progress to their
  destination during the storm. For each hour that a character is
  exposed to a sandstorm it must make a DC 15 Constitution
  check. (8 checks total per character for marching a full day.)
  If a creature fails the Constitution check it suffers 1d10
  slashing damage, mostly to its respiratory system and
  lungs, and if it fails on a roll of 1 then it also acquires one
  level of exhaustion and must make another DC 15 saving
  throw to avoid contracting a random disease.
  Hunkering Down. Finding a suitable shelter, perhaps in a
  shallow cave or amongst some standing stones requires a
  DC20 Wisdom (Survival) check. Failure yields an hour of
  fruitless searching and another round of saves. Creating a
  shelter magically is the easiest option. With the right
  materials the characters may be able to build a shelter. Such a
  shack would require 3 successful checks to build and there
  are scant resources in the Trial Road to do so.
  5. Monument
  Read the following:
  A giant sized winged humanoid figure slowly emerges from the
  darkness up ahead, still and waiting.
  A passive perception 15 realizes that this is merely a 20 foot
  tall statue, otherwise have players roll initiative.
  Development. It soon becomes clear this is a finely carved
  statue of a regal angelic figure with broad chest, flowing hair.
  The angel has a greatbow on its back and a greatsword in one
  hand, planted into the earth.
  Treasure. Scattered around the base of the monument are
  offerings: 2d12 gold worth of coins, bone necklaces, bowls of
  food long turned to dust, withered and browned flowers.
  Inscription. The inscription on the statue base is in an
  ancient language, but a DC15 Intelligence check reveals the
  following: “Mannion, angel of strength. Foremost of the trial
  builders. Only those of true heart and conviction should
  proceed past this point. All others, turn back.”
  6
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  6. Mannion’s Black Fury
  The solar Mannion patrols the Trial Road from 500ft in the
  air, looking for light sources.
  Roll
  Result
  Ambush
  the
  danger
  The character's spot a glint of light from her eyes
  or hear the faint flapping of Mannion's wings. The
  heroes can attempt a DC 24 Stealth check to
  avoid her notice.
  Not
  Suprised Mannion will land and engage in conversation.
  Suprised
  Mannion will produce her Slaying Longbow and
  fire two shots before landing to engage in
  conversation.
  Read the following:
  Out of the darkness descends a figure on massive wings.
  Landing with a light grace, the ten foot tall humanoid is regal
  and terrible to behold. She appears as a divine and unearthly
  beautiful woman. Her skin is flawless, her golden hair flows in
  waves around her head and mericless, pupiless eyes stare at
  you unblinkingly. Her clothes are less impressive: a white tunic
  filthy and torn adorns her. The wings that spread around her are
  darkened from ash.
  Introduction. Mannion will land before the group. Her face is
  twisted in a wrathful snarl. She demands that the heroes tell
  him why they’ve come to her realm. She knows if she hears a
  lie, and any insolence from the party will make him demand a
  sacrifice to allow them to continue.
  Development. If the heroes managed to placate Mannion
  with a DC20 Persuasion check, the solar will warn them that
  the trials are for the worthy, and the party is better off leaving
  her realm. She then will fly off. Otherwise she produces her
  rusted greatsword and wades into them, attacking whoever hit
  him last or has made him angry. Once she has downed
  someone she will produce her golden horn and loose a
  mournful and nearly deafening blast before taking flight,
  wailing that she must punished.
  4. Trial of Grace
  Appproaching the Ruins
  Read the following:
  A light pierces the eternal darkness of the bowl. A single
  pinprick on the horizon. As you travel towards the light you
  find yourself at the foot of the mountains that ring the bowl.
  There are no paths upward, and the peaks appear to be
  treacherous. And yet you must go on to reach that light.
  Approaching, players are forced to scale the jagged edges of
  the bowl. The mountains here are treacherous, and there are
  no clear paths to the light. Scaling the mountain is a difficult
  affair: unstable ground, landslides, wind and earthquakes
  threaten progress. All players must propose how they are
  scaling with a DC15 check. Everyone who fails suffers 4d10
  damage from mishaps.
  Ruins Entrance
  Read the following:
  As you crest the last cliff you find yourself on a windswept
  rocky plateau. On the plateau are five flat stone altars. Each one
  has a word carved into its surface: Love, Courage, Hope,
  Charity. The fifth is obscured by that white light. Piled around
  each altar are offerings: piles of blades, bows, staves and
  hammers, coins, rotten food and withered flowers.
  To your suprise, ghostly figures fade into view on each altar.
  They are each ten feet tall, and sport feathered wings. They all
  have unearthly beauty to them, skins of gold, red, white and
  green with shinning pupiless eyes. You recognize the figure
  sitting on the Hope altar. Golden skin, long hair. You
  discovered his body in the forest of stones. He looks at you
  sadly "Welcome to the end."
  The ghostly figures on the altars are the last of the angels
  spirits that inhabited the bowl. They are willing to apologize to
  the players in turn for the suffering they have caused. Given a
  chance, they'll each explain the mortal flaw.
  7
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  Paragon of Wrath
  Read the following:
  The light begins to dim somewhat and you see an angelic
  figure in outlined in the glow. She is regal and terrible to
  behold, her skin flawless, golden hair flowing from her head.
  Two pupiless, merciless eyes stare at you. You see black tears
  leaking from her eyes. 
  "Welcome to my kingdom." She says listlessly. "I am master of
  nothing. A black abyss." she wipes away her tears with the back
  of her hand.
  Mannion is willing to talk to the players. She will explain that
  she was the master of the trials, and lord of the bowl.
  Conversation Topics
  How did this happen?
  This place was to test mortals, make them worthy for the
  struggles they'd face. But mortals are weak. We were punished
  because we tested too severely, routed out their weakness and
  evil too well.
  Why does she stay here?
  It's all I have left. There is nowhere left in the multiverse for me
  but here. I was created to test, and so I will continue. The only
  joys I have left are seeing your kind struggle and die in vain. My
  spirited is lifted because it's what you deserve.
  Who are these other angels?
  You've met them already. My brothers and sisters became
  shadows of their former selves when night fell on my bowl.
  Now thanks to you, they are shadows of shadows.
  Why didn't you stop or change your ways?
  I'm perfect in all ways. It's a fact of my creation. It's the mortals
  who are weak, unworthy. And I am punished for it.
  Why can't you accept you did wrong?
  I cannot accept it. I will not. I DID NOTHING WRONG. How
  could I forgive a creator that punishes me for doing what he
  created me to do? How could I forgive mortals for being
  unworthy when I am unforgiven for being too strong? No. My
  purpose is to make you understand what you are made off. Soft
  flesh, yielding ideals, unworthy souls. Through pain, you will
  understand.
  Time to fight:
  Come mortals. It's time to go home, to the center of your soul.
  Through fire, flesh and blood you will see your weakness.
  Come, touch the flames and see.
  First Stage Tactics
  The paragon has three actions. The paragon will remain on
  the ground for this stage and begin combat by cutting the
  arena in half with blade barrier, forcing the players to come to
  him. She'll then banish someone with trials await before
  engaging with her greatsword. She will use the horn of dawn
  if she's surrounded/can target an enemy near an edge of the
  cliff.
  First Stage Transition
  Read the following:
  The angel is bloodied, her hair and face matted with it. A look
  of hatred twists her face and she lets out a primal scream of
  rage that shakes the stones. She throws her sword aside as her
  wings finally unfurl. She grabs a great longbow from her back
  and pulls forth a glowing arrow of light. "You will die like the
  animals you are." she roars, taking flight. Her sword rises from
  the on its own, as thought wielded by spectral hands.
  Second Stage Tactics
  The paragon has two actions. She will remain at 120ft range
  and make ranged attacks, commanding her sword to attack as
  well.
  Second Stage Transition
  Read the following:
  The paragon takes a mortal wound, gurgling pure blood. "Not
  yet, fools. Not yet." she mutters. 
  The spirits that looked on passively until now cry out in fear
  and terror. Mannion drops her bow and throws her arms wide,
  beckoning. "Come to me, brothers and sisters...the last of your
  life will be mine. I need it." 
  The spirits beg for mercy as they transform into balls of light
  and fly into Mannion's form. White, radiant light pours forth
  from her eyes, mouth and body, bathing the landscape for
  miles in stark white. You have to shield your eyes from the
  powerful glare. 
  "Despair." Mannion calls in a sonorous, echoing voice that
  sounds like a choir of voices screaming in pain. "Your doom is
  here."
  Third Stage Tactics
  The paragon has one action. She will cast aside her bow and
  returns to using her greatsword or fists if necessary, using
  smite whenever it's recharged.
  8
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  9
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Paragon of Wrath:
  Judgment / Fury /
  Unforgiven
  large celestial , lawful evil
  Armor Class 21
  Hit Points 130/130/130 (flying sword 73, wings 73,
  bow 73, horn 20)
  Speed 50ft. fly 150ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +8
  +6
  +5
  +7
  +7
  +10
  Saving Throws Int +11, Wis +11 Cha +14
  Damage Resistances radiant; bludgeoning, piercing, and
  slashing from nonmagical attacks.
  Damage Immunities necrotic, poison
  Condition Immunities charmed, exhaustion, frightened,
  poisoned
  Senses truesight 120ft, passive perception 21
  Languages all, telepathy 120ft
  Challenge 12 (8,400 XP)
  Magic Resistance. The paragon has advantage on saving
  throws against spells and other magical effects.
  Actions: All
  Shake it Off. The paragon can spend their action to end
  any conditions/spells affecting it, taking 5 damage per
  condition/spell.
  Multiattack. The paragon makes two greatsword attacks
  or two fist attacks.
  Greatsword. Melee Weapon Attack: +12 to hit, reach 5
  ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 9
  (2d8) radiant damage.
  Horn of Dawn. The paragon blows on her horn,
  summoning the vestiges of magic left within. Each
  creature of its choice in a 30-foot radius must make a
  DC 23 Dexterity saving throw, taking 14 (4d6) thunder
  damage on a failed save, or half as much damage on a
  successful one. If they fail by 5 or more, they are also
  pushed back to the maximum range of the blast.
  Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one
  target. Hit: 9 (1 + 8) bludgeoning damage plus 9 (2d8)
  radiant damage.
  Actions: Judgment
  Blade Barrier. Rusted blades of all shapes and sizes come
  to the paragon's call, forming a barrier of whirling blades
  that lasts for ten minutes. The barrier is 100ft long, 20ft
  high and 5ft thick. The barrier provides 3/4 cover and
  counts as difficult terrain. When a creature enters the
  barrier or starts its turn there, it must make a DC23
  Dexterity save. On a failed save it takes 22 (4d10)
  slashing damage. The paragon can only have one such
  barrier active at a time.
  Trials Await. The paragon targets a creature it can see
  within 60 feet of it. The target must succeed on a DC
  23 Charisma saving throw or be magically teleported to
  another part of the Bowl of Sins. The target may repeat
  their saving throw at the end of each of their turns to
  end this effect. The paragon must concentrate on this
  effect as though they'd cast a spell and this effect ends
  when the paragon loses concentration or chooses to
  end it.
  Actions: Fury
  Flying Sword. [Bonus Action] The paragon can mentally
  command it as a bonus action to fly up to 50 ft. and
  either make one attack against a target or return to the
  paragon's hands.
  Slaying Longbow. Ranged Weapon Attack: +10 to hit,
  range 150/600 ft., one target. Hit: 10 (1d8 + 6)
  piercing damage plus 9 (2d8) radiant damage. If the
  target is a creature that has 100 hit points or fewer, it
  must succeed on a DC 15 Constitution saving throw or
  die.
  Actions: Unforgiven
  Smite (Recharge 5–6). The paragon draws on the last of
  their heavenly power and strikes a point it can see with
  radiant energy. Each creature in a 60 foot cube takes 14
  (4d6) radiant damage. Each creature that takes any of
  this damage must succeed on a DC 16 Wisdom saving
  throw or be stunned until the end of the paragons next
  turn.
  Return To Light. [Reaction] When the paragon dies, it
  explodes, and each creature within 30 feet of it must
  make a DC 18 Dexterity saving throw, taking 45 (13d6)
  radiant damage on a failed save, or half as much damage
  on a successful one.
  Paragon Traits
  Paragon Fortitude. The paragon has multiple pools of hit
  points, each which is tracked separately. Damage and
  healing only applies to the current hit point pool. When
  a pool is depleted of all hit points, it becomes inactive.
  When this happens, the paragon immediately saves
  against all ongoing conditions and effects. If all hit point
  pools are inactive, the paragon dies.
  Paragon Exhaustion. The paragon rolls initiative with
  advantage. The paragon starts with 2 paragon actions. If
  a hit point pool is depleted, the paragon loses a paragon
  action. A paragon action grants the paragon an
  additional turn on initiative count 10 and 5.
  Multipart Monstrosity. The paragon has distinct parts,
  each of which has its own pool of hit points, as shown
  in the hit points entry above. When a creature makes a
  melee or ranged attack against the paragon that creature
  may choose to target a specific body part by suffering
  disadvantage on the attack roll. When a body part
  suffers damage, paragon suffers the same amount of
  damage. Conditions and effects inflicted on the body
  part apply to the whole creature. When a body part is
  reduced to 0 hit points, that body part is destroyed.
  
  Developments
  Once slain, the paragon falls to her knees. She mutters "...You
  have to tell me. What did I wrong?" After someone has a
  chance to respond, Mannion nods and let's her head drop. A
  loud ringing eminates from her body as the glow intensifies
  into an explosive crescendo, leaving nothing but her tools
  behind.
  Read the following:
  A wind kicks up, and before your eyes the storm clouds begin
  to clear. For the first time in ages, thin golden light breaks
  through the cloud cover and illuminates a rocky, blasted
  landscape. Distantly, you can hear birds.
  Treasure
  Horn of Dawn (properties as Horn of Valhalla, silver except
  it summons ghostly angels.)
  +1 Dancing Greatsword
  Oathbow (except that it requires the phrases "I'll take you
  to the center of your soul" & "Come, touch the flames and
  see." spoken in Celestial to activate it's abilities.)
  Other stuff
  Legal:
  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.
  Credits
  Adventure Design by Taylor Seely-Wright
  Paragon monsters Inspired from Angry GM
  Cover Art by Gustave Dore
  Overview Art The Enigma by Gustave Dore
  Hermit Art Inferno Canto 7 lines 8-9 by Gustave Dore
  Trial Road Art A Celestial Light by Gustave Dore
  Mounement Art Gates of Paradise by Gustave Dore
  Paragon art provided by Sine Nomine Publishing
  The Brimming Bowl
  This adventure represents the penultimate
  encounter in the Bowl of Sins. I'll be releasing these
  adventure's collected into one document soon for a
  more complete bowl-crawling experience. I hope
  you enjoyed!
  Taylor
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Bowl of Sin - Grace.pdf