TEXT:  
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  1 
   
  	
   
  	
  Things That Go Bump in the Night 
  	
  	
  	
  ROBERT ALANIZ 
  Adventure	Designer	
  	
  Adventure	Code:	CCC-BMG-PHLAN4-3	
  Optimized	For:	APL	8	
  	
  A	recent	rash	of	kidnappings	in	Phlan	has	been	partially	solved,	but	some	
  children	are	still	missing,	and	the	“monster”	responsible	is	still	on	the	loose.	His	
  whereabouts	have	been	narrowed,	so	your	task	is	simple;	bring	him	in,	dead	or	
  alive.	But	how	does	one	capture	a	living	nightmare?	Can	you	face	your	darkest	
  fears?	Do	you	have	the	courage?	It	will	be	more	difficult	than	you	think.			
  A	four-hour	adventure	for	5th-10th	level	characters	
  	
  Development	and	Editing:	Robert	Alaniz	
  Cartography:	Robert	Alaniz	
  Proofing	and	Layout:	Estella	Alaniz,	Robert	Alaniz	
  Playtesting:	Jason	Baxter,	Sean	Hemingway,	Marcus	Wiles,	Jason	Gresham	
  Organized	Play:	Chris	Lindsay	
  D&D	Adventurers	League	Wizards	Team:	Adam	Lee,	Chris	Lindsay,	Mike	Mearls,	Matt	Sernett	
  D&D	Adventurers	League	Administrators:	Lysa	Chen,	Travis	Woodall,	Claire	Hoffman,	Greg	Marks,	
  Alan	Patrick,	Amy	Lynn	Dzura	
  	
  DUNGEONS	&	DRAGONS,	D&D,	Wizards	of	the	Coast,	Forgotten	Realms,	the	dragon	ampersand,	Player’s	Handbook,	Monster	
  Manual,	Dungeon	Master’s	Guide,	D&D	Adventurers	League,	all	other	Wizards	of	the	Coast	product	names,	and	their	respective	
  logos	are	trademarks	of	Wizards	of	the	Coast	in	the	USA	and	other	countries.	All	characters	and	their	distinctive	likenesses	are	
  property	of	Wizards	of	the	Coast.	This	material	is	protected	under	the	copyright	laws	of	the	United	States	of	America.	Any	
  reproduction	or	unauthorized	use	of	the	material	or	artwork	contained	herein	is	prohibited	without	the	express	written	permission	
  of	Wizards	of	the	Coast.	
  	
  ©2018	Wizards	of	the	Coast	LLC,	PO	Box	707,	Renton,	WA	98057-0707,	USA.	Manufactured	by	Hasbro	SA,	Rue	Emile-Boéchat	31,	
  2800	Delémont,	CH.	Represented	by	Hasbro	Europe,	4	The	Square,	Stockley	Park,	Uxbridge,	Middlesex,	UB11	1ET,	UK.	
  	
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  2 
   
  	
  	
  	
  	
  	
  	
  	
  	
  Adjusting This Adventure 
  This	adventure	provides	suggestions	in	making	
  adjustments	for	smaller	or	larger	groups,	characters	
  of	higher	or	lower	levels,	and	characters	that	are	
  otherwise	a	bit	more	powerful	than	the	adventure	is	
  optimized	for.	You’re	not	bound	to	these	adjustments;	
  they’re	here	for	your	convenience.	
  	 To	figure	out	whether	you	should	consider	
  adjusting	the	adventure,	add	up	the	total	levels	of	all	
  the	characters	and	divide	the	total	by	the	number	of	
  characters	(rounding	.5	or	greater	up;	.4	or	less	
  down).	This	is	the	group’s	APL.	To	approximate	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 
  	
  Some	encounters	may	include	a	sidebar	that	offers	
  suggestions	for	certain	party	strengths.	If	a	particular	
  recommendation	is	not	offered	or	appropriate	for	
  your	group,	you	don’t	have	to	make	adjustments.	
  Before Play at the Table 
  Before	you	start	play,	consider	the	following:	
  • Read	through	the	adventure,	taking	notes	of	
  anything	you’d	like	to	highlight	or	remind	yourself	
  of	while	running	the	adventure,	such	as	a	way	you’d	
  like	to	portray	an	NPC	or	a	tactic	you’d	like	to	use	in	
  a	combat.	Familiarize	yourself	with	the	adventure’s	
  appendices	and	handouts.	
  • Gather	any	resources	you’d	like	to	use	to	aid	you	in	
  running	this	adventure--such	as	notecards,	a	DM	
  screen,	miniatures,	and	battlemaps.	
  • Ask	the	players	to	provide	you	with	relevant	
  character	information,	such	as	name,	race,	class,	
  and	level;	passive	Wisdom	(Perception),	and	
  anything	specified	as	notable	by	the	adventure	
  (such	as	backgrounds,	traits,	flaws,	etc.)	
  Playing the Dungeon Master 
  You	have	the	most	important	role—facilitating	the	
  enjoyment	of	the	game	for	the	players.	You	provide	
  the	narrative	and	bring	the	words	on	these	pages	to	
  life.		
  	 To	facilitate	this,	keep	in	mind	the	following:	
  	 You’re	Empowered.	Make	decisions	about	how	the	
  group	interacts	with	the	adventure;	adjusting	or	
  improvising	is	encouraged,	so	long	as	you	maintain	
  the	adventure’s	spirit.	This	doesn’t	allow	you	to	
  implement	house	rules	or	change	those	of	the	
  Adventurers	League,	however;	they	should	be	
  consistent	in	this	regard.	
  	 Challenge	Your	Players.	Gauge	the	experience	
  level	of	your	players	(not	the	characters),	try	to	feel	
  out	(or	ask)	what	they	like	in	a	game,	and	attempt	to	
  deliver	the	experience	they’re	after.	Everyone	should	
  have	the	opportunity	to	shine.	
  	 Keep	the	Adventure	Moving.	When	the	game	starts	
  to	get	bogged	down,	feel	free	to	provide	hints	and	
  clues	to	your	players	so	they	can	attempt	to	solve	
  puzzles,	engage	in	combat,	and	roleplay	interactions	
  without	getting	too	frustrated	over	a	lack	of	
  information.	This	gives	players	“little	victories”	for	
  figuring	out	good	choices	from	clues.	Watch	for	
  stalling—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.	
   
   
  	
  Welcome to Things That Go Bump in the Night, a Community 
  Created Content D&D Adventurers League™ adventure, part 
  of the official D&D Adventurers League™ organized play 
  system and the Phlan, Moonsea™ storyline. 
  This	adventure	is	designed	for	three	to	seven	5th-10th	level	characters	and	is	optimized	for	
  five	characters	with	an	average	party	level	(APL)	of	8.	Characters	outside	this	level	range	
  cannot	participate	in	this	adventure.	
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  3 
   
  	
  This	adventure	focuses	on	exploration	and	combat.	
  DMs	are	encouraged	to	focus	their	preparation	on	
  creating	mood	and	tone	using	vivid	descriptions	of	
  locations	and	battle.	
  Adventure Background 
  Many	years	ago,	before	the	Time	of	Troubles,	a	
  monastery	was	built	in	the	Vanishing	Hills.	Inhabited	
  by	monks	of	the	Way	of	the	Long	Death,	their	
  monastic	order	devotes	itself	to	the	study	of	death.		
  	 The	order	was	overtaken	by	a	powerful	oni	named	
  Kaidan	who	became	interested	in	the	monk’s	
  teachings.	Master	Kaidan	pushed	the	temple’s	study	
  of	death	to	extremes.	He	combines	the	use	of	the	
  monk’s	psionic	powers	with	the	natural	phenomena	
  that	occurs	as	the	mind	unfolds	during	necrosis.	
  Kaidan	even	found	a	way	to	prolong	his	own	life.	This	
  plunged	the	monastery	into	a	very	dark	path	of	study.	
  Master	Kaidan	demanded	more	tests,	the	subjects	of	
  which	came	from	Phlan.	For	a	time,	the	fear	of	“The	
  Namahage,”	as	he	became	known,	was	a	very	real	
  threat	and	children	were	often	the	target	of	the	
  abductions.		
  	 When	the	Spellplague	hit,	a	rift	opened	to	the	
  Shadowfell.	Created	from	the	abundance	of	negative	
  energy	surrounding	the	temple,	the	dark	twin	of	our	
  reality	swallowed	the	monastery.	It	exists	now	in	a	
  shadow	crossing,	moving	in	and	out	of	Faerün,	
  sometimes	gone	for	decades.	When	it	returns,	it’s	
  usually	only	for	a	brief	time	and	most	have	forgotten	
  about	its	existence.	A	generation	since	an	abduction,	
  the	threat	has	now	faded	into	folklore.	
  	 Recently,	the	Shadowfell	has	exposed	the	temple	to	
  Faerün	once	again.	Missing	children	have	reminded	
  the	people	of	the	reality	of	the	Namahage.	Heroes	
  have	recovered	many	of	the	children,	but	until	
  someone	finds	the	monastery,	the	threat	remains.	
  	 To	complicate	matters,	the	monastery’s	movement	
  in	and	out	of	the	Shadowfell	has	caught	the	attention	
  of	a	colony	of	illithids	in	search	of	a	home.	In	one	of	
  Kaidan’s	excursions,	he	was	surrounded	by	the	
  illithids	and	turned	into	a	thrall.	With	Kaidan	under	
  their	control,	the	colony	descended	upon	the	
  monastery.	Seeing	merit	in	the	monk’s	experiments,	
  they	seek	to	continue	the	study.	Master	Kaidan	and	
  his	monks	now	learn	that	there	are	enough	terrors	in	
  the	multi-verse	for	everyone.
  	
  NPC Summary 
  The following NPCs feature prominently in this adventure.  
   Calypso is a tiefling sorcerer, a former adventurer who is 
  now the Chancellor of Phlan. 
   Barrett Sokol. A member of the Council of Ten and 
  influential member of Phlan’s society.  
   Master Kaidan. Master of the House of Eternal Twilight. 
   Phryne Sokol. Abducted by Kaidan as a child. 
   Igan Sokol. Phryne’s younger brother. An adventurous 
  young boy at the time when Phryne was abducted. 
   Rhan Smashtooth. An old friend of Calypso’s and a servant 
  of Denier, the First Scribe. 
   Agatha, Petunia, and Maud Grubstein. A trio of Annis hag 
  sisters who live in the Glumpen Swamp that terrorize children 
  on behalf of the House of Eternal Twilight. 
   Thorn Isle. An island to the south of Phlan. Home to the 
  ruins of an ancient keep and not much else. 
   The Harrowing Pits. Deep within the Glumpen Swamp, this 
  is the lair of an unpleasant band of hags. 
  Adventure Overview 
  The	adventure	is	divided	into	three	major	parts:	
  	 Part	1.	The	adventurers	met	with	Calypso,	Phlan’s	
  Chancellor,	and	discover	her	plan	to	send	their	minds	
  back	in	time	to	Phryne	Sokol’s	10th	birthday	party.	
  	 Part	2.	Back	in	time,	the	children	of	Phlan	explore	
  Thorn	Isle	and	witness	an	abduction.	
  	 Part	3.	Using	the	knowledge	gained	during	the	
  ritual,	the	adventurers	travel	to	the	Glumpen	Swamp	
  and	confront	a	trio	of	hags.	
  Adventure Hooks 
  This	adventure	is	the	second	in	a	series	of	three	and	
  offers	its	own	hooks	if	played	within	a	series.	The	
  following	hooks	may	be	applied	to	offer	additional	
  depth	and	motivation.	
  	 Mercenaries.	The	characters	are	primarily	
  interested	in	coin	and	hear	that	the	Chancellor	is	
  looking	for	adventurers	and	offering	a	handsome	fee.	
  	 Local	Heroes.	The	characters	have	defended	Phlan	
  in	previous	adventures	and	have	developed	a	heroic	
  reputation	in	the	city.	The	Chancellor	sends	word	that	
  Phlan	needs	their	help	again.	
  	 Humanitarians.	The	characters	are	living	in	Phlan	
  and	have	friends	whose	child	has	gone	missing.	The	
  characters	approach	the	Chancellor,	offering	to	help	
  track	down	the	culprits.	
  	
         Adventure Primer 
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  4 
   
  	
  Estimated	Duration:	15	minutes	
  The	adventure	begins	in	Valjevo	Castle.		
  You have been summoned by the Chancellor. You find 
  yourselves in the halls of the public offices at Valjevo 
  Castle. Nobles and merchants scurry about, interspersed 
  with Black Fist officers marching with purpose. This 
  section of the castle devoted to the day-to-day business 
  of government in Phlan. In the midst of it all, masons 
  and laborers repair areas that have experienced 
  destruction in the past. The castle has been subject to 
  attack from armies and dragons alike, yet it remains the 
  largest and most impressive castle in the Moonsea 
  region. Great effort is now underway to restore its 
  prominence. 
   A tall arched and iron-bound oak door stares down on 
  you. A small sign protruding from the wall reads simply, 
  “Chancellor.” Next to the door, an elderly male elf in dark 
  robes sits on a bench. His eyes flutter, rolled back in his 
  head as if in deep meditation. 
  Take	a	moment	here	to	allow	each	of	the	characters	
  to	introduce	themselves.	Afterwards,	read	the	
  following:	
  Raised voices come from within, something about 
  “proper channels.” The door opens suddenly. A well-
  dressed noble stares you up and down with a blank 
  expression. “Perfect!”, he says with a snap, and turns 
  and walks back into the room. “Please come in.” says a 
  female voice from within. 
  Calypso	and	Barrett	Sokol	were	having	a	
  disagreement.	If	there	are	any	adventurers	who	have	
  not	met	the	Chancellor,	she	introduces	herself	and	
  Councilor	Sokol.	If	asked	about	the	argument	she	says	
  that	there	was	a	disagreement	about	Sokol’s	decision	
  to	bring	a	Long	Death	monk	into	the	city	in	light	of	
  recent	events.		
  Information Recovered Previously 
  If	anyone	has	yet	to	play	the	first	two	adventures	of	
  this	trilogy,	or	for	a	review,	read	the	following:	
  You're called because the Council of Ten has identified 
  you as someone that may be able assist the city.  
  Calypso	imparts	the	following	information;	a	brief	
  history	of	the	events	of	4-1	and	4-2.	
  • There	has	been	a	recent	rash	of	abductions,	
  primarily	children	
  • At	first	it	was	believed	that	the	either	the	Coin	
  Spinners	or	the	Welcomers	were	to	blame	
  • It	is	now	known	that	a	past	threat	has	returned,	
  The	Namahage	
  • Many	years	ago,	a	similar	series	of	abductions	
  occurred,	and	many	citizens	were	taken,	most	of	
  them	never	to	be	seen	again	
  • Councilor	Sokol’s	sister	was	one	of	them	
  • The	Namahage	is	a	monster	that	changes	form	to	
  trick	children	into	following	him	
  • It	has	been	learned	that	he	leads	an	order	of	monks	
  of	the	Order	of	the	Long	Death	and	that	the	monks	
  assist	him	
  • It	was	also	revealed	that	he	takes	them	to	a	hag	
  coven	where	their	minds	are	twisted		
  • The	coven	was	found	and	destroyed,	but	not	all	of	
  the	children	were	recovered	
  • We	believe	that	the	remaining	victims	are	prisoners	
  at	the	monastery	
  • The	location	of	the	monk’s	monastery	is	still	a	
  mystery	
  New Information 
  Barrett	Sokol	then	takes	over	the	conversation	and	
  adds	the	following:	
  “I took it upon myself to research these monks. I was 
  able to find information about the Order, but nothing 
  about this particular monastery. That is until I came 
  upon my friend here.” He walks to the door and ushers 
  in the elf sitting in the hallway.  
   “This is Bro. Aldreth Darkleaf. He is a monk of the Way 
  of the Long Death. Tell them what you told me,” says 
  Barrett. 
   Aldreth bows in greeting. “I was once a monk at the 
  monastery of which you speak. This was many years ago.  
  Aldreth	is	the	monk	the	adventurers	noticed	o	the	
  bench	outside.	He	continues	relaying	the	following:	
  • When	Kaidan	took	over,	I	and	a	few	others	left	the	
  school	
  • We	didn’t	feel	his	teachings	were	properly	founded,	
  nor	his	assumption	of	leadership	
  • While	the	previous	master	was	very	old,	questions	
  surrounding	her	death	went	unanswered	
  • no	one	was	brave	enough	to	challenge	Kaidan	once	
  he	assumed	power	
  • He	is	willing	to	guide	the	adventurers	to	the	
  location	of	the	monastery,	as	Sokol	has	already	
  funded	this	service.		
         Part 1. Assignment 
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  5 
  • He	will	not	enter	the	monastery	himself.	Doing	so	
  would	violate	an	oath	to	his	current	master.	
  • He	asks	the	adventurers	to	recover	a	rubbing	from	
  the	tomb	of	Master	Amara.	She	was	the	leader	
  prior	to	Kaidan.	He	believes	this	will	shed	light	into	
  Kaidan’s	assumption	of	power.	He	offers	his	guide	
  fee	for	this	information	(250	gp).	
  • He	also	says	that	he	believes	there	is	still	a	monk	
  there	that	is	honorable	but	may	not	have	been	able	
  to	escape	Kaidan’s	hold.	A	male	elf	monk	named	
  Nasir.	If	they	speak	his	name	to	him,	he	may	help	
  them.	
  When	Aldreth	is	finished,	Barrett	Sokol	adds	the	
  following.		
  “Yes, Yes… That’s all very interesting but recovering 
  those held captive is what’s important. One of them may 
  be my sister, Phryne, taken by the Namahage when I was 
  but an infant. I never knew her, and chances are she’s 
  perished long ago, but I would be grateful for any 
  information of her fate. She had fiery red hair. This doll 
  was hers. Perhaps it will be of some help.” 
  He	hands	the	adventurers	a	child’s	doll.	He	also	offers	
  a	sum	of	50	pp	for	her	return	or	proof	of	her	death.	
  Negotiation	to	increase	the	reward	to	as	much	as	75	
  pp	is	an	option	with	Sokol.	A	DC	13	Charisma	
  (Persuasion)	succeeds.	
  	 Calypso	offers	500	gp	from	the	city	coffers	for	the	
  recovery	of	the	remaining	children;	1000	if	they	also	
  bring	in	the	Namahage,	dead	or	alive.	
  About the Monks 
  Their	practices	make	them	very	unpopular	with	many	
  faiths,	especially	Ilmater,	Chauntea,	and	Lathander,	
  and	their	faithful	know	the	information	in	the	sidebar	
  below.	Anyone	trained	and	succeeding	in	a	DC	13	
  Intelligence	(History	or	Religion)	also	knows	the	
  information.		
  Harpers 
  If	any	Harpers	are	in	the	party,	offer	the	following	
  additional	assignment.		
  	 When	they	leave	Calypso’s	office,	they	are	
  approached	by	Wendri	Coppertoes,	a	halfling	Harper	
  and	Captain	of	the	Black	Fists.	She	has	received	a	tip	
  from	her	informants	in	the	castle	that	their	party	will	
  be	seeking	out	the	House	of	Eternal	Twilight.	The	
  Harpers	know	about	the	monk’s	experiments	and	
  would	like	as	much	of	that	research	claimed	as	
  possible	so	that	it	may	be	kept	away	from	others	that	
  may	wish	to	exploit	it.	
  Way of the Long Death Monks 
  From The D&D Sword Coast Adventurer’s Guide: 
  These monks seek the secrets of life by studying death itself. It 
  is the condition of being dead that concerns them most, and 
  not what lies beyond; the afterlife holds little interest for 
  them. Their monasteries are full of decaying, dying, and dead 
  animal and plant specimens, which they study with detached 
  interest. But such studies are only part of the monks’ daily life: 
  They seek to understand death as it pertains especially to 
  intelligent living beings, and to this end they eagerly welcome 
  the diseased and the dying so that they might watch and 
  record their deaths. If such unfortunates seek release from 
  pain through death, the monks provide it. They view death as 
  a gift that they bestow on those who are ready for it. Their 
  means of determining readiness vary from one sect (or even 
  one monk) to another. 
   The monks suffer no moral qualms about these deeds, for 
  death is the most natural thing in the world, from their 
  perspective, and to expire in service to its principle is one of 
  the most profoundly holy experiences a living being can hope 
  to enjoy. It is for this reason that the monks themselves do not 
  fear death. 
   Some of the monks consider themselves to be nothing less 
  than visionaries whose work will pave the way for a better 
  future for all Faerûn. When death is truly understood, it can be 
  harnessed and used as a tool for the betterment of all, or so 
  they rationalize to themselves.  
  	
  	
   
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  6 
   
  	
  Estimated	Duration:	30	minutes	
  If	the	adventurers	need	to	purchase	anything	in	
  Phlan,	allow	them	to	do	so	before	starting	this	
  section.		
  Valley of the Shadow of the Long Death 
  During	the	day,	the	valley	looks	like	any	other	and	is	
  not	notable	as	the	monastery	is	in	the	Shadowfell	and	
  not	visible.	As	night	approaches,	the	valley	becomes	a	
  shadow	crossing	to	the	Shadowfell.	
  General Features 
  This valley lies in the western edge of the Vanishing Hills, 
  where civilized folk seldom travel for fear of encounters with 
  savage races from Thar. 
   Terrain. The hills are larger in this section, resembling the 
  foothills of mountains, rather than just simple hills. This valley 
  resembles a large bowl and is several miles wide. The 
  monastery was once on a smaller hill at the center. The trees 
  are living, but have few leaves 
   Weather. The valley has a chill about it. A constant wind 
  pushes over the rim of the surrounding hills and drives to the 
  center, regardless of the direction of approach. It is shrouded 
  in fog soon after sunset. 
   Light. Without artificial light, the valley is filled with 
  darkness. It swallows up light before it can reflect. From the 
  surrounding hills, it appears as a black hole. From inside the 
  valley, the sky overhead is black, a gibbous moon is barely 
  visible with a large halo encircling it. The stars are hidden 
  entirely. 
   Sounds. There is a constant crackling of dead leaves blowing 
  about and wind whistling through the branches.  
  Read	the	following:	
  At the end of the second day, deep inside the Vanishing 
  Hills, you crest an overlooking bluff. The sky glows from 
  the extinguished sunset. “This is it!” says Aldreth, but 
  you see nothing in the valley below. Holding up his hand 
  in anticipation, “just a moment…”  
  A swirling fog begins to collect in the trees below and a 
  chill wind rises. When the last bit of daylight fades, a 
  dramatic floating island coalesces from the darkness that 
  overtakes the valley. A mist runs down the shear crags 
  and reaches out to the fog below. Hundreds of feet 
  above, the hill appears ripped from its roots by the gods 
  and hung in the sky. Upon the earthmote, several large 
  monastic structures are visible.  
  Reveal	the	handout	from	Appendix	1.	Brother	
  Aldreth	can	identify	the	largest	visible	buildings	if	
  asked		
  Earthmotes 
  When the Spellplague swept over Faerün, the land was 
  wrenched and cleaved. Waves of blue flame engulfed the 
  landscape, reshaping it with crevasses and crags cut where 
  none existed before. Pieces of earth broke free of the ground, 
  some as big as mountains, and became suspended in the sky 
  as earthmotes. 
  After	the	adventurers	study	the	handout,	read	the	
  following:	
  A sudden flash of firelight catches your eye, an explosion 
  of flame on the ground beneath the monastery. 
  Into Shadow 
  The	adventurers	will	probably	want	to	investigate	the	
  explosion	or	at	least	move	closer	to	the	monastery	to	
  find	a	way	to	access.		
  It’s about two miles to reach the area beneath the 
  earthmote. Several small fires burn in a clearing. A 
  circular paved stone area with arcane etchings illuminate 
  with a blue light that pulsates. The stone and 
  surrounding ground are charred black by an intense blast 
  that originates from a central point. Sitting in that spot, 
  is a small humanoid figure clutching its legs as it rocks 
  back and forth. 
  Up	close,	it’s	easy	to	tell	that	the	fires	are	actually	6	
  humanoids,	(Twilight	monks).	They	are	quite	dead,	
  having	been	killed	by	a	fireball	explosion	that	
  originated	from	the	young	kobold	scale	sorcerer.	A	
  victim	of	the	monks’	cruel	experiments,	he	was	to	be	
  used	as	a	weapon	to	fight	the	heroes	that	defeated	the	
  hags	in	the	previous	adventure.	An	unfortunate	error	
  operating	the	gate	proved	to	be	a	deadly	mistake	for	
  the	monks	as	it	triggered	an	explosion	from	Fangrum.	
  See	Roleplaying	Fangrum	and	Using	the	Gate	for	an	
  explanation.	
  	 Examination	of	the	bodies	reveal	that	they	are	elf	
  and	human	alike.	Their	robes	are	burned	beyond	use,	
  but	examination	reveals	that	they	are	black,	hooded	
  robes,	adorned	with	symbols	of	a	skull	with	a	black	
  diamond	on	the	forehead.		
  	 The	circle	is	a	teleportation	gate,	the	only	method	
  of	entering	the	monastery	other	than	flight.	Fangrum	
  doesn’t	know	anything	about	the	teleportation	gate.	
  	 Aldreth	refuses	to	go	into	the	monastery	but	will	
  wait	for	them.	He	agrees	to	watch	over	Fangrum	if	
  asked.	
         Part 2. Vanished Hill 
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  7 
  Roleplaying Fangrum 
  This poor little kobold is completely broken. Just a youth, he is 
  scared of everything as a result of the ordeals he has 
  experienced with the monks. As soon as someone shows him 
  kindness, he will latch on to them.  
   Fangrum is in a bit of a daze. He speaks Draconic, but his 
  Common is very limited. The best he can do is to utter one-
  word answers. If Draconic is understood, he can communicate 
  basic knowledge of the lower monastery and the laboratory 
  areas. He has no knowledge of the meditation hall, 
  scriptorium, or upper monastery. 
   Anytime Fangrum is injured, he goes into an uncontrolled 
  fiery rage, blasting a fireball at 5th level centered on himself. 
  Fangrum is immune to the damage. This is an aberrant 
  “ability” that was “exposed” during the monks’ experiments. 
  The monks use him as a living bomb, sending him near their 
  enemies and then blasting him with dissonant whispers to 
  trigger the explosion. In addition to the damage from the 
  monks, the effects of this power are mentally traumatic for 
  him.  
  Using the Circle 
  If	adventurers	participated	in	CCC-BMG-PHLAN4-2,	
  they	recognize	the	markings	used	to	create	the	
  teleportation	circle.	If	not,	they	recognize	it’s	based	
  on	the	information	provided	to	them	at	the	start	of	
  the	adventure.	However,	simply	having	the	
  information	isn’t	enough	to	use	the	gate	correctly.	A	
  successful	DC	15	Intelligence	(Arcana)	check	is	
  required.	Use	the	following	guidance	to	resolve	the	
  check:	
  Trained Witness. If an adventurer is trained in Arcana and 
  witnessed the circle being used in a previous adventure, 
  the check is made with advantage. 
  Untrained Witness or Trained Non-witness. If an adventurer 
  is NOT trained in Arcana, but witnessed the circle being 
  used, or vice versa, the check is made normally. 
  Untrained Non-witness. If an adventurer is NOT trained in 
  Arcana and has NOT witnessed the circle being used, the 
  check is made with disadvantage. 
  The	following	applies:		
  • A	creature	must	be	inside	the	circle	to	be	
  teleported.	(This	is	assumed	knowledge).	
  • For	each	failed	attempt,	anyone	inside	the	circle	
  takes	3d10	force	damage.	
  • Once	the	circle	has	been	successfully	used,	no	
  subsequent	checks	are	required	for	that	person	on	
  that	circle.	
  There	are	several	circles	in	the	monastery,	and	each	
  must	be	located	physically	to	access.	Each	require	a	
  new	check.	Once	passed,	all	prior	unlocked	circles	are	
  available	for	travel.	When	one	circle	has	been	
  unlocked,	all	subsequent	checks	by	that	person	are	
  made	as	if	they	had	witnessed	a	circle	being	used.	
  XP Award 
  If	the	characters	are	able	to	operate	the	gate	on	the	
  first	try,	award	each	character	50	XP.	
  	
  Travel Restriction for the Monastery 
  Teleportation from the ground to the monastery, or within the 
  monastery of distances greater than 30 feet does not function 
  except when using the teleportation circles. Misty step 
  function normally. 
   Kaidan had Phryne create very sophisticated wards against 
  such travel in order to protect against invaders. This includes 
  planer travel such as astral projection and banishment. These 
  spells fail if cast anywhere on the monastery’s earthmote. The 
  wards have been cast over many years and now exist without 
  the need for maintenance. Phryne can bypass them at will. 
  	
  	
  	
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  8 
   
   
  Estimated	Duration:	90	minutes	
  The	monastery	is	divided	into	three	sections;	lower,	
  upper,	and	temple.	The	lower	monastery	lies	behind	
  the	walls	and	contains	the	dormitory,	dojo,	garden,	
  and	refectory.		
  	 The	lower	monastery	is	easy	to	sneak	through	
  depending	on	how	long	the	adventurers	explore.	
  Time	could	be	an	issue,	so	manage	time	spent	in	this	
  area	carefully.	Most	of	the	monks	are	not	at	the	
  monastery	as	they	are	responding	to	the	attack	on	the	
  hags	from	the	previous	adventure,	or	on	other	
  missions	for	Kaidan.	
  General Features 
  The architecture and design of the monastery reflects an Asian 
  style. 
   Terrain. Steep cliffs and rocky hills surround the lower 
  monastery. Once inside the gates, the grounds are well 
  manicured. The ground is a noisy, gray gravel. 
   Weather. The temperature is slightly chilly, but a steady 
  swift breeze makes it much colder than it should be.  
   Light. Darkness with patches of dim light. The moon seems 
  more shrouded than it was from the ground. Small rock 
  lanterns Are placed throughout the grounds but serve only to 
  identify the structures and paths. 
   Wall. The monastery walls are 15 feet high 
   Smells and Sounds. Because of the surrounding cliffs, noises 
  are amplified and echo easily. 
   Teleportation. Having many enemies that disagree with 
  their methods, all teleportation travels other than the gates 
  are blocked in the monastery by sophisticated wards. Misty 
  step functions normally. 
  A. Gate 
  Read	the	following	when	a	successful	teleportation	is	
  made:	
  Everything goes black in an instant. When objects begin 
  to come into view, you stand inside an open-air pavilion 
  situated in front of two tall wooden gate doors bound in 
  iron. On the floor is another glowing circle. The gate is 
  set into a smooth stone wall fringed with vines. Cliffs and 
  trees surround you until the ground falls away into the 
  bleak night. 
  A	successful	DC	15	Wisdom	(Perception)	notices	
  figures	moving	in	the	nearby	trees.	If	the	adventurers	
  explore	outside	the	gates,	they	are	attacked	by	ten	
  reaper	baboons.	The	monks	use	the	baboons	as	
  perimeter	guards	and	have	conditioned	them	to	
  attack	anything	outside	the	walls	and	pavilion.		
  	 Assassin	vine	grows	on	the	walls	and	surrounding	
  hills.		Assume	that	one	or	more	is	hidden	at	any	
  particular	location	if	the	adventurers	attempt	an	
  alternate	entry	into	the	monastery.		
  	 Any	noise	outside	the	walls	will	go	undetected	by	
  the	monks	unless	it’s	something	egregious	such	as	a	
  thunderwave	spell.	Once	the	baboons	and	vines	have	
  been	neutralized,	it	is	an	easy	matter	to	sneak	into	the	
  monastery	by	climbing	down	from	the	surrounding	
  hills.	
  Adjusting This Encounter 
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
  • Very Weak: Remove four baboons 
  • Weak: Remove two baboons 
  • Strong: Increase hit points to 35 and claw damage to 12 
  (4d4 + 3) 
  • Very Strong: Increase hit points to 40 and claw damage to 
  12 (4d4 + 3)  
  Inside the Gates 
  The	gate	doors	are	unlocked	and	easily	opened.	Once	
  inside	the	walls,	reveal	the	handout	from	Appendix	2	
  and	read	the	following:	
  The tranquil air shatters from shouts of combat 
  exercises. Sharp guttural calls are performed in a 
  synchronized unison. A baboon catches your eye as he 
  makes his way to a nearby tree grove. He pauses to look 
  at you but seems uninterested and continues on his path 
  giving you no further attention. The grounds of the 
  monastery are serene and manicured. A contemplation 
  garden separates the dormitory and dojo. The grounds 
  are softly illuminated by occasional stone lanterns. 
  Three	reaper	baboons	in	the	tree	grove	near	the	
  dormitory	and	do	not	attack	unless	provoked.	If	they	
  have	not	seen	a	baboon	yet,	the	adventurers	notice	
  the	prosthetic	claws,	screwed	skull	caps,	and	
  disturbingly	human	visage.	The	sounds	of	combat	
  training	come	from	the	Dojo.	
  Reaper Baboons 
  These poor creatures are the result of Kaidan’s experiments. 
  The monks have successfully transplanted a human brain into 
  a baboon’s body. In the process, they have also given the 
  creature a psychic attack. They have a disturbingly pitiful 
  human look in their eyes. In addition to a new brain, the 
  monks have weaponized them with metal claw prosthetics, 
         Part 3. The Lower Monastery 
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  9 
  and metal caps attached with screws in their skulls to protect 
  their brains. 
   Only partially aware of what has happened to them, they 
  are angry but fearful of the monks. Conditioned to attack 
  intruders outside the walls, they guard the perimeter of the 
  monastery viciously and unquestioningly. Inside the walls, they 
  roam the grounds freely and do not react unless provoked. If 
  attempted inside the walls of the monastery, a successful DC 
  15 Wisdom (Animal Handling) or Charisma (Persuasion) will 
  gain trust and friendship. They will even fight to protect their 
  new friend, unless it is against the monks or Master Kaidan, 
  whom they fear. They use the stat block of the Su-Monster 
  with the following exceptions:  
  Small construct, chaotic neutral 
  Languages. The baboon understands the language its brain’s 
  owner spoke as a human, (Common), but can’t speak it. 
  The baboon has no tail, but the prosthetics allow its claw 
  attack to do increased damage as if its limbs were free. 
  B. Dormitory 
  This	large	building	is	segmented	into	barracks	for	the	
  monks.	Two	monks	are	present	in	a	random	ground	
  floor	room.	They	are	sleeping	and	are	at	disadvantage	
  to	detect	anyone	unless	they	are	being	careless.	The	
  monks	have	been	turned	into	thralls	by	the	illithids	
  and	do	not	fear	their	death.	They	have	knowledge	of	
  the	lower	monastery	areas.	They	also	know	that	Nasir	
  is	working	in	the	refectory.	
  	 Each	room	has	two	beds,	chairs,	foot	lockers,	and	a	
  table.	The	foot	lockers	contain	an	extra	robe	that	may	
  be	used	as	a	disguise.	
  House of Eternal Twilight Monks 
  Eternal Twilight monks have departed from the traditional 
  teachings or the Order of the Long Death. Beginning with the 
  leadership of Master Kaidan, they have twisted the teachings 
  into a search for aberrant powers. These powers reveal 
  themselves during the process of necrosis. Experiments 
  involve bringing subjects to the brink of death, often in a very 
  painful manner, and then stabilizing them before they die. 
   Their membership comprises elves and humans. They wrap 
  their thin, pale skinned frames in dark robes with shrouded 
  cowls to hide their features. Their symbol, a skull with a black 
  diamond on the forehead, is usually visible on some part of 
  their garb.  
   A vow of silence signifies the ascension to Sensei. This 
  honorable vow is secured by the removal of the monk’s 
  tongue. Living in the Shadowfell, the monks’ powers reflect an 
  adaptation to their environment. 
   The Twilight monks and sensei use the stat blocks of the 
  githzerai monk and zerth respectively, with the following 
  alterations: 
  • Medium humanoid (human or elf), lawful evil 
  • Languages: common, elvish, telepathy 
  • Spell list is as follows: 
  At will: minor illusion 
  3/day each: dissonant whispers, misty step, shield, wrathful 
  smite 
  (Sensei only) 1/day each: phantasmal killer, circle of death 
  C. Dojo 
  The	dojo	is	the	structure	from	which	the	combat	
  exercise	shouts	originate.	Inside,	a	sensei	is	training	
  six	monks.	The	structure	of	the	interior	is	one	large	
  room	with	several	training	arenas.	
  	 The	responses	are	shouted	in	elven.	Anyone	that	
  speaks	elven	realizes	that	these	are	responses,	but	
  the	command	calls	are	not	heard	as	the	sensei	
  delivers	them	telepathically.	The	monks	are	focused,	
  and	it	is	very	easy	to	sneak	past	them.	They	don’t	hear	
  the	adventurers	unless	they	fail	an	easy	(DC	5)	group	
  Stealth	check.		
  	 If	they	decide	they	must	fight	them,	the	encounter	
  can	be	deadly.	If	the	adventurers	insist,	consider	
  allowing	an	Insight	check	to	realize	that	based	on	the	
  number	of	voices	heard	that	it	could	be	a	deadly	and	
  avoidable	fight	that	could	possibly	alert	the	entire	
  monastery.	
  Treasure 
  The	sensei	carries	a	sensei	key	which	opens	the	
  scriptorium,	the	laboratory,	the	crypt,	and	secret	
  doors.		
  Adjusting This Encounter 
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
  • Very Weak: Remove one monk and one sensei 
  • Weak: Remove three monks 
  • Strong: Add four monks 
  • Very Strong: Add three monks and one sensei  
  D. Blacksmith 
  This	building	is	empty.	Instead	of	the	expected	armor	
  and	weapons,	the	items	found	include	manacles,	
  implements	of	torture,	strange	works	of	art	such	as	
  tiny	statues	that	center	around	a	theme	of	death	or	
  fear.	Many	items	feature	a	skull	with	a	diamond	
  centered	on	the	forehead.	The	only	weapons	are	a	few	
  daggers.	Several	small	metal	caps	and	claws	used	to	
  outfit	the	reaper	baboons	are	also	found.	
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  10 
  D. Garden 
  Between	the	dojo	and	dormitory	is	a	tranquility	
  garden.	Three	large	boulders	are	featured,	and	the	
  gravel	is	raked	meticulously.	Close	inspection	reveals	
  the	gravel	is	actually	ground	bone	fragments,	too	
  small	to	determine	their	origin.		
  E. Refectory 
  This	building	houses	the	kitchen	and	dining	areas	for	
  the	monastery.	A	third	door	allows	access	to	the	
  temple,	(Part	4).	There	is	one	monk	here	cleaning.	A	
  DC	15	(Wisdom)	Perception	reveals	the	tattoo	
  marking	that	Aldreth	used	to	describe	his	friend	
  Nasir.	
  	 The	monk	is	Brother	Nasir,	friend	of	Aldreth.	If	the	
  adventurers	reveal	that	they	are	allied	with	Aldreth,	
  Nasir	seems	relieved.	He	will	aid	them	if	asked	but	
  doesn’t	fight.	He	does,	however,	reveal	the	following:	
  • Strange	behavior	is	going	on	with	the	other	monks	
  that	started	about	a	tenday	ago		
  • They	go	through	a	period	of	a	few	days	in	which	
  they	act	strange	and	distant,	and	then	slowly	turn	
  ferociously	motivated	to	their	assignments	
  • It	started	with	the	sensei,	and	those	working	in	the	
  laboratory,	but	has	slowly	spread	to	almost	
  everyone	
  • He	doesn’t	know	about	the	mind	flayers	
  • Only	the	sensei	are	allowed	into	the	scriptorium	
  now	
  • He	knows	that	there	is	a	secret	staircase	that	leads	
  to	the	upper	monastery	and	suspects	it	is	in	the	
  Gate	Room	(room	C),	and	that	it	requires	a	sensei	
  key.	(He	is	unaware	the	door	is	warded).	
  • He	can	draw	a	crude	map	of	the	lower	monastery	if	
  asked.	(Appendix	3)	
  • He	knows	that	there	is	a	sensei	in	either	the	golem	
  factory	or	in	the	examination	room	
  • Once	he	knows	Aldreth	waits,	he	wishes	only	to	
  leave	the	monastery	and	join	his	friend	
  F. Temple Entrance 
  The	entrance	is	carved	into	the	cliff	wall.	Stone	steps	
  lead	to	a	set	of	black	doors	that	are	20	feet	tall	and	
  difficult	to	move.	They	stand	slightly	ajar,	enough	for	
  one	person	at	a	time	to	enter	without	opening.	
  	
  	
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  11 
   
   
  Estimated	Duration:	90	minutes	
  The	temple	lies	in	the	subterranean	depths	of	the	hill.	
  It	comprises	the	main	corridor,	the	meditation	hall,	
  the	laboratory	(observation	rooms,	holding	cells,	
  golem	factory,	and	examination	room),	the	crypts,	
  and	the	scriptorium.		
  General Features 
   Light. Dim light. There are various candles and lamps 
  throughout the temple. 
   Smells. A strong odor of incense fills the halls of the temple, 
  originating from the main meditation hall. 
   Sounds. A chant of several voices can be heard before 
  entering the halls. Inside the temple, the chanting 
  reverberates throughout the ground level rooms. 
   Ceiling. Except where indicated, the ceiling height in the 
  temple is 12 feet. 
  A. Main Corridor 
  This	large	hallway	spans	the	width	of	the	ground	
  floor	of	the	temple.	The	entrance	to	the	meditation	
  hall	does	not	have	doors	and	clear	sight	of	that	room	
  is	gained	from	the	corridor.		
  A1. East Doors 
  There	are	two	doors	on	the	east	side	of	the	main	
  corridor.	One	leads	to	the	refectory	and	is	always	
  unlocked.	The	second	leads	to	the	laboratory	area.	
  The	door	remains	locked	and	requires	a	sensei	key.	A	
  successful	DC	16	Strength	(Athletics)	forces	the	door	
  open	but	is	noisy	and	attracts	the	monks	in	the	
  Meditation	Hall.	Alternatively,	anyone	proficient	and	
  possessing	thieves’	tools	can	open	the	door	with	a	
  successful	DC	16	Dexterity	(Sleight	of	Hand).	Two	
  failures	cause	the	required	tool	to	break.	
  A2. Statues of Masters 
  Near	the	refectory,	the	hallway	is	lined	with	smooth	
  stone	statues	that	stand	15	feet	tall.	They	are	the	
  previous	masters	of	the	monastery	who	have	
  completed	their	long	death.	
  A3. West Door 
  This	door	leads	to	the	scriptorium	and	is	locked	and	
  requires	a	sensei	key	to	open.	A	successful	DC	16	
  Strength	(Athletics)	forces	the	door	open	but	is	noisy	
  and	attracts	the	monks	in	the	Meditation	Hall.	
  Alternatively,	anyone	proficient	and	possessing	
  thieves’	tools	can	open	the	door	with	a	successful	DC	
  16	Dexterity	(Sleight	of	Hand).	Two	failures	cause	the	
  required	tool	to	break.	
  B. Meditation Hall 
  If	anyone	looks	into	this	room,	read	the	following:	
  Columns line each side of this sacred hall, reaching into 
  the darkness of the high celling arches thirty feet 
  overhead. At the far end of the room sits a colossal 
  statue figure in meditation. Before it, a rack of hundreds 
  of candles that create dancing shadows. A trance-like 
  monotone chant reverberates throughout the temple. 
  When	the	adventurers	first	enter	the	temple,	four	
  monks,	two	on	either	side,	meditate	and	chant	in	the	
  hall.	They	are	in	deep	meditation	and	Stealth	checks	
  to	avoid	detection	are	made	with	advantage.	One	
  hour	after	the	adventurers	enter	the	temple	area,	
  they	leave	and	go	to	the	dormitory.	Nasir	knows	that	
  they	are	leaving	soon.	
  C. Gate Room 
  A	teleportation	circle	in	this	room	allows	the	monks	
  to	teleport	to	any	other	circle	in	the	monastery.	If	the	
  adventurers	have	successfully	used	any	other	
  teleportation	circles	in	the	monastery,	they	can	
  teleport	there	using	this	gate.	
  	 Secret	Door.	A	secret	door	on	the	north	wall	leads	
  to	a	staircase	that	descends	to	the	laboratory	area.	
  From	either	side,	the	door	is	detected	by	a	16	or	
  greater	Perception.	A	sensei	key	is	required	to	open.	
  Without	the	key,	it	may	be	opened	on	a	successful	DC	
  16	Strength	(Athletics).	It	may	also	be	opened	by	
  someone	proficient	with,	and	possessing,	a	set	of	
  thieves’	tools	and	a	successful	DC	16	Dexterity	
  (Sleight	of	Hand).	Without	a	sensei	key,	and	detecting	
  and	disabling	the	glyph	of	warding,	the	explosive	runes	
  are	activated.		
  D. Darshan Chamber 
  Monks	are	brought	to	this	room	to	undergo	
  counseling	and	initiation	when	attaining	
  advancement	within	the	Order.	Notable	is	a	
  contraption	used	for	the	removal	of	one’s	tongue,	as	
  evidence	by	the	tongue	still	attached.	Using	a	hook	to	
  hold	the	tongue	in	place,	it	cuts	clean	and	cauterizes	
  in	one	fell	swoop.	Adventurers	playing	a	monk	of	the	
  Way	of	the	Long	Death	know	that	this	is	not	a	
  standard	practice	of	the	Order.	
         Part 4. The Temple 
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  12 
  E. Crypts 
  The	crypts	hold	the	past	leaders	and	teachers	of	
  influence.	The	door	is	locked	but	opened	by	a	sensei	
  key.	As	a	tradition	of	respect,	the	details	of	each	
  leader’s	death	are	inscribed	upon	the	outside	of	their	
  tomb.	The	tombs	are	ordered	by	date.	Anyone	that	
  reads	elvish	can	determine	the	tomb	of	the	most	
  recent	leader	prior	to	Kaidan.	An	elf	named	Amara,	
  her	inscription	details	her	death	at	Kaidan’s	own	
  hand.	It	is	dated	in	an	elvish	calendar	that	translates	
  to	1350	DR.	A	rubbing	is	easily	obtained.		
  F. Scriptorium 
  The	doors	to	this	room	are	locked	and	trapped:	
  Warding Trap  
  Both doors leading to this room are sealed with a ward to 
  protect against unwanted visitors. A key can be obtained from 
  a sensei or the mind flayer. 
   Trigger. Anyone attempting to open or pick the locked door 
  without a sensei key.  
   Effect. 24 (4d10) psychic damage. A successful DC 15 
  Intelligence save reduces that amount to 12.  
   Countermeasures. The trap can be detected with a 
  successful DC 16 Wisdom (Perception) or Intelligence 
  (Investigation) check. A successful DC 16 Intelligence (Arcana) 
  check will disarm the ward. Failure results in triggering the 
  ward. 
  This	area	is	unoccupied.		
  Bookshelves  
  The	shelves	hold	the	books	and	scrolls	collected	and	
  created	over	the	years	by	the	Order.	A	scroll	of	
  protection	from	evil	and	good	is	on	one	of	the	shelves	
  and	may	be	found	with	a	successful	DC	12	Wisdom	
  (Perception)	check.	
  Scribe Desks  
  In	the	middle	of	the	room	are	five	desks	for	study	and	
  transcription	tasks.	Two	have	materials	on	them.		
  	 Desk	1.	On	the	first	desk	are	notes	and	a	study	
  journal	that	detail	the	monk’s	experiments	with	the	
  children.	Some	of	the	words	are	unknown	scientific	
  notation	references,	but	it	is	clear	the	monks	are	
  bringing	the	subjects	to	near	death,	or	short	periods	
  of	death	before	reviving	them.	During	this	time,	they	
  tap	into	their	subconscious	mind	and	grant	or	
  activate	innate	aberrant	powers.	These	materials	
  satisfy	the	Harper	faction	assignment.	
  	 Desk	2.	The	writings	on	this	desk	are	unlike	
  anything	else	in	the	library.		
  Written on an oddly smooth parchment, the characters 
  form an impression, as if intended for tactile sensory. 
  The characters are grouped into blocks that create 
  complex patterns. There are four entries 
  Anyone	trained	that	succeeds	on	a	DC	14	Intelligence	
  (Arcana)	realizes	that	the	writing	is	qualith,	the	
  writing	of	mind	flayers,	and	knows	that	you	must	
  touch	the	writings	to	read	it.	Attempting	to	do	so	
  requires	a	DC	15	Intelligence	check.	Each	entry	
  requires	a	separate	check.		
  Failure by 5 or more. The reader is afflicted with short-term 
  madness. Resolve using the short-term madness table 
  found in the Dungeon Masters Guide. 
  Failure by less than 5. The reader is overcome by a crushing 
  headache. They take 1d4 psychic damage and understand 
  that worse failure could result in temporary madness. 
  Success. The reader gains insight into the psionic impression 
  and learns information from the Qualith Notes table 
  below: 
  Qualith Notes 
  d4 
  Translation 
  1 
  Kaidan in now one of us. We will continue with the 
  assimilation. The psionic monks make excellent 
  thralls. 
  2 
  The death experiments are more powerful than 
  originally thought. They may actually be of use.  
  3 
  The one named Phryne is the key. She must have 
  possessed the power before the experiments. She 
  holds the power to plane shift on a massive scale 
  but doesn’t understand how to use or control it. 
  4 
  This monastery would serve us well as a base of 
  operations, but we would need to move it to 
  another plane. I believe Phryne could do this with 
  guidance. 
  G. Observation Rooms 
  These	rooms	hold	living	and	dead	creatures	in	
  various	conditions.	The	monks	study	the	subjects	as	
  they	progress	through	the	various	states	of	necrosis.	
  The	doors	have	sliding	observation	windows.	
  G1. Small Animals 
  There	are	eight	baboons	here	that	cower	to	the	back	
  of	their	cages	when	anyone	enters.	Three	starving	
  cockatrices	eat	a	third	that	has	already	died.			
  	 Also	present	is	a	flumph	named	Tillie.	She	is	in	
  good	health	but	telepathically	begs	for	her	release	
  claiming	the	negative	thoughts	are	unbearable.	If	they	
  talk	to	her,	she	knows	about	“the	others”	(the	
  illithids).	She	has	not	seen	them,	but	has	sensed	their	
  thoughts,	which	are	foreign	to	her.	She	cannot	explain	
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  13 
  them	other	than	to	say,	“They	recently	arrived.	They	
  are	not	friends	and	not	from	this	world.	They	
  consume	thoughts.”	If	there	are	any	Emerald	Enclave	
  members	in	the	party,	Tillie	tells	them	that	the	plants	
  and	animals	suffer	horribly	and	are	counting	on	them	
  for	their	rescue	or	to	end	their	suffering.	
  G2. Plant Room 
  This	room	is	filled	with	different	types	of	plants,	all	in	
  various	conditions,	but	almost	all	of	them	are	dead	or	
  dying.	Notable	are	two	adult	myconids	that	have	
  petrified	after	being	deprived	of	moisture.	
  G3. Large Animals 
  Four	animals	are	in	this	area:	a	maimed	grell,	a	troll	
  abdomen	that	is	missing	all	four	limbs	and	head,	all	of	
  which	are	at	various	stages	of	regeneration,	a	dead	
  owlbear,	and	a	dead	wererboar	that	is	impaled	with	
  several	silver	skewers.	All	are	non-combatants.	
  H. Holding Cells 
  These	hallways	are	lined	with	holding	cells.	The	doors	
  have	sliding	observation	windows.	
  H1. Adult Cells 
  These	15	cells	all	contain	adult	humanoid	subjects	of	
  different	races,	primarily	human.	There	are	12	adult	
  subjects:	6	phlan	(commoners),	2	orcs,	1	kenku,	1	
  bugbear,	1	lizardfolk,	and	1	doppelganger.	Except	
  for	the	doppelganger,	all	are	alive	but	dazed	and	
  emaciated.	They	can	only	walk	slowly	as	directed.	An	
  easy	Wisdom	(Insight)	check	reveals	that	it’s	doubtful	
  they	would	be	able	to	move	quickly	or	quietly	enough	
  to	make	it	to	the	front	gate	undetected.	The	
  doppelganger	is	in	his	original	form	and	lies	dead.	His	
  skull	has	a	hole	in	the	back	and	there	are	no	brains	
  inside.		
  H2. Child Cells 
  These	ten	cells	all	hold	children	of	different	races.	
  Along	with	2	orc	children,	a	kobold,	and	a	young	
  lizardfolk.	Also	present	are	two	of	Phlan’s	lost	
  children;	Jenna,	a	female	dwarf	child	and	James	a	
  male	halfing	child	(CCC-PHLAN-BMG-4-2).	Another	
  child’s	screams	can	be	heard	from	the	door	leading	to	
  area	J,	the	Examination	Room,	and	are	suddenly	
  silenced.	
  	 Secret	Door.	The	secret	door	at	the	end	of	the	hall	
  is	noticed	by	a	DC	15	Wisdom	(Perception)	and	opens	
  with	a	sensei	key.	Without	the	key,	it	may	be	opened	
  on	a	successful	DC	17	Strength	(Athletics).	It	may	also	
  be	opened	by	someone	proficient	with,	and	
  possessing,	a	set	of	thieves’	tools	and	a	successful	DC	
  16	Dexterity	(Sleight	of	Hand).	Without	a	sensei	key,	
  and	detecting	and	disabling	the	glyph	of	warding,	its	
  explosive	runes	are	activated.	
  I. Golem Factory 
  The	door	to	this	room	is	solid	iron.	It	creaks	horribly	
  and	is	difficult	to	open,	spoiling	any	surprise	attempt.	
  The	buzz	of	the	coil	can	be	clearly	heard	outside	the	
  door,	as	well	as	the	smell	of	charged	ozone.	
  At the center of this room is a large electrical coil that 
  reaches to the ceiling. It pulsates with energy and 
  occasional bolts discharge into the air. Cables run from it 
  to each of the four tables near it. Another cable runs to a 
  large pool of water in the north wall. Something large 
  swishes around inside. The corpse of a baboon lies on 
  one table and humans on the other. The smell of burnt 
  flesh and electricity is heavy. 
  This	room	is	for	experimental	operations	such	as	the	
  reaper	baboons.	A	sensei	works	with	two	flesh	
  golem	assistants	who	attack	the	adventurers	if	
  alerted	to	their	presence.	They	fight	to	the	death.	The	
  pool	contains	a	giant	lightning	eel	that	the	monks	
  bombard	psychically	to	release	lightning	jolt	attacks	
  to	charge	the	coil.	The	coil	is	used	when	animating	
  their	creations.	Anyone	in	the	pool,	or	within	5	feet	of	
  it,	may	be	targeted	by	the	eel’s	attacks.	
  	 Three	rooms	on	the	west	wall	are	labeled	in	elvish	
  as	“Limbs,	Abdomens,	and	Heads”.	Each	room	
  contains	the	respective	body	parts.	There	is	a	“work	
  bench”	table	on	the	south	wall	and	an	oven	is	on	the	
  eastern	wall.	
  Tactics 
  The	sensei	sends	the	golems	into	melee	while	they	
  stay	at	range	trying	to	bombard	the	adventurers	with	
  circle	of	death	and	dissonant	whispers.	He	is	not	
  careful	about	hitting	the	golems	with	his	attacks,	
  instead	focusing	on	hitting	as	many	targets	as	
  possible.	If	the	golems	sustain	30	points	of	damage	or	
  more,	they	risk	opportunity	attacks	to	get	to	the	
  central	electrical	coil	to	grab	it	as	bonus	action.	The	
  coil	does	32	(8d6)	lightning	damage,	or	healing	in	the	
  case	of	the	golems,	to	anyone	that	touches	it.	It	holds	
  enough	power	for	three	discharges.	Each	eel	attack	
  adds	a	charge.	
  Treasure 
  The	sensei	carries	a	sensei	key	that	opens	the	crypt,	
  scriptorium,	and	the	secret	doors	to	the	stairs	that	
  lead	to	the	upper	monastery.		
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  14 
  Adjusting This Encounter 
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
  • Very Weak: Replace the sensei with a monk 
  • Weak: Remove one golem 
  • Strong: Add one sensei 
  • Very Strong: Add two sensei and one golem 
  J. Examination Room 
  When	the	adventurers	enter	this	room,	read	the	
  following:	
  A ten-foot high vat is the first object visible. Chains 
  ending in hooks dangle from the ceiling over it. An 
  alchemy lab bubbles with many odd colored liquids on a 
  table against the east wall. On the opposite side of the 
  room, two monks stand over a human child strapped to 
  one of three tables. She struggles, turning her head away 
  from them, her mouth now stuffed with cloth to silence 
  her screams. The room opens to the west, but line of 
  sight is blocked by the enormous tank. 
  This	room	is	built	to	study	the	effects	of	death	on	
  individuals	and	is	where	most	of	the	experiments	are	
  carried	out.	The	two	monks	are	about	to	begin	
  experiments	on	the	child,	one	of	Phlan’s	missing.	This	
  is	the	11-year-old	missing	female	named	Miri	
  Wyvernspur	from	CCC-PHLAN-BMG-4-1.	However,	if	
  Eve	was	not	saved	in	the	previous	adventure	(CCC-
  PHLAN-BMG-4-2,	this	is	where	they	find	her,	and	Miri	
  is	found	in	one	of	the	holding	cells.	
  Interrogation Chamber 
  An	adjacent	room,	only	visible	by	moving	past	the	
  water	tank,	features	an	interrogation	chair.	The	walls	
  of	the	room	are	lined	with	shelves,	each	containing	
  rows	of	jars	that	hold	brains	in	a	pink	translucent	
  liquid.	A	mind	flayer	psion,	hovers	over	an	
  incapacitated	monk	who	sits	in	a	chair	in	the	center	
  of	the	room.	The	mind	flayer	is	in	the	process	of	
  turning	the	monk	into	a	thrall.	Stunned	and	useless	
  for	at	least	a	day	while	the	mindflayer	reconstructs	
  his	reality,	the	monk	simply	gazes	into	space.		
  Treasure 
  The	illithid	wears	a	colony	ring	with	a	qualith	symbol	
  that	represents	his	colony.	It	is	worth	200	gp.,	though	
  a	gith	might	pay	much	more.	He	and	the	sensei	also	
  bear	keys	to	the	scriptorium.	Additionally,	the	sensei	
  bears	a	key	to	the	crypt.	
  Adjusting This Encounter 
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
  • Very Weak: Remove both monks 
  • Weak: Remove a monk 
  • Strong: Add a mind flayer psion 
  • Very Strong: Replace monks with sensei and add one mind 
  flayer psion  
  K. Stairwell 
  Although	this	stairwell	extends	from	the	depths	of	the	
  laboratory	to	the	upper	monastery,	it	is	little	used	
  because	of	the	teleportation	circles.	A	successful	DC	
  10	Wisdom	(Perception)	notices	the	signs	of	neglect	
  and	realizes	this	would	be	a	good	place	to	take	a	short	
  rest.	If	accessed	before	investigating	the	lower	level,	
  the	adventurers	hear	faint	screams	coming	from	the	
  child	in	the	laboratory.	Upward,	the	stairs	lead	to	the	
  upper	monastery,	(Part	4).	
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  15 
  	
   
   
  Estimated	Duration:	90	minutes	
  The	upper	monastery	consists	of	the	Sensei	
  dormitory,	the	airship	dock	and	Kaidan’s	tower.		
  General Features 
   Terrain. Steep grassy slopes and trees dominate the upper 
  monastery. 
   Dock. The dock is a large wooden platform built to receive 
  airships. At roughly 100 feet long and 40-50 feet wide, it’s a 
  massive structure. Should anyone fall off the dock, the ground 
  is 20 feet below and a steady slope to the edge of the 
  earthmote approximately 100 feet away. It takes two full 
  rounds of double movement to return to the platform and 
  climb up. There is no line of sight to targets on the platform 
  from below unless the target stands at the edge or is flying.  
   Weather. There is a strong wind at the top of the hill.  
   Light. Dim light. 
  A. Sensei Dormitory 
  The	stairs	from	area	3K	emerge	in	the	sensei	
  dormitory:	
  The stairs end in a small dormitory structure with three 
  bedrooms. In the common room is another circle 
  inscribed with glowing markings. The whistling of a 
  strong wind outside makes it apparent that you have 
  emerged on the upper level of the monastery.  
  The	monastery’s	six	sensei	live	in	this	dormitory.	The	
  rooms	are	modest	and	plain.	A	ritual	short	sword	is	
  displayed	in	one	room.	It	is	ornately	crafted	in	silver	
  and	worth	200gp.	If	actively	searching,	A	successful	
  DC	15	Wisdom	(Perception)	finds	a	potion	of	flying	in	
  the	desk	of	one	room	and	a	scroll	of	greater	
  restoration	in	another.		
  	 Before	proceeding	to	the	fight	with	Kaidan,	it	may	
  be	prudent	to	suggest	a	short	rest	if	they	don’t	choose	
  to	take	one	on	their	own.	
  B. The Airship Docks 
  When	anyone	looks	outside	or	exits	the	building,	read	
  the	following:	
  Outside the dormitory is a large wooden platform, not 
  unlike the docks of a port city. Leaving the dock is a 
  spiral vessel that resembles a seashell. It rises into the 
  air and departs, fading quickly into a sea of black. Three 
  figures remain on the dock, an illithid and two monks, 
  one of whom wields a glaive. You realize one of the 
  monks is pointing directly at the dormitory you occupy. 
  They are all looking in your direction.  
  The	wooden	dock	is	built	to	receive	airships	that	
  come	to	sell	and	trade	goods	with	the	monastery.	The	
  nautiloid	ship	was	here	for	an	initial	inspection	by	the	
  colony’s	Ulitharid	leader,	Lord	Vathrax.	However,	he	
  was	alerted	to	the	presence	of	the	adventurers	using	
  his	creature	sense.	Rather	than	take	risks	with	the	
  nautiloid,	he	immediately	departs.	To	assist	Kaidan,	
  his	new	thrall,	with	the	invaders,	he	leaves	a	mind	
  flayer	psion	and	an	intellect	devourer.	The	latter	is	
  currently	occupying	the	body	of	a	monk.	The	intellect	
  devourer	also	uses	creature	sense	to	pinpoint	the	
  adventurers.	Master	Kaidan,	an	oni,	is	also	in	the	
  form	of	a	human	monk.	He	wears	Mind	Carapace	
  Armor	and	wields	a	Mind	Blade	glaive	given	to	him	by	
  Lord	Vathrax.	
  Mind Carapace Armor 
  Armor (chain mail), uncommon (requires attunement by a 
  specific individual) 
  Any non-magical suit of heavy armor can be turned by mind 
  flayers into mind carapace armor. Only one creature can 
  attune to it: either a specific mind flayer or one of its thralls. 
  While worn by any other creature, the mind carapace armor 
  functions as normal armor of its kind. To its intended wearer, 
  the armor grants advantage on Intelligence, Wisdom, and 
  Charisma saving throws and makes its wearer immune to the 
  frightened condition. 
  Mind Blade 
  Weapon (Kaidan’s Glaive), rare (requires attunement by a 
  specific individual) 
  Mind flayers can turn any nonmagical sword into a mind blade. 
  Only one creature can attune to it: either a specific mind flayer 
  or one of its thralls. In the hands of any other creature, the 
  mind blade functions as a normal sword of its kind. In the 
  hands of its intended wielder, the mind blade is a magic 
  weapon that deals an extra 2d6 psychic damage to any target 
  it hits.  
  Note: While these weapons or normally swords, the illithids 
  chose to imbue Kaidan’s glaive. These items are only attuned 
  to Kaidan and are non-magical for anyone else. 
  Development 
  Give	the	adventurers	a	moment	to	decide	their	
  strategy.	Unless	they	react	immediately,	read	the	
  following:	
         Part 3. The Upper Monastery 
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  16 
  Fury comes across the monk’s face. He roars as his form 
  grows into a blue-skinned giant with horns and long, 
  black claws. He launches skyward. “How dare you defile 
  our sanctuary with your base minds. Your thoughts must 
  be purged. Do not fear, I have fitting replacements.” 
  If	the	adventurers	have	still	not	exited	the	dormitory,	
  read	the	following:	
  Kaidan booms a command, “Phryne! Remove their 
  hiding place.” The dormitory around you fades into 
  darkness leaving nothing but the floor. 
  Phryne	hears	Kaidan’s	command	and	removes	the	
  sensei	dormitory	from	this	world.	As	soon	as	the	
  adventurers	are	visible,	Kaidan	and	his	associates	
  attack.	
  Tactics 
  The	mind	flayer	will	attempt	to	open	with	a	mind	
  blast.	If	anyone	is	successfully	stunned,	the	intellect	
  devourer	will	move	close	enough,	using	misty	step	if	
  needed,	to	use	its	body	thief	attack.	If	successful,	its	
  current	host	body	falls	lifeless.	Kaidan	will	attempt	to	
  open	with	cone	of	cold.		
  Treasure 
  The	mind	flayer	wears	a	colony	ring.	Kaidan	carries	a	
  potion	of	greater	healing.	
  Adjusting This Encounter 
  Here are some suggestions for adjusting this encounter. These 
  are not cumulative. 
  • Very Weak: Remove the mind flayer and intellect devourer 
  • Weak: Remove the intellect devourer 
  • Strong: Add a mind flayer psion 
  • Very Strong: Add a mind flayer psion, increase Kaidan’s hit 
  points to 150, regeneration to 15, and multi attack may use 
  two glaive attacks 
  C. Master Kaidan’s Tower 
  DMs Tip 
  It’s possible this section may cause the adventure to run long. 
  If so, consider narrating this section and move the adventurers 
  to the Conclusion of the adventure.  
  This	3-story	tower	is	the	living	quarters	of	Kaidan	
  and	Phryne.	The	first	floor	is	a	common	living	space	
  with	nothing	of	interest.	A	staircase	that	spirals	
  around	the	inside	edge	of	the	tower	rises	to	a	room	
  on	the	second	and	third	floors.	Kaidan	resides	on	the	
  second	floor	and	Phryne’s	room	is	on	the	third	floor.		
  Ground Floor 
  The	first	floor	contains	mundane	items	to	
  accommodate	a	living	area.	
  Second Floor 
  Kaidan	uses	this	area	as	his	living	quarters.	The	door	
  handle	is	protected	by	a	glyph	of	warding	(explosive	
  runes).	A	successful	DC	16	Intelligence	(Investigation)	
  is	required	to	notice.	Anyone	but	Kaidan	touching	the	
  handle	will	release	the	explosive	runes	doing	5d8	
  lightning	damage	to	all	targets	in	a	20-foot-radius	
  sphere.	The	ward	was	created	by	Phryne	at	Kaidan’s	
  bidding.	
  	 Once	inside	the	room,	the	most	notable	feature	is	a	
  work-table	with	a	dead	orc	child	upon	it.	There	is	a	
  bookshelf	with	various	tomes	about	psychic	powers,	
  necromancy,	etc…	Also,	on	the	shelf,	(a	successful	DC	
  13	Wisdom	(Perception)	to	notice),	is	a	wand	of	fear.	
  Third Floor 
  Phryne’s	room	is	the	entire	third	floor.	The	door	is	
  not	warded	and	is	unlocked.	
  Negotiating with Phryne 
  If	the	adventurers	are	able	to	reach	the	inside	of	her	
  room,	read	the	following:	
  A circular room encompasses the entire top floor of the 
  tower. On the far side of the room in an overstuffed chair 
  sits the red-haired woman. Her back to you, she gazes 
  out of the window, a portal overlooking a beautiful 
  landscape on a bright sunny day. The warm rays beam 
  on to the floor where a large, furry cat lies soaking them 
  up as it purrs in satisfaction. Phryne doesn’t turn. 
  Phryne	has	retreated	to	her	chair	next	to	the	window	
  on	the	far	side	of	the	room.	This	has	become	her	safe	
  space.	She	surrounds	herself	with	an	energy	shield	
  that	prevents	anyone	from	moving	or	teleporting	to	
  her	side	of	the	room.	It	blocks	all	spells	that	would	
  affect	her	as	well.	Verbal	communication	functions	
  normally.	She	has	used	her	aberrant	abilities	to	
  construct	a	psychic	fortress	over	the	many	years	of	
  imprisonment.	
  	 She	gazes	out	the	window	and	will	not	look	at	the	
  adventurers.	She	talks	to	them	if	they	have	something	
  interesting	that	causes	her	to	respond,	but	she	refuses	
  to	look	at	them	until	a	successful	Persuasion	check	is	
  made	or	the	doll	is	produced.	Once	they	have	her	
  attention,	she	expresses	her	fears	about	Kaidan	and	
  leaving	the	monastery.	Each	time	the	adventurers	try	
  to	dispel	her	fears,	make	a	Persuasion	check.	
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  17 
  	 Convincing	Phryne	to	leave	with	them	is	no	easy	
  task.	She	harbors	deep	seeded	fears	and	inner	
  conflicts.	Her	power	is	such	that,	if	she	does	not	want	
  to	do	so	willingly,	it	is	impossible	to	force	it	to	
  happen.	To	convince	her,	the	adventurers	will	need	to	
  succeed	on	four	DC	15	Charisma	(Persuasion)	checks,	
  before	four	failures	occur.		
  	 There	are	a	number	of	things	the	adventurers	can	
  do	to	succeed	or	to	gain	advantage	on	the	checks.	
  • Getting	Her	Attention.	Simply	getting	Phryne	to	
  pay	attention	to	them	is	difficult	in	her	emotional	
  state.	One	successful	Persuasion	check	will	
  convince	her	to	turn	and	listen	to	what	they	have	to	
  say,	but	until	one	success	is	achieved,	all	checks	are	
  made	at	disadvantage.	
  • The	Doll.	Producing	the	doll,	even	if	she	is	not	yet	
  paying	attention,	results	in	an	automatic	success,	
  with	no	roll	required.	She	immediately	teleports	
  the	doll	to	herself	and	gives	the	adventurers	her	
  attention.		
  • Mr.	McFluffkins.	Phryne’s	cat	is	her	only	true	friend	
  and	companion	and	befriending	him	causes	Phryne	
  to	take	note.	If	anyone	mentions	the	cat,	have	it	
  notice	and	approach	that	character.	A	successful	DC	
  10	Wisdom	(Animal	Handling)	check	prompts	an	
  immediate	check	at	advantage	and	gains	Phryne’s	
  attention.	Mr.	McFluffkins	moves	in	and	out	of	the	
  energy	field	unimpeded.		
  • Kethra	Stormwind.	Adventurers	who	participated	
  in	CCC-BMG-PHLAN4-1	will	have	encountered	the	
  ghost	of	a	child	named	Kethra.	This	was	Phryne’s	
  childhood	friend	who	was	kidnapped	and	killed.	If	
  they	invoke	her	name	and/or	mention	that	Kethra	
  asked	for	her,	it	prompts	an	immediate	check	with	
  advantage.	
  • Birthday	Party.	If	the	adventurers	mention	her	
  birthday	party	from	CCC-BMG-PHLAN4-2,	
  advantage	on	one	check	is	gained.	
  Aside	from	the	above	options,	award	creative	
  thinking	on	the	part	of	the	adventurers.	If	they	find	a	
  way	to	show	interest	in	what	they	think	is	important	
  to	Phryne,	award	that	with	advantage.	
  	 If	they	ask	her	questions	about	Kaidan,	she	seems	
  less	interested.	She	doesn’t	know	anything	about	the	
  illithids	other	than	Kaidan	always	acted	strange	since	
  they	arrive	about	a	tenday	ago.	She	didn’t	like	the	
  illithids,	but	he	made	her	talk	to	them	a	few	times.	
  Talking	about	this	draws	her	inward	and	if	the	they	
  persist,	results	in	her	turning	back	to	the	window	and	
  not	paying	attention	to	them.		
  	 Phryne	knows	every	inch	of	the	monastery	and	can	
  direct	or	describe	how	to	get	to	locations,	but	she	
  does	not	leave	her	room.	
  Success 
  If	successful,	Phryne	agrees	to	leave	with	them.	She	
  teleports	the	adventurers,	animals,	and	plants	if	
  requested,	to	the	ground	gate.	When	she	does,	the	
  monastery	fades	into	the	Shadowfell.		
  Failure 
  If	four	failures	occur	first,	Phryne	tires	of	the	
  adventurers.	She	rises	and	says”	
  Enough! This is my home now. I will say who comes and 
  goes. And the time has come for you to go. 
  You	are	instantly	teleported	to	the	ground	gate	along	
  with	any	captives.	The	monastery	fades	into	Shadow.	
  Roleplaying Phryne Sokol 
  Phryne has spent almost her entire life as a prisoner of Master 
  Kaidan. In an experiment when she was very young, she 
  discovered that she possessed powerful aberrant abilities. 
  Kaidan immediately saw their potential. Until he can find a 
  way to duplicate them, he is forced to manipulate her to do his 
  bidding. For this reason, he almost never reveals his true form 
  to her.   
   Phryne is an abjurer whose spellcasting is innate. Her most 
  powerful abilities, however, are aberrant in nature and cannot 
  be quantified. She is able to send willing and unwilling 
  creatures, as well as inanimate objects, and even entire 
  locations to what she calls, “the other places.” She has never 
  gone to any of them physically but has a thorough knowledge 
  of the planes of the multi-verse. 
   Ironically, Phryne’s power allows her to leave at any time, 
  yet she remains a prisoner. She believes she can never escape 
  Kaidan. Because she was taken when she was so young, 
  Kaidan was able to manipulate her into believing she is unable 
  to leave, and that if she does, he will find her. She has been at 
  the monastery so long now she fears even the thought of 
  leaving it. Despite the fact that she is now over 40 years old, 
  she remains a frightened child. 
  Conclusion 
  If	the	captives	were	freed,	Calypso	rewards	the	
  adventurers	their	due.	
  	 If	Phryne	returns	with	the	adventurers,	it	is	a	
  fearful	journey	for	her.	She	constantly	looks	over	her	
  shoulder.	And	although	Kaidan	is	dead,	her	fears	are	
  well	founded.	Her	brother	does	not	know	her,	but	the	
  resemblance	is	undeniable.	He	is	grateful	and	makes	
  good	on	his	reward.		
  	
  	
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  18 
  Adventure Rewards 
  Upon	completing	the	adventure,	the	characters	each	
  receive	rewards	based	upon	their	accomplishments.	
  These	rewards	include	advancement	and	treasure,	
  and	may	include	special	rewards,	such	as	story	
  awards	or	new	downtime	activities,	as	follows:	
  Advancement and Treasure Checkpoints 
  The	characters	receive	4	advancement	checkpoints	
  and	4	treasure	checkpoints	for	completing	the	
  adventure.	
  Player Rewards 
  The	characters	may	earn	the	following	player	
  rewards	for	completing	the	adventure:		
  Magic Item Unlock 
  Characters	completing	the	adventure’s	objectives	
  unlock	this	magic	item.	
  	 Wand	of	Fear.	This	simple	stick	made	from	the	
  trees	that	grow	in	the	Glumpen	Swamp.	It	is	wrapped	
  in	strands	of	black	leather.	The	skull	of	a	small	fanged	
  reptile	is	lashed	to	one	end.	On	its	forehead	is	a	
  prominent	black	diamond.		This	item	can	be	found	in	
  Appendix	8.	
  Story Award 
  Characters	who	are	able	to	obtain	the	rubbing	from	
  the	tomb	of	Master	Amara,	the	earn	the	following	
  story	award.	
  	 Friend	of	the	Order	of	the	Long	Death.	You	helped	
  a	monk	of	the	Way	of	the	Long	Death	retrieve	
  information	about	a	significant	leader	and	monastery	
  of	his	Order.	Your	name	is	now	known	among	their	
  devoted.	At	the	DMs	discretion,	they	look	upon	you	
  with	favor	and	you	may	take	shelter	at	their	
  monasteries.	This	information	can	be	found	in	
  Appendix	9.	
  Story Award 
  Characters	who	are	able	to	claim	a	Quassine	colony	
  ring	earn	the	following	story	award.	
  	 Quassine	Colony	Ring.	You	possess	a	signet	ring	of	
  the	Quassine	colony	of	illithids.	The	ring	is	decorated	
  with	an	inlaid	qualith,	illithid	writings.	It	holds	
  psychic	knowledge	of	the	colony	as	it	existed	when	
  the	ring	was	taken	from	its	illithid	owner.	As	long	as	
  you	possess	this	ring,	the	colony	will	attempt	to	
  recover	it	by	hunting	you	down.	Any	gith	would	also	
  go	to	great	lengths	or	expense	to	learn	the	
  information	it	holds.	This	award	expires	if	possession	
  of	the	ring	is	lost.	This	information	can	be	found	in	
  Appendix	10.	
  Downtime Activity 
  Characters	possessing	the	Quassine	Colony	Ring	story	
  award	have	access	to	the	following	downtime	
  activity:	
  	 State	of	the	Quassine.	By	spending	three	
  downtime	days	in	study,	the	possessor	of	the	
  Quassine	signet	ring	may	learn	the	following	
  information:		
  The	Quassine	colony	of	illithids	is	a	new	colony	that	has	
  recently	broken	free	of	their	elder	brain	and	are	under	
  the	leadership	of	the	ulitharid,	Lord	Vathrax.	Their	
  prized	possession	is	a	nautiloid	ship	and	they	will	do	
  anything	to	protect	it.	Vathrax,	much	like	Kaidan,	
  became	intrigued	by	the	monk’s	studies,	and	the	power	
  held	by	Phryne.	Assuming	they	can	get	her	to	move	it	
  into	another	plane,	they	also	covet	the	monastery	as	a	
  location	suitable	for	Vathrax’s	transition	to	an	Elder	
  Brain.	
  This	information	can	be	found	in	Appendix	11.	
  DM Reward 
  In	exchange	for	running	this	adventure,	you	earn	
  advancement	and	treasure	checkpoints	and	
  downtime	as	though	you	played	the	adventure,	but	
  none	of	the	other	rewards	listed	above.	However,	this	
  adventure	may	qualify	for	rewards	earned	by	
  completing	DM	Quests.	See	the	ALDMG	(Adventurers	
  League	Dungeon	Master’s	Guide)	for	more	
  information	about	DM	Quests.	
  	
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  19 
  Appendix 1: Locations and NPCs 
  The	following	NPCs	are	featured	prominently	in	this	
  adventure:	
  	
  • Calypso	is	a	tiefling	sorcerer	and	former	
  adventurer	who	is	now	the	Chancellor	of	Phlan.	
  • Barrett	Sokol	is	a	Councilor	on	the	Council	of	Ten	
  and	prominent	noble	and	politician	of	Phlan.	
  • Phryne	Sokol	(FRY-nee)	is	the	half-sister	of	Barrett	
  Sokol.	Victim	of	the	monk’s	experiments.	
  • Fangrum	is	a	teenage	kobold	that	has	been	the	
  victim	of	the	monk’s	experiments.	
  • Aldreth	Darkleaf	is	a	monk	of	the	Way	of	the	Long	
  Death	and	one-time	disciple	at	the	house	of	Eternal	
  Twilight.		
  • Brother	Nasir	(NAH-seer)	is	a	monk	of	the	Way	of	
  the	Long	Death	at	the	House	of	Eternal	Twilight	and	
  friend	of	Aldreth	
  • Master	Kaidan	(KYE-dan)	is	the	spiritual	master	of	
  the	House	of	Eternal	Twilight.	He	is	almost	always	
  in	human	form,	but	he	is	actually	an	oni.	
  • Namahage	(NAH-muh-HAH-gee)	is	a	local	folklore	
  name	given	to	the	monster	that	takes	children.	In	
  reality,	it	is	Kaidan.	
  • Quassine	(KWA-seen)	is	the	colony	of	illithids	that	
  have	invaded	the	House	of	Eternal	Twilight.	
  	
  	
  	
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  20 
  Appendix 2. Creature Statistics 
  	
   
  Assassin Vine 
  Large plant, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 85 (10d10 + 30) 
  Speed 5 ft., climb 5 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 18	(+4)	
  10	(+0)	
  16	(+3)	
  1	(−5)	
  10	(+0)	
  1	(−5)	
  		
  Damage Resistances cold, fire 
  Condition Immunities blinded, deafened, exhaustion, 
  prone 
  Senses blindsight 30 ft., passive Perception 10 
  Languages — 
  Challenge 3 (700 XP) 
  False Appearance. While the assassin vine remains 
  motionless, it is indistinguishable from a normal plant. 
  Actions 
  Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., 
  one target. Hit: 11 (2d6 + 4) bludgeoning damage and it 
  is grappled (escape DC 14). Until this grapple ends, the 
  target is restrained, and it takes 21 (6d6) poison damage 
  at the start of each of its turns. The vine can constrict 
  only one target at a time. 
  Entangling Vines. The assassin vine can animate normal 
  vines and roots on the ground in a 15-foot square within 
  30 feet of it. These plants turn the ground in that area 
  into difficult terrain. A creature in that area when the 
  effect begins must succeed on a DC 13 Strength saving 
  throw or be restrained by entangles vines and roots. A 
  creature restrained by the plants can use its action to 
  make a DC 13 Strength (Athletics) check, freeing itself 
  on a successful check. The effect ends after 1 minute or 
  when the assassin vine dies or uses Entangling Vines 
  again. 
   
  Reaper Baboon (Su-Monster) 
  Medium monstrosity, chaotic evil 
  Armor Class 12 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft., climb 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 14	(+2)	
  15	(+2)	
  12	(+1)	
  9	(−1)	
  13	(+1)	
  9	(−1)	
  		
  Skills Athletics +6, Perception +3 
  Senses passive Perception 13 
  Languages -- 
  Challenge 1 (200 XP) 
  Actions 
  Multiattack. The su-monster makes two attacks: one 
  with its bite and one with its claws. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage, or 12 (4d4 + 3) 
  slashing damage if the su-monster is hanging by its tail 
  and all four of its limbs are free. 
  Psychic Crush (Recharge 5-6). The su-monster targets 
  one creature it can see within 30 feet of it. The target 
  must succeed on a DC 11 Wisdom saving throw or take 
  17 (5d6) psychic damage and be stunned for 1 minute. 
  The stunned target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. 
   
  *	See	stat	adjustments	in	Reaper	Baboons	sidebar.	
   
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  21 
  Flesh Golem 
  Medium construct, neutral 
  Armor Class 9 
  Hit Points 93 (11d8 + 44) 
  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 attack 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 the lightning 
  damage dealt. 
  Magic Resistance. The golem has advantage on saving 
  throws 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.	
  	
   
   
  Giant Lightning Eel 
  Large beast, unaligned 
  Armor Class 13 
  Hit Points 42 (5d10 + 15) 
  Speed 5 ft., swim 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 11	(+0)	
  17	(+3)	
  16	(+3)	
  2	(−4)	
  12	(+1)	
  3	(−4)	
  		
  Damage Resistance lightning 
  Senses blindsight 60 ft., passive Perception 11 
  Languages — 
  Challenge 3 (700 XP) 
  Water Breathing. The eel can breathe only water. 
  Actions 
  Multiattack. The eel makes two bite attacks. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 10 (2d6 + 3) piercing damage plus 4 (1d8) 
  lightning damage. 
  Lightning Jolt (Recharge 5-6). One creature the eel 
  touches within 5 feet of it outside water, or each 
  creature within 15 feet of it in a body of water, must 
  make a DC 12 Constitution saving throw. On failed save, 
  a target takes 13 (3d8) lightning damage. If the target 
  takes any of this damage, the target is stunned until the 
  end of the eel’s next turn. On a successful save, a target 
  takes half as much damage and isn’t stunned. 
  	
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  22 
  Order of the Long Death Monk (Githzerai Monk) 
  Medium humanoid (gith), lawful neutral 
  Armor Class 14 
  Hit Points 38 (7d8 + 7) 
  Speed 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 12	(+1)	
  15	(+2)	
  12	(+1)	
  13	(+1)	
  14	(+2)	
  10	(+0)	
  		
  Saving Throws Str +3, Dex +4, Int +3, Wis +4 
  Skills Insight +4, Perception +4 
  Senses passive Perception 14 
  Languages Gith 
  Challenge 2 (450 XP) 
  Innate Spellcasting (Psionics). The githzerai’s 
  spellcasting ability is Wisdom. It can innately cast the 
  following spells, requiring no material components: 
   
  At will: mage hand (the hand is invisible) 
  3/day each: featherfall, jump, see invisibility, shield 
  Psychic Defense. While the githzerai is wearing no 
  armor and wielding no shield, its AC includes its Wisdom 
  modifier. 
  Actions 
  Multiattack. The githzerai makes two unarmed strikes. 
  Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage 
  plus 9 (2d8) psychic damage. This is a magic weapon 
  attack. 
   
  *	See	the	stat	adjustments	in	the	Monks	of	the	
  Eternal	Twilight	sidebar.	
   
  Order of the Long Death Sensei (Githzerai Zerth) 
  Medium humanoid (gith), lawful neutral 
  Armor Class 17 
  Hit Points 84 (13d8 + 26) 
  Speed 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 13	(+1)	
  18	(+4)	
  15	(+2)	
  16	(+3)	
  17	(+3)	
  12	(+1)	
  		
  Saving Throws Str +4, Dex +7, Int +6, Wis +6 
  Skills Arcana +6, Insight +6, Perception +6 
  Senses passive Perception 16 
  Languages Gith 
  Challenge 6 (2,300 XP) 
  Innate Spellcasting (Psionics). The githzerai’s 
  spellcasting ability is Wisdom (spell save DC 14, +6 to hit 
  with spell attacks). It can innately cast the following 
  spells, requiring no material components: 
   
  At will: mage hand (the hand is invisible) 
  3/day each: featherfall, jump, see invisibility, shield 
  1/day each: phantasmal killer, plane shift 
  Psychic Defense. While the githzerai is wearing no 
  armor and wielding no shield, its AC includes its Wisdom 
  modifier. 
  Actions 
  Multiattack. The githzerai makes two unarmed strikes. 
  Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage 
  plus 13 (3d8) psychic damage. This is a magic weapon 
  attack. 
   
  *	See	the	stat	adjustments	in	the	Monks	of	the	
  Eternal	Twilight	sidebar.	
   
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  23 
  Intellect Devourer 
  Tiny aberration, lawful evil 
  Armor Class 12 
  Hit Points 21 (6d4 + 6) 
  Speed 40 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 6	(−2)	
  14	(+2)	
  13	(+1)	
  12	(+1)	
  11	(+0)	
  10	(+0)	
  	
  Skills Perception +2, Stealth +4 
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Condition Immunities blinded 
  Senses blindsight 60 ft. (blind beyond this radius), 
  passive Perception 12 
  Languages understands Deep Speech but can’t speak, 
  telepathy 60 ft. 
  Challenge 2 (450 XP) 
  Detect Sentience. The intellect devourer can sense the 
  presence and location of any creature within 300 feet of 
  it that has an Intelligence of 3 or higher, regardless of 
  interposing barriers, unless the creature is protected by 
  a mind blank spell. 
  Actions 
  Multiattack. The intellect devourer makes one attack 
  with its claws and uses Devour Intellect. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage. 
  Devour Intellect. The intellect devourer targets one 
  creature it can see within 10 feet of it that has a brain. 
  The target must succeed on a DC 12 Intelligence saving 
  throw against this magic or take 11 (2d10) psychic 
  damage. Also on a failure, roll 3d6: If the total equals or 
  exceeds the target’s Intelligence score, that score is 
  reduced to 0. The target is stunned until it regains at 
  least one point of Intelligence. 
  Body Thief. The intellect devourer initiates an 
  Intelligence contest with an incapacitated humanoid 
  within 5 feet of it. If it wins the contest, the intellect 
  devourer magically consumes the target’s brain, 
  teleports into the target’s skull, and takes control of the 
  target’s body. While inside a creature, the intellect 
  devourer has total cover against attacks and other 
  effects originating outside its host. The intellect 
  devourer retains its Intelligence, Wisdom, and Charisma 
  scores, as well as its understanding of Deep Speech, its 
  telepathy, and its traits. It otherwise adopts the target’s 
  statistics. It knows everything the creature knew, 
  including spells and languages. 
   If the host body drops to 0 hit points, the intellect 
  devourer must leave it. A protection from evil and good 
  spell cast on the body drives the intellect devourer out. 
  The intellect devourer is also forced out if the target 
  regains its devoured brain by means of a wish. By 
  spending 5 feet of its movement, the intellect devourer 
  can voluntarily leave the body, teleporting to the 
  nearest unoccupied space within 5 feet of it. The body 
  then dies, unless its brain is restored within 1 round. 
   
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  24 
  Kobold Dragon Scale 
  Small humanoid (kobold), lawful evil 
  Armor Class 15 
  Hit Points 27 (5d6 + 10) 
  Speed 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 7	(-2)	
  15	(+2)	
  14	(+2)	
  10	(+0)	
  9	(-1)	
  14	(+2)	
  		
  Skills Arcana +2, Medicine +1 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Draconic 
  Challenge 1 (200 XP) 
  Spellcasting. The kobold is a 3rd-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to 
  hit with spell attacks). It has the following sorcerer spells 
  prepared: 
  Cantrips (at will): fire bolt, mage hand, mending, poison 
  spray 
  1st level (4 slots): charm person, chromatic orb, 
  expeditious retreat 
  2nd level (2 slots): scorching ray 
  Psychic Defense. Sorcery Points. The kobold has 3 
  sorcery points. It can spend 1 or more sorcery points as 
  a bonus action to gain one of the following benefits: 
  Heightened Spell: When it casts a spell that forces a 
  creature to make a saving throw to resist the spell’s 
  effects, the kobold can spend 3 sorcery points to give 
  one target of the spell disadvantage on its first saving 
  throw against the spell. 
  Subtle Spell: When the kobold casts a spell, it can spend 
  1 sorcery point to cast the spell without any somatic or 
  verbal components. 
  Pack Tactics. The kobold has advantage on an attack roll 
  against a creature if at least one of the kobold’s allies is 
  within 5 feet of the creature and the ally isn’t 
  incapacitated. 
  Sunlight Sensitivity. While in sunlight, the kobold has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage. 
  Mind Flayer (Psion Variant) 
  Medium aberration, lawful evil 
  Armor Class 15 (breastplate) 
  Hit Points 71 (13d8 + 13) 
  Speed 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 11	(+0)	
  12	(+1)	
  12	(+1)	
  19	(+4)	
  17	(+3)	
  17	(+3)	
  		
  Saving Throws Int +7, Wis +6, Cha +6 
  Skills Arcana +6, Deception +6, Insight +6, Perception 
  +6, Persuasion +6, Stealth +4 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Deep Speech, Undercommon, telepathy 120 
  ft. 
  Challenge 8 (3,900 XP) 
  Magic Resistance. The mind flayer has advantage on 
  saving throws against spells and other magical effects. 
  Innate Spellcasting (Psionics). The mind flayer is a 10th-
  level spellcaster. Its innate spellcasting ability is 
  Intelligence (spell save DC 15; +7 to hit with spell 
  attacks). It can innately cast the following spells, 
  requiring no components:  
  At will: guidance, mage hand, vicious mockery, true 
  strike, detect thoughts, levitate 
  1/day each: dominate monster, plane shift (self only)  
  1st level (4 slots): charm person, command, 
  comprehend languages, sanctuary  
  2nd level (3 slots): crown of madness, phantasmal force, 
  see invisibility  
  3rd level (3 slots): clairvoyance, fear, meld into stone  
  4th level (3 slots): confusion, stone shape  
  5th level (2 slots): scrying, telekinesis 
  Actions 
  Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one creature. Hit: 15 (2d10 + 4) psychic damage. If the 
  target is Medium or smaller, it is grappled (escape DC 
  15) and must succeed on a DC 15 Intelligence saving 
  throw or be stunned until this grapple ends. 
  Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one incapacitated humanoid grappled by the mind 
  flayer. Hit: The target takes 55 (10d10) piercing damage. 
  If this damage reduces the target to 0 hit points, the 
  mind flayer kills the target by extracting and devouring 
  its brain. 
  Mind Blast (Recharge 5–6). The mind flayer magically 
  emits psychic energy in a 60-foot cone. Each creature in 
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  25 
  that area must succeed on a DC 15 Intelligence saving 
  throw or take 22 (4d8 + 4) psychic damage and be 
  stunned for 1 minute. A creature can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success. 
  Master Kaidan - Oni 
  Large giant, lawful evil 
  Armor Class 16 (chain armor) 
  Hit Points 110 (13d10 + 39) 
  Speed 30 ft., fly 30 ft. 
  		
  	
  STR	
  DEX	
  CON	
  INT	
  WIS	
  CHA	
  	 19	(+4)	
  11	(+0)	
  16	(+3)	
  14	(+2)	
  12	(+1)	
  15	(+2)	
  		
  Saving Throws Dex +3, Con +6, Wis +4, Cha +5 
  Skills Arcana +5, Deception +8, Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common, Giant 
  Challenge 7 (2,900 XP) 
  Innate Spellcasting. The oni’s innate spellcasting ability 
  is Charisma (spell save DC 13). The oni can innately cast 
  the following spells, requiring no material components:  
   
  At will: darkness, invisibility 
  1/day each: charm person, cone of cold, gaseous form, 
  sleep 
  Magic Weapons. The oni’s weapon attacks are magical. 
  Regeneration. The oni regains 10 hit points at the start 
  of its turn if it has at least 1 hit point. 
  Actions 
  Multiattack. The oni makes two attacks, either with its 
  claws or its glaive. 
  Claw (Oni Form Only). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. 
  Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 15 (2d10 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage in Small or Medium form. 
  Change Shape. The oni magically polymorphs into a 
  Small or Medium humanoid, into a Large giant, or back 
  into its true form. Other than its size, its statistics are 
  the same in each form. The only equipment that is 
  transformed is its glaive, which shrinks so that it can be 
  wielded in humanoid form. If the oni dies, it reverts to 
  its true form, and its glaive reverts to its normal size. 
   
  * Kaidan also wears Mind Carapace Armor and his glaive 
  is a Mind Blade. (see sidebar) 
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  26 
  Appendix 3. DM Map: The House of Eternal Twilight 
   
   
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  27 
  Appendix 4. DM Map: The Temple 
   
   
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  28 
  Appendix 5. House of Eternal Twilight (Handout)  
   
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  29 
  Appendix 6. The Monastery (Player Handout) 
   
   
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  30 
  Appendix 7. The Temple (Player Handout)  
   
   
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  31 
  Appendix 8. Magic Item (Player Handout) 
  	
  During	the	course	of	this	adventure,	the	characters	
  may	find	the	following	permanent	magic	item:	
  Wand of Fear 
  Wand,	rare	(requires	attunement)	
  This	wand	has	7	charges	for	the	following	properties.	
  It	regains	1d6	+	1	expended	charges	daily	at	dawn.	If	
  you	expend	the	wand's	last	charge,	roll	a	d20.	On	a	1,	
  the	wand	crumbles	into	ashes	and	is	destroyed.	
  	 Command.	While	holding	the	wand,	you	can	use	an	
  action	to	expend	1	charge	and	command	another	
  creature	to	flee	or	grovel,	as	with	the	command	spell	
  (save	DC	15).	
  	 Cone	of	Fear.	While	holding	the	wand,	you	can	use	
  an	action	to	expend	2	charges,	causing	the	wand's	tip	
  to	emit	a	60-foot	cone	of	amber	light.	Each	creature	in	
  the	cone	must	succeed	on	a	DC	15	Wisdom	saving	
  throw	or	become	frightened	of	you	for	1	minute.	
  While	it	is	frightened	in	this	way,	a	creature	must	
  spend	its	turns	trying	to	move	as	far	away	from	you	
  as	it	can,	and	it	can't	willingly	move	to	a	space	within	
  30	feet	of	you.	It	also	can't	take	reactions.	For	its	
  action,	it	can	use	only	the	Dash	action	or	try	to	escape	
  from	an	effect	that	prevents	it	from	moving.	If	it	has	
  nowhere	it	can	move,	the	creature	can	use	the	Dodge	
  action.	At	the	end	of	each	of	its	turns,	a	creature	can	
  repeat	the	saving	throw,	ending	the	effect	on	itself	on	
  a	success.	
  	
  	 This	simple	stick	made	from	the	trees	that	grow	in	
  the	Glumpen	Swamp.	It	is	wrapped	in	strands	of	black	
  leather.	The	skull	of	a	small	fanged	reptile	is	lashed	to	
  one	end.	On	its	forehead	is	a	prominent	black	
  diamond.		This	item	is	found	on	Magic	Item	Table	G	
  in	the	Dungeon	Master’s	Guide.	
  	
  	
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  32 
  Appendix 9. Story Award (Player Handout) 
  	
  During	the	course	of	this	adventure,	the	characters	
  may	earn	the	following	story	award.	If	you	are	
  printing	these	out	for	your	characters,	print	as	many	
  as	you	may	need	to	ensure	that	any	eligible	character	
  receives	a	copy:	
  Friend of the Order of the Long Death 
  Characters	who	are	able	to	obtain	the	rubbing	from	
  the	tomb	of	Master	Amara,	the	earn	the	following	
  story	award.	
  	 Friend	of	the	Order	of	the	Long	Death.	You	helped	
  a	monk	of	the	Way	of	the	Long	Death	retrieve	
  information	about	a	significant	leader	and	monastery	
  of	his	Order.	Your	name	is	now	known	among	their	
  devoted.	At	the	DMs	discretion,	they	look	upon	you	
  with	favor	and	you	may	take	shelter	at	their	
  monasteries.	
  	
  	
  	
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  33 
  Appendix 10. Story Award (Player Handout) 
  	
  During	the	course	of	this	adventure,	the	characters	
  may	earn	the	following	story	award.	If	you	are	
  printing	these	out	for	your	characters,	print	as	many	
  as	you	may	need	to	ensure	that	any	eligible	character	
  receives	a	copy:	
  Quassine Colony Ring 
  You	possess	a	signet	ring	of	the	Quassine	colony	of	
  illithids.	The	ring	is	decorated	with	an	inlaid	qualith,	
  illithid	writings.	It	holds	psychic	knowledge	of	the	
  colony	as	it	existed	when	the	ring	was	taken	from	its	
  illithid	owner.	As	long	as	you	possess	this	ring,	the	
  colony	will	attempt	to	recover	it	by	hunting	you	
  down.	Any	gith	would	also	go	to	great	lengths	or	
  expense	to	learn	the	information	it	holds.	This	award	
  expires	if	possession	of	the	ring	is	lost.	
  	
  	
  
   
   
   
  PHLAN 4-3 / Things That Go Bump in the 
  Night 
   
   
  34 
  Appendix 11. Downtime Activity (Player Handout) 
  	
  During	the	course	of	this	adventure,	the	characters	
  may	earn	access	to	the	following	downtime	activity.	If	
  you	are	printing	these	out	for	your	characters,	print	
  as	many	as	you	may	need	to	ensure	that	any	eligible	
  character	receives	a	copy:	
  State of the Quassine 
  By	spending	three	downtime	days	in	study,	the	
  possessor	of	the	Quassine	signet	ring	may	learn	the	
  following	information:		
  The	Quassine	colony	of	illithids	is	a	new	colony	that	has	
  recently	broken	free	of	their	elder	brain	and	are	under	
  the	leadership	of	the	ulitharid,	Lord	Vathrax.	Their	
  prized	possession	is	a	nautiloid	ship	and	they	will	do	
  anything	to	protect	it.	Vathrax,	much	like	Kaidan,	
  became	intrigued	by	the	monk’s	studies,	and	the	power	
  held	by	Phryne.	Assuming	they	can	get	her	to	move	it	
  into	another	plane,	they	also	covet	the	monastery	as	a	
  location	suitable	for	Vathrax’s	transition	to	an	Elder	
  Brain.	
  	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Baldman Games (BMG)/CCC-BMG-45 PHLAN 4-3 - Things That Go Bump in the Night.pdf