TEXT: Sanctuary   
   of BelcheS
  By Jon Sawatsky
  A temple delve for four 5th-level characters
  
  1
  Design: Jon Sawatsky                
  Editor: Steven Winter           
  Cover Artist: Florian Stitz
  Interior Artists: Frank Garza, Marcel Mercado, Florian Stitz, Bryan Syme
  Cartography: Tommi Salama     
  Art Direction and Graphic Design: Marc Radle
  Publisher: Wolfgang Baur
  Sanctuary     
   of BelcheS
  Kobold Press, Open Design, and their associated logos are trademarks of Open Design.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a,Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress. 
  (Elements that have previously been designated as Open Game Content are not included in this declaration.)
  Open Game Content: The Open content in this book includes the monster statistics.  
  No other portion of this work may be reproduced in any form without permission.
  ISBN: 978-1-936781-65-2
  ©2016 Open Design. All rights reserved.
  www.koboldpress.com
  
  2
  TOME OF BEASTS 
  Many of the monsters that appear in Sanctuary of 
  Belches are from the Kobold Press publication Tome 
  of Beasts. Abbreviated statistics are provided for all 
  the monsters in the adventure, and they should be 
  sufficient to run the game. If you want full details on 
  Thursir giants, flab giants, rime worms, fraughashar, 
  bone crabs, and sparks—and more than 400 other great 
  new monsters—pick up the Tome of Beasts.
  It begins with the sound of a horn filling the characters’ 
  ears with a dreadful tune. Dissonant notes form a song so 
  awful, the characters feel compelled to cover their ears, and 
  animals grow skittish and prone to panicking.
  The trouble began several weeks ago when a duergar 
  excavation team went to work in a long-abandoned temple. 
  Drawn to the temple by stories of riches and artifacts, the 
  duergar hired several giants as laborers before cracking the 
  temple’s sealed doors. The largest of the giants, a loathsome 
  Thursir mutant named Huppo, used his acidic vomit 
  to expedite tunneling into the temple’s collapsed hall of 
  worship. Two flab giants, Mord and Tord, were tasked with 
  carrying away the rocks and debris from the dwarves' slow 
  but steady work. The arrangement worked well at first; the 
  giants worked for large amounts of food while the dwarves 
  pocketed the uncovered treasure. Among these treasures 
  was a simple silver tiara that the leader of the duergar, a 
  woman named Eltha, claimed as her own. After donning it, 
  the dwarf grew distant and cold toward her crew. Eventually 
  she retreated into a small chamber to commune with the 
  primal spirit that was once worshiped in the temple.
  Then, Huppo found the horn—an unusual instrument 
  made from a single piece of stone, with a mouthpiece so 
  intricate only a master carver could have made it. The 
  horn became the giant’s obsession. Seeing only the horn’s 
  potential sale value, the dwarves demanded Huppo turn it 
  over to them, but Huppo refused. To force compliance, the 
  dwarves stopped feeding the gluttonous brute, but Huppo 
  had already found his own source of food; in deep areas 
  of the temple, worms were chewing out of the rocks, and 
  Huppo ate them by the fistful. He also played the horn. Its 
  call was supernaturally loud, and the duergar tried in vain to 
  persuade him to stop. Then, after several days of blowing the 
  horn and devouring the strange worms, Huppo released a 
  belch so noxious the dwarves had no choice but to lock him 
  in a sealed chamber and carefully consider their next move.
  The horn’s call, however, had caught the attention of 
  passing nomadic orcs. They set up camp outside the temple 
  entrance in the hope of finding the horn and its player.
  That’s the current situation at the temple: the giant refuses 
  to stop blowing the horn and belching out deadly clouds 
  of stomach gas; the dwarves are frightened and edgy while 
  their leader is obsessed with malevolent whispers; orcs are 
  threatening to overrun the place; and the population of 
  worms grows steadily as something awakens deep in the 
  stone beneath the sanctuary of belches.
  the Village  
   With no cheer
  Upon entering the village of Olsha, you see a few pale 
  residents going about their daily routines. Everyone is 
  wearing a homemade contraption strapped to their heads 
  that covers their ears. The hollow looks on their faces reveal 
  only the dimmest curiosity as you pass by.
  The characters arrive in the remote village of Olsha 
  as they travel in the cold north. Everyone in Olsha is 
  dangerously sleep-deprived. Several weeks ago, the sound 
  of a distant horn of monstrous quality drifted down from 
  the foothills. Locals judge that it’s coming from many miles 
  away, based on echoes coming from multiple directions. 
  The horn has sounded ten or more times a day since 
  then, at all hours of the day and night. It’s loud enough 
  that no one is getting any decent sleep, everyone’s nerves 
  are frazzled, and the animals are nervous and aggressive. 
  Characters hear the horn for themselves soon after arriving, 
  if they hadn’t heard it before then.
  Aside from the sound of the horn, the village is 
  unremarkable. Characters can resupply at Haldy’s General 
  Store or stay the night at the village inn, the Icicle. The inn’s 
  owner has sealed and insulated one room of the inn against 
  the tones of the horn; it’s the only room in town where it’s 
  possible to take a long rest. Residents have been taking 
  … and from some far off place, beyond the horizon and the sun’s 
  long, cheerless rays, comes the loud bleating of a horn.
  
  3
  turns sleeping there, often cramming in up to ten sleepers 
  per night. The innkeeper will rent it to the characters for 
  20 gp per night or 5 gp per character, whichever is more. 
  If, however, characters have agreed to assist the town by 
  silencing the horn, they can use the room for free.
  In general, the residents of Olsha ignore the characters. 
  They’re too tired to take an interest in anything beyond 
  what’s absolutely necessary. As soon as word spreads that 
  adventurers have come to town, however, the mayor (Brulle 
  Gioso) seeks them out and invites them to talk with her at 
  the Icicle. Gioso is short but powerfully built. Her piercing, 
  sky blue eyes give a hint of her sharp mind. She is gruff, 
  outspoken, and able to keep order in the small frontier 
  village with both her natural leadership and her fists. Like 
  most northerners, she dresses in warm, well-made furs, and 
  she carries a handaxe on her belt. She heads a lumber crew 
  in the village and in her off time helps keep the trade roads 
  clear of bandits and worse.
  Gioso is eager to hire adventurers to find and eliminate 
  the awful horn. As payment, she offers a comfortable 
  home in Olsha that characters can use as they see fit (see 
  the section “Conclusion” for details about the manor). 
  She admits that the home wouldn’t have a high monetary 
  value, but she argues that Olsha would make an excellent 
  base for ambitious adventurers. There are many unexplored 
  regions in the icy hills to the east, and rumors abound of 
  treasures buried in nearby caves and woods. She also has 
  300 gp in a chest stored under the guardhouse, but she offers 
  this (starting at 100 gp) only if characters seem tempted 
  but reluctant. Either once characters accept the challenge, 
  or to answer their questions, Gioso reveals the following 
  information.
  • A scout was sent into the hills 10 days ago to locate 
  the horn. The scout followed the sound to a stone 
  doorway that led into carved halls and caves. A foul 
  smell emanated from the place, and strange belch-like 
  sounds rumbled deep within. The horn’s call definitely 
  originated there. The place is a day’s walk east into the 
  ice hills along a trail.
  • Stories have circulated for years about an ancient 
  temple in the nearby hills. She never believed the tales, 
  but is beginning to.
  • Animals are especially unsettled by the sound of the 
  horn. The scout reported that all animals larger than a 
  mouse had fled from the vicinity of the stone doorway, 
  and her own horse eventually ran away in terror. Gioso 
  offers to stable the characters’ horses or other animals 
  for free until they return.
  Preparing to Leave
  You make your way to the edge of town with a small crowd 
  of slumping villagers trailing behind you. “Good luck,” one 
  young girl calls after you. The awful horn blows again, and 
  everyone winces and covers their ears. “Hurry,” the young 
  girl pleads.
  Allow the characters to equip themselves for the journey. 
  The trail into the hills is visible from the eastern edge of 
  the village. The villagers are happy the party has agreed to 
  make the attempt, but several weeks of sleep deprivation 
  makes them unenthusiastic. Should the characters try to 
  gather information about the task at hand, the villagers 
  offer information similar to the mayor’s. The villagers know 
  nothing concrete about the temple or its history.
  Riding animals buck and bolt when the horn sounds. Only 
  magic or a successful DC 15 Wisdom (Animal Handling) 
  check prevents the beasts from fleeing into the surrounding 
  area. Rounding the animals up again takes an hour. Should 
  characters still insist on bringing along their animals, they 
  will flee into the wilds at the next horn call and be lost 
  forever. Only companion animals and familiars return 24 
  hours after the horn’s last winding.
  into the hillS
  See the Camp map for this series of encounters.
  The trail winds upward through the rocks, ice, and tall pines. 
  The heatless rays of the sun shine brightly in the cloudless 
  sky. You squint against the glare coming off the snow. 
  Occasionally, branches snap in the clusters of trees beyond 
  the trail, and a stomach-turning smell is carried on the cold 
  wind blowing down from the hills.
  This region of the hills is controlled by the Snow 
  Scavengers, a tribe of cunning fraughashar. Led by Hoondo 
  Icepoker, the Snow Scavengers survive by hunting for 
  game and for errant humanoids in the region. The horn’s 
  maddening call cost the tribe dearly in the first week as 
  crazed fraughashar killed each other in squabbles over what 
  to do. The tribe’s shaman, Old Rock, solved the problem by 
  enchanting the arctic goblin’s hats with silencing magic. The 
  ear coverings prevent the goblins from hearing the horn, 
  or much else. Though the effects of the horn have been 
  mitigated, the Snow Scavengers have been unable to hunt 
  effectively while deaf, so they’re very hungry.
  As characters climb the trail, they are assaulted by two 
  fraughashar and their “tamed” yeti.
  For campaigns set in Midgard, the Sanctuary of Belches 
  and the town of Olsha should be located in Bjeornheim 
  near the human city of Bjornstad. The icy hills of the 
  ursine homeland provide the perfect landscape for the 
  abandoned temple. The mayor of Olsha would then hold 
  the proper huskarl title. The NPCs Aomy and Brista can 
  hunt the Thursir giant clans of the north.
  
  4
  Pol and Hixy’s New Horse
  Suddenly, crashing onto the trail ahead of you, a 
  monstrously large, apelike creature thrashes through the 
  snow. Two diminutive figures with huge earmuffs strapped 
  over their pointy ears are seated on its shoulders. By the 
  way the monster occasionally swats at them, it doesn’t seem 
  too happy about having riders. One pale passenger points 
  a spear at you as the unlikely trio careens down the trail 
  toward you, a mass of white fur and madness.
  A yeti ridden by 2 fraughashar (Pol and Hixy) appear up 
  the trail from the characters and attack; see the Fraughashar 
  Camp map. The trio act on the same initiative. The yeti 
  dashes toward the party, closing the distance in one round. 
  The yeti moves and attacks first, then the fraughashar fire 
  their slings from the yeti’s back before rolling off into the 
  snow. They continue using their slings until they’re engaged 
  in melee. If the odds turn against them, they try to flee west 
  off the trail and to their camp on the ridge (location 2). The 
  terrain off the trail is icy and difficult (area 1), which should 
  allow the goblins to outdistance pursuers with their frost 
  walker trait. They’ll launch stones at characters who chase 
  them. The fraughashar carry small carved malachite and 
  leather charms (worth 5 sp each), and each wears a pair of 
  fraughashar earmuffs (see appendix for details).
  Whether or not the goblins escape, the characters 
  automatically notice humanoid tracks crossing the main 
  trail and heading west toward the goblin camp. The 
  ridge and camp are 15 feet above the trail, making it an 
  excellent position for launching ranged attacks down 
  onto approaching enemies. The fraughashar in the camp, 
  however, are otherwise occupied; approaching characters 
  hear the sound of a fight raging atop the outcropping. The 
  characters can climb the ridge unchallenged.
  Fraughashar (2): AC 15; HP 18 (4d6+4); Spd 25ft; Melee 
  bite (+4, 1d4+2 piercing), dagger (+4, 1d4+2 piercing); 
  Ranged sling (+4, 1d4+2 bludgeoning); SA multiattack 
  (bite + dagger); Immune cold; Str –2, Dex +2, Con +1, 
  Int +0, Wis +0, Cha –2; Skills Stealth +4; Traits frost 
  walker (speed unimpeded by rocky, snowy, or icy terrain; 
  automatically succeeds on Dex checks to avoid falling on 
  ice or snow); AL NE; CR 1/2; XP 50.
  Yeti: AC 12; HP 51 (6d10+18); Spd 40ft, climb 40ft; 
  Melee claw (+6, 1d6+4 slashing plus 1d6 cold); SA 
  multiattack (claw x2 plus chilling gaze), chilling gaze (1 
  creature within 30ft; DC 13 Con save or take 3d6 cold 
  and paralyzed for 1 minute; paralyzed creature repeats 
  save at end of its turns); Immune cold; Str +4, Dex +1, 
  Con +3, Int –1, Wis +1, Cha –2; Skills Perception +3, 
  Stealth +3; Senses darkvision 60ft; Traits fear of fire (has 
  disadvantage on attacks and ability checks until end of 
  its next turn after taking fire damage), keen smell, snow 
  camouflage (advantage on Stealth checks to hide in snowy 
  terrain); AL CE; CR 3; XP 700.
  
  5
  Wormsign at Camp Fraughashar
  Half-a-dozen tents crudely made from untanned hides 
  form a semicircle around a smoldering fire. Several goblin 
  bodies lie on the stony ground near your ascent. At the far 
  northern tip of the ridge, more goblins battle a wormlike 
  horror half buried in a snowbank. A large goblin in an 
  oversized fur coat barks orders and throws javelins at the 
  clattering beast.
  The fraughashar are under attack from a rime worm grub 
  at location 3 which originated in the temple farther north 
  along the trail. The monster is very hungry and attacks 
  goblins or characters indiscriminately. Eight fraughashar 
  are in or around the camp, led by a hobgoblin captain 
  called Doont. Upon noticing the characters, Doont ceases 
  his attacks against the grub and commands six of the 
  fraughashar to join him in attacking the characters. The 
  fraughashar rush into melee while Doont hangs back 
  and throws javelins. Once two or more fraughashar have 
  been killed by the characters, Doont enters melee with his 
  greatsword. Given the opportunity, the goblins cooperate 
  in trying to push characters off the ridge. Sharp, icy shards 
  on the ground below the ridge add 2 (1d4) slashing damage 
  to normal falling damage. The rime worm grub eats one 
  fraughashar on its initiative until both goblins that were 
  left to fight it are eaten; then it burrows into the snow 
  and travels toward the larger melee, where the grub 
  emerges behind the characters and attacks them.
  A search of the camp reveals eight more of 
  the carved malachite and leather charms (5 
  sp each), two potions of climbing, and one 
  potion of healing. Each fraughashar and Doont 
  wear fraughashar earmuffs (see appendix). In 
  Doont’s tent is a satchel containing 40 gp, five 
  silver ingots (3 gp each) and four +1 javelins 
  wrapped in soft leather. The silver ingots can 
  be recognized as trade bars used by duergar 
  with a successful DC 14 Intelligence (History) 
  check; PCs who’ve dealt with duergar before 
  recognize them automatically. Also 
  tucked away in Doont’s tent are the 
  remains of a rime worm larva. Its 
  white flesh is already turning black 
  from decay, and the creature’s maw 
  is caked in dried blood. Behind 
  the tents is a recently dug grave 
  holding the body of a fraughashar 
  with strange injuries. An enormous 
  wound in its head is obvious. 
  A closer examination by a 
  character with proficiency in 
  Medicine reveals the wound 
  was made by something 
  bursting out of the goblin’s 
  skull; without Medicine 
  proficiency, a successful DC 15 Intelligence check reveals 
  the same information. The goblin died when the rime worm 
  larva burst from its skull.
  If characters examine the remains of the worms, a DC 12 
  Intelligence (Nature) check reveals that neither the grub nor 
  the larva are mature versions of the creature. If the Nature 
  check result is 17 or higher, characters notice glands inside 
  the grub’s mouth that suggest it can spit powerfully.
  Rime Worm Grub: AC 15; HP 105 (10d10+50); Spd 
  30ft, swim 30ft, burrow (snow, ice) 30ft; Melee tendril 
  (+5, 1d6+3 slashing), gnash (+5, 2d8+3 slashing); SA 
  multiattack (tendril + gnash); Saves Str +5, Con +5; Resist 
  cold; Str +3, Dex +1, Con +3, Int –3, Wis +1, Cha –4; 
  Senses darkvision 200ft; Traits born of rime (breathes 
  air and water), ravenous (can make opportunity attacks 
  against disengaging enemies); AL N; CR 2; XP 450.
  Fraughashar (8): AC 15; HP 18 (4d6+4); Spd 25ft; Melee 
  bite (+4, 1d4+2 piercing), dagger (+4, 1d4+2 piercing); 
  Ranged sling (+4, 1d4+2 bludgeoning); SA multiattack 
  (bite + dagger); Immune cold; Str –2, Dex +2, Con +1, 
  Int +0, Wis +0, Cha –2; Skills Stealth +4; Traits frost 
  walker (speed unimpeded by rocky, snowy, or icy terrain; 
  automatically succeeds on Dex checks to avoid falling on 
  ice or snow); AL NE; CR 1/2; XP 50.
  Doont (Hobgoblin Captain): AC 17; HP 39 (6d8+12); 
  Spd 30ft; Melee greatsword (+4, 2d6+2 slashing); Ranged 
  javelin (+4, 30ft/120ft, 1d6+2 piercing); SA multiattack 
  (greatsword x2), leadership (recharges after rest; for 1 
  minute, creatures friendly to hobgoblin captain can add 
  
  6
  but the following phrases can be discerned by someone who 
  reads dwarvish.
  • … found temple entrance and secured a section …
  • Giants are effective but willful workers …
  • … gone very badly. The biggest now plays some horn …
  • … has attracted orcs. They’ve fortified the entrance …
  • … failure.
  Pandemonium at the   
   temPle entrance
  See the Fort map for this encounter.
  The trail crests onto a large clearing flanked by tall pines. 
  Several hundred feet to the north, a scene of mayhem 
  unfolds. Green-skinned humanoids in furs and rough 
  leathers defend a crude wooden fortification from a pair of 
  lumbering giants. The fleshy giants careen repeatedly into 
  the side of the buckling shelter as the defenders launch 
  arrows through breaches and cracks. A few dozen paces 
  beyond that is a looming doorway set into the rock face of 
  a rising hill. More greenskins appear to be fighting unseen 
  enemies beyond its threshold.
  The inevitable confrontation between the duergar 
  excavation team and the interfering orcs camped outside 
  the temple is taking place as the characters arrive. On the 
  battlefield are:
  • 4 orcs in the fortified structure (4)
  • 1 orog (Pinelord Harxox) and 6 orcs fighting at the 
  temple entrance (5)
  • 3 duergar just inside the temple entrance (5)
  • 2 flab giants (with half normal HP) hammering at the 
  south wall of the fortified structure (4)
  A battle pitting the characters against all possible 
  opponents on the map is likely to result in the deaths of 
  all player characters. There are many possible alternatives, 
  depending on what the characters do.
  When the two flab giants attacking the orc fortification 
  see the characters, they are drawn toward the easier prey in 
  the open. The four orcs in the fort respond to that reprieve 
  by clambering out to join the attack against the characters, 
  who they suspect are the greater danger. The duergar at 
  the doorway kill 3 orcs in two rounds, then retreat into the 
  temple, freeing Harxox and 3 orcs to join the larger battle.
  If characters wind up fighting the giants and/or the orcs, 
  Aomy and Brista enter the fray from the woods (location 7). 
  The orcs are their chief concern; see “That’s Some Sled” for 
  their tactics.
  A few rounds into the battle, the horn sounds from deep 
  inside the temple and affects the battlefield as described in 
  “Musical Accompaniment.”
  1d4 to attack rolls and saving throws while within 30ft and 
  hearing); Str +2, Dex +2, Con +2, Int +1, Wis +0, Cha +1; 
  Senses darkvision 60ft; Traits martial advantage (1/turn, 
  does 3d6 extra damage with weapon attack if ally is within 
  5ft of target); AL LE; CR 3; XP 700.
  A Loathsome Fog
  Continuing north along the trail from the fraughashar 
  camp, the characters pass through a noxious cloud of 
  coalesced belches billowing down through the woods.
  As the sun begins its late afternoon descent, a strange 
  green mist appears on the trail ahead. Swirling thickly 
  through the trees and over the snow, it appears unwilling to 
  disperse despite the frosty gusts of wind urging it forward.
  The expelled gas from the gluttonous Thursir mutant 
  deep in the temple ahead forms a nauseating barrier on the 
  trail. The cloud is 65 feet from front to back and extends 
  more than a hundred feet on either side of the trail. A 
  character who starts his or her turn in the cloud must make 
  a successful DC 14 Constitution saving throw or take 6 
  (1d6 + 3) poison damage and be poisoned for one hour. A 
  successful save halves the damage and negates the poisoned 
  condition. The gas can be dispersed with a gust of wind spell.
  Dark Dwarfcicle
  A short distance beyond the gas cloud, characters discover 
  a corpse face down in the snow. An examination of the 
  body reveals it to be the remains of a young duergar clad in 
  studded leather armor and carrying a warpick, two javelins, 
  a mining pick, a shovel, an explorer’s pack, and a leather 
  pouch. The corpse is frozen through and probably has been 
  here for at least a week. The pouch contains three silver 
  trade bars (3 sp each) and a parchment on which is written a 
  short missive in dwarvish. The parchment is badly damaged, 
  THURSIR MUTANT
  It melted our sage before our eyes. We ran for our lives, 
  but the sound of that monstrosity, slurping the remains 
  of loyal Olaf with infernal gusto—it never leaves my ears.
  On the rare occasion when a Thursir giant fully 
  embraces its gluttonous nature, it spawns a mutant 
  offspring. The transformation is painful and hideous to 
  behold. The giant’s belly distends to an impossible size 
  and its skin erupts in oozing sores. It must eat constantly 
  or suffer horrific cramps. The mutant is identical to the 
  giant in most ways, but its toughened hide and greater 
  mass make it a more robust combatant. The mutated 
  giant stumps about slowly on inadequate legs and it loses 
  all its standard actions. Instead, the slavering foodnaught 
  gains the ability to spit worms at foes and to retch up the 
  bilious contents of its festering gut.
  
  7
  TERRAIN
  The snow in front of the temple has been packed down by 
  traffic, so it’s not difficult terrain. The trees that line the 
  trail and clearing provide cover for characters who are 
  scouting and sneaking. At four spots on the Orcs’ Fort map 
  (labeled 6), a thin crust of ice hides a deep snow drift. Any 
  creature stepping onto the thin snow immediately sinks 4 
  feet and is restrained. Escaping from the drift requires 5 feet 
  of movement and a successful DC 10 Strength (Athletics) 
  check. If you want to add more danger, these hazards can 
  also be populated with rime worm larvae that attack the 
  trapped character.
  MUSICAL ACCOMPANIMENT
  From deep in the hillside temple, the horn sounds again, 
  tremendous and terrible.
  The horn sounds on the second or third round of combat 
  (your choice). All combatants in the battle must make 
  successful DC 12 Constitution saving throws or be deafened 
  for two rounds. Additionally, the horn’s call fills its listeners’ 
  minds with horrible visions of toothy maws writhing in the 
  dark. Have each player briefly describe how their character 
  overcame a childhood fear to ensure they can withstand the 
  horror of the horn’s cacophonous hallucinations. You are 
  the judge of their tales; poor storytellers are incapacitated 
  for one round. Alternatively, characters and NPCs can avoid 
  being incapacitated by making successful DC 10 Wisdom 
  saving throws.
  ORC FORTIFICATIONS
  A hastily built structure consisting of four spike-topped 
  walls and a teetering rooftop platform has been built over 
  a simple camp. Smoke from a fire within the walls wafts 
  upward. Several figures move inside.
  The fortified orc camp (location 4) is under attack from 
  the flab giants. Built from timbers and rocks, the elementary 
  structure is inelegant but sound. The exterior walls are 
  adorned with wooden spikes, making a climb up the fort’s 
  10-foot height dangerous. The wall is easy to climb thanks 
  to the handholds provided by the spikes, but a successful 
  DC 14 Dexterity check is required to avoid 7 (2d6) slashing 
  damage from the lacerating points.
  The roof of the structure provides half cover to anyone 
  standing on it. The main entrance is a strong door made 
  from thick timbers (AC 15, 40 HP). It can be forced open 
  with a successful DC 18 Strength check. A small hole on 
  the roof provides entry as well, and it’s unobstructed by 
  anything except the angry orcs inside.
  Inside are eleven sleeping furs, a low-burning campfire, 
  crude cooking tools, and several sacks of the orcs’ supplies. 
  The sacks contain 14 days worth of rations (dried meat, 
  origin unknown), a healer’s kit, crude but useful carpenter’s 
  tools, and twenty lumps of electrum ore (worth 1 gp each). 
  Rummaging through the piles of furs uncovers a badly 
  damaged but still functioning belt of dwarvenkind that none 
  of the orcs have recognized as being magical.
  
  8
  THAT’S SOME SLED
  Suddenly, careening wildly from a ridge of pines, comes a 
  sight that stops all combatants in their tracks. A massive 
  wooden sled pulled by four loping white wolves and ridden 
  by two wild-eyed women is momentarily airborne before 
  crashing onto the battlefield. One woman, a human seated 
  and surrounded up to her waist by thick hide panels, draws 
  an arrow on an elegant bow; the second, a fierce half-orc 
  standing on the runners at the back of the sled, holds onto 
  the sled with one gauntleted hand and swings an axe with 
  the other.
  The sled is controlled by Aomy and Brista, and they’ve 
  come for the orcs. These two warriors have made a life 
  for themselves hunting and killing the nomadic orcs who 
  wander the northern wilderness. Partners in work and love, 
  they travel the snow scrub together in an armored sled 
  pulled by 4 dire wolves. The women are not aligned with 
  any specific faction in the north, though they often agree to 
  work as scouts or security for those whose aims run parallel 
  to theirs. They rarely stay in towns or villages for more than 
  a day or two.
  Aomy is an intense woman with broad shoulders and a 
  bright red mane of curly hair. She speaks with authority 
  and chews a small length of bark. Aomy is a skilled archer 
  and survivalist. She has spent all her life in the north and 
  knows the secret trails that lead through the hills and 
  beyond. She has always loved being in the wild, and in her 
  youth she trained with a company of rangers. Her career 
  was cut short when her legs were crushed by a falling 
  tree, and she’s been unable to walk since. It was during 
  her convalescence that Aomy met Brista, and the two fell 
  in love. When orcs overran the town they were in, the 
  pair escaped into the surrounding wilderness, where they 
  thrived. Now Aomy travels the north with her partner, 
  hunting orcs and safeguarding the region.
  Brista is a towering half-orc woman in thick hide clothing 
  adorned with colorful tassels and painted accents. An 
  intricately braided pile of white hair and leather strips rises 
  from her head. Unable to find acceptance in the civilized 
  places of the north and disgusted by the warring nature of 
  the orcs, Brista spent her formative years alone. A fierce 
  warrior and talented leatherworker, she made her living 
  as a mercenary and a craftperson. Her tendency toward 
  fits of rage on the battlefield reduced her usefulness as a 
  hired sword, so she more often lived on the meager sales 
  of her leather goods. She was inspired when she saw a 
  young woman pulling herself through a market square on 
  a makeshift sled with a look of defiance on her face. When 
  the town they were in was attacked by Brista’s brethren, 
  she helped the disabled woman escape. The bond between 
  them grew strong as they struggled to survive in the 
  wilderness. Today, she travels with Aomy, who accepts 
  Brista’s divided nature.
  The pair emerge from the forest at location 7 and remain 
  together on the battlefield, where they exhibit tremendous 
  patience and cunning. They are in constant motion. The orcs 
  are their targets; they don’t attack giants or duergar without 
  being attacked first. Aomy uses her bow against vulnerable 
  targets while Brista defends the sled with her greataxe. 
  Under the right conditions, Brista will leap from the sled 
  and fight on foot while Aomy and the wolves continue 
  circling, but Brista never strays far from the sled in case a 
  rapid retreat is necessary. There’s no room on the sled for 
  characters who might want to jump aboard during the fight.
  Orc (10): AC 13; HP 15 (2d8+6); Spd 30ft; Melee greataxe 
  (+5, 1d12+3 slashing), javelin (+5, 30ft/120ft, 1d6+3 
  piercing); Str +3, Dex +1, Con +3, Int –2, Wis +0, Cha 
  +0; Skills Intimidation +2; Senses darkvision 60ft; Traits 
  aggressive (can move its speed toward a hostile creature in 
  sight, as a bonus action); AL CE; CR 1/2; XP 100.
  Pinelord Harxox (Orog): AC 18; HP 42 (5d8+20); Spd 
  30ft; Melee greataxe (+6, 1d12+4 slashing); Ranged javelin 
  (+6, 30ft/120ft, 1d6+4 piercing); SA multiattack (greataxe 
  x2); Str +4, Dex +1, Con +4, Int +1, Wis +0, Cha +1; 
  Skills Intimidation +5, Survival +2; Senses darkvision 
  60ft; Traits aggressive (can move up to its speed toward an 
  enemy it can see, as a bonus action); AL CE; CR 2; XP 450.
  Duergar (3): AC 16; HP 26 (4d8+8); Spd 25ft; Melee 
  war pick (+4, 1d8+2 piercing or 2d8+2 when enlarged); 
  Ranged javelin (+4, 30ft/120ft, 1d6+2 piercing or 2d6+2 
  piercing when enlarged); SA enlarge (becomes Large for 
  1 minute; makes Str checks and saves with advantage; 
  recharges after rest), invisibility (turns invisible until it 
  attacks or enlarges; recharges after rest); Resist poison; 
  Str +2, Dex +0, Con +2, Int +0, Wis +0, Cha –1; Senses 
  darkvision 120ft; Traits duergar resilience (has advantage 
  on saves against poison, spells, illusions, charm, and 
  paralysis), sunlight sensitivity (has disadvantage on attacks 
  and Perception checks that rely on sight while in sunlight); 
  AL LE; CR 1; XP 200.
  Flab Giant (2): AC 14; HP 56 (15d8+45); Spd 20ft; Melee 
  slam (+7, 2d6+5 bludgeoning); SA multiattack (slam x2; 
  if both hit same target, target is grappled and giant uses 
  squatting pin as bonus action), squatting pin (target is 
  grappled and restrained, escape DC 17; giant can use 
  slam against other targets; pinned creatures are freed if 
  giant moves; up to 2 Medium or smaller creatures can be 
  pinned; creature that starts its turn pinned takes 1d8+3 
  bludgeoning); Immune poisoned; Str +5, Dex –2, Con +3, 
  Int –1, Wis +1, Cha –1; Saves Con +5; Skills Perception 
  +3; Traits massive (push, trip, and grapple attacks have 
  disadvantage); AL CE; CR 4; XP 1,100.
  Aomy (Veteran, human): AC 17; HP 58 (9d8+18); Spd 0ft; 
  Melee longsword (+3, 1d8+1 slashing); shortsword (+5, 
  1d6+3 piercing); Ranged longbow (+5, 150ft/600ft, 1d8+3 
  piercing); SA multiattack (longbow x2 OR longsword x2 
  plus shortsword); Str +1, Dex +3, Con +2, Int +0, Wis +0, 
  Cha +0; Skills Athletics +3, Perception +2; AL NG; CR 3; 
  XP 700.
  Brista (Berserker, half-orc): AC 13; HP 67 (9d8+27); Spd 
  30ft; Melee greataxe (+5, 1d12+3 slashing); SA multiattack 
  (greataxe x2); Str +3, Dex +1, Con +3, Int –1, Wis +0, 
  
  9
  Cha –1; Traits reckless (can opt to have advantage on all 
  melee weapon attacks on her turn, but attacks against her 
  have advantage for 1 round); AL NG: CR 3; XP 700.
  Dire Wolf (4): AC 14; HP 37 (5d10+10); Spd 50ft; Melee 
  bite (+5, 2d6+3 piercing and creature must make DC 13 
  Str save or be knocked prone); Str +3, Dex +2, Con +2, 
  Int –4, Wis +1, Cha –2; Skills Perception +3, Stealth +4; 
  Traits keen hearing and smell, pack tactics (has advantage 
  on attack roll if target is within 5ft of wolf’s ally); AL un; 
  CR 1; XP 200.
  DEVELOPMENTS
  Aomy and Brista don’t linger long after the battle, but they’ll 
  talk briefly if they were impressed with the characters’ 
  prowess at slaying orcs. They are currently on the trail 
  of Pinelord Harxox’s clan, which recently slaughtered 
  everyone at a nearby trade outpost. They won’t suffer 
  fools, and they leave without speaking if the characters are 
  insulting, disrespectful, or appear weak. A conversation 
  with the duo reveals the following information.
  • The orcs are from a large clan that’s currently on the 
  move, killing as it goes. They probably saw the newly-
  opened temple as a target of opportunity and had no 
  plan beyond that.
  • The doorway in the hill leads to a very old temple that 
  was sealed for decades. They don’t know much about 
  the place’s history, but stories about it all mention that 
  it was purposefully collapsed by its high priestess. The 
  stories don’t say why.
  • The horn’s call is a menace that needs to be stopped.
  • Because Aomy can’t get around without the sled, 
  neither she nor Brista will come into the temple. If 
  asked for further help, they offer the characters four 
  vials of holy water and wish them well before 
  departing.
  Temple Entrance
  The door into the hill is an 8-foot-tall half 
  circle with an ornate stone frame. Small piles 
  of rubble sit just inside the entry, and tool 
  marks mar the rock surface of the walls. 
  Strange writing, partially obscured by 
  erosion and chisel marks, spans the frame 
  of the door. Several bodies lie on the floor. 
  The air inside is warm and foul smelling.
  The duergar cleared a large amount of fallen rock to gain 
  entry. Evidence of their labor is obvious. A successful DC 
  10 Intelligence check made while examining the entry 
  reveals that the ceiling was collapsed deliberately 
  a long time ago, but the tool marks are new. The 
  writing on the door frame is in a dialect combining 
  the Primordial and Dwarven languages. Characters 
  who speak either language or who wear the belt of 
  dwarvenkind can read the message
  Youm, locked in stone, our prayers are the key … horn … lips 
  a song, a temple for your truth.
  This is the first mention of the deity worshiped at the 
  temple. See the appendix for information on the temple’s 
  past. Allow characters to make Intelligence (History or 
  Religion) checks if they wish, and provide them with 
  information you deem suitable based on how well they roll.
  hallS of  
   Willing Stone
  See the Temple map for these areas and encounters.
  The duergar have explored the entire temple, but since Huppo 
  started eating worms and blowing the clarion of Youm, most 
  of them have stayed in just a few areas: Eltha hasn’t left her 
  chamber (area 17), and the rest of the duergar have stayed at 
  the entrance barricade (9) and their base (14-16).
  Smoothed Stone. The halls and chambers of the temple are 
  not carved. Aside from the very recent marks left by the 
  
  10
  duergars’ excavations, the stone walls are smooth, with a 
  subtle undulation pattern. The temple’s passages contain no 
  straight lines. A DC 10 Intelligence (Investigation) check 
  suggests the interior of the temple was shaped using some 
  unknown process; dwarves have advantage on the check.
  Shape of Youm. The ubiquitous spiral motifs are sacred 
  etchings made long ago by Ilda’s congregation. They adorn 
  the walls, floors, and ceilings of the entire temple. They 
  were made using a caustic silver ink. A detect magic spell 
  or a DC 12 Intelligence (Investigation) check uncovers 
  the spirals’ magical nature. Once the magic is revealed, 
  a character can attempt a DC 12 Intelligence (Arcana) 
  check to trace the pattern with a finger; success earns the 
  character advantage on all saving throws while interacting 
  with the temple’s story stones (location 18). A character 
  can make this check only once.
  8. Main Entry
  Just inside the door, a tall corridor splits to the east and 
  west. The western length ends abruptly at a sturdy-looking 
  barricade made from stone and iron tools. To the east 
  is darkness. A spiral pattern is etched onto the walls at 
  random intervals throughout the place; glistening silver 
  spirals give the illusion of being set apart from the stone.  
  When characters enter the temple, they are immediately 
  attacked by four duergar from behind their sturdy barricade 
  down the west corridor (location 9). Characters are ordered 
  in Dwarven to leave the temple, and four crossbow bolts 
  punctuate the demand. The duergar continue shooting 
  their crossbows until the characters leave or the duergar are 
  overcome. See the duergar base (area 15) for information 
  on negotiating with them. The duergar won’t pursue or 
  interfere if characters retreat eastward away from the 
  barricade toward the temple’s ritual chambers (areas 10-13).
  9. Duergar Barricade
  An impressive wall of worked stone and metal tools has 
  been erected to keep trespassers out.
  The barricade is solid (AC 19, 50 HP) and it’s resistant to 
  piercing and slashing damage. The 4 duergar have three-
  quarters cover behind it, and only ranged attacks or melee 
  weapons with a reach of 10 feet or more can be used against 
  them. They also have advantage on Strength, Dexterity, 
  and Constitution saving throws against spells. Tearing the 
  wall down requires three successful DC 20 Strength checks; 
  using a sledgehammer gives advantage on the checks. The 
  duergar launch crossbow bolts until the characters flee or 
  the barricade falls. They don’t enlarge unless characters get 
  through the barricade and into hand-to-hand fighting.
  A successful DC 10 Wisdom (Perception) check reveals 
  that many of the stones forming the barricade are melted 
  along their edges.
  
  11
  Duergar (4): AC 16; HP 26 (4d8+8); Spd 25ft; Melee 
  war pick (+4, 1d8+2 piercing or 2d8+2 when enlarged); 
  Ranged heavy crossbow (+2, 100ft/400ft, 1d10 piercing); 
  SA enlarge (becomes Large for 1 minute; makes Str checks 
  and saves with advantage; recharges after rest), invisibility 
  (turns invisible until it attacks or enlarges; recharges after 
  rest); Resist poison; Str +2, Dex +0, Con +2, Int +0, 
  Wis +0, Cha –1; Senses darkvision 120ft; Traits duergar 
  resilience (has advantage on saves against poison, spells, 
  illusions, charm, and paralysis), sunlight sensitivity (has 
  disadvantage on attacks and Perception checks that rely on 
  sight while in sunlight); AL LE; CR 1; XP 200.
  10. Ritual Chambers
  The corridor veers north, revealing three doorways along 
  the east wall. The spirals are abundant in this area, so that 
  the walls reflect light in a dizzying spectacle.
  The ritual chambers have been partially explored by 
  the duergar. Eltha, the duergar crew chief, found Youm’s 
  tiara (see appendix) in this area, and now she suffers the 
  consequences of having donned it. Duergar boot prints can 
  be seen in the dust here.
  As characters explore the ritual chambers, a long and 
  grisly belch resonates through the place. Time the arrival of 
  the gas cloud as you see fit.
  A belch, starting low and rising to a distressing pitch, rattles 
  through the halls. The air quickly turns nauseatingly sour.
  The Thursir mutant in the sanctuary has finished another 
  meal of foul worms. The effects of the belches are getting 
  stronger and more difficult to resist. Shortly after the belch, 
  the air takes on a greenish hue. The acid in the mutant’s 
  stomach is dispersed in the cloud. Each character in the 
  area is blinded for 1d4 rounds and takes 3 (1d4 + 1) acid 
  damage plus 3 (1d4 + 1) poison damage; a successful DC 15 
  Constitution saving throw negates the poison damage only. 
  The gas passes through the area in one round.
  11. Chamber of Carving
  This small, circular room contains two long stone tables. The 
  surfaces of the tables are badly chipped. Broken stone idols 
  and pottery litter the floor. A massive silver spiral occupies 
  the entire far wall. A trick of the light causes the silvery 
  channels of the glyph to seem to swirl.
  This was the chamber where acolytes practiced their stone 
  shaping powers. The results of an acolyte’s early efforts were 
  sometimes violent; stones cracked or sundered under the 
  uncontrolled power granted by Youm.
  An empty stone box with an ornate top sits open on the 
  floor under the large glyph. It once contained the Tiara of 
  Youm, which is now in the possession of the duergar Eltha.
  12. Chamber of Joining
  A large stone dais sits in the center of this room. Fist-sized 
  holes dot the top of the dais and extend down into the 
  stone in perfectly smooth channels. The walls are marked by 
  similar holes extending deep into the hill. The remains of a 
  duergar lie on the floor near the dais.
  Here, acolytes to Youm were bound to the table and joined 
  with the parasitic rime worm larvae. A larva would crawl 
  through the hatching chambers and into the flesh of the 
  believer. With the opening of the temple and the blowing 
  of the horn in the sanctuary, the worms have once again 
  returned to the stony channels running through the chamber.
  The duergar corpse has been gnawed on. It carries a 
  warpick, two javelins, and two silver trade bars (worth 3 sp 
  each).
  A wet plop is heard from a dark corner of the room, soon 
  joined by another, and then another. Suddenly, from every 
  hole, a pale white worm is wriggling out.
  Initially, 2 rime worm larval swarms emerge and attack 
  characters standing closest to the dais. After one round, 2 
  venomous rime worm larval swarms drop noisily next to 
  characters closest to the door.
  During the battle, on initiative count 20, a single larva 
  wriggles out from one of the many holes in the ceiling. A 
  random character must make a successful DC 10 Dexterity 
  saving throw or take 2 (1d4) piercing damage from the 
  falling worm’s teeth and be frightened for one round. The 
  worm falls off the character after one round and becomes 
  completely harmless once it’s on the floor.
  Rime Worm Larval Swarm: AC 13; HP 22 (5d8); Spd 20ft, 
  swim 20ft, burrow (snow, ice) 10ft; Melee scour (+3, 0ft, 
  4d4 slashing, or 2d4 slashing if swarm has half or fewer 
  hit points); Resist cold, bludgeoning, piercing, slashing; 
  Str –4, Dex +1, Con +0, Int –5, Wis –2, Cha +1; Senses 
  darkvision 200ft; Traits born of rime (breathes air and 
  water), swarm (can share space with another creature 
  and move through any opening large enough for a tiny 
  creature; can’t regain HP or gain temporary HP); AL N; 
  CR 1/2; XP 100.
  Venomous Rime Worm Larval Swarm: Identical to larval 
  swarm but the scour attack does an additional 4d6 poison 
  damage, or half poison damage with a successful DC 10 
  Constitution saving throw; CR 1; XP 200.
  DEVELOPMENT
  A hidden compartment in the dais contains three mundane 
  leather restraints and one set of bands of Youm (see 
  appendix) that were used during the ritual of joining. The 
  sliding panel on the north side of the dais can be spotted 
  with a careful search of that area or with a successful DC 14 
  Wisdom (Perception) check.
  
  12
  13. Chamber of Sacrifice
  This circular room features a deep pit with smooth walls. 
  Bones and rubble litter the floor of the pit. A long stone 
  bench circles around the lip of the pit. Two large holes 
  pierce the pit’s walls, a few feet above the floor.
  Worshipers of Youm sacrificed animals to their god in this 
  pit. A character who makes a successful DC 10 Wisdom 
  (Survival) or Intelligence (Nature) check recognizes the 
  bones as belonging to elk, bears, and other taiga-dwelling 
  animals. The pit is 15 feet deep and its walls are very smooth; 
  without a rope, attempts to climb up or down the walls have 
  disadvantage. Two pairs of antlers and eight bear claws can 
  be scavenged from the pit. They are valuable as medicine or 
  trophies in northern villages, including Olsha, where they 
  can be traded for 5 sp each or 3 sp each, respectively.
  There are 3 darkmantles camouflaged in the high ceiling 
  here. As soon as a character reaches the edge of the pit, the 
  darkmantles activate their darkness auras and attack. The 
  ceiling is 20 feet high, allowing the creatures to trigger their 
  ability while clinging to the ceiling without being noticed. A 
  character with passive Perception 13 or higher or one who 
  was specifically scanning the ceiling is not surprised by the 
  darkmantles’ attack, but all others are. A character who takes 
  damage on the first round of combat while standing within 
  5 feet of the pit’s lip must make a successful DC 13 Dexterity 
  saving throw or fall into the pit, taking 1d6 + 2 bludgeoning 
  damage from the fall onto loose rocks and splintered 
  bones. A darkmantle attached to a falling character takes 2 
  bludgeoning damage and detaches automatically.
  Hidden in the holes in the sacrificial pit are 2 gricks. The 
  gricks have a taste for darkmantles and prefer them as prey 
  over humans and humanoids. They attack characters only if 
  there are no darkmantles in the pit. The gricks don’t leave the 
  pit; they don’t even come into view unless someone enters 
  the pit. One of the grick burrows contains two 16-inch disks 
  of azurite with intricate spirals carved into them, weighing 
  10 pounds apiece and worth 10 gp each as artistic curiosities. 
  The other contains an identical disk and a ring of warmth.
  Darkmantle (3): AC 11; HP 22 (5d6+5); Spd 10ft, fly 30ft; 
  Melee crush (+5, 1d6+3 bludgeoning and darkmantle 
  attaches to target; target is blinded and unable to breathe; 
  darkmantle can be removed with an action and a DC 13 
  Str check); SA darkness (1/day; creates 15ft-radius magical 
  darkness that moves with darkmantle; lasts 10 minutes or 
  while darkmantle concentrates; impervious to darkvision 
  and magical light); Str +3, Dex +1, Con +1, Int –4, Wis 
  +0, Cha –3; Skills Stealth +3; Senses blindsight 60ft; 
  Traits echolocation (can’t use blindsight while deafened), 
  false appearance (indistinguishable from natural stone 
  formation while motionless); AL un; CR 1/2; XP 100.
  Grick (2): AC 14; HP 27 (6d8); Spd 30ft, climb 30ft; Melee 
  tentacles (+4, 2d6+2 slashing), beak (+4, 1d6+2 piercing); 
  SA multiattack (if tentacles attack hits, grick also attacks 
  same target with beak); Resist nonmagical bludgeoning, 
  piercing, slashing; Str +2, Dex +2, Con +0, Int –4, Wis +2, 
  Cha –3; Senses darkvision 60ft; Traits stone camouflage 
  (has advantage on Stealth checks to hide in rocky terrain); 
  AL N; CR 2; XP 450.
  14. Secondary Duergar Barricade
  The duergar built a fortified base for themselves in the 
  western section of the temple.
  Like the barricade at the entrance to the temple, this 
  smaller barricade is resistant to piercing and slashing 
  damage, and duergar defending it have three-quarters 
  cover, can be attacked only with ranged attacks or by melee 
  weapons with a reach of 10 feet or more, and have advantage 
  on Strength, Dexterity, and Constitution saving throws 
  against spells. This one is weaker, however, with AC 12 and 
  25 HP. It can be dismantled with a single successful DC 15 
  Strength check, and a sledgehammer provides advantage 
  on the check. There are 8 duergar beyond the barricade 
  ready to defend it with crossbows, but the narrow barricade 
  allows only two duergar per round to use their crossbows. 
  The duergar won’t enlarge unless characters get through the 
  barricade and into hand-to-hand fighting.
  Duergar (8): AC 16; HP 26 (4d8+8); Spd 25ft; Melee 
  war pick (+4, 1d8+2 piercing or 2d8+2 when enlarged); 
  Ranged heavy crossbow (+2, 100ft/400ft, 1d10 piercing); 
  SA enlarge (becomes Large for 1 minute; makes Str checks 
  and saves with advantage; recharges after rest), invisibility 
  (turns invisible until it attacks or enlarges; recharges after 
  rest); Resist poison; Str +2, Dex +0, Con +2, Int +0, 
  Wis +0, Cha –1; Senses darkvision 120ft; Traits duergar 
  resilience (has advantage on saves against poison, spells, 
  illusions, charm, and paralysis), sunlight sensitivity (has 
  disadvantage on attacks and Perception checks that rely on 
  sight while in sunlight); AL LE; CR 1; XP 200.
  UNLIKELY ALLIES
  The surviving duergar are desperate to leave the temple. The 
  mutant’s horn playing prevents them from sleeping properly, 
  and their wills are breaking; they have disadvantage on 
  Wisdom saving throws because of their poor mental state. 
  Furthermore, their leader has retreated into her quarters 
  (area 17) and appears to have gone mad, and their supplies 
  are getting dangerously low. Characters with proficiency 
  in Insight notice the duergar are exhausted and fatalistic, 
  almost as if they’d welcome death.
  Persuading the dwarves to cease their crossbow attacks 
  long enough to negotiate requires a successful DC 15 
  Charisma (Persuasion or Intimidation) check. Characters 
  can make this check just once per day for the whole 
  group; one character makes the check, but others can help. 
  The duergar speak only Dwarvish and Undercommon; 
  diplomacy is possible only if someone among the player 
  characters speaks one or both of those languages. The 
  duergars’ spokesman is an older male called Aarne 
  Dagmarskohn. He’s irascible and paranoid even beyond 
  what you’d expect from someone in his situation, but he 
  
  13
  respects courage and plain talk. Aarne will negotiate with 
  one person, not a whole group shouting at him. He is openly 
  derisive if the character negotiating with him is any sort of 
  dwarf, but he seems intimidated and slightly awe-struck in 
  the presence of high elves.
  Once the duergar are persuaded to pause their attacks long 
  enough to communicate, use their concerns listed below to 
  guide the conversation. Their top priority is getting out of 
  the temple safely. Three obstacles block their way.
  • The orcs besieging the temple will attack any duergar 
  who leave. The duergar quickly accept the characters’ 
  presence as proof that the orcs were overcome, but if 
  no guard was left outside the temple, a few of them 
  grumble that the orcs could have returned and re-
  established the siege since the characters came inside.
  • Surface dwellers are liars and tricksters. If the 
  characters killed the orcs to get inside, then what 
  guarantee do the duergar have that the characters 
  won’t kill them, too, to steal the temple’s treasure? 
  The best tack for allaying the duergars’ paranoia is to 
  explain that the characters came to silence the horn and 
  nothing more. Antagonistic approaches such as threats 
  or demands for surrender won’t work.
  • Their leader has gone mad. At this point, the duergar 
  really don’t care whether Eltha escapes with them 
  or is left behind, but they’ll use her as a bargaining 
  chip if they can. Their strongest approach is to wave 
  Eltha’s condition as a warning of what might befall 
  the characters (even though the duergar suspect her 
  madness has little to do with the horn) and offer to tell 
  the characters what the duergar know only if they’re 
  guaranteed safe passage out of the temple.
  Successfully negotiating with the duergar results in 
  the dwarves willingly dismantling the barricade. If the 
  characters remain peaceful, the dwarves pack up their 
  personal belongings and leave the temple. They don’t bother 
  with their recovered artifacts or supplies in the supply room. 
  Eltha remains in her quarters. For this outcome, characters 
  should earn XP as though they defeated the dwarves.
  If characters talk further with the duergar as they pack up, 
  Dagmarskohn explains the following.
  • The temple is infested with dangerous worms that have 
  distinct stages of growth.
  • The giants were brought along to serve as laborers.
  • The largest giant, Huppo, found a strange horn 
  somewhere in the rubble. He’s now barricaded himself 
  in the main hall, where he eats the worms and blows 
  the horn at random intervals.
  • The duergars’ leader lost her mind and locked herself 
  in her room. If he’s pushed on this point, Dagmarskohn 
  admits that the horn probably didn’t cause Eltha’s 
  madness. He suspects a tiara she found in the east ritual 
  chambers is the real culprit. The horn isn’t helping, 
  but he saw a big change in her behavior from the first 
  moment she donned the tiara.
  15. Duergar Quarters
  This long oval shaped chamber contains ten sleeping mats, 
  several recently constructed tables with stools, and a variety 
  of sacks and boxes. A few torches smoke and smolder from 
  makeshift sconces. A single hallway winds into the dark on 
  the north wall.
  If characters fight their way through the barricade instead 
  of talking, the dwarves retreat and take up secondary 
  defensive positions in their quarters. The surviving 
  duergar flip sturdy wooden tables onto their sides to form 
  a barricade that gives them three-quarters cover. They 
  establish this along the north wall of the room so it blocks 
  the exit. When characters enter the room, the duergar loose 
  their crossbows from behind the tables.
  Once the situation reaches this point, it’s no longer 
  possible to negotiate with the duergar. The dwarves 
  believe the characters are here to kill them, so they fight 
  without hesitation or thought of surrender. When four or 
  more duergar have been killed, however, the remaining 
  dwarves disengage and dash into the supply room (area 
  16), where they try to hide behind barrels and boxes. They 
  keep fighting if characters track them down, but they fight 
  fatalistically and without much tactical sense.
  The quarters contain the dwarves’ personal effects.
  • 60 crossbow bolts
  • 6 mining picks
  • 2 sets of carpenter’s tools
  • 3 sets of mason’s tools
  • 20 silver trade bars (worth 3 sp each)
  • the logbook of the mission
  The logbook is written in Dwarvish. Early entries were 
  written by Eltha and later entries were written by 
  Dagmarskohn; their handwriting is notably different. The 
  logbook details the dwarves’ initial success with the giant 
  laborers and mentions Huppo’s ability to melt stone. One 
  of the late entries questions why the giant hasn’t tried to 
  escape the main worship hall, given his ability to crush and 
  dissolve rocks.
  16. Supply Room
  This room is noticeably colder than other areas you’ve been 
  in the temple. The floor is stacked with dwarf-made crates 
  and barrels. Wooden shelves line the walls on either side of 
  a curtained passage leading north. White and blue lights 
  flash from behind the curtain.
  The duergar keep supplies in this room. The crates and 
  barrels contain:
  • 2 crates of heavily salted jerky (20 days of iron rations)
  • 1 half-full barrel of water (40 waterskins worth)
  • 6 flasks of duergar whiskey
  • 1 sack containing 5 lb. of dried fruit
  
  14
  The spirit of Youm uses its abilities in place of Eltha’s 
  normal attacks. Eltha might reject the spark during combat, 
  as described in the spark’s inhabit ability. If Eltha is ever 
  stunned during the fight, she immediately makes a saving 
  throw with advantage against the spark’s possession. If 
  Eltha is freed from Youm’s grasp, she collapses unconscious 
  on the floor, leaving the spark exposed. Otherwise, she 
  fights to the death.  
  In combat, the spark first uses its animate dead spells on 
  the slain duergar, if any are nearby. Then it unleashes its ice 
  storm.
  EXPELLING THE SPARK
  If Eltha expels the spark during combat in any manner, she 
  passes out and remains unconscious for six hours. She can 
  be roused before then with a successful DC 15 Wisdom 
  (Medicine) check. She awakens terrified and scrambles like 
  a frightened animal into a corner if allowed to. Only magic 
  or a successful DC 14 Charisma (Persuasion) check calms 
  the rattled dwarf. Once calm, she inquires about her crew. 
  Whether they’re dead or alive, she’s glad to leave the temple 
  and takes no interest in the treasures in it.
  If the spark is driven out of Eltha by any means, it returns 
  into the tiara immediately. Everyone in the chamber can see 
  this happening, as the spark pulses with light and flows into 
  the headpiece. It then tries to inhabit one of the characters 
  at the first opportunity.
  Eltha (Duergar): AC 16; HP 90 (12d8+36); Spd 25ft; Melee 
  war pick (+4, 1d8+2 piercing or 2d8+2 when enlarged); 
  Ranged javelin (+4, 30ft/120ft, 1d6+2 piercing or 2d6+2 
  piercing when enlarged); SA enlarge (becomes Large for 
  1 minute; makes Str checks and saves with advantage; 
  recharges after rest), invisibility (turns invisible until it 
  attacks or enlarges; recharges after rest); Resist poison; 
  Str +2, Dex +0, Con +3, Int +0, Wis +0, Cha +1; Senses 
  darkvision 120ft; Traits duergar resilience (has advantage 
  on saves against poison, spells, illusions, charm, and 
  paralysis), sunlight sensitivity (has disadvantage on attacks 
  and Perception checks that rely on sight while in sunlight); 
  AL LE; CR 2; XP 400.
  • pots, pans, and cooking utensils
  • plates, bowls, mugs, and eating utensils
  • 25 torches
  The shelves on either side of the curtained exit contain 
  the various treasures and artifacts the dwarves managed to 
  collect before the excavation mission went wrong. Most of 
  what’s here is carved curios depicting the spiral motif, bits of 
  broken pottery, and tattered woven rugs. There are six items 
  of particular interest: 4 azurite disks with spirals carved into 
  them (worth 10 gp each), a 3-lb. chunk of uncut azurite 
  (worth 100 gp), and a +1 warhammer with silver spirals 
  inlaid on the head.
  Duergar who fled from the battle in their quarters will be 
  found hiding in this room, where they make a final stand. If 
  a fight occurs here, or even if characters make much noise 
  while searching the room, Eltha emerges from her quarters 
  (17) and attacks.
  17. Eltha’s Chamber
  This small room looks markedly different from other areas 
  of the temple. The stone walls are smooth as if pressed, 
  and their surface appears to undulate slightly, almost like 
  a liquid, if you stare at it for more than a few seconds. A 
  wall-to-wall spiral motif is etched into the floor. Its channels 
  appear eroded, as if they were carved by water flowing over 
  the rock for centuries.
  Eltha occupies this room; Youm currently occupies 
  Eltha. The tiara that Eltha found in the ritual chamber 
  formed a mental link to the primordial god, similar to Ilda’s 
  experience so many years ago (see the appendix for the 
  temple’s history). Youm has little patience for deception 
  now and seeks total control of the duergar. Through her, 
  Youm plans to bring his will and his larvae to the duergar 
  cities below. Aside from the tiara of Youm, this room holds 
  nothing of value.
  Read the following when the characters face Eltha. Include 
  the final sentence only if at least one of the characters 
  understands Dwarven. Otherwise, indicate only that she 
  speaks to them in Dwarven but they can’t understand what 
  she said.
  A female duergar steps into view. Her midnight black hair 
  floats through the air as though immersed in water. Her 
  face contorts, showing rage and fear simultaneously. Bright 
  blue and white light shines from her eyes in a swirling 
  spiral pattern. “I shall be known, and released,” she says in 
  Dwarven, in a voice containing two distinct pitches.
  Eltha is inhabited by the malevolent spirit of Youm (a 
  spark), making her tougher than the typical duergar. The 
  spirit of Youm replaces the normal spell-like abilities of the 
  spark with the following:
  At will: ray of frost
  3/day: animate dead
  1/day: ice storm
  
  15
  Spirit of Youm (Spark): AC 16; HP 84 (13d4+52); Spd 
  10ft, fly 60ft; Melee inhabit (+6; DC 14 Cha save or target 
  becomes dominated by the spark, as the dominate person 
  spell; spark merges into target’s body and becomes immune 
  to physical attacks; target gains +4 bonus to Dex and Cha; 
  host repeats saving throw each time spark casts a spell); 
  Save Dex +8; Immune exhaustion, grappled, lightning, 
  paralyzed, poisoned, prone, restrained, unconscious; Resist 
  acid, fire, force, thunder, plus nonmagical bludgeoning, 
  piercing, slashing; Str –3, Dex +5, Con +4, Int +0, Wis +1, 
  Cha +3; Senses darkvision 60ft; Traits innate spellcasting; 
  AL CN; CR 7; XP 2,900.
   Innate Spells: at will—ray of frost; 3/day—animate dead;  
  1/day—ice storm.
  18. The Story Stones
  Just in front of the rubble (19) intended to keep Huppo 
  contained in the worship hall are the story stones of Youm: 
  four large, perfectly smooth half spheres of shiny black stone 
  that rise from the floor. Each stone has a hand print pressed 
  into the top. The stones radiate strong magic.
  The duergar avoided the stones entirely, believing they 
  were cursed. Ilda made them in the early days of the 
  temple’s creation. They were intended to tell new acolytes 
  the stories of Youm. Given the god’s evil deception and the 
  events leading up to the temple’s ruinous end, the stones are 
  now imbued with darkness. Numerous stone benches stand 
  south of the stones; they served as seating for an audience of 
  worshipers watching the story stones in use.
  A successful DC 10 Intelligence (Investigation) check 
  suggests that four people could stand between the stones; 
  each could place their hands in the hand prints. A DC 14 
  Intelligence (Arcana) check suggests the stone’s magic is 
  ritual based.
  To activate the stones, four characters must stand between 
  the stones and place their right hands in the hand prints. 
  The instant this occurs, the characters experience a rushing 
  sensation and have visions of being trapped at the bottom of 
  a long, vertical tunnel. Inform the activating characters that 
  they may choose to know his sadness, his glory, or his love; 
  they must all choose the same to activate the vision. Once all 
  three truths have been seen, move on to Youm’s Deception.
  In the event that your playing group has fewer than four 
  characters, you have two options. The characters could 
  be joined by one or more cooperative duergar NPCs, if 
  characters negotiated a peaceful settlement at the barricade; 
  these could be duergar who don’t want to give up their share 
  of the treasure or who just want revenge against Huppo. 
  Alternatively, you can reduce the number of story stones to 
  equal the number of player characters.
  THE SADNESS OF YOUM
  You are alone, trapped in a deep place made from stone. 
  You hunger to see light and taste the nectar of living things. 
  Your feet and hands are bound; above you, a single star 
  torments you.
  The activating characters are overwhelmed by a feeling 
  of loneliness and despair. To withstand the emotion, each 
  character must make a DC 10 Wisdom saving throw. Failure 
  results in the character gaining one level of exhaustion. Each 
  character must name the thing they love the most before 
  being able to lift their hand from the stone and escape the 
  pit of sadness. When everyone has done this, they can try 
  again and choose a different vision.
  THE GLORY OF YOUM
  You stand at the base of a massive mountain. Drawing on a 
  well of power deep inside you, you raise your hands and the 
  mountain reshapes itself into your image. Clouds churn at 
  your cheeks and snow gathers on your shoulders, mighty, 
  glorious, and unstoppable.
  The activating characters are filled with feelings of power 
  and pride. Each must make a successful DC 10 Constitution 
  saving throw to contain the feelings of elation. Failure results 
  in the character taking 3 (1d4 + 1) psychic damage. Each 
  character must recount a humbling experience before being 
  able to lift their hand from the stone. When everyone has 
  done this, they can try again and choose a different vision.
  THE LOVE OF YOUM
  You stand over a stone table. Before you, a rapturous 
  acolyte lays bound by the wrists. A beautiful, writhing shard 
  of your god emerges from a hole in the table. It dissolves a 
  hole into the acolyte’s neck and worms inside. The acolyte’s 
  eyes glow and spiral. Through the love of Youm will they 
  know his glory!
  Activating characters are filled with an urge to allow one of 
  the worms in the temple to feed on them. To fight the urge, 
  they must make a successful DC 10 Wisdom saving throw. 
  Failure results in the character becoming obsessed with 
  finding a rime worm larva and allowing it to burrow into 
  their neck. Affected characters repeat the saving throw every 
  15 minutes, ending the effect on themselves with a success. 
  Unless the proper ritual is performed by a priest of Youm, 
  allowing the larva to feed results in 2 (1d4) piercing damage 
  and ends the obsession. Affected characters aren’t manic or 
  violent about this desire, but they can’t keep their minds on 
  anything else. Spellcasting and concentration are impossible. 
  Regardless of the saving throw, each character must recount 
  a moment when a sacrifice was made on their behalf to leave 
  this vision. When everyone has done this, they can try again 
  and choose a different vision.
  
  16
  YOUM’S DECEPTION
  Your mind fills with pain. You feel a great sense of betrayal. 
  A dozen of your brothers and sisters writhe on the stone 
  floor, clutching at their heads. One by one, their torment 
  ends as the worm accepted in love emerges teeth first from 
  their skulls. Too late, too late, you use the power of his glory 
  and seal the hall.
  The activating characters see the nauseating secret of 
  Youm. Each character who sees the stomach-turning horror 
  of the vision must make a successful DC 15 Constitution 
  save or be poisoned for 1 hour. Poisoned characters can 
  repeat the saving throw every 15 minutes, ending the effect 
  with a success. Characters tumble out of the story stones 
  without any effort. Afterward, read the following:
  A watery sound can be heard coming from the area just 
  northeast of the stones. Suddenly, a wave of stone ripples 
  toward you.
  The wall hiding the temple’s vault (area 21) has turned to 
  flowing stone. Characters must react quickly or be caught by 
  the wave. PCs who are obsessed with Youm’s love can avoid 
  the wave normally but proceed on their quest to find a larva 
  once they’re safe.
  Avoiding the liquid stone requires a successful DC 
  10 Dexterity saving throw. A failed save results in the 
  character becoming restrained as the stone solidifies again 
  around their feet and ankles. Trapped characters can chip 
  themselves out in 15 minutes with a successful DC 12 
  Strength (Athletics) check; the check can be repeated every 
  15 minutes until it succeeds. Those who have mason’s tools 
  and proficiency with them can also add their proficiency 
  bonus for that, potentially gaining a double proficiency 
  bonus on the check.
  19. Rubble
  Stony rubble is heaped on the floor so that it completely 
  blocks a passage to the north. Foul-smelling air wafts 
  through the rocks from the chambers beyond.
  The duergar sealed Huppo into the sanctuary out of fear 
  and anger. The stones are heavy but aren’t fitted together 
  with any strategy. All that’s needed to remove them is time 
  and strength, but the longer it takes, the more of Huppos’ 
  horrid belches the characters will be exposed to.
  If a player indicates that their character is inspecting 
  the rubble pile to figure out the most efficient method for 
  clearing  the passage, allow that character to make a DC 12 
  Intelligence (Investigation) check. Dwarves and characters 
  with appropriate backgrounds (mining, stone carving, etc.) 
  can add their proficiency bonus for that, too. A successful 
  check means a period of rubble-clearing work represents 
  30 minutes; if the Intelligence check fails or no one asks to 
  make such a check, then each work period represents 60 
  minutes of effort.
  For each work period, the strongest character makes a DC 
  14 Strength check; other characters can help. The passage to 
  the north is cleared enough for everyone to get through after 
  two successful primary Strength checks.
  While this work is going on, Huppo belches once every 
  60 minutes. When he does, characters hear the belch and 
  see a greenish cloud blowing out through the rubble. Each 
  character in the area is momentarily blinded and takes 3 
  (1d4 + 1) acid damage plus 3 (1d4 + 1) poison damage; 
  a successful DC 15 Constitution saving throw negates 
  the poison damage only. The gas dissipates in one round. 
  Holding your breath doesn’t help; the gas is just as harmful 
  to a person’s outside as it is to the inside.
  The doorway beyond leads to Ilda’s final resting place.
  20. Youm’s Vault
  This room has smooth compartments carved into the walls. 
  The compartments are lined with packed earth and contain 
  myriad strangely-shaped stones and gems. A dozen spirals 
  adorn the floor. The east wall is collapsed into rubble, 
  revealing a massive, fossilized serpent’s skull.
  Youm’s glory allowed the acolytes minor stone 
  shaping-powers, which they practiced in the Chamber of 
  Carving (area 11). The most successful of these efforts were 
  considered sacred and stored in the vault. The oddly-shaped 
  stones are of little value but mixed in among them are 2 blue 
  tourmalines shaped into perfect spheres (100 gp each) and a 
  star sapphire with razor-sharp spines (1,000 gp; anyone who 
  handles it without sturdy gloves takes 1 piercing damage; 
  can’t be carried in a soft pouch or case, as normal jostling 
  causes the spines to slice through soft material).
  The fossilized skull in the east wall is home to a colony of 
  10 bone crabs that clatter out and attack if any character 
  approaches within 10 feet of their home.
  Bone Crab: AC 13; HP 33 (6d6+12); Spd 20ft, swim 10ft; 
  Melee claw (+4, 2d6+2 slashing); SA multiattack (claw x2); 
  Resist bludgeoning; Str +0, Dex +2, Con +2, Int –5, 
  Wis +1, Cha –3; Skills Perception +3, Stealth +4; Senses 
  darkvision 60ft; Traits amphibious, bone camouflage 
  (has advantage on Stealth checks while among bones), 
  hive mind (communicates perfectly with all bone crabs 
  within 100ft), leap (can leap up to 10ft straight ahead or 
  backward), white ghost shivers (living creature that makes 
  physical contact with bone crab must make a successful 
  DC 12 Con save or be infected; disease manifests after 
  24 hours, beginning as mild chill, becoming fever with 
  frightful hallucinations; at onset, infected creature gains 
  2 levels of exhaustion that can be removed only by lesser 
  restoration, comparable magic, or rest; infected creature 
  repeats saving throw after each long rest, removing 1 
  level of exhaustion on success; victim recovers when all 
  exhaustion removed); AL N; CR 2; XP 450.
  
  17
  the Sanctuary  
    of BelcheS
  See the Sanctuary map for these encounters.
  With the rubble cleared from location 19, the party can 
  enter the temple’s main worship hall and sanctuary. The area 
  is divided into Ilda’s Final Rest (area 21) and the Sanctuary 
  of Belches (area 22).
  21. Ilda’s Final Rest
  Read this description when characters first see the chamber.
  An oval-shaped chamber extends to both east and west. An 
  awful smell wafts into the room from a large exit along the 
  northeast wall. A dizzying number of spirals mark the walls 
  and floor around the exit to the north. The west half of the 
  room contains three tall hollows shaped into the stone wall. 
  Each hollow is filled with hard-packed, dry earth.
  Ilda and her most devout followers sealed themselves into 
  these crypts a century ago. When Eltha donned Youm’s 
  tiara, the evil deity awakened and its influence inspired 
  other dark awakenings. Ilda and her closest followers dig 
  their way out of their tombs as characters enter the chamber.
  The dirt in one of the hollows crumbles slightly, then several 
  large chunks fall to the floor. A hand, translucent and bony, 
  erupts from the surface, and clawed fingers thrust from 
  each hollow.
  Clawing their way through the dirt are Ilda (wraith) 
  and her followers (2 putrid haunts). Ilda appears as a tall, 
  shadowy woman dressed in gray robes embroidered with a 
  AN EARTHY REBUKE TO GREED
  The precious gems previously listed sit together in a 
  compartment along the north wall. Removing any of them 
  activates the vault’s magical wards.
  Suddenly, the hard-packed earth lining the wall 
  compartments cracks and tumbles to the floor. Fine dust 
  rises in the room. The soil swirls and coalesces into a 
  vaguely humanoid figure. Its massive fists clench and 
  release before diving headfirst into the stone.
  An earth elemental forms out of the compartments’ 
  lining. It burrows under the party and emerges at the 
  doorway to the vault (19), where it attacks when characters 
  draw near.
  In addition to its normal abilities, this earth elemental has 
  Youm’s Rage: If the elemental moves at least 10 feet straight 
  toward a creature and hits it with a slam attack on the same 
  turn, that creature must make a successful DC 13 Dexterity 
  saving throw or be thrown 5 feet backward and knocked 
  prone.
  During combat with the elemental, characters notice 
  its crushing effect on the walls and floor. The elemental’s 
  movements inadvertently clear away the rubble from in 
  front of the doorway to the north.
  Earth Elemental: AC 17; HP 126 (12d10+60); Spd 30ft, 
  burrow 30ft; Melee slam (+8, 10ft, 2d8+5 bludgeoning); 
  SA multiattack (slam x2); Immune exhaustion, paralyzed, 
  petrified, poison, unconscious; Resist nonmagical 
  bludgeoning, piercing, slashing; Vulnerable thunder; 
  Str +5, Dex –1, Con +5, Int –3, Wis +0, Cha –3; Senses 
  darkvision 60ft, tremorsense 60ft; Traits earth glide 
  (doesn’t disturb earth and stone as it burrows through), 
  siege monster (does double damage to structures and 
  objects); AL N; CR 5; XP 1,800.
  
  18
  Innate Spells (DC 14): at will—sacred flame (necrotic 
  damage); 1/day—bane, protection from evil and good, 
  silence.
  Putrid Haunt (2): AC 13; HP 44 (8d8+8); Spd 30ft; Melee 
  slam (+5, 2d8+3 bludgeoning); SA vomit leeches (5ft; 2d6 
  undead leeches attach to target, which takes 1 necrotic/
  leech on it at the start of its turn; putrid haunt gains 
  temporary HP equal to damage from leeches; a creature 
  can destroy 1d3 leeches from itself or an adjacent ally as 
  an action); Immune charm, exhaustion, poison; Resist 
  nonmagical bludgeoning, piercing; Str +3, Dex –1, Con +1, 
  Int –2, Wis +0, Cha –2; Senses darkvision 60ft; Traits dead 
  still (putrid haunt is invisible while buried in swamp muck), 
  swamp shamble (no movement penalty in marshy terrain); 
  AL NE; CR 2; XP 450.
  DEVELOPMENT
  At some time during this battle, Huppo lets go one final, 
  horrendous belch. Time the belch as you see fit, either to 
  create a greater challenge during the battle against Ilda or 
  to maximize the yuck factor just before characters enter the 
  Sanctuary (22). The giant’s ingestion of Youm’s worms has 
  reached a critical mass. Each character takes 4 (1d4 + 2) acid 
  damage plus 4 (1d4 + 2) poison damage; a successful DC 15 
  Constitution saving throw halves the damage. Additionally, 
  all characters are incapacitated for 1d4 rounds. The gas 
  dissipates at the end of the round.
  large spiral pattern. Ilda’s life drain attack is weaker than a 
  typical wraith’s, but she is a spellcaster.
  As long as Ilda has 30 or more hit points, on initiative 20 
  of every round, she causes a sharp stone spike to erupt under 
  the feet of one or two PCs (1d2) of her choice. Affected 
  characters take 3 (1d6) piercing damage and are pushed 5 
  feet in a random direction; a successful DC 14 Dexterity 
  saving throw negates the damage but not the movement. The 
  spikes are permanent and can’t be moved through; smashing 
  a spike requires an action and a successful DC 10 Strength 
  (Athletics) check.
  Ilda (Wraith): AC 13; HP 67 (9d8+27); Spd 0 ft, fly 60ft; 
  Melee life drain (+6, 2d8+3 necrotic and target must make 
  a DC 14 Con save or its maximum HP are reduced by the 
  same amount; HP maximum returns to normal after long 
  rest; creature dies if HP maximum reduced to 0); SA create 
  specter (1 corpse within 10ft of wraith, dead no more than 
  1 minute, rises as specter under wraith’s control; limit 7 
  specters); Resist acid, cold, fire, lightning, thunder, plus 
  nonmagical/nonsilvered bludgeoning, piercing, slashing; 
  Immune charm, exhaustion, grappled, necrotic, paralyzed, 
  poison, prone, restrained; Str –2, Dex +3, Con +3, Int +1, 
  Wis +2, Cha +2; Senses darkvision 60ft; Traits incorporeal 
  movement, sunlight sensitivity (has disadvantage on attack 
  rolls and Perception checks that rely on sight while in 
  sunlight); AL NE; CR 5; XP 1,800.
  
  19
  22. The Sanctuary of Belches
  A short corridor opens into a large, circular chamber. The 
  ceiling of this place extends up into darkness. On the 
  floor toward the north wall are signs of an excavation that 
  revealed a seemingly bottomless hole. 
   Seated in the center of the room is a gruesome mass of 
  flesh that vaguely resembles a gigantic, naked humanoid. Its 
  belly is so swollen that the skin is tearing open and bleeding. 
  In one hand, the giant holds a small horn made of stone, 
  and in the other it clenches a writhing cluster of gray worms. 
  It grins luridly at you and puts the horn to its flabby lips.
  The characters have reached the source of the poisonous 
  gas and horn blasts. Huppo (Thursir mutant, at 22) 
  welcomes them with a psyche-rending blast from the 
  horn. The characters are immersed in waves of sound and 
  terror. The horn blast lasts three rounds, during which all 
  characters are stunned; even deaf characters are affected. 
  Every character must make three saving throws. First is a 
  DC 15 Constitution saving throw to avoid being deafened 
  for 24 hours; success means the character is deafened for 
  only 1 hour. Second is a DC 15 Dexterity saving throw to 
  avoid falling prone as the stone floor buckles and heaves 
  beneath the sonic assault; this chamber and the adjoining 
  corridor become difficult terrain permanently. Third is a 
  DC 15 Wisdom saving throw to avoid being frightened for 
  1d4 rounds after the blast stops, by visions of Youm’s wormy 
  avatar slithering up from the pit in the floor, its voracious 
  maw spiraling madly.
  Before the dice are rolled, however, characters can get 
  bonuses on these saving throws if their players describe 
  unique ways their characters resist. Encourage players to get 
  creative with their characters’ personalities and gear. You 
  are the judge of how effective their countermeasures 
  are, which saving throws are affected, and 
  whether the character earns a bonus (+1 to +3) or 
  advantage on the roll.
  Three chunks of rock in the room are large 
  enough for a Medium creature to shelter behind. 
  Each rock can provide three-quarters cover to 
  one character. 
  The hole isn’t truly bottomless, but it drops 
  hundreds of feet into the earth. Anyone who 
  falls in is killed automatically (not just reduced to 
  0 hit points) unless they can fly or use feather fall 
  or comparable magic.
  A quick study of Huppo combined with a 
  successful DC 12 Wisdom (Perception) check 
  suggests the creature has not moved in a long 
  time. In fact, Huppo can’t move. On his first 
  turn in combat, he thrusts the worms into his gullet 
  and then uses his caustic breath against the characters, 
  and he reuses it as often as he can. Huppo has none 
  of the standard physical attacks of Thursir mutants but 
  instead gains the following.
  Spit Worm. Ranged Weapon Attack: +6 to hit, range 50/100 
  ft., one target. Hit: 7 (2d6) piercing damage, and the 
  creature takes 1 piercing damage at the start of each of 
  Huppo’s turns until the worm is removed. A creature can 
  use an action to remove a worm automatically from itself 
  or from an adjacent creature.
  Putrid Aura. Characters that start their turn within 10 feet 
  of Huppo take 4 (1d4 + 2) poison damage, or half damage 
  with a successful DC 14 Constitution saving throw.
  When Huppo is reduced to 40 or fewer hit points, read the 
  following.
  The floor trembles and shakes, and you feel the air vibrating 
  like water around a swimming snake. The vibrations are 
  rippling outward from the gaping hole in the floor. A huge, 
  toothy maw emerges from the darkness, rises until it towers 
  over the chamber, then plunges down on the horrified giant 
  and bites. Blood and bile spray across the floor as the worm 
  raises its head, leaving only the bottom half of your former 
  foe slumped and oozing across the stones.
  
  20
  This rime worm is the avatar of Youm. After eating 
  Huppo, it tries to eat the characters. Depending on how 
  difficult you want the encounter to be, the avatar can be 
  joined by one (hard) or two (deadly) rime worm grubs to 
  assist it. The avatar and its worms are not affected by the 
  difficult terrain in the chamber.
  If characters kill all the rime worms, they can explore 
  the sanctuary. The horn (Youm’s Clarion, see appendix) 
  lies beside the gory remains of the giant. In the rubble 
  of the excavation that exposed the avatar’s tunnel is 
  a duergar-made iron box containing chisels, wedges, 
  hammers, and a gem of seeing.
  Huppo (Mutant Thursir Giant): AC 16; HP 143 
  (15d10+60); Spd 10ft; Ranged spit worm (+6, 50ft, 2d6 
  piercing and creature takes 1 piercing at start of each of 
  Huppo’s turns until worm is removed with an action); SA 
  digestive spray (30ft cone; 6d6 poison damage and creatures 
  are poisoned for 1 minute; DC 15 Dex save for half damage 
  and no poisoning; recharge 5-6); Save Con +6; Immune 
  poison; Str +4, Dex +0, Con +4, Int +1, Wis +2, Cha +0; 
  Skills Athletics +6, Perception +4; Senses darkvision 60ft; 
  Traits putrid aura (creatures that start their turn within 
  10ft take 1d4+2 poison; DC 14 Con save for half); AL NE 
  or LE; CR 3; XP 700.
  
  21
  Avatar of Youm (Rime Worm Adult): AC 13; HP 45 
  (6d8+8); Spd 30ft, swim 30ft, burrow (snow, ice) 30ft; 
  Melee tendril (+8, 10ft, 1d6+5 slashing; target is grappled 
  if 2 tendrils hit same target in 1 turn, escape DC 15), 
  devour (+8, 2d12+5 slashing, plus 2d12 cold if 
  target was grappled); SA multiattack (tendril 
  x2), black ice spray (recharge 5-6; 30ft line; 
  4d12 necrotic damage and targets must 
  make DC 15 Con saves or be blinded; 
  blinded creature repeats save at end 
  of its turns); Saves Str +8, Con +8; 
  Immune cold; Str +5, Dex +2, 
  Con +5, Int –2, Wis +2, Cha –4; 
  Senses darkvision 200ft; Traits 
  born of rime (breathes air and 
  water), ringed by ice and death 
  (enemies within 5ft at start of 
  rime worm's turn take 1d4 
  cold plus 1d4 necrotic; if 2 or 
  more enemies take damage, 
  black ice spray recharges 
  automatically); AL N; CR 6; 
  XP 2,300.
  Rime Worm Grub (0–2): 
  AC 15; HP 105 (10d10+50); 
  Spd 30ft, swim 30ft, burrow 
  (snow, ice) 30ft; Melee tendril 
  (+5, 1d6+3 slashing), gnash (+5, 
  2d8+3 slashing); SA multiattack 
  (tendril + gnash); Saves Str +5, 
  Con +5; Resist cold; Str +3, Dex +1, 
  Con +3, Int –3, Wis +1, Cha –4; 
  Senses darkvision 200ft; Traits born of 
  rime (breathes air and water), ravenous 
  (can make opportunity attacks against 
  disengaging enemies); AL N; CR 2; XP 450.
  returning  
  to olSha
  The streets of Olsha are all but empty. A strange sound is 
  heard coming from the homes of the small village. After a 
  time, it becomes clear the residents are fast asleep; their 
  snoring resonates between the humble buildings.
  Mayor Brulle is overjoyed to see the characters have 
  survived and returned. A small celebration is held at the 
  Icicle in their honor, and the characters are paid what they 
  were promised.
  The characters now own a small, sturdy manor in the 
  town of Olsha. It can comfortably house six Medium-size 
  humanoids. It contains everything the characters need to 
  live a modest lifestyle and should make an excellent home 
  base for further adventures in the region.
  With a comfortable home base established, the characters 
  are ready to explore the northern region. There are 
  countless directions to take the story in; here are two ideas 
  to get you started.
  • Aomy and Brista arrive in Olsha shortly after the 
  characters return to town. They bring the news that the 
  death of Pinelord Harxox enraged the chieftains of the 
  nomadic orcs, who are planning war. The pair offer the 
  characters a chance to join them in the fight.
  • A passage in the temple leads to an ancient complex 
  containing a portal to Youm’s fortress on another 
  plane. Though Youm’s avatar is defeated, the evil deity’s 
  influence on the region gradually increases until 
  something must be done.
  
  22
  aPPendix
  A Brief History of the Temple of Youm
  The following is a general outline of the temple’s history. You can provide dates where and as needed, to suit your own campaign.
  • Ilda, a barbarian shaman, discovers a discarded silver tiara in a cave. Donning the tiara, she is possessed by the spirit of 
  Youm, a primordial deity.
  • The spirit leads Ilda to a magical horn and shapes the cave into a proper temple.
  • Through Ilda, the spirit opens a tunnel to the god’s minions and avatar, a colony of icy worms locked deep in the earth.
  • Worshipers are drawn to the temple, and they become convinced the worms are symbiotes that grant their hosts divine 
  powers. Ilda requires all followers to merge with worms.
  • The worms proliferate. Worshipers grow in number until Ilda commands fifty acolytes.
  • Eventually the worms destroy their hosts, emerging to bring nutrients to Youm’s avatar. Ilda, horrified, seals herself and 
  her followers in the temple.
  • The temple sits empty for decades or centuries.
  • Duergar led by Eltha arrive to excavate and plunder the temple.
  BANDS OF YOUM
  Wondrous item, uncommon
  These simple leather straps are nearly unbreakable when 
  used as restraints. They can be used on the wrists or ankles 
  of a Small or Medium creature. Escaping from the bands 
  requires a successful DC 25 Strength (Athletics) check, and 
  the wearer has disadvantage on all Strength checks.
  CLARION OF YOUM
  Wondrous item, rare (requires attunement by a bard)
  This instrument of the bards is magically carved from a 
  single chunk of stone, but with a separate stone mouthpiece. 
  Playing this horn is extremely dangerous if the user is 
  not attuned to it. Any note sounded on the horn by a 
  non-attuned creature comes out as a deafening blast that can 
  be heard for 10 miles. Creatures within 1 mile must make a 
  successful DC 14 Constitution saving throw or be stunned 
  for one minute and deafened for 24 hours. If properly 
  attuned by a bard, the horn can be used to cast stone shape, 
  meld into stone, or blindness/deafness (3rd level), in a 
  manner identical to any other instrument of the bards.
  New Magical Items
  FRAUGHASHAR EARMUFFS
  Wondrous item, uncommon
  Made from crude leather and suspect wool, these earmuffs 
  can be worn by any Small or Medium humanoid. They 
  are so uncomfortable to wear that the first time they 
  are donned, the wearer must make a successful DC 10 
  Constitution saving throw or tear them off and throw 
  them to the ground. A wearer is effectively deafened while 
  wearing the earmuffs. They provide advantage on saving 
  throws to avoid the effects of the Clarion of Youm.
  YOUM’S TIARA
  Wondrous item, unique (requires attunement)
  This simple, silver tiara is cursed and has but one purpose: 
  to allow the spirit of the primordial god Youm to possess 
  the wearer. When the tiara attunes to a creature, the wearer 
  is immediately subjected to the inhabit attack of the spirit 
  of Youm (spark). A character inhabited by the spark is 
  completely under its control, and the spark uses its abilities 
  in place of the character’s. Youm replaces the spark’s 
  standard spell-like abilities with the following: At will—ray 
  of frost; 3/day—animate dead; 1/day—ice storm. Removing 
  the tiara doesn’t break the inhabitation or the curse. The 
  cursed character won’t willingly part with the tiara, and 
  remove curse and comparable magic don’t break Youm’s hold 
  on the inhabited character; the spark must be expelled as 
  described in the monster’s description.
  
  AN ADVENTURE 
  ON EVERY PAGE
  Tome of Beasts brings more than 400 new foes  
  to 5th Edition, from vicious dungeon vermin to 
  earth-shaking personifications of evil!
  Every entry comes with full-color art by some  
  of the top talent in the industry. Here,  
  Dungeon Masters will find:
  • Clockwork creatures
  • Drakes and dragons
  • Devils and arch-devils
  • Dangerous flavors of the fey
  ...and much more! These monsters are ready to  
  wreak havoc in any fantasy setting, from  
  fan-favorite realms to worlds of your own creation.
  Flip to any page in the Tome of Beasts and you’ll  
  find an encounter that players won’t soon forget...
  Available now from www.KoboldPress.com  
  and better game stores everywhere!
  ©2016 Open Design. Kobold Press logo is a trademark 
  of Open Design. 5E bullet is used by kind permission 
  of Sasquatch Game Studio.
  
  24
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