TEXT: the RIFTS of MADNESS
  Part Six of the Yûlash Series
  The vast power released by the destruction of a powerful gate connected to the Far 
  Realm created rifts in the fabric of the planes. Even worse, a foul taint has begun 
  permeating into the planes. Are you brave enough to face what is lurking beyond the 
  Rifts of Madness?
  A Four-Hour Adventure for 11th–16th Level Characters
             
  I
  R
  T
  THE ROLE
  INITIATIVE
  DEREK GREY, DAVID MORRIS, and AL SPADER
  Adventure Designers
  Adventure Code: CCC-TRI-21 YUL1-6
  Optimized For: APL 15
  Version: 1.3
  Story Arc Coordinator: Al Spader, Mark Merida
  Senior Editor: David Jedlinsky
  Editor: Nick Walko, Ruth Jedlinsky
  Formatting and Layout: Ruth Jedlinsky
  Organized Play: Chris Lindsay
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
  D&D Adventurers League Administrators: Alan Patrick, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Lysa Chen
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  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
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  CCC-TRI-21 The Rifts of Madness
  2
  Introduction
  Welcome to The Rifts of Madness, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system 
  and The Role Initiative’s Yûlash series.
  This adventure is designed for three to seven 
  11th–16th level characters and is optimized for 
  five characters with an average party level (APL) 
  of 15. Characters outside this level range cannot 
  participate in this adventure.
  Adjusting This Adventure
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure 
  is optimized for. You’re not bound to these adjust-
  ments; they’re here for your convenience.
  To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate 
  the party strength for the adventure, consult the 
  following table.
  Determining Party Strength
  Party Composition Party   
  Strength
  3–4 characters, APL less than  
  Very weak
  3–4 characters, APL equivalent  
  Weak
  3–4 characters, APL greater than  Average
  5 characters, APL less than  
  Weak
  5 characters, APL equivalent  
  Average
  5 characters, APL greater than  
  Strong
  6–7 characters, APL less than  
  Average
  6–7 characters, APL equivalent  
  Strong
  6–7 characters, APL greater than  Very strong
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a partic-
  ular recommendation is not offered or appropriate 
  for your group, you don’t have to make adjustments.
  Before Play at the Table
  Before you start play, consider the following:
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts.
  • Gather any resources you’d like to use to aid you 
  in running this adventure—such as note cards, a 
  DM screen, miniatures, and battlemaps.
  • Ask the players to provide you with relevant char-
  acter information, such as name, race, class, and 
  level; passive Wisdom (Perception), and anything 
  specified as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.).
  Playing the Dungeon Master
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.
  To facilitate this, keep in mind the following:
  You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting 
  or improvising is encouraged, so long as you 
  maintain the adventure’s spirit. This doesn’t allow 
  you to implement house rules or change those of 
  the Adventurers League, however; they should be 
  consistent in this regard.
  Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine.
  Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide 
  hints and clues to your players so they can attempt 
  to solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over 
  a lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when 
  this happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience.
  
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  CCC-TRI-21 The Rifts of Madness
  3
  Adventure Primer
  Greed has taken the whole universe, and nobody is 
  worried about their soul.
  —Little Richard
  Adventure Background
  Yûlash is in disarray, the evil forces from outside the 
  city have, for the time being, been pushed back in 
  the wake of the illithilich’s assault on the plateau. A 
  forward base has now been setup within the tunnels 
  below the city, with elite forces that protect the 
  areas around the camp still encountering consistent 
  fighting each day, Zulkir Dar’lon Ma and First Lord 
  Yestral have taken up leadership of the disjointed 
  red plumes, thayans, and mercenaries that have 
  helped free the city.
  Yestral and the Zulkir have stumbled upon several 
  bizarre tears in the air that appear to connect 
  Faerûn with other planes. A kaorti shapechanger 
  disguised as a Red Wizard of Thay revealed that the 
  shapechangers have been using these rifts to invade 
  all the planes of the cosmos. The only way to close 
  them is to remove anything connected to the Far 
  Realm that lies on the other side.
  With this information, the leaders of the outpost 
  have sent patrols to close as many rifts as possible. 
  The leaders of the factions have asked the party to 
  take up arms and help stop the Far Realm taint from 
  spreading beyond their plane of existence.
  Location and NPC Summary
  This module takes place in the destroyed town of Yûlash, and 
  on several different planes of the multiverse. The following 
  NPCs and locations feature prominently in this adventure:
  Vuhm Yestral (Vyoom YES-tral). The First Lord of Hillsfar 
  has taken great interest in helping the city of Yûlash. With his 
  Red Plume soldiers, he has been intent on removing all evil 
  threats from the area surround the town.
  Commandant Alexander Tyros (AL-ex-an-der Tee-
  rose). Former member of the Black Fists, Alex found some 
  renown in Phlan, helping rid the city of the Maimed Virulence. 
  He despised the corruption within the Black Fists and sailed 
  across the sea to Hillsfar where he quickly advanced through 
  the ranks of the Red Plumes, aiding them with their assault 
  on Maerimydra.
  Sinos (SI-nose). Sinos has lived a life of luxury since he 
  became the page of Pasha Sahhar. Sinos is fairly sheltered 
  and loves hearing stories of heroism
  Sahhar (Sah-HAAR). One of the Pashas of the City of 
  Brass, Sahhar is in charge of trade and the forges in the city. 
  This position has made the Sahhar extremely rich which he 
  loves to flaunt. Sahhar loves to be entertained and treats all 
  guests with respect as long as they do the same to him.
  Banlan Omadithas (BAN-lan OMA-di-thaz). Banlan was 
  one of the original high elves known as the Quin. The Quin 
  were the first group known to mankind to travel to the Far 
  Realm. Here, the Quin’s minds became corrupted and they 
  turned into the evil Kaorti. Some of the Quin who didn’t 
  change at first found a way to remove the corruption but in so 
  doing, created the Kaorti shapechangers. Banlan is the last of 
  the Quin to resist the pull of the Far Realm corruption and he 
  is weakening.
  Adventure Overview
  The adventure is broken down into 3 parts:
  Introduction. The Corruption Must End—15 
  Minutes. The party meets with First Lord Yestral 
  and Zulkir Ma. They find out about the rifts and 
  learn how to close them.
  Part 1. Closing the Rifts—165 Minutes. The 
  party travels to different planes via the planar rifts. 
  Different rifts provide different kinds of encounters 
  for the party experiences. Not all of the encounters 
  will be used in a four hour module.
  Part 2. The Quin—60 Minutes. The party 
  crosses over into a demiplane floating within the 
  Far Realm itself. Here they meet one of the Quin—a 
  group of mages who originally found and traveled 
  to the Far Realm. The party learn how the kaorti 
  shapechangers were created and see first-hand how 
  the Far Realm can corrupt the mind.
  Adventure Hooks
  Finish This. If the party has played in the previous 
  Yûlash modules, this is a chance to put an end to the 
  kaorti shapechangers and the rest of the Far Realm 
  taint that has corrupted the lands. First Lord Yestral 
  wishes you meet with him at Deep Storm Point 
  beneath Yûlash.
  Ally of Thay. If a character has the Ally of Thay 
  story reward, they are contacted by Dar’lon Ma 
  and asked to help with the rebuilding of Yûlash. He 
  wishes for you to meet Drathar No’el at Deep Storm 
  Point beneath Yûlash.
  Enmity of Thay. If a character has the Enmity of 
  Thay story award, they are contacted by Dar’lon Ma 
  and asked to help with the rebuilding of Yûlash. He 
  says that he is giving you one last chance to prove 
  your dedication to the Thayans. You must meet with 
  Drathar No’el at Deep Storm Point in Yûlash.
  Goodly Work. You have heard the Red Plumes 
  have been hiring mercenaries to help establish a 
  new city on the Yûlash Plateau. First Lord Yestral 
  is looking to meet with men and women of honor at 
  the Deep Storm Point beneath Yûlash.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-21 The Rifts of Madness
  4
  Introduction. 
   The Corruption Must End
  Estimated Duration: 15 minutes
  For various reasons, each character has decided (or 
  been told) to meet with First Lord Vuhm Yestral or 
  Drathar No’el. The adventure commences once the 
  party arrives at Deep Storm Point.
  The utter destruction unleashed upon Yûlash by the 
  illithilich and its minions is hard to comprehend. 
  Dozens of sinkholes cover the plateau’s top, and fires 
  still smolder across the city. Amidst the destruction, 
  a sign of hope appears through the smoke as you see 
  both Red Plume soldiers and Red Wizards of Thay 
  working together to snuff the flames and heal the 
  injured. 
   You make your way towards the sinkhole your fac-
  tions told you about, and follow a ramshackle staircase 
  down where it leads to a dank tunnel. The tunnel opens 
  up into the forward base established by the coalition—
  Deep Storm Point.
  General Features
  Yûlash has the following general features:
  Terrain. The ground is covered with rubble making it 
  difficult to move through.
  Weather. The sky is overcast with a faint sea breeze on the 
  air.
  Light. The overcast sky and the smoke-filled air create and 
  eerie twilight over the city.
   Smells and Sounds. The smell of charred skin and burnt 
  hair permeates the ocean scent that is being blown in from 
  the Moonsea.
  As the party makes their way to Deep Storm Point, 
  they overhear First Lord Yestral talking to a Red 
  Wizard by the named Drathar No’el. The party 
  overhears the following:
  • The explosion of the Far Realm portal in the 
  mind flayer hive under Yûlash has created rifts in 
  the fabric of space that allows travel to different 
  planes.
  • The shapechangers we have been trying to 
  eliminate have used these rifts to infiltrate the 
  other planes.
  • These rifts can only be closed by removing all of 
  the Far Realm taint that has made it into the other 
  plane.
  • In the days since Zulkir T’zavik Sa’neer was 
  revealed to be a shapechanger, a platoon of Red 
  Plumes led by First Commandant Alexander 
  Tyros has already closed two rifts, but haven’t 
  returned from the third they went into.
  • They overhear Drathar No’el say: “I wonder, First 
  Lord, should we not be trying to stabilize these 
  rifts? Planar travel is such difficult magic. Perhaps 
  this is a gift for us. The rifts may bring people 
  to Yûlash. We could sell it as a Yûlash being a 
  ‘Planar Hub’”.
  As you walk into the chamber, the two leaders turn to 
  you with huge smiles. “Welcome my friends, I am glad 
  you could make it on such short notice,” Yestral says to 
  you. “Yes, as you can see, our resources are stretched 
  pretty thin. Hopefully you can all help as things have 
  become pretty dire,” Drathar No’el chimes in.
  First Lord Yestral can tell the party the following:
  • If they haven’t played the previous Yûlash mods, 
  he tells them that there used to be a mind flayer 
  hive under the city. A rogue elder brain opened 
  a gate to the Far Realm. He was using citizens 
  of Yûlash and replacing them with bizarre 
  shapechangers from the Far Realm. When the 
  portal was destroyed, it killed most of the mind 
  flayers in the hive. The destruction above was 
  caused by a vengeful illithilich who used to belong 
  to the hive.
  • Since then we have been trying to eradicate the 
  shapechangers, but it is proving more challenging 
  than we thought it would be.
  • In the wake of the destruction of the Far Realm 
  gate, the psionic and arcane energy created rifts 
  in space which these shapechangers have used to 
  spread.
  • “I want you to go through the rifts and remove the 
  shapechanger taint from the planes. Doing so will 
  close the rifts entirely. I will pay you each 1,000 gp 
  if you are successful in removing them all.”
  Drathar No’el offers the party the following:
  • A spell scroll of plane shift in case they get 
  trapped on the other side of a rift while 
  investigating.
  • A stone which has been attuned to the Far Realm 
  energy. It should stop glowing green when the last 
  of the Far Realm taint is removed from a plane. 
  Once that happens, the party will have between 
  two and three minutes to get to the rift before it 
  closes.
  If there are no further questions, Drathar No’el leads 
  them to a chamber that has six different rifts in it. 
  The players may close the rifts in whichever order 
  they wish, but leave the Quin encounter for last!
  
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  CCC-TRI-21 The Rifts of Madness
  5
  Faction Assignment: Order of the Gauntlet
  If there are any members of the Order of the 
  Gauntlet in the group, First Lord Yestral requests 
  that they try to find the missing Red Plumes. If they 
  can, find out what happened to them, and better yet, 
  bring them home, the Order of the Gauntlet will be 
  greatly appreciative.
  Faction Assignment: Harpers
  If there are any members of the Harpers in the 
  group, Drathar No’el requests that they try to find 
  a way to stabilize the rifts. Doing so might help in 
  making Yûlash a draw to traders. Maybe if they find 
  some Far Realm artifact and hide it near the rift, it 
  may work?
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-21 The Rifts of Madness
  6
  Part 1. Closing the Rifts
  Estimated Duration: 2 hours 45 minutes
  Drathar No’el and the First Lord escort you through 
  several tunnels until you end up in a large chamber. 
  Within this room lies six planar rifts. Looking into the 
  rifts gives you a sense of vertigo as the image of what 
  lies beyond blends together with the stone walls behind 
  them. Yestral looks at you and says, “Safe travel my 
  friends. Unfortunately I’m not sure what planes lie 
  beyond, but the Red Plumes went in there,” he points 
  at a rift that is up on a small ledge, “two days ago and 
  haven’t reported back.”
  Allow the party to choose whatever rift they’d like 
  and you can make any rift be any encounter. You 
  know your table so choose the planes that they will 
  most enjoy. A party may not get through all six rifts 
  in four hours and that is fine. Once you have spent 
  three hours in the rifts, have the party stumble upon 
  the Quin demiplane and the final battle will begin.
  If the party has a member of the Order of the 
  Gauntlet or the Harpers, or if the party wishes to 
  save the Red Plumes, make sure to include rift 2, 
  “The City of Brass.”
  Rift 1. The Demonweb Pits
  General Features
  The Demonweb Pits are a barren, deadly place.
   Terrain. Blasted barren landscape full of crevices and rock 
  piles.
   Weather. A steady dry wind blows across the landscape. 
  Seemingly hotter than it should be, extended exposure to the 
  winds can cause exhaustion.
   Light. A red sun in the distance lights the land in a dim red 
  light.
   Smells and Sounds. There are no distinct smells, and the 
  only sounds are those of the wind.
  A blasted landscape stretches out before the party 
  in every direction. Cracks form into massive crev-
  ices and piles of rocks create amorphous shadows 
  in the dim red light. A hot, dry wind with a metallic 
  odor whips across the landscape causing massive 
  dust devils to spring up at random intervals.
  Allow the characters to get a survey of the land. 
  A successful DC 15 Intelligence (Arcana) check 
  reveals this to be the Demonweb Pits, supposed 
  home of Lolth herself. Succeeding at a DC 14 
  Wisdom (Survival) check reveals a worn path head-
  ing toward a wide crevice, to the right of the rift. 
  The path has footprints leading to the crevice and 
  they look recent—within the last two or three days.
  If a character wishes to investigate the timing 
  of the dust devils they may, but it is fairly random 
  and hard to predict. A successful DC 22 Wisdom 
  (Nature) check allows the character to warn the 
  party when a dust devil will appear, granting them 
  advantage on any dust devil traps that spring up.
  If the players decide to go to the fissure, halfway 
  there they are hit by a sudden sandstorm and a 
  massive dust devil erupts around them.
  Dust Devil
  Simple trap (level 11–16, dangerous threat)
  The wind picks up causing the gem-like sand on the 
  ground to erupt in a 150 foot tall spinning column, 
  slashing all inside.
  Trigger. Walking to the crevice and every 5 
  minutes they spend (real time) deciding how they 
  will descend to the bottom of the crevice.
  Effect. The party must make a DC 18 Dexterity 
  saving throw, taking 36 (8d8) slashing damage on a 
  failed save, or half as much on a successful one. If a 
  character fails the save by 5 or more, they also gain 
  a level of exhaustion.
  Countermeasures. A successful DC 22 Wisdom 
  (Nature) check allows the party to gain advantage 
  on the saving throw for this trap.
  The crevice is 50 feet wide and 200 feet deep, with 
  no way down. At the bottom of the ravine and nes-
  tled at the edge of the crevice, is a stone structure 
  that looks like a carved spider. The legs of the spider 
  are carved into arches that lead into the building. 
  Within the structure there is a faint, flickering glow 
  causing shadows to move along the ground around 
  the structure.
  Allow the party to devise a plan to get down to 
  the bottom of the crevice, but every 5 minutes (real 
  time) they spend discussing their options, another 
  dust devil trap will occur.
  Within the building, the party can hear voices, 
  though they are unable to understand them unless 
  they can speak Deep Speech. Those who under-
  stand, hear a voice say, “Perhaps the rods must be 
  laid across the altar. I am not sure what these letters 
  mean though!”
  An invisible barlgura stands guard outside the 
  building and a marilith and 2 nalfeshnees stand 
  over an altar in the building. As soon as the party 
  gets within 30 feet of the structure, the barlgura 
  warns the other demons and you may roll initiative.
  The demons in this encounter are really kaorti 
  shapechangers—when they are slain, they turn 
  into puddles of black ichor. As an action, any 
  shapechanger may absorb a puddle to heal up to 
  50% of their maximum hit points, if they are below 
  50%. The puddles can be destroyed if they are dealt 
  any damage from a spell or attack.
  
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  CCC-TRI-21 The Rifts of Madness
  7
  Setting up the Encounter
  Very Weak
  • Glabrezu (2): AC 17, 157 hp, Init +2
  • Marilith: AC 18/23, 189 hp, Init +5
  • Barlgura: AC 15, 68 hp, Init+2
  Weak
  • Glabrezu: AC 17, 157 hp, Init +2
  • Marilith: AC 18/23, 189 hp, Init +5
  • Barlgura: AC 15, 68 hp, Init +2
  • Nalfeshnee: AC 18, 184 hp, Init +0
  Average
  • Marilith: AC 18/23, 189 hp, Init +5
  • Barlgura: AC 15, 68 hp, Init +2
  • Nalfeshnee (2): AC 18, 184 hp, Init +0
  Strong
  • Marilith: AC 18/23, 189 hp, Init +5
  • Barlgura : AC 15, 68 hp, Init +2
  • Nalfeshnee (3): AC 18, 184 hp, Init +0
  Very Strong
  • Marilith (2): AC 18/23, 189 hp, Init +5
  • Barlgura : AC 15, 68 hp, Init +2
  • Nalfeshnee (2): AC 18, 184 hp, Init +0
  Once the enemies are defeated, the party may wish 
  to investigate the structure—though it should be 
  made apparent that they don’t have a lot of time 
  before the rift closes. Luckily, the rift is fairly close 
  to the chasm they are in and if they get out of the 
  chasm, they will make it there in less than 30 
  seconds.
  The altar in the room is carved into the shape of a 
  young steeder. Upon its abdomen is a table that has 
  fourteen letters chiseled into it and three large rods 
  in a slot on the side—see Player Handout 1. The 
  letters that are chiseled in are: “L O L T H I S N O 
  W H E R E”
  In between each letter, there are slots for the rods 
  to be laid in lengthwise. If the characters place them 
  to show that LOLTH IS NOW HERE, a chamber 
  opens up beneath the spider and inside, the char-
  acters find a potion of superior healing, and a spell 
  scroll of mass healing word.
  However, if they set it to show LOLTH IS NO 
  WHERE, the characters feel the entire chasm 
  rumble, causing rocks and boulders to fall as the 
  ravine walls start to crumble. The characters are 
  fairly safe inside the building, though boulders trap 
  them inside.
  At this point, roll initiative. The party has 10 
  rounds to get back to the rift before it closes.
  Characters need to complete 10 successful 
  DC 18 Strength (Athletics) checks to move the 
  boulders. The boulders can be attacked by spells or 
  weapons (damage threshold 25, immune to slashing 
  damage). Any attack that exceeds the damage 
  threshold of the boulders counts as a successful 
  Strength check.
  On round 2, at initiative 20, a goristro bursts 
  out of the back wall of the chamber, making a gore 
  attack against the closest target. The party may 
  choose to run away from the goristro if they wish. 
  Characters should recognize that this greater 
  demon could take a long time to defeat, and they 
  only have 9 more rounds to get to the rift.
  The goristro will pursue any characters running 
  through the ravine or climbing the rubble.
  When the party makes an escape route out by 
  destroying or moving the rocks, it is possible to 
  scale the wall of the crevice which is now a bunch 
  of boulders. Climbing the 200-foot cliff requires 4 
  successful DC 16 Strength (Athletic) checks. The 
  goristro may not make charge attacks while on the 
  boulder fall.
  If the party chooses to ignore the spider altar, they 
  make it out of the rift with minutes to spare.
  Treasure
  Successfully solving the puzzle reveals a chamber 
  with a potion of superior healing and a spell scroll 
  of mass healing word.
  Rift 2. City of Brass 
   (Order of the Gauntlet and Harper Assignments)
  General Features
  The City of Brass floats in the chaos of the Elemental Plane of 
  Fire. The Red Pillar Halls overlook a massive forge manned 
  by azers and fire giants.
   Terrain. Worked basalt stones that have been polished to a 
  shine.
   Weather. It is extremely hot in the City of Brass causing 
  characters to sweat more than normal.
   Light. Bright light emanates throughout the city.
   Smells and Sounds. The smell of metal and sweat are 
  strong in this part of the city.
  The party climbs up to the small ledge indicated by 
  First Lord Yestral, and step through the rift. Richly 
  colored tapestries hang around the walls, and black 
  basalt floors lead to a massive set of golden doors, 
  easily twenty feet tall. In the middle of the room is 
  an ornately carved table made out of a purple wood. 
  A golden hand bell rests upon its surface. Open 
  windows look out over a massive forge where azers 
  and fire giants work relentlessly. A massive brass 
  colored dome arches over and completely envelopes 
  the city.
  A successful DC 17 Intelligence (Arcana) check 
  reveals that the party is in the City of Brass—an 
  efreeti city that floats on the Elemental Plane of 
  Fire.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-21 The Rifts of Madness
  8
  The doors in front of the party weigh too much 
  for them to open easily and appear to be sized for 
  a giant to walk through. If the party decides to pick 
  up the bell and jingle it, loud clunking noises come 
  from the doors and eventually one of them opens. 
  A small fire mephit wearing a turban and thick gold 
  chains walks into the room. He tells the party the 
  following:
  “Welcome friends of Pasha Sahhar, My name is Sinos. 
  I do hope your travel went well. I am sure my master 
  will be excited to hear of your adventures. We have had 
  so many travelers recently and the master loves to hear 
  stories of adventures!”
  If the party wishes to ask Sinos questions, they may 
  do so. Some common questions and answers are:
  • What other travelers have come through the rift?
  • The first person to come through was an azer 
  smith. The second group were more soldiers 
  with fancy feathers coming out of their heads.
  • Who is your master?
  • The master is Pasha Sahhar, the minister of 
  trade here in the City of Brass.
  • My master also oversees the forges here.
  • Have you seen any bizarre occurrences?
  • I mean, that rift thing is pretty bizarre.
  • The second group that came through asked the 
  same question.
  • Where is the second group that came through?
  • They were asked to help the master with some-
  thing and they failed, so he forced them to work 
  in the forges to pay off their debt.
  • Can we meet your master?
  • Of course! I will take you to him!
  • But only if you put your weapons in this bag.
  • Sinos opens up a bag of holding. He refuses to 
  take anyone to see his master without putting 
  their weapons (even staffs and wands) in. If a 
  party refuses to give up their weapons, Sinos 
  tells them he will let them hold onto the bag as 
  a sign of good faith.
  The Pasha’s Throne Room
  The massive room is covered in golden embossed 
  frescoes and bizarre vegetation hangs from sconces 
  dangling from the ceiling. Six fire genasi wearing full 
  plate armor guard the exits out of the room. Two 
  scantily clad human men stand over an obese efreeti, 
  fanning him with giant feathers. The efreeti sits up 
  to the best of his ability and says, “Welcome, my new 
  guests. I am Pasha Sahhar, son of Nehir, minister of 
  trade in the City of Brass. I welcome you to my humble 
  home.”
  The two men fanning the Pasha are Red Plume 
  soldiers whose eyes light up when they see the party 
  enter the room.
  Pasha Sahhar is not interested in confrontation 
  and wishes to tell stories and be entertained. He 
  knows that his standing guard will protect him but 
  will prefer for them to not have to. Pasha Sahhar 
  is an efreeti and his royal guard are 12 fire genasi 
  champions. Also, the Pasha’s throne room is under 
  the constant effect of an antimagic field which 
  emanates from the plants hanging in the sconces.
  Pasha Sahhar asks the party “So what brings you 
  here, the same thing as the last group? Looking for 
  some ‘corruption’? Some ‘shapechangers?’”
  Allow the party to ask the Pasha questions. Some 
  common questions and answers are:
  • Where are the other Red Plume soldiers?
  • They were given a chance to find the same 
  information you seek, but they failed miserably 
  and therefore are working for me until their 
  debt is paid.
  • Has anything bizarre happened recently, maybe 
  involving some black slime?
  • Hmmm, black slime eh? The last group didn’t 
  mention that. In fact, yes there has been some 
  black slime.
  • The azer smith that came through the rift said 
  he had discovered a way to make our weapons 
  and armor stronger. He infused the metal with a 
  black ooze-like substance.
  • Can you take us to the azer?
  • Yes I can, but first I must ask what would you 
  like with him?
  • Did the azer come alone?
  • He did; he was carrying a barrel of that sludge 
  and a hammer. He was excited to work for 
  us and promised to make his first batch of 
  weapons for free!
  • We need those weapons/the azer/the red plumes!
  • Very well. You want three things, I will give 
  them to you but first, you must grant me three 
  wishes. I know that is a djinni thing but it is so 
  poetic.
  If the party asks what the wishes are, he gives them 
  the first wish. Characters can attempt a DC 16 
  Wisdom (Insight) check to reveal that the Pasha is 
  truly bored and wishes no harm to befall the party.
  Wish #1—Dine with Me
  Pasha Sahhar looks at you with a huge grin on his face 
  and says, “My friends! Today I am throwing a dinner 
  show for the other Pashas! My first wish is for you to 
  dine with me! I am sure the other Pashas will have 
  much to talk about if they see a group of outsiders at 
  my table! The food is going to be delicious!”
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-21 The Rifts of Madness
  9
  If the party accepts, four fire genasi champions grab 
  the corners of Sahhar’s palanquin and escort the 
  party to the dining hall. If the party doesn’t accept, 
  the Pasha asks them to leave peacefully. If the party 
  refuses to leave and decide to attack, an army of fire 
  genasi champions, fire giants, and azers attack them 
  (see below).
  Dining with Pasha Sahhar is an extraordinary 
  experience. Dozens of families eat at long tables 
  as they laugh and tell stories. You are told that the 
  meal will be served in four courses. The first course 
  is placed in front of you. It looks like a gray sludge 
  and you are told it is a broth made from a fungus 
  that is cultivated here at the City of Brass.
  If the characters choose to not eat the food, the 
  Pasha feels slighted and disrespected, and refuses 
  to give the party a chance for a trade. He sends 
  them back through the rift unsuccessful.
  If the party tries the food, it is the most awful 
  thing they’ve ever tasted. The party members must 
  succeed on a DC 15 Constitution saving throw. If 
  they fail, they have a difficult time swallowing the 
  food. If they fail by 5 or more, they spit the food 
  back onto their plates. Characters can attempt a 
  DC 15 Dexterity (Sleight of Hand) check to either 
  move their food to someone else’s plate or to swipe 
  it onto the floor under the table. If more than half of 
  the party spit their food back out onto the table, the 
  Pasha is again insulted and sends the characters 
  home unless they do something else to gain his 
  trust.
  Refusing to Leave. The party is attacked by 10 
  fire genasi champions (add Damage Resistance 
  fire) and 4 efreeti. Two rounds after the fight begins, 
  if the party still hasn’t left, 10 more fire genasi 
  champions and 3 fire giants attack as well. Feel free 
  to keep adding more and more monsters until the 
  party leaves the rift. These combatants do not grant 
  XP.
  XP Award. For each character didn’t spit out their 
  first course, award them 500 XP.
  Wish #2—Dance For Me
  After the players have had fun roleplaying through 
  the first course, they make it to the dessert course. 
  After the desserts are delivered, read the following:
  A dozen scantily clad male and female fire genasi come 
  running to the center of the room and start an intense 
  dance. Their bodies spin and sway at a rapid pace as 
  they twirl scimitars and flaming batons. “Ahahahhaha! 
  Yes!” yells the Pasha “This is fantastic! My friends, my 
  second wish is for you to join in this dance and keep us 
  entertained!”
  The characters may first attempt a DC 15 
  Intelligence (History) check. If they succeed, they 
  understand the moves and can jump right in. If 
  they fail, they must attempt a DC 15 Dexterity 
  (Acrobatics) check or a DC 15 Wisdom (Insight) 
  check to do a decent job of mimicking the dancers. 
  If the characters fail these checks, they finally learn 
  the moves by practicing them. Keep track of how 
  many players fail to do the dance after the second 
  check. If a party member opts to not do this part of 
  the dance, it counts as a failure.
  After those checks are made, the characters are 
  given the choice of tossing flaming scimitars or 
  spinning flaming whips. The characters can choose 
  which they prefer. Either way, the characters must 
  succeed on an attack roll against an AC 12 to 
  appropriately use the weapons. If they fail, they take 
  4 (1d6) fire damage and drop the weapons. Keep 
  track of how many characters drop their weapons. If 
  a party member opts to not do this part of the dance, 
  it counts as a failure.
  The third and final part of the routine is to swal-
  low a longsword or to swallow fire. The characters 
  can choose which they’d like to do.
   If they choose to swallow a sword, they must 
  succeed on a DC 16 Strength (Athletics) check. 
  If they fail, the character takes 4 (1d6) slashing 
  damage and must succeed on a DC 16 Constitution 
  saving throw or scream out loud in pain. Keep track 
  of how many characters scream out loud.
  If they choose to swallow a fire, they must succeed 
  on a DC 16 Dexterity (Acrobatics) check. If they fail, 
  the character takes 4 (1d6) fire damage and must 
  succeed on a DC 16 Constitution saving throw or 
  scream out loud in pain. Keep track of how many 
  characters scream out loud.
  Once the dance is complete, tally up how many 
  failures the party had. If a party member opts to not 
  do this part of the dance, it counts as a failure. If the 
  total number of failures exceeds 1.5 times the party 
  size, the Pasha is unimpressed and asks the party to 
  leave.
  Refusing to Leave. The party is attacked by 10 
  fire genasi champions (add Damage Resistance 
  fire) and 4 efreeti. Two rounds after the fight begins, 
  if the party still hasn’t left, 10 more fire genasi 
  champions and 3 fire giants attack as well. Feel free 
  to keep adding more and more monsters until the 
  party leaves the rift. These combatants do not grant 
  XP.
  XP Award. For each character who succeeded at 
  the dance, award them 1,000 XP.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-21 The Rifts of Madness
  10
  Wish #3—Foil My Enemy’s Plot
  If they are successful, Pasha Sahhar asks the party 
  his third wish.
  When he is finished laughing and clapping, Pasha 
  Sahhar looks at you and says, “You are true friends! I so 
  want to give you what you request, but I have one last 
  wish to finalize the trade. See that woman over there?” 
  Sahhar points to a lavishly clothed female efreeti sitting 
  four tables down from you. “That is Darvish, I believe 
  she is trying to overthrow me. She has long wanted 
  control of the forges and to be the minister of trade. 
  She will be here for a better part of the night. I want you 
  to break into her house and find some incriminating 
  evidence.”
  Finding the way to Darvish’s house is easy. When 
  the party arrives, the massive home looks empty as 
  the lights are off and there no guards standing at the 
  front gates. There is a 20-foot black iron fence that 
  circles the house. A large gate sits on a path that 
  leads to the front door. The black iron bars are too 
  close together for characters to squeeze through, 
  but they may be able to climb over with a DC 18 
  Strength (Athletics) check. The gate is locked 
  but can be opened with a set of thieves’ tools and 
  succeeding at a DC 16 Dexterity (Thieves’ Tools) 
  ability check.
  The metal that the fence and gate are made out 
  of is extremely hot to the touch. Any character that 
  touches it or tries to unlock the gate must suffer the 
  effects of the heated fence trap.
  Heated Fence
  Simple trap (level 11–16, moderate threat)
  The fence and gate are extremely hot to the touch 
  as they are embedded in a river of lava that flows 
  underneath the house.
  Trigger. Touching the fence or gate or trying to 
  pick the gate’s lock.
  Effect. The creature touching the fence must 
  make a DC 18 Dexterity saving throw, taking 21 
  (6d6) fire damage on a failed save, or half as much 
  damage on a successful one.
  Countermeasures. Characters with a passive 
  perception of 14 or higher notice heat coming from 
  the black iron fence. Subjecting a portion of the 
  fence to a spell of 3rd level or higher that deals cold 
  damage subdues the trap for 30 seconds.
  The front door of the house is locked, as are all of 
  the windows. The windows can’t be picked as they 
  are hasped from the inside, but the front door can 
  be picked with a set of thieves’ tools and a success-
  ful DC 20 Dexterity (Thieves’ Tools) ability check.
  There is a trap just inside the front hallway, as 
  well as under each window of the house.
  Ice Block Trap
  Simple trap (level 11–16, dangerous threat)
  Ice surrounds the creature, freezing it in place and 
  causing cold damage.
  Trigger. Stepping into the front hallway of the 
  house.
  Effect. Freezing air blasts out to a distance of 30 
  feet. Each creature in the area must make a DC 
  18 Dexterity saving throw. On a failed save, the 
  creature becomes entombed in a block of ice and 
  takes 28 (8d6) cold damage. On a successful  save, 
  the creature takes half as much damage and isn’t 
  trapped in the ice. Creatures in a block of ice are 
  restrained and cannot breathe. Creatures outside 
  the blocks can chip away at the ice which has an AC 
  5, 40 hit points, and a damage threshold of 15. The 
  ice is also resistant to fire damage, and is immune 
  to cold, poison, and psychic damage.
  Countermeasures. A successful DC 20 
  Intelligence (Arcana) check reveals the presence of 
  the trap, as does a detect magic spell. The trap is 
  equivalent to a 5th level spell, and may be dispelled 
  with a successful casting of dispel magic.
  Once the party is clear of the trap, they can explore 
  the house as they see fit. The party can find a letter 
  in the study drafted to someone named Luthuen 
  Everbright with an order to kill Pasha Sahhar.
  Treasure. While searching the house, the party 
  can find two large rubies worth 1,500 gp each and a 
  spell scroll of immolation.
  The Trade
  If the party succeeds in finding the letter and pres-
  ents it to Pasha Sahhar, he is very excited.
  Pasha Sahhar thanks you for all of your help. A 
  group of eight fully-geared Red Plumes, led by First 
  Commandant Alexander Tyros, escort an azer bound in 
  shackles. They carry three crates filled with weapons. 
  Sahhar looks to you and says, “You are always welcome 
  here as friends. If you are ever looking for a job, I will 
  need some help dealing with Darvish at some point. I’d 
  love to have you back! Safe journeys, fine heroes!” He 
  waves excitedly as you head back through the rift. 
   As you cross through the rift, Drathar No’el and First 
  Lord Yestral greet you and the Red Plumes. Yestral 
  looks at the azer and asks if it is one of them. When 
  told yes, he pulls out his side knife and slices the azer’s 
  throat. The creature then collapses into a puddle of 
  black goo. 
   When told about the weapons, Drathar No’el 
  becomes excited and just before the rift fades away, 
  he places a scimitar on the ground beneath it. The rift 
  stabilizes. It would appear, this works, at least in the 
  short term!
  
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  CCC-TRI-21 The Rifts of Madness
  11
  Rift 3. The Shadowfell
  As you step through the rift, your sense of smell is 
  assaulted by the smell of burning wood. All around 
  you a forest smolders as if constantly burning. Looking 
  back over your shoulder, you see a town with a river of 
  lava running through its center. The lava disappears 
  into a wide river causing steam to rise and block out 
  that side of the city. 
   When you look back to the forest, you see shadows 
  in the smoke. A loud, resonating laughter cackles from 
  beyond the shadows.
  General Features
  The area has the following general features:
  Terrain. Packed dirt ground with leafless, smoldering trees 
  every 5–10 feet.
  Weather. Cold and damp. The sky is overcast.
  Light. The area is dim, without direct sunlight overhead.
   Smells and Sounds. The scent of smoke and ash and the 
  sound of crackling fire wood.
  Characters who succeed at a DC 17 Intelligence 
  (Arcana) check realize they are in the Shadowfell on 
  the border of a town called Evernight. A successful 
  DC 14 Wisdom (Survival) check reveals footprints 
  leading off into the forest and away from the city. 
  As they are deciding what to then, they hear the 
  following in Deep Speech, assuming they can 
  understand the language: “We can infiltrate the city 
  from the river side first. We will form a pool there 
  and replace the citizens when possible!”
  The words are intermixed between cackling 
  laughs. The voice is coming from where the party 
  sees the shadows and footprints.
  As they walk in that direction, the trees around 
  the party burst with a torrent of flames.
  Burning Trees
  Simple trap (level 11–16, moderate threat)
  Gouts of fire erupt from the smoldering trees of the 
  Burning Forest.
  Effect. Each creature must make a DC 18 
  Dexterity saving throw. On a failed save, the crea-
  ture takes 28 (8d6) fire damage and begins to burn, 
  taking 7 (2d6) fire damage at the start of each of its 
  turns. A creature can end this damage by using its 
  action to extinguish the fire.
  With the fire consuming the trees, the enemies are 
  illuminated:
  As the torrent of fire lights up the area, you see several 
  corpses shambling your way. Among the corpses there 
  are two with extremely large mouths. Behind the zom-
  bies, you see an amorphous black slime standing over 
  a skull. The slime contorts and writhes itself into the 
  shape of the skull and flies up over the undead army.
  Four greater zombies, two bodaks, and a demilich 
  attack the party.
  Setting up the Encounter
  Very Weak
  • Greater Zombie (4): AC 15, 97 hp, Init +0
  • Demilich: AC 20, 80 hp, Init +5 
  Doesn’t have legendary actions, lair traits, or lair actions
  Weak
  • Greater Zombie (4): AC 15, 97 hp, Init +0
  • Bodak: AC 15, 58 hp, Init +3
  • Demilich: AC 20, 80 hp, Init +5 
  Doesn’t have legendary actions, lair traits, or lair actions
  Average
  • Greater Zombie (4): AC 15, 97 hp, Init +0
  • Bodak (2): AC 15, 58 hp, Init +3
  • Demilich: AC 20, 80 hp, Init +5 
  Doesn’t have lair traits or lair actions
  Strong
  • Greater Zombie (4): AC 15, 97 hp, Init +0
  • Bodak (2): AC 15, 58 hp, Init +3
  • Demilich: AC 20, 80 hp, Init +5 
  Doesn’t have lair actions
  Very Strong
  • Greater Zombie (4): AC 15, 97 hp, Init +0
  • Bodak (2): AC 15, 58 hp, Init +3
  • Demilich: AC 20, 80 hp, Init +5
  Tricks of the Trade
  The demilich will use its minions to get cover, 
  hovering behind the wall of flesh and gaining +4 to 
  its AC. On its turn, the demilich will fly up, use an 
  ability, and then fly back behind cover. The bodaks 
  will attempt to target with their gaze the characters 
  who appear to have a weak constitution.
  • The undead in this encounter are really kaorti 
  shapechangers—when they are slain, they turn 
  into puddles of black ichor. As an action, any 
  shapechanger may absorb a puddle to heal up to 
  50% of their maximum hit points if they are below 
  50%. The puddles can be destroyed if they are 
  dealt any damage from a spell or an attack.
  • Once the undead are defeated, the glow of the 
  party’s stone starts to dim.
  Treasure
  On the ground where the demilich formed are a 
  diamond worth 2,000 gp, and an opal worth 1,000 
  gp.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-21 The Rifts of Madness
  12
  Rift 4. Mechanus
  You walk through the rift and step on to a floor made of 
  metal. You immediately notice that the floor is actually 
  rotating around the rift. Gazing up into the sky, you 
  notice massive gears spinning at different speeds. 
  A small grouping of metal buildings can be seen on 
  another gear in the distance. A vast void spreads 
  between the gear you are on and the village far below 
  As you pause to discuss your next move, you notice a 
  half dozen flying objects coming your way.
  General Features
  Mechanus is a plane filled with floating cogs and gears that 
  each generate their own gravitational field.
   Terrain. Metal that resonates when tread upon. Multiple 
  gears and cogs float in different directions across the expanse 
  of open space.
   Weather. Though there is no true weather here, the air is 
  fairly humid.
   Light. The area is lit with bright light though its source isn’t 
  distinguishable.
   Smells and Sounds. The grind of metal on metal and the 
  smell of burnt oil fill the air.
  Characters who succeed at a DC 14 Intelligence 
  (Arcana) check determine that this is the plane 
  known as Mechanus. A successful DC 16 Wisdom 
  (Arcana) check reveals the flying objects are 
  modrons with strange flapping wings made out of 
  gears.
  When the flying objects get within 200 feet of 
  the party, it is easy to see the modrons do not 
  have any weapons drawn. Five of the modrons are 
  monodrones and one is a tridrone who is colorfully 
  painted making him appear to be some kind of 
  leader. If the party wishes to attack the modrons, 
  they can be killed with ease. However, if attacked, 
  the modrons do not collapse into a puddle of black 
  ooze when they die. This will also make negotiating 
  with the modrons extremely difficult.
  When the modrons land, the tridrone says, “Halt! 
  I am Designate-426. If you put your implements 
  of kinetic energy transfer away, we will not be 
  mandated to remove your consciousness from your 
  organic vessels. What is the reasoning behind you 
  transversing the planar distance rapidly?”
  If the party decides to tell the tridrone the follow-
  ing things, this is how it will respond:
  • We are looking for some shapechangers.
  • You speak of viscous entities proficient at 
  redistributing their organic components to 
  other locations?
  • We know of these things.
  • Why do you wish to acquire this information 
  from us?
  • The creatures you speak of transversed the 
  planar distance at a relative time before you.
  • The morphic entities are no longer sentient, 
  though their residual viscous leftovers are 
  amazing at decreasing frictional impact within 
  the great cogs.
  • Did you kill the shapechangers?
  • Affirmative. They began applying kinetic force 
  to their items in our general direction so we 
  were forced to melt their constituent parts with 
  lightning.
  • Where are the remains of the shapechangers?
  • The substance the changers of shape left behind 
  has been collected and is being applied to the 
  machines within our city.  Our lighting contrap-
  tion has succumbed to the passing of temporal 
  energies and wasn’t producing enough radial 
  energy to maintain the proper levels of illumina-
  tion. With the transformative being’s remains, 
  the radial energy has been of appropriate levels.
  • The corpses of the shapechangers must be 
  destroyed.
  • Recycling refuse is more appropriate than 
  applying resources to disintegrate it.
  • The leftovers have an application to making 
  Modrus better.
  • Is there any way we can trade for the bodies of the 
  shapechangers?
  • Removing the organic lubricant would be an 
  extended period of temporal flow and only a few 
  modrons know the process of removal.
  • The leftovers are a means to a finish. If you can 
  help us find a new means, we will consider the 
  swap.
  • First though, you must prove yourself worthy 
  to the Leading Council of our small village 
  Modrus.
  • How do we prove ourselves?
  • You must participate in an application of intu-
  ition and knowledge to prove yourself worthy of 
  the Prime.
  With that, the modrons fly away toward the village. 
  A moment later, four modrons fly back with a 
  platform for the party to step on. They then fly the 
  party to Modrus.
  You follow the modrons into a hemispherical metal 
  structure that opens into a vast, unadorned room. 
  The sterile environment is unlike anything you’ve seen 
  before. Some modrons fall in behind your party, sweep-
  ing up any trail of dirt you leave behind. In the center of 
  the large room stands a massive metal statue, vaguely 
  humanoid and 15 feet tall; its legs are covered with red 
  flaky dust reminiscent of rust. At the top of the body is 
  a single massive eye. The eye of the statue lights up as 
  Designate-426 begins speaking to it. 
   “Council, this collective of planar transversers 
  
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  CCC-TRI-21 The Rifts of Madness
  13
  wish to trade for the organic lubricant the planar 
  invaders left behind. They claim they can repair the 
  Lucent Machine without the lubrication. What say you 
  Council?” 
   The massive head turns towards the group as its 
  body remains perfectly still, “You must first prove 
  yourself to the Hub of Elders. If you fail, you will then 
  be forced to leave.” 
   Three images are then projected onto the floor.
  Give the party Player Handouts 2, 3, and 4. On 
  them, there are several labeled gears. If you have 
  a large table, you may want to split them up into 
  groups of two and have them each work on their 
  own puzzle. Another option if you have a smaller 
  group is to have everyone work on one puzzle then 
  give them a second puzzle, followed by the third 
  puzzle.
  If a player has figured out one of the puzzles, they 
  may help on the other ones. If the party fails 2 out 
  of 3 of the puzzles, the Council tells them to leave. It 
  summons 8 maruts into the room, who escort them 
  back to the rift.
  Handout 2. “What direction would gear A have to 
  spin in order to makes gear D rotate counterclock-
  wise?” Answer: Clockwise.
  Handout 3. “What direction would gear D need 
  to spin in order to make gear B spin clockwise?” 
  Answer: Counterclockwise.
  Handout 4. “If gear A is spinning counterclock-
  wise, between which two gears could a belt be 
  added to make gear H also spin counterclockwise?” 
  Answer: C–G or D–F.
  XP Award
  If the party gets all 3 puzzles correct, award each 
  character 1,000 XP.
  If the party gets at least 2 out of 3 puzzles correct, 
  The Council tells them the following:
  “You are truly wise cogs and the Hub of Elders smiles 
  upon you. Our Lucent Machine has succumbed to the 
  passing of the years. Several of the gears barely move 
  do to a buildup of rust. The creatures we annihilated 
  turned into a slick, viscous slime that has made the 
  cogs move more easily. If you can go to our salvage 
  yard and find some cogs to reroute the machine, I will 
  allow you to take the lubricant with you when you leave. 
  Designate-426 will show you to the salvage yard.” 
   When the Council finishes speaking, its lights dim 
  to blackness. Designate-426 comes up to the group 
  and says “The Council has requested I transfer you 
  to the Salvage Yard. The distance between there and 
  hear is approximately 7268 feet. If your minds wish, 
  you can receive ocular input of the Lucent Machine to 
  accurately gauge the distances the cogs must occupy. 
  It is 3,589 feet in the opposite direction from the Scrap 
  Yard. Going to see the Lucent Machine will add 176.4 
  minutes to the journey.”
  If the party wishes to see the Lucent Machine first, 
  give them Player Handout 5 and read the following:
  A large room lies before you. Massive, gears churn 
  slowly while several smaller gears that line the walls of 
  the room spin at different speeds. In the center of the 
  room there are six large cogs that are an orange-red 
  color. The red cogs shake violently as they grind against 
  the rusty buildup. The floor beneath the cogs is made 
  up of dozens of holes that lie in a grid. The massive 
  cogs are being spun by shafts sticking into the holes. 
  Designate-426 says to you as he points to the largest 
  cog, “That is the master cog. It always rotates clockwise 
  and is connected to the Great Machine. It powers the 
  Lucent Machine.” He points to another, more silver 
  cog and says, “That is the generator cog. A kinetic 
  energy transfer must happen between the two, and the 
  generator cog must rotate counterclockwise. We cannot 
  remove the rusted cogs so you must find enough to 
  connect the master cog to the generator cog!”
  The party may wish to look around. The rusty gears 
  are beyond repair regardless of the number mend-
  ing spells they cast. Looking into the holes reveals a 
  seemingly infinite space filled with gears covered in 
  black sludge.
  The Salvage Yard
  Hundreds of piles of random metal pieces fill both 
  sides of the cog that lies perpendicular to Modrus. 
  Dozens of modrons meticulously take care of the piles 
  and transport pieces to awaiting customers. The sheer 
  size of the piles makes this task seem daunting. You 
  are greeted by a modron who has wheels made out of 
  gears instead of legs. “What is your business?” he says 
  with a scratchy voice.  
   Wheelie-002, as it introduces itself, directs you to 
  the two largest mounds of scrap. “Cogs and gears are 
  mixed together there. The helpers will carry what you 
  need here, and then we will discuss payment!”
  While helpful in moving things, the modrons aren’t 
  great at finding things. The party must search the 
  piles themselves.
  Finding the needed pieces requires a successful 
  DC 15 group Intelligence (Investigation) check by 
  the party. If a party member has a relevant way to 
  be better at searching (i.e. a familiar, an arcane eye, 
  observant feat, etc.), then that character may make 
  the check with advantage. Each check represents 
  one hour of searching. Each time the group suc-
  ceeds in a check, give them 3 gears.
   If the party went to see the Lucent Machine, they 
  know they will need around 8 or 9 gears to succeed 
  
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  CCC-TRI-21 The Rifts of Madness
  14
  and fully repair the machine, but having more 
  is always better. If the party fails 3 investigation 
  checks, the party is convinced there are no more 
  gears in the piles. They may then attempt once more 
  but feel they will gain a level of exhaustion while 
  searching.
  Once all searching is completed, characters may 
  then use one use of the Lucky feat to find 1 more 
  gear each (limit 1 per character). They may also 
  turn in inspiration to find 1 more gear each.
  Each use the fabricate spell creates one cog for 
  each time the spell is cast. Also, a Forge domain 
  cleric can spend 10,000 gp to create a cog using 
  their Channel Divinity ability
  Once the party has gathered as many cogs as 
  possible, the party brings them to Wheelie-002. 
  Allow the party to haggle back and forth with the 
  modron who introduces itself as “Wheelie-002.”
  Eventually Designate-426 will jump in and tell 
  Wheelie-002 that any cost that the party has settled 
  on will be completely covered by The Council. 
  Wheelie-002 will also offer transport of the cogs for 
  the party.
  When they get to the Lucent Machine, give the 
  party Player Handout 5 again (with the cogs cut 
  out). Give the players the number of cogs they 
  found at the scrap yard and have them complete the 
  puzzle. All the cogs have been removed save for the 
  rusted cogs and the main cog which is still spinning. 
  The black gears are the ones that are rusted. The 
  gray gears need to be connected by path of gears 
  that doesn’t touch the rusted ones. This puzzle is 
  more about how many gears they found instead of 
  precision. (No, you don’t have to cut out individual 
  teeth on the cogs!)
  Allow the party to assemble the puzzle. If they 
  have fewer than 8 cogs, the puzzle can’t be com-
  pleted and the party fails this part of the mission. 
  They are asked to leave and are not given the kaorti 
  sludge.
  XP Award
  If they solved the puzzle, award each character 
  1,000 XP, and the lubricant is removed from the 
  device and given to the party in two open-topped 
  metal barrels. Once they jump through the rift, their 
  rock starts flickering and the rift starts to close. If 
  the party has already run City of Brass, Drathar 
  No’el asks them if this is a rift worth stabilizing.
  Rift 5. Elysium
  Your stomach lurches into your throat as you step 
  through the rift. When you walk out, your eyes are 
  assaulted by brilliant golden light from above and 
  reflecting off the golden grass around you. An old man, 
  hidden by the grass at first, stands up with flowers in 
  his hands. “Oh, hello there! Please, I don’t have much 
  but take these flowers. Just don’t hurt me, okay?”
  General Features
  Elysium is filled with amber fields, radiant forests and the 
  River Oceanus.
   Terrain. Vast fields of shimmering gold grasses that seem 
  to part way as you walk through them.
   Weather. A faint northwesterly summer breeze and clear 
  skies.
   Light. The area is lit with bright light.
   Smells and Sounds. The smell of flowers and other plants. 
  Oddly, there aren’t many sounds when people stand still.
  A successful DC 16 Intelligence (Arcana) check 
  reveals this to be Elysium, a higher plane inhabited 
  by gods and angels.
  If the characters promise to not hurt the old man, 
  he will tell them the following:
  • My name is Noah Lorynth. Sorry to be so disre-
  spectful. What are your names?
  • Two days ago a small contingent of soldiers came 
  through the rift and attacked my temple.
  • The soldiers had bizarre bodies made out of 
  shifting black slime.
  • I was attending mass at the Temple of Chauntea 
  when the soldiers attacked.
  • The temple is on an island in the middle of the 
  Aurum Tear—a lake of pure holy water.
  If the characters are suspicious of this man, allow 
  them to attempt a DC 18 Wisdom (Insight) check. If 
  they succeed, they feel like he is hiding something 
  from them. If they call him out, he tells them the 
  following:
  “I was a coward. When the attack began, instead of 
  helping defend the temple, I dove into the Tear and 
  swam for my life. I’m not sure how many people 
  escaped with their lives, I’m guessing not many.”
  If the party asks where to find the temple, he will 
  tell them the following:
  • The temple is an hour’s walk from here. I can 
  show you how to get there, but I am not fighting 
  those horrible things.
  • To get to the island, one must travel the Opal 
  Arch—a long bridge that arches over the lake. It 
  is meant to represent the journey of life to death, 
  ending in Chauntea’s warm embrace.
  The shimmering surface of the Aurum Tear is a 
  beautiful sight amidst the fields surrounding it. You see 
  an arching bridge spanning the lake and coming to the 
  rest on a small island. The bridge is easily a thousand 
  feet long and about one hundred feet tall at its center 
  point. 
  
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  CCC-TRI-21 The Rifts of Madness
  15
   A faint white glow emanates from the bridge, 
  which is as beautiful to tread upon as it is to look at. 
  Smooth opalescent slabs line the 20-foot-wide walkway. 
  Benches are carved into the short walls of the structure 
  and massive finely-detailed 20-foot-tall statues line the 
  walkway. Small bronze plates fastened to the bottom of 
  the statues have people’s names etched into them.
  Along the walk, Noah is talkative and sounds like a 
  tour guide:
  • “Ah yes, the favored of Chauntea. Each statue 
  is created in the image of some of Chauntea’s 
  greatest followers. Even the common folk that 
  spend their lives in Chauntea’s service can earn a 
  place on the bridge.”
  •  “The Aurum Tear is pure holy water aligned 
  toward good creatures, and destroys evil ones.”
  • “The island is warded in such a way that no one 
  can step foot on it unless they walk on from the 
  bridge. Teleportation magic cannot get through 
  this ward.”
  As you reach the peak of the arched bridge, a massive 
  feline creature with feathered wings of rainbow colors 
  blocks the path. Noah says “Chauntea’s blessing! I 
  have heard our priest always spoke of the great Sphinx 
  Branderwath! I’ve never before seen her!” He falls to 
  his knees and starts murmuring a prayer. 
   The androsphinx bows its head to see the characters 
  and says “Yes, I am Branderwath, protector of the Opal 
  Arch, Servant of Chauntea. I was called here to protect 
  the bridge from attackers. When I arrived, five men in 
  armor were racing across the bridge. I destroyed them 
  and they turned into black slime. I am bound to this 
  spot and I am not allowed to leave unless I am called 
  to defend another temple. I will let you pass if you can 
  answer my riddle.”
  The true followers of Chauntea should know the 
  riddle used in her church. Give the characters 
  Player Handout 6, “The Farmer Riddle.”
  “A farmer wishes to cross the river Oceanus and must 
  bring his chicken, his fox, and his corn to market on the 
  other side. The farmer is poor and his boat is tiny so 
  he can only bring one of these three things across at a 
  time. The problem is, if he leaves the fox and chicken 
  together, the fox will eat the chicken. If he leaves the 
  chicken and the corn together, the chicken will eat the 
  corn. How can the farmer get all three things across 
  the river safely?”
  The answer:
  1. Take the chicken across then go back and get the 
  fox.
  2. Take the fox across and pick up the chicken then 
  go back and get the corn.
  3. Bring the corn across and then go back and get 
  the chicken.
  There are multiple ways to answer this riddle 
  though the one described here requires the least 
  amount of rowing. If the party comes up with a 
  longer, more ridiculous method, they still get the 
  correct answer, but the androsphinx mocks them a 
  little.
  Noah doesn’t help the party with riddle as he has 
  never heard it before. This might appear odd to the 
  party.
  If the party answers the riddle correctly, they 
  are allowed to pass. If the party fails to answer it 
  correctly, the androsphinx attacks them, thinking 
  they are shapechangers. If the sphinx is defeated, 
  it collapses to the ground and doesn’t change into 
  kaorti slime.
  If the party tries to go around the sphinx in any 
  way, they notice that they can’t get any closer to the 
  island. It is almost like there is an imaginary barrier 
  behind the sphinx and enveloping the island.
  Any creature of evil alignment that touches the 
  water must make a DC 20 Constitution saving 
  throw, taking 55 (10d10) radiant damage on a failed 
  save, or half as much damage on a successful one. 
  The creature must repeat the saving throw at the 
  start of each of its turns as long as it remains in 
  contact with the water.
  XP Award. If their solution to the riddle consists 
  of only five river crossings, award each character 
  1,000 XP.
  The Temple of Chauntea
  The Opal Arch descends into an open stadium-like 
  temple. Twelve tall pillars circle the temple. Rows of 
  wooden pews sit in a circle around a central parapet 
  that sits in a bowl shaped depression at the center 
  of the temple. An opal altar sits in the center of the 
  parapet. Standing over the altar is an angel with wings 
  spread. The angel lifts a golden statue that looks like 
  grain from the altar and sets an onyx statue of a bizarre 
  multi-legged creature in its place. Veins of darkness 
  seep into the altar and the parapet it rests on. The 
  angel looks at you, then attacks.
  The angel is a planentar. As it moves to attack, two 
  devas descend from above and Noah turns into a 
  couatl.
  The couatl will fly 45 feet in the air and cast bless 
  on its allies. It will then swoop in to either heal its 
  damaged allies or cast sanctuary on them to protect 
  them. The planetar will fly up and cast insect plague 
  or flame strike. It will continue to cast damaging 
  spells until it is out of them and then it will fly down 
  and attack with its greatsword. The devas will be 
  the front line melee combatants. If the planetar 
  
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  CCC-TRI-21 The Rifts of Madness
  16
  reaches half its hit points, all the devas and the 
  couatl will use their healing abilities on it.
  Setting up the Encounter
  Very Weak
  • Couatl: AC 19, 97 hp, Init +5
  • Deva (3): AC 17, 136 hp, Init +4
  Weak
  • Couatl: AC 19, 97 hp, Init +5
  • Deva: AC 17, 136 hp, Init +4
  • Planetar: AC 19, 200 hp, Init +5
  Average
  • Couatl: AC 19, 97 hp, Init +5
  • Deva (2): AC 17, 136 hp, Init +4
  • Planetar: AC 19, 200 hp, Init +5
  Strong
  • Couatl: AC 19, 97 hp, Init +5
  • Deva (3): AC 17, 136 hp, Init +4
  • Planetar: AC 19, 200 hp, Init +5
  Very Strong
  • Couatl: AC 19, 97 hp, Init +5
  • Deva (2): AC 17, 136 hp, Init +4
  • Planetar (2): AC 19, 200 hp, Init +5
  The parapet and the altar are both corrupted by Far 
  Realm energy. Any character that touches either 
  one must make a DC 18 Intelligence saving throw, 
  taking 18 (4d8) psychic damage on a failed save, 
  or half as much damage on a successful one as 
  their mind is ravaged by images of creatures with 
  tentacles and claws floating in the void of space. 
  The Far Realm energy moves up one row of pews 
  higher at initiative 20.
  The celestials in this encounter are really kaorti 
  shapechangers—when they are slain, they turn 
  into puddles of black ichor. As an action, any 
  shapechanger may absorb a puddle to heal up to 
  50% of their maximum hit points if they are below 
  50%. The puddles can be destroyed if they are dealt 
  any damage from a spell or an attack.
  Characters can remove the statue from the altar, 
  which causes the Far Realm energy to subside from 
  the altar and parapet. When a creature removes the 
  statue, they must make a DC 18 Intelligence saving 
  throw. On a failed save, the creature takes 18 (4d8) 
  psychic damage and gains 1 level of madness.
  Treasure. Inside the altar is a coffer with 200 
  platinum pieces in it. The golden rose statue is 
  an art object that can be sold to the Church of 
  Chauntea for 500 gp. If the party doesn’t bring the 
  Far Realm statue back, the rift remains open and 
  the party will have to go back and get it.
  
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  CCC-TRI-21 The Rifts of Madness
  17
  Part 2. The Quin
  Estimated Duration: 1 hour
  You step from the rift and onto a rock precipice. As 
  you scan your environment you see that the rock is 
  surrounded by a faint yellow glow. Looking beyond the 
  yellow glow, you see stars and scintillating colors. Vast 
  clouds of colored dust expand and collapse, looking 
  like writhing tentacles. Out of the corner of your eye, 
  the stars seem more eye-like and you think you see 
  them blink at you. 
   Across the stone’s surface is a chair made out of 
  stone. Sitting in the chair is an old high elf with plati-
  num hair. The elf looks exhausted as he lifts his head 
  up and looks at you. “I knew you would come. There is 
  much we must discuss. I fear that we don’t have much 
  time.”
  General Features
  The demiplane has the following general features.
  Terrain. The ground is rough stone. Surrounding the stone 
  is a vast emptiness filled with dark clouds and furiously 
  spinning vortexes.
  Weather. The air doesn’t move within the demiplane
  Light. The rock emanates fate light which illuminates the 
  area.
   Sounds. The faint sound of screaming in the back of 
  your mind and the sounds of gurgling and slurping sounds 
  become apparent when the edges of the demiplane rupture 
  and the collectives ooze down.
  A successful DC 25 Intelligence (Arcana) check 
  identifies that on the other side of the yellow glow 
  appears to be what they have heard the Far Realm 
  described as. If the result of the check meets or 
  exceeds a DC 16 or better, they identify that they are 
  inside a protective dome, similar to an augmented 
  Leomund’s tiny hut spell.
  The Wizard continues “My name is Banlan Omadithas 
  and I am the last of what your people used to call The 
  Quin. Ages ago we ventured forth through a gate that 
  sent us a vast distance beyond the known planes. What 
  we found was beyond comprehension. The Far Realm 
  served as our greatest achievement and our worst 
  failure. We had no idea the madness we would encoun-
  ter. Shortly after we arrived here, we were greeted by a 
  being who called itself Zurguth, the Feasting Vast. The 
  creature was so impossible, it corrupted our minds. 
  Many Quin succumbed quickly but some of us were 
  able to resist the insanity. We were changed into beings 
  of utter chaos who could secrete a vile resin that 
  hardened into carapace. They were called the Kaorti.” 
   “We created this space where those of us who did 
  resist could work on a way to recover the minds of 
  our friends from the corruption of this place. We were 
  successful at purging the insanity from our friends and 
  turning them back into elves, but we created something 
  much, much worse. The insanity became sentient 
  and coalesced into a slime that could mimic other 
  creatures. Several weeks ago, the shapechangers were 
  drawn to a portal just over there”. He points to a space 
  off in the distance. “Many made it through before the 
  portal collapsed. I fear what damage they will do.
  If the party wishes, let them interact with Banlan. 
  They may wish to tell him about what the 
  shapechangers have done, as well as if they partici-
  pated in the destruction of the gate in CCC-TRI-02. 
  Once the interaction has grown stale, the wizard 
  finishes by saying:
  “The first shapechanger that coalesced was especially 
  toxic. It reproduced at a rapid rate. We began referring 
  to it as the Prime. I have learned the Prime has devised 
  a way to transverse the planes without the use of por-
  tals or gates. It does so with an island made out of a 
  pearl-like material. I fear it is heading to Toril to extract 
  its revenge on us. You must prepare for its arrival or all 
  of Toril will succumb to its insanity!” 
   As he finishes his statement, the elf’s face begins 
  to distort as a thick resin spews forth from his pores 
  encasing him in a resin armor. The yellow dome 
  surrounding the rock starts to flicker and two blobs 
  of kaorti ooze rain down from the outside of the 
  dome through a weak spot and landing into a pile on 
  the ground. The ooze piles rise up, each revealing a 
  quivering mass of multiple faces, arms, and legs.
  Banlan Omadithas is a kaorti death knight and the 
  piles of sludge are two shapechanger collectives 
  (yuan-ti anathemas).
  Setting up the Encounter
  Very Weak
  • Banlan Omadithas: AC 20, 180 hp, Init +0 
  Doesn’t have legendary or lair actions.
  • Shapechanger Collective: AC 16 , 189 hp, Init +1
  Weak
  • Banlan Omadithas: AC 20, 180 hp, Init +0 
  Doesn’t have lair actions.
  • Shapechanger Collective: AC 16 , 189 hp, Init +1
  Average
  • Banlan Omadithas: AC 20, 200 hp, Init +0
  • Shapechanger Collective (2): AC 16 , 189 hp, Init +1
  Strong
  • Banlan Omadithas: AC 20, 220 hp, Init +0
  • Shapechanger Collective (2): AC 16 , 225 hp, Init +1
  Very Strong
  • Banlan Omadithas: AC 20, 245 hp, Init +0
  • Shapechanger Collective (3): AC 16 , 225 hp, Init +1
  
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  CCC-TRI-21 The Rifts of Madness
  18
  Tricks of the Trade
  The shapechanger collectives appear with haste 
  already cast on themselves. They will then create a 
  wall in front of Banlan and try to use their Constrict 
  attacks to keep melee characters from getting to 
  Banlan. Banlan will use his spells at first and then 
  use his Madness Orb attack if enemies get too 
  close to him. There is no saving Banlan from the 
  corruption and he will fight until death.
  When the shapechanger collectives are slain, 
  they turn into puddles of black ichor. As an action, 
  the other shapechanger collective(s) may absorb 
  a puddle to heal up to 50% of their maximum hit 
  points if they are below 50%. The puddles can be 
  destroyed if they are dealt any damage from a spell 
  or an attack.
  When all the creatures are destroyed, the rift 
  rock starts flashing. The party can retrieve Banlan’s 
  armor and find a giant diamond on a bookshelf on 
  the back side of the stone chair.
  Treasure
  Banlan is wearing kaorti resin armor (scale armor 
  of psychic resistance). There is a bookshelf behind 
  the stone chair, containing a diamond worth 2,000 
  gp.
  Conclusion
  When the characters return, the final rift closes 
  regardless of whether the characters try to stabilize 
  it. In fact, any remaining rifts also close unless they 
  are stabilized.
  When they tell First Lord Yestral about what 
  they’ve learned, he looks at them and says, “Well, 
  first we have a city to rebuild. When we do, Yûlash 
  will stand again as a beacon of hope to cities of the 
  Moonsea. Then, I am sure, we will have plenty of 
  help when the Shapechanger Prime arrives!”
  
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  CCC-TRI-21 The Rifts of Madness
  19
  Rewards
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session.
  Experience
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character.
  Combat Awards
  Name of Foe 
   
   
  XP Per Foe
  Glabrezu 
   
   
  5,000
  Marilith  
   
   
  15,000
  Barlgura  
   
   
  1,800
  Nalfeshnee 
   
   
  10,000
  Goristro  
   
   
  18,000
  Efreeti  
   
   
  7,200
  Champion 
   
   
  5,000
  Fire Giant 
   
   
  5,000
  Greater Zombie  
   
  1,800
  Bodak  
   
   
  2,300
  Demilich 
   
   
  20,000
  Marut 
   
   
   
  75,000
  Planetar  
   
   
  15,000
  Androsphinx 
   
   
  18,000
  Couatl  
   
   
  1,100
  Deva 
   
   
   
  5,900
  Death Knight 
   
   
  18,000
  Yuan-Ti Anathema 
   
  8,400
  Non-Combat Awards
  Task or Accomplishment  
  XP Per Character
  Not regurgitating your meal 
  500
  Dance routine 
   
   
  1,000
  Gear puzzle 
   
   
  1,000
  Lucent Machine  
   
  1,000
  Riddle of the Sphinx 
   
  1,000
  The minimum total award for each character 
  participating in this adventure is 14,000 experience 
  points.
  The maximum total award for each character 
  participating in this adventure is 16,000 experience 
  points.
  Treasure
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided 
  as evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.
  Treasure Awards
  Item Name 
   
   
  GP Value
  First Lord Yestral’s Payment 
  1,000 each
  Two Rubies 
   
   
  3,000
  Opal 
   
   
   
  1,000
  Platinum Pieces  
   
  2,000
  Rose Statue 
   
   
  500
  Two Diamonds  
   
  4,000
  Consumable magic items should be divided up 
  however the group sees fit. If more than one char-
  acter is interested in a specific consumable magic 
  item, the DM can determine who gets it randomly 
  should the group be unable to decide.
  Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide.
  Armor of Resistance (Scale, Psychic)
  Armor (scale), rare (requires attunement)
  This item can be found in Player Handout 6.
  Potion of Superior Healing
  Potion, rare
  This item can be found in the Dungeon Master’s 
  Guide.
  Spell Scroll of Plane Shift
  Scroll, very rare
  Spell Scroll of Mass Healing Word
  Scroll, uncommon
  Spell Scroll of Immolation
  Scroll, rare
  Renown
  Each character receives one renown at the conclu-
  sion of this adventure.
  Members of Order of the Gauntlet that success-
  fully saved the Red Plumes from the City of Brass 
  earn one additional renown point.
  Members of Harpers that successfully removed 
  the kaorti shapechanger infused weapons from the 
  City of Brass earn one additional renown point.
  DM Reward
  In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG).
  
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  CCC-TRI-21 The Rifts of Madness
  20
  Appendix. Dramatis Personae
  The following NPCs are featured prominently in 
  this adventure:
  Vuhm Yestral (Vyoom Yes-tral). The Firs Lord of 
  Hillsfar has taken great interest in helping to rebuild 
  Yûlash. With his Red Plume soldiers, he has been 
  intent on removing all evil threats from the area 
  surround the town.
  Commandant Alexander Tyros (AL-ex-an-der 
  TEE-rose). Former member of the Black Fists, Alex 
  found some renown in Phlan, helping rid the city of 
  the Maimed Virulence. He despised the corruption 
  within the Black Fists and sailed across the sea 
  to Hillsfar where he quickly advanced through the 
  ranks of The Red Plumes, aiding them with their 
  assault on Maerimydra.
  Sinos (SY-nose). Sinos has lived a life of luxury 
  since he became the page of Pasha Sahhar. Sinos is 
  fairly sheltered and loves hearing stories of heroism.
  Sahhar (Sah-HAAR). One of the Pashas of the 
  City of Brass, Sahhar is in charge of trade and 
  the forges for the city. This position has made the 
  Sahhar extremely rich which he loves to flaunt. 
  Sahhar loves to be entertained and treats all guests 
  with respect as long as they do the same to him.
  Banlan Omadithas (BAN-lan OMA-di-thaz). 
  Banlan was one of the original high elves known as 
  the Quin. The Quin were the first group known to 
  mankind to travel to the Far Realm. Here, the Quin’s 
  minds became corrupted and they turned into the 
  evil Kaorti. Some of the Quin who didn’t change at 
  first found a way to remove the kaorti corruption 
  but in so doing, created the kaorti shapechangers. 
  Banlan is the last of the Quin to resist the pull of the 
  Far Realm corruption and he is weakening.
  
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  CCC-TRI-21 The Rifts of Madness
  21
  Appendix. Temporary Madness Table
  d100
  Effect
  01–20
  The character retreats into his or her mind and becomes paralyzed. The effect ends if the 
  character takes any damage, or at the end of its next turn.
  21–30
  The character becomes incapacitated and spends until the end of its next turn screaming, 
  laughing, or weeping.
  31–40
  The character becomes frightened until the end of its next turn and must use its action and 
  movement each to flee from the source of the fear.
  41–50
  The character begins babbling and is incapable of normal speech or spellcasting until the end 
  of its next turn.
  51–60
  The character must use its next action to attack the nearest creature.
  61–70
  The character experiences vivid hallucinations and has disadvantage on ability checks until the 
  end of its next turn.
  71–75
  The character does whatever anyone tells it to do that isn’t obviously self-destructive until the 
  end of its next turn.
  76–80
  The character experiences an overpowering urge to eat slime. They must spend their next turn 
  moving toward the shapechanger collectives and attempt to bite them with an unarmed attack. 
  If the collectives are dead, they must use their turn eating the kaorti slime on the ground.
  81–90
  The character is stunned until the end of their next turn.
  91–100
  The character falls unconscious and prone. Another character can use an action to remove the 
  unconscious condition from the character.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-21 The Rifts of Madness
  22
  Appendix. Monster/NPC Statistics
  Androsphinx
  Large monstrosity, lawful neutral
  Armor Class 17 (natural armor)
  Hit Points 199 (19d10 + 95)
  Speed 40 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22 (+6) 
  10 (+0) 
  20 (+5) 
  16 (+3) 
  18 (+4) 
  23 (+6)
  Saving Throws Dex +6, Con +11, Int +9, Wis +10
  Skills Arcana +9, Perception +10, Religion +15
  Damage Immunities psychic; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Condition Immunities charmed, frightened
  Senses truesight 120 ft., passive Perception 20
  Languages Common, Sphinx
  Challenge 17 (18,000 XP)
  Inscrutable. The sphinx is immune to any effect that 
  would sense its emotions or read its thoughts, as well 
  as any divination spell that it refuses. Wisdom (Insight) 
  checks made to ascertain the sphinx’s intentions or 
  sincerity have disadvantage.
  Magic Weapons. The sphinx’s weapon attacks are 
  magical.
  Spellcasting. The sphinx is a 12th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 18, 
  +10 to hit with spell attacks). It requires no material 
  components to cast its spells. The sphinx has the 
  following cleric spells prepared:
  Cantrips (at will): sacred flame, spare the dying, 
  thaumaturgy
  1st level (4 slots): command, detect evil and good, detect 
  magic
  2nd level (3 slots): lesser restoration, zone of truth
  3rd level (3 slots): dispel magic, tongues
  4th level (3 slots): banishment, freedom of movement
  5th level (2 slots): flame strike, greater restoration
  6th level (1 slot): heroes’ feast
  Actions
  Multiattack. The sphinx makes two claw attacks.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one 
  target. Hit: 17 (2d10 + 6) slashing damage.
  Roar (3/Day). The sphinx emits a magical roar. Each 
  time it roars before finishing a long rest, the roar is 
  louder and the effect is different, as detailed below. 
  Each creature within 500 feet of the sphinx and able to 
  hear the roar must make a saving throw.
  First Roar. Each creature that fails a DC 18 Wisdom 
  saving throw is frightened for 1 minute. A frightened 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success.
  Second Roar. Each creature that fails a DC 18 Wisdom 
  saving throw is deafened and frightened for 1 
  minute. A frightened creature is paralyzed and can 
  repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success.
  Third Roar. Each creature makes a DC 18 Constitution 
  saving throw. On a failed save, a creature takes 44 
  (8d10) thunder damage and is knocked prone. On 
  a successful save, the creature takes half as much 
  damage and isn’t knocked prone.
  Legendary Actions
  The sphinx can take 3 legendary actions, choosing from 
  the options below. One one legendary action option 
  can be used at a time, and only at the end of another 
  creature’s turn. The sphinx regains spent legendary 
  action at the start of its turn.
  Claw Attack. The sphinx makes one claw attack.
  Teleport (Costs 2 Actions). The sphinx magically 
  teleports, along with an equipment it is wearing or 
  carrying, up to 120 feet to an unoccupied space it can 
  see.
  Cast a Spell (Costs 3 Actions). The sphinx casts a spell 
  from its list of prepared spells, using a spell slot as 
  normal.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-21 The Rifts of Madness
  23
  Barlgura
  Large fiend (demon), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 68 (8d10 + 24)
  Speed 30 ft., climb 30 ft.
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  7 (−2) 
  14 (+2) 
  9 (−1)
  Saving Throws Dex +5, Con +6
  Skills Perception +5, Stealth +5
  Damage Resistances cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 15
  Languages Abyssal, telepathy 120 ft.
  Challenge 5 (1,800 XP)
  Innate Spellcasting. The barlgura’s spellcasting ability 
  is Wisdom (spell save DC 13). The barlgura can 
  innately cast the following spells, requiring no material 
  components:
  1/day each: entangle, phantasmal force
  2/day each: disguise self, invisibility (self only)
  Reckless. At the start of its turn, the barlgura can 
  gain advantage on all melee weapon attack rolls it 
  makes during that turn, but attack rolls against it have 
  advantage until the start of its next turn.
  Running Leap. The barlgura’s long jump is up to 40 
  feet and its high jump is up to 20 feet when it has a 
  running start.
  Actions
  Multiattack. The barlgura makes three attacks: one 
  with its bite and two with its fists.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage.
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) bludgeoning damage.
  Bodak
  Medium undead, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   15 (+2) 
  16 (+3) 
  15 (+2) 
  7 (−2) 
  12 (+1) 
  12 (+1)
  Skills Perception +4, Stealth +6
  Damage Resistances cold, fire, necrotic; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities lightning, poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 120 ft., passive Perception 14
  Languages Abyssal, the languages it knew in life
  Challenge 6 (2,300 XP)
  Aura of Annihilation. The bodak can activate or 
  deactivate this feature as a bonus action. While active, 
  the aura deals 5 necrotic damage to any creature that 
  ends its turn within 30 feet of the bodak. Undead and 
  fiends ignore this effect.
  Death Gaze. When a creature that can see the bodak’s 
  eyes starts its turn within 30 feet of the bodak, the 
  bodak can force it to make a DC 13 Constitution saving 
  throw if the bodak isn’t incapacitated and can see the 
  creature. If the saving throw fails by 5 or more, the 
  creature is reduced to 0 hit points, unless it is immune 
  to the frightened condition. Otherwise, a creature takes 
  16 (3d10) psychic damage on a failed save. 
   Unless surprised, a creature can avert its eyes to 
  avoid the saving throw at the start of its turn. If the 
  creature does so, it has disadvantage on attack rolls 
  against the bodak until the start of the its next turn. 
  If the creature looks at the bodak in the meantime, it 
  must immediately make the saving throw.
  Sunlight Hypersensitivity. The bodak takes 5 radiant 
  damage when it starts its turn in sunlight. While in 
  sunlight, it has disadvantage on attack rolls and ability 
  checks.
  Actions
  Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 
  (2d8) necrotic damage.
  Withering Gaze. One creature that the bodak can see 
  within 60 feet of it must make a DC 13 Constitution 
  saving throw, taking 22 (4d10) necrotic damage on a 
  failed save, or half as much damage on a successful 
  one.
  Source: Volo’s Guide to Monsters
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-21 The Rifts of Madness
  24
  Champion
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate) 
  Hit Points 143 (22d8 + 44) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5)  
  15 (+2)  
  14 (+2)  
  10 (+0)  14 (+2)  
  12 (+1) 
  Saving Throws Str +9, Con +6
  Skills Athletics +9, Intimidation +5, Perception +6, 
  Senses passive Perception 16
  Languages any one language (usually Common)
  Challenge 9 (5,000 XP) 
  Indomitable (2/Day). The champion rerolls a failed 
  saving throw.
  Second Wind (Recharges after a Short or Long Rest). As 
  a bonus action, the champion can regain 20 hit points.
  Actions
  Multiattack. The champion makes three attacks with 
  its greatsword or its light crossbow.
  Greatsword. Melee weapon attack: +9 to hit, reach 5 
  ft. one target. Hit: 12 (2d6 + 5) slashing damage, or 
  19 (4d6 + 5) slashing damage while enlarged plus 7 
  (2d6) slashing damage or 14 (4d6) slashing damage if 
  the champion has more than half of its total hit points 
  remaining.
  Light Crossbow. Ranged weapon attack: +6 to hit, range 
  80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage 
  plus 7 (2d6) piercing damage if the champion has 
  more than half of its total hit points remaining.
  Source: Volo’s Guide to Monsters
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-21 The Rifts of Madness
  25
  Couatl
  Medium celestial, lawful good
  Armor Class 19 (natural armor)
  Hit Points 97 (13d8 + 39)
  Speed 30 ft., fly 90 ft.
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   16 (+3) 
  20 (+5) 
  17 (+3) 
  18 (+4) 
  20 (+5) 
  18 (+4)
  Saving Throws Con +5, Wis +7, Cha +6
  Damage Resistances radiant
  Damage Immunities psychic; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Senses truesight 120 ft., passive Perception 15
  Languages all, telepathy 120 ft.
  Challenge 4 (1,100 XP)
  Innate Spellcasting. The couatl’s spellcasting ability is 
  Charisma (spell save DC 14). It can innately cast the 
  following spells, requiring only verbal components:
  At will: detect evil and good, detect magic, detect thoughts
  3/day each: bless, create food and water, cure wounds, 
  lesser restoration, protection from poison, sanctuary, 
  shield
  1/day each: dream, greater restoration, scrying
  Magic Weapons. The couatl’s weapon attacks are 
  magical.
  Shielded Mind. The couatl is immune to scrying and 
  to any effect that would sense its emotions, read its 
  thoughts, or detect its location.
  Actions
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6 + 5) piercing damage and the target 
  must succeed on a DC 13 Constitution saving throw 
  or be poisoned for 24 hours. Until this poison ends, 
  the target is unconscious. Another creature can use an 
  action to shake the target awake.
  Constrict. Melee Weapon Attack: +6 to hit, reach 10 
  ft., one Medium or smaller creature. Hit: 10 (2d6 + 
  3) bludgeoning damage, and the target is grappled 
  (escape DC 15). Until this grapple ends, the target 
  is restrained, and the couatl can’t constrict another 
  target.
  Change Shape. The couatl magically polymorphs into 
  a humanoid or beast that has a challenge rating equal 
  to or less than its own, or back into its true form. It 
  reverts to its true form if it dies. Any equipment it is 
  wearing or carrying is absorbed or borne by the new 
  form (the couatl’s choice). 
   In a new form, the couatl retains its game statistics 
  and ability to speak, but its AC, movement modes, 
  Strength, Dexterity, and other actions are replaced by 
  those of the new form, and gains any statistics and 
  capabilities (except class features, legendary actions, 
  and lair actions) that the new form has but that it lacks. 
  If the new form has a bite attack, the couatl can use its 
  bite in that form.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-21 The Rifts of Madness
  26
  Demilich
  Tiny undead, neutral evil
  Armor Class 20 (natural armor)
  Hit Points 80 (20d4)
  Speed 0 ft., fly 30 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (−5) 
  20 (+5) 
  10 (+0) 
  20 (+5) 
  17 (+3) 
  20 (+5)
  Saving Throws Con +6, Int +11, Wis +9, Cha +11
  Damage Resistances bludgeoning, piercing, and 
  slashing from magic weapons
  Damage Immunities necrotic, poison, psychic; 
  bludgeoning, piercing, and slashing from 
  nonmagical weapons
  Condition Immunities charmed, deafened, exhaustion, 
  frightened, paralyzed, petrified, poisoned, prone, 
  stunned
  Senses truesight 120 ft., passive Perception 13
  Languages —
  Challenge 18 (20,000 XP)
  Avoidance. If the demilich is subject to an effect that 
  allows it to make a saving throw to take only half 
  damage, it instead takes no damage if it succeeds on 
  the saving throw, and only half damage if it fails.
  Legendary Resistance (3/Day). If the demilich fails a 
  saving throw, it can choose to succeed instead.
  Turn Immunity. The demilich is immune to effects that 
  turn undead.
  Actions
  Howl (Recharge 5–6). The demilich emits a 
  bloodcurdling howl. Each creature within 30 feet of the 
  demilich that can hear the howl must succeed on a DC 
  15 Constitution saving throw or drop to 0 hit points. 
  On a successful save, the creature is frightened until 
  the end of its next turn.
  Life Drain. The demilich targets up to three creatures 
  that it can see within 10 feet of it. Each creature must 
  succeed on a DC 19 Constitution saving throw or take 
  21 (6d6) necrotic damage, and the demilich regains hit 
  points equal to the total damage dealt to all targets.
  Legendary Actions
  The demilich can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The demilich regains all spent 
  legendary actions at the start of its turn.
  Flight. The demilich flies up to half of its flying speed.
  Cloud of Dust. The demilich magically swirls its dusty 
  remains. Each creature within 10 feet of the demilich, 
  including around a corner, must succeed on a DC 15 
  Constitution saving throw or be blinded until the end 
  of the demilich’s next turn. A creature that succeeds 
  on the saving throw is immune to this effect until the 
  end of the demilich’s next turn.
  Energy Drain (Costs 2 Actions). Each creature within 30 
  feet of the demilich must make a DC 15 Constitution 
  saving throw. On a failed save, the creature’s hit 
  point maximum is magically reduced by 10 (3d6). If 
  a creature’s hit point maximum is reduced to 0 by 
  this effect, the creature dies. A creature’s hit point 
  maximum can be restored with the greater restoration 
  spell or similar magic.
  Vile Curse (Costs 3 Actions). The demilich targets one 
  creature it can see within 30 feet of it. The target 
  must succeed on a DC 15 Wisdom saving throw or 
  be magically cursed. Until the curse ends, the target 
  has disadvantage on attack rolls and saving throws. 
  The target can repeat the saving throw at the end of 
  each of its turns, ending the curse on a success.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-21 The Rifts of Madness
  27
  Death Knight
  Medium undead, chaotic evil
  Armor Class 20 (plate, shield)
  Hit Points 180 (19d8 + 95)
  Speed 30 ft.
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   20 (+5) 
  11 (+0) 
  20 (+5) 
  12 (+1) 
  16 (+3) 
  18 (+4)
  Saving Throws Dexterity +6, Wisdom +9, Charisma +10
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened, poisoned
  Senses darkvision 120 ft., passive Perception 13
  Languages Abyssal, Common
  Challenge 17 (18,000 XP)
  Magic Resistance. The death knight has advantage on 
  saving throws against spells and other magical effects.
  Marshal Undead. Unless the death knight is 
  incapacitated, it and undead creatures of its choice 
  within 60 feet of it have advantage on saving throws 
  against features that turn undead.
  Spellcasting. The death knight is a 19th-level 
  spellcaster. Its spellcasting ability is Charisma (spell 
  save DC 18, +10 to hit with spell attacks). It has the 
  following paladin spells prepared:
  1st level (4 slots): command, compelled duel, 
  searing smite
  2nd level (3 slots): hold person, magic weapon
  3rd level (3 slots): dispel magic, elemental weapon
  4th level (3 slots): banishment, staggering smite
  5th level (2 slots): destructive wave (necrotic)
  Actions
  Multiattack. The death knight makes three longsword 
  attacks.
  Longsword. Melee Weapon Attack: +11 to hit, reach 5 
  ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 
  (1d10 + 5) slashing damage if used with two hands, 
  plus 18 (4d8) necrotic damage.
  Hellfire Orb (1/Day). The death knight hurls a magical 
  ball of fire that explodes at a point it can see within 
  120 feet of it. Each creature in a 20-foot radius sphere 
  centered on that point must make a DC 18 Dexterity 
  saving throw. The sphere spreads around corners. A 
  creature takes 35 (10d6) fire damage and 35 (10d6) 
  necrotic damage on a failed save, or half as much on a 
  successful one.
  Reactions
  Parry. The death knight adds 6 to its AC against one 
  melee attack that would hit it. To do so, the death 
  knight must see the attacker and be wielding a weapon.
  Deva
  Medium celestial, lawful good
  Armor Class 17 (Natural Armor)
  Hit Points 136 (16d8 + 64)
  Speed 30 ft. (fly 90 ft.)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  18 (+4) 
  18 (+4) 
  17 (+3) 
  20 (+5) 
  20 (+5)
  Saving Throws Wis +9, Cha +9
  Skills Insight +9, Perception +9
  Damage Resistances radiant; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened
  Senses darkvision 120 ft., passive Perception 19 
  Languages all, telepathy 120 ft.
  Challenge 10 (5,900 XP)
  Angelic Weapons. The deva’s weapon attacks are 
  magical. When the deva hits with any weapon, the 
  weapon deals an extra 4d8 radiant damage (included in 
  the attack).
  Innate Spellcasting. The deva’s spellcasting ability 
  is Charisma (spell save DC 17, +9 to hit with spell 
  attacks). The deva can innately cast the following 
  spells, requiring only verbal components:
  At will: detect evil and good
  1/day each: commune, raise dead
  Magic Resistance. The deva has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Multiattack. The deva makes two melee attacks.
  Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 
  (4d8) radiant damage.
  Healing Touch (3/Day): The deva touches another 
  creature. The target magically regains 20 (4d8 + 2) hit 
  points and is freed from any curse, disease, poison, 
  blindness, or deafness.
  Change Shape. The deva magically polymorphs into a 
  humanoid or beast that has a challenge rating equal 
  to or less than its own, or back into its true form. It 
  reverts to its true form if it dies. Any equipment it is 
  wearing or carrying is absorbed or borne by the new 
  form (the deva’s choice). 
   In a new form, the deva retains its game statistics 
  and ability to speak, but its AC, movement modes, 
  Strength, Dexterity, and special senses are replaced by 
  those of the new form, and it gains any statistics and 
  capabilities (except class features, legendary actions, 
  and lair actions) that the new form has but that it lacks.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-21 The Rifts of Madness
  28
  Efreeti
  Large elemental, lawful evil
  Armor Class 17 (natural armor)
  Hit Points 200 (16d10 + 112)
  Speed 40 ft., fly 60 ft.
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   22 (+6) 
  12 (+1) 
  24 (+7) 
  16 (+3) 
  15 (+2) 
  16 (+3)
  Saving Throws Int +7, Wis +6, Cha +7
  Damage Immunities fire
  Senses darkvision 120 ft., passive Perception 12
  Languages Ignan
  Challenge 11 (7,200 XP)
  Elemental Demise. If the efreeti dies, its body 
  disintegrates in a flash of fire and puff of smoke, 
  leaving behind only equipment the efreeti was wearing 
  or carrying.
  Innate Spellcasting. The efreeti’s innate spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with 
  spell attacks). It can innately cast the following spells, 
  requiring no material components:
  At will: detect magic
  3/day: enlarge/reduce, tongues
  1/day each: conjure elemental (fire elemental only), 
  gaseous form, invisibility, major image, plane shift, wall 
  of fire
  Actions
  Multiattack. The efreeti makes two scimitar attacks or 
  uses its Hurl Flame twice.
  Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 13 (2d6 + 6) slashing damage plus 7 
  (2d6) fire damage.
  Hurl Flame. Ranged Spell Attack: +7 to hit, range 120 ft., 
  one target. Hit: 17 (5d6) fire damage.
  Fire Giant
  Huge giant, lawful evil
  Armor Class 18 (plate)
  Hit Points 162 (13d12 + 78)
  Speed 30 ft.
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   25 (+7) 
  9 (−1) 
  23 (+6) 
  10 (+0) 
  14 (+2) 
  13 (+1)
  Saving Throws Dex +3, Con +10, Cha +5
  Skills Athletics +11, Perception +6
  Damage Immunities fire
  Senses passive Perception 16
  Languages Giant
  Challenge 9 (5,000 XP)
  Actions
  Multiattack. The giant makes two greatsword attacks.
  Greatsword. Melee Weapon Attack: +11 to hit, reach 
  10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.
  Rock. Ranged Weapon Attack: +11 to hit, range 
  60/120 ft., one target. Hit: 29 (4d10 + 7) bludgeoning 
  damage.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-21 The Rifts of Madness
  29
  Glabrezu
  Large fiend, chaotic evil
  Armor Class 17 (natural armor)
  Hit Points 157 (15d10 + 75)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  14 (+2) 
  18 (+4) 
  10 (+0) 
  12 (+1) 
  10 (+0)
  Saving Throws Str +5, Con +9, Wis +7, Cha +7
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 13
  Languages Abyssal, telepathy 120 ft.
  Challenge 9 (5,000 XP)
  Innate Spellcasting. The glabrezu’s spellcasting ability 
  is Intelligence (spell save DC 16). The glabrezu can 
  innately cast the following spells, requiring no material 
  components:
  1/day each: confusion, fly, power word stun
  Magic Resistance. The glabrezu has advantage on 
  saving throws against spells and other magical effects.
  Actions
  Multiattack. The glabrezu makes four attacks: two with 
  its pincers and two with its fists. Alternatively, it makes 
  two attacks with its pincers and casts one spell.
  Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 16 (2d10 + 5) bludgeoning damage. If the 
  target is a Medium or smaller creature, it is grappled 
  (escape DC 15). The glabrezu has two pincers, each of 
  which can grapple only one target.
  Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) bludgeoning damage.
  Goristro
  Huge fiend (demon), chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 310 (23d12 + 161)
  Speed 40 ft.
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   25 (+7) 
  11 (+0) 
  25 (+7) 
  6 (−2) 
  13 (+1) 
  14 (+2)
  Saving Throws Str +13, Dex +6, Con +13, Wis +7
  Skills Perception +7
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 17
  Languages Abyssal
  Challenge 17 (18,000 XP)
  Charge. If the goristro moves at least 15 feet straight 
  toward a target and hits it with a gore attack on the 
  same turn, the target takes an extra 38 (7d10) piercing 
  damage. If the target is a creature, it must succeed on 
  a DC 21 Strength saving throw or be pushed up to 20 
  feet away and knocked prone.
  Labyrinth Recall. The goristro can perfectly recall any 
  path it has traveled.
  Magic Resistance. The goristro has advantage against 
  spells and other magical effects.
  Siege Monster. The goristro deals double damage to 
  objects and structures.
  Actions
  Multiattack. The goristro makes three attacks: two with 
  its fists and one with its hoof.
  Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 20 (3d8 + 7) bludgeoning damage.
  Hoof. Melee Weapon Attack: +13 to hit, reach 5 ft., 
  one target. Hit: 23 (3d10 + 7) bludgeoning damage. 
  If the target is a creature, it must succeed on a DC 21 
  Strength saving throw or be knocked prone.
  Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 45 (7d10 + 7) piercing damage.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-21 The Rifts of Madness
  30
  Greater Zombie
  Medium undead, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 97 (13d8 + 39)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  10 (+0) 
  17 (+3) 
  4 (−3) 
  6 (−2) 
  6 (−2)
  Saving Throws Wis +1
  Damage Resistances cold, necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands the languages it knew in life 
  but can’t speak
  Challenge 5 (1,800 XP)
  Turn Resistance. The zombie has advantage on saving 
  throws against any effect that turns undead.
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead.
  Actions
  Multiattack. The zombie makes two melee attacks.
  Empowered Slam. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning 
  damage and 7 (2d6) necrotic damage.
  Source: Tales from the Yawning Portal
  Marilith
  Large fiend (demon), chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 189 (18d10 + 90)
  Speed 40 ft.
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  20 (+5) 
  20 (+5) 
  18 (+4) 
  16 (+3) 
  20 (+5)
  Saving Throws Str +9, Con +10, Wis +8, Cha +10
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 13
  Languages Abyssal, telepathy 120 ft.
  Challenge 16 (15,000 XP)
  Magic Resistance. The marilith has advantage on 
  saving throws against spells and other magical effects.
  Magic Weapons. The marilith’s weapon attacks are 
  magical.
  Reactive. The marilith can take one reaction every turn 
  in combat.
  Actions
  Multiattack. The marilith makes seven attacks: six with 
  its longswords and one with its tail.
  Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) slashing damage.
  Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 15 (2d10 + 4) bludgeoning damage. If the 
  target is Medium or smaller, it is grappled (escape DC 
  19). Until this grapple ends, the target is restrained, 
  the marilith can automatically hit the target with its tail, 
  and the marilith can’t make tail attacks against other 
  targets.
  Teleport. The marilith magically teleports, along with 
  any equipment it is carrying, up to 120 feet to an 
  unoccupied space it can see.
  Reactions
  Parry. The marilith adds 5 to its AC against one melee 
  attack that would hit it. To do so, the marilith must see 
  the attacker and be wielding a melee weapon.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-21 The Rifts of Madness
  31
  Marut
  Large construct (inevitable), lawful neutral
  Armor Class 22 (natural armor)
  Hit Points 432 (32d10 +256)
  Speed 40 ft., fly 30 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   28 (+9) 
  12 (+1) 
  26 (+8) 
  19 (+4) 
  15 (+2) 
  18 (+4)
  Saving Throws Int +12, Wis +10, Cha +12
  Skills Insight +10, Intimidation +12, Perception +10
  Damage Resistances thunder; bludgeoning, piercing, 
  and slashing damage from nonmagical attacks
  Damage Immunities poison
  Condition Immunities charmed, frightened, paralyzed, 
  poisoned, unconscious
  Senses darkvision 60 ft., passive Perception 20
  Languages all but rarely speaks
  Challenge 25 (75,000 XP)
  Immutable Form. The marut is immune to any spell or 
  effect that would alter its form.
  Innate Spellcasting. The marut’s innate spellcasting 
  ability is Intelligence (spell save DC 20). The marut can 
  innately cast the following spell, requiring no material 
  components.
  At will: plane shift (self only)
  Legendary Resistance (3/Day). If the marut fails a 
  saving throw, it can choose to succeed instead.
  Magic Resistance. The marut has advantage on saving 
  throws against spells and other magical effects.
  Actions
  Multiattack. The marut makes two slam attacks.
  Unerring Slam. Melee Weapon Attack: automatic hit, 
  reach 5 ft., one target. Hit: 60 force damage, and the 
  target is pushed up to 5 feet away from the marut if it is 
  Huge or smaller.
  Blazing Edict (Recharge 5–6). Arcane energy emanates 
  from the marut’s chest in a 60-foot cube. Every creature 
  in that area takes 45 radiant damage. Each creature 
  that takes any of this damage must succeed on a DC 
  20 Wisdom saving throw or be stunned until the end of 
  the marut’s next turn.
  Justify. The marut targets up to two creatures it can 
  see within 60 feet of it. Each target must succeed on 
  a DC 20 Charisma saving throw or be teleported to a 
  teleportation circle in the Hall of Concordance in Sigil. 
  A target fails automatically if it is incapacitated. If either 
  target is teleported in this way, the marut teleports with 
  it to the circle. 
   After teleporting in this way, the marut can’t use this 
  action again until it finishes a short or long rest.
  Source: Mordenkainen’s Tome of Foes
  Nalfeshnee
  Large fiend (demon), chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 184 (16d10 + 96)
  Speed 20 ft., fly 30 ft.
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   21 (+5) 
  10 (+0) 
  22 (+6) 
  19 (+4) 
  12 (+1) 
  15 (+2)
  Saving Throws Con +11, Int +9, Wis +6, Cha +7
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses truesight 120 ft., passive Perception 11
  Languages Abyssal, telepathy 120 ft.
  Challenge 13 (10,000 XP)
  Magic Resistance. The nalfeshnee has advantage on 
  saving throws against spells and other magical effects.
  Actions
  Multiattack. The nalfeshnee uses Horror Nimbus if it 
  can. It then makes three attacks: one with its bite and 
  two with its claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 32 (5d10 + 5) piercing damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 15 (3d6 + 5) slashing damage
  Horror Nimbus (Recharge 5–6). The nalfeshnee 
  magically emits scintillating, multicolored light. Each 
  creature within 15 feet of the nalfeshnee that can see 
  the light must succeed on a DC 15 Wisdom saving 
  throw or be frightened for 1 minute. A creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effects on itself on a success. If a creature’s 
  saving throw is successful or the effect ends for it, the 
  creature is immune to the nalfeshnee’s Horror Nimbus 
  for the next 24 hours.
  Teleport. The nalfeshnee magically teleports, along 
  with any equipment it is carrying, up to 120 feet to an 
  unoccupied space it can see.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-21 The Rifts of Madness
  32
  Planetar
  Large celestial, lawful good
  Armor Class 19 (natural armor)
  Hit Points 200 (16d10 + 112)
  Speed 40 ft., fly 120 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   24 (+7) 
  20 (+5) 
  24 (+7) 
  19 (+4) 
  22 (+6) 
  25 (+7)
  Saving Throws Con +12, Wis +11, Cha +12
  Skills Perception +11
  Damage Resistances radiant; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened
  Senses truesight 120 ft., passive Perception 21
  Languages all, telepathy 120 ft.
  Challenge 16 (15,000 XP)
  Angelic Weapons. The planetar’s weapon attacks are 
  magical. When the planetar hits with any weapon, the 
  weapon deals an extra 5d8 radiant damage (included in 
  the attack).
  Divine Awareness. The planetar know if it hears a lie.
  Innate Spellcasting. The planetar’s spellcasting ability 
  is Charisma (spell save DC 20). The planetar can 
  innately cast the following spells, requiring no material 
  components:
  At will: detect evil and good, invisibility (self only)
  3/day each: blade barrier, dispel evil and good, flame 
  strike, raise dead
  1/day each: commune, control weather, insect plague
  Magic Resistance. The planetar has advantage on 
  saving throws against spells and other magical effects.
  Actions
  Multiattack. The planetar makes two melee attacks.
  Greatsword. Melee Weapon Attack: +12 to hit, reach 5 
  ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 
  22 (5d8) radiant damage.
  Healing Touch (4/Day). The planetar touches another 
  creature. The target magically regains 30 (6d8 + 3) hit 
  points and is freed from any curse, disease, poison, 
  blindness, or deafness.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-21 The Rifts of Madness
  33
  Yuan-ti Anathema
  Huge monstrosity (shapechanger, yuan-ti), neutral evil
  Armor Class 16 (natural armor)
  Hit Points 189 (18d12 + 72)
  Speed 40 ft., climb 30 ft., swim 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  13 (+1) 
  19 (+4) 
  19 (+4) 
  17 (+3) 
  20 (+5)
  Skills Perception +7, Stealth +5
  Damage Resistances acid, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 30 ft., darkvision 60 ft., passive 
  Perception 17
  Languages Abyssal, Common, Draconic
  Challenge 17 (8,400 XP)
  Innate Spellcasting (Anathema Form Only). The 
  anathema’s innate spellcasting ability is Charisma 
  (spell save DC 17). It can innately cast the following 
  spells, requiring no material components:
  At will: animal friendship (snakes only)
  3/day each: darkness, entangle, fear, haste, suggestion, 
  polymorph
  1/day: divine word
  Magic Resistance. The anathema has advantage on 
  saving throws against spells and other magical effects.
  Ophidiophobia Aura. Any creature of the anathema’s 
  choice, other than a snake or a yuan-ti, that starts its 
  turn within 30 feet of the anathema and can see or hear 
  it must succeed on a DC 17 Wisdom saving throw or 
  become frightened of snakes and yuan-ti. A frightened 
  target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. If 
  a target’s saving throw is successful or the effect ends 
  for it, the target is immune to this aura for the next 24 
  hours.
  Shapechanger. The anathema can use its action to 
  polymorph into a Huge giant constrictor snake, or back 
  into its true form. Its statistics are the same in each 
  form. Any equipment it is wearing or carrying isn’t 
  transformed.
  Six Heads. The anathema has advantage on Wisdom 
  (Perception) checks and on saving throws against 
  being blinded, charmed, deafened, frightened, stunned, 
  or knocked unconscious.
  Actions
  Multiattack (Anathema Form Only). The anathema 
  makes two claw attacks, one constrict attack, and one 
  Flurry of Bites attack.
  Claw (Anathema Form Only). Melee Weapon Attack: 
  +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) 
  slashing damage.
  Constrict. Melee Weapon Attack: +10 to hit, reach 15 
  ft., one Large or smaller creature. Hit: 16 (3d6 + 6) 
  bludgeoning damage plus 7 (2d6) acid damage, 
  and the target is grappled (escape DC 16). Until this 
  grapple ends, the target is restrained and takes 16 
  (3d6 + 6) bludgeoning damage plus 7 (2d6) acid 
  damage at the start of each of its turns, and the 
  anathema can’t constrict another target.
  Flurry of Bites. Melee Weapon Attack: +10 to hit, reach 
  10 ft., one creature. Hit: 27 (6d6 + 6) piercing damage 
  plus 14 (4d6) poison damage.
  Source: Volo’s Guide to Monsters
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-21 The Rifts of Madness
  34
  Appendix. Encounter Setup
  Demonweb Pits
  Very Weak Party Strength (26,800 XP)
  • Glabrezu (2): AC 17, 157 hp, Init +2
  • Marilith: AC 18/23, 189 hp, Init +5
  • Barlgura: AC 15, 68 hp, Init +2
  Weak Party Strength (36,800 XP)
  • Glabrezu: AC 17, 157 hp, Init +2
  • Marilith: AC 18/23, 189 hp, Init +5
  • Barlgura: AC 15, 68 hp, Init +2
  • Nalfeshnee: AC 18, 184 hp, Init +0
  Average Party Strength (36,800 XP)
  • Marilith: AC 18/23, 189 hp, Init +5
  • Barlgura: AC 15, 68 hp, Init +2
  • Nalfeshnee (2): AC 18, 184 hp, Init +0
  Strong Party Strength (46,800 XP)
  • Marilith: AC 18/23, 189 hp, Init +5
  • Barlgura: AC 15, 68 hp, Init +2
  • Nalfeshnee (3): AC 18, 184 hp, Init +0
  Very Strong Party Strength (51,800 XP)
  • Marilith (2): AC 18/23, 189 hp, Init +5
  • Barlgura: AC 15, 68 hp, Init +2
  • Nalfeshnee (2): AC 18, 184 hp, Init +0
  Shadowfell
  Very Weak Party Strength (27,200 XP)
  • Greater Zombie (4): AC 15, 97 hp, Init +0
  • Demilich: AC 20, 97 hp, Init +5 
  Doesn’t have legendary actions, lair traits, or lair 
  actions.
  Weak Party Strength (29,500 XP)
  • Greater Zombie (4): AC 15, 97 hp, Init +0
  • Bodak: AC 15, 58 hp, Init +3
  • Demilich: AC 20, 97 hp, Init +5 
  Doesn’t have legendary actions, lair traits, or lair 
  actions.
  Average Party Strength (31,800 XP)
  • Greater Zombie (4): AC 15, 97 hp, Init +0
  • Bodak (2): AC 15, 58 hp, Init +3
  • Demilich: AC 20, 97 hp, Init +5 
  Doesn’t have lair traits, or lair actions.
  Strong Party Strength (31,800 XP)
  • Greater Zombie (4): AC 15, 97 hp, Init +0
  • Bodak (2): AC 15, 58 hp, Init +3
  • Demilich: AC 20, 97 hp, Init +5 
  Doesn’t have lair actions.
  Very Strong Party Strength (31,300 XP)
  • Greater Zombie (4): AC 15, 97 hp, Init +0
  • Bodak (2): AC 15, 58 hp, Init +3
  • Demilich: AC 20, 97 hp, Init +5
  Demilich Lair Traits
  • The first time a non-evil creature enters the area, the 
  creature takes 16 (3d10) necrotic damage.
  • Allies in the area have advantage on saving throws against 
  being charmed or frightened, and against features that turn 
  undead.
  • Conjuration spells that would allow characters to teleport 
  automatically fail. This includes planar travel as well, such 
  as spells like plane shift and banishment.
  Demilich Lair Actions
  On initiative count 20 (losing initiative ties), the demilich 
  rolls a d20. On a result of 11 or higher, the demilich takes a 
  lair action to cause one of the following effects. It can’t use 
  the same effect two rounds in a row.
  • The area shakes violently for a moment. Each creature 
  on the ground must succeed on a DC 19 Dexterity saving 
  throw or be knocked prone.
  • The demilich targets one creature it can see within 60 feet 
  of it. An antimagic field fills the space of the target, moving 
  with it until initiative count 20 on the next round.
  • The demilich targets any number of creatures it can see 
  within 30 feet of it. No target can regain hit points until 
  initiative count 20 on the next round.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-21 The Rifts of Madness
  35
  Elysium
  Very Weak Party Strength (7,000 XP)
  • Couatl: AC 19, 97 hp, Init +5
  • Deva: AC 17, 136 hp, Init +4
  Weak Party Strength (22,000 XP)
  • Couatl: AC 19, 97 hp, Init +5
  • Deva: AC 17, 136 hp, Init +4
  • Planetar: AC 19, 200 hp, Init +5
  Average Party Strength (27,900 XP)
  • Couatl: AC 19, 97 hp, Init +5
  • Deva (2): AC 17, 136 hp, Init +4
  • Planetar: AC 19, 200 hp, Init +5
  Strong Party Strength (33,800 XP)
  • Couatl: AC 19, 97 hp, Init +5
  • Deva (3): AC 17, 136 hp, Init +4
  • Planetar: AC 19, 200 hp, Init +5
  Very Strong Party Strength (42,900 XP)
  • Couatl: AC 19, 97 hp, Init +5
  • Deva (2): AC 17, 136 hp, Init +4
  • Planetar (2): AC 19, 200 hp, Init +5
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-21 The Rifts of Madness
  36
  Far Realm Demiplane
  Very Weak Party Strength (26,400 XP)
  • Banlan Omadithas: AC 20, 180 hp, Init +0 
  Doesn’t have legendary or lair actions.
  • Shapechanger Collective: AC 16, 189 hp, Init +1
  Weak Party Strength (26,400 XP)
  • Banlan Omadithas: AC 20, 180 hp, Init +0 
  Doesn’t have lair actions.
  • Shapechanger Collective: AC 16, 189 hp, Init +1
  Average Party Strength (34,800 XP)
  • Banlan Omadithas: AC 20, 200 hp, Init +0
  • Shapechanger Collective (2): AC 16, 189 hp, Init 
  +1
  Strong Party Strength (34,800 XP)
  • Banlan Omadithas: AC 20, 220 hp, Init +0
  • Shapechanger Collective (2): AC 16, 225 hp, Init 
  +1
  Very Strong Party Strength (43,200 XP)
  • Banlan Omadithas: AC 20, 245 hp, Init +0
  • Shapechanger Collective (3): AC 16, 225 hp, Init 
  +1
  Banlan Omadithas (Death Knight)
  • Change creature type to Medium aberration (shapechanger)
  • Add: 
  Legendary Resistance (3/Day). If Banlan fails a saving 
  throw, he can choose to succeed instead.
  • Remove the Marshall Undead feature.
  • Change Hellfire Orb attack to: 
  Madness Orb (1/Day). Banlan hurls a magical ball of 
  psychic energy at a point it can see within 120 feet of it. 
  Each creature in a 20-foot-radius sphere centered on that 
  point must make a DC 18 Dexterity saving throw. The 
  sphere spreads around corners. A creature takes 35 (10d6) 
  psychic damage on a failed save. If they fail the save by 5 
  or more, they also suffer the effects of temporary madness. 
  On a successful saving throw, the character takes half the 
  damage and does not suffer madness.
  Banlan Legendary Actions
  Banlan can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be 
  used at a time and only at the end of another creature’s turn. 
  Banlan regains all spent legendary actions at the start of his 
  turn.
  Longsword. Banlan makes a longsword sword attack.
  Shrug It Off (Costs 2 Actions). Banlan ends one condition 
  currently affecting him.
  Harden (Costs 3 Actions). Banlan’s resin armor thickens, 
  becoming nearly impenetrable. He gains resistance to 
  bludgeoning, piercing, and slashing damage until his next 
  turn.
  Banlan Lair Actions
  On initiative count 20 (losing initiative ties), Banlan rolls a 
  d20. On a result of 11 or higher, Banlan takes a lair action 
  to cause one of the following effects. He can’t use the same 
  effect two rounds in a row.
  • The Far Realm’s corruption oozes through the chamber. 
  Each creature must make a DC 16 Intelligence saving 
  throw. On a failure, the creature suffers temporary 
  madness. Creatures can suffer from multiple instances of 
  temporary madness. If a creature suffers its third instance 
  of temporary madness, the effects last for 10 minutes 
  instead of 1 round.
  • Tentacles extend out of the floor of the rock. Characters 
  must succeed on a DC 16 Athletics or Acrobatics check 
  or take 7 (2d6) acid damage and become restrained until 
  initiative count 20 in the next round.
  • Creatures who are currently under the effects of temporary 
  madness take 10 (3d6) psychic damage.
  Shapechanger Collective (Yuan-ti Anathema)
  • Change creature type to Huge aberration (shapechanger)
  • Change Damage Immunities poison to psychic.
  • Remove Condition Immunities poisoned.
  • Change Innate Spellcasting: 
  Innate Spellcasting. The collective’s spellcasting ability 
  is Charisma (spell save DC 17). The collective can 
  innately cast the following spells, requiring no material 
  components: 
  At will: command 
  3/day each: darkness, entangle, fear, haste, suggestion, crown 
  of madness 
  1/day each: synaptic static
  • Remove the Ophidiophobia Aura feature.
  • Remove the Shapechanger feature.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-21 The Rifts of Madness
  37
  Player Handout 1. Lolth Altar
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-21 The Rifts of Madness
  38
  Player Handout 2. Gear Puzzle 1
  What direction would gear A have to spin in order to makes gear D rotate counterclockwise?
  A
  B
  C
  D
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-21 The Rifts of Madness
  39
  Player Handout 3. Gear Puzzle 2
  What direction would gear D need to spin in order to make gear B spin clockwise?
  A
  B
  C
  D
  E
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-21 The Rifts of Madness
  40
  Player Handout 4. Gear Puzzle 3
  If gear A is spinning counterclockwise, between which 2 gears could a belt get added to make gear H also 
  spin counterclockwise?
  (Belts cannot cross over other gears.)
  A
  B
  C
  D
  E
  F
  G
  H
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-21 The Rifts of Madness
  41
  Player Handout 5. The Lucent Machine
  
  Not for resale. Permission granted to print or photocopy this document for personal use only
  CCC-TRI-21 The Rifts of Madness
  42
  Player Handout 6. The Farmer Riddle
  A farmer wishes to cross the river Oceanus and must bring his chicken, his fox, and his corn to market on the 
  other side. The farmer is poor and his boat is tiny so he can only bring one of these three things across at a time. 
  The problem is, if he leaves the fox and chicken together, the fox will eat the chicken. If he leaves the chicken and 
  the corn together, the chicken will eat the corn. How can the farmer get all three things across the river safely?
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-21 The Rifts of Madness
  43
  Player Handout 7. Magic Item
  During the course of this adventure, the characters 
  may find the following permanent magic item:
  Armor of Resistance (Scale, Psychic)
  Armor (scale), rare (requires attunement)
  You have resistance to one type of damage while you 
  wear this armor. This damage type is psychic.
  This armor is made out of an organic hardened 
  resin similar to amber. When this armor’s psychic 
  resistance is used, you are wracked with terrible 
  nightmares of unfathomable creatures that evening.
  This item can be found in the Dungeon Master’s 
  Guide.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/TotalCon (TRI)/CCC-TRI-21 - The Rifts of Madness.pdf