Dead Gods 5th Edition Conversion.pdf

November 23, 2017 | Author: Justin Williams | Category: Drow (Dungeons & Dragons), D20 System, Dungeons & Dragons, Leisure
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DEAD GODS 5th Edition Conversion A Free Conversion By Jarred Caldwell

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This is an easy conversion for all mechanics in the campaign “Dead Gods” from Planescape AD&D Second Edition to D&D Fifth Edition. You must own the original campaign book to use this conversion. The original adventure was written by Monte Cook. It's designed for 4-6 characters between 6th and 9th levels, but the adventure works well for PCs of any level with very minimal modifications.

Note 1: If you own one of the damaged copies of this adventure, then you're in luck! At the end of this document is a transcript of all the damaged sections for your use. See Appendix II. Note 2: You may notice references to where magical items were created. The 2nd Edition AD&D Planescape system had magical items be most effective on their native plane. So if a +2 sword was made in the Abyss, it would be a +1 on the outlands, and a +0 on the inner planes. Each step further away from where it was from reduced its magical potency. With 5th Edition’s simplicity, it is recommend just ignoring this old rule and allowing magic items to function equally well wherever they are taken. Instead, use their origins to help describe their looks.

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Table of Contents Foreword....................................................................................................................................................... 4 OUT OF THE DARKNESS................................................................................................................................. 4 Introduction .................................................................................................................................................. 4 Chapter 1 - Circean Embers .......................................................................................................................... 4 Chapter 2 - Crux ............................................................................................................................................ 8 Interlude 1................................................................................................................................................... 10 Chapter 3 - Masks ....................................................................................................................................... 10 Chapter 4 - Message from Thanatos........................................................................................................... 12 Chapter 5 - The Bottom of the Multiverse.................................................................................................. 12 Interlude 2................................................................................................................................................... 15 Chapter 6 - Vault of the Drow ..................................................................................................................... 15 Chapter 7 - Ruins of Pelion.......................................................................................................................... 18 Interlude 3................................................................................................................................................... 20 Chapter 8 - Deepest Pandemonium............................................................................................................ 20 Chapter 9 - The Dead-Book of the Gods ..................................................................................................... 26 INTO THE LIGHT .......................................................................................................................................... 28 Introduction ................................................................................................................................................ 28 Part 1 - Initial Forays ................................................................................................................................... 28 Part 2 - Crossed Swords .............................................................................................................................. 31 Part 3 - Mysteries of the Stones.................................................................................................................. 32 APPENDIX I - New Creatures ....................................................................................................................... 34 APPENDIX II - Problem Pages ...................................................................................................................... 40 APPENDIX III - Variant Extended Pandemonium Rules ............................................................................... 48

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Foreword No change.

OUT OF THE DARKNESS Introduction No change.

Chapter 1 - Circean Embers The Thief of Charms (Page 12-13). Magic rod has two effects: Steal beauty, no saving throw. All Beauty/Attractiveness from the object or creature is gone, leaving behind something uncomely and lackluster. Mechanical effects: • Disadvantage on any ability check to interact socially with another creature. This penalty is still effective across genders and races. The stolen beauty can be kept in a bottle attached to the rod, corked, and kept for later use. Grant Beauty, no saving throw. Previously stolen beauty can be granted to another (either cancelling Steal Beauty or granting Enhanced Beauty to a creature or object). Mechanical effects of Enhanced Beauty: • Advantage on any ability check to interact socially with another creature. This effect works across genders and races. • Any creature who looks upon the creature or object with Enhanced Beauty must make a Wisdom Save DC 13 or be compelled to own it possess the creature or object. Additionally, they are treated as if under the effects of the Sympathy spell (see Antipathy/Sympathy, PHB 214). Those who succeed their save are immune to the effects for one minute. Members of the Bleak Cabal or anyone else with a lack of caring or an aversion to physical beauty have advantage on this save. Members of the Sensates or anyone with a particular devotion to beauty have disadvantage. Anyone under the effect of Enhanced Beauty is immune. The beauty is retained, either in the bottle or on an enhanced creature/object, for one week. The creature or object with Enhanced Beauty returns to normal (canceling all sympathy and other effects). Stolen beauty is gone forever, unless recovered by Grant Beauty (this effect does not fade). Once a creature’s or object's beauty is stolen, they are immune to any further attempts to Steal Beauty, unless they get their beauty back. Once a creature or object has Enhanced Beauty, they are immune to any further attempts at enhancement until the effect fades.

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Tiandra (Page 14). Use Guard statistics (MM 347). Accorid Degasias (Page 15). Use Commoner statistics (MM 345). Lower Ward Cross Trader (Page 15). Use Spy statistics (MM 349). Lower Ward Anarchist Agents (Page 15). Use Berserker statistics (MM 344). Lower Ward Ciphers (Page 15). Use Thug statistics (MM 350). Lower Ward Hardhead Captain and Soldiers (Page 15). Use Knight statistics for Captain (MM 347). Use Guard statistics for Soldiers (MM 347). Lower Ward Illusionist (Page 15). Use Mage statistics (MM 347). Exceptions. Trade out the Mage’s spells for the following: 1st Level (4 Slots): Color Spray, Disguise Self, Mage Armor, Silent Image 2nd Level (3 Slots): Invisibility, Mirror Image 3rd Level (3 Slots): Fear, Hypnotic Pattern, Major Image 4th Level (3 Slots): Greater Invisibility, Phantasmal Killer 5th Level (1 Slot): Creation Lower Ward Bubbers (Page 15). Use Commoner statistics (MM 345). Khaasta (Page16). Use Lizardfolk statistics (MM 204). Toilmaster, the Khaasta Team Leader (Page 16). Use Lizardfolk statistics (MM 204). Exceptions. Double HP, Add +1 to all attack and damage. Special Equipment: Has the Thief of Charms. Giant Lizard Mounts (Page 16). Use Giant Lizard statistics (MM 326). Include the Giant Lizard Traits variant. Note: Mounts are tame and can be ridden. Human Slaves (Page 16). Use Commoner statistics (MM 345). Thardandis (Page 16). Use Guard statistics (MM 347).

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Warp Sense Spell (Page 16). Warp Sense is a second level spell introduced in the Planescape Campaign Setting box set. It allows the caster to determine the gate key required to open a portal. This spell can be replicated by casting Detect Magic using a second level spell slot. Variant. New spell: Warp Sense. 2nd-level Divination Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to ten minutes. For the duration, you sense the presence of portals, gates, conduits, or any other type of planar traveling magic within 30 feet of you. If you sense any portals, et al. in this way, you can use your action to determine more information about it. 1st Action: Whether the portal, et al. is one way or two way. 2nd Action: Where the portal, et al. leads, if that information is possible to obtain. Make a DC 12 Intelligence (Arcana) check to determine where it leads. 3rd Action. The key required to open it, if that information is possible to obtain. Make a DC 15 Intelligence (Arcana) check to determine the key. Lissandra the Gate Seeker (Page 16). Use Mage statistics (MM 347). Alluvius Ruskin (Page 16). Use Mage statistics (MM 347). Exceptions. Has Wild Magic according to PHB 103-104. Hananolith and Dleniacorus (Page 18). Use Mind Flayer statistics (MM 222). Blvastin (Page 18). Use Beholder statistics (MM 28). Note: this beholder only uses its Slow and Charm rays for the first few rounds of this encounter. It is trying to gain information before it kills them. Tracking the Khaasta (Page 19). Survival DC 12. Optional Battles (Page 19). Green Slime - Use Green Slime statistics (DMG 105). Grey Ooze - Use Grey Ooze statistics (MM 243). Illithid Spies - Use Mind Flayer statistics (MM 222). Beholders - Use Beholder statistics (MM 28-29). Umber Hulk (Page 19). Use Umber Hulk statistics (MM 292).

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Bashers (Page 19). Use Bandit statistics (MM 343). Exceptions. These Bashers have daggers (1d4+1) instead of scimitars. City Guardsmen (Page 19). Use Guard statistics (MM 347). Brewer and Wife (Page 19-20). Use Commoner statistics (MM 345). Talismin Redboar (Page 20). Use Assassin statistics (MM 343). Exceptions. Talismin is a 5th level spell caster, using Intelligence as the casting ability score (DC 13, +5), and can cast the following spells: Cantrips: 1st level (4 slots): Alter Self, Color Spray, Magic Missile, Shield 2nd level (3 slots): Invisibility, Suggestion 3rd level (2 slot): Lightning Bolt, Protection from Energy Special Equipment: Talisman possesses the following magic items: • Boots of Striding and Springing • Fiend Globe (one time use, summons a Barlugra, MM 56, for one hour. The demon is under the summoner’s control). Note: Talismin only fights in self-defense, and only enough to get away. Tiac Rami No (Page 20). Use Archmage statistics (MM 342). Exceptions: No 8th or 9th level spells. Spell DC 15, +7 spell attack. Optional Battles (Page 22). Ratatosk - See Appendix I. Giant Beetles - Use Giant Fire Beetles statistics (MM 325). Slaves (Page 24). Use Commoner statistics (MM 345). Haac(!)nss, the Khaasta King (Page 24.) Use Lizardfolk King statistics (MM 205). Giant Iguanas (Page 24). Use Giant Toad statistics (MM 329). Exceptions. Change Speed from 20 ft to 30 ft. Add Climb 30 ft. Remove Standing Jump. Wise One, Khaasta Shaman (Page 25). Use Lizardfolk Shaman statistics (MM 205). Exceptions. Blind (per the Blind condition, PHB 290). Can still target with spells. Magic Items in Bandit King’s Quarters (Page 25). Change Scroll of Mordenkainen's Lubrication to Universal Solvent. Change Forget spell on scroll to Modify Memory.

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Chapter 2 - Crux Veridis Mov (Page 28). Male Medium Human, LE Armor Class. 17 Hit Points. 66 (12d8+12) Speed. 30ft. STR 17 (+3) DEX 18 (+4) CON 12 (+1) INT 16 (+3) WIS 15 (+2) CHA 15 (+2) Senses. passive Perception 16 Saving Throws. Dexterity +8, Intelligence +6 Skills. Athletics +7, Acrobatics +8, Arcana +7, History +7, Insight +6, Intimidation +6, Investigation +7, Sleight of Hand +12, Stealth +12, Perception +6 Languages. Common, Dwarven, Elven, Sylvan, Abyssal, Thieves’ Cant Expertise. Veridis has expertise in Sleight of Hand and Stealth. Sneak Attack. Once per turn, Veridis can add 2d6 to an attack that e has advantage on. He does not need advantage if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and he doesn't have disadvantage on the attack roll. Cunning Action. Veridis can use a bonus action to do the following actions: dash, disengage, hide, make a Dexterity (Sleight of Hand) check, use thieves tools to pick a lock or disarm a trap, or take the Use an Object action. Second-Story Work. When Veridis takes a climb action, it does not cost him extra movement. In addition, he can increase his running jump distance by a number of feet equal to his dexterity modifier. Great Weapon Fighting Style. When Veridis rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, he can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for him to gain this benefit. Second Wind. As a bonus action, Veridis can regain 1d10+8 HP, usable once per short or long rest. Action Surge. On his turn, Veridis can take a second Action and a possible second Bonus Action. This ability is usable once per long rest. Extra Attack. When Veridis makes an Attack Action, he can attack twice. Improved Critical. Veritis makes a critical his when he rolls a 19 or 20 on the d20 when attacking. 8

Remarkable Athlete. Veritis adds half proficiency on all Strength, Dexterity, and Constitution checks for checks which he does not add his proficiency bonus. In addition, when making a running long jump, he adds a distance equal to his strength modifier. Actions. Invisible Greatsword +2. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+5) slashing damage. Can attack twice. 19-20 Crit range. Reroll 1s and 2s on damage, must accept reroll. Special Equipment. Bracers of Defense (AC 12), Ring of Protection (+1 AC), Invisible Greatsword +2. Constable Nachen Jon (Page 29). Use Knight statistics (MM 347). Bloi Niven (Page 29). Use Guard statistics (MM 347). Marlan Van (Page 29). Use Druid statistics (MM 346). Exceptions. Add +2 quarterstaff. Add +2 shield. Marian is a 9th level spell caster. Spell DC 14, +6. Add these spells to her spell list: 2nd Level (3 slots): Flameblade, Spike Growth 3rd Level (3 slots): Dispel Magic, Plant Growth, Protection from Elements, Speak with Plants 4th Level (2 slots): Freedom of Movement, Grasping Vine 5th Level (1 Slot): Tree Stride Vargas Bol (Page 29). Use Guard statistics (MM 347). Laibor Tal (Page 30). Use Commoner statistics (MM 345). Targas Yid (Page 30). Use Guard statistics (MM 347). Tyron (Page 30). Use Thug statistics (MM 350). Rahn Jateliff, Mellifi, Sterkahd the Saved (Page 30). Use Commoner statistics (MM 345). Mohlas Vried (Page 30). Use Spy statistics (Page 349). Zebrinth (Page 30). Use Guard statistics (Page 347). Exceptions. Add natural attack of head butt (1d8). 9

Dymvasis Ren (Page 30). Use Commoner statistics (MM 345). Ratatosk and Ratatosk Priest (Page 31-32). See Appendix I. Poison Save (Page 32). DC 12, humans suffer disadvantage. Lost Pentadrone (Page 33). Use Pentadrone statistics (MM 226). Detect Evil Spell (Page 34). Allow Detect Evil and Good spell, a similar divination spell, or for Investigation skill check DC 14. Protection from Fire spell (Page 34). Change to Protection from Energy (PHB 270). Back to Crux - Building on Fire (Page 34-35). • Poison Save for smoke inhalation: DC 11. Gain advantage if they try to cover their mouths with a wet cloth or something similar. • Disadvantage on attack rolls if fighting in or near the fire. • 20% chance for an environmental hazard to occur - burst of flames, falling debris, floor breaks open, etc.. Dealing 1d6 damage to 1d3 random combatants (PC or NPC).

Interlude 1 No change.

Chapter 3 - Masks Ashinn Ces (Page 38). Use Commoner statistics (MM 345). Fledereth the Innkeeper (Page 38). Use Guard statistics (Page 347). Dead Body (Page 39). Intelligence (Investigation) check DC 9 to determine that it's been dead for 3-5 days. DC 12 to get the rest of the information.

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Visages (Page 39). See Appendix I. Also see Dead Gods Page 158-159 for more background information on this unique creature. Kair-aama (Page 40). Use Mage statistics (MM 347). Minions of Set (Page 41). See Appendix I. Nekrotheptis Skorpios, Proxy of Set (Page 42). Use Minion of Set statistics (see Appendix I). Exceptions. Max and double HP. Double proficiency bonus (+3 to +6). Speaks Planar Common. Add assassinate (PHB 97), evasion (PHB 96), and sneak attack 5d6. Multiattack in human form is three attacks. Optional Battles (Page 42). Giant Desert Snakes - Use Giant Poisonous Snake statistics (MM 327). Hyena Pack - Use Hyena statistics (MM 331). Crocodile - Use Crocodile statistics (MM 320) or Giant Crocodile statistics (MM 324). Exceptions. All these animals are very intelligent (Int 14) and attack good aligned folk on sight. Penalty to die rolls and AC (Page 43). Keep at -3; makes for an interesting change from the typical advantage/disadvantage mechanic. Giving it the Laugh - Optional Battles (Page 45). Beetles - See Giant Boring Beetle in Appendix I. Boars - Use Giant Boar statistics (MM 323). Ratatosk - See Ratatosk in Appendix I. Ambush - Crux Watchmen (Page 45). Use Thug statistics (MM 350). Exceptions. AC 14. Dexterity Checks (Page 46). DC 13 for the Gate, DC 11 for the Stairs. Penalty to die rolls (Page 47). Keep at -4. Saving Throw vs Spell (Page 47). See Visage statistics in this document (Appendix I). Fighting the visions and a +3 bonus (Page 47). Since there's nothing that hints for the players to intensely focus on stopping the images, be liberal in any interpretation of player actions to make this happen. Barring that, you may have to flat out tell them if you don't want a TPK. Keep the +3 bonus, or turn it into advantage for everyone. 11

Chapter 4 - Message from Thanatos Vlrx - Queen of Sigil (Page 51). Stats aren't provided, but if needed, use commoner statistics with Int 16. The formians haven't made it to 5e yet; so make her a humanoid insect (ant). The Lovelost (Page 52). Use Wraith statistics (MM 302). Variant. Make some Specters (MM 279) for some variation in opponents. 4-5 Specters is approximately the same CR as one Wraith. Illusion save (Page 53). DC 15. Rish-Shassistris-Shas (Page 56). Use Steam Mephit statistics (MM 217). Giant Eagles (Page 56). Use Giant Eagles statistics (MM 324).

Chapter 5 - The Bottom of the Multiverse Ghoul (Page 60). Use Ghoul statistics (MM 148). Specter (Page 60). Use Specter statistics (MM 279). Fear Saving Throw (Page 60). Wisdom Save DC 12. Bell Fear Saving Throw (Page 62). Wisdom Save DC 16. Paranoia Saving Throw (Page 62). Charisma Save DC 10 Phylactery Poison Saving Throw (Page 63). Constitution Save DC 16, or take 53 (15d6) poison damage, half as much on a successful save. Variant: Instead of damage, 2e would flat out kill the PC. You can do this if you want a steadier game.

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Broken Phylactery Poison Saving Throw (Page 63). Constitution Save DC 14, or take 4 (1d6) poison damage and gain the poisoned condition for 1d10 rounds, half as much damage and no condition on a successful save. Xeg-Yi (Page 63). Medium Aberration, Neutral AC 15 HP (7d8) Speed. 25 ft Fly Str 5 (-3) Dex 16 (+3) Con 14 (+2) Int 14 (+2) Wis 10 (+0) Cha 13 (+1) Immunities. All spells except Disintegration, Magic Missile, fire based spells. Weakness. Shield spell blocks their attacks. Banish and similar spells (including Dispel Magic) will sent them back to the Negative Energy Plane if they are not currently there. Senses. Passive Perception 10 Languages. Telepathy, 60 ft CR 5 Negative Energy Lash (Recharge 5-6). The Xeg-Yi can whip out a tendril of negative energy with a 10 ft range, dealing 3d8+5 necrotic damage to a living creature. Death Knell. When the Xeg-Yi is brought to zero hit points, it explodes in a shower of negative energy, dealing 2d10+12 necrotic damage to every living creature in a 10’ radius. Actions. Multiattack. The Xeg-Yi can attack with four tendrils and its Negative Energy Lash. Tendril. Melee Weapon Attack, +6 to hit, 10 ft range, one target. Hit: 6 (1d6+3) necrotic damage. Flesh Golem (Page 64). Use Flesh Golem statistics (MM 169). Kestrod - Drow Vampire (Page 64-66). Statistics are not needed for Kestrod, but if absolutely needed, add the Drow’s Fey Ancestry and Natural Spellcasting (MM 128) to Vampire (MM 279). Glyphimhor - Cursed Balor Spirit (Page 66-67). Huge fiend (demon), spirit (undead), CE Armor Class 19 (natural armor) Hit Points 138 (10d12 + 60) STR 1 (-5) DEX 15 (+2) CON 22 (+6) INT 20 (+5) WIS 16 (+3) CHA 22 (+6) Saving Throws. Str -1, Con +10, Wis +7, Cha +10 Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from non magical weapons 13

Damage Immunities fire, poison Condition Immunities. exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses truesight 120ft., passive Perception 13 Speed fly 80ft. Languages Abyssal, telepathy 120ft. Challenge 11 Magic Resistance. The Balor Spirit has advantage on saving throws against spells and other magical effects. Incorporeal Movement. The Balor Spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Innate Spellcasting. The Balor spirit’s innate spellcasting ability is Charisma (spell save DC 18, +10). He can innately cast the following spells, requiring no material components: At Will: Suggestion, Ray of Enfeeblement, Fear (touch only). ACTIONS None. Tri-Flower Frond (Page 67). Medium Plant, N AC 11 (Natural Armor) HP 22 (3d8+9) Str 3 (-4) Dex 1 (-5) Con 16 (+3) Int 10 (+0) Wis 3 (-4) Cha 1 (-5) Senses. Blindsight 10 ft, Passive Perception -4 Speed. 0 ft; cannot move. Enzymatic Digestion. Any creature touching the tendrils for more than one round takes 4 (2d4) acid damage per round. This damage can be stopped by washing off the enzymes with water. Action. Multiattack. The Tri-Flower Frond can attack with all eight of its tendrils. Tendril. Melee Weapon Attack, +6 to hit, 5 ft range, one target. Hit: 0 damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious for 1d4 hours while poisoned in this way. Locked door (Page 67). Pick Locks DC 17. Succor spell (Page 67). The details of the spell are not used in this module, and therefore are not important. The important part is that Tenebrous can instantly teleport whoever is holding the gem to him, at any time, with no save.

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Biological Construct (Page 68). Large Humanoid, alignment as controller AC 14 (Natural Armor) HP 52 (8d10+8) Str 20 (+5) Dex 6 (-2) Con 16 (+3) Int As Controller Wis As Controller Cha As Controller -6 Damage Resistances. Heat and Cold Speed. 25 ft. Actions. Slam. Melee Weapon Attack, +5*, 10 ft reach, one target. Hit: 12 (2d6+5) bludgeoning damage. *Use controller’s proficiency bonus Notes: this construct requires a controller to control the mind. Once the link is established, it cannot be broken. The construct requires food, drink, air, and sleep as a normal human. Mindaffecting effects and spells affect both controller and construct, as their mind is shared. Construct stats and abilities do not improve as controller advances in level. Magical Wands (Page 69). Want of Trap Detection. Use Wand of Secrets (DMG 211). Wand of Illusions. Can cast Major Image once per charge. The wand has 3 charges. Regain 1d3 expended charges daily at dawn. Wand of Illumination. Can cast Light or Dancing Lights with no charges expended, Daylight with one charge, Sunbeam with two charges, or Sunburst with three charges. The wand has 7 charges. It regains 1d4+1 expended charges if exposed to dawn’s light. If the last charge is expended, roll a d20; on a roll of a 1, the wand crumbles into dust. Orcusword (Page 69). The weapon does x4 damage on a crit.

Interlude 2 No change.

Chapter 6 - Vault of the Drow Declava, Yochlol, Lolth Proxy (Page 73). Use Yochlol statistics (MM 65). Quavois Faithminder (Page 73). Use Mage statistics (MM 347). 15

Magical Inventory (Page 73). Reduce the bonus by 1 for each of the items. Through the Abyss Optional Encounters (Page 74). Tanar’ri Raiders - MM 50. Raiders - Thugs, MM 350 Viper Trees - Use Giant Poisonous Snake statistics (MM 327). Exceptions. Cannot move (it's a tree), and Multiattack, 5 attacks (has many heads). Roll 2d10 to determine how many heads the tree currently sprouts. Each head has 15 HP. Manes - MM 60. Tiefling - Use any NPC stat (MM 342). Cranium Rats - See Appendix I. Armanites - Use Centaur statistics (MM 38). Exceptions. Add on special abilities (from Saves to Natural Spellcasting) of a Bulgara (MM 56). Succubus -MM 285. Molydeus - Replace with either Goristro, Marilith, or Nalfeshnee (MM 59-62) Erehe (Page 75). Use Drow Mage statistics (MM 129). Exceptions. Possesses the following magical items: Bracers of Defense, +2 Short Sword, Wand of Viscid Globs (For 1 charge, may launch a glob of gummy material targeting one creature up to large size, range 60 ft. Target must make a Dexterity Save DC 12 to dodge or be stuck until a dispel magic spell is cast or alcohol dissolves the material. 10 charges, each day at dawn regain 1d6 charges). Verdaeth (Page 75). Use Drow Priestess of Lolth (MM 129). Exceptions. Possesses the following magical items: +3 chain shirt, +3 mace, +3 shield, fire elemental gem (functions as ring of fire elemental command, plus if held out forcefully, no fire elemental will attack the holder). Spell changes in the Vault (Page 76). Teleport spells have a maximum range of one mile. Light spells produce a maximum of dim light. Drow Warrior (Page 76). Use Drow statistics (MM 128). Drow Priestess (Page 76). Use Drow Priestess of Lolth (MM 129). Optional Encounters (Page 78). Displacer Beasts - Use Displacer Beast statistics (MM 81). Giant Spiders - Use Giant Spider statistics (MM 328). Subterranean Lizards - Use Giant Lizard statistics with spider climb variant (MM 326). Viigo (Page 78). Use Deep Gnome statistics (MM 164). Exceptions. Maximize his hit points; add +2 to attack and damage. 16

Githyanki Warriors and Mages (Page 79). Use Githyanki statistics (MM 160). Bugbear (Page 79). Use Bugbear statistics (MM 33). Regliss (Page 79). Use Drow Elite Warrior statistics (MM 128). Gahnah (Page 79). Use Drow Priestess of Lolth statistics (MM 129). Illithids (Page 79). Use Mind Flayer statistics (MM 222). Nedylene (Page 79). Use Drow Priestess of Lolth (MM 129). Exceptions. Possess Vrock Staff magic item. The staff has 5 charges. For one charge, the staff can do one of the following: Deals 4d6 damage with normal attack roll, Summon Vrock once per day, Polymorph into Vrock once per day, Cast Fear once per day. The staff regains 1d4+1 charges each day at dawn. Fedara (Page 79). Use Drow Priestess of Lolth (MM 129). Jijekan (Page 79). Use Drow Mage statistics (MM 129). Exception. Possesses Wings of Flying magic item (DMG 214). Venrit (Page 80). Use Drow Priestess of Lolth (MM 129). Liminis (Page 80). Use Drow Mage statistics (MM 129). Terigin (Page 81). Use Drow statistics (MM 128). Nieriv (Page 81). Use Drow Elite statistics (MM 128). Lower Vault Optional Encounters (Page 81). Trolls - MM 291. Ropers - MM 261. Shambling Mound - MM 270. Giant Spiders - MM 328.

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Bugbear Caves (Page 82). Use Bugbear statistics (MM 33). Troglodyte Tunnels (Page 82). Use Troglodyte statistics (MM 290). General Relonor (Page 83). Use Drow Elite Warrior (MM 128). Bederiss and Fecundil (Page 84). Use Drow Priestess of Lolth statistics (MM 129). Magin. (Page 84). Use Drow Mage statistics (MM 129). Nightmare Mounts (Page 84). Use Nightmare statistics (MM 235). Displacer Beast (Page 84). Use Displacer Beast statistics (MM 81).

Chapter 7 - Ruins of Pelion Manhayth (Page 90). Ranger level 9, Hunter Optional Encounters (Page 91). Lycanthropes - Use Werewolf statistics (MM 211). Wraithworms - See Appendix I. Tyun Amerinvai (Page 91). Use Commoner statistics (MM 345). Ghast (Page 91). Use Ghast statistics (MM 148). Heydril (Page 91). Use Assassin statistics (MM 343). Exceptions. Possesses the following magic items: +2 short sword, cloak of protection +1, ring of regeneration, Orb of Kadu-Ra (Dead Gods 88, 93). Searching for Secret Doors (Page 94). Perception or Investigation DC 12. Climbing the Walls (Page 94). Done at disadvantage with a -3.

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Poison Trap (Page 94). Constitution Save DC 16, Fail: 2d6 poison damage. Success: None. Dexterity check DC 17, Fail: 1d6 bludgeoning damage from fall, Success: None. Those who failed the constitution save are at disadvantage for the dexterity check. Alabaster Elf Warriors (Page 95). Use Veteran statistics (MM 350). Exceptions. Change Dex to 16 (+3). Uses Longbow instead of Crossbow (Ranged Weapon Attack, +5 to hit, Range 150/600, one target. Hit: 7 (1d8+3) piercing damage. One in six of these warriors has a +1 short sword or a +1 longbow. Crystal Ooze (Page 96). Use Black Pudding statistic (MM 241). Exceptions: Int 7. Intelligence Check (Page 96). DC 11. The First Wraithworm (Page 96). Use Wraithform statistics (Appendix I). Exceptions. Gargantuan, AC 17, HP 243 (18d20+54), Int 5 (-3), Stealth +9, Perception +6, Passive Perception 16, CR 13, Gaze DC 15, Bite +9, 30 (4d12+4) damage, venom DC 14 and 16, respectively). Dexterity Checks (Page 96). Move Each Round: DC 8. Escape Through Door: DC 16 Avoid Horrid Pool: DC 16 After Wraithworm’s Poised Strike: DC 16 Wraithworm’s Poised Strike (Page 96). Strikes with advantage. Does not ignore Dex or Shield on target. Other Rolls in the Maelstrom (Page 97). All attacks, saving throws, ability checks, or any other d20 roll is done at disadvantage. Magic in the Maelstrom (Page 97). • Spells which require concentration cannot be cast. • Spells with S or M components require a dexterity check (no penalty, no disadvantage) to cast. • Spells which alter, calm, or control winds (or any spell to that effect) last ¼ as long as normal. • Spells such as fly reduce the dexterity check penalties from -6 to -3. Evreth (Page 98). Use Mage statistics (MM 347). Exceptions. Strength is 16. Multiattack: can make two Melee attacks. Immune to mind-affecting effects. Advantage on all saving throws vs spells. Evreth can use nearly any object as an effective weapon. Treat any improvised weapon as the following: +5 to hit, reach as weapon, one target. Hit: 8 (1d10+3) damage. 19

Tchunim (Page 98). Use Gladiator statistics (MM 346). Exceptions. Immune to mind-affecting effects. Advantage on all saving throws vs spells. Tchunim can use nearly any object as an effective weapon. Treat any improvised weapon the same as the spear in the Gladiator’s statistics. Getting In, Intelligence Check (Page 99). DC 12.

Interlude 3 No changes.

Chapter 8 - Deepest Pandemonium Ophiliana - Acrobat Illusionist (Page 107). Use Mage statistics (MM 347). Exceptions. Str 14 (+2), Dex 16 (+3) Skills. Athletics +5, Acrobatics +6. Trade out the Mage’s spells for the following: 1st Level (4 Slots): Color Spray, Disguise Self, Mage Armor, Silent Image 2nd Level (3 Slots): Invisibility, Mirror Image 3rd Level (3 Slots): Fear, Hypnotic Pattern, Major Image 4th Level (3 Slots): Greater Invisibility, Phantasmal Killer 5th Level (1 Slot): Creation Lorrimos (Page 108). Use Hill Giant statistics (Page 155). Exceptions. CN instead of CE. Pirreg (Page 108). Use Gladiator statistics (MM 346). Exceptions. AC 20 (magic plate), Wis 8 (-1), Cha 9 (-1). Possesses the following magical items: +2 Plate Armor, +2 Greatsword (use stats for 2-handed spear in Gladiator entry, with additional +2 for magic), Ring of Fire Resistance (DMG 192), Rope of Entanglement (DMG 197). Antha (Page 108). Use Priest statistics (MM 348). Exceptions. AC 18 (Plate), Cannot cast spells, Possesses the following magical items: +2 Mace (+5 to hit, 1d6+2), Wand of Negation (For one charge, as an Action or Reaction, completely negate any spell, spellcasting ability, or magical ability of one creature or magic item for one round. This wand cannot be recharged. 4 charges remaining).

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Options Combatants (Page 108). Owlbears - Use Owlbear statistics (MM 249). Guards - Use Veteran statistics (MM 350). Circus Performers - Use Spy statistics (MM 349). Exceptions: add Athletics +2, Acrobatics +4. Potential Scrolls for Forward Thinking Cutters (Page 109). Plane Shift - Use Plane Shift (PHB 266). Teleport without Error - Use Teleport (PHB 281) or Teleportation Circle (PHB 282). Cubic Gate - Use Gate (PHB 244). Scould (Page 110). Use Veteran statistics (MM 350). Exceptions. Has magic lantern with a permanent flame inside to shed light and warmth. Pandemonium Troubles (Page 110) Blindness - The Tunnels of Pandemonium have no light source. Those without darkvision are in pitch blackness and suffer from the blindness condition (PHB 290). The following are easy 5th edition rules for covering the problems of Pandemonium. For extended rules using a 2nd Edition Conversion, see Appendix III. Deafness - Quick Rules: Characters are effectively deaf and have the deafness condition while exposed to the winds (PHB 290). Madness - Quick Rules: Every 1d10 hours exposed to the howling winds and not in a shelter/building, make a DC 11 Wisdom Save or gain an insanity from the short term, long term, or indefinite insanity tables (PHB 259-261) that lasts for 1d6 hours. Additional insanity tables can be found in Appendix D of the Out of the Abyss campaign book by Wizards of the Coast. Optional Encounters (Page 110). Gnolls - Use Gnoll statistics (MM 163). Bugbears - Use Bugbear statistics (MM 33). Tanar’ri - Use Demon statistics (MM 50-65). Yugoloths - Use Yugoloth statistics (MM 311-314). Slaadi - Use Slaadi statistics (MM 274-278). Insane NPCs - Use random NPCs (MM 342-350). Barsetti Col Tarmac (Page 110). Use Veridis Mov statistics (See Chapter 2 of this document). Exceptions. CE, member of the Dispossessed. Side Note: The Dispossessed are a faction that resides primarily in Pandemonium (and a bit in Carceri). They have no special abilities and are defined by their shared history and attitudes. All of them have been rejected by some powerful person, and all of them have a chip on their shoulder about teaching the multiverse the lesson that they shouldn't have been tossed aside.

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Cardule (Page 111). Use Mage statistics (MM 347). Exceptions. Possesses the following magical items: Staff of Striking (DMG 203), Potion of Supreme Healing (DMG 188), Wand of Polymorph (DMG 211). Change spell list to: 1st level (4 slots): Burning Hands, Mage Armor, Magic Missile, Shield 2nd level (3 slots): Detect Thoughts, See Invisibility, Web 3rd level (3 slots): Dispel Magic, Fireball, Lightning Bolt 4th level (3 slots): Evard’s Black Tentacles, Stoneskin 5th level (1 slot): Teleportation Circle Gak the Troll (Page 111). Use Troll statistics (MM 291). Exceptions. Possesses greatsword (+7 to hit, 2d6+4 slashing damage). Baaravda the Ormyrr (Page 111). Huge Monstrosity (10 ft tall, 25 ft long), LN AC 15 (Natural Armor) HP 80 (7d12+35) Speed 25 ft, Swim 35 ft Str 20 (+5) Dex 11 (+0) Con 20 (+5) Int 13 (+1) Wis 11 (+0) Cha 10 (+0) Saves. Strength +8, Constitution +8. Senses. Darkvision 60 ft. Passive Perception 10. CR 8 Four arms. Ormyrr have four arms and often carry four different weapons. Hurl Stone. An Ormyrr can throw objects it picks up, such as large stones, as an effective weapon. Rolling Crush. Any round in which an Ormyrr successfully hits the same for twice or more, it can make a rolling crush over the opponent. The target must make a DC 14 Strength or Dexterity Save or be crushed by the Ormyrr. Starting the following round, the target takes 2d6 bludgeoning damage per round until it dies, it makes a successful DC 14 Strength Check, or the Ormyrr moves off of it. While the target is crushed, it has the Grappled Condition and all attacks are made at disadvantage. Actions Multiattack. A Ormyrr can attack once with all four of its claws (or held weapons) and once with a bite. Bite. Melee Weapon Attack. +8 to hit, reach 10 ft, one creature. Hit: 12 (2d6+5) bludgeoning damage.

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Claw. Melee Weapon Attack. +8 to hit, reach 10 ft, one creature. Hit: 10 (2d4+5) slashing damage. Longsword. Melee Weapon Attack, +8 to hit, reach 10 ft, one creature. Hit: 14 (2d8+5) slashing damage. Shortsword. Melee Weapon Attack, +8 to hit, reach 10 ft, one creature. Hit: 12 (2d6+5) slashing damage. +2 Spear. Melee or Ranged Weapon Attack, +10 to hit, range 10 ft or 20/60, one creature. Hit: 14 (2d6+7) piercing damage. Stones and other Thrown Objects. Ranged Weapon Attack, +8 to hit, range 20/40, one creature. Hit: 10 (2d4+5) bludgeoning damage. Reave (Page 111). Medium Humanoid, LE AC 12 (Natural Armor) or 21 (Armor, 2 Shields) HP 127 (3d6+9) Speed 25 ft Str 17 (+3) Dex 13 (+1) Con 16 (+3) Int 9 (-1) Wis 10 (+0) Cha 9 (-1) Senses. Darkvision 60 ft. Passive Perception 10 CR 2 Astral Fading. As a bonus Action, the Reave can fade into the Astral plane. If it chooses, it can return in 1d6 rounds. This ability can only be used on the first layer of any plane, the prime material plane, or the outlands. Four arms. Reaves have four arms and often carry two shields and two weapons. Reave Armor. Reaves wear a unique style of armor. Garishly decorated plate mail with flaring shoulder plates and long flowing chain mail. This is heavy armor and grants an AC of 17. Reave Skin. When not wearing armor, a Reave’s pebbly skin grants it an AC of 12. Actions Multiattack. A Reave can attack once with each weapon it is wielding. Longsword. Melee Weapon Attack, +5 to hit, reach 5 ft, one creature. Hit: 7 (1d8+3) slashing damage. Spear. Melee or Ranged Weapon Attack, +5 to hit, range 20/60, one creature. Hit: 6 (1d6+3) piercing damage.

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Ingress (Page 112). Small Aberration, CN AC 11 HP 4 (1d6) Speed 30 ft Str 10 (+0) Dex 12 (+1) Con 11 (+0) Int 7 (-2) Wis 7 (-2) Cha 6 (-2) Senses Blindsight 30 ft, Passive Perception 8 Languages. Planar Common (cannot speak, but understands). CR ⅛ Pandemonium Travel. The Ingress can freely move through the layers of Pandemonium and can take one other creature with it. Actions. Claws. Melee Weapon Attack, +3 to hit, one target, reach 5 ft. Hit : 2 (1d2+1) bludgeoning damage. Ingress Mother (Page 112). Gargantuan Aberration, CN AC 10 HP 81 (6d20+18) Speed 5 ft Str 25 (+7) Dex 10 (+0) Con 16 (+3) Int 9 (-1) Wis 7 (-2) Cha 8 (-1) Senses Blindsight 30 ft, Passive Perception 8 Languages. Planar Common (cannot speak, but understands). CR 1 Pandemonium Travel. The Ingress can freely move through the layers of Pandemonium and can take one other creature with it. Actions. None. The only way for the Ingress Mother to hurt someone is if they somehow get underneath her when she moves.

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Quah-Namog the Half-Ogre (Page 113). Medium Humanoid, CE Cleric 12, Death Domain, Orcus/Tenebrous AC 23 (+2 Splint Mail, +2 Shield) HP (12d8+36) Speed 30 ft Str 19 (+4) Dex 11 (+0) Con 16 (+3) Int 13 (+1) Wis 20 (+5) Cha 7 (-2) Saves. Wisdom +9, Charisma +2 Skills. History +5, Insight +9 Senses. Darkvision 60 ft, passive perception 15 Languages. Planar Common, Giant, Abyssal Channel Divinity. Can Turn Undead or use Touch of Death twice per short or long rest. Reaper. When Quah-Namog casts a necromantic cantrip that normally only targets one creature, he may instead target two creatures that are no more than 5 ft from each other. Touch of Death. Channel Divinity and a Weapon Attack to deal 29 necrotic damage to one target. Inescapable Destruction. Spells and Channel Divinity ignores resistance to necrotic damage. Divine Strike. Once per turn, Quah-Namog can add 1d8 necrotic damage to one of his weapon attacks. Quah-Namog is a 12th level spell caster, using wisdom as his casting ability. He has the following spells: Cantrips (at-will): Chill Touch (Nec, 3d8), Guidance, Sacred Flame, Spare the Dying, Thaumaturgy 1st level (5): Bane, Cure Wounds, Inflict Wounds, Protection from Evil and Good, False Life, Ray of Sickness 2nd level (4): Hold Person, Silence, Spiritual Weapon, Blindness/Deafness, Ray of Enfeeblement 3rd level (4): Animate Dead, Dispel Magic, Meld into Stone, Speak with Dead Vampiric Touch 4th level (4): Banishment, Freedom of Movement, Blight, Deathward 5th level (2): Legend Lore, Insect Plague, Anti-Life Shell, Cloudkill 6th level (1): Find the path Actions. +3 Flail. Melee Weapon Attack, +8 to hit, range 5 ft, one creature. Hit: 11 (1d8+7) bludgeoning damage. Notes. Currently using a scroll of Astral Projection to the current location. Possesses the following magical items: Gauntlets of Ogre Strength, +2 Splint Mail, +2 Shield, +3 Flail 25

Visages (Page 113). See Appendix I. Wisdom Check with Circlet (Page 114). DC 10. Wand of Orcus (Page 114). Use Wand of Orcus statistics (DMG 227). Exceptions. The wand is slightly weakened. It cannot magically appear to Orcus’ location. There is no saving throw for attuning to the wand. The wand cannot communicate. Controlling the Wand (Page 114). Make a contested charisma check against the Wand’s 16 charisma. See DMG 216 for more information.

Chapter 9 - The Dead-Book of the Gods Ryshane Dumuore (Page 117). Use Commoner statistics (MM 345). Fruits of Death Checks (Page 120). Strength or Dexterity (Athletics) DC 16. Skeletons (Page 120). Use Skeleton statistics (MM 272). Exceptions. These skeletons have disadvantage on any saving throw for Turn Undead. Climbing the Jowls (Page 121). At least one character in the party must have proficiency in Athletics for anyone to make this check. Strength (Athletics) DC 14. Otherwise magic must be used to climb up. Varrangoin, Lesser - Type II (Page 121). Medium Monstrosity, CE AC 17 HP 28 (5d8+10) Speed 15 ft, 50 ft fly Str 10 (+0) Dex 18 (+4) Con 14 (+2) Int 12 (+1) Wis 10 (+0) Cha 10 (+0) Senses Blindsight 60 ft, Passive Perception 10 Damage Resistance. Acid Damage immunities. Fire Languages. Abyssal 26

CR 5 Breathe Weapon (Recharge 5-6). The varrangoin uses the following breath weapon. Fire Breath. The varrangoin exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Actions. Multiattack. A varrangoin can attack with two claws and one bite. Bite. Melee Weapon Attack, +7 to hit, one target, reach 5 ft. Hit: 7 (1d6+4) piercing damage. Claws. Melee Weapon Attack, +7 to hit, one target, reach 5 ft. Hit : 6 (1d4+4) slashing damage. Bat (Page 121). Use Swarm of Bats statistics (MM 337). Quah-Namog (Page 122). See Chapter 8 of this document. Spell Save to see through Sigil Illusion (Page 123). Wisdom Save, DC 11 Intelligence (Arcana) check (Page 123). DC 12 Tracking Quah-Namog and an Intelligence Check (Page 123). Intelligence Check DC 12. It takes 10 rounds to find Quah-Namog. For each point above 10, reduce the time by one round, to a minimum of one round. Variant: Special 2e style intelligence check. Roll a d20 with no modifiers. If the result is less than the character’s intelligence score, they succeed. Determine the difference of their successful roll and their intelligence score. Subtract that number by 10. This is how many rounds it takes to track Quah-Namog. Example: A character with Int 12 rolls a 9 on a d20. A success! The difference is 3 (12-9=3). Subtract the result from ten; 10-3=7. It takes 7 rounds to find Quah-Namog. Faux Tenebrous (Page 123) Large Solidified Illusion, CE AC 15 Damage Immunities. Everything. Cannot be harmed. Spell Immunities. Everything. Cannot be affected by spells. Actions. Swipe. Melee Weapon Attack, +30 to hit, 10 ft reach, one target. Hit: 22 (4d10) necrotic damage.

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INTO THE LIGHT Introduction Vtyrgi Hammersmitt the Bard (Page 127). Use Cult Fanatic statistics (MM 345). Exceptions. Switch wisdom and charisma scores. Spellcasting is based off charisma. Replace Dark Devotion with Bardic Inspiration (PHB 53). Cruigh Manathas (Page 127). Use Commoner statistics (MM 345).

Part 1 - Initial Forays Gremmith Mi (Page 133). Use Mage statistics (MM 347). Exceptions. Possesses +2 Blowgun with poison (+5 to hit, 1d2+2 damage, DC 14 Constitution Save or take 2d6 poison damage), and a Wand of Lightning Bolt (DMG 221). Athar Troubleshooters (Page 133). Use Thug statistics (MM 350). Exceptions. They have poison on their blades. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. Wisdom Check (Page 133). DC 14 Lari Chant-Finder (Page 133). Use Spy statistics (MM 349). Exceptions. Possesses Gem of Seeing (DMG 172). Malweis (Page 133). Use Knight statistics (MM 347). Exceptions. Can use Paladin’s Divine Sense and Lay on Hands as a 5th level paladin (PHB 84). Possesses a +2 greatsword, potion of hill giant strength (Str 21, DMG 187), and a ring of truth. New Magic Item: Ring of Truth. The bearer cannot tell a lie; if the bearer tries to tell a lie, the literal truth is spoken instead. The bearer automatically knows if any words spoken are lies. If there is any magic present that allows a lie to be told without detection, then the bearer does not hear the words at all. Ivth Nanright (Page 134). Use Priest statistics (MM 348). Exceptions. Possesses wand of magic missile (DMG 211), potion of invisibility (DMG 188). Weapon has poison, DC 12 constitution save, 3d6 or half). 28

Barghest (Page 134). Medium fiend (Shapechanger), CE AC 13 HP 38 (7d8 + 7) Speed 30 ft. (50 ft. in fiendish wolf form) Str 18 (+4) Dex 14 (+2) Con 13 (+1) Int 14 (+2) Wis 11 (+0) Cha 14 (+2) Saving Throws Con +4, Cha +5 Special Senses darkvision 120 ft. Resistances damage from non-magical weapons Languages Abyssal, Goblin Pass without Trace. While in fiendish wolf form, the barghest can pass without trace (as the spell) at will. Change Shape. The barghest polymorphs into a Small goblin. It statistics do not change except for its size, and any equipment it carries is not transformed. It reverts to fiendish wolf form when dropped to 0 hit points. Spellcasting (Goblin Form Only). The barghest is a 7th-level spell caster that uses Intelligence as its spellcasting ability (spell save DC 12). It needs to use only somatic and verbal components to cast its spells. The barghest knows the following spells: At Will: levitate, misdirection 1/Day Each: dimension door Actions Bite. Melee Attack (Fiendish Wolf Form Only). +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage. Claws. Melee Attack (Goblin Form Only). +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage. Reactions Devour Body and Soul. When the barghest kills a humanoid creature, it begins gorging on the creature’s body. It feeds until the end of its next turn, whereupon it also swallows the creature’s soul and traps it in its gullet. If the barghest is wounded before it can finish gorging, it loses the soul and gains no benefits. When the barghest traps a soul, its current and maximum hit points both increase by 10 for 24 hours. These benefits are cumulative with multiple gorgings, up to a maximum increase of 60 hit points. After 24 hours, a trapped soul is completely consumed, and the barghest’s maximum hit points decrease by 10. A creature killed by the barghest cannot be raised from the dead as long as its soul is trapped in the barghest’s gullet. A creature whose soul is completely consumed by the barghest cannot be raised or resurrected by any means. If the barghest dies, any undigested souls in its gullet are released.

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Cranium Rat (Page 134). See Appendix I. Hulester (Page 136). Use Gladiator statistics (MM 346). Riaen Blackhome (Page 136). Use Commoner statistics (MM 345). Phol Nerris (Page 138). Use Veteran statistics (MM 350). Elchis (Page 138, 140). Use Veteran statistics (MM 350). Exceptions. Possesses a +1 Longsword. Nherid (Page 138). Use Scout statistics (MM 349). Wilphesh Glidderskins (Page 138). Use Berserker statistics (MM 344). Kank (Page 138). Use Mage statistics (MM 347). Exceptions. Remove spells from level 4 and up. Caylean (Page 139). Use Spy statistics (MM 349). Jeanskar (Page 139). Use Commoner statistics (MM 345). Signer Security (Page 140). Use Guard statistics (MM 347). Signer Bruiser (140). Use Thug statistics (MM 350). Exceptions. Possesses greataxe instead of mace (1d12+2 slashing). Athar Guards at Church (Page 140). Use Guard statistics (MM 347). Ghaer the Sighted (Page 140). Use Priest statistics (MM 348). Exceptions. Has Str 15 (+2), plate armor (AC18), Melee attack is +4, 5 (1d6+2) damage. Add the following spells: 4th level (1): Banishment

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Athar Wizard at Church (Page 140). Use Mage statistics (MM 347). Excretions. Possesses a +1 Ring of Protection (AC 13, 16 with Mage Armor). Remove 3rd levels spells and above. Harmonium Troops at Church (Page 140). Use Thug statistics (MM 350). Exceptions. Has splint mail instead of leather (AC 17).

Part 2 - Crossed Swords Daniphe the Foxwoman (Page 142). Medium Humanoid Shapechanger, CE AC 12, 14, or 16 HP 83 (15d8+15) Speed 40 ft (Elven), 60 ft (Vixen), 80 ft (Fox) Str 12 (+1) Dex 18 (+4) Con 12 (+1) Int 14 (+2) Wis 10 (+0) Cha 17 (+3) Senses Darkvision 60 ft, Passive Perception 10 Languages Elven, Planar Common (can't speak in fox form) CR 5 Shapechanger. The Foxwoman can use its action to polymorph into a fox-humanoid hybrid (vixen) or into a medium fox, or back into its true form, which is an Elven woman. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverted to its true form if it dies. Keen Hearing and Smell. The Foxwoman has advantage on Wisdom (Perception) checks that rely on hearing or smell. Charm. The Foxwoman can charm humanoid males if she is in her Elven or Vixen form. DC 14 Wisdom Save or be charmed and consider the Foxwoman a personal friend. Even if the target succeeds, she still receives advantage on charisma checks. Any male humanoid creature whose wisdom is 12 or less automatically fails the save. Fey Ancestry. The Foxwoman has advantage on saving throws against being charmed, and can't be put to sleep with magic. Actions. Bite. Melee Weapon Attack, +6 to hit, one target, reach 5 ft. Hit: 5 (1d2+4) bludgeoning damage (fox) or 11 (2d6+4) bludgeoning damage (vixen). lf the target is a female elf or human, it must succeed on a DC 14 Constitution saving throw or be cursed with werefox lycanthropy.

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Athar Guards at Church (Page 144). Use Guard statistics (MM 347). Exceptions. Seven Athar Guards on the rooftops have crossbows, another thirteen around the church have crossbows. Mhavor (Page 144). Use Mage statistics (MM 347). Exceptions. Mhavor has the following spells prepared: Cantrips (at-will): Fire Bolt, Friends, Dancing Lights, Prestidigitation 1st (4 slots): Burning Hands, Charm Person, Sleep 2nd (3 slots): Detect Thoughts, Melf’s Acid Arrow, Ray of Enfeeblement, See Invisibility, Suggestion 3rd (3 slots): Confusion, Dispel Magic, Fly (one slot used) 4th (3 slots): Fabricate, Fire Shield, Stoneskin 5th (1 slot): Dominate Person, Modify Memory Mhavor possesses the following magical items: Potion of Clairvoyance (DMG 187), Potion of Healing (DMG 187), Robe of Useful Items (DMG 195), Wand of Negation (For one charge, as an Action or Reaction, completely negate any spell, spellcasting ability, or magical ability of one creature or magic item for one round. This wand cannot be recharged. 10 charges remaining).

Part 3 - Mysteries of the Stones Worshipper; First Stone (Page 150). Use Cultist statistics (MM 345). Exceptions. +5 to hit, 1d6+3 slashing damage. Wisdom Check (Page 150). DC 12 Adult Bronze Dragon; Second Stone (Page 151). Use Adult Bronze Dragon statistics (MM 108). New Character statistics; Second Stone (Page 151-152). Characters use their own statistics, including prepared spells, except as follows: •

• •



If a character is proficient with medium armor or better, then they're wearing +3 Scale Mail and they have a +3 Longsword. They become proficient with the weapon for the duration of the scene. Spell casters not proficient with medium armor are wearing Robes of Protection (AC 13). Arcane casters have Gust of Wind prepared, regardless if they can normally cast it or normally cast a spell of that level. It does not count towards their maximum number of spells prepared. If an arcane caster cannot normally cast 2nd level spells, then they gain one 2nd level spell slot for the duration of this scene. Divine casters have Fly prepared, regardless if they can normally cast it or normally cast a spell of that level. It does not count towards their maximum number of spells prepared. 32



If a divine caster cannot normally cast 3rd level spells, then they gain one 3rd level spell slot for the duration of this scene. If a character is not a spell caster and does not have proficiency in medium armor, then they are wearing +3 Leather armor and have a +3 Scimitar. They are considered proficient with this weapon and armor for the duration of the scene.

New Character statistics; Third Stone (Page 152). Characters use their own statistics, including prepared spells, except as follows: • Arcane Casters are wearing robes and are equipped with a spell component pouch and a quarterstaff. • Divine Casters are wearing robes and are equipped with a spell component pouch and a mace. • All others are equipped with chain mail and scimitars. They also have lance and a shield. • All characters are riding a war horse. Soldiers; Third Stone (Page 152). Use Guard, Scout, Cultist, or Bandit statistics (MM 343-349). Enemy Archers; Third Stone (Page 152). +3 to hit, 1d8+1 damage Nolite Berzerker; Third Stone (Page 153). Use Berserker statistics (MM 344). Yanthis; Fourth Stone (Page 154). Use Commoner statistics (MM 345). Badirines; Fifth Stone (Page 154). Use Acolyte statistics (MM 343). Exceptions. Change club to pick; same damage, but piercing damage instead. Argesh Fiord and memory from Sixth Stone (Page 155). Use Gladiator statistics (MM 346). Exceptions. Possesses the following magical items: mace-ring (treat unarmed attacks as a magical mace), bracers of defense (DMG 156), Cloak of Invisibility (Page 158), Ring of human influence (treat charisma as 20 when using charisma checks on humans and humanoids, cast Suggestion 1/day, cast Charm Person 1/day). Green Slaad and memory from Sixth Stone (Page 155). Use Green Slaad statistics (MM 277).

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APPENDIX I - New Creatures Cranium Rats Use Rats statistics (MM 335). Exceptions. For every doubling of the rat population, increase the Intelligence of the group by 2 (One rat has Int 2, two rats have Int 4, four rats have Int 6, and so on). For each increase in Intelligence, add a spell level from the archmage (MM 342) list. Two rats can cast cantrips, four rats can cast 1st level spells, eight rats can cast 2nd level spells, and so on. Use intelligence for their casting ability. Proficiency bonuses starts at +2 and increases by one for each increase of intelligence. A colony of 1,024 rats should have Int 20, be able to cast 9th level spells, and have a proficiency bonus of +12. Giant Boring Beetle Large Beast, Unaligned AC 13 (Natural Armor) HP 26 (4d10+4) Speed 30 ft Str 16 (+3) Dex 10 (+0) Con 12 (+1) Int 5 (-3) Wis 7 (-2) Cha 3 (-4) Senses Blindsight 30 ft, Passive Perception 8 Languages CR 1 Actions. Mandibles. Melee Weapon Attack, +5 to hit, one target, reach 10 ft. Hit : 13 (5d4+3) bludgeoning damage. Minions of Set Variable Medium Humanoid/Shapechanger, LE Armor Class. 15 Hit Points. 39 (6d8+12) Speed. 30 ft. Str 15 (+2) Dex 13 (+1) Con 15 (+2) Int 14 (+2) Wis 12 (+1) Cha 12 (+1) Skills. Perception +5 Immunities. fear effects Senses. darkvision 60 ft., passive perception 15 Languages. Ankhwughat, Infernal 34

Shapechanger. As a bonus action, a Minion of Set can change into a giant scorpion or back to a human. The minion can do this once per short or long rest. As a scorpion, their HP becomes 52. If brought to zero, they are converted back to human form. Any extra damage is carried over. Actions. Multiattack. While in human form, the Minion of Set can attack twice with the kopesh. While in Giant Scorpion form, the minion of set can attack three times, twice with the claws and once with the stinger. +2 Kopesh (human form only, Versatile). Melee Weapons Attack. +6 to hit, 5 ft reach, one target. Hit: 8 (1d8+4) slashing damage, one handed. +6 to hit, 9 (1d10+4) smashing damage, two handed. Claw (Giant Scorpion form only). Melee Weapon Attack. +4 to hit, 5 ft reach, one target. Hit: 6 (1d8+2) bludgeoning damage, and the target is grappled (escape DC 12).The scorpion has two claws, each of which can grapple only one target. Stinger (Giant Scorpion form only). +4 to hit, 5 ft reach, one target. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. Variant Scorpion Stinger Attack. The original statistics for this creature was much deadlier than 5th edition game design stipulates. The poison stinger did 3d4 poison damage on a successful save, death on a failed save. If you wish to emulate the deadliness of 2nd edition, you may want to use this variant rule. Ratatosk, the Squirrel-Folk Small humanoid, CG Armor Class: 13 Hit Points: 7 (2d6) Speed: 20 ft, 40 ft Fly (Glide only), 30 ft Climb Str 12 (+1) Dex 16 (+3) Con 10 (+0) Int 7 (-2) Wis 9 (-1) Cha 12 (+1) Senses: Passive Perception 11 Skills: Acrobatics +5, Sleight of Hand +5, Perception +1 Languages: Ratatosk, Avian, Sylvan CR:½ Glide: Ratatosk have furry membranes between their arms and legs, allowing them to glide (they can only glide when they fly). They can twist and turn to dodge, which allows them to retain their AC. They have control over direction by turning their bodies or closing their arms and legs to twist around (giving the impression of aerial acrobatics), but they cannot gain height or hover.

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Swoop: Ratatosk can swoop down and dive bomb an opponent, dealing double damage on a hit. They can use Multiattack with this. Taunt: Ratatosk have a supernatural ability to taunt foes. The target does not need to understand the Ratatosk to be affected, but it must be able to see or hear the Ratatosk. Target must succeed on a Wisdom Save DC 11 or take 1d4 psychic damage and have disadvantage on the next attack it makes before the end of its next turn. Actions Multiattack. Ratatosk can attack with two claws. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft. One target, hit 5 damage (1d4+3) slashing. Ratatosk are small furry humanoid flying squirrels that serve as messengers to creatures native to the World Ash. Ratatosk are pack animals, and often appear in groups of 5-20. They will avoid a fight if they are few in number, but even larger groups avoid direct confrontation, preferring to use hit and run, skirting, and kiting tactics against their foes. Ratatosk are consummate scavengers and thieves, and can often be found wielding a weapon they stole (single attack only, damage per weapon in PHB). They are kind and friendly to any creature native to the World Ash, and antagonistic to anyone they feel doesn't belong in the tree. They are of low to average intellect (5-10), and can be bribed to deliver messages to any location that the tree reaches. They are prey animals to Giant Eagles, Wolves, Giant Owls, and sometimes even Giants. Ratatosk Priest Small humanoid, CG Armor Class: 13 Hit Points: 10 (3d6) Speed: 20 ft, 40 ft Fly (Glide only), 30 ft Climb Str 10 (+0) Dex 16 (+3) Con 10 (+0) Int 10 (+0) Wis 14 (+2) Cha 12 (+1) Senses: Passive Perception 11 Skills: Acrobatics +5, Sleight of Hand +5, Perception +1 Languages: Ratatosk, Avian, Sylvan CR: 1 Glide: Ratatosk have furry membranes between their arms and legs, allowing them to glide (they can only glide when they fly). They can twist and turn to dodge, which allows them to retain their AC. They have control over direction by turning their bodies or closing their arms and legs to twist around (giving the impression of aerial acrobatics), but they cannot gain height or hover. Swoop: Ratatosk can swoop down and dive bomb an opponent, dealing double damage on a hit. They can use Multiattack with this. 36

Taunt: Ratatosk have a supernatural ability to taunt foes. The target does not need to understand the Ratatosk to be affected, but it must be able to see or hear the Ratatosk. Target must succeed on a Wisdom Save DC 11 or take 1d4 psychic damage and have disadvantage on the next attack it makes before the end of its next turn. Spellcasting. Ratatosk Priests are 5th level spell casters, using wisdom as their casting ability score. DC 12, +4 spell attack. They have the following spells: Cantrips (at will): Druidcraft, Produce Flame, Shillelagh 1st Level (4 slots): Cure Wounds, Entangle, Detect Poison and Disease, Speak with Animals 2nd Level (3 slots): Gust of Wind, Heat Metal, Locate Animal or Plants 3rd Level (2 slots): Conjure Animals, Call Lightning, Speak with Plants Actions Multiattack. Ratatosk Priest can attack with two claws. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft. One target, hit 5 damage (1d4+3) slashing. Club. Melee Weapon Attack: +0 to hit, reach 5 ft. One target, hit 3 (1d6) bludgeoning damage. Shillelagh cantrip changes this to +2 to hit, 6 (1d8+2) bludgeoning damage. Visage Medium Undead Demon, CE Armor Class: 15 Hit Points: 52 (8d8+16) Speed: 40 ft Fly Str 16 (+3) Dex 17 (+3) Con 14 (+2) Int 19 (+4) Wis 14 (+2) Cha 16 (+3) Saving Throws Dex+5, Cha +5 Skills Stealth +7 Damage Vulnerabilities radiant Damage Resistances acid, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, lightning, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 120ft., passive perception 15 Languages Planar Common, Abyssal CR 8 Partial Incorporealness. The Visage is not technically incorporeal, it cannot pass through solid objects, but it can move through very small openings, like keyholes. Lucidity Control. The Visage can control the perceptions of others. As a bonus action, the visage can control the perceptions of up to six targets. It can change an entire terrain, make objects seem further or closer away, create subtle changes on building design or architecture, change what the target hears, smells, sees, feels, and more. It can even completely cut off all 37

the target’s senses. There is no save if the target does not suspect the illusions. If the target believes their senses are being manipulated, they can make a Wisdom Save DC 15 to see past the illusions for one round. This effect lasts as long as the Visage maintains concentration. Natural Spellcasting. The Visage uses Charisma as its casting ability (DC 14, +6), and can cast the following spells: 1/Day: Dominate Monster Assume Identity. The Visage can assume the identity of a victim it kills by stealing a portion of their spirit before it goes to the afterlife. This disguise is nearly perfect, and only close friends have a chance to tell that something is wrong (Insight DC 14 for close friends, family). If it changes form back to normal or assumes another form, it must release the spirit (assuming the spirit was not consumed; see below). It cannot use its claws, but it can use its Lucidity Control and Natural Spellcasting. While the Visage is using this ability, the victim cannot be raised, resurrected, or affected by any spell which targets the dead (such as speak with dead). If the Visage is killed or releases the spirit within one week, the spirit can go to its proper afterlife and can be affected by spells as normal. If not, the Visage consumes the spirit entirely. It is gone forever - never to experience it's appropriate afterlife. Actions Multiattack. Visage can attack with two claws. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft. One target, hit 7 (1d8+3) slashing damage. Wraithworm Large Monstrosity, Unaligned AC 15 (Natural Armor) HP 127 (15d10+45) Speed 25 ft Str 14 (+2) Dex 18 (+4) Con 16 (+3) Int 2 (-4) Wis 12 (+1) Cha 5 (-3) Skills. Stealth +7, Perception 14 Damage Resistances (Wraithform only). Acid, cold, fire, lightning. Damage immunities (Wraithform only). Necrotic, poison; bludgeoning, slashing, piercing from non-magical weapons that aren't silvered. Condition Immunities (Wraithform only). Charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses. Darkvision 60 ft. Passive Perception 14 CR 7 Paralyzing Gaze. Any creature of 6 HD or fewer that meets the Wraithworm’s gaze must succeed on a DC 13 wisdom save or be paralyzed for 2d4 rounds).

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Undead Affinity. Undead creatures treat the Wraithworm as one of their own. Due to this connection, the Wraithworm has a special susceptibility to Channel Divinity: Turn Undead. When this ability is used against them, they are held motionless for 1d4 rounds. Wraithform. For up to ten minutes per hour, the Wraithworm can turn into an insubstantial being. While it cannot fly, it can move through tiny openings and holes, such as keyholes or narrow cracks. Though they are not ethereal, creatures on the ethereal plane can interact with them normally. While in Wraithform, they gain some resistances and immunities. Actions Bite. Melee Weapon Attack, +7 to hit, reach 10 ft, one creature. Hit: 17 (3d8+4) bludgeoning damage plus venom. The target must save on a DC 12 Constitution Save or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The target must also save on a DC 14 Constitution Save or suffer from a slow moving venom; each hour the target’s maximum HP is reduced by 3d4 HP for the next 1d6 hours, and suffers a -4 penalty to attack rolls, saving throws, and armor class during this time. This reduction lasts until the target finishes a long rest. Once a creature is affected by the slow venom, they cannot be affected by it again while it is in effect.

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APPENDIX II - Problem Pages 24, 27, 32, 76, 85, 92, 121, 123, 133 Page 24 Left Side The Khaasta don't worry about making their cases aesthetic or even pleasant. They focus more on fighting, proving their might, and taking what they can from the meek. SLAVE PEN Though they're primarily bandits, all Khaasta in Nephraks take and keep slaves. They might sell the berks if they get a good offer or if the mood strikes them, but most slaves are put to work around the camp. Currently 52 slaves of varying humanoid races live in this less-than-pleasant pen. The Khaasta care little for their own dwellings and even less about those of their slaves. The creatures barely give the workers what they need to survive, and nothing more. Freeing the slaves and encouraging them to rise up in revolt isn't a great idea. The workers are too weak and malnourished to do anything but be slaughtered. But the PCs can do a good deed - and create a fine diversion - by freeing the slaves and sending them back through the portal to Yggdrasil (See “Leaving Naphraks” at the end of this chapter). Such an action gains the attention of nearly all Khaasta in the barracks, drawing the monsters away as the PCs make their way towards the truly important location: the tower. STORAGE These two wooden shacks serve as storehouses for stolen plunder and any basic tools and goods needed by the camp. One shack also contained another wagon similar to the cart the PCs followed here. LIZARD STABLES Here the Khaasta keep the giant lizards they use as mounts. These huge beasts require a large area and a lot of food. In addition to the 10 brought in by the raiders, the stables contain 11 lizards. Slaves usually care for and feed the mounts; those who are too weak to work are feed to the beasts. The omnivorous lizards usually eat a slop of water mixed with roots, vegetables, leaves, and meat all mashed together. THE BANDIT-KING’S TOWER Canny PCs should figure that the stolen beauty would be brought to this tower, the most impressive structure in Naphraks. (‘Course, the fact that the raiders’ wagons and riding lizards still sit in front of the building is a dead giveaway).

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Right Side But the heroes won't find the huge chamber comfortable. Water boiled continuously in the lower level makes the Great Hall hot and humid, just as the king likes it. Steam visibly rises through small holes drilled in the floor, and potted plants give the room the look of a jungle. Naphraks has no sun, but the plants seem to thrive without it; fact is, there quite well cared for, clearly one of Haac(!)nss’ excesses. His other indulgence: two giant iguana pets, kept here in the Hall, that relieve better treatment than any Khaasta in the camp. “Through the hazy warm air and the thick foliage of this chamber, you see a huge reptilian creature seated in a large wooden chair. The armor upon his breast is a shining bronze plate, and a strange sort of crown rests upon his long, narrow head, which is is marked with a long gangrenous scar. A grand wooden table and more chairs have all been pushed to one side, obviously to make room for the hundred or so glass bottles that surround this scarred ‘King.’ He peers covetously over the bottles, reverently clutching a short metal rod.” Show the players Illo. B (Page 169). The PCs can try to recover the circean embers in one of three ways: sneak in and steal the bottles, negotiate with the king, or fight the Khaasta. The first option - sneaking in tower and a scagging the bottles - is an extremely difficult task. Haac(!)nss is obsessed with them and sits glaring at the plundered beauty. He occasionally gives “doses” to his plants or iguana pets (remember that anyone viewing an affected object must save vs spell or suffer from the sympathy effect). What's more, the iguanas will defend their master (and the bottles), and the king can also summon 10 Khaasta guards from the nearby posts in one or two rounds. Lastly, the Great Hall contained 113 bottles of beauty (stolen from victims in Sigil and elsewhere), far too many to sneak away with. The second option - formally approaching Haac(!)nss - is an interesting but frustrating option, though it's easy enough to gain an audience. If the PCs march into Naphraks with confidence, the Khaasta take them to see their high-up; if the heroes sneak into camp, they can seek an audience on their own. Either way, Haac(!)nss reacts well only if the PCs offer to buy the circean embers. Any other tactic - threats, begging, trickery, and the like - just pike him off, prompting him to have the PCs scragged and turned into his newest slaves. Still, even convinced to sell the circean embers, the king sets a price of 500 gp per bottle and agrees to part with only 10 bottles at this time - no more. Page 27 Similarly, those walking along a branch can’t spy conduits of githyanki through the thick leaves, but is they move more than 50 feet away from the tree (say, by flying or levitating), they “fall off” and find themselves on the Astral! Yggdrasil generally has reliable gravity, and travelers can walk all the way around a branch if they like. But while crossing a spot where two branches meet, there’s a moment of disorientation where a berk feels the pull of gravity from both branches at once, or the absence of gravity entirely. It’s a good idea then, not to travel upside-down.

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The inside cover of Dead Gods contains a map showing the portion of Yggdrasil used by the PCs during “Out of the Darkness.” *THE TREE BURG* Nestled between two major branches of Yggdrasil, the small community of Crux has existed for well over a hundred years. Though only about 800 people call it home. Crux is a well-known spot for planewalkers on the World Ash - two large inns provide nice accommodations for folks passing through. Page 32 Left Side The PCs receive better treatment if they manage to answer the riddles, but they really score points with the Ratatosk if they ask for Glittereye - the wise priest of the pack. If this happens, the two ratatosk spend a few minutes quizzing the berks with their intent (though they also try to tumble to it on their own) and then lead the group to their high-ups lair. The real challenge in this encounter is communication! The two squirrel-folk know only a smattering of common, so unless the PCs can magically or otherwise communicate in a way the ratatosk can understand, the sods face a good deal of misunderstanding and confusion. Right Side The pack leader’s condition won’t help the party’s attempts at communication. What’s worse, Glittereye’s condition makes him seem depressed and cynical, especially to any PCs who know ratatosk are generally playful. And because Ratatosk always imitate their leader, the other squirrel-folk in the lair act the same way. If asked about their Yggdrasil or their own somber mood, Glittereye presents his despondent views to the PCs using the ratatosk speech pattern of jerky sentence bursts. Page 76 Left Side ‘Course it’s likely that Tenebrous now knows that the PCs are involved. They were just at his very own case, after all. If he somehow aware of the fact that they’re also looking for Erehe, he might let them do his work for him - especially if they took the Gem of Seeing from his throne, as it lets him spy on what they’re doing. Even if the characters found out about Erehe’s location in such a way that Tenebrous did not, he eventually tumbles to the dark from some other source.Thus, if the heroes don’t reach the Vault of the Drow fairly quickly, Tenebrous sends two or three Visages to apprehend Erehe (regardless of Kiaransalee’s peeriness). The undead fiend’s might use their lucidity control powers to trick the drow into leaving the Vault before they scrag him, just to be safe. DM NOTES Even folks on the the Outer Planes flap their bones boxes about the skill with which the dark elves of the Prime Material Plane make magic items and weapons in the Vault of the Drow, one of the secrets of this creation is the presence of strange energies within the cavern. Without these energies, drow armor and weapons eventually crumble.

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However, these energies have at least two other effects on the local area: Right Side The first level of the Fane is the main temple, with altars for sacrifices. Two to four guards (female warriors) are stationed in each of the guard rooms, and 1 to 16 servants - sods who clean the temple and wait on the inhabitants - bunks in one of the slave chambers. The second floor is for the temp troops, over a hundred warriors (all 2nd-8th level) call kip here. But because it’s a time of war, almost a hundred more bashers mill about outside the Fane in the cavern known as the Egg of Lolth (see below). The other levels are reserved for the high-ups that keep things running. On the third floor live the eight priestesses (all 4th to 9th level) who staff the flame. The fourth level holds administrative offices and the quarters of Pellarissta (Pr/Female/drow/F8/CE), the commander of the temple troops and an important figure in the war. Finally, Charinda (Pr/female/drow/P14[Lolth]/CE), leader of the eight priestesses, has the top floor all to herself. Moreover, the temple boasts guardian undead (mostly ghosts and ghasts), giant black widow spiders that roam freely, and gargoyles that roost on the outside. All of the temple high-ups have top-shelf magical items and weapons. Only an addle-cove is going to mess around here. Page 85 Left Side If his mistress chose to flee the house and the Vault, he wouldn’t follow - fact is, he’d enjoy ruling in their stead; however, if convinced he was as good as lost, that’d be a different matter entirely. Erehe believes in self-preservation before all else. FIGHTING If the PCs possess great power but little tact, they might try to force Verdaeth to give them the information they need. Even if they’re successful, such an action earns them a powerful enemy, one that’s sure to show up later looking for revenge. See, Verdaeth’s attitude is simple - the best way to make sure that the chant is valuable is for anyone else who learns is in the dead book. ‘Course, some PCs might try to kill Erehe so the Visages can’t get to him. That’s faulty logic, Tenebrous is a god after all, so he’ll tumble to the dark of his wand sooner or later. Besides, slaying the drow wizard might be beyond the heroes’ power, especially with Verdaeth and still other dark elves around. And if the PCs attack first without trying to talk to Erehe or Verdaeth, things go from bad to worse. Even if the berks eventually change their tactics, attempts on Erehe’s life won’t make the drow too eager to share their knowledge later. The Dungeon Master should remember that Verdaeth is the only living mortal who knows Kastrod and Erehe took the Wand of Orcus to the fourth layer of Pandemonium. If she dies, the PCs have a much harder time learning the Wand’s location. Right Side In fact, the Tormtor leader and her consort are particularly diabolical and might turn stag on the PCs at any turn. Canny cutters’ll keep a close eye on them. More than likely, though, the two drow really do plan to help the heroes find the Wand of Orcus - but only so they can scrag it for

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themselves. They can even justify that their actions don’t oppose Kiaransalee’s wishes; by taking the Wand, they feel they are helping to keep it out of Tenebrous’ hands. HELPING THE WAR EFFORT It may be that to learn the needed chant, the PCs have to make a deal with Verdaeth. If so, she agrees to give them the location of the Wand - but only if they bring her the head of Venrit, the ruler of the House of Kilsek. If that's obviously beyond their ability or if they fail and return, Verdaeth gives them another task: kill Liminis, the commander of the Great Gate, and open the gate from the inside. Verdaeth has no reason to give the PCs impossible tasks - she wants these things done. Still, she knows the chant about the Wand is important and she wants something worthwhile in return. VAMPIRE SETBACK If the DM let Kestrod escape Teian Sumere rather than impale himself (See Chapter V for details), he might try to kill Erehe and Verdaeth to prevent them from betraying Kiaransalee. For maximum drama, the assault should occur while the PCs are patiently trying to win the drow’s trust. This puts the PCs in the odd position of having to defend Erehe against an attack they themselves made possible (by freeing Kestrod). Page 92 Left Side Apart from the rats, scavengers, and undead (mostly ghouls and ghasts), the only inhabitants are a few petitioners who work as embalmers and corpse preorders. These folks live simply amid the treasures of ancient kings displayed in fabulous tombs. They wear long purple robes of gold embroidery that’d shame most emperors, yet the live in small shacks outside of Bal-Tarif and eat nothing but gruel. Right Side Haydril calls kip in the skeleton of a gigantic, unknown beast that died in the desert of Pelion centuries ago. Treated hides stretched over the rib cage provides a little shelter from the wind, not to mention a fine place to hide stolen loot. Born and raised on the Outlands, Haydril heard the call of treasure when he heard about all the wealthy crypts in Pelion. Page 121 Left Side Finally, the whole transformation starts over again, as the wraithlike form solidifies into the obese, evil human. What's going on? Well, before Tenebrous (then known as Orcus) became an Abyssal Lord, he worked his way up the ranks of the Tanar’ri. Before that he was a larva, and before even that he lived as a mortal. And as he now lies in death, the god’s memories of his past manifest themselves as the shapeshifting being that prowls his rocky surface. Each transformation takes a round. The being can’t be harmed, nor can it inflict harm - fact is it can't physically affect anything. However, it can speak with the PCs if they approach it. The manifestation’s lesser forms have scant knowledge and responds simply to questions; as the 44

shapes grow more advanced they gain more and more knowledge. ‘Course, the manifestation won't reveal much about itself (and won’t anything foolish, like give its name), but it may offer important information - as long as the cutters ask canny questions and direct them to the right shapes. But, it's not as if the creature’s willing to rattle its bone-box. The larvae and the manes can't converse in any way, and most the of other shapes aren't willing to help the bashers without a good reason. Still, the PCs might be able to convince the forms to brag, boast, and otherwise glorify themselves. This being is, after all, the manifestation of Tenebrous’s past - or rather the memories of the past - so it's consumed with his view and his version of things. Eventually, the everchanging creature grows tired of the PCs and moves on, wondering the surface of the dead god. CLIMBING THE HEAD Quah-Namog believes that he can bring Tenebrous back from the dead. It happened before, it can happen again. Using the Wand of Orcus as a focus, the priest begins chanting, making up a ritual as he goes along. (Not surprisingly, he couldn't find an established method of bringing a god back to life). Quah-Namog plans to culminate his improvisational ceremony by casting a Resurrection spell that he has on a scroll. The priest is encouraged by the fact that his spellcasting powers returned when he arrived on his patron deity’s corpse. Right Side No matter how the PCs approach the head, the ascent is difficult. Scaling the god’s “jowls” amounts to a vertical climb of approximately 1,600 feet. Climbing skill or mountaineering proficiency is required. Sods without such abilities must either get help from more able climbers or find another way up (such as magical flight). Once they reach the top, the PCs face the 800-foot-deep pit that is the immense, cave-like mouth of Tenebrous. This horrible place is a breeding ground for bats and varrangoin - two kinds of creatures not normally native to the Astral Plane. They fly up in dark clouds, screeching eerily, and they attack anyone coming near the mouth. Each character is attacked by one lesser varrangoin (Type II), and approximately 50 normal bats under its control. All varrangoin immediately breathe clouds of fire as they swoop in to attack the heroes, but they refrain from doing so again for fear of hurting the normal bats that begin to swarm around the party. Because of the bats, the PCs find it difficult to see, fight, or do much of anything besides feel the taking of the talons of the varrangoin. The sides of the mouth pit are riddled with caves and passages that provide roosts for far more varrangoin and bats - and possibly worse. THE RITUAL OF REVIVAL Quah-Namog stands and chants on the base of Tenebrous’ brow, right between his master’s eyes. Around him lie the sacrifices he's made to complete his enchantment and power the ritual. The priest has destroyed a Book of Exalted Deeds, a Mace of Disruption, a Holy Sword, a 45

Talisman of Pure Good, and a White Robe of the Archmage. He's also slain three poor elves who were his enemies back on his Prime Material home world. “Before you, on a rise between two wide, shadowy pits, stands the evil priest you encountered in Agathion. This twisted soul’s horrid, necromantic livery consists of bones and skulls strung across his chest, blood red breeches covering his legs, and a black cloak flattering in an Astral breeze.” Page 123 Left Side And third, the Lady can't be beaten in a simple brawl. Nevertheless, the sight is disturbing. Cutters that try to resist the perception must make a saving throw vs spell. Even if they're successful, they don't break through the mind-peel - it is generated by a power, after all - but they do perceive a bit of the true reality. They can hear Quah-Namog casting the resurrection spell and a successful Spellcraft proficiency check lets them realize that the scroll will take 10 rounds to read. All they have to do is disrupt the casting of the spell. But it ain't as easy as all that. As the PCs perceive their current surroundings, the priest’s hiding in a nearby building while he reads the scroll. And they've got to find him before they can stop him. A successful intelligence check is required to follow the sound of Quah-Namog’s voice and the degree of success determines how long it takes to locate him. Here's how to figure it: determine the margin by which the PC made the check. Then subtract the number by 10. The result is how many rounds it takes to find Quah-Namog’s hiding spot. For example, if a character with an intelligence of 13 rolls a 9 (difference of 4), he is able to follow the voice and find the priest in 6 (10 minus 4) rounds. If several bashers make successful intelligence checks, they use their best result (in other words, least number of rounds) to determine how long they race around Sigil before finding Quah-Namog. Note that PCs who failed to see through the altered perception don't get to make the required intelligence check to find the priest - they believe in the reality of the scene and don't hear his voice at all. When the heroes find the building that Quah-Namog’s hiding in, their troubles really begin. Tenebrous throws down the Lady’s broken body and goes after the party. Because the berk isn't real - and because the true Tenebrous is the one creating the current scene - the PCs can't hurt the “faux Tenebrous” in any way. But each round, he can strike and automatically hit one character inflicting 4d10 points of damage. Unfortunately, the wounds are real and lasting - they won't disappear when the altered perception evaporates. With time on such a premium, the best strategy is for one PC to find the building where QuahNamog is hiding, while the rest hold off the Abyssal Lord (as best they can anyway). Inside the building, the PCs spy the scene they first observed when they climbed up to Tenebrous’ brow: Quah-Namog, surrounded by sacrifices, holding the Wand of Orcus, casting a spell from a scroll. Any successful strike against the priest - or any other major disruption - stops the spell.

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Right Side THE END If the heroes prevent the resurrection spell from being cast, the unreal vision of Sigil fades from their senses and they find that they're still on the Astral Plane. (Remember, they still have any wounds suffered in the battle). But now they're floating in the middle of the Silver Void with Quah-Namog and the rocky corpse of Tenebrous nowhere in sight. Bashers making an intelligence check realize they haven't moved - this is where the dead God was just moments ago. No attempt to find Tenebrous on the Astral is successful. What's more, the Guardian of the Dead Gods isn't around to answer any questions to satisfy mortal curiosities. The PCs are left with another mystery. WHAT REALLY HAPPENED? Even if the PCs don't tell anyone about their experiences, eventually a planewalker passing through the Astral noticed that the corpse of Tenebrous (or Orcus, if that's the name by which the berk knows him) has vanished. And once he starts rattling his bone-box, the news spreads quickly throughout Sigil. Sure, the true fate of the deity’s left for the graybeards to debate and the peery to worry about, but plenty of folks have their own opinions. Thus, whether the heroes brag about their exploits or keep silent, they eventually hear the following chant making the rounds of the Cage: •

• • •

The last effort put forth by Tenebrous (the altered perception of Sigil) was a final desperate gamble. Since it didn't work, Tenebrous was completely consumed and is gone forever. Quah-Namog had a contingency plan. Tenebrous is still dead, but his corpse has been hidden away while the priest makes plans to bring him back again. The Wand of Orcus itself intervened, it destroyed, saved, or permanently changed Tenebrous. The god never really died at all. Sure, his first death (as Orcus) was real enough, but he returned (as Tenebrous) imbued with negative energy. Thus, when he fell again to the Astral, that energy key him undead. Quah-Namog’s efforts weren't enough to resurrection him fully, but they sufficed to restore Tenebrous to his shadowy near-power state.

IF THE PCs FAILED If the cutters didn't see through the altered perception of Sigil or didn't find Quah-Namog in time, the priest completes his spell of resurrection. But the multiverse doesn't suddenly come to an end. Instead, Quah-Namog and the corpse of Tenebrous simply vanish (as describe above) and the heroes are left floating on the Astral. Is Tenebrous truly back among the living?

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Page 133 Left Side Traditionally, troubleshooters pay a garnish of 10 gp to convince folks not to talk. If a PC offers more than this, most berks not only rattle their bone-boxes about what they know, but they turn stag on the troubleshooters that bribed them in the first place. Also, perry cutters might tumble to the fact that their contacts are lying. If a player states that his character is suspicious about whether he's being told the truth, allow the character a wisdom check at -4. If the check is successful, the character sees through the lie. The DM should keep in mind that while the troubleshooters are good, they can't be everywhere and they can't spoil every lead. What's more, if a PC ever threatens one of them, the troubleshooters aren't above using force. Right Side As explained above, the Fated may also be the faction that hires the PCs to look into the matter. Remember, however, that the agent who hired the PCs also reports back to the Sign of One. The Fraternity of Order To the Guvners, anything unknown is just a mystery waiting to be solved. To this end, they assign the human paladin Malveis to investigate. The basher’s also sympathetic to the views of the Harmonium and the Mercy Killers, so he's not likely to look kindly on anyone suspected of breaking the law.

APPENDIX III - Variant Extended Pandemonium Rules These noise, spell, and madness rules are a conversion from the 2nd Edition AD&D Planes of Chaos box set. Dead Gods references this box set in Chapter 8 - Deepest Pandemonium. Note: Shelter protects a character from the winds, giving a respite for any noise, spell, or madness affects. Shelter includes any building, but may also include a tent or even an alcove where the wind doesn't reach, if the GM allows. Noise. Most areas in pandemonium are so loud that nothing can be heard above the howls of the winds. Anyone in these Tunnels have the deafness condition. For each day past the first without hearing protection, there is a cumulative DC 1 Constitution Save to prevent the deafness from being permanent. Some areas are so loud they can cause damage, as per the shatter spell. These areas may be heightened wind tunnels or a particular spot in larger caverns. Spell Alterations. Spells with verbal components have a 20% chance of failing. If the spell fails, roll on the wild surge table (PHB 104). Spells with an audible aspect, such as message, power word, thunderclap, etc, only work within 10 ft of their center,when they do work at all; beyond 10 ft they have a 40% failure chance for each target. 48

Spells with a material component require a DC 8 Dexterity Save or the wind knocks the component loose, causing the spell to fail. Spells that produce clouds or are affected by winds, such as Cloudkill or Fog Cloud, do not work at all. Madness. An excerpt from the Planes of Chaos box set: “The madness rules that follow are intended to add flavor to the perils of Pandemonium. Problem is, all such rules run the risk of robbing players of control of their characters or demeaning their character's heroism. Consequently, the DM has to keep in mind that the rules are designed as a guide to roleplaying, not as a replacement for it. Other than where specific mechanics are given, players should apply these descriptions as seems to best fit their own characters' personalities. When player characters begin to fall prey to madness from Pandemonium's winds, the DM should explain the relevant section to their players, and then trust them to play the part. If a player feels uncomfortable with a situation, though, don't push. The point - as always - is to have fun.” •

Wolfgang Baur and Lester Smith, 1994.

At the GM’s discretion, anyone exposed to the howling winds, including the PCs, must make a Wisdom or Charisma saving throw. The DC is dependent on the strength of the wind; suggested DCs are 8 for weaker winds and up to 16 or more for very strong winds. The frequency of the saving throws is up to the GM, but it is usually dependent on the loudness of the wind. Typical Pandemonium winds require a daily check, very loud winds may require an hourly check, and quieter winds may not require a check at all. Each failure moves a character up one stage on the madness scale. The stages are 1) Frustration, 2) Despair, 3) Hysteria, and 4) Resignation. The effects of each stage only affect the character while they are on Pandemonium, but they cannot be removed short of a wish or equivalent power. If a character has Stage 2 madness, it doesn't effect them in Sigil, but if they ever go back to Pandemonium, the symptoms pick right back up. The stages effects are not cumulative, as soon as one enters Stage 2, they lose the effects of Stage 1, and so on. Stage 1 - Frustration. Characters receive -1 Intelligence and Wisdom. They are snappish, continually irritated by small things, and impatient to get tasks completed (including leaving the plane). Frustrated characters don't want to talk things over or plans things out if it causes a major delay. The GM should remind players that a little goes a long way with this style of roleplaying. Stage 2 - Despair. Characters are automatically surprised, even if their companions are not, but they receive a +1 to hit and damage. Characters in this stage will not ever do anything on their own; if they’re with a group making plans, these characters will just sit glumly without getting involved. If pressed, they'll agree to whatever is being said without any real enthusiasm or without adding any real substance to the talk. They'll follow along apathetically. In battle, once they get involved, they fight with true desperation and savageness. 49

Stage 3 - Hysteria. Characters cannot take the attack action or cast spells. During this stage, a character is at its most vulnerable, and it is recommended to limit or remove encounters if a PC is in this stage. Also limit the amount of game time spent in this stage. This stage happens in two parts: Part 1 occurs as soon as they fail their saving throw and lasts for as many minutes as the number by which they failed. During this time, the character can do nothing but one or more of the following (depending on their personality): running about madly, screaming for it all to end, threatening anyone who gets in their way from leaving Pandemonium, pleading to the gods for mercy, or something else. Part 2 occurs as soon as Part 1 ends, at which point the character collapses, exhausted, and sits on the floor rocking back and forth covering their ears and eyes. Based on their personality, they may weep, gnash their teeth, snarl, mutter to themselves, or something else. If touched, they recoil or flinch. They can be led along, but they refuse to uncover their ears or open their eyes. If they're taken to shelter, they get a respite and will revert back to Stage 2, but will reenter Stage 3 as soon as they're back in the winds. Stage 4 - Resignation. The character gains a permanent insanity, idiosyncrasy, nervous tic, or some other mental issue, which only takes effect while on Pandemonium. The character has resigned to the idea that the winds are inescapable. They may act normal, but instead the madness has manifested itself in another way - the character develops some sort of idiosyncrasy or madness. Players may choose their own madness as relevant for their character’s personality. Some examples may be that a paladin obsessively shines his armor or a thief clutches their coin purse or constantly looks over their shoulder for threats. Any of the insanities listed in the DMG may be appropriate, or the player can make up a new one. It should be something noticeable, but not hindering to the PC (NPCs can have much more severe idiosyncrasies).

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