Obsidian Dark Campaign

• Abraxinaxus

• Using What You've Learned

• Exiting the Game

Summary: Traps and plots

1. The Traps

1, three cauldrons. 2, four silver orbs all lined up on one side of the room. 3, a hole in the floor with three dwarven trap blades spinning around it, the lever stops thhe trap. 4, 3 spike pillars that ram the podium from three sides. dex save or take 3d10 damage.

Chapter 1: Poisoners of the Temple

1. The Drow Matriarchs are out for blood-

In the current year of our world n'Draiocht Cerien, the shifting ideals of the good people in the Northlands have led to in-fighting over the dangers of magic and the risks of 'bending reality.' Kings and Queens are rallying their supporters and tightening their grips on their own borders and even expanding through negotiations or threats of violence. The fall of the wicked ones over a thousand years ago has faded from the minds of even the long-lived elves, so the vast resources and lands left unoccupied grow ever more winsome to those with the means to claim them.

Through a generous donation the King of Londorwin has expanded mining and grown fertile crops year round, to the northeast the Queen of Volmistra grows more powerful upon her throne, and the Royals of Obsidian Dark have become more aggressive dur to the collapse of the trades with Volmistra and Barovia. Secretly they seek power more than anything, and there is a growing concern over this change in the peace which fills the Northlands.

Once Overmaster Eltar Aulinthar was killed by his daughter Aetna Aulinthar, the folks of the East could rest a little easier, but the building of safe passage through the Wildlands has all but stalled due to tepid interest in long distance trading. There have been times of plenty in even places as far as Falcon's Reach, but a bitter storm approaches from the mountains. The orcs that suffered in the battles of Londorwin lost many against the mighty army of Ultan By the Sea and the Elves of the Northern Forests. The have amassed an army of goblins and wargs and have led a successful campaign against the caravans seeking to deliver goods to and from Ograveen, trade city on the east coast. And beneathe the city the drow grow fearsome, ready to demolish the trade city. The aracockra monks in S'elnezark have borken their oath of neutrality and have begun travelling east and south to put an end to the orcs. Goblins, orcs and aracockra are now just as common a sight as chickens and oxen.

The drow Matriarchs have plans for the elves, plans that will ensure they can walk amongst the stars and conquer even the heavens.

2. Starting Out

use the ... and ... and ... cards of the Tarokka Deck and place them in this order.

The first three cards are what treasures the High Royals of Obsidian Dark have. The last three is where to find them. The Seventh card is which House betrayed the City and are actively working against it and will ultimately banish the city to Acheron, destroying Warrior's Rest after a fateful battle.

Weapons of the gods: Link

Leaves blow in the gentle wind that dances across the plains. The air is sweet and you can hear singing from afar. It is the music of the elves.

The characters start out in different places. Junaro, the coastal town on the Eastern edge of the Northlands, has all but been forgotten by the dragons after the mines dried up in Obsidian Dark. The elven forest to the south has spent many months in preparation for the celebration of its Grand Matriarch's 1099th birthday. Ayduin Favariiean doesn't look a day over 800. She is plainly dressed and has only a single earring of pure platinum. SHe treasure's her dagger, forged by a great human friend almost 600 years ago. SHe enchanted it and it has given her life since she fought against the demons sent by drow in the Great War of the (country/EAST COAST) during the twilight of the Age of Darkness.

There is a caravan of commoners traveling from Barovia in the Southeast toward Obsidian Dark and the forests to the city's South. The farmers fear travelling alone for the wolves and other nasty things left by their old Lord's rule.

  1. One character is a friend to the elven princess Olurian. She asks that you attend the celebration, three weeks of merriness.(Elves)

  2. One character left the coastal town of Junaro, but is asked to return because of family and hard times. The dwarves in the community have expressed sorrow over the shipments stalling from Obsidian Dark. Everyone is starving. (Dwarves)

  3. One character is a vagabond, they battle an orc party and find a letter amongst their trinkets. There are riches coming in on a boat to Junaro, and no one will miss them. Or there is a bad guy who is wanted for crimes. Whichever appeals to them.(Sibriex Shipment)

  4. Due to reckless gambling, one character flees across the Black Plains in search of refuge from the King's Army in Londorwin. Obsidian Dark promises to be such a haven, but getting into the gambling dens that are worth the trip requires a magical trinket, easily bartered or stolen from the elves of the woods.(Human Law)

  5. One character has an ailing friend. It is a madness that baffles many healers. The strange stigmata makes them think of a summoning sickness. There is a sorceress in Obsidian Dark which may be able to help. (Syndalla/Obsidian Dark)

  6. One character has an old family friend in the area, but their house was burned down and they are left dying, the elves can help to heal them, but they are in a coma, and need magical herbs from Obsidian Dark. The brigands left a small dagger with strange runes.(Mindflayer)

  7. There is a small village of halflings and teiflings in the forest north of the elves, they are wonderful people and nursed one player back to health after a goblin raid. You are going to see them. Their village was attacked by drow, and they headed south.(Drow)

  8. One character seeks the treasure lost in the mines of Obsidian Dark, or to clear the dark things that still lurk there.(Gods' Weapons)

  9. One character seeks the connection between the pockets of magic nodes/areas and the bands of orcs in-fighting from the Enchanted Mountains, The Midseason Mountains and the Crags of Wailing near the Golden Mountains.(Orc wars)

Before the players begin, each will write five rumors about their characters. One False, two bad and two good. These will be given to the other players to spark RPing. These will be revealved at Session 1, so they must write them before session 0.

Wherever the players start, it will be easy enough to get them together. Small encounters in the forest with low level creatures can join them. Suggest to some that other locations are better starting points, as some places have information for their quest. Rumors about some players entering the forest or town many help sow seeds of story. And as the players meet and exchange information, they begin to see a pattern of evil appear. Something is not right here, and all things point to Obsidian Dark and their underhanded trading with the drow and the pale sahuagin for the sunken Aboleth city of Phane'Thuthark. Perhaps one encounter a troll could attack, and such a high level threat at lower levels will give them a sense of danger. Troll(CR5) or Black Pudding(CR4) for level 2 Players. It has been years since the trolls came down from the mountains. Black Puddings are notorious for living in the mines of Obsidian Dark. But the evil red dragon kept them out by keeping certain parts hot. Why are the puddings here?

Each player can bee from a nearby town, Erekor, Moonsayi, Gelde'breth are such towns. There is also a tribe of tritons on the east coast. Brightwaves Clan. Aboriginal but one studied in Lithindra on a God of Knowledge scholarship he obtained in the coastal city of Junarao??? He learned that there were drow spotted there, but it has all but ceased. They have an amulet that told them to give it to you in their dreams. "It will lead you to the elven city, and then to a bejeweled city of amethyst, black stone and gold guardians, which denote the golden giant statues outside of Obsidian Dark, which cascade a wall of force in case on an army attack.

Three elven brothers and their young copper dragon help you in the tombs at the start, but the assassin of obsidian dark tries to get away with a pricelss heirloom. The Pcs stop him and the three brothers are blamed for killing him, turns out it was a high royals' daughter. War is threatening the elves. The Pcs are bade to go and talk to the people of obsidian dark council. one brother talks to the mine dwarves. the other goes to the ancient friends the aaracockras for help, the third goes to see svirfeblin for help. helpful older men, only 800 years old the brothers are. the Darkians believe the eleves stolen a valuable artifact during the battles against the demons over 2000 years ago. They have been suspicious of the elves for at least that long. they claim many of their number were killed before the founding of the original Obsidian Dark on the outside. There is a party that evening to celebrate the Queen's birthday.(At the party, play the birthday song during the Agememnon dance scene in 'Time Bandits'.)

The artifact is a god weapon and drives the story through to level 20. the daughter's uncle is an assassin and is the PC's villain until the second half of the campaign. then the demon lords until the end.

The brothers liike to drink and regal tales of orcs and giants in the mountains, taliking to aracockra and leading berzerker dwarves on a merry chase. When the PCs help them, the brothers give them silvered elven weapons as gifts. each contains one daily use of the light spell.

As the players make their way to the Mountains they discover that an orc band has taken several of the elves from the caravan heading from Obsidian Dark to the elven city hostage. They must be freed. The aaracockras may help if the wizard is with the players. when the players reach the caravan hostages they are taken captive by the mudbluts and put on trial for making their king mad. the orcs are up first. they kill the orcs by dropping a large boulder on them. it takes three days to set up the boulder on a high peak in the caves, so first the orcs then three days for the PCs to talk their way out of.

The mudbluts keep a vigil eye on the wizard's home, as Ghaulmaug told them too. A spring eladrin is their protector until their king gets better, for he has become maddened in the last three years. They had to leave the mountain, as madness took over and slime zombies too.

A mudblut called Grudzuc

A mudblut called Grudzuc can speak faltering Common. He has been journeying to the moutain and Underdark for months. He is a lot more exploratory than other mudbluts. He knows secret ways to get through Obsidian Dark and even the Beholder Den.

If the players choose another guide, such as the elf Tassis Highheart, Grudzuc still follows them, albeit at a distance, and makes himself useful because he likes them.

After keeping the Queen alive, she tells you she suspects Obsidian Dark is paying the Orcs and goblins to seige the elven city. They are trying to get out of an Ages old debt to the elves who helped them when plague struck over 1100 years ago. The markers are still valid, and the Darkians have many elven artifacts in their hoards. The PCs must find a way to see which of the Royals are in on this plot. War may be the only way to oust the Darkians into getting rid of the High Royals, but it could never be won without the help of the Aracokra, and they tend to stay out of elven affairs.

Before leaving on their way, the Pcs are given a choice for an elven artifact from the treasures the brothers have collected over the years. The PCs may choose an Uncommon Wondrous Item. They are also given 300 GP, but this will be stolen by a caravan heading for Obsidian Dark.

Default campaign opener is “You are having drinks at the local village tavern.” and give them a little time to chat in character if they want to introduce themselves. And then a few minutes later “A molotov cocktail comes flying through the tavern window and sets a fire here. Followed by goblins through the door. The NPCs all hide or cower. Roll initiative.” It’s a good way of getting the PCs to know and trust a little about each other and leads into the next phase of the campaign (kicking those goblins back where they came from). The players will have to cover behind tables becasuse of the goblin archers. The archers use broken windows for Total Cover and the open doorway they use during their attacks and nothing else. This a hrad fight and it will be tough to win. Should the players flee from the battle, out the back door, a trio of goblins will give chase, they will each have 1 HP and carry ten gold apiece.

A good follow up to this is the Ogre Artillery Piece. There’s an ogre and a goblin standing by two piles of carts, and a patrol of goblins screening them. The ogre is alternately throwing a rock then a barrel of gunpowder at a building (being lit by a friendly goblin) - the rock to make the hole and then the barrel through the hole. The ogre is out of the league of the PCs (and make that clear). But there are still two obvious ways of tackling this.

Mug the goblin patrol and then kite the ogre into the town militia (that can now form up because if it tried before it would get rocked by an ogre). Distract the goblin patrol so either the rogue or the wizard (if the wizard is out of spells) can get through and pull the cork out then light one of the barrels of gunpowder on the far side of the ogre - and then run like buggery. Boom! Ogre kibble and a hole in the road. (Note that distract may mean fight but it doesn’t have to)

And a further good follow up to this is “The goblin camp is a couple of days away on foot and they took slaves who are slowing them down because they are carrying and dragging them. Goblins are of course nocturnal and will sleep in the daytime - which is when you get to catch them. They have of course set a watch, but the watch is goblins (and a few worgs who are the actual challenge).” After this the PCs in my experience don’t forget to set watches themselves (and a perfectly valid approach involves arming the people you are rescuing to deal with the goblin advantage in numbers).

As you’re traveling through the forest, in the distance, you catch sight of a long abandoned, ruined tower or elven dungeon monument.

Options: If the party stops to investigate, maybe they find some remains of unfortunate long dead travelers (burial? bring them to town for identification? Possible connections./closure for someone in town?) - a small keepsake with the remains? (along with some mundane treasure) - returning the keepsake could earn you a new contact in town.

The ruins are infested with giant spiders (who may have killed a few wandering travelers over the years —notes as above.

The ruins feature a small (3–4 room) dungeon (lower level). These may be infested with kobolds/goblins, who have kidnapped someone from town…

The ruins are haunted (2 shadows?) and a watered down ghost. The ghost is…(a woman? someone prominent from the next town over). Putting her to rest/uncovering how she died could lead to a full blown adventure, or - if the party opts to spare her, it could enhance the local legend of the town.

Giant Snail Farm

Old wizard lives in a small tower with a pen of Giant Snails

Secluded himself to study the properties of their mucous

Trying to create sovereign glue, needs gray ooze (mm243) to get it right

Has created Oil of Slipperiness accidentally, realizes he needs some help from the players to gather a gray ooze

If players try to break in, the door is enchanted and players break into a small store room where the wizard keeps various mundane supplies, not his home or workshop

A town has started the trend of Homunculi slavery, they are produced by two opposing factories.

The family dealt in monsters and black magic. Some disagree, and say that they hunted and killed monsters.

I like encounters that test the players morality for low levels. My favorite one, which I found on this subreddit and used in my campaign, was when the party was getting tired of their journey and were about to rest they noticed a caravan was just coming to a start and some people were beginning to start a fire. The caravan notices the travelers and invites them over to his camp and begins cooking the most delightful meal to them. I made this caravan / shop owner overly-friendly to the players. Shortly after the players recognized that man's over-the-top niceness, I had his half-elf "nephew" bring out some tea. The caravan owner treated this man horribly, beating him into submission because the tea was too warm, insulting him with potentially racist slurs the entire time, and immediately apologizing to the party (for his nephew's "failures") and trying to excuse his nephew's poor hospitality. I had two ways that this encounter was planned, (a) the party finds out the half-elf is actually a slave and attempts to free him through combat or other means or (b) the party doesn't investigate further because of whatever reason or are okay with the the half-elf's abuse and the half-elf decides that this was the night that he would try to free himself, attempting to kill his owner, his guards, and potentially the party. I had the idea that the slave poisoned the tea that he served which allowed him to at least kill the owner and cripple the guards. If you do use this, I suggest having the slave try to give hints to to the party that they shouldn't drink the tea.

Maybe Tiamat.

The party encounters a wizened old woman travelling alone along the road near night fall. The woman is making camp for the night and asks the party to stay and pass the time with stories. In the morning the party sees the woman transform into a Copper Dragon, and, if the party’s stories were pleasing, the dragon provides them with useful information or items.

Then a local baron urges the party to rescue his court bard from the clutches of a terrible and wicked dragon. The bard is of course an honoured ‘guest’ of a Copper Dragon, and the dragon is unwilling to part with his company It's the same dragon. But the bard delved into the underdark and escaped the mindflyers.

The dying queen keeps the way to the elven town hidden through her ring of magic. through it the ways are choked with mists and vegitation.

Through this ring the players may do the samer to a place they have lived in for over 24 hours. And then, the range is 300 ft per day, up to 5 miles. The elves are master enchanters.

3. Obsidian Dark Backstory

After the Ancient Red Dragon Nytharldorwen, the Lord of Fire, was driven from the mines of Obsidian Dark, the coffers of the High Royals have emptied steadily. They began trading with the Matriarchs of the Drow. Through their trades the mages of the Drow sought to infiltrate the inner circle of the royals for their clout, riches and far-reaching magic, and because Obsidian Dark was so close to a mahor Elven settlement with long ties to the drow. One Darkian literally sold their soul and the drow are using it as leverage, warping his entire family with the sibriex to extort places of power and god weapons from the sibriex.

The young Copper dragon and three brothers sang songs of Brandobaris(halfling), Erevan Ilesere(elven) and The Laughing dwarf: Vergadain (dwarf). Along with the halfling cleric Vlorn Tallpennyand his dwarven friend Jerwen Curwen II.

Vergadain (pronounced: /ˈvɜːrgədɑːɪn/ VUR-guh-dain[1]), also known as The Laughing Dwarf by non-dwarves, was the neutral dwarven deity of luck, trickery, negotiation and wealth,[1] sometimes considered an exarch of Moradin.[6] While it seemed that Vergadain represented the dwarves' well-known dedication to the mercantile art of bargaining, those who knew better were aware that he had an aspect that seldom filled the more legal-minded dwarves with pride. As such, Vergadain also watched over those dwarves who used less-than-legal means to gain wealth. Regardless of how he was viewed, Vergadain delighted in the art of the deal, no matter what it was, so long as it turned a profit.[1] . Erevan Ilesere (pronounced: /ˈɛərɛvɑːn ˈɪlɛsɪər/ AIR-eh-van ILL-eh-seer[9]) was the elven god of mischief and rogues. Having lost power in the Spellplague, he became an exarch of Corellon. His titles included the Trickster and the Chameleon.


Description Fharlanghn appears as an elderly man. His skin is wrinkled and weathered, but his green eyes sparkle with life. He wears unremarkable, travel-stained clothing of leather and unbleached linen. He carries the Oerth Disc, a magical version of his holy symbol. Fharlanghn can, if he wishes, summon a dust quasielemental, earth elemental, magma paraelemental, or ooze paraelemental to serve him. He cannot be harmed by earth spells and cannot be surprised while on the Prime Material Plane. Relationships Fharlanghn is the lover of Atroa, goddess of the east wind. He is allied with Atroa, Celestian, Lydia, Brandobaris, Keoghtom (whose apotheosis he sponsored), Charmalaine (whose apotheosis he co-sponsored), Murlynd, Olidammara, Heward, and Aasterinian. Fharlanghn's brother Celestian, who is popular among planeswalkers and spelljamming spacers, is attempting to spread knowledge of Fharlanghn on the planes as well, though (as there are precious few horizons on planes other than the Prime Material) this is slow going. Realm Fharlanghn wanders the roads of the Prime Material Plane in person. He is always willing to stop and chat, but not at great length; the road calls to him, and he must continue wandering on. He occasionally travels to the Elemental Plane of Earth, but seldom enters the Elemental Plane of Air. He has the ability to travel to any Inner Plane, but seldom does so. The souls of those dedicated to Fharlanghn in life remain on the Material Plane as well, often lingering near crossroads. Journey's End is a legendary location that few even among the faithful have heard of. It exists, according to myth, in the center of the largest desert in the world, a tiny, hidden oasis where temperatures are not as uncomfortable as elsewhere in the region. A copse of magical orpheus trees enhance the powers of recuperation among those who rest beneath them. Their round, fist-sized fruits each function as a full day's rations. The beautiful waterfall there heals wounds and cures diseases. Those who swim in the crystalline pond will find that Fharlanghn himself will answer up to five simple questions they might ask. Dogma Fharlanghn insists that everyone travel to discover and learn new things. He urges people to look to the horizon for inspiration. Worshippers Holy symbol of Fharlanghn, art by Dennis Cramer, Deities & Demigods. WotC, 2002. Fharlanghn is the patron of all those who travel long distances, whether on the surface or in the depths of the Underdark. His symbol is often seen in inns and stables across the continent of Oerik. His followers include adventurers, merchants, and itinerants of all sorts. The Guardians of the Road are fanatical worshippers of Fharlanghn who give away all their belongings and take to traveling full-time. They also seek to protect the secret of Journey's End. The Striders of Fharlanghn are a neutrally-aligned organization dedicated to the destruction of the Cagewrights. Clergy Clerics of the Dweller on the Horizon travel to exotic lands, bless caravans, scout for armies, and record their experiences for others to learn from. They act as translators and diplomats, and help in the construction of roads, bridges, and hard-wearing shoes. They usually wear simple clothing of brown or faded green. They wander frequently, and seldom it is that one would encounter the same group of priests ministering at the same shrine. Fharlanghn's favored weapon is the quarterstaff. Because the road is the best teacher, initiates are trained in the ways of Fharlanghn by being taken on long trips. They are dismissed if they ask when the journey will be over, because to the faithful of Fharlanghn, the journey never really ends. Clerics of Fharlanghn are found throughout the world on various journeys but are most active in the Central and Southwestern Flanaess. There are two kinds of priests: urban and pastoral. Urban priests wear brown robes and maintain small chapels in cities and towns. Pastoral priests wear green and spend all their time wandering. Temples Roadside shrines to Fharlanghn can be found throughout the Flanaess. Many cities, villages, and towns, including Greyhawk, have churches to the Dweller on the Horizon. Every road and trail is sacred to him, and instead of traveling to specific destinations, wandering itself is a sacrament for Fharlanghn's pilgrims. Rituals After spending an entire year preparing themselves by walking outdoors for 8 hours a day, a worshipper of Fharlanghn may elect to undergo the Eternal Pilgrimage. The Eternal Pilgrimage has no set time limit, direction, or length. It lasts as long as the pilgrim feels is appropriate. The pilgrim must only travel by walking and may not visit the same location more than once a day. They offer company to lonely travelers and always share their fires with strangers. Those bandits who would take advantage of the pilgrims' friendly reputation to pose as one of them usually vanish, only bloodstained robes hanging from nooses by the side of the road remaining as evidence of the vengeance of the faithful. Prayers to Fharlanghn are anecdotes intended to teach a lesson. Many of them involve a wise old man and a foolish young man, often crossing a river. His rituals, apart from the Eternal Pilgrimage, are short and to the point. His services are usually held outdoors, preferably beneath a sunny sky, with the horizon in view. The faithful of Fharlanghn rely on other deities to bless their births, marriages, or dead. Relics """""The Boots of the Unending Journey""""""" are black boots that leave no footprints where they walk. It is said that Fharlanghn grants them once per century to a traveler he finds worthy, then grants an ordinary cobbler the ability to make a new pair. (Complete Divine) The Milestone functions as a compass and casts a find the path effect at will.[1] The Oerth Disc, six inches in diameter, is made of many kinds of wood and inlade with turquoise and jade, with a bright amber gemstone set in the middle. By concentrating on this artifact, Fharlanghn can produce a tiny image of any location on the Prime Material Plane. He can teleport to this place after viewing it for a round. The Disc can also shoot burning golden rays, which can illuminate, blind, or burn. The Rapier of Unerring Direction was a gift to Fharlanghn from Olidammara but has since been copied several times by Fharlanghn's priests. It is said that this sword can pierce hidden, incorporeal, displaced, or fast-teleporting creatures. (Complete Divine) The Rod of Leagues is a walking stick that can produce expeditions retreat and teleport effects.[2] When used together with the Milestone, it can direct a traveler to the secret garden of Fharlanghn, Journey's End. The Shoes of Fharlanghn are thick-soled shoes that never wear out. Those who walk in them will never tire from ordinary walking. Those of neutral or neutral good alignment who wear them gain a variety of additional benefits, including immunity to being tripped, slipping, falling into a pit, or tiring from climbing hills. Those who worship Fharlanghn cannot become lost or surprised and can use the Shoes to climb even vertical surfaces. (EX1)

Fharlanghn greets the players and regals them with tales of the elemental plane of earth. He is the reason.

What (in the most basic generic terms) is the driving force that compels your PC to go off and do some dangerous task (like "Slay the Dragon at risk of life and limb?")

So far my list consists of:

* Love (Ex: to rescue the princess)

* Fate/Destiny (Ex: dreams/visions told him to do so)

* Fame (Ex: want to be remembered as the hero who slayed the dragon)

* Fortune (Ex: wants the dragon horde)

* Proving worth (Ex: to prove to someone, some group, or to himself that he can do it, perhaps as a test in order to be able to be of value to that person/group)

* Escape (Ex: he is not seeking the dragon, but going on the dragon quest gets him out of the city and for some reason he needed to leave the city quickly)

* Defense (Ex: he did not seek out the dragon but circumstance brought him there, or brought the dragon to him, and he only fights it in order to not be killed first, or in defense of something he's protecting like the village)

* Duty/Commitment (Ex: he didn't ask for the assignment, but someone wants him to do it and out of loyalty he goes off after the beast)

* Knowledge/Discovery (Ex: not so much after the dragon but for any lore that may be discovered along the way or at the lair or even from the dragon itself)

* Adventure (Ex: was bored and needs the rush of adrenaline)

* Coerced (Ex: Forced by someone else to avoid some sort of penalty against him or his loved ones)

* Tricked (Ex: didn't know what he was getting in to, he just thought he was delivering a pie to an old man in the cave)

* Power (Ex: They learned that by bathing in the blood of this particular dragon, they will gain some personal power benefit like ability to breath fire and ignore fire damage for a month, etc)

* Revenge (Ex: The dragon killed his father, now it must die)


Fill in the name of one of your companions in at least one:

________________ has insulted my deity; I do not trust them.

________________ is a good and faithful person; I trust them implicitly.

________________ is in constant danger, I will keep them safe.

I am working on managing ___________ to another way of life/faith, for the better. They are capable of so much more than they already are.

3.5. Help people of the town with things.

The goodly people of the town have many things for you to help with. Rust monsters in the caves. Goblins in trees. Wayward kobolds. They all tell stories of fleeing from the mountain in fear of mutant creatures and their families or broods going mad. Also maybe to collect flowers and glowing crystals for the party, that could introduce them to the myconids and mudbluts.

4. A body is Found in the Elven Temple...

The stone arch leads into a small, dark garden, full of flowers and skinny tre3es which all surround a waist-high foutain. The fountain gurgles briefly and the running water is lost just over the edge in a ring of small holes that penetrate the black marble floor.

Next to the fountain is a dead man in a long black robe. Removing the mask will reveal he is dead. No trace of poison is evident, and there are no tracks leading in or out of the garden.

The Drow mage attempts to corrupt the Elven Matriarchs magic dagger, thus ending her life. The players must save it.

The eleves believe(erroneously) that their rival Matron Mother Zendalure of House Auvryrahel is behind the attacks. They do not yet know that she has fled the drow city days ago after her own rival summoned demon lords into the city for vengenance. The drow mage is a rogue trying to gain favor with the Matron Mother. He will escort the party into the drow city, believing it still stands. He will try to escape only when confronted with the smouldering ruins of the city, believing that he will bring the party as slaves into a trap.

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Donec libero mi, tempus in tincidunt vitae, aliquet nec nibh. Integer egestas leo vel orci

As the creatures close in around you the Mirrors of Souls spring to life in a vermillion flash of eldritch ower. Clawed hands reach from the cold surfaces and you see your own reflection leer back at you. A moment later the image is that of a creature. It's impossible to see what is real in this maze of mirrors. The flickering candlelight is magnifyed and blinds you for a moment.

The fight takes place in a Hall of [Magic] Mirrors - some are reliable, most are not. Roll a d4. 1) You see an illusory enemy approach, 2) You see no enemy, regardless if there is one or not, 3) You see what is actually there, 4) you are blinded by a flash of wayward light and lose your bonus Action and Reaction but see what is actually there.

At the top of initiative choose a random Player and a random creature. Each is the target of an illusory hand that takes a swipe at them from a nearby mirror. +5 to Hit and 1d6 +3 psychic damage.

Elven Random Encounter Table:

Category Event Description
Loot Potion Shrine You find a small shrine carved into a small boulder at the base of a tree. It has 1d4 + 1 unlabelled bottles in a small niche. Roll for random potions.
Nature Wayward Dryad A brush sprouts arms and legs and gestures to come close. His leaves and sap help you track for 1d4 days. Add a +5 to any tracking rolls made in that time.
Hook An Attack A thief attacks a house servant of the elven queen. The servant agrees to help you infiltrate the circle if you save him or her.
Loot Pothole You stumble over a loose section of carved white stone along a forest path. There is a sachtel underneathe. Roll on the Magic Items A Chart twice. Plus 1d8 + 10 Gold.
Hook Wedding A group of wedding goers catches up the players and they are spirited along for the evening of dancing and merriment.
Nature Magic Pollen Small motes of light are cast from somewhere else. Gain 1d10 + 3 temporary Hit Point for 3d10 hours.

Drow Villian Backstory

Vhonriel, the relatively young Matron Mother of House Ichambra, will stop at nothing to regain the power she lost when Matron Mother Zendalure of House Auvryrahel attempted to usurp her using her own Haidmaidens of Loth. She has summoned Jubilex and Demogorgon to destroy the drow House, but they proved too much and most of the drow succumbed to death. Her rite took many weeks to accomplish, and she inadvertantly summoned a nebulous cloud of the Astral Plane which contained the Book of Vile Darkness.

Chapter 6: High Royals of Obsidian Dark

Obsidan Dark NPC Names

Obsidian Dark hosts a large array of demons, devils, aracokra and giants. Here are a few names to help.

		Obsidian Dark Names:
(tiefling name gen)





Obsidian Dark Surname:
(Archdevil name gen)




Obsidan Dark pet/guard-dog name:
(imp name gen)



Aarakocra Names:
(sounds like screeches)


Dusk names:


neisad ruhra
huzem rihrei
rankarn Blackbleeder
grordad Winterbloom
hegef glosk
bron chernig
grorcorth Whisperblood
vam Tallsky
diok-vikid suelruthrald
saohvof vikruek
drajildout grebyavomzi
kisvousk ternelbye
shiup yie
ioy mao
uervubris ostuldir
frubris pergidro

yihramuh bhisse
hosnul bammei
nelzolroh Hydrashield
tundre Nickleheart
cihnen desk
ci kirnodz
lifrostra Seaeye
wala Monsterreaver
chazoma vuehpihkuekt
chosoh sithrekt
merlalnu yevrurkiga
nuchu grevruka
pua kie
xui maing
sidd cendalde
ell jiravin

ahnim jeher
hehlen nalel
rorstom Springguard
horvolm Truthchaser
verdem glez
am churig
tramer Dewfall
vun Truthlash
sehvithu zuthuprakt
kuhor muunkruld
margivas myemuthudza
baundot ekanzu
hie tua
thie jue
criscordain ponanzer
zumbur vugonzol

Castle Dreadhold

The High Royals of Obsidian Dark are becoming wealthy through a number of schemes.

Obsidian Dark is nestled near the geode opening at the eastside of Barren Mountain. When their riches dwindled to mere hundreds of thousands of platinum the High Royals began trading slaves, conjuring demons for favors and parlaying with the drow. These schemes were seen by the people of Dusk and Obsidian Dark but nothing could be done about it. They were too powerful.

Lurdoubelynn 'Lurdou' of the Hammerbeards has a cousin that is a direct descendant of the dawarves who mined the mountain 700 years ago. She will welcome the players to speak with her family, who treat with a certain elven theif to get information to bring down the families of Obsidian Dark.

The Players are sent a message to Meet someone in an alley of Obsidian Dark. As they enter the alley they notice shadowy figures waiting for them. There is an ambush.

Volkrad Cragbeard may attempt to help them. They have a magic talisman that's a family heirloom that casts Mass Cure Wounds x1 per day. Volkrad is a yound dwarf who is currently apprenticing secretly under Herwen Damaran Curwen the 2nd to obe day become forgemaster and make weapons and tools the gods would admire. Volkrad will accompany them into the Underdark to gather rare metals and minerals but will not go into obviously dangerous places. He likes mudbluts and finds them funny and useful for gathering small bits of ore.

Each High Royal name corresponds to a deadly sin. These are taken from other languages.

Mammond Vraatzucht

  1. (Gluttony)

  2. Appearance: Slovenly/Smells, black with accents of violet.

  3. "I have always found that self-indulgence makes for fast friends."

  4. Flaw: Reckless

  5. Skill: Gambling

  6. Secrets: Cannibalism

  7. Treasures: 90,000 GP

  8. Motivation: Revenge (L'orgueil/Pride)

Molaind L'orgueil

  1. (Pride)

  2. Appearance: Maimed, full green suits and black gloves/boots.

  3. Will you find the Cerezan for me?

  4. Flaw: Power-Hungry

  5. I am leaving this valley tomorrow.

  6. What is a beholder? Trevor told me this word.

  7. Treasures: 200,000 GP and a few ancient maps.

  8. Motivation: marry daughter to Lenivosť/Sloth son.

Vadhriciir Luxúria

  1. (Lust)

  2. Appearance: Beautiful diaphanous gowns with leather and steel, tones of gray, silver and black

  3. Will you find the Cerezan for me?

  4. Do not trust the elves.

  5. Skill: Local Knowledge

  6. Secrets: Debt and Torture

  7. Treasures: 399,000 GP and four Legendary Magic Items.

  8. Motivation: avarice and power

Rivel Závisť

  1. (Envy)

  2. Appearance: Normal/purple clothes with gold threading.

  3. Will you find the Cerezan for me?

  4. Do not trust the elves.

  5. Skill: Theivery

  6. Secrets: Has taken a drow male for a lover. This is forbidden.

  7. Treasures: 50,000 GP and 1 Legendary Magic Item.

  8. Motivation: destruction of the House of Luxuria.

Razkanah Lenivosť

  1. (Sloth)

  2. Appearance: warped, deep ochre color clothes

  3. Will you find the Cerezan for me?

  4. Do not trust the elves.

  5. Skill: Summoning Demons to kill/thwart rivals

  6. Secrets: Entreats with the beholder for tinctures and drugs.

  7. Treasures: 130,000 GP and three Legendary Magic Items.

  8. Motivation: make Zaam/Wrath House embarassed and see them cast out of Obsidian Dark.

Jähzorn Zaam

  1. (Wrath)

  2. Appearance: deep red clothing, white stitching

  3. My fighter has a match tonight, find him and bring him here. Alive.

  4. Do not trust the Star Seekers.

  5. I have plans upon plans for this city.

  6. I have an old wound from battle.

  7. Treasures: 10,000 GP and a Legedary Magic Item.

  8. Motivation:

There are many old feuds in Obsidian Dark, most are crimes of passion or avarice, but some date back so far they are all but forgotten except for the sheer hatred for one another.

The Star Map Illumitorium is a great dome nestled in the walls of the lower levels. It has an amethyst floor that is only a few feet thick and you can see through it.

Himmor Gladhearth the human Star Scholar will help the party in what ever they desire. His friend Constance Hivenbrom, a cousin of the High Royals and Apprentice Star Scholar had help trade with different families and they each suspect something is amiss with the families involving cannibalism, devil worship, trades with abberations as well as treasonous overthrows of other countries. These two have been waiting for a party to help them clean the streets of Obsidian Dark for decades.

They will tell the party that Ramentou Elmherald, the half-elf security expert, uses plans of dwarven, men and elf make alike to keep the gold of Obsidian Dark safe. Everyhouse has vaults and tombs and secret troves of assassins and gold and weapons. But no one knows how many.

Meet Young Red Dragon CR10 at Level 6 Here!! leave Obsidian dark at level 7 for the mindflayer den and beholder portions of Barren Mountain.

Obsidian Dark Random Encounter Table:

Category Event Description
Loot Potion Shrine You find a small shrine carved into the amethyst and black stone. It has 1d4 + 1 unlabelled bottles in a small niche. Roll for random potions.
Nature Wayward Miconid A knee-high mushroom sprouts arms and legs and gestures to come close. His spores help you track for 1d4 days. Add a +5 to any tracking rolls made in that time.
Hook An Attack A thief attacks a house servant of a great High Royal House. Roll a d6 to see which house. The servant agrees to help you infiltrate the circle if you save him or her.
Loot Pothole You stumble over a loose section of black marble. There is a scchtel underneathe. Roll on the Magic Items B Chart twice. Plus 1d8 + 9 Platinum.
Hook Altruism An old woman attempts to carry a heavy burden across the street to the river. She stumbles and falls. If the players help her of her burden she tells you of a secret cache of gold left by a Young Red Dragon. It is nearby and has three trolls gaurding the cave. The cache is 3d10 + 200 Platinum and a large ruby the size of a head of lettuce worth 7,000 GP.
Nature Magic Pollen Small motes of light are cast from a small clump of hairy fungi. Gain 1d10 + 8 temporary Hit Point for 3d10 hours.

Inside the houses of the High Royals there are many things that can greet the Players. The mutations of their staff and the people around them may help to some extent. Below is a table of Friendly Abberations.

Obsidian Dark Friendly Abberations Encounter Table:

Demeanor Description and Event Afterward
Polite A maid. You find a young maid cleaning the room. She is helpful in poiting out certain objects and knows where the Royal has hidden away some trinket. As you leave the room you find the maid has vanished. Upon the next wall is a portrait of the young maid. She has been dead for a century.
Indifferent Clockwork Automoton. The small clockwork device has a steady pace of 5ft per round and will help the players only if they do the chores given to the automoton. the key in the back of the device stops and it issues a warning that gets cut off just as it starts to speak.
Attracted A cook (male or female) is attracted to one of the players. They will not help the PCs until they spend some time speaking with them alone. The cook helps, but if they find out the player is not true they will alert the guards.
Aggressive A beast. A random creature out of the back of the Monster Manual guards a treasure and will not back down unless tamed or destroyed. Should a PC suffeciently love the pet it will follow them throughout the house. This creature will not leave the grounds however.
Polite A ghostly apparition greets you in a curteous manner. It will help if you find the weapon that murdered it. The ghost will follow you and help for 1d4 + 1 days or until banished or destroyed. It has the stats of a ghost from the Monster Manual.

Once the players find out which house is causing the violence and rhetoric to spread, they will find that the Royals are being assisted by the Mindflayers. The halfling Vlorn Tallpenny and Grudzuc. Herwen Cerwen has been kidnapped by the Mindflayers to help them forge a tank for their Elder Brain as it attempts to Transform.

There is a door in the Tower of High Magic. It leads to the mindflayer den. Four 'magical knights guard it', it is just four drow wearing plate armor and faerie fire cast on them. Meant to scare.

Chapter 8: Mindflayer Den

You smell acrid, loathsome scents ahead in the caves...

They will hide and strike at the right moment. Their thralls bide their time and keep the melee attackers from their lords. If the mindflayer can get one PC away from the rest and stun it, it takes its time devouring every morsel of brain.

The mindflayers work with the Mirror of Abraxinaxus to perfect their gestation cycle. They wish to fuse with a slaad and gestate within a creature for three days, never using their breeding pools. The Elder Brain has encouraged this but some illithids are worried about rampant mutations and seek help from the outside to kill the more wanton off in lieu of a peaceful existence. They are worried the resulting muttions will lead to madness and infection plagues.



When the portal to a cross section of Pandemonium and the Astral plane opens in Obsidian Dark, a way to close it is in the mindflayer den. It is a magical artifact that Abraxinaxus was using to mutate things. He made it so it would open Thanatos to the Material Plane, it just needs to suck up a portal to the Astral and Pandamonium Plane. He needed the traitorous House of Obsidian Dark to accomplish this. But to clear the portal the Players need something from the Beholder.

Three powerful demons will now try and use the device themselves. A frog demon, a nightwalker and a green bug demon will all try and nab the device from the players. They want Thanatos for themselves. Unquivist, the Bloated; Chezseaer, the Blind; Zakeerezt, the Jaws of Pain.(boisterous frog , hearald of Jubilex), Nightwalker of Obsidian Dark(was once part of the Shattered Skull cult and wishes to destroy the other two demons.) The bug demon is all brute. He likes to eat things and crush them.

The Mindflayers Are very nasty customers.

Every illithid has plans. Here is a table for such plans:

1d10 They are...(or One is...)
1 involved in a complex scheme
2 searching for the source of a nearby psionic source/disturbnace
3 studying an object of fine quality
4 preparing a brain with herbs and spices
5 investigating or communing with a runed, tentacled statue
6 overseeing others doing stonework or other menial tasks
7 trying to attune to a strange crystalline structure
8 hunting down some flumphs
9 studying an array of gems
10 carrying gloves of missile snaring or oil of etherealness

Every illithid has a few friends.

Assassins Rolls Special
Invisible Stalker 1d6 + 1 Mud/Footprints
Island Trading Helen Bennett UK
Laughing Bacchus Winecellars Yoshi Tannamuri Canada
Magazzini Alimentari Riuniti Giovanni Rovelli Italy


The mindflayers value things like Cloaks of Charisma and Bracers of Defense and Rings of Protection. It is very likely some of them have these upon their bodies.

An Ulitharid would like to break from the Elder Brain and it can never be free until it can. It may befriend the players to further it's own ends. The Ulitharid has been secretly meeting others such as the Beholder's Minions and the Royals' Servants. ALways through intermediaries.

Patron deity
Average lifespan
250 years
Deep Speech, Undercommon,Telepathy
Average height
7.5‒9 ft (2.3‒2.7 m)
Skin color(s)
Dark mauve[3][2]
Eye color(s)

The nobles of illithid society,[4] ulitharids (loosely meaning "enlightened ones",
[5] or "noble devourers" in Undercommon[6]) possessed extraordinary gifts of strength, 
and a vile, malicious intellect. They were treated as minor godly 
beings by their normal mind flayer brethren.[2]

Mindflayers use troglodytes, grimlocks, quaggoths and ogres as easy mind-controlled servants/thralls.

Even a cornered mind flayer will prefer Mind Blast, if that action is available, over a melee attack with its tentacles.

To ensure that its enemies don’t get close, a mind flayer uses minions to run interference. The creatures listed above (troglodytes, etc.) are good choices, as are enthralled humanoid commoners. Grells also make a good fit thematically, continuing the brain and tentacle themes of the mind flayer and its dogsbody, the intellect devourer.

Mind flayers are insidious masterminds . Set one up as the "mysterious benefactor" buying up the slaves from all the local raiders.

Setting up those melee attacks with the tentacles and brain extraction really gives mind flayers their flavor, but they are hard to pull off if the players are unhampered. The key to giving the mind flayer allies is so that those allies can occupy the rest of the party as the mind flayer tries to devour a lone PC's brain. Such an instance can be a dramatic moment filled with adrenaline for the players as they struggle to save their ally, and it's a unique experience only a mind flayer can create.

Mindflayer Stats:

Borrow the aboleth’s Enslave feature. Again, this affects only one creature at a time (though the aboleth can do it three times per day, which is an improvement), but it lasts indefinitely, although the target can repeat its saving throw once per day if it can get a mile or more away (a risk easily mitigated by commanding the target never to venture more than a mile away). It also doesn’t require concentration. Make this ability usable only by a 'hive mind' illithid or if the Elder Brain is within half a mile.

In the cave of tadpoles the illithids can push a small gem in the wall to excrete a gas that clings to walls and floors. The illithids use the gas as a conduit for their telepathic powers. They now gain Blindsight out to 30ft. Anyone in the fog suffers the Blinded Condition.

For unknown reasons the drow city is destroyed. A few Gazers and Bloodkiss' are there but little more than that and minor demons.

(Unbeknownst to the Players, but knowst to us, a Drow Matriarch was to be murdered along with her sisters, so she summoned the Ancient Red Dragon Nytharldorwen, the Lord of Fire using the Beholder's access to Abraxinaxus and the god weapon. Unfortunately she also inadvertantly summoned a part of the astral plane into the Mindflayer Den and it brought the Book of Vile Darkness to the Realm once more.)

(The players will meet her again as she tranforms the elder brain into a mindflayer/dragon. And once more when she cahnges the red dragon into a dracolich. She is the reason the Elf Queen lays dying. For only when she dies can the Vaults be opened to collect the last of the Gods Weapons. But that will be decided at Warrior's Rest.)

There are many caves near the Mindflayer Den but one inparticular has many many oozes and slimes. This is a cave of Jubilex and it is a portal to her domain, created by the Drow Matriarch.

The Wrecked Nautiloid. The characters hunt down and locate a wrecked nautiloid, a ship of the illithids. Within it they hear the whispers of the nautiloid host; the former sentience that powered the vast ship. The characters explore the derelict ship hoping to recover a crystal containing something of great significance to the illithids or to scuttle the ship before the illithids can recover it themselves.

The Encounters:

Levels 9-11

At Level 9 the characters will encounter a Dire Troll (CR13) in the Caves. It has three troll friends. He says he controls the halls of The abadonded drow city.

It is here, from a rogue mindflayer, that the PCs learn of a plan to pull the Astral Plane into Obsidian Dark. A Royal of Obsidian Dark wishes to bring great ruin to the city, or at least this is what Abraxinaxus has told them. The drow Matriarch and the Demons are simply trying to destroy a city so that they may take over and rule the mines.

Chapter 9: The Demon Lords and Their Minions' Plans

The Demon Lords are taking over... and the drow matriarch is helping.

Since Orcus was taken hostage by the handsome elven thief Vyce Graveborn, Demogorgon and some of the other demon lords have made a significant amount of progress in using Thanatos, the realm of Orcus, to further their own ends. Anywhere in the Material Plane which is near a cemetary or similar place of rest has now become a node for madness.

Jubilex has taken the time to enthrall a Mindflayer Den's Elder Brain, planning to turn it into an Elder Brain Dragon, and has used the siphoned powers of Demogorgon's madness to entrall many of the Mindflayers themselves.

Knowing of their plot through the demonic Mirror of Abraxinaxus, the Orcus-loyal lich Harthoon and half-orge Skull King Quah-Nomag have spent near two years trying to find the Book of Vile Darkness, trying to find a spell that will not only summon Orcus again but will empower and enchant him against the other Demon Lords.

Quah-Nomag and Harthoon

They sent a thrall to wreck a Nautiloid in the Astral Plane, near a mass of asteroids. One of these rocks may contain the Book of Vile Darkness.

Fraz-Urb'Luu, crown demon prince of deception,(and secretly the bug demon from the trio of demons who are pursueing the Players for the magical artifact, got Juiblex to go along with this scheme, for he plans to claim the Dvine Spark of Orcus and hopefully steal Demogorgon's Divine Portfolio as well, after the ensuing battle. Fraz-Urb'Luu helped Abraxinaxus craft his mirror and uses the knowledge the Sibriex gains to his owns ends.

A thrall of Jubilex chases the Players after they collect the artifact from the beholder den. It has the stats of a White Maw but is a black ooze that can split at will, still keeping all of its original hit points in its other forms.


To draw energy into the magical artifact the Players will have to 'charge it' at the demon lord's 'green tomb'. it is a roomfull of slime pits and green orbs and green tombs and a green demon face full of a sphere of annihilation. In the tomb ia a weapon of the gods that charges it, because the drow matriarch planted it here three hundred years ago. She tries to grasp it from the players after they get doe charging it, because while charging it they have to fend off several specters and quasits that were set to kill them should they ever open the tomb and use the charge. The way to do so was lost when her house fell, so she got another house and went to find it.

She meant to use it too summon the Demon Spider Queen but the Demon Lord of Deception lured her into his own plans, along with Abraxinaxus.

The players may find their notes in Abyssal in the Green Tomb.

Chapter 11: Oozes and Decay near Mudbluts

Demon Lord Jubilex has taken over the UNderdark...

As the players journey into the underdark to confront and learn about the illithids and the beholder, they will encounter evidence of the demon lord's madness and eventual plan to take over the mountain and secure a base on the Material Plane.

The mudbluts and myconids have to deal with 'mutations' like mudtrolls, whos AC goes up if they take fire, from 14 to 20. Cold damage paralyzes them so they can only hit once and only ten feet of movement.

Many things can go wrong here, but the players will eventually find a waystation which leads them to the Beholder den and ultimately the Mirror of Abraxinaxus. This isguarded by the mudblut king. He only asks allegiance, but the players must battle a rock monster to amuse him. The rock arene is attended by all mudbluts. The gladiator has the stats of a CR 20, and he reegains 20 HP at the start of each round unless he takes thunder or force damage.

The mudbluts give the players an air and earthship. It can go through tunnels only 50 feet side but cant go through more than ten feet of mud.

The fight takes place on airships, on a sea, or during a particularly strong storm. Ranged attacks are harder to land and everyone needs to hold onto something, be secured or might get tossed around by the winds. DC 13 Athletics/Acrobatics or prone and lose reaction until start of your next turn.

Chapter 17: The Beholder and It's Minions

The beholder is a criminal with devious plans...

Facing the Beholder in its lair:

In the beholder's lair there are many ceramic vases that contain a corrosive substance. It clings to organic matter and causes 1d4 +1 acid damged every round until you use your action to scrape it off. These vases can be broken, causing a splash of caustic liquid to ooze over everything in a 5ft area.

A Spectator, dreamed of and created by Ter-Soth, the Balor mage from Thanatos, is plotting against his master, the Beholder. He offers a way to penetrate the seemingly impossible barriers of the eye fiend. He wishes to be a great beholder and belives he can achieve this through the Mirror of Abraxinaxus.

There are multiple mirrors and layers of fine crystal between the beholder and the open rooms of his lair. The tunnels are fully obscured by endless fog and a cacauphony of clockwork grinding gears and plinking bells. Each pressure plate is a grasping vine or metal animal trap designed to keep players from moving further.

The Brass Door and the Golem Which Awaits

There are two Brass Hands protruding from the door to the final room of the beholder lair. In the lair are clues to each hand, pieces of art or paintings or small figurines that indicate which finger requires which ring. Hovering around the lair are ten minions with ten rings that go on the fingers. some are wearing the rings and some guard them with vicious weapons.

The betraying spectator can only help them when they get the rings to the door and open it. The brass hands attach to a hidden brass/iron golem and this can be countered with a lever in the 'control room' behind the door.

The iron golem's stats remain the same except it is made of brass, its poisonous cone breath is now a 15-foot cone of thunder damage. It has no sword attack. Its Damage Immunities are Thunder, Acid, Poison, Psychic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine. It does not regain Hit Points from fire damage but instead regains Hit Points when it absorbs acid damage.

The Brass Golem can use its reaction when taking damage to blow a ten foot cloud of poison gas around its body, but only if it has regained hit points from an acid damage attack. The poison cloud is a DEX save of 19, save takes half damage. The Brass Golem gets one use of this per round but only if it has absorbed acid damage and not performed this reaction.

If the players get the control gem from the beholder lair they can take it with them. The yonly have 1d6 + 2 days with the golem before it powers down forever. Only a highly skilled metallurgist or tinkerer could bring it back.

When the players return to summon the soul of their fallen comerade the beholder skeleton will turn into a Death Tyrant.

Lesser Minions takes the place of the old lesser minions table, which was previously all humanoids but now includes some non-humanoids who otherwise have the same benefits as humanoid minions.

Greater Minions have more punch to them, and is generally in line with the previous version of this table. They're generally not humanoid in form, and lack the advantages of such, but are typically stronger and roughly as intelligent.

Humanoid Lieutenants are the humans that might deal directly with an eye tyrant as an intermediary between their leader and the lesser humanoids. You can think of them as potential mini-bosses, and may work as some of the public faces of the beholder's organisation.

Lesser Pets are either weak monsters uses as attack dogs by the other minions, or vermin that the beholder permits to inhabit the lair. Many of them are either bred by the beholder's minions, or native fauna to the lair or its surrounding area before the beholder moved in and were kept around for some reason. Greater Pets is essentially a redo of the old pets table. These are bigger and meatier monsters but fewer in number, and also generally less intelligent and more bestial than Greater Minions. Where a greater minion might be charged with leading a pack of lesser minions, a Greater Pet is probably something the minions have to try really hard to keep in line at their own peril.

Enforcers do exactly that: enforce the will of the beholder. Essentially, they are the minions that keep the other minions in line. They're also good bodyguards. There's no room for any potential treachery here, so a good enforcer either lacks free-will entirely is is the case for many constructs, or are compelled by magic.

Assassins are sneaky inflitrators. They assassinate people sure, but also act as spies that simply recon the beholder's enemies.

Special monsters occupy a non-standard role in the beholder's retinue. They may have the unenviable job of being an advisor or personal assistant to the beholder, or some other special role that works due to their unique abilities.

Lesser Undead is a table for basic undead minions that a Death Tyrant might use. Greater Death Tyrant Minions is for those strange or more powerful undead minions or undead-related monsters.

Lesser Minions
d100	Lesser Minions
001-003	10d10+50 Xvarts & 3d6 Warlocks of Raxivort
004-006	6d10+10 Vegepygmies, 2d4 Vegepygmy Chiefs, & 4d10+10 Thornies
007-009	6d6 Neogi, 1d4 Neogi Masters, & 6d10 Neogi Hatchlings
010-012	6d6 Ettercaps, & 4d6 Giant Spiders
013-015	7d10+20 Grung, 2d10+10 Grung Wildlings, & 1d8+8 Grung Elite Warriors
016-018	10d10+30 Bullywugs, & 3d10+10 Giant Toads
019-021	10d10+50 Kenku, & 3d10+10 Swarms of Ravens
022-024	7d10+30 Kuo-Toa, & 3d10 Kuo-Toa Whips
025-027	5d10+20 Myconid Adults, & 2d6 Myconid Sovereigns*
028-030	6d6 Quaggoths, & 1d6 Quaggoth Thonots
031-033	6d10+20 Thri-Kreen**
034-036	10d10+30 Derro, & 2d6 Derro Savants
037-039	10d10+50 Star Spawn Grue
040-045	10d10+50 Troglodytes
046-049	10d10+50 Grimlocks
050-052	10d10+50 Lizardfolk
053-058	10d10 Orcs & 1d6 Orc War Chiefs OR 3d10 Nurtured Ones of Yurtrus
059-060	10d10 Cultists & 4d6 Cult Fanatics
061-062	1d6 Bugbears & 1d4 Bugbear Chiefs
063-070	10d10 Bandits, & 3d6 Bandit Captains
071-074	10d6 Duergar, & 3d6 Duergar Xarron OR 3d6 Duergar Stone Guards***
075-080	10d10 +50 Goblins, & 3d4 Goblin Bosses****
081-085	10d10+50 Kobolds, 2d6 Scale Sorcerers, & 2d4 Kobold Inventors
086-090	6d6 Ogres, 1d6 Ogre Bolt Launchers OR Ogre Chain Brutes*****
091-100	Roll Twice

Greater Minions
d100	Greater Minions
001-004	3d6 Grell
005-008	3d6 Spectators
009-012	1d12 Ettins
013-016	1d3 Fomorians
017-020	1d4 Kuo-Toa Archpriests
021-024	1d2 Oni
025-028	1d4 Salamaders & 3d4 Fire Snakes
029-032	1d4 Red Slaad OR 1d3 Blue Slaad OR 1d2 Green Slaad
033-036	2d4 Trolls*
037-040	2d4 Umber Hulks
041-044	3d6 Yeti OR 1d2 Abominable Yeti
045-048	2d4 Mezzeloths
049-052	1d3 Nycaloths
053-056	1d4 Gauths
057-060	1d6 Tlincalli
061-064	1d6 Star Spawn Manglers OR 1d2 Star Spawn Hulks
065-068	3d6 Minotaurs
069-100	Roll Twice

*One or more trolls may be a Rot Troll or Venom Troll

Humanoid Lieutenants
d10	Humanoid Lieutenants
1	1d4 Mages
2	1d2 Archmages
3	1d4 Master Thieves
4	1d4 Warlocks of the Great Old One
5	1d4 Blackguards
6	1d3 Champions
7	1d2 Warlords
8	1d3 Wizards*
9	1d6 Gladiators
10	Roll Twice

*Choose either the Abjurer, Conjurer, Diviner, Enchanter, Evoker, 
Illusionist, Necromancer, or Transmuter. If there's a Death Tyrant, 
at least one will be a necromancer.

Lesser Pets
2d20	Lesser Pets
2	5d6 Stone Cursed
3	8d8 Cockatrice
4	5d6 Death Dogs
5	8d10 Violet Fungus
6	8d10 Gas Spores
7	8d10 Grey Ooze OR 4d6 Ochre Jellies
8	3d6 Gelatinous Cubes
9	3d6 Ankhegs
10	3d6 Carrion Crawlers
11	8d8 Darkmantles
12	8d10 Velociraptors
13	6d6 Swarms of Rot Grubs
14	3d6 Gibbering Mouthers
16	3d6 Mimics
17	5d10 Rust Monsters
18	8d10 Giant Centipedes
19	3d6 Basilisks
20	3d6 Giant Scorpions
21	5d6 Gazers
22	3d6 Flail Snails
23	3d6 Phase Spiders
24	3d6 Cave Fishers
25	5d6 Chokers
26+	Roll Twice

Greater Pets
d20	Greater Pets
1	1d4 Ropers, & 4d10 Piercers
2	1d4 Catoblepas
3	1d2 Tyrannosaurus Rex
4	1d2 Froghemoths
5	1d6 Girallons
6	1 Purple Worm
7	1d4 Shambling Mounds
8	1d4 Wyverns
9	1 Balhannoth
10	1 Gray Render
11	1d2 Frost Salamanders
12	1d4 Otyughs
13	1 Behir
14	1d4 Chimeras
15	1d4 Gorgons
16	1d4 Hydra
17	1d4 Black Puddings
18+	Roll Twice

d12	Enforcers
1	1d4 Shield Guardians
2	1d4 Flesh Golems
3	1d6 Helmed Horrors
4	1d2 Tomb Tappers
5	1d4 Elemental Myrmidons
6	1d2 Gray Slaad*
7	1 Iron Golem
8	1 Boneclaw
9	1d6 Stone Defenders
10	1d4 Deathlock Wights**
11+	Roll Twice

*These Slaad are controlled via a Control Gem. **These Deathlocks may use the Great Old One patron spell list.

d10	Assassins
1	8d4 Slithering Trackers
2	4d4 Cloakers
3	2d6 Invisible Stalkers
4	6d4 Doppelgangers
5	4d6 Banderhobbs
6	1d2 Steel Predators
7	1d4 Assassins
8	6d6 Darkling Elders
9	Roll Twice

Special Minions
d12	Special Minions
1	Nothic used for gleaning information for blackmail or finding traitors.

2 Alhoon whose Periapt is held hostage by the Beholder.

3 Berbalang who trades the secrets of the dead in exchange for useful bones. 4 Genie kept in an Iron Flask. 5 Star Spawn Seer that venerates the Beholder's reality-shaping madness. 6 Githyanki Knight who helps the Beholder battle Mind Flayer rivals. 7 Rogue Pentadrone seeking refuge from fellow modrons. 8 Spirit Naga that can't kill the beholder or be killed by it, so they are forced to coexist. 9 Death Slaad that seeks to turn their master into a Death Tyrant. 10 Vampire addicted to aberration blood. 11 Draconic Shard the Beholder claimed after slaying the dragon.

12 Flumph that tries to persuade the Beholder to be good.

Lesser Undead d20 Lesser Undead 1 10d10+50 Zombies 2 10d10+50 Skeletons 3 3d10+10 Ogre Zombies 4 3d10+10 Minotaur Skeletons 5 5d10+20 Spectres 6 5d10+20 Death's Heads 7 3d10+10 Shadows 8 5d10+20 Boneless 9 3d10+10 Ghouls, & 1d10+5 Ghasts 10 5d10+20 Swarms of Zombie Limbs 11 4d6 Brains in Jars 12 4d6 Deathlock Wights 13 4d6 Wights 14 4d6 Mummies 15 4d6 Vampiric Mists 16+ Roll Twice Great Death Tyrant Minions d100 Greater Death Tyrant Minions 1 2d6 Bone Nagas 2 2d6 Flameskulls 3 2d6 Zombie Plague Spreaders 4 2d6 Beholder Zombies 5 2d6 Spawn of Kyuss 6 2d4 Bodaks 7 2d4 Gallows Speakers 8 2d4 Zombie Clots 9 2d4 Nechrichors 10 1d6 Nosferatu 11 1d2 Devourers 12 1d2 Cadaver Collectors 13 1d6 Corpse Flowers 14 2d6 Wraiths 15+ Roll Twice beholder tactics #2 Several petrified people and monsters could be placed by the side of the chamber. The Beholder can use its telekinetic ray to hurl them towards the players. Consider having some petrified ogres to use as boulders. What’s more, having innocent petrified people being thrown at the players and getting broken will create a sense of urgency in the battle. They need to save those people (maybe have a known NPC in the mix) Have a Mirror of Life Trapping on one corner of the room, covered by a blanket. The beholder can use its telekinetic ray to lift the blanket and trap player characters in front of it. The only way for a character to get out is by using the command word, that only the beholder knows (some minion may have overheard this command word). Make the beholder taunt the players by saying that they can’t kill him if they want to save their friend. Place a big boulder (or a huge petrified creature) hanging by a rope on top of the entrance to the lair. As soon as they are all in (or even better: once only a few are in), have the beholder break the rope with some ray, blocking the only entry (besides the escape tunnel in case the beholder needs it)

Beholder Pets
Pets Rolls Special
Gibbering Mouthers 1d4+2 Hates Noise
Frost Salamander 1d2 Blinded by Light
fgfdg 1d6 + 1 dfgdfg
Island Trading Helen Bennett UK
Laughing Bacchus Winecellars Yoshi Tannamuri Canada
Magazzini Alimentari Riuniti Giovanni Rovelli Italy

Beholder Assassins
Assassins Rolls Special
Invisible Stalker 1d6 + 1 Mud/Footprints
Island Trading Helen Bennett UK
Laughing Bacchus Winecellars Yoshi Tannamuri Canada
Magazzini Alimentari Riuniti Giovanni Rovelli Italy

Beholder Tactics #1

Individual rooms with glyphs and magical walls and effects that the beholder eye disarms

Room A.- the party sees the beholder looking through an entryway at them and charges in. The beholder flees through a hole in the ceiling as soon as his eye leaves the room and turns away a magical force wall appears at the entry the party just came in and the glyph containing a cloud kill spell erupts. Leaving the only way out up.

Room B.- they find the beholder again peeking out from behind a pile of gem covered swords, silver laden armors and silk tapestries. They enter probably getting a few hits in before he flees again reactivating the pile of animated swords, armor, and tapestries(rugs of smothering)

Room C.- the party enters a room filled with giant statues of various monsters. Once they have all entered the room the beholder pops in from another door his eye deactivating the petrified status on each monster in his eye cone.

Room D.- magical darkness fills the room ahead. The players must traverse it avoiding several non magical traps, (floor pits, poison darts, blades that swing from the floor/ceiling/walls) which the beholder can easily avoid because he can see. If the players need a greater challenge here put a creature or 2 with blind sight in here (Hint: if a player has devil's sight or similar give them a map of the room with the trap triggers marked and have them verbally try to lead the party through through)

Chapter 24: Battling forces of Thanatos

The Staff of Time

Cyndor is the common link between all worlds. Time connects everything. The players must find one who has touched the Time Sand. They find a plate that has fallen into the hands of Kelemvor, God of Death. He says it was foretold that this plate would be his downfall. The plate was sent back in time by a rogue named Vyce Graveborn.

The players must kidnap Vyce and bring him to Thanatos, where he can repair the time rift and it is then Jubilex and Delgorian make their move and steal the Divinity of the Gods for themselves.

Exploring Thanatos

The players cannot leave Thanatos so they are to traverse it and find a way out

They ultimately need to find the oijosdjf Key to open the Gate of Theltorren, Celestial Mystic Seer of the realms of gods. Theltorren will tell the players how the gods rebelled and caused the Age of Darkness and how a dark devil corrupted lines of mortals to change their souls, leading to the creation of the six lines of Obsidian Dark.

The Divinity

Kelemvor and Brandobaris and Heironeous offer to help the Players find the Divinity of the Gods, but only Hextor and Baal may know what has happened to it. Lolth is on the battlefield of the Gods and so it is up to the players to win the war so they might ask one question of the Spider Queen and learn the wearabouts of the Divinity of the Gods, Delgorian and Jubilex.

What the hell happened...?????

High level encounters:

At level 19 the players battle an army and several demonic forces. At level 20 they will be transported to Warrior's Rest and battle alongside the gods, infiltrating evil castles and attempting to thwart the other side's plans or disable their weapons of mass devestation.

The astral plane has a gang of space vampires, psychic drain instead of blood. They are mages and being used by the illithids, lured by the dream of making their own demiplane, an empty promise by the illithids. Level 3-5

Their is a monster in the woods. Level 1-3 They meet their first mindflayer at level 4, on the way to the astral plane.

The players will rescue a monastery of Elves on the astral plane around level 13. they will face an astral dreadnaught with low health. There will be one or two CR 8s and maybe five CR4s as enimies.

Level 15-16 the players will have to escape Thanatos.

Many blame the madness acumilating on every shore the work of Nagafel and the remnants of the ritual to bring Dendar, the Night Serpent to devour the world. Magic items are being destroyed, or hoarded if they are heirlooms of historical importance. Magic is becomning taboo. Things were fine for a few years, but dread is coming back to the people. It can be felt everywhere, everywhere except Obsidian Dark. They know properity as such can only be dreamed.

The story so far...

Zerthadlun, also known as Zerth'Ad'Lun, was a githzerai monastery and city in Limbo in the Great Wheel cosmology[2] or in the Elemental Chaos in the World Axis cosmology.[3][4]

The monastery taught the art of zerthin, or zerthi, in which monks were said to be able to peer into the future.[2][3]

Over time, the monastery became the city of Zerthadlun, which was the largest of all githzerai cities.[3] and Greg's Githzerai Monk from Strahd

Kyuss - 'It will be an age of worms.'

According to legend Kyuss was an extremely powerful tabaxi and a charismatic prophet in Mezro who led his cult out of that city in −653 DR after persecution from the mainstream followers of Ubtao. He wanted to become an obscure deity of the Chultan Peninsula.

Kyuss and his followers founded the religious city of Kuluth-Mar in the Chultengar. His cultists discovered ancient metal plates that foretold the future and confirmed every prophecy that Kyuss had ever made. Kyuss was personally visited by his god, Jergal, who gave him a gift of a single green worm and tutored the man in the ways of necromancy[7]

He began experimenting on the undead, creating such horrors as the Kyuss Worm, the Spawn of Kyuss, and the Avolakia. At this time, he gained the services of the red dragon, Dragotha, who he transformed into a dracolich to serve as his general of his undead host. He created a cult around the dogma of life being only temporary, the afterlife a lie, and undeath being the one true path to immortality.

    ancient tribes of humans:
    • Aborgroth
    • Cesta Nost
    • Hartdaethyr
    • Rasheshmil
    • Peltark
    • Thulamin
    • Spelari
    • Zarengyi
    • Philedoa
    • Cauldamara

Year of Furtive Plots

Year of the Undead Enclave

So when Delgorian led Abraxinaxus to the Elemental Plane of Earth, he hadn't counted on Demongorgon going insae(er) and taking over Thanatos. Now the players must infiltrate the Layer of Undeath to grab the Book of Lies from Orcus' castle and read aloud the true name of Abraxinaxus. This will close his small portals that are hidden all over n'Draiocht Cerien and bring him into physical form.

Delgorian, The Corrupter uses the Mirror of Abraxinaxus to Send Jubilex into the Hells and Eemental Plane of
Earth, so he can use Ghaulmaug to find the Book of Vile dARKNESS AND steal Tiamat's Divinity.

Ghaulmaug in coma. Sickened Elemental Plane of Earth via Jubilex due to Orcus disappearance and River 
Styx flooding plane.
Harthoon and Beshaba stole Orcus through infected mud elementals and stole god weapons to keep them at
war so they could flood the abyss and take over.
Beshaba made Mirror of Abraxinaxus to make Stone Fathers mad. Left it in Avernus after paying Pazuzu a visit.

Rise of Harthoon: for players level 12-20

12-13 : material plane in Obsidian Dark
14-19: Thanatos
20: astral plane

Harthoon: lich and embalmer and cheif Diplomat of Orcus has taken over  

frost giants and white dragons fought savagely to the death, the giants sent by Mulrimman Dark and the
dragons by the warlord Rhelthauri Darathil. Last ditch effort was to summon portal to swallow invading army.

pcs will need Undead disguises in Thanatos

Valley of the Crypt Things: This place is lined with ornate thrones. On each throne its a pale, solitary 
skeletal being wearing a brown, hooded robe. There are 24 of them in total. They rise and point fingers at PCs.
They will need a thing here to destroy the Cygor.

Garkthelaun Dark "the Goreclaw" born to Orcus++++++++++++++++++++++++++++++++++++

Orcrell's Finger - mountain spire

Book of Lies
The Helm of Forsaken Oaths

Additionally, small remnants of the Abyss itself known as demoncysts
remained buried beneath Obsidian Dark.

Knight of Imphzheng II

Kortch Dragonsbane

Frilbobaris, gnome of the Treefar

Orcus was resurrected by Quah-Nomag, one of his foremost high priests and thralls, in a blasphemous ritual he 
enacted in the Astral Plane.
Quah-Nomag is a half-ogre Skull King who was pivotal in Lord Orcus’s return as one of his most powerful clerics.
He now inhabits Lash Embrar, having been stationed there after Orcus tired of his pretensions.
Michael Brough 
Jun 18, 2022, 2:06 PM
to me

Val Murtharos: ancient Castle that once served as a spiritual center for Tempus worshippers and adventurers. 
Inhabitants are wild oxen, reindeer, a large breed of horse called a Cierda, and tundra yeti

Shanduanath: city of Weeping Specters

The Fallen Empire of Diregleam

burbuling cauldrons/rivers of goo
ghostly moans
zombi moans
dragging feet
acid hiss
cold winds
Michael Brough 
Jun 18, 2022, 3:22 PM

    Lady Doom placed Blood Tor, her black granite tower, atop a high peak overlooking the sea. The blood of
    accident victims spilled from the
    mouth of a stag's head statue near the top of the structure. The saints of her faith, the Lysinterai, wreaked 
    endless havok across the plane.[4]

Michael Brough 
Jun 18, 2022, 3:30 PM
to me
Beshaba: orders of beshaba

    The best known order of specialty priests were the Doommasters, universally 
    feared for the way they reveled in the infliction of misfortune on others.[3]
Black Fingers
    Only by Beshaba's favor, some evil male clerics, thieves, and fighters of Beshaba 
    could join the secret order of the Black Fingers.
    They acted as assassins dedicated to their goddess's name.[3]
    In order to spread Beshaba's influence and counter the church of Tymora, the Wormlucks (or Priests of Bad Fortune) were created, 
    serving as a focus for calamities which occurred wherever they went, often affecting them as well. Their style of dress was distinctive,
    forced upon them by the orthodox clergy to avoid confusion with them and for high visibility. They wore bright red robes
    worn over armor and white hair wigs, which had to be obvious and usually ill-fitting, to honor Beshaba's own locks.[18]


Beshaba came into being when the deity Tyche split during the Dawn Cataclysm, a separate disaster relating to the machinations of Lathander. 


Any living creature which inhales these vapors, in addition to taking 6d6 points of negative energy damage per round, must also make
a Fort save DC 60 or else catch life blindness (see Book of Vile Darkness). Reaching Everlost through the Final Hills typically takes 
three days by mortal reckoning, and living creatures that die within The Final Hills arise from the dead as greater shadows of
equivalent hit die to their class levels, or as umbral creatures.

Sea of Blood: Although Thanatos proper does not connect to the Styx throughout its entirety, the places where the blood-seas are 
exposed to the frigid air but have not frozen solid present their own dangers. Horrible undead monstrosities live within the blood;
a physical manifestation of the death and suffering that The Goat has spread throughout Creation as he slaughtered the living. Corpse
Styx dragons (Draconomicon) and far worse things that may even be older than Orcus' dominion over the layer swim within its opaque
depths, bent to his will since his rise to power. In addition to the normal dangers presented by drowning in the blood, it deals 
5d6 points of negative energy damage upon direct contact, and 20d6 points of negative energy damage upon full immersion (Fort save
DC 60 for half damage) per round. Half of the damage inflicted by either contact or immersion
is pure vile damage, and cannot be healed except upon consecrated ground.

The City of Corpses Everlost Golmin Thur Lachrymosa Lash Embrar Vadrian

Chill of the Grave: The chill of the grave threatens to overwhelm all but the dead themselves in Thanatos. The layer is treated as 
unearthly cold to living creatures, dealing 2d6 points of cold damage per minute without a save.
A section of this realm is known as The White Kingdom, home to Doresain, King of the Ghouls.

Throne of Bloodstone

This adventure has piles and pile of information on the realm of Thanatos. In this module,
Thanatos is referred to as layer
number 333, but in later editions it is said to be layer 113. The Abyss is chaos so it’s pretty 
easy to explain – the abyss shifts around.

The Sky Changes: The sky is bright red, then dull crimson, then sickly green. It changes often, and the sky is something of 
a multicolored light show with roiling clouds.

Flying in Thanatos: Hordes of chasmes attack. There is a 10% chance that the demon lord Pazuzu shows up! He's being paid by
Orcus to defend his skies

Creatures in Thanatos: Nabassu, Demiliches, sons of kyuss, spectres, ghouls, babaus, chasmes, shadow demons, dretches,
rutterkins, vrocks, wights, mummies, ghosts, vampires, skeletons, and death knights.

Dying in Thanatos: If you die here, you rise up as a bodak. Only a wish spell brings you back to your former state, but a wish 
in the abyss must be granted by the nearest power.

Valley of the Crypt Things: This place is lined with ornate thrones. On each throne its a pale, solitary skeletal being wearing
a brown, hooded robe. There are 24 of them in total. They rise and point fingers at PCs.

Skeletal Mountain: A mountain 4,000 feet high made of bone. It is alive! It forms into strange, skeletal shapes. It forms skeletal
creatures that attack intruders every three rounds. The creatures include a giant skeletal fist, skeletal ettins, skeletal t. rexes,
skeletal hands, skeletal dragons (!), and skeletal storm giants. I really like that, you could make a really cool adventure out of this mountain.

City of the Zombies: A city of 10,000 zombies, victims of the evil of Orcus who seek a true death. They are ruled by a zombie king - 
ordinary zombie on a throne. The zombies here would team up with the heroes to take down Orcus.

The Bridge: Two skulls stand guard at the edge of a bridge that spans a moat of fiery lava. The skulls declare: "Let the strongest among
you best the champion, ere you may cross." They form a duplicate of the group's strongest fighter and stuff happens! Crazy.

City of the Liches: A great stone wall with a gate of iron. A silent, dead city. Magnificent, but cold. Ruled by “the Lich King.”

NPCs in Thanatos:

    Ter-soth, the Brigade commander, a balor.
    The group is spied on by fire mephit named Dimwold in a plaid suit and a derby? Yes, a plaid suit.
    The Trapped Solar: Tied to a burning stake is a solar with skin of molten copper. Ten demons have captured him. The flames can't kill
    him, but are painful. His magic bonds can only be cut by a magic item. Cutting the bond instantly destroys the sword. The solar’s name 
    is Gabriel and he serves Bahamut. If the group rescues him, he summons a ki-rin to aid the heroes for the rest of the adventure.
    Fyrillicus, the Abyssian Dragon: He is 100 feet long and can cast spells like dimension door. Fyrillicus is not smart.

The Castle of Orcus:

    Bone Guns: The castle is guarded by magic bone cannons/guns operated by demons. They can fire an assortment of spells once per
    round: Dispel magic, lightning bolt, or magic missile.
    Climbing the Walls: Don’t climb the walls. The walls can form claws or dragon heads that breathe red dragon fire.
    The Moat: If you fall into this moat of lava, it means “instant and irrevocable death for anyone from the Material plane.” It is 5,000
    feet deep and it exudes poison gas.
    The Mazes: Inside the castle, you’ll need to navigate really, really complicated mazes. This adventure has diagrams and everything.
    The Prison of Baphomet: This is an open platform. Orcus teamed up with Yeenoghu to capture Baphomet, demon lord of minotaurs. him. 
    Once Baphomet slays a human, he can go home.
    Library: Shelves of scrolls and tomes. All of them deal with Orcus - his conquests, his slaves, all doctored to make him look good.
    Teleportation Room: Anyone exiting through a certain door teleports everyone outside to the bridge.
    Battle Arena: Orcus will fight the heroes in this arena. There are special effects: Dispel magic and a chessboard floor that you
    fall through… 1000 feet to your doom. This arena is detailed again in 3rd edition, but it doesn’t have these fun details. 

Lachrymosa, the Cauldron of Tears: This is a town around a citadel where rust-red geyser spew steam and water. It is home to undead 
zombies and ghouls. If you die here, you immediately become an undead servant or a mane/dretch/rutterkin. You can only be reverted back
via raise dead/wish/resurrection polymorph. 

Servants of Kiaranselee:

Rotting Jack: A babau who perpetually sheds his rotting skin which crawls with maggots. He loses an eye periodically and he wants
Thanatos for himself.

Anista of the Eight Eyes: A drider who rules the summer palace. She wears a crown of eyes that gives her 360 degree vision and he
can't be surprised. He is high strung and very jumpy.

Sleepless: A molydeus who marshals forces for the Blood War. He seems to be in many places at once (Sleepless is actually twins
who pretend to be one person).

There are Dustman guides and visitors. Most undead ignore travelers accompanied by a Dustman.

Naratyr, City of the Dead: Hanged people and ghouls on lines the sides of the streets. This place is home to warring bands of
vampires, banshees and spectres. Lots of factoids:

    Ruler: Rauva Cormrael, drow priestess of Kiaranselee
    Surrounded by a moat of River Styx
    The city is silent, and cold. There are few taverns/shops/food.
    The central castle of bone has interior walls of flesh and carpets of hair. This book has a thing for carpets of hair.
    Militia: They are known as the Ivory Mace, a rag-tag gang of ghouls led by ghasts and wraiths. The captains are babaus 
    wielding thighbone clubs who can sing a banshee-like death song once per day.
    The Bottomless Well: An inn/tavern run by Crimson Mol, a constantly muttering wight. He clean mugs obsessively.
    The Last Meal: The city's elite comes here. One frequent patron is Ladislas the Cruel, a bard framed for his spiked flute and sharpened lyre.
    Ally of Kiaranselee: Qaletra, a priestess of Lolth (possibly a lich)who betrayed her goddess for Kiaranselee.

The Book of Lies: In the adventure book of this boxed set, there’s a short scenario about going to Thanatos and stealing a
magic book. The Book of Lies is in a Dustman stronghold on Thanatos.

The Book of Lies lists every lie that was ever uttered in all of creation. It is four feet tall and three feet wide, with an 
infinite number of pages. You need a strength of 14 to carry it. To use it: Call out someone's name, and the book opens to a 
list of that person's lies in chronological order. It doesn't explain the circumstances, just the statements.

Portal: There is a portal to Thanatos in the graveyard of Sigil. It is in the inner doorframe of a mausoleum.

    Thin Air: Save every hour or become fatigued. Those who become exhausted immediately begin to suffocate.
    The dustmen have an outpost in every city.
    Leaders in the order of Orcus call themselves skull lords. Skull lords are tested. Those who fail become liches and are
    sent to Golmin Thur forever.
    When a Skull King dies, it is reborn as a demon - either a vrock or a nalfeshnee.
    Orcus can manifest himself from place to place throughout the layer at will.
    Chief Diplomat of Orcus: Harthoon: Lich and an embalmer.

Lachrymosa, the Cauldron of Tears: Rust red geysers that spew steam and water into the River Styx. It contains the Forbidden
Citadel, once the seat of Kiaranselee's power. It looks like a bust of the goddess herself. Some believe Orcus doesn't have 
the power to destroy it. It may contain treasures tied to Kiaranselee's ultimate plan for the layer. Later in the book, it is
revealed that an armageddon device is in the Forbidden Citadel - a vortex connected to the heart of the Plane of Positive Energy!! 
In order to use it, you must make a trip to the world of Guldor for an audience with the Banshee Queen's avatar before making a daring raid against the fortified capital.

Golmin Thur: I think this is the City of Liches from past products. A weeping city of narrow avenues and towering minarets. The
liches here are known as the Disgraced. The sorcery of their creation prevents them from harming the skull lords, but they want to rebel.

Lash Embrar, the Flickering City: An enormous spinning helix of borealis-like magical energy dominates the sky about 350 feet above
this crumbling metropolis. It may have been here that Orcus enslaved the layer of Thanatos to his will thousands of years ago. All
skull lords must make a pilgrimage here. The ruler is skull king Quah Nomag, the cultist who appeared at the end of Dead Gods.

Naratyr: Carved into the Frozen Sea, protected by a frozen moat of the Styx, this is a city of dead vampires, banshees and spectres, as well as reanimated corpses of drow and driders formerly loyal to the Vengeful Banshee. There are also a lot of Quth-maren, skin-stripped corpses who were loyal to Kiaranselee.

Orcusgate: This is the dwelling of demons of Orcus. There is a gate of fire that connects Thanatos to the Pits of Pazunia. The demons here demons thwart visiting skull lords, delighting in the cruelty. Bulky white-skinned winged demons known as zovvuts pass for law-enforcement here. The rulers are the Council of the Riven Ram, a six-member cabal that dictates demonic policy. The council is comprised of balors and mariliths.

The Plains of Hunger: This area is home to countless hordes of undead seeking flesh to consume. Skeletons, zombies, ghouls, mohrgs, hullathoins and wights. Skull Lords come here and try to take control of a horde. Sometimes the Disgraced liches take control of a horde.

Crawling Heads: Long ago, Kostchtchie sent giants here. Orcus fed them to the hordes of the planes of hunger. These giants later reanimated as crawling heads. There is at least one in most hordes. They are brilliant undead behemoths that fall into a deep concentration that allows them to conduct strategic planning for Orcus.

Vadrian: This ruined city was once the stronghold of a balor who betrayed Orcus. The Dustman home is known as the Galendure citadel. Sherenve the Shrewd, half-elf wizard, commands the Thanatos sect of the fallen faction. She studies undead to learn about the multiverse. There is a burning metal tower here that is home to Buldinol, a palrethee who serves as Glyphimhor's eyes and ears.

NPCs: There is a Dustman named Eravamont Glask, a wizard and guide. The Ashen Triune is a trio of mute deathbringers who wander the planes looking for enemies of Orcus to kill.

Shonvurru: An undead marilith, member of a cult of Orcus known as the Ashen Covenant. There may be a gate from Thanatos to death's reach, a weird realm right on the edge of the Material Plane.

Orcus has a sidekick – Doresain, king of the ghouls. Doresain rules a realm inside the realm of Thanatos. It is called The White Kingdom, home to thousands of ghouls. The main palace is situated in a lake of black blood.

Notable Skull Lords[]

    Teshaurus, ambassador of Nathur Hethkantan, leader of the Dominion of Bone[5]


abyssal Layer 92: Ulgershek, the Living Layer

Layer 92 of the Abyss - Ulgurshek - The Living Layer
Atlas of the Planes

"I must be the one to go. I must find how to get there again, I must be the one to unravel that place, to learn the secrets. No, No, No, you don't understand. There is power there, there is something happening there that is unnatural. I... I must go back." – last known words from Ka'lek Bregruin, traveler to Ulgurshek

“Must go back, must go back, WHY CAN’T I GO BACK?” - rantings from Planar Scholar Gristin Pathos of Sigil moments before his execution

"Do not speak to me of eternity small thing. We are the eternal truth. We were here before your worlds, your planes, your eternity. We will be here when the nothingness comes again." - utterance emanating from Ulgurshek


The Abyss contains many a curiosity in the deep layers, but none quite as curious as Ulgershek. While there are certainly layers that are more hostile, more evil, more grotesque, more... everything, travel to Ulgurshek is nothing short of a bad time wrapped up in an even worse blanket of unpleasantness.

When first landing in the layer, the smell is the first unpleasant thing, next one finds the ground to be soft, fleshy, wet, and slowly pulsating, but firm enough to be stood on. The landscape is of rolling smooth small gray foot hills and mountains that pulsate ever so slightly along with the ground. In all directions the entire layer appears to be encapsulated in the same wet material. In the center of the layer is a strange glowing yellow orb suspended from multiple tendrils, casting the everything with a sickly yellow twilight. There are large caverns spaced throughout the floors, walls, and ceiling, they are almost twisting and turning with the pulse. The visual sheer size of the layer and being able to see the walls and ceiling can alone cause feelings of dread.

Of chief concern is the realization that the wetness is appears to be slightly acidic, slowly dissolving shoes to a soggy mess, which then starts to burn any exposed flesh.

If one were to stay in one spot for an extended period, such as laying down for the night, they will find that the landscape has completely shifted, hills are now valleys and what they thought was a nice camping spot is now descending into one of these caverns.

If caught in a caverns, hope you have a friend. Many have tried various methods of climbing up the walls from the cavern that they fell into. It is a futile endeavor, the walls offer nothing to grab onto and the walls become more slick the lower you go.

Those unable to escape have been lost to the squishy mass, never to be seen again.

Any attempt to cut the squishy cavern walls will simply find their blade be enveloped by the mass and allow the blade to deform as if it is cutting, but once the blade is removed no cut or damage has been done. There are rumors that a sample has been taken off layer, but that is mere speculation.

Due to the shifting landscapes, sickly constant yellow light, and slightly acidic everything, Ulgurshek does not see many travelers, so finding a stable portal into the layer is always a challenge, but not an impossible one for the enterprising planer citizen.


A traveler to this layer will find that the air is breathable, albeit rather putrid and muggy, reminiscent of a rotting pile of meat in the summer sun. The weather is calm, with no reports whatsoever of anything more than a slight gust of warm soggy wind. Temperature is mostly pleasant, keeping a warm temperate zone.

There is no edible plants or animals, bringing your own, or ability to create food and water with your travels.

The organ-like masses and mountains offer a bit of shelter from sight, but are too volatile to be considered a safe place to rest for the night. In general, be prepared not to rest the whole time that you are on layer, as anything that stays in one place too long gets lost in a soft cavern that appears beneath them.

A danger that has been noted at very rare occasions, a gravity shift. These shifts exist as a layer-wide sudden but severe increase and directional change in gravity causing anyone on the plane to be thrown to the whims of the new down and gravity shift. One minute you could be standing on a seemingly safe hill, and the next you're falling up onto the previous roof. The one saving grace is that the new ground takes a few hours to firm up, so typically travelers only receive minor damage. However travel on the new ground is said to be nigh impossible until it does firm.

Travelers who stay on the plane for prolonged periods sometimes state that their feelings towards the layer turn more favorable. Others state that when they manage to leave the layer, they feel an intense need to go back, losing themselves in fits of rage. When they do eventually go back, they are never seen from again. Presumed to be lost in a forgotten cavern deep in the layer.


A place like Ulgurshek may seem a strange place to expect life, and indeed you would be correct. There is only one known permanent species here calling this place home. A strange race of 12-tentacled beings known as the Ji'thari.

The Ji'thari are roughly human sized semi-aquatic beings, with no eyes, ears, nor mouths. Indeed they do not even seem to have a top, bottom, or front. Their skin is a pale milky white and appears to secrete a similar acid substance as the layer is filled with. Some researchers into the Ji'thari suggest that the substance prevents the caverns of the plane from interacting with them.

They appear to have some sort of sentience as they interact with each other, however any attempt to communicate with the Ji'thari has been met with complete ambivalence. No matter the external stimuli that are applied to one of them, no reaction has ever been recorded. Some researchers have resorted to violence, and have found no matter what attacks, spells, or mean words are used, the Ji'thari get up and continue doing whatever task they were previously doing completely un-phased, and strangely completely unharmed.

No information on the origins of the Ji'thari exist, there are speculations that those lost on the plane are somehow converted into the Ji'thari by the plane itself. The only societal knowledge we have is that there appear to be anywhere from a few hundred to a few thousand, but that is purely based on speculation. No Ji'thari has ever been seen outside the layer leading some to believe that they cannot exist outside of the layer.

Of note, there have been reports that Lolth the spider goddess has been spotted in the layer.


The Wetness

Everywhere on the ground, walls, and everything else is found the Wetness, this strange liquid is every present and will dissolve nearly everything that has been tried up to this point. Even heavy leather shoes and coats are rendered into sludge in a manner of days, the one saving grace is that outside of a Gravity Shift there is no precipitation to worry about.

The following is how long items tend to last, and the damage that is dealt to those who do not prepare themselves (this is for standard travel):

· Good Leather Shoes – 2 Days

· Good Leather Coat – 2 Days

· Steel Shoes – 5 Days

· Steel (nonmagical) Armor – 5 Days

· If exposed flesh not treated – 10 necrotic damage per day

· Wood Structures, Crates, Wagons, etc. – Disintegrates 0.125 Inches (3mm) per day

· Metal Structures, items, etc. – Disintegrates 0.030 Inches (1mm) per day

The Wet Sea

The only body of liquid on the layer is known simply as the Wet Sea. Due to the gravity shifts the location of the sea is ever changing, the Ji'thari population center is always on the shore. The sea always appears at the lowest point of the current gravity. The sea consists of the same wetness substance and anyone attempting to bring a boat will need to protect against it, as it will dissolve through 4X the amount on the shore. (0.5 Inches / 6mm per day)

The Heart

The only permanently sized object and the highest peak in the layer, residing in the exact center of the Wet Sea is the Heart mountain about 3 days boat travel from shore. Resembling a giant 12-valved heart, the peak towers out of the sea 1 mile into the sky. The mountain is the only thing on the plane that does not pulsate, and does not secrete the wetness, if it were not for everything else about the layer, it would be a prime location to setup an interplanar settlement. A major downside is that the Mountain is upheaved and sent flying to the new ground on every Gravity Shift. Pray you are not caught in sight of the mountain as it crashes down.

The Eye

In the center of the Layer is the glowing yellow orb known as the Eye. After a grueling 7 day journey climbing one of the tendrils, can get someone within view of the giant orb. This mass of glowing stuff is always in the center of the layer, but defies all attempts at categorizing it. Those staring at it up close have reported getting visions and hearing voices.


With the strange things in Ulgurshek, the mystery of the layer is what it is. All the sensations and aspects of it seem to point that the entire layer is alive. In fact it is, the entire layer is encompassed by an ancient Draeden named Ulgershek that had laid dormant as the Abyss grew in it, warping its essence and pulling parts of the creature into the layer itself. This being an incredibly rude awakening, the massive Draeden is furious about being entangled for one universes existence. The Draeden being older than our universe, has seen multiple existences light up and burn out, it is simply waiting for the energies to dissipate enough for it to escape.

What are the Ji’thari? How many of them are there? Why are they immune to seemingly all sources of damage? What is the connection between Ji'thari and Ulgershek? If the Ji'thari are natives there, are they Ulgursheks immune system? If the Ji'thari are victims of the caverns, and ultimately what happens to travelers who fall into a cavern? What happens if a different species of power were to visit and be transformed?

What is in the Wet Sea? Certainly there cannot be an entire sea with no life in it. The Ji'thari can't be the only beings can they? Is there an ancient being in the depths, one that transcends our universe?

What is Lolth doing there? Can she communicate with Ulgershek? What would a being beyond time and an evil spider talk about? Do the loyal Lolth priests know about Ulgershek?

What does Ulgurshek want? How can Ulgurshek interact with the layer and the rest of the Abyss/cosmos? Can anyone talk to Ulgurshek? How does the communication work? What is the cause of the Gravity Shifts? What powers does a Draeden have? How does a Draeden exist beyond a universe?

Is Ulgurshek eating people who fall into the caverns/tentacles? What does an entity beyond time and space consume for sustenance? What is the liquid on the layer actually made of, and what are its properties?

How does the mind infiltration work? How long does it last? Why does it compel people to go back? What purpose does Ulgershek have for these lost travelers? How many people has this impacted?


· A Drow Priest learns about a place of higher knowledge and sends an [evil] party to investigate the layer.

· A planar scholar just murdered dozens of people in town, ranting about needing to go back, MUST GO BACK. The local 
authorities enlist the party to investigate this scholar, which leads to a book with writings of travel that descend ever 
slowly into madness after visiting a particular layer of the Abyss.

· A Scholar learns that there is a place where knowledge of time immortal exists outside of forbidden and dangerous libraries, 
they want to enlist the help of strong adventurers to help get them there and back

· A vial of strange liquid has been found and sent to an Alchemist, it is unlike anything they have seen before. Reaction after 
reaction convinces the Alchemist that there is great hidden potential in this material and enlists a party to help investigate its source.

· A god learns a horrible secret about an ancient threat to the multiverse, from a being beyond time that seeks to end this universe 
before its given time and place

· A Ji’thari is seen in the city of Sigil telepathically screaming unintelligible ancient words, it
is captured and the city council wants someone to bring it back to where it came from and find out how it got there in the first place.

· A worried nobel has not heard from their previous adventuring party they sent to Ulgurshek, they 
are willing to pay handsomely if the party were to retrieve the writings the previous party took with them, and collect any additional information on the layer.

· A strange chunk of a jiggling material has been brought forward from a strangely dressed person,
insisting that it is the flesh of an ancient being. The adventurer offers to bring anyone there who wants to see a true ancient horror.

· The Cult of Draeden has been gathering power across the cosmos and has a plan in place to untether
a real Draeden from the Abyssal layer and unleash it upon the universe. What can be done to stop them and what is there plan?



Medium Humanoid, True Neutral (or is it?)

AC: 15

HP: 24 (2D10 + 8)

CR: 1

Speed: 20 Feet , Swim 60 feet

STR: 12 DEX: 12 CON: 25 INT: 12 WIS: 12 CHA: 5

Saving Throws: STR +2 , CON + 10 , DEX + 1

Damage Immunities: All

Senses: Blindsight 120 feet

Of Ulgurshek: After being the target of a spell, attack, or ability that would cause damage, 
it instead receives no damage, is pushed back 5 feet per damage negated, and is knocked prone.

Seemingly Mindless: The Ji’thari is immune to any attempts to read their mind.

On its turn the Ji’thari returns to what it was doing, ignoring any attempt to interact with it.

This is part of the official reboot of the Atlas Of The Planes

Atlas of the Planes Reboot

Other Atlas entries:

Layer 651 of the Abyss - Nethuria, the Abyss of Chains, Iron Liberation

Layer 421 of the Abyss - White Kingdom

Layer 297 of the Abyss - The Sighing Cliffs

Layer 548 of the Abyss - Garavond

Layer 518 of the Abyss - Melantholep

Layer 92 of the Abyss - Ulgurshek - The Living Layer

Level Progression Items Granted
1-4 One +1 non-magical item, weapon or armor.
5-9 One +1 non-magical item, one wondorous item(common)
10-14 one +2 magical item, one wondorus item(rare)
15-20th one +3 magical item, one wondorous item(legendary)
20+ one +3 magical item, one wondorous item(legendary), Boon

Chapter 55: The Fall of Obsidian Dark

Delgorian and the Demons is only the beginning...

The Elder Brain combines with the Ancient red dragon after it drops to 100 HP. Then he consumes it and the players have to beat the elder brain dragon.

After the Elder Brain Dragon the players must rise from the depths of the Underdark. Their final battle before the fall of Obsidian Dark plays out as such.

The drow Matriarch sends her spell to the last demon and it changes into a demon Tarrasque. And she screams: "And so I spread terror and death upon the world!"

The good news is, the Tarrasque is in a huge cavern.

After this the players collect the godsweapons and bring them to Corellon, but he is absent from the Planes, captive in Elysium.

When Warrior's Rest has fallen... the dreams of evil beings become real and will not slumber again.

The players are tasked with going to Elysium, NG Outer PLane near the Beastlands.

They must bring Corellon Lorethian from here to destroy the greater evil gods. He was tricked.

As you find Corelleon, he speaks with a tranquil voice. "As I walked the shining paths of crystal and saw the low clouds of silver in the sky, the shimmering rainbows sung as wordless tones. My heart seemed to want to burst from my chest and fly with them. Cold winds whispered their dulcet songs for days after, and when I was tired the smooth crystal was warm as a mother's embrace, when I felt thirst there was a pool of water, and when I felt hunger there were rich mushrooms, sweet berries and the grass at my feet was as fragrant and delicious as market herbs and tender roasts. I wandered without hurry. I had forgotten where I was going, for a time, and I hardly cared why. I will never know such peace as I have known here. And so I lament my time lost, I also desire truth.

Goodly creatures will always come to Elysium. It attracts those who gave of themselves without expectations. The resting place of heroes and gods. The place that waits for those who just lived a simple, who did small things for others because it felt right. The peaceful home that waits for those who could not turn their back on those in need, who gave up glory for service, and for those who quietly endured and worked for the benifit of all.

The longer one stays, the longer one wants to stay. To end being immortal and to join the peaceful dead in the afterlife.

WIS, INT or CHA saves are made at disadvantage for evil creatures here. They get headaches and cannot get a decent moments rest. The plane does not want them here.

The locals seem hostile toward the evil creatures. But they bring wine and food and great comfort to those they can.

Simple crimes of dishonesty and theft are far more serious here. The punishments are severe. This is a plane of reward, not redemption. Healing spells rolls twice as many dice. Every night's rest is the best you will ever have.

The players must use a wish spell to snap Corellon out of it. Pelor's fortress sits here, a massive strusture spanning many islands and with many devas and solars present.

Tempus's realm of Warrior's Rest was anything but restful. Based in Limbo, the realm was even more violent than the plane of Asgard, defined by its endlessly raging battles. Like in Asgard, any that "died" would simply lie on the ground until their wounds healed, at which point they would fight for the one who defeated them.[17] Permanent death was reserved as a punishment for those who showed cowardice on the battlefield, generally in the form of Tempus withholding regeneration immediately before a quick and final death.[17][18]

Warrior's Rest, also known as Knight's Rest, was a divine realm in Limbo according to the Great Wheel cosmology[1][2] and a Neutral Plane in the World Tree cosmology of Toril.[3] With perhaps the most misleading title in the whole cosmology, the theme of Warrior's Rest was battle, and each petitioner had no constant loyalty to a deity. When a petitioner was slain in combat during one of the endless chaotic battles, he or she rose again on the team that brought him or her down.[3]

The terrain of Warrior's Rest was similar to rocky badlands on the Prime Material plane. However, the nearby terrain could be manipulated by the will of those with sufficient wisdom to provide cover and other tactical advantages for battle.[3]


Many titans were native to Warrior's Rest, and they joined in the ongoing battle with joy.[3] Also, githzerai built a fortress and several monasteries amid the chaotic battles.[5]


The petitioners of Warrior's rest included soldiers, generals, strategists, barbarians, and many other combat oriented individuals. They appeared as they did in the prime of their lives and in the peak of their physical shape, glowing with health. All sought union with their deity through participation in the great wars, and so were granted extraordinary resilience to acid, fire, cold, and electricity damage, as well as regenerative powers.[3]

Obsidian Dark is Gone

Obsidian Dark is then pulled into the Acheron realm and it destroys Warrior's Rest. The BBEG of the Campaign pulls the city into the realm using the same spells they used to pull the Astral Plane into Obsidian Dark for the Tome of Ultimate Darkness.

The Players must now find a way to put Obsidian Dark back in its mountain.

LOTR Lore:

The First Age describes the events near the beginning of time. Also known as the Elder Days the First Age saw the creation of the races of Arda, their flourishing in Valinor and Beleriand, their feats against Morgoth and his eventual overthrow by the combined armies of Valar, Elves and Edain.

how it relates to n'Draiocht Cerien lore:

Cuarénde - the first elven city of molten brass and gold.

Cinthogamath - the first city where angels became demons and devils.

Shakalzôr - Continent where men first appeared.

Túreo, Asren'Allanar, Thal Tarihr(dwarves),Vigh Thurim,Marothoram,Belgurum,Dhomerum,Dhel'Bhar Buldahr,


Eärcalaquen(Keepers of the Dreams) - Ancient Elven Tribes from deep within the earth

Orólodil(Dreamers of the Mountain) - Ancient Dwarven Tribes from the stars

Crabamben - desert city of the ravenfolk

Mythhasari - dread warriors from the deep jungles to the south. covetous and avarice.


Masaluma - the first dwarven city



https://www.fantasynamegenerators.com/dnd-eladrin-names.php(for elven names)

The Chalice of Heironeous may cleanse the god weapons, so they can be used on the battle field witht the demons armies.

The 'battles' can last hours, but players can take charge of local 'skirmishes' with high level opponents to decide the outcome of the entire war. Smaller battles leading up to the large sieges.

Basically do a battle of Helm's Deep and then a battle of Minas Tirith. Temple or astral plane monastery, or a mountain castle or Orcus castle, then Limmbo Battle world or Asguard battle realm...

As a PC gains divinity they get 50 temp HP at the beggining of the day and a boon and a Legendary resistance. Their speed increases to 50ft and they have Telepathy out to 120ft.

Perhaps they must steal the Chalice of Heronious are secretly make an evil god drink from it to kill them completely. so they have to battle Daimon Grog in his Palace of Divine Valor.

Character Level Sessions Danger Level
1st 1-3: Save the Elves from the Obsidian Dark Assassins and keep the Queen alive. Deadly
2nd 1: gather information at the wizard's tree. Medium
3-4th 3: travel to Obsidian Dark and learn of the High Royals Hard
5th 2: discover the fate of the brother that went to the deep gnomes. Easy
6th-7th 1: save the queen. Learn of The Mirror of Abraxinaxus. Hard
8th 1: infiltrate the beholder's den and extract the artifact. Deadly
9th 2: Battle Frost Giants with Aracockra Medium
10th 2: destroy the Elder Brain and save the elven slaves. Medium-Hard
15th 2: Journey to the abyssal Layer 92: Ulgershek, the Living Layer, and destroy Abraxinaxus Deadly
16th 3: Journey to Thanatos and Rid the Layer of Jubilex Hard
17th 2: collect the gods weapons and save the day. Medium
18th-20th 2: battle a god and their army. plot to overthrow the god, infiltrate astral castle on Acheron. Hard
20th+ 3: become gods and build a castle on the Astral Plane. Meet Kelemvor and Mystrul and destroy the Book of Vile Darkness forever. Battle the gods and save the day. Medium

Evil god steals the Divinity of another God or Goddess and the players must storm the Fortress. Many of their spells and skills do not work. They must take the long way, or their spells misfire and take them somewhere else. Or the BBEGs are waiting and ambush them in an anti magic feild or other debuff.

The point is that the stakes are hjigher but the machinations are the same.

Aquire power by force. Save the goodly people, punish the wicked.

Damage, Disruption and Duration. The three lines of role-playing and combat. Increase one or another but never all three. Double all damage if the encounter is getting too weak, but never above 10d8 dice. This is too much.

A nice Disruption is wind, that can blow you prone or knock you off a cliff, with four rounds until you fall.

Chapter ??: Random Traps

If ever there is a need for some hurt on your players...

Many times the PCs get to their destination without a scratch, and then it's time to pull out some trap damage.

Damage Severity Table

Character Level Setback Dangerous Deadly
1st-4th 1d10 2d10 4d10
5th-10th 2d10 4d10 10d10
11th-16th 4d10 10d10 18d10
17th-20th 10d10 18d10 24d10

The best types of traps:


The Pythagorean Cup

it's a truly “classic” puzzle that can be traced back to ancient times. Also known as the Greedy Cup or the Cup of Justice, this is a drinking vessel with a small hole in it so that if the water is filled past a certain point, it all comes leaking out the bottom.

The most common way to make this work in a campaign as a puzzle is to have a room with large pool of liquid (instead of a cup). Use a dangerous liquid like boiling water, lava, or acid, and make it so players need to get something at the bottom. Players can turn a nob or crank to add more liquid to the pool. Once it is filled past a certain point, all the liquid will be siphoned out, making it possible for players to access whatever was previously submerged.


Out-of-Place Monster

Monsters add flavor to every combat encounter. Whether fighting goblins in a twisting network of caves or battling an ancient dragon in its lair of hoarded treasure, having the right monster in a setting heightens the experience. But what about when the wrong monster appears in a given setting?

If players are on the snowy winter tundra of the far north, let them encounter a powerful devil from the Abyss. If they are traveling by boat down a roaring river, have a zombie tyrannosaurus rise from the waters to attack. Why? Because this is an adventure hook in and of itself. Maybe the barbarian tribes of the tundra made a pact with a devil to survive, or the river changed course over centuries and now flows over an ancient lich’s tomb. It is up to the DM to decide how to use this hook. When a monster is out of place, it is jarring for players, but if this leads to uncovering a greater mystery, it will be a rewarding experience.


Timed Puzzle

Giant hourglass in MK11

This is not so much a puzzle in and of itself, but something to combine with other puzzles. Adding a time limit to any task increases the tension. If players are trying to crack a code within a dungeon, add an hour glass whose sounds are emptying before them. When solving a murder, players must figure out the culprit before they strike again.

There are three things every DM needs to consider with this one. First, figure out how long the time should be to make the task challenging but not impossible. Second, there needs to be a reliable way for players to keep track of the passage of time. Finally, there should be very clear stakes for what happens if the players fail. How each of these is determined will have dramatically different outcomes for how players feel as they race against the clock.


River Crossing Puzzle

Sahuagin Swamp Adventurers Dungeons And Dragons

This is an old logic game that actually was first proposed in the Dark Ages. The original premise is that a farmer has to transport a bag of grain, a goose, and a fox across a river, but can only carry one at a time in their tiny boat. The farmer needs to transport the items so that the duck is never left alone with the grain (which the duck would eat) and the fox is never left alone with the duck (who the fox would eat).

There are many ways to modify these three items for a campaign (a magic item, a thief, and a vengeful paladin wronged by the thief might all need to be brought across the river to testify in a court). There are also variants of this logic puzzle known as the “Bridge and Torch Problem” and the “Missionaries and Cannibals Problem” which could make for great dungeon encounters or escort missions, especially if you replace the cannibals with a classic monster.


Water Pouring Puzzle

Dungeons & Dragons. Magic potions. water pouring puzzle

The most common version of the water pouring features the three jugs of different sizes and a finite amount of water (or some similar liquid).

Players have to figure out how much water to pour into each container to solve the puzzle. When the puzzle is solved, it can trigger whatever magical effects the DM desires from opening a hidden door to ending a powerful curse.


The Count Down

This is a hilarious and fun puzzle that's more of a practical joke than anything else. The players stand in a room, furnished with thematic objects of the DM's choice to set the scene. Symbols are spread across the head of the door in front of them, usually with between 10-30 symbols. In the center of the room, there is a pedestal with some form of switch.

The players will activate the switch and the room will begin to do something ominous as the symbols on the door begin to glow one-by-one at a rate of roughly one-per-second. These symbols act like a countdown as they reach the end of the 10-30 symbols, the door will just open. Nothing happens: it just opens. The trick is to make the players believe something will happen. They will likely discuss what to do and what the symbols mean, they may even return to town for supplies or rest. The look on their faces after they realize it was just a count down is fantastic.


The Mirror

This one is pretty straightforward but unique. A mirror in the room is going to reflect the true state of the room. The inside of a room looks one way, but the mirror shows it another way. There can be symbols on the walls and objects on the floor which match the symbols and must be placed in the right spot. These objects can only be viewed in the mirror and are invisible otherwise in the room.

This puzzle is malleable and the DM should really use the chance to show off their creativity with a flourish of words to paint the scene. This puzzle can be difficult or easy, depending on the reflection.


Plates On The Floor

The DM will take an image or riddle to describe a path the adventurers must walk along a series of trigger plates. The plates are arrayed in a 3x12 pattern or something like that. Should they fail, the person who steps on the wrong plate suffers a penalty, damage, a debuff, or whatever the DM wants. Once the adventurers walk the appropriate path based on the riddle or puzzle they clear the area.

An image of a snake on the ceiling is a good way to hint at the path. Vindictive DMs can simply use a riddle like "The fastest way between two points" and watch the players fail to walk in a straight line as the riddle suggests.


Weighing Your Problems

This is simple, elegant, and great way to get players to a higher floor in the dungeon, as it involves a sort of scale apparatus with a series of heavy objects like rubble or debris nearby.

The players must put the appropriate amount of weight on one end of the scale so a party member can be lifted to the next level and drop down a rope for the rest. It's not too difficult but definitely a lot of fun if the players don't have a rope and have to catapult the last member up using the device.


Judge and Jury

This one can have a variety of settings, but the crux of it is that players must decide who is guilty of a crime. There are numerous scenarios to make this work. A person has been murdered and the suspects include the victim's violent parent who is prone to rage and a demure servant who seems honest and pitiful. In a town, this is just the average moral dilemma. If it presented as a dilemma in a dungeon, however, it gets a new spin.

If the dungeon is aligned with some evil force, the correct answer is to proclaim the servant is guilty to pass the test. In a Neutral aligned area, players must answer that there is not enough information to convict either. In a good-aligned place, the parent must be accused. Penalty for the wrong answer is up to the DM.


The Truth

This a great way to throw in a plot point. The puzzle is about finding the correct pages in journals, putting them in the right order, and uncovering a truth of some sort. One way to play this is: soldiers of some battle left notes which can be found on their bodies. The players discover the truth about that battle by finding and ordering the notes (e.g. the soldiers were betrayed or something of that nature).

How the DM wants to use this is up to them, but likely it should tie into some restless spirit haunting a place or person. Learning the truth will vindicate the restless spirit and allow the true villain to be punished.


That F****** Map

Puzzle map

The party will encounter a map which displays a dungeon in some detail but most of the writing is illegible. After deciphering the legible text only certain words can be read. Using these words alone the party must figure out where the traps are in the dungeon and where the treasure is.

This will force the players to consider the context of the words used and can be a lot of fun when the words have multiple meanings. The DM can get especially creative with this: what if the map can only be read correctly if it is folded in certain ways? This puzzle is versatile.


Show And Tell

This is one of the funnier puzzles and the DM equivalent of a dad joke. Its premise is that there is a sentence written someplace prominent in the puzzle room and a large face carved from stone is staring at the words written with glowing eyes. Maybe if the DM is particularly petty there could be some items that are related to the sentence in the room but have nothing to do with the puzzle. The sentence will be "Show Me Only X", X being whatever the DM wants to put in the slot.

An example is "Show Me Only Wealth", and throughout the room, there are forms of wealth. To solve the puzzle the players must cover up the sentence with the exception of the X (in this case, the word "wealth"). In that way they are doing as the sentence asks, as they are showing the stone face only wealth.


Moving Maze

The DM sets up a series of mini mazes. The mini mazes are as big as the DM feels is necessary, but it's advised that 3x3 squares work best. The mini mazes rotate about in a larger maze, involving 3x3 mini mazes each made of 3x3 squares.

The players have a set amount of turns before the maze shifts. There is only one rotation and position that will allow them to progress forward. The players must time their movement through the maze and their position accurately to get out.


Long Distance Statues

In two different places in the Dungeon there should a room of statues and another room with a door covered in symbols. The statues should correlate to the symbols on the door, and they must be aligned in the statue room to match the design the door displays. Move the statues in one room to the appropriate spots and it will unlock the other room's door.

This a straightforward puzzle, but can be scaled based on the symbols and statues the DM chooses to use. It can be obvious with letters and creatures which have to be aligned or more difficult with allegories and images.


The Never-Ending Road / Staircase

The never-ending road or staircase is a perfect puzzle for a scary campaign you are running. Your party could be investigating a haunted castle or just traveling down a long, winding road, when they realize that a lot of time has passed and they have yet to reach their destination. Make sure to have some distinct landmarks, such as a statue on the road or a portrait on the wall. Those paying attention will realize you've already described these landmarks, and that the party is stuck in a loop. Even if the party splits up and heads in different directions, they will still bump into one another.

There could be many solutions to this alarming puzzle. Perhaps they need to find a map that will show them a secret route out. Maybe they need to walk a certain way, or take a set number of steps. Perhaps there is a quiet tune they can hear in the distance, and they will only be able to leave if they repeat the melody themselves. You can get quite creative with this idea, and if you really want to mess with the group, drag out the puzzle for as long as you like.


The Miniature Town

Your party is visiting a mysterious town that appears to change its layout each day. When attempting to uncover the truth about what is happening, they stumble upon a table with a miniature version of the town laid out before them. If a player picks up a building or moves something in this tiny town, it also affects the real town too. This can be quite an exciting puzzle for your players as they try to return the town to normal.

It could be a case that one of your players has been separated from the group, and discovers this strange miniature version of the place they know their friends are trapped in. If you are playing online, on a site such as Roll20, you could have that separated player be allowed to see the entire map, and even be able to move objects to create new pathways for the party. Meanwhile, the rest of the party has to trust them, hoping that they will help them avoid dangers and threats within the actual town.


A Troubled Ghost

A mysterious, ghostly figure blocks the path towards the group's next destination. Perhaps it is too tough to fight outright but is speaking in riddles and is too caught up in its own thoughts to communicate with easily. Your party will not move on until they figure out what keeps this troubled ghost around and help it move on to the afterlife.

There could be many solutions to this puzzle. The party might be able to find clues and hints to the ghost's life before its demise scattered around the room. Perhaps the spirit wants to see an NPC one last time or be reunited with a precious heirloom. Once the players have figured out their desire, they can fulfill it, and the now content entity will fade away, leaving behind an item, such as a key, to help the party move on to the next room. This puzzle could also be resolved with an entertaining social encounter if your players want to roleplay with the ghost to get some extra clues.


The Living Hedge Maze

The Hedge Maze is a tremendous physical puzzle to challenge your players with. Whether playing in person or online, it is a good idea to have most of the map hidden from the party. The players will need to rely on their memory to recall what the rest of the maze looked like as they sink deeper into its depths. They could start to become cartographers themselves, drawing their own versions of the map to keep track of their progress.

You can lob an extra twist onto this puzzle by having the maze shift and change while they are navigating it. The places they went through before are now different. The solution for reaching the exit could be a variety of things. Perhaps they need to note the different stone pathways that lead to various structures within the maze. Find them all, and the path to the exit will reveal itself. Alternatively, they might need to keep quiet and listen out for familiar sounds to guide them. There could also be interesting characters to encounter throughout the maze to help lead the party around.


An Elaborate Gesture

Sometimes D&D can be very serious, as you attempt to balance deadly encounters and formidable challenges for your party to face. To counteract these serious moments, sometimes, you need a silly puzzle that will get your group laughing. The elaborate gesture puzzle works best with in-person games, but you could still make it work if your players are on a webcam for an online game too.

The setup for this puzzle is that your players come across a sturdy door that the party cannot open with magic or brute force. Instead, the party notices a series of sketches upon the door. The drawings hint towards a sequence of gestures that the party will need to perform to pass. This sequence might be a dance number, silly hand movements, or various facial expressions. Get your players to act them out in person. It is a simple solution but a fun one to bring the game to life.


The Body Swap

It is a great idea to have a balanced party on your D&D campaign by having someone tough to handle the battles and someone charismatic to deal with social encounters, but you also need someone smart to tackle challenging puzzles such as this one: The Body Swap. Inspired by the classic episode of Futurama, your players encounter a mysterious machine that, once activated, begins to swap the minds of your characters into different bodies. Your players will need to figure out how to get everyone back into their original bodies. The catch is that they cannot return someone's mind to the body the machine had just switched from them.

Just like in the show, this can be a real puzzler for your players as they attempt to find the correct sequence to get everyone to return safely. It might be a good idea to have some NPCs tagging along for this puzzle, as the solution requires two additional people, who were not already caught up in the body-swapping, to help transport everyone's minds back to where they belong.


The Box With Many Locks

This strange box is a fun way to incorporate a puzzle into the reward stage of an adventure. Instead of being surprised by a mimic or just finding a pile of gold, your players will instead see a mysterious box with multiple keyholes. With many keys scattered around the room, the party has to figure out what keys will fit into the locks and what order they should turn them.

Your players could attempt to brute force this puzzle by going through the various combinations of keys one by one. To prevent this, you can ensure that whenever the box is opened incorrectly, a nasty surprise will be awaiting the party, such as a little monster or a trap. This puzzle could have multiple solutions, from talking keys giving clues themselves to markings on the box hinting towards the correct sequence. Once the right keys and sequence is figured out, the reward will be waiting inside.


The Two Guards

Labyrinth Movie: The two doors riddle scene screenshot

Your party finds themselves facing two doors guarded by two guards. One guard tells nothing but the truth, while the other tells nothing but lies. The party has one question to figure out which door leads to safety and which door leads to certain doom.

The solution? The party must ask one guard this question: "What door would the other guard tell me leads to safety?" Based on the answer, the party will know to pick the opposite door to what the guard told them. This is the case no matter which guard is asked.


The Trapped Tiles

Your players enter a room gridded with tiles. If the party steps on the wrong tiles, the floor crumbles beneath them, and they are teleported back to the start. The solution might be a specific pattern, such as letters on the tiles spelling out a word. This puzzle is very visual and is excellent for groups playing with a map.

You must provide enough clues for the party to figure out the correct pattern but not completely give it away with your hints, which can take away from the party's joy of eventually cracking the code.


The Riddle Door

A talking door with a riddle to tell is a classic staple of a fantasy setting. The door will not open until it hears the correct answer.

Another classic element of D&D has always been the option to homebrew your own rules. So, if players are stumped with a specific riddle, it might be just as satisfying to let them creatively work around the puzzle. This might be done by the party befriending or intimidating the door into giving up the answer. Of course, this might lead to dire consequences later on for the party if they are caught cheating like this...


The Runes

If your party has a spell caster that has yet to use some of their spells, this puzzle is perfect for giving them a chance to shine. The party's route is blocked, but there are mysterious runes on the wall. Each rune will subtly hint at a type of spell that needs to be performed in a specific order. As each spell is used, the runes light up, and the route is cleared.

You can also customize this puzzle to fit your specific party to make sure everyone feels vital to the solution. For example, the Bard might need to play a particular instrument, and the Fighter might need to use a specific weapon, and so on.


The Anti-Puzzle

If your players are used to complex challenges, they will be completely caught off guard by this anti-puzzle. The players find themselves in a locked room with nothing but a button in the center. On the wall is a spiral of numbers. Once players press the button, the numbers begin to light up, counting down. If the button is pressed again, the countdown resets. The easy solution: Let the timer reach zero, and the door will just open.

The atmosphere is vital for this puzzle to work. Set the tone with mysterious sounds, flickering lights, and misleading symbols. Make sure even the most overpowered Paladin is trembling. The realization that there is no puzzle, after all, is hilarious after so much discussion and fear.


The Changing Paintings

Your party finds itself in a room with four gates that are all closed except for the one they entered from. Above each gate is a painting depicting the same gate. In the center of the room is a statue, staring at the painting above the entrance. If the players attack the statue, it will fight back, but only for one round. Then, it freezes once more.

The solution: The party must trigger the statue and get it to face another painting. This painting will change to represent an open gate. The actual gate below will also open. The previous gate will close, its painting changing to correspond to this as well. It is a simple puzzle, but with a dash of engaging combat included to add tension.


The Clone

The party approaches a platform. As soon as one member of the group steps onto it, the room is plunged into darkness. When the lights return, there are now two platforms... with two versions of the player standing on them. They are both claiming to be the real version, and it is up to the rest of the group to decide who to believe.

This puzzle is great for when you have a player you can trust to go along with this surprise. The solution is up to you. There might be subtle clues as to who is the real one. Alternatively, you might decide not to reveal if the party picked the right person or not (A perfect moment for a player to switch to an evil alignment mid-campaign).


The Mirrored Room

This classic puzzle comes in many variations, but the core of its design is the same. The group finds themselves in a room with a large mirror. The room seems quite ordinary, but soon enough, your players will realize that what is being reflected in the mirror isn't the same as the room they are in.

There is a powerful magic item that is only visible in the mirror, and the group needs to figure out how to access it. There are different solutions you could go with. The players might have to make the real room match the mirror. Alternatively, they might have to use the mirror's reflection to guide them through the room's invisible obstacles. Overall, it's a fantastic concept that bends reality a little.


The Missing Item

This puzzle is excellent as a final stage in a dungeon. When the party reaches the last room, they find a statue that has its hands held out as if holding something... but the item is missing. It will soon become apparent to the group that they need to place the missing item back into the statue's hands, perhaps to release the reward they were seeking.

The item they need to give to the statue should have been alluded to along the journey to this room. There might have been a painting earlier on that depicted the item. The previous puzzles might have hinted at it as well. This puzzle is a great way to make sure your players are paying attention. It can also be used as a payoff for something they did earlier on. For example, perhaps a sneaky Rogue had stolen an item a few sessions ago that just so happens to be the key to this puzzle.


The Time Looped Party

The players have stumbled upon a mansion that is throwing a massive party in the evening. If the group arrives early, they will see the prep work, the guests arriving, good times being had, and then... everyone suddenly being poisoned! But, the following day, the entire day has been reset, and everyone is preparing for the same event.

This Groundhog-Day-style time loop is a classic puzzle to keep your players occupied for an entire session. They need to figure out who is causing the time loop, alongside figuring out why everyone has been poisoned. The solution could be a curse that has been set on the host or anything else you might think of. Your players will have to investigate every area of the mansion, disarm the curse, and free everyone from repeating the same cycle over and over again.

Trap Table

d100 Trap
1-4 Magic missles shoot from a statue, object, or wall
5-7 Collapsing staircase creates a ramp that deposits characters into a pit at its lower end
8-10 walls slide together
11-12 locked room floods with acid
13-16 steel jaws spring up from a pattern in the floor and holds the PCs. failure to free them results in secondary Lightning damage.
17-18 floor is an illusion
19-20 pressure plate activate disintegration spell
21-51 chute opens in the floor to a nasty creature. the chute swings shut and can only be opened from inside. the chute is greased and is difficult terrain. every ten feet the player must succeed in a DC 12 Athletics or Acrobatics check or slide back down the chute another ten feet.
52-58 Door or other object is coated with contact poison
59-63 Vent releases gas: blinding, acidic, obscuring, paralyzing, poisonous, or sleep-inducing
64-68 A weapon, suit of armor, or rug animates and attacks when touched
69-72 Floor tiles are electrified
73-78 Fire shoots out from wall, floor, or object
79-84 Touching an object triggers a flesh to stone spell
85-89 Walls slide together, locking player in a room with a monster
90-95 Clanging noise attracts nearby monsters
96-98 Door locks and ceiling lowers
98-100 Darts shoot out of an opened chest

!00 doors for dnd

One hundred doors and entryways that players will come across in a dungeon setting.
d100	Entry
1	This wooden door has begun to rot away, leaving sizable holes in the center. Players can easily peer past the rotten wood and see what's on the other side.
2	This stone door is open by a lever. When opening, the door parts in the center. The left section slides up into the ceiling, while the right section slides down into the floor.
3	This wide iron door revolves clockwise.
4	This stone, circular door is covered with carvings of snakes. The only way to open it is to pull the circle out of its base, and slide it to the side.
5	To the left and right of this iron door are two statues of falcons. If the left falcon's head is pushed down, the door swings open. If the right is pushed down, the stone falcons come to life and attack. The door will then remain locked.
6	There is a bronze hand reaching out from the door. The door opens if someone shakes the hand.
7	A view of a room you would be expecting can be seen through the glass panels in the door. This is only an illusion.
8	The door is made of sheer black material, much like a veil. Using a light source against it makes it billow inwards.
9	A worked brass door that depicts a world map (the one they are in, another one, or a fictional one). The doorknob is in the center of the compass rose. In addition to the decorative points in the cardinal and inter-cardinal (ordinal) directions there is a slightly raised arrow/pointer that can be rotated and an audible click can be heard when it aligns with a point on the compass rose. (Feel free to have it be a 16 or even 32 wind compass rose if you prefer, or perhaps just the cardinal directions). Each position makes it so the door opens to a different room. The map could provide clues as to which direction unlocks which room. For example there could be a fiery desert to the east and when pointed east the door leads to a kitchen, a room trapped with fireballs, a room filled with fire elementals, etc and to the northwest shows a depiction of a mermaid in the ocean and the door opens to a room with a siren inside when the arrow is in the northwest position, etc.
10	A large rusty iron door with no obvious locks or handle. Upon the the surface is a rusty bar of iron from which four heavy chains are tangled in a large knot. The end of each chain has a cap that fits over a small peg. There are 6 pegs and four are covered by the caps on the end of the chains. The door only unlocks when the chains are untangled, however once removing a cap a strong (magnetic? Magic?) force pulls the cap to the pegs. Strength or force of will allows adventures to decide which peg the cap goes to, but they cannot just have the chains free and be able to easily untangle the chains. (Inspired by those silly 3D tangle/knot apps)
11	A narrow stone door with an ear carved in it and words above that read “Tell Me A Secret To Proceed”. When a secret is whispered into the stone ear, a demonic entity hears the secret and knows the identity of the person who speaks it. However a successful strength check of a moderate DC will allow for door to be simply pushed open, no secret required.
12	A beautiful glass barrier, etched with glorious floral designs depicting three specific flowers (example asters, orchids, and pansies) but has no obvious means to open. Speaking the names of the three different etched flowers causes the door to silently swing open. However it is still glass and is easily shattered, but doing so alerts the denizens of the dungeon of the adventurers location.
13	A wooden door with a golden sun emblazoned on it and below that a horizon line. No matter what is attempted the door can not be destroyed or opened unless it is roughly the time of day indicated by position of sun image to the horizon. You could have several doors like this and means to “suggest” short or long rests to the players.
14	A silver door adorned in embossed circles. A clever bard or musician could picture musical notation staves among the the circles and with a bit of experimentation find the most melodic arrangement (or discordant!) and once that arrangement is played or sung, the door opens.
15	A frozen door. The door is literally frozen shut. PCs have to find a way to heat the edges of the door before it can be opened.
16	A heavy stone door that opens by raising into the ceiling. There is a wench used to open the door, however it's extremely difficult to turn. In several rooms of the dungeon, in recesses in the wall there are large chains with hooks suspended over a deep pit. Throughout the dungeon there are 100 lbs stone statues that are meant to be hung on the chains. These are the counterweights for the door. Each one decreases the difficulty of turning the wench by 1.
17	Airlock doors. A set of doors on either side of a room. For one door to open the other door has to be closed.
18	Fake door. It looks like a locked door, however it's actually just part of the wall.
19	Iris door made of metal plates that rotate into position to open or close the door. Door is operated by a lever that makes a hissing noise when the door is opening or closing.
20	Light illusion door. In the dark the 'door' appears to be a dimly glowing door, that behaves like a normal door. The presence of any bright light source overpowers the door, so that all that can be seen is a wall where the door should be. In bright light, the wall behaves just like a normal wall.
21	Metal grating door. The door is made of metal grating. The PCs or dungeon denizens could take advantage of this to shoot through the door or thrust spears through the door.
22	Multi-lock door. The door has multiple locks on it. The keys for the door have to all be turned at the same time or the locks remain locked.
23	Multi-lock door. The door has multiple locks on it. The locks have to be (unlocked, picked) in the correct order. If one is done out of sequence all the other locks relock.
24	The 'door' is actually a bunch of vines or roots that block a doorway. The plant reacts to the presence of a specific magic item by moving it's (roots, vines) out of the way. A druid might be able to use speak with plants and convince the plant to move.
25	The 'door' is actually a heavily armored living creature. PC have to learn the commands to make it move or find some other way to lure it away from the doorway. A druid might be able to use speak with animal and convince the creature to move.
26	The 'door' is a colony of insects that have locked themselves together to form a door. They will disperse if (the correct pheromones can be found and wafted in front of them / the PCs tap or click in the correct pattern). Attacking the 'door' will release an attack pheromone, that will alert the rest of the colony.
27	The 'door' is a (drawing, engraving, painting, relief) on the wall. It becomes a real door if (the correct command is given / it is touched by the correct magic talisman / a missing piece is drawn or inserted).
28	The door is a giant metal cog set in a groove in the floor. A lever makes the cog rotate into the open or closed position.
29	The door is a giant stone disk set in a groove in the floor.
30	The 'door' is just a large boulder that the very strong creature pulls in front of its doorway.
31	The door is made of bones and has a skull set in the center of it. May be enchanted so that, if opened without the correct (key, talisman), the bones disentangle themselves to form several skeleton warriors.
32	Tiny door. The door is only about 1ft by 1ft. Medium sized PCs with a Str score above 15 wont fit through the door. Also any medium creature attempting to go through the door will have to remove their armor and gear to fit through the doorway.
33	A door with a sentient stone face that will speak to adventuers and only open for: A story A song If they say please If they tell the door they want it to open If they swear fealty to Sir Stonedoor the Hinge Knight
34	A door made of iron bars, which are electrified. A hidden lever opens the door.
35	A door made of glass with several bells hanging from both sides. Any intruders would definitely regret smashing it and alerting the dungeon monsters.
36	A doorframe with crystals on its edges which create a constant wall of fire. A magic password can be used to deactivate it for a short period of time.
37	A circular iron door that opens in six segments.
38	A magical door made from flowing water, but as solid as a real one, until it is 'unlocked', then you just push thru and get soaked.
39	Half of a door suspended in space. Only one side exists in this reality. Trying to walk around the back reveals only air.
40	A doorway is filled with odorless, opaque black smoke. There is no heat, nor apparent source of the smoke, rising from the bottom of the door frame, and dissipating at the top. It can just barely be seen through at the top as the smoke fades. Trying to pass through the smoke door causes fire damage and repels the creature. To dispel the smoke, an intruder must make enough air movement to completely part it. This effect does not last forever, and the smoke re-emerges after a few seconds.
41	A tattered curtain closes this doorway, originally a heavy high quality damask of burgundy and gold it it moth eaten and ragged at the bottom. Dust and moths flutter as you move it aside.
42	The wooden door is unlocked but the swollen wood makes it jam into the doorway. It needs a strength check to open.
43	The door is locked the key is in the other side of the lock, there is a gap underneath the door sufficient to hook the key through once it is knocked out of the door.
44	This circular ivory door is inlaid with silver filigree depicting the Moon Goddess and the phases of the moon. The door opens according to the phase from fully open on a new moon to fully closed on a full moon. A medium sized creature can fit through the door only from a half to new moon, small creatures down to a quarter moon.
45	This door is a standing coffin in a room packed to the rafters with standing coffins in various states of disrepair.
46	A door which is shaped to match the dimensions of a certain creature, such as a kobold, goblin, or any dungeon creepy-crawlies. Opening the door may reveal a similarly shaped hallway which leads to the den or the hideout of the specific creature. Or, maybe the door is well hidden enough for the creature to ambush the party.
47	The double doors have a hinge at the center top of the door.
48	The doors swing to the sides and up forming a triangular opening.
49	The door pivots around a column in the floor.
50	Toll Door. There is a coin slot in the door. If a copper is inserted the door opens a crack, you can see whats on the other side, you might be able to shoot through the door, but you cant squeeze through the opening. If a silver is inserted into the door, the door open enough for small creatures to pass through. If a gold is inserted, the door opens enough for medium creatures to pass through the door. If a platinum is inserted, the door opens enough for a large creature to pass through.
51	The Unattached door. A wooden door lying of the floor of the dungeon. If the door is places on the correct wall of the dungeon it becomes a door allowing passage through the wall. There are several places where the door could be attached, some of them are traps.
52	Door missing a door handle. The door handle can be found elsewhere in the dungeon. Depending on where the door handle is placed on the door determines where the door leads.
53	Riddle Door. The door has a series of pictograph combination locks. There is a riddle on the door that describes the correct combination. If the incorrect combination is entered it triggers various traps around the door.
54	The psychic test door. The door has something written on it like 'you must face your fears.' If a PC touches the door they suddenly enter a mental landscape filled with something they fear. If they defeat their fear they just appear on the opposite side of the door.
55	This heavy iron door is carved with Dwarvish runes. The door swings noiselessly on it's rusted hinges. Upon entering the room, the door closes behind and absolute silence descends. No noise can penetrate into the room from outside.
56	An iron door. Etched into the iron is a figure of a human male brandishing a long sword. Next to it are etched the words: 'A peerless perloiner could never pick this lock, yet a wiley wizard scarce need to knock. A flick of the wrist and arcane from the tongue to magically trammel. Now the lock is undone!' If Hold Person is cast on the figure on the door, the door will open.
57	A simple puzzle, good for new players. A door of white gold. In the upper left corner is a decorative sun. In the upper right, a swirling cloud dropping rain. From the center and arcing up towards the cloud are seven golden flower sculptures, each missing its gynoecium (center). About a foot below the flowers is small shelf. Upon it there is an emerald, a sapphire, a orange tourmaline, a ruby, a yellow topaz, an amethyst, and a blue chalcedony. Place the stones in the flowers, starting with the ruby in the bottom and go up in rainbow order (ROY G BIV) to unlock the door. The gems can be real or cut glass. The can be retrievable or not.
58	A rusty metal door with a Dragon Chess board coming off it. There are stone pieces for the game set in starting formation. If someone moves a piece, the 'door' will move one. Winning against the door opens it.
59	A simple wooden door. it opens as expected, but behind it is just more wall. The inside of the door is painted like a baroque rug. Successfully examining the door (Investigate DC 15) reveals small handholds on the sides of the frame and that bottom of the frame is attached to a hinges. The door can be pulled down. Now on the floor, the design is facing up. Opening the door now reveals stairs going down.
60	A door made of thick leaded glass with a glue chip pattern resembling frost. Bringing a heat source near it and the 'frost' melts away revealing a faint image of a hand. Placing a hand on the image, the door opens.
61	A curtain of polished steel chain links hangs from heavy steel rings mounted on a solid steel rod.
62	Pay Wall: The door is in fact a mimic. The mimic can talk, and has a taste for coins and magic items instead of humanoid flesh. When he reveals himself to the PCs, he will offer them the service of opening for them if they give him a steep toll of gold. The PCs may have to haggle with him for a lower price. Magic items can also be used to lower the price; however, any magic item he eats is gone forever. PCs must pay the door to go through from the other side as well.
63	The door appears to be a wooden/iron gate, but actually, it is giant clockwork construct. There are many carvings and symbols on it but they are all a distraction. To open the door, you should blow air into the pipe on the door. A whistle is blown, many gears are heard turning, and the door slowly opens.
64	The door is a writhing mass of flesh the constantly regenerates and attacks those who comes too close. Fire seemed to be effective in stunning it and stopping it's regeneration.
65	An empty doorway filled with a thick sheet of ice - can be melted or operated with a nearby lever which is connected to a series of pulleys and ropes.
66	A revolving door that leads to the next chamber. However, if you don't exit the door straight through and follow it 360 degrees back to where you came from, you enter a hidden chamber instead.
67	This doorway seems to be blocked by rubble. In a few places near the top, a faint blue light shines through the fallen stones.
68	A door that appears to be invisible and shows the room inside, but when the door is opened, its a completely different room.
69	A metallic door with no handle or keyhole, that melts when exposed to a source of heat.
70	A mimic that has been cursed to take the form of a door, but does everything it can to inconvenience users.
71	A doorway that slowly absorbs the mass of anything it touches, growing ever larger. Feeding it enough material will allow a person to slip beneath the widening gap at its base.
72	An unspeakably filthy door that opens of its own accord when thoroughly cleaned.
73	A humming door. It opens when someone harmonizes with it, and shatters violently if they're off-key.
74	A heavy metal door with a small barred window. One side of the door is completely covered in large claw marks. Something tried to get through this door at one point and the door held.
75	A wooden door with extremely rusty hinges. Any attempt to open the door, without first oiling the hinges, will make a loud metallic screeching noise that will alert any nearby creatures.
76	A door of tightly fitted oak planks, carved with images of acorns, and iron bands in the shape of a chain of stylized oak leaves.
77	A great, single, solid slab of marble, decorated with a frieze portraying victory by a king. It is cleverly designed to slide smoothly into a pocket in the wall.
78	A very tall Iron and granite door that is magically enchanted to play a form of Tetris-like falling blocks game to unlock. The 'screen' is made from inlays of Ivory, Lapis Lazuli, Gold, etc. There is even a 'High Score' chart, which one is required to achieve before it opens.
79	This is an very large Adamantine vault door with 128 small alphanumeric dials made of polished brass and adamantine, with functional clockwork inlay and etching, clearly influenced by Modron aesthetics. A sufficiently random, arbitrary sequence of prime numbers in hexatridecimal is required to open the door. It is magically enchanted to use the spell 'SENDING' up to 5 times per day to say cutting, vulgar, mean, and highly insulting things at you until you discover a sequence that will open it. According to records, it has never repeated an insult, and it seems almost malevolently intelligent, and once you try to open it will never forget and never cease messaging until you solve its puzzle, or die trying.
80	A magnetic door that pulls any PC wearing metal armor towards it as well as any who are wielding metal weapons. It requires strength check to resist it's pull when within 10 feet of the door or to pass through it's frame. Once on the other side, it pushes against those wearing or wielding metal, such that they move 2x their speed away from the door until they are 10 feet away from the door. For fun, you could have this effect reverse randomly.
81	A technically enhanced door that has 4 lights (red, green, yellow, and blue) instead of a keyhole. The lights light up in a sequence that must be repeated accurately to gain entrance.
82	A heavy wooden door with a hundred keyholes, only one of which will open with a key. The correct keyhole switches every time the would-be guest/s step more than 10 ft. away from it.
83	A wooden door inset with golden filigree that only opens if the party says 'please'.
84	A metal door stamped with a large lightning bolt across it's face. The door is electrified and gives a shock to any who tries to open it by physical touch.
85	An ornately carved door depicting a mighty oak upon a hill. The door has been crafted from ancient oak timbers with thick iron banding and a large bone handle.
86	A small red metal door with numerous outward-facing dents, secured by a large padlock shaped like a heart.
87	A door with a handle that has four colors, each color goes to a different room.
88	A completely smooth, cold, marble slab. Opens when exposed to body heat. Reveals a small room, once used as a refuge to hide from the undead.
89	A door made from a loose flap of Dragon Hide.
90	A door made from a sawn shell-plate of a dragon-turtle. It is slightly translucent.
91	A door made of tempered glass with runes carved on the edges when looking through the door the players see a room deeper in the dungeon, however, once the party opens the door the room that is sequentially next is on the other side. Once on the other side if the party looks back through they see one of the rooms they previously passed through.
92	A crude pile of half rotted wooden slabs banded with rusty straps. The door and overhead lintlepeice are painted with a magic rune that shimmers like opalecent rainbow.
93	A piece of chalk hangs by a string from the wall. A small note tied to the string reads 'Don't forget to knock.'
94	Three identical doors with ornate doorknobs adorn the wall. All three are locked, no keyholes visible. Turning 2 knobs at once causes the 3rd to unlock and swing open. If it is the correct door, it will stay open until closed. If it is the incorrect door, it will slam shut and the doors will randomly swap places.
95	A door with a mirrored surface. No handle is visible upon inspection. The door perfectly reflects what is in front of it. Only in complete darkness may the door be passed through. Extinguishing all light and removing the doors ability to reflect anything will cause the door to de-materialize. Any source of light will cause the door to reappear and block the path. Any form of Darkvision must be blocked as well, those who possess it must close their eyes, drop the spell, etc...
96	A knobless wooden door, covered in small holes. 3/4 of the way up the door is a very ratty old dart board. Stuck randomly in the door are 3 darts. Scoring a bullseye will open the door, but only if thrown from a certain distance. Distance to be determined by the GM.
97	A perfectly normal, open door. Completely wide open. But it looks just like a door in your life that you have only ever seen closed. You know this door is open, but looking at it; you can't get passed the feeling that the door is, and always has been closed. You refuse to walk through it until someone performs the 'opening the door for you' gesture. (Basically the dog not accepting that the sliding door is, in fact, open.)
98	The door has a large keyhole in the center of it and on the other side of the room is a sentient stone head with a key as their nose. In order to open the door, the PCs must trick the head into telling a lie, when they do so the nose extends and unlocks the door.
99	A somewhat cracked looking wooden door. The door actually has a severe case of dry rot. If someone tries the handle, it just falls off the door. If anyone applies enough force to open the door, the door just crumbles to dust and splinters.
100	The door is made from one solid piece of an unusual substance (bone, ceramic, chitin, obsidian, monster scale).

On the Proximity of Demi Planes

The battle destroyed Vecna's Rotting Tower, and cost the lich his left hand and eye. Kas himself was flung across the multiverse to Vecna's Citadel Cavitius on the Plane of Ash. The time he spent so close to the Negative Energy Plane changed him into a vampire, and he decided he would be called "Kas the Destroyer". When Vecna was defeated during his bid for control of Oerth, Kas was freed from his centuries of imprisonment, only to find himself facing a shapeless wall of mist. When it cleared, he was master of the domain of Tovag, across the Burning Peaks from Vecna's domain of Cavitius. Kas waged an endless war of attrition with Vecna's forces in the hopes of retrieving the Sword of Kas from Vecna's citadel, where he erroneously believed Vecna held it. When Vecna escaped from Cavitius, both realms were destroyed. Kas was caught up in the destruction and very nearly obliterated; he survives only as a vestige, a soul outside time and space whose powers can be used by binders.

Dungeon Master Resources

• Monsters by CR with Stats

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oodily land monster skanks for nothing juzz riding the midnight train to slab city posturologists nervous pervis pointy kitty diddly sophistimacated doowhackey christmas ape california cheeseburger spiritual de-pantsing fireworks factory jeremy's iron please, kill me. yoink steamed hams d'oh! knowitallism municipal house of pancakes well-wisher learnatorium speedholes no, money down! eddie punch-clock homersexual worst episode ever. nulecule steamed hams four krustys learnatorium nervous pervis well, you all know what laughter sounds like. dickety woozle wuzzle jiminy jillikers disgruntled goat velocitator my son is also named bort swedish lunchbox purple is a fruit brain burger with extra pus swishifying wizard's key esquilax mobilomobile dealie scotchtoberfest the congealed group the cause of and solution to all of life's problems. car hole sacrilicious bovine university shiva h. vishnu swedish lunchbox crantastic banana kaboom silicon chips and such nothing can possi-blye go wrong unfaceuptoable needs more dog the old wiggum charm four minutes. smokesperson purple is a fruit spokesrebel posturologists bort learnatorium

tallism municipal house of pancakes well-wisher learnatorium speedholes no, money down! eddie punch-clock homersexual worst episode ever. nulecule steamed hams four krustys learnatorium nervous pervis well, you all know what laughter sounds like. dickety woozle wuzzle jiminy jillikers disgruntled goat velocitator my son is also named bort swedish lunchbox purple is a fruit brain burger with extra pus swishifying wizard's key esquilax mobilomobile dealie scotchtoberfest the congealed group the cause of and solution to all of life's problems. car hole sacrilicious bovine university shiva h. vishnu swedish lunchbox crantastic banana kaboom silicon chips and such nothing can possi-blye go wrong unfaceuptoable needs mor #left content in here

tallism municipal house of pancakes well-wisher learnatorium speedholes no, money down! eddie punch-clock homersexual worst episode ever. nulecule steamed hams four krustys learnatorium nervous pervis well, you all know what laughter sounds like. dickety woozle wuzzle jiminy jillikers disgruntled goat velocitator my son is also named bort swedish lunchbox purple is a fruit brain burger with extra pus swishifying wizard's key esquilax mobilomobile dealie scotchtoberfest the congealed group the cause of and solution to all of life's problems. car hole sacrilicious bovine university shiva h. vishnu swedish lunchbox crantastic banana kaboom silicon chips and such nothing can possi-blye go wrong unfaceuptoable needs mor #right content in there

oodily land monster skanks for nothing juzz riding the midnight train to slab city posturologists nervous pervis pointy kitty diddly sophistimacated doowhackey christmas ape california cheeseburger spiritualtchtoberfest the congealed group the cause of and solution to all of life's problems. car hole sacrilicious bovine university shiva h. vishnu swedish lunchbox crantastic banana kaboom silicon chips and such nothing can possi-blye go wrong unfaceuptoable needs more dog the old wiggum charm four minutes. smokesperson purple is a fruit spokesrebel posturologists bort learnatorium

oodily land monster skanks for nothing juzz riding the midnight train to slab city posturologists nervous pervis pointy kitty diddly sophistimacated doowhackey christmas ape california cheeseburger spiritual de-pantd such nothing can possi-blye go wrong unfaceuptoable needs more dog the old wiggum charm four minutes. smokesperson purple is a fruit spokesrebel posturologists bort learnatorium

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