Alan Tucker - Wisdom Warning, The Demon Wastes v2 PDF

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Credits Foreword

Project Leads: Alan Tucker and Matthew Booth


Wow!
Writing and Adventure Design: Kayla Bayens,
My excitement for this project has never been
Matthew Booth, Stuart Broz, Ed Chivers, Catherine
higher than it is right now as I write this. Nearly 120
Evans, Ginny Loveday, Jeremy Melloul, Joe Raso, Alan
pages of content by a host of brilliant contributors and
Tucker, and Christopher Walz
I couldn’t be happier with the results! I hope the com-
Design & Layout: Alan Tucker munity enjoys playing through what we’re presenting
Art: Rick Hershey, Bob Greyvenstein, Kiikiibee, as much as we enjoyed creating it.
Matt Morrow, Jayaraj Paul, Patrick E. Pullen, Dean The Demon Wastes was a vastly blank canvas, with
Spencer, Mariana Ruiz Villareal, Alan Tucker, and many “dots on the map” that had a name, but little
licensed and modified stock art from AdobeStock, else to guide us. We all started with one simple idea:
DepositPhotos.com, and DMsGuild Community what do you suppose happened there? The resulting
Resources journey of creation was a fascinating ride with stories
Maps: Dyson Logos, Ed Chivers, Angie Gunning, of demons, war, sinister plots, and even bits of humor
PKThorne, Alan Tucker, and DMsGuild Community sprinkled in for good measure. No matter your level or
style of campaign, you’ll find something here you can
Resources
graft into your game and spawn hours of fun for you
Editing: Linda May, Alan Tucker, and Matthew Booth and your players.
Special thanks to Dyson Logos for their generosity to Now that Eberron has joined the ranks of “official”
the roleplaying community in releasing such a huge settings with the release of Eberron: Rising from the
volume of material for commercial use. Please check Last War, I look forward to many more fantastic adven-
them out at https://dysonlogos.blog/ and consider tures in this rich world. My thanks to Keith Baker and
becoming a patron as well at: https://www.patreon. the team at Wizards of the Coast once again for bring-
com/dysonlogos ing it back to life.
Cartography by Dyson Logos is licensed under a Creative Commons Attribution Now, the honorable Kendal Santor d’Sivis has
4.0 International License.
something intriguing to show you…
Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. —Alan Tucker
Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games

Some artwork © Grim Press, used with permission. All rights reserved.

Infernal font used with permission from Wizards of the Coast.


Shorthand
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms,
Ravenloft, the dragon ampersand, and all other Wizards of the Coast product Within this document, some terms will be highlighted
names, and their respective logos are trademarks of Wizards of the Coast in the
USA and other countries. in bold, referring to a creature, or item from one of
This work contains material that is copyright Wizards of the Coast and/or the published D&D materials, such as the Monster
other authors. Such material is used with permission under the Community
Content Agreement for Dungeon Masters Guild. Manual, with a page number reference listed immedi-
All other original material in this work is copyright ©2019 by MAD Design, ately after. The core published books for fifth edition
Inc., Alan Tucker, and published under the Community Content Agreement for
Dungeon Masters Guild.
are abbreviated as follows:
PH = Player’s Handbook
DMG = Dungeon Master’s Guide
MM = Monster Manual
OotA = Out of the Abyss
VGtM = Volo’s Guide to Monsters
XGtE = Xanathar’s Guide to Everything
MToF = Mordenkainen’s Tome of Foes
GGtR = Guildmaster’s Guide to Ravnica
GoS = Ghosts of Saltmarsh
BG:DiA = Baldur’s Gate: Descent into Avernus
E:RftLW = Eberron: Rising from the Last War
Table of Contents Karbal (Bugbear) . . . . . . . . . . . . . 53
Razalheshan . . . . . . . . . . . . . . . 54
Foreword . . . . . . . . . . . . . . . . . . . . . 2 Vaelian . . . . . . . . . . . . . . . . . 55
Introduction . . . . . . . . . . . . . . . . . . . 4 Ghaash Dar . . . . . . . . . . . . . . . . . . 56
Wisdom and Warning . . . . . . . . . . . . . . 4 NPCs . . . . . . . . . . . . . . . . . . . . 57
Fah’lrrg (The Demon Wastes) . . . . . . . . . . . 5 Adventure Seeds . . . . . . . . . . . . . . 58
Historical Record . . . . . . . . . . . . . . . . . 5 Maruk Dar . . . . . . . . . . . . . . . . . . . 59
Geography . . . . . . . . . . . . . . . . . . . . 6 NPCs . . . . . . . . . . . . . . . . . . . . 59
The Barren and Bitter . . . . . . . . . . . . . . 6 Adventure: Expedition to Khyber . . . . . . 60
Demonsong Bay . . . . . . . . . . . . . . . 7 Mask of Nightmares . . . . . . . . . . . . . 61
Bloodcliff Bay . . . . . . . . . . . . . . . . 8 Tyrant’s Gauntlets . . . . . . . . . . . . . . 61
The Keeper’s Maw . . . . . . . . . . . . . . 8 Rotting Blade . . . . . . . . . . . . . . . . . 62
The Labyrinth . . . . . . . . . . . . . . . . . . 8 Rotting Blade (Map) . . . . . . . . . . . . 62
Stone Cage Mountains . . . . . . . . . . . . . 10 Vraria’s Lair . . . . . . . . . . . . . . . . 63
The Shadowcrags . . . . . . . . . . . . . . . 10 NPCs . . . . . . . . . . . . . . . . . . . . 64
The Seer’s Ruin . . . . . . . . . . . . . . 10 Vraria (Ancient Night Hag) . . . . . . . . 65
The Seer’s Ruin (Map) . . . . . . . . . . . 12 Blood Crescent . . . . . . . . . . . . . . . . . 66
Ghazalog’s Spear . . . . . . . . . . . . . . . 13 Blood Crescent (Map) . . . . . . . . . . . 67
Ghazalog’s Armor . . . . . . . . . . . . . . 15 Adventure Seeds . . . . . . . . . . . . . . 69
Horrid Rat . . . . . . . . . . . . . . . 16 Fiendfell . . . . . . . . . . . . . . . . . . . . 70
Horrid Wolf . . . . . . . . . . . . . . . 17 The Broken Bonds of Death . . . . . . . . 70
Lake of Fire . . . . . . . . . . . . . . . . . . 17 Fiendfell Exterior (Map) . . . . . . . . . . 71
Icehorn Mountains . . . . . . . . . . . . . . . 18 The Fiend’s Prison (Map) . . . . . . . . . 73
Once by Ice, Twice by Madness . . . . . . . 18 Carrion Tribe Cultist . . . . . . . . . . 76
Icehorn Ghaash’kala Camp (Map) . . . . . 20 Sakah . . . . . . . . . . . . . . . . . . 76
Icehorn Cavern (Map) . . . . . . . . . . . 22 Lord of Dust Jurulx . . . . . . . . . . . 77
Young Ghaash’kala Warrior . . . . . . . 23 Sword of the Cursed War . . . . . . . . . . . 78
Mangy Wolf . . . . . . . . . . . . . . . 24 Kashakanta . . . . . . . . . . . . . . . . . . 79
Corrupted Corpse . . . . . . . . . . . . 24 Kashakanta Surface (Map) . . . . . . . . 80
Black Ichor . . . . . . . . . . . . . . . 25 Speaker-in-Shadows . . . . . . . . . . . 81
Swarm of Vampire Bats . . . . . . . . . 25 Kashakanta Underground (Map) . . . . . . 84
The Ash Beacon . . . . . . . . . . . . . . . . 26 Cloak of the Bestial Hunt . . . . . . . . . . . 87
Lair of the Keeper . . . . . . . . . . . . . . . 29 Torakar the Bone Whisperer . . . . . . . 87
Inhabitants . . . . . . . . . . . . . . . . . . . 30 Burning Keep . . . . . . . . . . . . . . . . . 88
Demons . . . . . . . . . . . . . . . . . . . . 30 Burning Keep (Map) . . . . . . . . . . . . 89
Lords of Dust . . . . . . . . . . . . . . . 31 Burning Keep Lower Levels (Map) . . . . . 91
Barbarians . . . . . . . . . . . . . . . . . . . 31 Aberrant Dust-Stuffed . . . . . . . . . . 93
Ghaash’kala . . . . . . . . . . . . . . . . 31 Rikha’trrj (Ancient Night Hag) . . . . . . 94
Ghaash’kala Clan Guardian . . . . . . . 34 Broken Stone . . . . . . . . . . . . . . . . . 95
Ghaash’kala Clan Priest . . . . . . . . . 34 Broken Stone: The Shard (Map) . . . . . . 96
Carrion Tribes . . . . . . . . . . . . . . . 35 Broken Stone Underground (Map) . . . . . 98
Carrion Tribe Champion . . . . . . . . . 38 Eevershak (Zakya Rakshasa) . . . . . . 100
Carrion Tribe Reaver . . . . . . . . . . 39 Shaazarak . . . . . . . . . . . . . . . . . . 101
Carrion Tribe Sakah Hunter . . . . . . . 39 Shaazarak (Map) . . . . . . . . . . . . . 102
Creatures . . . . . . . . . . . . . . . . . . . 40 Scroll of Recording . . . . . . . . . . . . . 106
Crystalmonger . . . . . . . . . . . . . 40 Vostethatra . . . . . . . . . . . . . . . . . . 110
Spinagon-Blooded Harpy . . . . . . . . 41 Desolate . . . . . . . . . . . . . . . . . . . 111
Settlements, Past and Present . . . . . . . . . 42 Desolate / Newholt (Map) . . . . . . . . 113
Ashtakala . . . . . . . . . . . . . . . . . . . 42 Amulet of Velraasa . . . . . . . . . . . . . 115
Ashtakala (Map) . . . . . . . . . . . . . . 43 In Conclusion . . . . . . . . . . . . . . . . . 117
Festering Holt . . . . . . . . . . . . . . . . . 45 Appendix: Creature Lists . . . . . . . . . . . . 118
Festering Holt (Map) . . . . . . . . . . . . 46 Stat Blocks by Creature Type . . . . . . . 118
The Lair of Razalheshan and Vaelian . . . . 48 Stat Blocks by Challenge Rating . . . . . 118
The Arterial Manse (Map) . . . . . . . . . 48 Appendix: Index of Magic Items . . . . . . . . 118
Jagda the Cruel . . . . . . . . . . . . . 52 More Products by These Authors . . . . . . . . 119

Table of Contents 3
Introduction Wisdom and Warning

I
came upon this document quite by happy accident It remains a blemish on our kind’s legacy, and the sac-
in the depths of the Library and have since verified rifice of our allies, that such a place still exists. Even
its authenticity. I have not been able to identify its more so that it lies near such a promising vein of study
precise date of creation, but given its author, it is likely in the Prophecy. Revelations from these new dragon-
quite old—certainly predating Galifar and the unifica- marks are no doubt impending, yet the proximity of the
tion. The information within is far more extensive and fiends makes acting upon them difficult. As part of this
detailed than any other account of the region I’ve been document’s mission, I hope to prove to the Council that
able to find and thus, I am presenting it for submission the creation of a new sector of the Thousand is woven
into the Archives—with my annotations and some addi- to allow Argonessen the ability to proactively counter
tions, of course. Anyone with aspirations of traveling to any machinations by the Lords of Dust.
this area of death and mystery would do well to heed In the wastelands of this region may be the final
the warnings contained within this dissertation and fate of all outside our homeland if we, the stewards of
probably avoid the place at all costs. the world, allow the spawn of Khyber to enact her will.
—Kendal Santor d’Sivis Though we may fear the rise of the Daughter, I believe
Head of the Ninth College of House Sivis limited action within the scope of the Prophecy may
Stack Keeper Emeritus, Library of Korranberg not cause her any unusual slumber. Furthermore,
this new organization may al-
low Argonessen to discipline
those who choose to hide
beyond our traditional reach.
May the information
within this document come
some small way toward
educating the Vast-returned
youth of our ancient foes,
and swaying the Thousand
Council elders to the idea of
a small group who may fight
them on superior ground.

—Endeolorth

4 Introduction
Fah’lrrg (The Demon Wastes)
Historical Record

F
ah’lrrg, from the fiendish tongue, more com- called the Silver Flame by humankind[1]. This force
monly known as the Demon Wastes among the gathered and imprisoned the Overlords within the
lesser races, was created, along with the rest of depths of Khyber and dragons were free once more to
the world as we know it, from our Mother Eberron’s roam the world, unfettered by the demons’ influence.
intervention in the dispute over the Prophecy between The Prophecy, however, was not finished with the
Father Siberys and the Other, Khyber. Eberron placed spawn of Khyber and our war is not over. Some of the
herself between the two combatants, but not before most powerful servants of the Overlords escaped the
a mortal blow had been dealt to Siberys. His essence time of binding and fled into the Demon Wastes. They
rings the world and his tears and scales are found call themselves the “Lords of Dust,” perhaps ironi-
occasionally fallen to the ground as we did. Khyber is cally, for that is all we left them, and they fight every
bound below and she excreted the fiends to eternally moment to release their Overlords once more upon
blight the purity of Eberron. us. Though we wage a battle against the Talons of the
The greatest of these were the Overlords, once rul- Daughter, the lesser races are not so enlightened. One
ers over all, now bound within their mother’s cursed day we will have to fight these fiends on their terrain.
coils by the blood of Siberys and our ancient allies, Let this work help us do so.
the couatl. These celestial beings, with our help,
[1] That these “forces” are one and the same is disputed
transformed their number into an entity—or more ac- by the leaders of the church in Flamekeep. They are not
curately a force of nature—known as Kalok Shash by enamored with the idea that they might not be the sole
the barbarian tribes that now guard the Wastes, and custodians of said flame. —Kendal
Historical Record 5
The Demon Wastes The
Bitter
Sea
Keeper’s
Maw
Lair of the
Keeper
Shaazarak
Vostethatra Desolate
Bloodcliff The Ash
Bay Beacon

Ashtakala
Broken
Demonsong Stone Eldeen
Demonsong Bay Festering Bay
Channel Holt
Gaash Dar
Barren s
Sea a in
The Labyrinth nt
ou
M
Burning Maruk Dar n
Keep or
H
Kashakanta Lake of e
Fire Ic
c agesRotting
ne tain Blade ags
Sto
o un The Shadowcr Eldeen
M
Reaches
Fiendfell
Blood
Crescent
Crescent
Bay

Geography The Barren and Bitter

T
his land, which our ancestors helped repurpose Before we examine the land itself, let us familiarize
to serve as a prison for the fiends who once ourselves with the surroundings. The swath of land
lorded over our kind, is a wasteland, as the known as the Demon Wastes is bordered on two
modern name for it suggests. Sand, smoke, ash, and sides by ocean, divided roughly into the Barren and
fire fill the skies to varying degrees and the terrain Bitter seas. The western coasts are surrounded by
below is just as inhospitable. Active volcanoes dot the Barren, where the traveling manifest zones of
the landscape, as well as smaller fire pits, lava flows, Dolurrh provide an environment hostile both to fiend
and patches of boiling mud. Ancient—even by our and dragon.
standards—ruins still exist across the Wastes, but This is, as such, a neutral area. We cannot estab-
most have long since been plundered and picked over lish permanent outposts here, though regular obser-
for any treasures they might contain. A handful still vation of the nomadic locals may be helpful. Likewise,
stand, even after all this time, recognizable for their the fiends are prevented from moving through this
alien nature—often strange fusions of volcanic glass region without preparations.
and metal—but these also bear the most powerful The places where the fiends may land by travel-
wards and protectors. Those who foolishly venture ing through this ocean are also of low priority, as the
near are rarely heard from again. students of Vvaraak[2] remain vigilant against many
To best understand our foe, we must first examine
where they live and breed. Therefore, I have endeav- [2] Vvaraak is a prominent culture-hero in the druidic
ored to detail the important features of this horrible traditions of north-western Khorvaire. The oldest tales
land so that a viable plan can be crafted for the inev- are among the orcs, leading some scholars to identify
itable time when we are called upon to push back the Vvaraak as an orc druid, though a few do indicate the
fiendish horde once again. nearly mythological figure was indeed a dragon. —Kendal
6 Geography
supernatural threats, especially those they interpret
as being close to Xoriat. Manipulation of the local
Demonsong Bay
folklore has convinced them most of the fiends are This is a wide indent into the peninsula more than a
such, and they use druidic arts to contain or destroy bay, but it is considered one region due to the spina-
all but the most subtle threats. Cults in the area may gon-blooded harpy flights[3] that nest here. Combining
cause concern. a terrifying song reminiscent of their namesakes with
The Bitter Sea, to the north and east of the land, sharp keratin tails spawned straight from Khyber,
is much more hospitable. Despite the polar chill in these harpies prey upon humanoids of their size or
the currents flowing here, many demons can with- greater, swarming them with spines from a distance,
stand them. Since this is a possible avenue of escape, then closing in when the prey is weakened.
it must be monitored. Simultaneously, it is a possible They attack the native sakah tribes, and are not
staging ground if an assault on the land becomes above harassing weakened fiends. These harpies make
necessary. White and Silver may be the best of us in the waters around Demonsong Bay nigh impassable
such an action, with others flying in from the nearby for humanoid ships. The coast itself is composed
Tlalusk Island. entirely of cliffs, with either rocky pebble beaches or
It is more worrying where they can get to by sea submerged rocks lining the shores. This inhospitality
from here; the major settled areas of the continent is likely the only reason the harpies thrive here, as
lie across a bay, and its inhabitants are particularly individually they are little threat to the more powerful
vulnerable to subtle manipulation. This is a place that beings that stalk these lands.
certainly requires vigilance to achieve total contain-
[3] For more information on these and other unique
ment. Unfortunately, this bay is also an insufficient creatures mentioned within the work, please consult the
barrier for the lesser races, who see the land as a “Creatures” section —Kendal
potential for expansion and resources for plundering,
rather than the prison it should remain.
Wind whips through the twisting passageways like
Bloodcliff Bay a host of keening banshees and dust often obscures
The mouth of one section of the Labyrinth, this is vast stretches of this gnarled landscape, making it
likely the closest thing to a “safe” harbor. The wa- impossible to map from above. Some even claim the
ter, however, is tainted with a reddish substance the earth itself shifts and moves over time, changing the
Ghaash’kala call taarik’urrva, which means “rosy paths through the already challenging terrain so none
molasses” in their tongue. Fitting because the stuff is may ever know the Labyrinth’s secrets. While this may
viscous and sticky, like syrup, but deceptively danger- or may not be true, there are verifiable dangers aplen-
ous, like a rose. Any creature falling into these waters ty within. Rivers of lava, open chasms—possibly lead-
is certain to exhaust themselves and drown. Ships ing to Khyber itself—and rockfalls make ground travel
become mired here as if they ran aground, depending through the region hazardous to all but the hardiest
on the consistency of the “blood.” Some shipwrecks of beings. The place has served to confound many of
decades old have not completely sunk, despite their the lesser fiends, who wander its endless passages
crews being long dead. searching for freedom and create yet another obstacle
It is also one of the few areas in the Demon Wastes for any brave or foolish enough to explore the maze.
uninhabited by fiends. Only those capable of flight In addition, some areas exist where the veils
visit here, possibly in the hope of finding a victim, but between worlds are thin enough to allow passage,
none of them venture far enough that they cannot leading to any number of potentially unpleasant des-
return to the mainland. Aquatic fiends are hampered tinations[4]. It could be the reason this strange, but
just as much by the substance as mundane aquatic seemingly natural geography has been relatively effec-
beasts, causing them to also avoid the bay. tive in keeping most of the fiends from spreading their
Perhaps most insidiously, the substance disap- influence to the rest of the continent.
pears if the water is purified. This leaves mired vic- Bands of couatl-blessed orcs, calling themselves
tims with plenty of water to drink, but they instead the Ghaash’kala, have taken the mantle as guardians
slowly die of hunger. of the Labyrinth. They actively patrol its outer edges,
warning away those who seek to enter and aggres-
The Keeper’s Maw sively confronting any who manage to exit the area.
The northernmost bay in the region, the Keeper’s Their resolve is noble, but their methods and number
Maw hosts ice during the midwinter months. During will be wholly ineffective against a full assault by the
Zarantyr, it is thick enough for humanoids to walk on, hordes of Khyber.
extending the reach of the Carrion Tribes and smaller
[4] Scholars understand these to be “demiplanes” and
fiends for a short time. Some make a habit of camping
theorize they might be what allow those who patrol the
here in the deep winter, earning a respite from the
Labyrinth to cover so much territory. —Kendal
larger beasts and other tribes.
Unfortunately, the influence of the nearby prison
of Katashka has supernaturally tainted these waters. Labyrinth Encounter Tables
Any creature that drowns here rises again within a
day as a drowned one (GoS), a waterlogged undead You can either roll on the tables a number of times for each
with little will except to drag the living beneath the day of travel, or simply go through the lists and pick out some
water. As soon as the ice thins in spring, the drowned encounters you find interesting.
ones lumber and crawl ashore in terrifying numbers,
Saving throw DCs and damage are calculated based on
only to be turned away by the concerted efforts of
Average Party Level (APL) and an additional modifier. As an
both barbarian sects—a mutual, temporary truce of
example, for a party with an average level of 10, encountering
necessity, lest the Wastes be overrun by the undead.
Strong Winds on the Meteorological Sub Table, the saving
The Labyrinth throw DC would be 18 (10 + 8), dealing 3 (10 ÷ 3) d4 slashing
damage. Fractions are rounded down with a minimum result
of 1. DCs are capped at 22. Parties are assumed to have 4-5
By far the most prominent feature in the Demon
characters. DMs may need to make adjustments for smaller
Wastes is the maze of canyons, caves, and rock forma- or larger groups.
tions known as the Labyrinth.

8 Geography
Labyrinth Encounter Table Biological Sub Table (d20)
d10 Sub Table d10 Sub Table d20 Result
1 Meteorological 4 Magical/Planar 1 Deranged Arcanoloth: 1 arcanoloth (MM p313), disguised by
2 Geological 5-10 No Encounter alter self as a rakshasa, mutters to itself as it stumbles forward
3 Biological toward the party, seemingly oblivious. It has been driven mad
Meteorological Sub Table (d4) from wandering for years through the Labyrinth, unable to find
d4 Result a way out. The DM can decide how aggressive the creature is
1 Ash: A cloud of ash has blown into the area. Vision is once it comes within range and notices the adventurers. It may
completely obscured beyond 5 feet. For every 10 minutes also have information the characters need.
spent in the cloud, creatures must succeed on a DC (APL 2-8 Ghaash’kala Scouts: A patrol of 5 Ghaash’kala encounter
+ 2) Constitution saving throw or become poisoned from the party. Depending on the characters’ disposition, this can
ash inhalation until they complete a short or long rest. result in aid or combat.
Creatures with magic which allows free breathing, or those 9-11 Leucrotta Pride: (APL - 3) leucrotta (VGtM p169) prowl
who do not need to breathe, are unaffected. The cloud the Labyrinth for wayward souls. They especially enjoy the
lasts for (APL x 5) minutes. Ghaash’kala. Their keen smell allows them to detect most
2 Blowing Sand and Glass: A whirlwind of sand and volcanic creatures early, allowing them to set up an ambush by
glass shards tears through the area. Creatures must succeed mimicking the cries of a humanoid in distress.
on a DC (APL + 9) Dexterity saving throw or take (APL ÷ 4) 12-13 (For APL 9 and lower) Lone Lamia: 1 lamia (MM p201), under the
d6 slashing damage, half that on a success. guise of a gynosphinx with an injured wing (disguise self spell)
3 Lightning: Static discharge creates a freak lightning storm wanders the Labyrinth searching for someone it can trick into
which crackles between the canyon walls. Creatures must showing it the way out. It pleads for help from anyone it comes
succeed on a DC (APL + 7) Dexterity saving throw or take across, using charm person or suggestion to help persuade if
(APL ÷ 2)d6 lightning damage, or half as much on a success. necessary. If its disguise is discovered, it fights or attempts to flee
4 Strong Wind Gust: The ever-present breezes pick up depending on the strength of its adversaries.
suddenly into a roaring wind. Creatures must succeed on a (For APL 10 and higher) Purple Worm: 1 purple worm (MM
DC (APL + 8) Strength saving throw or fall prone and take p255) bursts from the ground, attacking the most heavily
(APL ÷ 3)d4 slashing damage from being dragged across armored party member.
the sharp, rocky ground. 14-17 Stampede: (APL - 3) nightmares (MM p235) charge in a
crazed rage through the canyon toward the party.
Geological Sub Table (d4) 18-20 Wasp Nest: (APL ÷ 3) hellwasps (BG:DiA p236) have
d4 Result begun construction of a nest here. A hard, amber-colored
1 Cave In/Crevasse: The ground suddenly falls away, revealing substance blocks much of the path ahead, with twisting
a deep crevasse. Creatures must succeed on a DC (APL + tunnels granting access.
8) Dexterity saving throw or fall in. Anyone with a Passive
Perception above (APL + 8) rolls the saving throw with Magical/Planar Sub Table (d8)
advantage. The pit is (APL x 5) feet deep and anyone falling in The party encounters a manifest zone or pocket dimension of the
takes appropriate bludgeoning damage (1d6 per 10 feet fallen). rolled result. Choose a creature native to that plane, or an effect
2 Falling Debris: Rocks and other debris tumble from the that plane might have in Eberron for the party to interact with.
canyon walls above. Creatures must succeed on a DC (APL + d8 Result
6) Dexterity saving throw or take (APL ÷ 2)d6 bludgeoning 1 Dal Quor, the Region of Dreams
damage or half that on a success. 2 Dolurrh, the Realm of the Dead
3 Fire Geyser: A plume of fire erupts beneath the travelers’ 3 Fernia, the Sea of Fire
feet. Creatures must succeed on a DC (APL + 7) Dexterity 4 Kythri, the Churning Chaos
saving throw or take (APL ÷ 3)d10 fire damage, or half as 5 Mabar, the Endless Night
much on a success. 6 Risia, the Plain of Ice
4 Lava Flow: A river of lava emerges from one of the canyon 7 Shavarath, the Battleground
walls, crossing the path ahead and completely blocking it. 8 Xoriat, the Realm of Madness
The lava flow is (APL x 5) feet across. Anyone who enters or Be sure to check out Exploring Eberron, by Keith Baker, et al for more
begins their turn in lava takes 44 (8d10) fire damage. The information on the planes of Eberron!
lava is considered difficult terrain.

Geography 9
Stone Cage Mountains The Shadowcrags
by Joe Raso
Named for their peculiar shape, the Stone Cage
mountains are thin, narrow mountains that resem- If there is a positive aspect to the fiendish taint lying
ble worked iron. Knife-like from the air, the equally within these lands, it is that a rugged mountain chain
thin ravines between them vent chunks of ice into the shields the remainder of the continent from the foul-
air, which settles on the volcanic ground nearby and ness within. The western portion of these mountains
melts. This is one of the few sources of pure fresh wa- is regularly enshrouded by a thick gray mist which
ter in the region, but it is the nature of this land that lies thick upon the lower elevations. I am confident
nothing stays untainted for long. the caliginous setting is not due to an encroachment
By the time the water reaches the lowlands, it from Mabar, but rather a natural manifestation of the
carries with it an ichor of undetermined source. Said land’s unique geography.
ichor is most similar to Khyber dragonshards in color Though there can be little doubt that agents of the
and apparently sharing the ability to bind creatures to Lords of Dust manage to seep through cracks of this
it. It is not uncommon to encounter watery simulacra physical barrier, large scale, land-based incursions
of creatures common to the area; including the tribes will certainly be hindered by the environment’s inhib-
of the area and the more common fiendish mortals. iting nature. The northern face of these mountains
How this happens is still undetermined, as the simu- drops precipitously to a broken expanse of canyons,
lacra remain as hostile as their living counterparts. blackened sand, and volcanic glass. Few passes carve
Perhaps most interestingly, these simulacra ap- through this geological barrier with most carefully
pear within the mountains themselves, yet appear dis- guarded by the Maruk Ghaash’kala.
similar to any known creature. These giant simulacra
do not appear to be hostile, but the risk of a dragon
The Seer’s Ruin
coming into contact with the ichor is too great to risk High upon a remote mountain pass at the western
close examination for now. end of the Shadowcrags stands a crumbling ruin of
gray stone. No records exist in Korranberg’s collec-
tion describing the origin of this structure, but as
Creating Simulacra recently as 50 years ago, transcriptions of Gatekeeper
oral histories refer to the ruin as the home of an aged
The simulacrum takes the same stats as its creature of dusk hag. The name of the hag is curiously absent
origin, whether NPC or PC, with a few changes. First, the from these narratives. Some scholars speculate the
simulacrum is immune to piercing and poison damage, but stories may refer to Sora Teraza before she joined with
vulnerable to fire and slicing. In addition, the simulacrum’s her sisters to create the nation of Droaam. I hope to
maximum hit points are half that of the original creature send an expedition to the ruin to determine if there is
and its alignment is diametrically opposed (e.g. a any truth to this rumor. Preliminary scouting of the
simulacrum of a lawful good creature is chaotic evil). If the area has sighted packs of horrid wolves in the nearby
simulacrum kills its counterpart, it gains their coloration
mountain slopes. Occasional wisps of smoke issuing
and attempts to replace them. It is still made of water and
from the ruin suggest that it may still be occupied.
retains its immunities and vulnerabilities.
—Kendal
Ruin Overview
The Seer’s Ruin sits within a well-hidden mountain
pass joining the Eldeen Reaches with the Demon
Wastes. The ruin is a small fortification of ancient
Dhakaani construction. It now crumbles beneath the
weight of centuries since the empire’s fall. The name
and purpose of this place has long been forgotten.
Currently, the ruin is occupied by Bazsallaradh, a
rogue silver dragon obsessed with parsing the secrets
of the Draconic Prophecy. She was once a member of
10 Geography
the Chamber, but has refused to communicate with
her fellow dragons for some time.
The Seer’s Ruin Adventure Seeds
Bazsallaradh arrived at the ruin seeking insights
into the Prophecy left behind by Sora Teraza. The The Seer’s Ruin is best suited for a party of 4-6 with an
dragon is convinced the location has a special tie to average level of 7-8, but could be adapted to a range of
the Prophecy and continues to pursue her research 5-10. Here are suggestions for integrating this location into
within. She is aided by a pair of orc Gatekeepers and your campaign:
their trained horrid animals. The orcs believe the
dragon follows the legacy of Vvaraak and needs their • A desperate patron beseeches the adventurers to find
help to reveal the secrets of the Draconic Prophecy. a missing loved one. Clues lead to a remote ruin hidden
Bazsallaradh speaks of a pending invasion from Xori- within the Shadowcrags.
at and her work is essential to protect Khorvaire. • A disguised Chamber agent hires the adventurers
In truth, the dragon is desperate to save her- to discover what Bazsallaradh has been up to in the
self from real and imagined threats. She heartlessly Shadowcrags since they lost touch with the rogue dragon.
probes dragonmarked individuals her orc servants
bring to her, hoping to decipher strands of the Proph- • A rakshasa openly approaches the party seeking
ecy. Most captives die under her investigations. their aid in removing a dragon from its lair in the
Shadowcrags. It suggests they have a mutual enemy,
Approaching the Ruin claiming the dragon has abducted numerous dragon-
The mountains surrounding the ruin are perpetually marked individuals from across Khorvaire.
smothered by a thick fog, making travel in the region • A courier delivers a cryptic prophecy to the
exceedingly difficult. The lands within 1 mile of the adventurers, claiming it was sent by Sora Teraza herself.
ruins are considered heavily obscured. Spells that It says the secrets to their destiny lie within a ruined
disperse clouds or vapor temporarily remove the thick keep high within the Shadowcrags.
fog in the spell’s area of effect, but it returns as soon
as the spell’s duration ends. • A Korranberg scholar hires the adventurers to explore the
Strangely, the fog thins as it nears the ruin. ruin in hope of finding details about its past occupants.
Within 60 feet of the structure, the area is considered
lightly obscured, and within 30 feet of the ruin’s walls
the fog is completely absent, providing clear views of
the ancient keep’s immediate surroundings.
The Structure
The ruin was once a small, well-made fortress craft-
ed by goblins of the Dhakaani Empire. Its black
stone walls bear evidence of terrible battles with the
Daelkyr. Time continues to erode the structure, open-
ing many gaps in its once-proud walls.
Loose Rubble. In and around the ruin, areas
of loose rubble are considered difficult terrain. The
crumbling stone crunches loudly beneath anyone
walking across it, causing Dexterity (Stealth) checks
to be made with disadvantage.
Lighting. Unless specified otherwise, natural light
provides the only illumination within the ruin.
Construction. Most rooms in the ruin have
10-foot-high ceilings. The floors are made of well-craft-
ed interlocking stone.

Geography 11
= 5 feet

The Seer’s Ruin

individual in Area 10.


Ruin Inhabitants
Bazsallaradh is a neutral evil, young silver drag-
Bazsallaradh. She is a young silver dragon bent at on (MM p128) with the following changes:
uncovering the secrets of the draconic prophecy at all Languages. Common, Draconic, Orc, Goblin
costs. She has an irrational fear that nefarious pow- Change Shape. As an action, Bazsallaradh magi-
ers wish her dead and is desperate to understand the cally polymorphs into a humanoid or beast that has a
Draconic Prophecy to forestall this doom. She fooled challenge rating no higher than her own, or back into
a pair of orcs into believing she is a follower of the her true form. She reverts to her true form if she dies.
mythical Vvaraak and that her deeds are intended to Any equipment she is wearing or carrying is absorbed
stop another incursion from Xoriat. or borne by her new form (the dragon’s choice).
Bazsallaradh prefers to appear as a middle-aged In a new form, Bazsallaradh retains her align-
human woman with graying hair and a pale complex- ment, hit points, Hit Dice, ability to speak, proficien-
ion, particularly when meeting people or performing cies, Legendary Resistance, lair actions, and Intelli-
her dragonmark investigations. When in her dragon gence, Wisdom, and Charisma scores, as well as this
form, her scales are a silvery-white in color. She can action. Her statistics and capabilities are otherwise
normally be found examining a captive dragonmarked replaced by those of the new form, except any class
12 Geography
features or legendary actions of that form.
Area 1: Broken Entrance
Innate Spellcasting. Bazsallaradh’s innate spell-
casting ability is Charisma (spell save DC 16). She can The stone walls of the fortress lie broken on the
innately cast the following spells, requiring no materi- ground. Loose rubble covers much of the area. A
al components: passage to the west leads into the fortress, as does
At will: light, mage hand, prestidigitation another to the south that enters the base of a crum-
1/day each: blink, expeditious retreat, grease, bling tower.
misty step Unless precautions are taken, traversing the bro-
Yagmutt. Yagmutt is an orc Gatekeeper original- ken stones of this area alerts the horrid rats in Area 9.
ly from the Shadowmarches, who watched over the The manticore at the top of Area 2 also becomes
western Shadowcrags. She is in awe of Bazsallaradh, aware of the adventurers, but waits to see how the
believing the dragon is Vvaraak reborn. She thinks horrid rats deal with intruders before deciding to act.
the dragon is on a mission to protect Khorvaire from Loud noises may also attract the attention of Hy-
an impending invasion of daelkyr. Yagmutt is willing dak and his trained horrid wolf in Area 6.
to ignore the dragon’s cruel research, believing the Area 2: Tower
ends justify the means. She is usually found in Area
This small tower rises above the ancient fortress. The
10 helping Bazsallaradh with her investigations.
tower’s upper level crumbles dangerously, with large
Yagmutt is a lawful evil orc using the stats of a
sections missing from its outer wall.
druid (MM p346) with the following change:
Aggressive. As a bonus action, Yagmutt can Level 1 – The Great Stair
move up to her speed toward a hostile creature that A well-made stone staircase dominates the ground
she can see. floor. Relief carvings of goblinoid heroes from the
Hydak. This powerful orc is Yagmutt’s devot- Dhakaani Empire encircle the room. The room is per-
ed mate. He does not fully trust Bazsallaradh and meated with an unpleasant animal smell.
suspects the dragon may be pursuing her own self- The horrid rats of Area 9 become aware of any
ish objectives. Hydak, however, continues to follow individual moving through this chamber unless they
Bazsallaradh’s orders because Yagmutt believes in take appropriate precautions. If the rats are not al-
the dragon and he unquestionably follows his mate. ready aware, they notice any creature failing to suc-
Hydak uses the stats of an orc war chief (MM p246), ceed on a DC 15 Dexterity (Stealth) check.
but is of lawful neutral alignment. Hydak wields
Ghazalog’s Spear, an ancient magical Dhaakani weap- Level 2 – The Weapons Cache
on. Hydak is usually found in Area 6 resting with his The great stone stair from the ground floor ends at a
trained horrid wolf (p17), T’char. platform where a portion of the outer wall has fallen
away. Circling the walls of this room are mostly-emp-
Ghazalog’s Spear ty weapon racks. A few rotten spears and longbows
Weapon (spear), rare
remain, but appear useless. A stairway hugs the outer
The ancient Dhaakani hero Ghazalog wielded this wall circling upwards to the top level of the tower. A
magical spear defending the empire against the Xoriat strong animal scent emanates from above.
incursion. Fine swirling filigree decorates its bright Falling. This level stands 15 feet above ground
metallic head. The weapon’s wooden shaft is protected level. Characters falling to the ground from this height
by unblemished smooth black enamel. take 1d6 points of bludgeoning damage.
You gain a +1 bonus to attack and damage rolls Treasure. Characters searching the weapon racks
made with this magic weapon. The bonus increases to may discover an old quiver containing a set of +1 mag-
+3 when you use the spear to attack an aberration. ical arrows with a successful DC 13 Wisdom (Percep-
When you roll a 20 on an attack roll made with tion) check. The quiver contains 1d4+1 magic arrows.
this weapon, the target takes an extra 7 piercing dam-
age, or 14 piercing damage if it’s an aberration. Level 3 – The Manticore’s Roost
Proficiency with a spear allows you to add your The curving stairs are strewn with loose rubble as it
proficiency bonus to the attack roll for any attack you ascends to the tower’s top level. Arrow slits punctuate
make with it. the outer walls, providing a clear view of the ruin’s
Geography 13
illicit the creature’s assistance. The manticore never
acts against Bazsallaradh and eagerly turns on adven-
turers who foolishly trust it beyond fighting the orcs
or their pets.
Falling. This level stands 30 feet above the
ground. Characters falling to the ground from this
height take 3d6 points of bludgeoning damage.
Treasure. Characters searching the manticore’s
bedding find the bones of Bazsallaradh’s past victims,
who were ultimately consumed by the manticore. A
successful DC 13 Wisdom (Perception) check uncov-
ers a pouch containing 12 gp and a potion of healing.
Area 3: Stone Tree
This circular space is dominated by a thick pil-
lar carved to resemble an oak tree whose branches
spread across a domed 10-foot high ceiling. Ancient
Dhakaani illustrations of dirge singers inspiring gobli-
noid troops are carved into the walls of this room.
Close examination of the stone pillar reveals the
goblinoid phrase “Ta Muut” is inscribed around its
base. This phrase translates to “You Do Your Duty.”
A detect magic spell reveals an aura of transmutation
magic on the pillar. If a creature recites the inscribed
goblin phrase while touching the stone pillar, it gains
the Charm of the Duur’Kala. Once the pillar grants this
charm, it cannot do so again until a month has passed.
surroundings. A wooden roof precariously covers the
top of the tower. A large section of the southern floor
and wall have fallen away. The central section of this Charm of the Duur’Kala
floor is covered by pelts thrown over a bed of sticks
and bones. The stench of animal urine overwhelms As a bonus action, this charm allows you to gain the Bardic
the area. Inspiration ability of a 10th level bard. The charm’s benefit
Rawk is a manticore (MM p213) from the Eldeen lasts for 1 hour. Once used three times, the charm vanishes
Reaches, befriended by Bazsallaradh. The dragon from you.
invited Rawk to take up residence atop the tower. Ba-
zsallaradh ensures that an occasional corpse of those
who die under her investigations is left for the manti- Area 4: Kitchen
core to devour. This room has been made into a makeshift kitchen. A
The manticore detests the orcs and their trained cauldron filled with thick stew simmers above a smol-
horrid animals. It watches with interest from the dering fire. A variety of wild game hangs on the walls. A
tower should any combat break out in Area 1 below. wooden crate is filled with plates, cutlery, and cooking
Rawk enters combat if threatened or if the adventur- utensils. Two hooded lanterns hang on the walls as
ers look vulnerable. Rawk flees if his hit points drop well, providing ample illumination within the room.
below half his maximum total. Yagmutt and Hydak regularly use this room to
Social. Adventurers succeeding on a DC 15 Cha- cook their meals. The wild game is fresh. The stew is
risma (Persuasion) or Charisma (Deception) check tasty and satisfying.
could enlist the monstrous creature’s aid to defeat the
orcs and horrid animals. Rawk is not very brave and
Area 5: Stores
a DC 12 Charisma (Intimidation) check could also A pair of finely crafted doors open outward to reveal

14 Geography
what once must have been a glorious meeting room. sized humanoid can easily squeeze through. The room
Broken window frames tenuously hold a few remaining contains a simple bench, a large barrel of fresh water,
shards of stained glass. Tattered fragments of banners empty buckets, a ladle, and a scrub brush.
hang limply on the stone walls. Crates and barrels of Yagmutt and Hydak have set up this room as a
supplies are stacked around the edge of this room. makeshift privy and washing area.
The room contains supplies Yagmutt and Hydak
have brought to the ruin. There is enough food and
Area 8: Gallery of Honor
equipment for the two orcs to live comfortably for a A 3-foot high pile of loose rubble is all that remains
number of months. of the southern wall of this gallery. Decrepit mosaics
of glorious goblinoid warriors cling to the remaining
Area 6: Orc Chambers walls. A mighty 8-foot-tall stone statue of a hobgoblin
Fur pelts are carefully arranged on the floor of this warrior stands in front of the eastern wall. The stat-
room. A hooded lantern and a collection of grooming ue’s right hand reaches forward as if its fingers once
items rest upon a simple wooden table, underneath wrapped around a now missing item.
which rests a wooden coffer. Well fashioned leath- Characters who search the wall across from the
er packs lean against a corner of the room. A large statue and succeed on a DC 15 Wisdom (Perception)
gnawed bone lies in the middle of the floor and a check find a secret door. A successful DC 13 Intelli-
stone fire pit fashioned from the ruin’s rubble sits at gence (Investigation) check is required to discover
the north-side of the room. Glowing embers warm how to open it. The secret door may also be forced
the area and its smoke escapes out large holes in the open with a successful DC 20 Strength (Athletics)
outer wall. The fire pit and hooded lantern illuminate check.
the area at night. Treasure. The statue once held Ghazalog’s Spear,
Yagmutt and Hydak use this room as their person- which is now in the possession of Hydak. The statue
al chamber. If not otherwise alerted, Hydak is found still wears Ghazalog’s Armor.
resting here along with T’char, his trained horrid wolf.
The wolf follows directions given to it by either Hydak Ghazalog’s Armor
Armor (splint), rare (requires attunement)
or Yagmutt. If Hydak believes the ruin is threatened
by intruders that their horrid animals cannot defeat, This splint mail armor once belonged to the hobgob-
he rushes to Area 10 to warn Yagmutt. He defends lin hero Ghazalog. Its black enameled metal remains
his mate no matter the cost. unblemished despite the centuries that have passed
Social. Hydak can be swayed to help the heroes since its creation. While worn, this armor provides
defeat Bazsallaradh if they convince him that the a +1 bonus to AC and grants you resistance to blud-
dragon is pursuing its own selfish motives. This is a geoning damage.
difficult task requiring a successful DC 20 Charisma Area 9: Rat’s Warren
(Persuasion) or Charisma (Deception) check. Hydak
The outer wall of this room has fallen away leaving a
could also be intimidated, but because he is a head-
pile of loose rubble. The stench of animals and urine
strong warrior, this requires a successful DC 25 Cha-
is overpowering.
risma (Intimidation) check. These checks are made
A group of eight trained horrid rats (p16) reside
with advantage if the adventurers suggest Yagmutt’s
here. Unless they have already engaged the adventur-
life is in danger.
ers, the rats voraciously attack any who enter. The
Treasure. The unlocked wooden coffer contains
bones of previous victims of Bazsallaradh are scat-
25 gp, a small ruby worth 50 gp, and a well-executed
tered throughout this chamber. The rats follow any
bone carving of a bear. The packs contain the orcs’
directions given to them by either Hydak or Yagmutt.
traveling clothes. Hydak possesses Ghazalog’s Spear
(see Ruin Inhabitants above). Area 10: Prophetic Abattoir
Area 7: Privy The walls and floor of this large stone room are cov-
ered by glowing silvery sigils. A large desk covered in
Cool mountain air easily enters through a series of
books and papers is pushed against the western wall.
openings in the outer wall. These were once arrow slits,
A pair of everbright lanterns on the walls illuminate
but time has worn them into openings that a medium
a female half-orc holding down an individual lying in
Geography 15
the center of the room. A middle-aged human woman seriously threatened, abandoning Yagmutt to her fate.
with white hair and silver robes pushes a sharp spear Yagmutt fervently defends Bazsallaradh and her work.
into the captive’s shoulder. The victim moans in pain Social. Convincing Bazsallaradh that the adven-
as the vibrant dragonmark on its shoulder flares with turers mean her no harm is a very hard task requiring
a sudden flash of light. a successful DC 25 Charisma (Persuasion) or Cha-
Bazsallaradh is busy “investigating” the dragon- risma (Deception) check. She cannot be intimidated.
mark of another unfortunate captive with the help of Yagmutt completely believes in the dragon and will
Yagmutt. The captive has endured days of torture and gladly sacrifice herself to save Bazsallaradh, unless
is close to death. They have only 1 hit point remaining Hydak is present. If Hydak has joined the adventur-
and 4 levels of exhaustion. ers, they can convince Yagmutt that Basallaradh has
If the adventurers were sent to find a missing fooled her with a successful DC 20 Charisma (Per-
person, it is the captive being examined. The bodies suasion) check.
of two past victims lie piled in the corner waiting to be Treasure. Bazsallaradh has amassed a large col-
fed to either the horrid rats in Area 9 or the manti- lection of books and scrolls filled with studies of the
core atop Area 2. draconic prophecy. These are collectively worth 100 gp
The thick walls of this chamber and the well-made to interested buyers. The two everbright lanterns are
secret door block most external sounds from enter- easily removed from the walls. Anyone searching the
ing this room. Bazsallaradh and Yagmutt are deeply collection and succeeding on a DC 10 Wisdom (Per-
focused on their examination. While the secret door to
this room remains closed, Basallaradh and Yagmutt
have disadvantage on Wisdom (Perception) checks to Horrid Rat
notice events outside of the chamber Small beast, neutral evil
Sigils of Foresight. A successful DC 10 Intelli- Armor Class 15 (natural armor)
gence (Arcana) check reveals that the sigils covering Hit Points 11 (2d6 + 4)
the room are representations of aberrant dragon- Speed 30 ft.
marks. These marks were carved by a past occupant STR DEX CON INT WIS CHA
of the ruin. 7 (−2) 15 (+2) 15 (+2) 2 (−4) 10 (+0) 4 (−3)
Basallaradh discovered how to invoke the power Damage Immunities acid
stored within the runes of this room. Once per en- Condition Immunities charmed
counter, as a bonus action, the dragon can invoke this Senses passive Perception 11
power, causing the sigils to flare and force all crea- Languages —
Challenge 2 (450 XP)
tures within the room to make a DC 15 Wisdom sav-
ing throw. Creatures may choose to fail this saving Ill-Tempered. Wisdom (Animal Handling) checks involving a horrid
throw to be affected by the sigil’s magic. rat are always made with disadvantage.
Those who fail the saving throw gain the bene-
Keen Hearing and Smell. The rat has advantage on Wisdom
fits of premonition. They must immediately roll two (Perception) checks that rely on hearing or smell.
d20s, which become their foretelling rolls. For the next
minute, they can replace any attack roll, saving throw, Pack Tactics. The rat has advantage on an attack roll against a
creature if at least one of the rat’s allies is within 5 feet of the
or ability check made by them, or a creature they can
creature and the ally isn’t incapacitated.
see, with one of these foretelling rolls. Each foretelling
roll may be used only once. They must choose to use Actions
a foretelling roll before the result of the attack, saving Multiattack. The horrid rat makes two attacks.
throw, or ability check is known. If a creature uses a
foretelling roll to replace a die roll, another creature can Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7
supplant that foretelling roll with one of their own. (2d4 + 2) piercing damage and 3 (1d6) acid damage. If the target is
a creature, it must succeed on a DC 12 Constitution saving throw
Basallardh and Yagmutt are aware of this effect
or contract a disease. Until the disease is cured, the target can’t
and will choose to fail their saving throws when this regain hit points except by magical means, and the target’s hit point
room’s power is invoked. maximum decreases by 3 (1d6) every 24 hours. If the target’s hit
Tactics. Bazsallaradh aggressively defends this point maximum drops to 0 as a result of this disease, the target dies.
room and her research. However, she attempts to flee if
16 Geography
ception) check discovers two spellshards.
One shard contains prophetic statements dictated Lake of Fire
by a mysterious dusk hag. The details of these proph-
ecies are left to the discretion of the DM. Of all the fire pits and volcanoes that dot the Wastes,
The second spellshard contains the spell book of the Lake of Fire is certainly the grandest and most
someone who died under Bazsallaradh’s examina- deadly. Located at the southern end of the Labyrinth,
tions. This spellshard contains six 1st-level spells and its maw spans nearly a mile and actively belches fresh
four 2nd-level spells. lava onto the landscape. Its geologic power aside, the
molten lake is also said to possess magical properties.
Horrid Rat and Horrid Wolf were originally published by Anthony J. Turco in Some rites—particularly those involving evocation
The Korranberg Chronicle – Threat Dispatch. or summoning—are reportedly enhanced when per-
formed in proximity to the lake.[5] Because of this, it
Horrid Wolf may be a potential staging area for a fiendish uprising
Large beast, neutral evil and bears close scrutiny. Demonic activity is certainly
Armor Class 17 (natural armor) higher here than in much of the Wastes and stories of
Hit Points 47 (5d10 + 20) Khyber-spawned beings rising from the lava abound
Speed 50 ft. through the centuries. Some of our own kind have
STR DEX CON INT WIS CHA been drawn to the Lake of Fire by stories of artifacts
17 (+3) 15 (+2) 19 (+4) 3 (−4) 12 (+1) 7 (−2) and other treasures that have been cast into the fires
Skills Perception +3, Stealth +4 in often-vain attempts to destroy them. We must not,
Damage Immunities acid however, let our avarice cloud our judgement where
Condition Immunities charmed this feature is concerned and keep in mind its poten-
Senses passive Perception 13 tial threat to Eberron.
Languages —
Challenge 4 (1,100 XP) [5] Arcane scholars are divided in this assertion. Verification
Ill-Tempered. Wisdom (Animal Handling) checks involving a horrid is, of course, problematic because of the aforementioned
wolf are always made with disadvantage. demonic fascination with the area. —Kendal

Keen Hearing and Smell. The wolf has advantage on Wisdom


(Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a


creature if at least one of the wolf’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.

Actions
Multiattack. The horrid wolf makes two attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17
(4d6 + 3) piercing damage and 7 (2d6) acid damage. If the target is
a creature, it must succeed on a DC 13 Strength saving throw or be
knocked prone.
Icehorn Mountains Once by Ice, Twice by Madness
by Kayla Bayens

For those moving on foot, the Icehorn Mountains are Adventure Overview
a torturous and cold place on the best of days. The
A major encampment houses a few bands of
fierce winds sweeping down the slopes are enough
Ghaash’kala who are hunkering down for the long
to challenge even the most capable flier as well. Cold
winter. This time of year rarely brings explorers to the
clings to these stone giants and acts as the last ob-
Demon Wastes, but they are still vigilant with frequent
stacle for anyone hoping to exit the Demon Wastes
patrols and scouting parties. Warriors from the Maruk
by land. Augmenting the elements are roving bands
tribe, led by their spiritual leader, or sar’malaan,
of Ghaash’kala, who patrol the passes even during
Lhare Suusha have taken up the mantle of protection
the harshest of winter conditions. Thus far, this two-
for the Icehorn Mountains this season. Adventuring
clawed approach has sufficed to keep the fiends bot-
parties can try to avoid the encampment, but patrols,
tled up. Only time will tell if they are able to discover a
scouts, and riders are likely to spot them and escort
way to circumvent their geographic obstacles.
them to the camp to speak with the sar’malaan.
The mountain range also serves as a deterrent to
Caverns and tunnels tangle through the moun-
the thrill-seekers and the profiteers who inevitably
tains but many lead nowhere or to sheer drops. The
try to explore what should remain hidden. Unfortu-
Ghaash’kala know of a cavern, long forgotten by most,
nately, it is slightly less successful at this secondary
that leads through the heart of the Icehorn Moun-
purpose, though the Ghaash’kala are a boon in this
tains, allowing travelers to avoid the deadly creatures
as well.
18 Geography
lurking in the mountain passes, as well as the storms
that suddenly appear out of nowhere. These caverns
Once by Ice, Twice by Madness Adventure
and tunnels are home to a number of undead and
some strange sludge, in addition to plenty of traps set Seeds
by the Ghaash’kala to snare the unwary. Convincing
This adventure is best suited for a party of 4 - 5 with an
the sar’malaan to help grants knowledge to the char-
average level of 2 - 5 as an introduction to the Demon
acters about how to circumvent some of the dangers.
Wastes, but could be adapted to a higher range as needed.
Approaching the Camp There are notes per area on how this can be accomplished.
Here are suggestions for integrating this location into your
A crevice opens up in the mountainside revealing
campaign:
tight-packed snow from many footfalls leading to some
low snowy walls packed around the perimeter of an • The party is recruited by House Tharashk and are on
encampment. The party is stopped a few times on the their way to Blood Crescent to support operations
way by scouts who give the group’s escorts (if they there.
have some) a nod before disappearing into the snow
• A rich merchant has offered a large sum of gold for any
again. If the party manages to arrive without guides,
dragonshards they recover in the mountains or wastes
they must talk with the guards first.
beyond.
Walkthrough of Ghaash’kala Camp • A group of panicked parents stumbles into the party
Area 1: Southern Entrance and begs for help with a group of raiders who snatched
the village’s children and dragged them into the
Here, wooden walls are packed with snow and ice for
mountains.
additional height. There is 1 Young Ghaash’kala War-
rior (p23) on the outside and another on the inside of • The Church of the Silver Flame has sent the party on a
the gate. mission to retrieve a powerful artifact from the Demon
Wastes which, if it falls into the wrong hands may
Area 2: Food Storage herald a new Age of Demons.
Smoked meats hang from the ceiling; crates and bar-
rels are full of nonperishable foods.
Area 3: Sar’malaan’s Entertaining Hall The building’s frame is made from thick bent beams
Multiple people enter and leave the largest building that stretch the animal skins taut. Two intimidating
in the encampment directly to the right as the par- warriors guard either side of the entrance. (See: Meet-
ty passes through the main gate. The party’s escort ing with the Sar’malaan)
marches them toward it. Area 4: Weapons Storage
This interesting structure is covered in animal
skins with rough paintings displaying battles against Stacks of well maintained weapons are arrayed in
black smudges and grotesque, twisted beings in red. this tight space. A sharpening stone waits in the
corner for use.
Area 5: Camp Square
Multiple Paths As you pass the gate, you see people are busy prepar-
ing against a coming storm though there isn’t a cloud
Depending on how the group interacts with the in the sky. Workers cut and pile additional wood,
Ghaash’kala and decide to go about things, there are a others smoke the meat handed to them by a carver
few paths the adventure can take. The party can convince who slices long strips off a strange creature, and more
the Ghaash’kala to let them enter and travel across the perform maintenance on the various structures.
mountains; they can antagonize the Ghaash’kala by trying Buildings seem to be constructed of wooden
to sneak in and be hunted by them; or they can try their frames with animal skins pulled taunt between them
luck with a hidden tunnel that eventually leads to the and rubbed down with animal fat or wax. There are
Labyrinth. also structures going into the mountainside on either
side of the widened crevice.
Geography 19
Icehorn
Ghaash’kala Camp

Area 6: Guard Building


3 Young Ghaash’kala Warriors reside here. Rough low
walls block the wind and there are small cots to rest
warm. The rooms are sparsely furnished with a simple
on between shifts.
bed, desk, table, and single bookshelf. Everything
Area 7: Tents is handmade and well worn. The buildings carry a
Small and medium tents, camouflaged to hide in the musty smell.
snow and ice, are spread out in this large flat area, Area 12: Dining Hall
housing 10 Young Ghaash’kala Warriors.
This cramped space serves as a mess hall. It is
Area 8: Carved Tunnel always filled with loud boisterous talk and a steady
Here is a tightly packed tunnel, whose walls are re- flow of mead.
inforced with thick wooden beams, that holds crated Area 13: Storage
supplies for winter survival.
Miscellaneous crates, barrels, and chests holding
Area 9: Training Ground various goods are stored here, including heavy furs,
Sounds of clashing steel echo in this high chamber as survival gear, and travel rations.
6 Young Ghaash’kala Warriors spar with each other. Area 14: Temporary Prison
Areas 10 & 11: Quarters This storage room sometimes serves as a makeshift
Injured warriors or visitors are housed here to keep prison. It contains a few crates which hold blankets
and tents.
20 Geography
Traveling over the land is also considered difficult ter-
Area 15: Northern Gate
rain as several feet of ice and snow coat everything.
A smaller and more tightly patrolled gate where 2 Several days to a week of travel is suggested with
Young Ghaash’kala Warriors stand guard, one on ei- chances of random encounters of the above men-
ther side. Several more patrol the area right outside. tioned inhabitants, and additional run-ins with
Meeting with the Sar’malaan Ghaash’kala scouting parties. Showing them a symbol
from the sar’malaan, or having a Ghaash’kala guide,
The party is brought to Area 3. Two imposing guards will keep them from questioning the party’s presence
with javelins stand on either side of the entrance and or attacking.
halt the party before they can enter. After a brief ex-
change with your escorts they let you in, one of them
following in behind the party. Hunted by the Ghaash’kala
A large fire roars in the middle of the room and
the floor is covered in animal furs. Oil lamps swing If interactions have gone poorly with Lhare Suusha and
from the rafters illuminating several people having a the party tries to force their way through the camp and the
heated discussion with an older orc woman, draped mountains, she sends hunting parties after them. A party of
in multiple layers of robes against the chill. Age shows 5 to 8 Young Ghaash’kala Warriors attempt to capture the
on her face but she sits up straight and proud. Spot- adventurers. Should the warriors defeat the party, they are
ting the party, she dismisses the unhappy group with brought back to the camp and imprisoned. To earn back
a sharp word and a wave of her hand before motioning the trust of the sar’malaan and entry to the Demon Wastes
you forward. the party could be ordered to clear out all of the corruption
Should the party wish to continue into the Demon from the nearby hidden cavern system. To ensure
Wastes they need to convince Lhare Suusha to let compliance, parties of Ghaash’kala would be positioned at
you pass. She stares the party down for a long while entrance A to keep the players from escaping until it can be
before speaking in loud, deep, and clear Common to verified all are killed.
question why they have come here to what is certain
death. The party can make a deal with her to assis-
tance in cleansing the lands by making a successful Finding the Caverns
DC 14 Charisma (Persuasion) check, or a successful The entrance to the caverns is cut into the side of the
DC 18 Charisma (Deception) check. stone behind a rock outcropping a half-day’s travel from
Lhare Suusha knows she doesn’t have the man- the Ghaash’kala camp. A strange sigil, pulsing with
power to keep everyone from moving through the a faint icy glow, is carved into the stone above. It is a
mountains, but she tries to take advantage of those warning in Goblin that reads “Death holds those that
her clan finds to kill as many of the corrupted as pos- enter here.” A successful DC 11 Wisdom (Perception)
sible. She demands an oath to Kalok Shash to take on check finds the passage in clear weather, or a success-
that mission should they want to leave the camp alive. ful DC 15 Wisdom (Survival) or Intelligence (Nature)
If a cleric or paladin is in the group, she may offer a check discovers it during a storm. It is a tight squeeze
guide in exchange for such an oath. for a Medium-sized humanoid and stays cramped for 20
Traversing the Land feet before opening up into a wider tunnel.

Should the party decide to travel overland there is Cavern Structure


a 30% chance that a snowstorm blows in from no- The walls are roughly carved and chipped out, the
where. This makes visibility limited to 5 feet around stone glistening and sparkling in any light. Closer
them and they gain a level of Exhaustion should they examination reveals a mineral embedded in the walls
remain out in the storm unprotected for more than 3 is responsible for reflecting the light. Should the party
hours. A successful DC 14 Intelligence (Nature) or gather some of it to identify later, it can be used to
Wisdom (Survival) check allows the party to find or replace a material spell component worth up to 50 gp.
make shelter to wait out the storm.
Outside of surprise storms players will have to deal Cavern Inhabitants
with corrupted corpses (p24) and mangy wolves (p24). Corrupted corpses (undead), black ichor, and swarms

Geography 21
of vampire bats live in the cavern systems, attacking through wearing their armor. Anyone wearing chain
the party if disturbed. mail or studded leather has a 20% of getting caught
A banished Carrion Tribe (Enshrouded) member on a protruding rock and becoming stuck. A success-
named Thyacrel hides in the tunnels as well. She can ful DC 12 Strength (Athletics) or Dexterity (Acro-
be convinced to guide the party through the tunnels batics) check is required to free themselves.
in exchange for food.
Area 1
Walkthrough of Cavern Areas The smell of musk is strong in the air as water drips
Entrance A from the ceiling. The slick and uneven stone floor is
considered rough terrain. Upon entering, 2 Swarms
Squeezing through a tight tunnel the party must nav-
of Vampire Bats (p25) descend upon the group.
igate a few tight turns before finding relief as it opens
A slightly larger, hand-carved tunnel, with bits of
up into Area 1. Most Medium-sized creatures find this
crumbling wall, leads away to Area 2. Moisture slicks
extremely uncomfortable and tight without wearing
the walls and a slippery slime coats it. Toward the end
any gear. Any members in heavy armor cannot pass
of the tunnel a crack opens up in the floor.
Area 2
The damp musk smell mixes with that of rotting
flesh. A deep crack cuts across the stone floor, mar-
ring what appears to be a faded mosaic lost to time.
Every small sound echoes through the cavernous

Icehorn Cavern

= 5 feet

22 Geography
room, which is surrounded by small chambers con-
Exit B
taining entombed bodies from long ago. A successful
DC 14 Dexterity (Stealth) check must be made or Before fully exiting, a successful DC 10 Strength
3 corrupted corpses are alerted and attack. To scale (Athletics) or Dexterity (Acrobatics) check is need-
add 1 corrupted corpse per level over 5. ed to leap across the widened crack that cuts across
Once the corrupted corpses are defeated a scared the tunnel. Warmer air hits you full in the face as the
shaking Thyacrel creeps out of one of the tombs and smell of sulfur increases with each step. You have en-
tries unsuccessfully to sneak past the group. tered the twisting passages of the Labyrinth!

Area 3
Smooth tiles hold a light layer of dust here and the
smell turns sulfurous. A dart trap is at the entrance Young Ghaash’kala Warrior
to this hallway, requiring a successful DC 11 Wisdom Medium humanoid orc, any good alignment
(Perception) or Intelligence (Investigation) check to Armor Class 16 (hide armor)
spot, and a successful DC 13 Dexterity check with Hit Points 22 (4d8 + 4)
thieves’ tools to disarm. If triggered, it shoots from Speed 35 ft.
the wall across the hallway causing 18 (4d8) piercing STR DEX CON INT WIS CHA
damage. Around the corner there is a spiked pit trap 15 (+2) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0)
requiring a successful DC 12 Wisdom (Perception) Saving Throws Str +4, Con +4
or Intelligence (Investigation) check to spot, and a Skills Athletics +4, Perception +3, Stealth +4, Survival +6
successful DC 14 Dexterity check to navigate. Fail- Damage Resistances cold, fire
Senses passive Perception 14
ure results in a fall, dealing 10 (2d6 +3) bludgeoning Languages common, orcish
damage and 5 (2d4) piercing damage. To scale add 2 Challenge 2 (450 XP)
swarms of vampire bats per 3 levels over 5.
Martial Role. The warrior has one of the following traits of your
Area 4 choice:
Locked doors, requiring a successful DC 13 Dexteri- Attacker. The warrior gains a +2 bonus to attack rolls.
Defender. The warrior gains the Protection reaction below.
ty check with thieves’ tools to open, lead to a room
of crates and broken urns. Dust chokes the air and Pack Tactics. The warrior has advantage on attack rolls against a
the rotting smell weakens here. A successful DC 10 creature if at least one of the warrior’s allies is within 5 feet of the
Intelligence (Investigation) check finds 8 gp, a small creature and the ally isn’t incapacitated.
ruby jewel worth 20 gp, and a rusty dagger. Charac-
Actions
ters rolling 15 or above on the check find an addition-
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range
al 21 gp and a scroll of firebolt. A single black ichor
20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1)
(p25) lurks in the center of the chamber, looking like piercing damage if used with two hands to make a melee attack. The
a simple dark pool, and lunges at the party when they target must make a DC 12 Strength saving throw or be pinned and
come within range. considered grappled.

Area 5 Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if
These doors are trapped with a tripwire requiring a
used with two hands.
successful DC 12 Wisdom (Perception) or Intelli-
gence (Investigation) check to spot, and a success- Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one
ful DC 14 Dexterity check using thieves’ tools to target. Hit: 5 (1d8 + 1) piercing damage. The target must make a DC
disarm. If triggered, it releases an acid splash dealing 13 Constitution saving throw or take an additional 9 (2d6 +2) poison
damage.
1d6 acid damage. Upon opening the door, 1 corrupted
corpse lunges at the group, giving them the Surprised Reactions
status. To scale add 1 corrupted corpse per level over 5. Protection (Defender Only). The warrior imposes disadvantage on
the attack roll of a creature within 5 feet of it whose target isn’t the
warrior. The warrior must be able to see the attacker.

Geography 23
Mangy Wolf
Large beast, unaligned
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft.
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (−4) 12 (+1) 7 (−2)
Skills Perception +3, Stealth +4
Damage Vulnerabilities fire
Damage Resistances cold
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 13
Languages —
Challenge 1 (200 XP)

Keen Hearing and Smell. The wolf has advantage on Wisdom


(Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a
creature if at least one of the wolf’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.
Snow Camouflage. The wolf has advantage on Dexterity (Stealth)
checks made in snowy terrain.
Corrupted Corpse
Actions Medium undead, neutral evil
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Armor Class 11
10 (2d6 + 3) piercing damage. If the target is a creature, it must Hit Points 22 (3d8 + 9)
succeed on a DC 13 Strength saving throw or be knocked prone. Speed 25 ft.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3) slashing damage. If the target is a creature, it must STR DEX CON INT WIS CHA
succeed on a DC 11 Constitution saving throw or be poisoned. 13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)
Saving Throws Wis +0
Damage Immunities poison, necrotic
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages —
Challenge 1/2 (100 XP)

Undead Fortitude. If damage reduces the corpse to 0 hit points,


it must make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a critical hit. On
a success, the corpse drops to 1 hit point instead.

Diseased. The corpse is rife with disease. Any living creature that
comes in contact with the corpse must make a DC 11 Constitution
saving throw or take on a random condition (d4) from this list: (1)
Blinded, (2) Frightened, (3) Poisoned, (4) Paralyzed.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) bludgeoning damage.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4
+ 2) piercing damage. The target must make a DC 12 Constitution
saving throw or gain the poisoned condition for 1 minute.

24 Geography
Black Ichor Swarm of Vampire Bats
Large ooze, unaligned Medium swarm of Tiny beasts, unaligned
Armor Class 10 Armor Class 12 (natural armor)
Hit Points 25 (3d10 + 9) Hit Points 22 (5d8)
Speed 10 ft., climb 10 ft. Speed 0 ft., fly 30 ft,
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 6 (−2) 16 (+3) 1 (−5) 6 (−2) 2 (−4) 5 (−3) 15 (+2) 10 (+0) 2 (−4) 12 (+1) 4 (−3)
Skills Stealth +2 Damage Resistances bludgeoning, piercing, slashing
Damage Resistances acid, cold, fire Condition Immunities charmed, frightened, grappled, paralyzed,
Damage Immunities necrotic petrified, prone, restrained, stunned
Condition Immunities blinded, charmed, deafened, exhaustion, Senses blindsight 60 ft., passive Perception 11
frightened, prone Languages —
Senses blindsight 60 ft. (blind beyond this radius), passive Challenge 1/2 (100 XP)
Perception 8
Languages — Echolocation. The swarm can’t use its blindsight while deafened.
Challenge 1 (200 XP)
Keen Hearing. The swarm has advantage on Wisdom (Perception)
Amorphous. The ichor can move through a space as narrow as 1 checks that rely on hearing.
inch wide without squeezing.
Swarm. The swarm can occupy another creature’s space and vice
Corrode Metal. Any nonmagical weapon made of metal that hits versa, and the swarm can move through any opening large enough
the ichor corrodes. After dealing damage, the weapon takes a for a Tiny bat.
permanent and cumulative −1 penalty to damage rolls. If its penalty
Regeneration. The swarm regains 5 hit points at the start of its turn
drops to −5, the weapon is destroyed. Nonmagical ammunition
if it has at least 1 hit point and isn’t in sunlight or running water. If
made of metal that hits the ooze is destroyed after dealing damage.
the swarm takes radiant damage or damage from holy water, this
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
trait doesn’t function at the start of the swarm’s next turn.
False Appearance. While the ichor remains motionless, it is
Sunlight Hypersensitivity. The swarm takes 2 radiant damage when
indistinguishable from an oily black pool.
it starts its turn in sunlight. While in sunlight, it has disadvantage on
Spider Climb. The ichor can climb difficult surfaces, including upside attack rolls and ability checks.
down on ceilings, without needing to make an ability check.
Actions
Actions Bite. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: the swarm’s space. Hit: 11 (2d4 + 6) piercing damage and 7 (2d6)
4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the necrotic damage, or 8 (1d4 + 6) piercing damage and 3 (1d6)
target is wearing nonmagical metal armor, its armor is partly corroded necrotic damage if the swarm has half of its hit points or fewer. The
and takes a permanent and cumulative −1 penalty to the AC it offers. target’s hit point maximum is reduced by an amount equal to the
The armor is destroyed if the penalty reduces its AC to 10. necrotic damage taken, and the swarm regains hit points equal to
that amount. The reduction lasts until the target finishes a long rest.
Reactions The target dies if this effect reduces its hit point maximum to 0. A
humanoid slain in this way and then buried in the ground rises the
Split. When an ichor that is Medium or larger is subjected to
following night as a vampire spawn.
necrotic or slashing damage, it splits into two new ichor pools if it
has at least 10 hit points. Each new ichor has hit points equal to half
the original ichor’s, rounded down. New ichor pools are one size
smaller than the original ichor.
The Ash Beacon
Narstone
by Cat Evans

The Ash Beacon is a grand and civilized name for a Narstone, the fossilized bones of demons, is found
threatening natural feature: an active volcano that throughout the Demon Wastes. When used as a
sits on the northern end of the Demon Wastes, spew- component for a summoning spell, narstones grant any
ing ash and smoke for miles around. The only mark in creature or creatures summoned by the spell a +1 bonus
its favor is that it’s been ignored for centuries, giving to their Armor Class for the duration of the spell. A single
the carcasses of demons slain in ancient battles time spell’s worth of narstone can sell for hundreds of gold
pieces, to the right buyer.
to rot down to rich narstone deposits, prized by sum-
moners and conjurers across Khorvaire.
Unfortunately, this narstone is a sufficiently
precious resource that reckless, profiteering mining
companies have begun to move in on The Ash Beacon Overview
to stripmine the land around it. One can only guess at There are three factions in the vicinity of The Ash
the dangers and misery they will uncover. Beacon. The Longshadow Mining Corporation camp,
whose workers are a mixture of warforged and Aun-

26 Geography
dairian humans from Fairhaven, sits on the southern (MM p73), Selix has held the Ash Beacon since the
side of the volcano. The Sk’arash Ghaash’kala patrol battle fought there thousands of years ago between
the area, harassing the mining operation. And, inside dragons and rakshasa. She and a badly injured couatl
the volcano, the fiend Selix torments one of the last named Mecayatl were among the only survivors of
living couatls, just as it has for centuries. the battle. Assisted by two chain devils, Selix dragged
the couatl into the volcano and proceeded to wreak
(1) Longshadow Camp revenge for every defeat it and its allies had inflicted
This sprawling camp and open-pit mining operation upon the fiends. She’s barely looked up from this task
is eating away at several square miles of land. Run by in the millennia that have passed since. Selix has a lot
Valeray d’Cannith, supported by the warforged over- of anger to work out.
seers Duster and Drill, the camp ships out a caravan
of narstone every two weeks. The Screaming Sickness
Production has diminished lately, due to the This is the reason the Ghaash’kala are so intent on
Screaming Sickness which has become increasingly keeping outsiders away from the Ash Beacon. The
prevalent among the human miners (see below). psychic screams of the tortured celestial within seep
The camp itself is made up of a few poorly con- out into the world, poisoning the minds and spirits of
structed wooden buildings, a large number of sturdy
tents, and the mine itself, which takes the form of
a huge spiral boring down into the earth. Security
is tight, with warforged guards constantly alert for
Ghaash’kala raids, or threats from the many mon-
strous denizens of the area.
(2) Sk’arash Ghaash’kala
This tribe, led by the half-orc Ferrike,
followed the Longshadow Corporation
across the northern Demon Wastes.
When Longshadow initially sent an
expedition into the Wastes, the Sk’arash
tried to drive them out. They failed, taking heavy
losses in the process. But the Ghaash’kala know what
lurks in the depths of the Ash Beacon, and outsiders
must be kept away, for fear of stirring it up.
Ferrike and the tribe’s shaman Ilbis have tried
negotiations, threats, and have now resorted to raid-
ing the mining camp in order to make the operation
unprofitable, and drive the outsiders away that way.
The Ghaash’kala know of the tormented couatl
trapped in the volcano. That knowledge torments
them in turn, for they know facing a fiend as power-
ful as Selix would destroy their tribe. They believe the
couatl has been turned to evil by its years of torture,
and—if asked—would advise killing it, rather than
setting it free.
(3) The Volcano
Deep within the volcano, accessible only by an hours-
long trek through tunnels carved by molten lava,
within which reside magmin, fire elementals, and
salamanders, is the lair of the fiend Selix. An erinyes

Geography 27
humanoids who spend too long in close proximity. dier, neutral) run the mining operation for Valeray.
At first the sickness manifests as nausea, followed Drill loathes the Demon Wastes: this bleak, dead land
by fever. Once in the grip of the fever, sufferers are repulses them. Duster, on the other hand, is simply
wracked with nightmares which give the “disease” its pleased to be something other than a soldier in an
name. Eventually, they cannot sleep at all. If they are endless war.
lucky, death swiftly follows. Drill and Duster use the warforged soldier stat
Humanoids who take a long rest within a mile of block, with the following modifications:
The Ash Beacon must make a Charisma saving throw • 60 hit points
at the end of each rest. This saving throw begins at • Armblade deals 7 (1d8+3) damage
DC 10, but increases by one for every full week of
proximity to The Ash Beacon. The DC decays at the Fellike (nonbinary half-orc veteran, MM p350,
same rate: spending a week away from the volcano chaotic good) is a strapping figure in piecemeal armor,
reduces the DC by one. with a dozen protective talismans about their neck.
Characters who fail this saving throw suffer nau- They take their responsibility as a protector of the
sea and fever, gaining the poisoned condition. Demon Wastes extremely seriously. The Longshadow
Infected characters suffer terrible nightmares of Corporation frustrates them to no end: all attempts
fire and pain, and only gain the benefits of a long rest have failed to convince the idiot human in charge that
if they succeed on a DC 15 Constitution saving throw. the Ghaash’kala know the dangers he faces, and he
After two weeks of these symptoms, sufferers no longer should leave. Fellike is wise enough to keep their peo-
sleep at all—taking levels of Exhaustion as normal. ple several miles away from the Ash Beacon, except
The Screaming Sickness cannot be healed through when they ride close enough to raid.
mundane or magical means, but ends after one month Ilbis (male orc Ghaash’kala clan priest, p34,
away from The Ash Beacon. The Screaming Sickness neutral) is the tribe’s shaman. Young, proud, and less
has no effect on individuals with Dragonmarks. patient than Fellike, he has begun to argue for simply
leaving the miners to their fate.
NPCs
Valeray d’Cannith (human male swashbuckler,
VGtM p217, neutral good) is a tall, handsome man
in his early fifties. He has repeatedly sent letters to
Fairhaven asking his House to suspend the mining
operation, fearing for his own health and the health of
his workers. House Cannith has refused. Val is very
close to abandoning the site—or at least sending the
humanoids away and carrying on with only his war-
forged staff.
If a team of adventurers were to happen by, how-
ever, he might prefer to invest in having them explore
the volcano, which he is sure is the source of the
sickness.
Valeray uses the swashbuckler stat block with the
following modifications granted by his Mark of Making
(E:RftLW p45):
• Proficiency in Arcana (+6 modifier), and +1d4 on
all Arcana checks, or checks with artisan’s tools
• Can cast the mending cantrip at will, and the
magic weapon spell once per day (lasting 1 hour,
and without requiring Concentration)
Drill (agender warforged soldier, E:RftLW, p320,
lawful neutral) and Duster (agender warforged sol-

28 Geography
many crystals contain trapped souls of those foolish
Lair of the Keeper enough to explore there. Magic is inhibited through-
out the region and spells cast there are either altered
A gigantic, open wound lies at the northern tip of this in some seemingly sinister way or are snuffed out en-
land, a gorge many miles wide and long that bores tirely. Even all but the most powerful fiends avoid the
down into the depths of Khyber itself. The entire area place as the appetites of Dolurrh are indiscriminate
exhibits strong manifestations of Dolurrh, which and voracious.
would be enough to cause any sentient being possess- While the area is certainly a danger, for the rea-
ing clear thoughts to steer clear of it, but within the sons stated, I do not believe it to be a bastion of
darkest plumbs of this chasm lies what the mortals fiendish activity. Many other places in the Wastes
here refer to as the Lair of the Keeper. require our focused attention and efforts more than
Falazure[6] himself may lord over this place from this “lair.”[7]
within his prison, or the sense of terror pervading it
may stem from residual energies of the conflict long [7] This dismissal is quite shocking to me and I had to
ago; regardless, it is a zone of death—or worse. Crys- confirm my translation several times before concluding
tals of Khyber grow in large numbers, covering the I had made no errors. Based on our limited knowledge,
walls and floor of the vast canyon. I also understand it would certainly behoove the inhabitants of Khorvaire
to keep a close eye on the Lair of the Keeper in my
[6]Falazure is presumed to be the dragons’ equivalent estimation. —Kendal
of the Keeper. What religion the dragons profess, if any,
remains unknown. —Kendal
Geography 29
Inhabitants

W
ho lives in these forsaken lands? The
fiends, obviously, which I will detail
a bit more here. There is, however,
a surprising population of the lesser races who
have decided to call the Wastes home. Lastly,
there are a handful of other creatures who are
unique to Fah’lrrg.

Demons
A rare few escaped the binding created by the
efforts of our ancestors and the couatls, but
they are of number and power to be of major
concern. Many seem content to remain in the
Wastes. Others lose themselves in the Lab-
yrinth and either wander endlessly, or are
dealt with by the Ghaash’kala or the natural
disasters which pervade the maze of canyons.
Nevertheless, we cannot become complacent
thinking that the magics which bind the
Khyber-spawn to the region will be everlast-
ing. Indications are the fiendish population is
slowly building. Eventually, even those who
are currently unmotivated to venture beyond
the boundaries of their prison may feel the
urge to expand their territory—especially if
overcrowding becomes an issue.
In addition, incursions from humankind and oth-
ers into the land are also on the rise. While the com-
ing conflict[8] may dissuade them temporarily, humans
and their ilk are nearly as curious and motivated by
greed as we are. It is only a matter of time before their
desires for knowledge and profit drive them head- Demons in Eberron: All Fiends, All the Time
long into this place where they do not belong. What
damage might they do to the wards our ancestors Unlike other settings, Eberron does not differentiate
sacrificed so much to create? Increased interaction between types of fiends. To all but the most learned
between the lesser races and demons is a recipe for scholars, demons, devils, and even yugoloths, are all
disaster for everyone but the spawn of Khyber. simply fiends and the words “fiend,”“demon,” and “devil,”
are used interchangeably. This sameness extends to their
[8] Because of my theories regarding the time of origin for interactions; devils may serve demons and vice versa,
this document, I can only assume the author is referring regardless of their natural proclivities for law or chaos. The
to the Last War. Did the Draconic Prophecy foretell that only place in the thirteen planes where a distinction is
horrid chapter in our history? If so, did they also know how drawn is Shavarath, the plane of war. Here separate armies
it would end? These questions lead down a bulette tunnel of devils and demons battle against each other and armies
that is disconcerting to say the least. —Kendal of celestials. The devils sometimes temporarily ally with the
celestials against the demons, but fall back to fighting the
celestials at the earliest opportunity.

30 Inhabitants
Lords of Dust[9] Barbarians
Mentioned previously, these powerful fiends were the
lieutenants to the now-imprisoned Overlords. Referred Two factions of what the lesser races refer to as “bar-
to as “prakhutu,” which translates as “speaker,” these barians”—as if they all didn’t fall into that category—
mighty zealots are at the forefront of all efforts against compete for resources in this desolate land and serve
us. They seek to mold and twist the Prophecy into very different masters.
something which will unleash their masters upon the
world again, propelling us into another Age of Demons
Ghaash’kala
by Jeremy Melloul
where they rule over all.
Dedicated to containing the evil of the Demon Wastes,
Their ability to scheme and manipulate is frighten-
the Ghaash’kala, meaning “ghost-guardians” in Or-
ing. It is only hindered by their seeming unwillingness
cish, are a confederation of four clans. They stand fast
to cooperate fully with one another. They congress in-
against the land’s overwhelming demonic influence,
frequently in their former capital, Ashtakala, presum-
pursuing a divine mission to defeat it or, at the very
ably to update one another on the progress of their
least, prevent it from spreading beyond the Wastes.
nefarious plots and incite further mischief among the
While the Ghaash’kala frequently patrol the
inhabitants of Khorvaire and beyond. Each Lord of
Wastes in order to confront its many horrors, most
Dust, however, is bound so tightly to their individual
make their homes in the Labyrinth, which is also
Overlord that they cannot place trust in their compa-
home to bands of demons and some of the Carrion
triots, as of course the fiendish are ever trying to put
Tribes, the Ghaash’kala’s most common enemy.
themselves ahead at the expense of others. This fail-
The Ghaash’kala’s faith is based around the
ing isn’t unique to demonkind though, and we must
worship of a spiritual force they call Kalok Shash,
resist our own urges in this arena lest our internal
the Binding Flame, which grants them the strength
bickering cede advantage to those who oppose us.
they need to survive the dangers of the Wastes. Those
Make no mistake. The Lords of Dust are each for-
same dangers have led these clans, which were ini-
midable adversaries individually. If they ever overcome
tially founded by orcs, to welcome others, including
their inherent distrust of each other, we will be in for
half-orcs, humans, and tieflings.
the fight of our lives.
Though fierce, the Ghaash’kala are generally
[9] While the draconic author of this document seems peaceful with outsiders who visit the Demon Wastes,
steadfast in their belief of the existence of these though they strenuously discourage all travelers from
“archfiends,” I have my doubts as to whether they are entering. They believe that any who pass beyond its
truly real. I find it hard to believe a group of disparate borders are irrevocably tainted by the land’s demon-
demons could successfully manipulate something as ic influence. Offering their strongholds as havens to
complex as the politics of Khorvaire from such a remote travelers, or rarely guiding them through the Wastes,
location as the Demon Wastes. The sheer size of the the Ghaash’kala are welcome allies in a very dan-
network of spies required for such an undertaking is gerous land. But should any who enter the Demon
preposterous to ponder. Best we focus on the verifiable Wastes try to leave, the Ghaash’kala become their
dangers of that land, of which there are plenty. —Kendal most adamant enemies—refusing to allow passage for
fear they might spread the corruption.
Divine Duty
Pain is pleasure Giving their lives to defend an ignorant world from
demonic horrors, the Ghaash’kala are, by and large,
a noble group. Faith is their key motivator—faith in
Screams are laughter Kalok Shash, the Binding Flame, which casts its light
against the dark of evil.
The Ghaash’kala believe Kalok Shash is a spiritual

Death is life force: a flame made of the souls of righteous warriors


who have fallen in the fight against evil. Through
their worship and spiritual practice, the barbarians of
Inhabitants 31
the clans draw on the flame to burn away their fears including even installing a new chieftain at any time.
and call forth the strengths of other warriors who Serving the two leaders are the malaan, or priests,
have fought for the forces of good, hence the name, and the guardians, warriors of the clan who have
“ghost-guardians.” They also believe this sacred flame been branded by the flame. The un-marked are next
acts as a divine beacon which naturally calls those in the hierarchy, below all the others, and encouraged
of noble virtue to join them and keep their numbers to aspire to the martial and spiritual greatness the
strong. This is a big reason why the Ghaash’kala tend Binding Flame requires of all of its faithful.
to be welcoming to outlanders and also why they are
so zealous in confronting the “tainted” who try to
The Jaasakah
leave the Demon Wastes. The Jaasakah (The Deadly) clan inhabits the eastern
Labyrinth and the lands east of the Labyrinth. The
Two Flames clan is led by kizshmit Svash Ramaal (NG male half-
Beyond the Demon Wastes it is believed by some that orc barbarian) and sar’malaan Gan’dal Homm (LG
Kalok Shash and the Silver Flame are both different male human cleric). The Jaasakah’s tribal brand is
names for the same force. The two faiths are remark- not any set symbol. Instead, their branding involves a
ably similar, but do have their differences, like two
sides of a coin. The Church of the Silver Flame is
dedicated to protecting its communities, encourag-
ing the development of all that is good in the world
and, by extension, life itself. On the other hand, the
worshippers of Kalok Shash are far more violent
than their Silver Flame counterparts. Their faith is
inherently martial and proactive—it compels them
to seek out demonic terrors and fight to remove
them from the world.
Brand of the Binding Flame
In order to better fulfill their divine duty,
Ghaash’kala warriors mark their bodies with
the brand of the Binding Flame. Each of the
Ghaash’kala clans use their own symbol for their
brand, which their priests burn onto the skin of
the clan guardians. The brand marks the wearer
as a warrior of the clans. The individual sym-
bols the tribes use are detailed below.
Clan Hierarchy
Though the clans’ customs vary, each
clan has two leaders: the kizshmit, or
chieftain, leads the clan in its military
duties and mundane matters, and the
sar’malaan, the high priest, guides the
clan’s spiritual practice and communes
with the Flame on behalf of the clan.
The sar’malaan is also responsible for
appointing and assisting the kizshmit.
Of the two, the sar’malaan is the more
esteemed position, as they generally
have the authority to step in and take
control when they deem it necessary—

32 Inhabitants
lengthy process that covers the entire body with com-
plicated scars, burns, and colored tattoos.
Zealous and dogged, the Jaasakah are the most
unforgiving of the Ghaash’kala, having built a reputa-
tion for being particularly remorseless in their treat-
ment of outsiders. While most Ghaash’kala warriors
only act against those who try to leave, the Jaasakah
go even further, acting preemptively against any who
they deem too risky to leave alive. Generally that tends
to be anyone that is not of the Ghaash’kala clans.
The Kastar
The Kastar (The Swift) clan inhabits the western Lab-
yrinth and the lands west of it. Its kizshmit is Maalo
Sahai (CG female orc fighter), and its sar’malaan is
Naakah Shahar (NG female orc cleric). The Kastar’s
tribal brand is a sunburst pattern with wavy, radiat-
ing rays.
Proud and relentless, the Kastar are the most
wide-ranging of the Ghaash’kala. Kastar warriors are —Brand of the Maruk Tribe
reputed among the clans for their knowledge of the
Labyrinth and their ability to navigate its many dan-
gers safely and quickly. Because of their wide-ranging cleric). The Vaanka’s tribal brands vary greatly among
patrols, most Ghaash’kala that people encounter are their number, as the symbols the Vaanka warriors
members of the Kastar clan. have branded onto them is determined by the priest
and the recipient.
The Maruk Pious and astute, the Vaanka have the greatest
The Maruk (The Mighty) clan inhabits the central spiritual affinity to the Binding Flame. In times of great
Labyrinth. Torgaan Shashaarat (LG male orc paladin) danger or conflict, the clans turn to the Vaanka for
serves as its kizshmit, and its sar’malaan is Lharc their insights. The most individualistic of the clans, the
Suusha (LG female orc cleric). The Maruk’s tribal Vaanka push their priests and warriors to explore their
brand is a small, simple flame with three points. The own personal connection to the Binding Flame and find
Maruk clan guards the central passages through the guidance in it for themselves. Though they rarely en-
Labyrinth, the routes most often used by the Lords of counter people outside the Ghaash’kala, when they do,
Dust and their agents. they often try to expose them to the light of the Binding
Somber and serious, the Maruk are the most war- Flame and recruit them for their cause.
like and adept in battle of the Ghaash’kala, prepared
to die at any moment. The fervor with which they
Ghaash’kala Warriors
approach their fighting also means they tend to have The Ghaash’kala are far less numerous than their
more paladins among their number than the other counterparts, the Carrion Tribes, but they make up
clans. Unfortunately, that same virtue also means for it with skill, equipment, and divine strength.
they suffer the greatest number of casualties of all the The Ghaash’kala Clan Guardians comprise the
clans and must recruit more widely, resulting in the main forces of the clans. Bearing the brand of the
Maruk clan being the most diverse of the four. Binding Flame and able to turn their divine fervor into
martial strength, they are righteous crusaders against
The Vaanka evil. The Ghaash’kala Clan Priests are not the eccle-
The Vaanka (The Final) clan inhabits the northwestern siastical clerics often seen in the rest of the world.
Labyrinth, where it connects to the rest of the Wastes. These are war priests, who have managed to forge
Its kizshmit is Dalkal Mal’fonn (LG female human pal- deeper connections to Kalok Shash and can manifest
adin), and its sar’malaan is Silvik Raam (NG male orc greater divine power.

Inhabitants 33
Ghaash’kala Clan Priest
Medium humanoid, lawful good
Armor Class 15 (studded leather armor, shield)
Hit Points 102 (12d8 + 48)
Ghaash’kala Clan Guardian Speed 30 ft.
Medium humanoid, lawful good
STR DEX CON INT WIS CHA
Armor Class 13 (studded leather armor) 18 (+4) 12 (+1) 18 (+4) 9 (−1) 16 (+3) 10 (+0)
Hit Points 75 (10d8 + 30)
Speed 30 ft. Skills Religion +6
Condition Immunities frightened
STR DEX CON INT WIS CHA Senses passive Perception 13
18 (+4) 12 (+1) 17 (+3) 9 (−1) 13 (+1) 10 (+0) Languages Common, Orcish
Condition Immunities frightened Challenge 5 (1,800 XP)
Senses passive Perception 10
Languages Common, Orcish Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting
Challenge 3 (700 XP) ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has
the following cleric spells prepared:
Reckless. At the start of its turn, the guardian can gain advantage
on all melee weapon attack rolls during that turn, but attack rolls Cantrips (at will): light, guidance, resistance, sacred flame
against it have advantage until the start of its next turn. 1st level (4 slots): bless, command, guiding bolt, healing word,
protection from evil and good, unseen servant
Brand of the Binding Flame. The guardian is connected to Kalok 2nd level (3 slots): continual flame, prayer of healing, spiritual weapon
Shash, empowered by its light. The first time guardian hits a creature 3rd level (2 slots): beacon of hope, spirit guardians
with a melee weapon attack on its turn, the creature becomes the
target of the righteous souls within the flame, hindering its fighting Brand of the Binding Flame. The priest is connected to Kalok Shash,
ability. The target has disadvantage on attack rolls made against the empowered by its light. The first time the priest hits a creature with
guardian until the start of the guardian’s next turn. a melee weapon attack on its turn, the creature becomes the target
of the righteous souls within the flame, hindering its fighting ability.
Actions The target has disadvantage on attack rolls made against the priest
until the start of the priest’s next turn.
Multiattack. The guardian makes two melee attacks with its
longsword or longbow. Actions
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Multiattack. The clan priest makes two melee attacks with its
Hit: 8 (1d8 + 4) slashing damage. longsword.

Longbow. Melee Weapon Attack: +3 to hit, ranged 150/600 ft., one Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
target. Hit: 5 (1d8 + 1) piercing damage. Hit: 8 (1d8 + 4) slashing damage.

34 Inhabitants
Carrion Tribes Ritual Practice
by Jeremy Melloul
While the tribes practice different rituals, they all
Initially descended from Sarlonan refugees over a tend to believe that barbaric rage opens themselves
millennium ago, the Carrion Tribes are primarily up to the energies of Khyber, which empowers their
comprised of human savages, along with the ti- bodies and minds. As a result, the strongest and most
ger-like Sakah tieflings, who are revered members of fiend-like hold the positions of greatest authority in all
their tribes. but the rarest of Carrion Tribes.
These tribes are diverse, each of them holding In addition, most of the tribes are cannibalistic
their own customs and beliefs, but sharing a common and believe that a warrior can gain the strength of
way of life: forged in battle and bloodshed against each those they’ve defeated by consuming their body and
other and any other foes they encounter. Most tribes drinking their blood. Some make elaborate rituals out
worship one of the Overlords and answer to an indi- of the practice, especially for particularly powerful
vidual Lord of Dust. These rakshasa rajahs command enemies, like rival champions.
the tribe on behalf of their patrons, though few are
involved in the day-to-day decisions of the tribe. Some
The Sakah
tribes even follow the hags who claim rule over certain Among the Carrion Tribes, some sport characteris-
sections of the Wastes. tics that echo the rakshasa Lords of Dust: sharpened
For those traveling through the Demon Wastes, teeth or claws, strangely colored pupils, tiger-striped
any encounter with the Carrion Tribes is an undesir- skin, or some other sign of the patron’s fiendish
able event. These primitive, bloodthirsty warriors are influence. Sometimes these are evident at birth or
known to slaughter strangers on sight, or capture them they may emerge later, as the barbarians mature and
for dark rituals. Though they generally use nothing grow stronger. The Carrion Tribes believe these indi-
more than hide armor and stone weapons, they are still viduals are blessed and call them “Sakah,” meaning
terrifying foes. Tribe leaders tend to possess superior “touched ones.”
equipment scavenged from defeated enemies. These physical manifestations are sometimes
All the tribes are engaged in an ongoing, brutal accompanied by subtle powers, fiendish boons that
conflict with the Ghaash’kala clans. make them stronger or more cunning. These can in-
clude a talent for sorcery, unnatural charisma, or the
Life in the Tribes ability to change their form at will. Sakahs often rise
Resources are scarce in the Demon Wastes, forcing to positions of prominence within their tribes.
the tribes into a nomadic lifestyle, hunting and scav-
enging for sustenance in the blighted land. Some
Examples of Carrion Tribes
tribes even cull the weak among their number to en- Detailed below are a few of the dozens of tribes that
sure the strongest among them can better thrive and roam the Demon Wastes along with descriptions of
grow stronger. Shaped by their open worship of an- the unique powers that blessed warriors and Sakah
cient fiends, the Carrion Tribes care little for anything may wield.
but battle, bloodshed, and deepening their connection Briarthorn
to their fiendish patrons—primarily by seeking to em- Worship: Drulkalatar
ulate them in any way they can. Symbol: branches of a thorn bush
Signature Spells: thorn whip (cantrip), entangle (1st
Warrior Culture
level), alter self (2nd level), conjure animals (3rd level)
Though they wield primitive weapons and armor, they The Briarthorn tribe is particularly savage. Often
compensate with unnatural strength. It is common rearing fierce beasts to fight by their side, Briarthorn
practice for warriors of the Carrion Tribes to take tro- barbarians exhibit bestial features and qualities,
phies from those they defeat. Some are simply ritualis- including pronounced fangs and claws. While many
tic items taken to mark a battle that was fought, while Carrion Tribes are primarily made up of humans, the
others are more useful, such as weapons and armor Briarthorns have a number of gnolls, who hold an
fashioned from metal. Ritual scarring is prevalent esteemed position within the tribe due to their fiend-
among the tribes and sometimes results in severe de- ish strength. The Briarthorns are led by a savage gnoll
formities, causing them to appear beastly or fiendish.
Inhabitants 35
chieftain named Drecktooth (gnoll flind VGtM p153). Tribe members are accompanied by the putrid
Powerful warriors of the Briarthorn tribe have the stench of death and paint themselves with skulls and
Thornskin trait. other skeletal imagery. Their use of undead warriors
Thornskin. When this creature takes damage makes the Deathbringers one of the stronger tribes,
from a melee attack, they can use a reaction to deal boasting great numbers that do not need food or sleep.
1d10 piercing damage against the creature that at- Their strength grows after every battle, as even their
tacked them. own members can be raised to continue fighting for the
Deathbringers tribe long after their death. Powerful warriors of the
Worship: Katashka, the Gatekeeper Deathbringer tribe have the Gravebound Rage trait.
Symbol: a skeletal hand reaching up through a Gravebound Rage. When this creature is reduced
grave to 0 hit points it may immediately take an attack action
Signature Spells: toll the dead (cantrip), inflict against an enemy within range before falling dead.
wounds (1st level), ray of enfeeblement (2nd level), Enshrouded
animate dead (3rd level) Worship: Hektula, the Bloody Scribe
The Deathbringers are one of the more ritualistic Symbol: a twisted dagger
tribes of the Wastes. Unlike many of their fellow bar- Signature Spells: minor illusion (cantrip), silent
barians, they do not engage in cannibalism, instead image (1st level), darkness (2nd level), fear (3rd level)
taking great care of their enemies’ bodies, keep- While the Enshrouded are not the most brutal or
ing them preserved so they may rise to fight on the dominant of the Carrion Tribes, they are still foes to be
Deathbringers behalf. reckoned with, who attack with far more cunning than

36 Inhabitants
most. They prefer to operate in the dead of night, when While warriors are still held in high esteem in this
their abilities grant them the greatest advantage. tribe, spellcasters and rogues can also hold authority.
All warriors of the Enshrouded tribe have darkvi- The most notable Moon Reaver tribe is led by
sion (30 feet) and the Champions and Sakah Hunters Karka Darkbane, a cruel woman afflicted by a curse
of their tribe are even immune to the effects of mag- that deformed her since birth, leaving one of her arms
ical darkness. Powerful warriors of the Enshrouded short and twisted. Despite that, Karka’s strength is
tribe have the Umbral Strike trait. still prodigious and she wields a mace gifted by the
Umbral Strike. As a bonus action, this creature sinister patron that marked her.
can weave shadow magic into its next attack, causing Powerful warriors of the Moon Reavers tribe have
it to occlude its target’s vision with shadows. A suc- the Ethereal Shifting trait.
cessful attack deals an extra 1d6 psychic damage, and Ethereal Shifting (Recharge after a Long Rest).
the target must succeed on a DC 12 Wisdom saving As an action, this creature gains the benefits of the
throw or be unable to see anything farther than 5 feet blink spell, requiring no material components.
away until the start of its next turn. Plaguebearers
Grayflame Worship: Vraria (Rotting Blade)
Worship: Korliac of the Gray Flame Symbol: a drop of sickly, green poison
Symbol: a gray flame Signature Spells: infestation (cantrip), detect
Signature Spells: fire bolt (cantrip), absorb ele- poison and disease (1st level), acid arrow (2nd level),
ments (1st level), dragon’s breath (2nd level) (fire only), stinking cloud (3rd level)
fireball (3rd level) The Plaguebearers are easily the most disgust-
Wherever the Grayflame Tribe wanders, they leave ing of the Carrion Tribes. They smear their weapons
behind scorched earth and the burnt remains of their with poisons, dung, and filth. Through generations of
enemies. Fierce in battle and wielding powerful fire exposure, they have become remarkably resistant to
magic, the Grayflame barbarians attack their enemies the effects of diseases and poisons. If a Plaguebearer
recklessly—never relenting until either they die or their warrior doesn’t kill their enemy during battle, it’s very
opponents have fallen. The loud battle cries, rhythmic possible their enemy will succumb to lingering infec-
ritual drumming, and signature gray fire are the tell- tions in the aftermath. Plaguebearers typically wield
tale signs of these barbarians. Powerful warriors of the weapons crafted from the bones of their enemies.
Grayflame tribe have the Baleful Roar trait. The Plaguebearers are led by the male half-orc
Baleful Roar (Recharge after a Short or Long Fulgrun Bloodboil (Conjurer VGtM p212—but with
Rest). As an action, this creature can unleash a terri- HP 72), a hideous individual surrounded by a horri-
fying roar. Every hostile creature within 20 feet must ble stench of pus and rot who uses his magic to wield
make a DC 14 Wisdom saving throw. On a failed save, pestilence as a weapon.
the creature is frightened until the start of its next
turn. If the saving throw is successful, the creature is
immune to the Baleful Roar for the next 24 hours.
Moon Reavers
Worship: night hags
Symbol: an eclipsed moon
Signature Spells: chill touch (cantrip), ray of sick-
ness (1st level), hold person (2nd level), bestow curse
(3rd level)
Unlike the other Carrion Tribes, which answer to
the Lords of Dust and Overlords, the Moon Reavers
revere the night hags. Moon Reavers delight in ter-
rorizing their foes, willing to cast aside a direct battle
in favor of harassing their enemies over a prolonged
period of time. The Moon Reavers sometimes use the
bones and skin of those they kill to make masks. —Symbol of the Plaguebearers

Inhabitants 37
Plague Carrier (Recharge after a Long Rest).
Carrion Tribe Warriors
When this creature deals damage with a melee weap-
on attack, they can use a reaction to force the tar- A Carrion Tribe includes a large number of the follow-
get to make a DC 14 Constitution saving throw. On ing warriors.
a failed save, the target is poisoned for 1 hour. On Carrion Tribe Reavers make up the vast majority
a successful save, they are not poisoned and are of Carrion Tribe forces. Carrion Tribe Champions are
immune to the Plague Carrier trait for the next 24 those who have been blessed with the ability to wield
hours. A creature poisoned by the Plague Carrier’s their fiendish rage. A Carrion Tribe Sakah Hunter typi-
plague suffers from one of your choice of diseases cally has the most magical power of any tribesmen.
from the contagion spell.
Treasure Carrion Tribe Champion
Medium humanoid, chaotic evil
The Carrion Tribes frequently take trophies from the
enemies they conquer. Most of these trophies are of Armor Class 14 (hide armor)
Hit Points 76 (9d8 + 36)
little practical value, as only weapons and food tend
Speed 30 ft.
to have any true purpose for the Carrion barbarians.
STR DEX CON INT WIS CHA
Instead they are of symbolic importance to the Carri-
16 (+3) 14 (+2) 18 (+4) 8 (−1) 11 (+0) 8 (−1)
on Tribes - taken to indicate their strength and some-
Senses passive Perception 10
times used in their rituals.
Languages any one language (usually Common)
Carrion Tribe Trophies Challenge 3 (700 XP)
d10 Trophy
Demonic Wrath. At the start of its turn, the Carrion Tribe Champion
1 1d20 human, orc and half-orc teeth
can channel its demonic anger to gain resistance to bludgeoning,
2 Beast hide slashing, and piercing damage until the start of its next turn. In
3 Adventurer’s keepsake addition, if the Champion uses the ability it can make one extra
4 Collection of small animal skulls melee attack that turn.
5 Cape of flayed humanoid skin
Tribe Ability. Carrion Tribe Champions have the signature abilities of
6 Stone carving of a fiend their individual tribes.
7 Necklace of finger bones
8 Horned beast skull mask Actions
9 Bracelet of flayed scars Multiattack. The Carrion Tribe champion makes two melee attacks
10 Random Trinket* with its greatclub.
*Roll on the Trinkets table in Chapter 5 of the Player’s Handbook.
Spiked Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d10 + 3) bludgeoning damage.

38 Inhabitants
Carrion Tribe Reaver
Medium humanoid, chaotic evil
Armor Class 13 (hide armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 8 (−1) 11 (+0) 8 (−1)
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1 (200 XP)

Actions
Greatclub. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
7 (1d8 + 3) bludgeoning damage.

Javelin. Ranged Weapon Attack: +5 to hit, ranged 30/120 ft., one


target. Hit: (6 (1d6 + 3) piercing damage.

Carrion Tribe Sakah Hunter


Medium humanoid, chaotic evil
Armor Class 15 (hide armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 15 (+2) 11 (+0) 12 (+1) 15 (+2)
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)

Tribe Spells. Carrion Tribe Sakah are 5th-level spellcasters and


typically have the signature spells of their tribes. Their spellcasting
ability is Charisma (spell save DC 13, +5 to hit with spell attacks)
They can use their Cantrips at will and have 4 slots for 1st level
spells, 3 slots for 2nd level spells, and 2 slots for 3rd level spells.

Actions
Multiattack. The Carrion Tribe Sakah Hunter makes two melee
attacks or two ranged attacks.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft or range


20/60 ft, one target. Hit: 5 (1d4 + 3) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one


target. Hit: 7 (1d8 + 3) piercing damage.

Inhabitants 39
Creatures Crystalmonger
Medium fiend, chaotic evil
Crystalmonger Armor Class 16 (natural armor)
Hit Points 58 (9d8 + 18)
These creatures may have begun their existence as Speed 40 ft.
fey, but have been irrevocably twisted by the negative
STR DEX CON INT WIS CHA
energies of Dolurrh that eminate from the Lair of the 12 (+1) 19 (+4) 15 (+2) 5 (−3) 9 (−1) 7 (−2)
Keeper. Their entire purpose seems to be to safeguard
Damage Immunities fire, necrotic
the Khyber crystals which line the walls of the gigan-
Condition Immunities charmed, frightened, paralyzed
tic canyon in the northern tip of the Demon Wastes. Senses passive Perception 9
Why they do this is unknown. Perhaps their life force Languages —
is tied to the crystals, since the strange creatures Challenge 3 (700 XP)
wither and expire if they spend more than a day away
Fierce Protector. If any creature within 30 feet of a crystalmonger
from their vicinity. Or the reason might have a more possesses a Khyber dragonshard, they fly into an uncontrollable
sinister origin. rage, gaining advantage on all attacks against that creature, but also
Soulless. The crystalmongers are unaffected by granting advantage to anyone attacking the crystalmonger due to
the soul-trapping properties of the crystals which have their recklessness.
snared many unfortunate souls who have wandered
into the area. Whether they possess a special immunity
Actions
or simply have no soul to steal is anyone’s guess. Multiattack. The crystalmonger makes two attacks with its claws.
Bathed in Fire. Volcanic activity is no stranger Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9
to the Demon Wastes, but the crystalmongers seem (2d4 + 4) slashing damage plus 2 (1d4) fire damage.
to revel in fire and brimstone as they can often be
observed cavorting in lava flows or pits of boiling
mud that crop up in the area.
Crystal Guardians. Though they don’t ap-
pear to communicate in any recognizable way,
the one thing all crystalmongers hold dear is
the safety of the Khyber crystals growing in
the Lair of the Keeper is paramount. The crea-
tures have been known to completely ignore
explorers to the area, as long as they don’t
touch or go near any of the crystals. Once
they do, however, the creatures fly into a ber-
serk rage and attack until either they or the
offending creature is dead.

40 Inhabitants
Spinagon-Blooded Harpy Spinagon-Blooded Harpy
While they resemble their monstrous namesakes in Medium fiend, chaotic evil
physicality and their ability to manipulate with a Armor Class 12
haunting song, these foul creatures are without ques- Hit Points 44 (8d8 + 8)
tion the spawn of Khyber. The plague of Demonsong Speed 20 ft., fly 40 ft.
Bay, these flying fiends terrorize any that come within STR DEX CON INT WIS CHA
range of the cliffsides they call home. 13 (+1) 15 (+2) 12 (+1) 9 (−1) 10 (+0) 12 (+1)
Paralyzing Song. The spinagon-blooded harpy Damage Resistances cold, fire; bludgeoning, piercing, and slashing
sings a song not to lure victims closer, but to stop from nonmagical weapons
them in their tracks. The enchanting magic of the Senses passive Perception 10
song paralyzes their prey, making it easier to finish Languages —
Challenge 1 (200 XP)
them off with their deadly tail spines.
Poisoned Barbs. With a lightning-fast flick of its Limited Spines. The harpy has twenty tail spines. Used spines
tail, a spinagon-blooded harpy can fling a razor sharp regrow after the harpy finishes a long rest.
spine at a target up to 80 feet away. These projectiles Actions
not only puncture skin with ease, they also carry a
Multiattack. The spinagon-blooded harpy makes two attacks with
dangerous toxin which further incapacitates any un- its claws, or two with its tail spines.
fortunate enough to cross the harpy’s path.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
(1d6 + 1) slashing damage.

Tail Spine. Ranged Weapon Attack: +4 to hit, range 20/80 ft., one
target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) poison damage.

Paralyzing Song. The spinagon-blooded harpy sings a haunting song.


Every creature within 300 feet that can hear the song must succeed
on a DC 11 Wisdom saving throw or become paralyzed for 1 minute.
Those who fail can repeat the save at the end of each of their turns. A
successful save grants immunity to the song for 24 hours.
Settlements, Past and Enormous, jagged towers of obsidian climb hun-
dreds of feet into the sky, jutting from a tiered hill

Present perhaps a mile wide and rising about 250 feet above
the desert plain. Ashtakala’s formidable walls wind

W
hile I would rather not spend time dis- between these black spires around the circumference
cussing the living arrangements or con- of the uppermost portion of the hill. How much of the
ditions of either the fiends or the lesser wall is actually illusion is undetermined. Explorers
races, it is important to know where concentrations of fortunate enough to return from this Khyber-infested
them are as well as their general disposition. In that city have reported it teems with demons of all kinds,
spirit, I include the following information on these for- although many of those are illusory as well, so a true
mer and current areas of congregation for both demon census of its population is virtually impossible. There
and mortal alike. are, however, enough verifiable fiends who call Ash-
takala home to make it the prime target for concern
Ashtakala regarding a possible resurgence of demonic activity in
the world. Sitting atop Ashtakala is a great palace—the
The last and strongest of the fiends’ true citadels, Ash- seat of power for the Lords of Dust, who continue to
takala, lies within the northern wastelands of Fah’lrrg. meddle in the affairs of Eberron to mysterious ends
This city was broken and destroyed, like all of them, in even more obscure than some aspects of the Prophecy.
the war, but demonkind has since reclaimed and re- Lastly, a perpetual sandstorm of obsidian shards
stored it to a semblance of habitation. Today, much of it and howling wind surrounds the demonic capital,
is illusion—produced and maintained by what source is making surveillance hopeless by both mundane and
unclear—but sufficient reality remains to sustain nu- magical means. For all of these reasons and more,
merous fiends and Shadow knows how many dark arti- we must remain steadfast and vigilant against the
facts and sources of magic lie hidden within its walls. fiendish threat lest the legacy of our ancestors and
Ashtakala

the coatl become a forgotten footnote in our history. (1) Entrance Gates: Pride and Sloth
Fortunately, these storms do subside periodically; it
is imperative that we watch most carefully when these Gigantic gates on the eastern and western sides of the
calms occur. city have been dubbed “Pride” and “Sloth” respective-
ly. Made from huge slabs of black granite 20 feet tall,
they are each guarded by a troop of 6 horned devils
(MM p74) and a host of lesser fiends.
The Endless Storm
(2) Boundless Market
Ashtakala is protected by a nearly ceaseless storm of dust, So named because anything can be bought or sold
sand, and volcanic glass. Anyone trying to move through here. Anathemic to the dark tones and sinister na-
it suffers 11 (3d4 + 4) slashing damage every 10 minutes. ture of the vast majority of Ashtakala’s architecture
Visibility is limited to 5 feet and characters must succeed and decor, the Boundless Market is a riot of color
on a DC 16 Wisdom (Survival) check in order not to become with enthusiastic vendors exalting their wares to any
hopelessly lost and wander aimlessly for 1 hour. They can passersby. Disappointingly, most of the shops, sellers,
repeat the check after the hour has passed. and clientele are illusory, harkening back to the glory
The air clears approximately 500 feet from the edge of days of the city, eons ago. Persistent and resourceful
Ashtakala and never troubles the city itself. shoppers can discover real treasures—for the right
price. More often than not, these sellers are seeking
The storm also prevents scrying or any sort of divination payment in something other than gold.
magic from working on anyone within the storm or
Ashtakala. (3) Drain Works
This building is largely underground, with a descend-
Settlements, Past and Present 43
ing ramp leading to a dimly lit chamber. Columns
sculpted to look like succubi seem to eye anyone
(4) Garden of Eternal Torture
brave, or unfortunate, enough to venture into the Untouched by the illusions that pervade the rest of the
structure’s depths. The dusty interior houses 26 sar- city, this “garden” is little more than a mass of shriv-
cophagi, arranged in two equal rows and construct- eled vines, dust, and ash. A broken stone fountain,
ed of either glass or crystal, allowing anyone to see long dried up, sits in the middle of this dessicated area.
inside. Tubes with grisly suction cups lie within each Trapped on top of the fountain by powerful enchant-
one, awaiting their next victim. One or two contain ments, a couatl thrashes about in obvious pain. Im-
bodies and horrific sucking sounds echo through the prisoned before its brethren sacrificed themselves, with
chamber. These poor creatures are on their way to the help of the dragons, to defeat the fiendish menace,
becoming dust-stuffed, the brainchild of Ethon Pan- Miklatumh has spent thousands of years in constant
jilcuttra, a rakshasa artificer and one of the Lords torment. The magical prison can be breached by dispel
of Dust. These transformed creatures are used as magic cast using a spell slot of at least 8th level, an an-
playthings for the rajahs and others, and sometimes timagic field, or a wish spell. Miklatumh has lost their
employed as spies throughout Khorvaire. sanity and are incapable of conversing or interacting
with anyone who might free them, however a greater
restoration spell or similar magic can bring a sem-
blance of normality back to them. If freed and healed,
Creating a “Dust-Stuffed” Adversary Miklatumh can be a faithful ally.
You can create a dust-stuffed for your campaign by using (5) Demon Glass Gallery
the following template, which increases the CR by 1:
In Ashtakala’s heyday, this building served as an
A dust-stuffed creature uses all the base creature’s statistics information nexus for the rajahs and all the forces of
and abilities except as noted here. Khyber. Demon glasses—gems, fragmented mirrors,
and crystal shards that float and lazily spin—show
• The creature’s type becomes construct and their
glimpses of places in the Wastes and all of Eber-
alignment changes to lawful evil.
ron and beyond. Glowing Infernal runes flicker in
• Their Strength and Dexterity increase by 2 and their different colors as well within the polished glasses.
Constitution increases by 1. They become resistant to Above, skylights of wavy glass allow what light shines
bludgeoning damage. They also gain the following through the ever-raging storm surrounding Ashtaka-
traits and abilities: la to glint off the scrying devices in this vast hall—
which is all a mesmerizing illusion. Even so, some of
• Choking Hazard. When a dust-stuffed takes more than
the demon glasses are still intact and functional and
15 points of damage from a single slashing or piercing
attack, dust billows from the wound. All creatures within would fetch a premium price if liberated from the gal-
a 5-foot radius must succeed on a DC 12 Constitution lery for their material alone. Alas, the magical prop-
saving throw or have disadvantage on attack rolls, saves, erties of most of the glasses cease to work outside
and ability checks while within the cloud. the gallery. Only those that are fully functional can
be removed without issue.
• Indistinguishable. A dust-stuffed projects no If a character chooses to look into one of the glass-
alignment and no magic when abilities or spells such as es, roll on the following table to determine its effect:
detect magic are cast in its vicinity. This does not extend
to any items in its possession. Demon Glass Table
d20 Demon Glass Effects
• Churn (1/Day). A dust-stuffed is fitted with one or more 1-4 Mirror of life trapping. Roll a d12, on a 12 a creature is
stirring rods whose winding keys sprout from its neck, released from the glass in place of the trapped character.
rib-cage, or eye sockets. As an action, it (or someone 4-5 Fully functioning demon glass. The glass can be used
else) can wind its key, which stirs its inner dust into a as the focus for a scrying spell. When so used, it imposes
frenzy and it gains the effects of a haste spell with no disadvantage on the target’s Wisdom save. If sold on the
concentration required.
open market, demon glass can fetch 5,000 gp or more.
6–20 Inactive

44 Settlements, Past and Present


(6) Amphitheater of Pain Festering Holt
Under a cracked brass half-dome, a spectacle of by Stuart Broz
torture and suffering plays out in an endless loop.
To most of those who have heard about it, the town
A pair of illusory mariliths (MM p61) inflict pain on
of Festering Holt is a mystery. It is located only a few
young dragons, lesser fiends, and a host of other
dozen miles outside of Ashtakala. In the heart of a
creatures, flashing knives and saws in their multiple
land full of demons, its continued existence defies
arms. Equally unreal onlookers in the audience area
logic. While no one would say that Festering Holt is a
cheer and laugh as the mariliths terrify and mutilate
thriving community, it has somehow lingered on and
their victims over and over. Even after all this time,
survived. Many of the several dozen buildings that
the magic infused here persists and any time blood
make up the town are little more than hovels, and its
is spilled within 60 feet of the stage, every creature in
residents have a reputation for opportunistic can-
that range gains the effect of a bless spell.
nibalism. Anywhere else, a town like this would be
(7) Fountain of Sorrows considered a loathsome blight upon the map, but in
This illusory fountain depicts an expensively dressed the Demon Wastes, it is a veritable oasis.
rakshasa, with folded arms and an upturned face, History
ignoring a group of children of varying races kneel-
When the Daelkyr invaded the Dhakaani Empire sever-
ing with hands clasped at its feet. Water pours from
al thousand years ago, an ak’chazar rahshasa named
the eyes of the children representing unending tears.
Razalheshan took the opportunity to leave Khorvaire.
If a coin is tossed in the fountain, the giver receives
Eventually finding himself in Aerenal, Razalheshan met
advantage on their next attack roll within an hour’s
and seduced Vaelian, an elven necromancer. Vaelian
time. If someone tries to take coins from the fountain,
followed Razalheshan back to the Demon Wastes and
they must succeed on a DC 19 Wisdom saving throw
became a vampire through necromantic research. The
or gain a point of exhaustion. Any coins taken magi-
two settled in a demiplane accessible via a scar-like
cally return to the fountain after 1 day.
chasm southwest of Ashtakala. A village sprung up
(8) Palace of Ashtakala around the chasm, protected by the two so Vaelian
A crumbling rajah’s palace sits atop the highest point could occasionally use its citizens as a food source.
of Ashtakala, portrayed by illusion as it was during the Over the centuries, the town’s population rose and fell
Age of Demons. Magnificently constructed from onyx, and residents of the Demon Wastes began referring
dark marble, and volcanic minerals, the palace was to the village surrounding the chasm as a festering
created to awe and intimidate. The interior boasts one wound upon the land, giving rise to its name.
enormous throne room, where the rajah held court. Festering Holt became a refuge to those looking
Massive columns of obsidian support the roof, 50 feet for a more peaceful and civilized way of life among the
above the gold-flecked marble floor. Surrounding each Wastes. That is not to say Festering Holt is peaceful or
column are six stone pedestals, about waist high, hold- civilized by any reasonable standard. Many who live
ing golden bowls filled with either unholy water, drag- in Festering Holt come from the Carrion Tribes and
ons’ tears, or blood. Dark lotus blossoms float on the haven’t entirely relinquished cannibalism.
foul liquids. At the end of the impressive chamber is an In the final days of the Last War, a band of sol-
imposing throne made from bloodstone and malachite. diers from Darguun—mostly bugbears and goblins—
A sulfurous stench permeates the air and brings tears settled in Festering Holt. When they had set out, there
to the eyes of anyone not accustomed to it. had been well over a hundred in their group. Fewer
The Lords of Dust hold their infrequent Bleak than half survived the trip to Festering Holt, but they
Congresses here. These meetings allow the Lords to dramatically increased the town’s population. Their
plot and scheme against the rest of Eberron—and warchief, a clever bugbear named Karbal, has since
sometimes each other. They devise intricate plans that taken ownership of the town’s largest structure, which
may take centuries to come to fruition. Immortality functions as an inn, tavern, and general store dubbed
breeds patience. Dead by Morning. The goblins do not talk of their
past, but Karbal has, when drunk, spoken of Lhesh

Settlements, Past and Present 45


Festering Holt

46 Settlements, Past and Present


Haruuc Shaarat’kor in terms that suggest that they
(3) The Scar
once knew each other well.
The Scar is a deep chasm in the center of Festering
Overview Holt. A single narrow staircase is carved into the rock
Festering Holt is located about fifty miles southwest face on the north side of the fissure. There is no guard-
of Ashtakala. The village’s population consists of a di- rail and the stairs quickly disappear into darkness.
verse mix of races about 200 strong. Goblinoids, orcs, Ten feet from the top of the staircase is a large
half-orcs, and humans are well represented, with a iron post set deep into the ground with several sets
smattering of various other humanoids and a handful of manacles attached to it. The town preys on visitors
of monsters, including fiends. who are too weak to defend themselves, but it leaves
the choicest selections here for Razalheshan and
(1) Dead Before Morning Vaelian. Residents of Festering Holt do not willingly
When Karbal’s band of goblins came to Festering Holt, approach any closer to the Scar than the post.
he put them to work immediately. A dozen abandoned
homes were repaired for use as barracks and they
built a series of earthen tunnels to connect them to
a larger structure which served as a great hall. Over
the years, the goblinoids have become more integrated
into the community, and most of them have moved
into their own separate homes, while Karbal’s hall has
come to serve as the town’s tavern and meeting place,
and the barracks is now an inn for travelers.
Almost every evening, Karbal opens the bar with
the same toast, “Drink well, lads, because it’s a sure
bet we’ll all be dead before morning!” This toast is
notably absent on those few occasions when Vaelian
wanders in.
Dead Before Morning is always well stocked with
food and drink. Hunters bring in meat daily, and Kar-
bal’s cook alternates between roasts and stews. What
sort of meat is a question best left unasked.
In addition to the tavern, Dead Before Morning
serves as the town’s general store and marketplace.
One of Karbal’s assistants, a goblin named Farrag,
offers a variety of merchandise. Residents and visitors
alike are permitted to sell their wares at one of the ta-
bles, provided Karbal gets first choice—at a discount.
(2) Jagda’s cottage
One cottage stands alone at the edge of town, sep-
arated by an outcropping of rock. The locals call its
resident Jagda the Cruel (p52) and whisper she is
a night hag. She is actually a dusk hag—a far less
malevolent daughter of a night hag. She has, however,
done nothing to discourage her reputation, as it has
earned her the privacy she seeks. Jagda’s home is tidy
and well-appointed. An elaborate rock garden with
precisely balanced towers of stones decorates the out-
side. Those few who have seen inside report the walls
are largely lined with books and scrolls.
The inside of the chasm is perpetually cloaked in deep enough eventually breach the surface of an un-
a magical gloom. It is never more than dimly lit inside, derground lake in Khyber.
and magical light is ineffective unless it comes from a The chasm is the entrance to the home of Razal-
spell of 4th level or greater. The walls of the chasm are heshan and Vaelian. A creature that steps off of the
made of a dark, smooth stone which is always damp landing on the staircase will enter the demiplane that
and slightly sticky. Four shadow demons (MM p64) they live in, appearing in the center of Area 1 of the
dwell in a deep crack in the chasm wall and act as Arterial Manse, below.
servants for Razalheshan and Vaelian. They typically
retrieve the towns offerings, but they will investigate The Arterial Manse: The Lair of
anyone who comes down the stairs. Razalheshan and Vaelian
About 40 feet down, the stairs come to a small The walls, floors, and ceiling of their home look like
landing before continuing on for another 80 feet, be- pink marble, but are warm and slightly yielding to
coming increasingly treacherous. Eventually, they de- the touch. If examined closely, the veins in the stone
scend into foul water at the bottom. The water is the appear to have liquid slowly flowing through them.
lair of a wastrilith (MToF p139) and is fully corrupted. If punctured, the walls ooze a poisonous ichor. A
There is no bottom to the chasm. Instead, those diving creature touching this ichor must succeed on a DC

The Arterial Manse


= 10 feet

48 Settlements, Past and Present


15 Constitution saving throw or be poisoned for 1
minute. The poisoned creature is incapacitated. The
creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a suc-
cess. If exposed to bright light, this poison evaporates
after one round.
Ceilings in the manse are smoothly domed, rising
to about 20 feet at their apex unless otherwise not-
ed. There are no obvious light sources, but the entire
place is dimly lit. Permanent unseen servants keep
the place clean and fetch things for either Razalhe-
shan or Vaelian upon their command.
Searching any given room in the manse is likely
to turn up various art objects, often with minor en-
chantments. These would normally be worth between
250 and 1,000 gp each, but finding a buyer for them
may be difficult as they tend toward the macabre and
bizarre. Typical items include: a realistic crystalline
sculpture of an orc’s heart, animated to beat, or a
brush made from the severed hand of a gnome, coated
in silver and set with pearls.
Area 1: Grand Hall
Creatures transported to the Arterial Manse appear Area 3: Receiving Room
in the center of this room. The walls here are covered This room is lined with comfortable couches. A large
with a tapestry depicting scenes from Razalheshan painting of Razalheshan and Vaelian hangs on the
and Vaelian’s romance through the ages. The images wall across from the entrance. When they are in the
are animated to move extremely slowly, such that they manse, either Razalheshan or Vaelian can animate
appear still, but are slightly different from day to day. their image in the painting, speaking through it and
Creatures with a Passive Perception of 15 or more seeing through its eyes.
find this room unnerving as a result, as they feel like
there is something moving that they can’t quite detect. Area 4: Guard Room
The ceiling here rises to 30 feet. Four vampiric mists (MToF p246) wait in this area,
The vampiric mists in Area 4 are alerted if crea- ready to defend the manse against intruders. These
tures are transported to the Grand Hall. were once vampire spawn and are still under Vae-
Hidden behind the tapestry, a DC 15 Intelli- lian’s command.
gence (Investigation) check discovers a discolor-
ation in the wall running from the floor to about 7
Area 5: Purification Chamber
feet high that looks like a healed scar. Cutting a slit This chamber is a defense against creatures invad-
along the scar causes the wall to open, revealing a ing from Khyber. Both doors to this room are closed
passage to Area 5. Creatures passing through this by arcane lock spells cast at 6th level. The inside of
door must succeed on a DC 13 Dexterity saving each door is also covered by a glyph of warding, which
throw to avoid the dripping ichor. activates when someone other than Razalheshan or
Vaelian passes through the doorway. The glyph on the
Area 2: Cloak Room hallway door holds a 6th-level blight spell. The door
A permanent unseen servant cleans and hangs any to Area 6 triggers a glyph with a 6th-level explosive
clothing left in this room. It contains a number of runes effect that deals 8d8 thunder damage. The
richly appointed robes and cloaks, worth a total of noise from the latter alerts anyone in the manse and
1,800 gp. Among these is a cloak of elvenkind. the thunder damage causes the walls in this room to
ooze their ichor.
Settlements, Past and Present 49
Area 6: Khyber Gardens Area 13: Bedroom Suite
The door opens onto a nighttime garden of alien The bedroom is luxurious, with piles of exotic furs.
plants in beautiful cavern covered with faintly phos- While some of the furs have been animated through
phorescent crystal growths. A path leads through the strange uses of necromancy and may move about,
garden and deeper into the caverns of Khyber. they cannot attack.
Area 7: Sitting Room Area 14: Vaelian’s Tomb
This room is comfortably appointed and appears to be Vaelian’s sarcophagus is in this room. The cover is
a waiting area. trapped with a 6th-level glyph of warding, which
targets anyone other than Vaelian who opens it with
Area 8: Necromantic Laboratory a 6th-level blight spell. A secret compartment inside
Elwind Bittryn, a deathlock mastermind (MToF the sarcophagus requires a successful DC 16 Wisdom
p129), is Vaelian’s laboratory assistant and is con- (Perception) check to find and a DC 18 Intelligence
ducting experiments for his master. (Investigation) check to determine it can only open
Vaelian’s laboratory is outfitted with a wide variety when the sarcophagus is closed. Inside are 13 gems:
of equipment, including embalmer’s tools, an alche- 2 star sapphires (1,000 gp each), 3 sapphires (1,000
mist’s kit, and an herbalist’s kit. Among the equip- gp each), 1 emerald (1,000 gp), 6 black pearls (500 gp
ment is an alchemy jug and a gem of seeing. each), and an elemental gem (yellow diamond, earth).
Area 9: Library Area 15: Razalheshan’s Study
The library has shelves built into the walls from floor The study is quite unlike the rest of the manse, with
to ceiling and is full of arcane texts with a particu- crystalline walls that act as a crystal ball of telepathy
lar focus upon necromancy. The books here contain with a range that extends both throughout the manse
nearly all spells from 1st level to 4th level, and all and a 5 mile radius centered on Festering Holt.
necromancy spells up to 6th level, though it could
take hours to find the book that holds a particular Area 16: Lounge
spell. There are several rare texts here that could fetch This room is designed for comfort, filled with pillows
a hefty price from the right buyer. and low furniture. A bar along the wall is full of rare
intoxicants and hallucinogens.
Area 10: Perishable Storage
This storage area is under a permanent gentle repose
effect. Fifteen corpses are in this room, laid out on
large shelves. Four of them are drained of blood. Large
ceramic jugs full of noxious substances and organs
of various creatures (mostly humanoids) line the wall
close to the door. These are all well-labeled.
Area 11: Scar Exit
A pair of unlocked double doors open onto a landing
flanked by sheer obsidian walls. A creature that walks
forward down what appears to be a path finds itself
stepping onto the landing in the chasm with nothing
but a sheer drop behind them.
Area 12: Ghast Kennel
A door set into the obsidian leads to Vaelian’s kennel,
in which there are 10 ghasts (MM p148). They each
wear a magical collar that removes their stench ability,
but raises the DC of their claw attack to 12. The door
is unlocked, but it cannot be opened from the inside.

50 Settlements, Past and Present


Area 17: Dining Room Residents of Festering Holt
This would look much like any other dining room were To determine the residents of any home or who the
it not for the small stage at the far end outfitted with PCs might otherwise encounter in town, roll on or
silver restraints clearly designed to hold a humanoid. choose from the table below:
Lair Actions Festering Holt Residents
When fighting inside their lair, Razalheshan (p54) d100 Creature Type
and Vaelian (p55) can each invoke the ambient mag- 1-12 Goblins
ic to take lair actions. On initiative count 20 (losing 1d6 goblins (MM p166). 50% chance for each to be a goblin
initiative ties), one of them can take a lair action to boss (MM p166). 10% chance for one to be a goblin assassin
cause one of the following effects: (MM p343).
• An area of the ground with a 20-foot-radius that 13-22 Bugbears
Razalheshan or Vaelian can see oozes ichor. The 1d4 bugbears (MM p33). 50% chance for each to be a
area becomes difficult terrain until initiative bugbear chief (MM p33).
count 20 on the next round. Anyone who begins 23-25 Hobgoblins
their turn in that area must succeed at a DC 15 1d4 hobgoblins (MM p186). If 3 or more are encountered,
Constitution saving throw or be affected by the one will be a hobgoblin captain (MM p186). Others have a
poison. (Razalheshan or Vaelian) 50% chance of being a hobgoblin iron shadow (VGtM p162).
26-38 Orcs
• An area of up to a 40-foot-radius is plunged into
1d6 orcs (MM p246). Half of all orcs will be orogs (MM p247).
magical darkness. (Razalheshan or Vaelian)
If 4 or more are encountered, one will be an orc war chief
• A shadow (MM p269) is summoned to a space (MM p246). If 1 is encountered, it has a 50% chance of being
within 60 feet of Vaelian and attacks a target that a tanarukk (VGtM p186).
it can see. It then disappears. (Vaelian) 39-51 Humans
• A target that Razalheshan can see within 60 1d6 encountered, 50% chance of a mixed group.
feet must succeed on a DC 16 Charisma saving Roll 1d10 for each: 1-3 berserker, 4-6 cult fanatic, 7 spy, 8-9
throw or be ejected from the manse and teleport- veteran, 0 warlock of the fiend.
ed to Area 6. (Razalheshan) 52-59 Half-Orcs
60-72 Tieflings
An effect can’t be repeated until they have all
73-82 Shifters
available effects have been used, and the same effect
83-91 Gnolls
cannot be used two rounds in a row.
1d6 gnoll flesh gnawers (VGtM p154). Each has a 50%
chance to be a gnoll fang of Yeenoghu (MM p163) instead.
92-95 Changelings
Roll again on this table. One of the creatures will actually be
a changeling. Roll 1d8: It will either be 1-3 a spy (MM p349),
4-6 a cult fanatic (MM p345), or 6-8 an assassin (MM p343).
96-00 Monster
Roll on the Monster table below:
d6 d6
1 Arcanaloth (MM p313) 4 Minotaur (MM p223)
2 Imp1 (MM p76) 5 Ogre (MM p237)
3 Incubus2 (MM p285) 6 Oni (MM p239)
1 Imps have a 75% chance to be in the company of others. If
so, roll again on the residents table to find out who they are
with.
An incubus has a 75% chance to be disguised as another
2

creature in the company of another of that creature type. If


so, roll again to determine that type of creature.

Settlements, Past and Present 51


NPCs
Jagda the Cruel
Elwind Bittryn was, in life, an alchemist who served Medium fey (dusk hag), neutral
as Vaelian’s assistant. He engaged in secret necro- Armor Class 17 (natural armor)
mantic experimentation, drawing necrotic energies Hit Points 82 (15d8 + 15)
from Vaelian in the hope of becoming a lich. Instead, Speed 30 ft.
Vaelian discovered his efforts and bound him as a STR DEX CON INT WIS CHA
deathlock mastermind (MToF p129). Now, he is utter- 14 (+2) 14 (+2) 12 (+1) 18 (+4) 16 (+3) 18 (+4)
ly devoted to the necromantic researches that Vaelian Saving Throws Int +7, Wis +6
assigns him, almost never leaving the laboratory. Skills Arcana +7, Deception +7, Insight +9, Perception +6, Stealth +5
Farrag is a goblin in Karbal’s employ who is re- Condition Immunities blinded, charmed, frightened
sponsible for selling general wares out of Dead Before Senses darkvision 60 ft., passive Perception 16
Morning. He and Karbal have worked out a routine Languages Common, Draconic, Infernal, Sylvan
Challenge 6 (2,300 XP)
with newcomers where Karbal is off putting and Far-
rag gains their confidence. Farrag takes to this natu- Innate Spellcasting. Jagda’s innate spellcasting ability is Charisma
rally as he is quite personable. Use the stats for spy (spell save DC 15, +7 to hit with spell attacks). She can innately cast
(MM p349) with goblin racial traits. the following spells, requiring no material components:
Jagda began dreaming of Festering Holt the night At-will: detect magic, disguise self, fog cloud
she saw a dragonmark etched into the sand by the 3/day each: augury, dream, hypnotic pattern, sleep (9d8)
wind. In the decades since, she has become a student 1/day each: legend lore, scrying
of the Draconic Prophecy and eventually made her
Magic Resistance. Jagda has advantage on saving throws against
way to the site of her dreams. She knows something spells and other magical effects.
important will happen at Festering Holt. Whether she
should prevent it or enable it she is less certain about. Spellcasting. Jagda is an 8th-level spellcaster. Her spellcasting
The other residents of the Holt think she is a night ability is Intelligence (spell save DC 15, +7 to hit with spell attacks).
Jagda has the following wizard spells prepared:
hag and, to her satisfaction, leave her alone. Vaelian is
the closest thing she has to a friend and the two con- Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation
sider each other peers in arcane matters. Razalheshan 1st level (4 slots): absorb elements, charm person, magic missile,
and Jagda are cordial, but neither trusts the other. protection from good and evil
2nd level (3 slots): detect thoughts, invisibility, misty step
3rd level (3 slots): counterspell, fear, fireball
4th level (2 slots): arcane eye, polymorph
Actions
Multiattack. Jagda makes two Nightmare Touch or claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) slashing damage.

Nightmare Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one


creature. Hit: 18 (4d6 + 4) psychic damage. It the target is unconscious,
it takes an extra 10 (3d6) psychic damage and is cursed until Jagda
dies or the curse is removed. The cursed creature’s hit point maximum
decreases by 5 (1d10) whenever it finishes a long rest.

Reactions
Dream Eater. When an unconscious creature Jagda can see within
30 feet of her regains consciousness, Jagda can force the creature
to make a DC 15 Wisdom saving throw. Unless the save succeeds,
the creature takes 11 (2d10) psychic damage, and Jagda regains hit
points equal to the amount of damage taken.

52 Settlements, Past and Present


Karbal was under the command of Haruuc
Shaarat’kor when they were both mercenaries for Karbal
House Deneith. Later, after multiple field promotions, Medium humanoid (bugbear), lawful evil
he took command of the remains of a battalion that Armor Class 16 (unarmored defense)
had been sent on a suicide mission for Darguun. Hit Points 102 (12d8 + 48)
Darguun needed plausible deniability for their actions Speed 30 ft.
and they did not conveniently perish as expected. STR DEX CON INT WIS CHA
Karbal realized they either needed to disappear or die. 18 (+4) 14 (+2) 18 (+4) 13 (+1) 14 (+2) 15 (+2)
He chose the former and led them into the Demon Skills Intimidation +5, Persuasion +5, Stealth +8, Survival +5
Wastes. Karbal typically carries a potion of speed and Senses darkvision 60 ft., passive Perception 12
potion of greater healing. Languages Common, Goblin, Infernal
Challenge 5 (1,800 XP)

Brute. A melee weapon deals one extra die of its damage when
Karbal hits with it (included in the attack).

Heart of Dhakaan. Karbal has advantage on saving throws against


being charmed, frightened, paralyzed, poisoned, stunned, or put to
sleep.

Reckless. At the start of his turn, Karbal can gain advantage on all
melee weapon attack rolls during that turn, but attack rolls against
him have advantage until the start of his next turn.

Surprise Attack. If Karbal surprises a creature and hits it with an


attack during the first round of combat, the target takes an extra 10
(3d6) damage from the attack.

Actions
Multiattack. Karbal makes two melee attacks.

Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 13 (2d8 + 4) bludgeoning damage or 15 (2d10 + 4) bludgeoning
damage if used with two hands.

Settlements, Past and Present 53


Razalheshan Actions
Medium fiend (rakshasa), lawful evil
Multiattack. Razalheshan makes two claw attacks.
Armor Class 16 (natural armor)
Hit Points 123 (13d8 + 65) Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10
Speed 40 ft. (2d6 + 3) slashing damage, and the target is cursed if it is a creature.
STR DEX CON INT WIS CHA The magical curse takes effect whenever the target takes a short
14 (+2) 17 (+3) 20 (+5) 17 (+3) 18 (+4) 20 (+5) or long rest, filling the target’s thoughts with horrible images and
dreams. The cursed target gains no benefit from finishing a short or
Skills Arcana +8, Deception +10, Insight +9, Investigation +8,
long rest. The curse lasts until it is lifted by a remove curse spell or
Religion +8
similar magic.
Damage Vulnerabilities piercing from magic weapons wielded by
good creatures Double Self. Razalheshan creates an illusory duplicate of itself. This
Damage Immunities bludgeoning, piercing, and slashing from works like the mirror image spell in all respects except that it creates
nonmagical attacks one image per action.
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Common, Draconic, Elvish, Goblin, Infernal Legendary Actions
Challenge 14 (11,500 XP)
Razalheshan can take 3 legendary actions, choosing from the
Limited Magic Immunity. Razalheshan can’t be affected or detected options below. Only one legendary action option can be used at
by spells of 6th level or lower unless it wishes to be. It has advantage a time and only at the end of another creature’s turn. Razalheshan
on saving throws against all other spells and magical effects. regains spent legendary actions at the start of its turn.

Innate Spellcasting. Razalheshan’s innate spellcasting ability Cursing Slash. Razalheshan makes a claw attack.
is Charisma (spell save DC 18, +10 to hit with spell attacks).
Fade. Razalheshan turns invisible and moves up to half its
Razalheshan can innately cast the following spells, requiring no
speed. The invisibility lasts until the beginning of its next turn. If
material components:
Razalheshan has illusory duplicates due to Double Self, they fade
At will: detect thoughts, disguise self, friends, mage hand, minor illusion, and reappear as Razalheshan’s true form does.
prestidigitation
Mind Burn. Razalheshan casts dissonant whispers as a first-level
3/day each: charm person, detect magic, dissonant whispers (6th level),
spell.
invisibility, levitate, major image, phantasmal force, sending, suggestion
1/day each: dominate person, fly, hallucinatory terrain, plane shift, Multiply. Razalheshan uses Double Self.
power word pain, project image, synaptic static, true seeing

Razalheshan is a rakshasa, allied with the Lords of Vaelian was a brilliant necromancer from Aerenal who
Dust, who left Khorvaire during the Xoriat invasion fell in love with Razalheshan. When House Vol was
and traveled to Aerenal. There, he met Vaelian, who wiped out, Aerenal became unsafe for other Mabaran
impressed him as no mortal ever had. Eventually, he necromancers, and Vaelian followed Razalheshan back
brought Vaelian home and ensured her beauty would to the Demon Wastes. The two have a quiet and com-
not fade with age. fortable existence as the implicit rulers of Festering
Razalheshan uses the resources of Festering Holt Holt, and the people of the Holt have learned to leave
and Vaelian’s arcane talents to provide a variety of offerings to Vaelian so as not to be fed from themselves.
services for the Lords of Dust. Vaelian carries a wand of paralysis and a spellshard
with the following ritual spells: detect magic, comprehend
languages, identify, and tenser’s floating disk.
Vaelian 5th level (2 slots): negative energy flood, telekinesis, wall of force
Medium undead (shapechanger), lawful evil 6th level (1 slot): circle of death
Armor Class 16 (natural armor) 7th level (1 slot): finger of death
Hit Points 144 (17d8 + 68)
Speed 30 ft.
Actions
Multiattack (Vampire Form Only). Vaelian makes two attacks, only
STR DEX CON INT WIS CHA
one of which can be a bite attack.
18 (+4) 18 (+4) 18 (+4) 20 (+5) 16 (+3) 18 (+4)
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit,
Saving Throws Dex +9, Wis +8, Cha +9
reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of
Skills Arcana +10, History +10, Medicine +8, Investigation +10,
dealing damage, Vaelian can grapple the target (escape DC 18).
Perception +8, Stealth +9, Religion +10
Damage Resistances bludgeoning, piercing, and slashing from Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit,
nonmagical attacks reach 5 ft., one willing creature, or a creature that is grappled by
Damage Immunities necrotic Vaelian, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage
Senses darkvision 120 ft., passive Perception 18 plus 10 (3d6) necrotic damage. The target’s hit point maximum is
Languages Common, Draconic, Elvish, Giant, Infernal reduced by an amount equal to the necrotic damage taken, and
Challenge 15 (13,000 XP) Vaelian regains hit points equal to that amount. The reduction lasts
until the target finishes a long rest. The target dies if this effect
Shapechanger. If Vaelian isn’t in sunlight or running water, they can reduces its hit point maximum to 0. A humanoid slain in this way
use their action to polymorph into a Tiny bat or a Medium cloud of and then buried in the ground rises the following night as a vampire
mist, or back into their true form. spawn under Vaelian’s control.
Please refer to the vampire ability (MM p297) for specific features
Charm. Vaelian targets one humanoid they can see within 30 feet.
of the bat and mist forms.
If the target can see Vaelian, they must succeed on a DC 17 Wisdom
Legendary Resistance (3/Day). If Vaelian fails a saving throw, they saving throw or be charmed by Vaelian. The charmed target regards
can choose to succeed instead. Vaelian as a trusted friend to be heeded and protected. Although
Misty Escape. When Vaelian drops to 0 hit points outside their the target isn’t under the Vaelian’s control, it takes Vaelian’s requests
resting place, they transform into a cloud of mist (as in the or actions in the most favorable way it can, and is a willing target for
Shapechanger trait) instead of falling unconscious, provided they Vaelian’s bite attack.
aren’t in sunlight or running water. If Vaelian can’t transform, they Each time Vaelian or Vaelian’s companions do anything harmful to
are destroyed. the target, it can repeat the saving throw, ending the effect on itself
While Vaelian has 0 hit points in mist form, they can’t revert to on a success. Otherwise, the effect lasts 24 hours or until Vaelian is
their vampire form, and they must reach their resting place within destroyed, is on a different plane of existence than the target, or
2 hours or be destroyed. Once in their resting place,Vaelian reverts takes a bonus action to end the effect.
to their vampire form. Vaelian is then paralyzed until an hour has Control Dead. Vaelian targets one undead they can see within 30 feet. If
passed and they regain 1 hit point and are no longer paralyzed. the target can see Vaelian, they must succeed on a DC 17 Wisdom saving
Regeneration. Vaelian regains 20 hit points at the start of their turn throw or Vaelian determines its actions until the end of its next turn.
if they have at least 1 hit point and aren’t in sunlight or running Dance with Death. Vaelian targets a corpse within 60 feet, creating a
water. If Vaelian takes radiant damage or damage from holy water, zombie or skeleton, as appropriate. This creature gains 14 temporary
this trait doesn’t function at the start of their next turn. hit points and deals an additional 5 points of damage with its
Spider Climb. Vaelian can climb difficult surfaces, including upside weapon attacks. It is under Vaelian’s control for 24 hours.
down on ceilings, without needing to make an ability check. Legendary Actions
Vampire Weaknesses. Vaelian has the typical vampire flaws (MM p297). Vaelian can take 3 legendary actions, choosing from the options
Spellcasting. Vaelian is a 14th-level spellcaster. Their spellcasting below. Only one legendary action option can be used at a time and
ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). only at the end of another creature’s turn. Vaelian regains spent
Vaelian has the following wizard spells prepared: legendary actions at the start of its turn.
Cantrips (at will): mage hand, mending, mold earth, prestidigitation, Move. Vaelian moves up to their speed without provoking
toll the dead opportunity attacks.
1st level (4 slots): absorb elements, disguise self, magic missile, shield,
protection from good and evil Unarmed Strike. Vaelian makes one unarmed strike.
2nd level (3 slots): gentle repose, locate object, misty step Bite (Costs 2 Actions). Vaelian makes one bite attack.
3rd level (3 slots): animate dead, counterspell, lightning bolt
Necromantic Master (Costs 2 Actions). Vaelian uses Control Dead or
4th level (3 slots): blight, charm monster, dimension door
Dance with Death.

Settlements, Past and Present 55


Ghaash Dar importance, Ghaash Dar is also the most populous
and best defended of the Ghaash’kala’s enclaves. It is
by Jeremy Melloul
a veritable city unto itself, connected to the Labyrinth
Separated into four clans, most of the Ghaash’kala by an astonishing number of smaller tunnels.
settlements built into the Labyrinth’s walls belong to a
single clan. While members of other clans might visit The Clan Holds
on occasion, they do not interact as frequently as you Ghaash Dar is comprised of four separate Clan Holds,
might expect. Each clan has its own domain with the each with its own Cave Heart, where the clan sleeps
Demon Wastes and associated set of responsibilities. and goes about their daily lives. These Clan Holds
Ghaash Dar, however, is the great exception to this: an extend across multiple levels and are connected to
inter-clan stronghold and the closest thing the clans each other to form a spherical ring surrounding a fifth
have to a holy site which belongs to none of them indi- Cave Heart, the Ghaash’kala’s holy ground, where the
vidually, but instead to the Ghaash’kala as a whole. Balefire lies.
The guardians and priests of the various clans The location of each of the Clan Holds in relation
make frequent pilgrimages here as part of their wor- to the Balefire, reflects the lands they are responsible
ship of Kalok Shash, the Binding Flame. Due to its for in the Wastes. The Jaasakah Clan patrols the area
east of the Labyrinth and
their Clan Hold lies east of
the Balefire. The Kastar Clan
Hold sits to the west, the
Maruk to the south, and the
Vaanka to the north.
Though the Clan Holds
are all similar to each other,
furnished with things ac-
quired from travelers they
have encountered or crafted
from what the Ghaash’kala
scavenge from the Wastes,
they do bear their distinctive
differences. The Jaasakah,
for example, adorn their Clan
Hold with trophies from the
enemies they have conquered
and throw proud celebra-
tions for the completion of a
successful hunt. The Kastar
collect materials from all
across the Demon Wastes
and the various demiplanes
they venture into, frequent-
ly trading these rare com-
modities with the other
clans in exchange for things
not found in their domain.
The Maruk create training
grounds and crafting caves
where they maintain their
weapons with the meager

56 Settlements, Past and Present


tools at their disposal. And lastly, the Vaanka cover wrong, but that does not cover the nuances of their
their Clan Hold in carvings which tell the story of the purpose. While those kept here are under constant
Ghaash’kala and extoll the virtues of notable ances- guard, they are also cared for as best the Ghaash’kala
tral guardians and priests that answered the call of can. Their wounds are treated and training provided
Kalok Shash. so that they can contribute to the Ghaash’kala’s sur-
vival. Each group is assigned a guardian to watch over
The Balefire them and be responsible for showing the “foundlings”
The central Cave Heart of Ghaash Dar is bare, consist- the ways of the Ghaash’kala. They are trained, edu-
ing of a circular, open space, with a raised platform in cated in the ways of the faith, and expected to contrib-
the center. Resting on that platform, the Balefire roars ute to the clan. Those who do not take to the training
as a golden-red magical flame, held within a massive and re-education either live out the rest of their lives
stone and metal brazier. It is a powerful source of mag- in the Caves as prisoners, or are used as fodder to
ic and a connection point between the Ghaash’kala and fight dangerous beasts or powerful fiends.
the spiritual force that is Kalok Shash. Those who demonstrate progress and come to
Here the priests and guardians of the Ghaash’kala terms with their new life can potentially be adopted
gather four times a year for religious ceremonies, dis- into one of the clans. This requires a member of one
plays of skill, and to share counsel and information. In of the clans stepping forward to sponsor the found-
those times this area is brimming with people, but at lings, taking responsibility for them in place of their
all other times the chamber containing the Balefire is original guardian.
quiet and solemn. The priests and guardians who visit
kneel in deep contemplation as they seek to deepen NPCs
their connection to the Binding Flame and offer it their Below are a few members of the four Ghaash’kala
strength so it can continue to keep the demons at bay. clans you can expect to encounter in Ghaash Dar.
Upon entering the room, the heat is palpable and Though each of the clans, except for the Vaanka, have
the closer one gets to the flame the more overwhelm- their own strongholds, the sar’malaan, or high priests,
ing it becomes. Only priests, or those with a profound of each clan spend a lot of time in Ghaash Dar, where
connection to Kalok Shash, are able to reach the raised they can be close to the Balefire of Kalok Shash.
platform without succumbing to the heat and exhaus- Gan’dal Homm. Gan’dal Homm is the high priest
tion. Those able to commune with the flame often re- of the Jaasakah clan. A human, he is one of only a few
port receiving visions from the fires. The priests of the non-orcs in positions of power or high esteem among
Ghaas’kala use these visions to guide the clan’s move- the Ghaash’kala. Born to adventurers who had come to
ments, thwart demonic incursions, and find entrances the Demon Wastes and been forbidden to leave by the
to other Khyber demiplanes they can raid for supplies. Ghaash’kala, he is not blind to the ways of outlanders
and can be more forgiving than his clanmates. Because
The Caves of Solace of this, Gan’dal holds a position that keeps him in
Located below the Jaasakah Clan Hold, the Caves of Ghaash Dar as guardian of the Caves of Solace.
Solace are integral to the Ghaash’kala’s existence in Naakah Shahar. High priest of the Kastar clan,
the Demon Wastes. When travelers or adventurers Naakah is an orc renowned for her ability to commune
enter the land, they do so against the Ghaash’kala’s with the flame and locate portals to the demiplanes of
warnings. If they later try to exit, they must face the Khyber where the Ghaash’kala find supplies critical to
Ghaash’kala again. Few pass the rigorous tests the their survival. In her youth, she traveled much of the
Ghaash’kala give those seeking to leave; the evil of Demon Wastes, learning the ways of the other clans,
the Wastes is so insidious that it taints all but the but now spends most of her time in Ghaash Dar to
purest of souls. help guide the Ghaash’kala in their endless mission.
When the Ghaash’kala deem someone unfit to Muglok Ikaba. Muglok is not the sar’malaan of
leave the Wastes, there are two options. Either the the Maruk clan. Instead, he is a speaker appointed
travelers are killed to avoid any chance they might to remain in Ghaash Dar to coordinate with the other
spread the Wastes’ demonic influence, or they are clans on behalf of the Maruk. A half-orc with a keen
brought to the Caves of Solace. mind for strategy, Muglok does his best to temper the
To describe the Caves of Solace as a prison is not rage of the Ghaash’kala barbarians into a productive
Settlements, Past and Present 57
form, teaching them to harness their anger rather continue to wage forever. Despite this understanding,
than completely lose themselves in it. Silvik wishes this weren’t the case and gazes into the
Dalkal Mal’fonn. Dalkal is the kizshmit, or chief- Balefire for a path to end the corruption in the Demon
tain, of the Vaanka clan. Despite her Orcish-sounding Wastes once and for all.
name, Dalkal is a striking human, who wears her long
red hair in braids. The Vaanka live in Ghaash Dar Adventure Seeds
year-round in order to remain as close to the Balefire Ghaash Dar is the heart of Ghaash’kala settlements
as possible and Dalkal is the most diplomatic of the in the Demon Wastes and an opportunity for play-
clan leaders, with a great mind for organization. Once ers to explore the Labyrinth and get to know the
viewed skeptically by the clans, she earned their re- Ghaash’kala clans through individual NPCs and their
spect when she proved able to channel the power of Ka- larger missions. The adventure seeds below can offer
lok Shash, becoming a paladin of the Binding Flame. great stand-alone missions or be expanded into longer
Silvik Raam. Sar’malaan of the Vaanka, Silvik adventures that can better fit your campaign.
has spent more time in the light of the Balefire than
Monster Hunts
any other member of the Ghaash’kala. A powerful
cleric of the binding flame, Silvik is a completely bald One of the main tasks of the Ghaash’kala is to eradi-
orc with an intricate series of tattoos that cover his cate the demons found in the Labyrinth. These mon-
entire body and serve as his tribal brand. Silvik is ster hunts are both martial challenges and spiritual
unusual because he is not as zealous as many of the undertakings. The monsters—usually fiends—the
others. Some accuse him of not truly believing in Ghaash’kala have identified to hunt are posted in the
the Ghaash’kala’s mission, but Silvik feels he under- Jaasakah’s Clan Hold. They are accompanied by any
stands it better than most. He knows the battle they information the clans have on the monsters, including
fight is one they will never win, but one they must their location or any hints the priests were able to di-
vine from the fires of Kalok Shash. Rewards are rarely
offered, besides the glory and the contribution to the
Ghaash’kala cause. All hunters are expected to return
with a trophy of their prey.
Captive Travelers
Breton (male human noble MM p348), Riva (female
human veteran MM p350), and Holt (male half-orc
knight MM p347) are travelers to the Demon Wastes
who came searching for profit and glory. Riva and
Holt are Breton’s retainers, and Breton is a young,
dragonmarked member of House Tharashk. Finding
no success they tried to leave, but were stopped by
the Ghaash’kala and brought to the Caves of Solace,
where they’ve spent the last few months enduring the
clan’s training and re-education.
Breton wants to hire the party to help them es-
cape Ghaash Dar and the Demon Wastes, promising
rewards from his house if they do. Their guardian is
an orc named Dagon Bul’da from the Jaasakah clan.
He is an angry, unforgiving guardian who has a repu-
tation for sending his wards to their deaths in battle.
Dagon is convinced that Breton and his retainers are
tainted and refuses to let them be sponsored to join
a clan. Helping them escape may earn the players re-
wards back in the Shadow Marshes, but risks making
an enemy of the Ghaash’kala if not handled with care.
little desire for luxury, instead leading almost monas-
Maruk Dar tic lives organized around their faith.
by Jeremy Melloul
The Battlegrounds
Built within the winding caverns of the Labyrinth, the
The Maruk clan believes they deepen their connec-
Ghaash’kala settlement of Maruk Dar is one of their
tion to Kalok Shash through combat. Therefore, the
largest enclaves, second only to the inter-clan strong-
Battlegrounds are places of both martial and spiritual
hold of Ghaash Dar. Hidden from view and protected by
significance to the clan. The Battlegrounds consists of
numerous traps and watchful guardians, the sanctity
numerous small arenas: patches of flat dirt demarcat-
of Maruk Dar is of great importance to the Ghaash’kala
ed by circles of stones. It also is where the Maruk clan
in general and the Maruk clan specifically.
stores and cares for weapons not currently in use. Any
The Maruk clan is the most warlike of the
from across the clans who aspire to be guardians, or
Ghaash’kala, pursuing their divine mandate to defeat
seek to increase their skill in combat, make their way
and contain the evils of the Demon Wastes with great
to Maruk Dar to learn techniques with a variety of
fervor. They are charged with guarding the central
weapons, although swords are most common. Enemy
passages through the Labyrinth—a dangerous route
tactics are likewise taught—beast and fiend alike.
frequently used by the Lords of Dust and their agents.
Due to their martial dedication to Kalok Shash’s NPCs
mission, Maruk Dar itself is not just a settlement, but
The Maruk Ghaash’kala, like the other clans, spend
a staging ground for many of the clan’s raids into the
the majority of their time traveling the Wastes. But
demiplanes within Khyber. Though the Maruk clan is
the biggest of the Ghaash’kala clans, even the “bus-
tling” Maruk Dar only has a few hundred people in it at
any time, since much of the clan is forever on patrol.
The path to Maruk Dar is difficult to navigate
without the guidance of a seasoned Ghaash’kala
guardian, or someone who can recognize the symbols
carved on the walls which indicate the way forward.
Spike pits, rockfall traps, and se-
cret passages and staircases serve
well to deter those who might
wish the clans harm.

The Cave Heart


The central area of Maruk Dar
is the Cave Heart: a large open
space with smaller chambers
carved off to the sides, used
as personal living areas. The
Ghaash’kala do not have much in
the way of material wealth, but
make good use of anything they
come across. Curtains, clothes,
and bedrolls are woven from
scarce plant fibers or taken from
the Waste’s trespassers. Other
items are crafted from anything
they can scavenge. It is a meager
existence, but not an unpleasant
one for the Ghaash’kala, who have

Settlements, Past and Present 59


there are a few members you can expect to find in Adventure: Expedition to Khyber
Maruk Dar.
The party encounters a group of Maruk Ghaash’ka-
Torgon Shashaarat (Chieftain/Kizshmit). A pow-
la guardians who were attacked by an unexpectedly
erful orc, Torgon is leader to the Maruk clan in more
large group of Briarthorn Carrion Tribe barbarians
than just title. First into the fray in any battle, Torgon
before they could enter a nearby Khyber demiplane to
is an extraordinary warrior, wielding a sword and a
gather supplies their clan needs to survive. The lone
strong, metal shield—a rare piece of equipment among
survivor of the Ghaash’kala band, a half-orc named
the clans. Sporting many scars from previous battles,
Valka, requests the adventurers help her burn her
Torgon also takes trophies from his enemies, adding
fallen comrades and venture into the demiplane with
them to his armor. Torgon can also channel the light
her to stop the Carrion Tribe from making off with the
of Kalok Shash to some degree and is the bulwark of
much-needed supplies.
the Maruk clan.
Lharc Suusha (Head Priest/Sar’malaan). Old and Story Hook
wrinkled, Lharc’s dedication to Kalok Shash and the The adventurers could encounter Valka (Ghaash’ka-
ways of the Ghaash’kala is unquestioned. The elderly la Clan Guardian) anywhere in the Demon Wastes,
orc has watched over many chieftains and several gen- though it makes the most sense for them to do so in
erations of Maruk guardians in her capacity as a priest the southern or western portions of the land. They
and now, sar’malaan of their clan. Though compassion- can come across her tracks, mixed with a trail of
ate to her warriors, she has no patience for weakness. blood, which lead to a small cave where she’s attempt-
Lharc generally moves between Maruk Dar and Ghaash ing to treat her injuries, with little success. She greets
Dar, except when her prodigious divine powers are the group with suspicion, ready to put up a brave
called for elsewhere. In Maruk Dar, she is frequently fight and die if it comes to it. If the characters can
charged with cremating the remains of fallen guard- convince her they mean her no harm, however, she’ll
ians, consecrating their souls to the Binding Flame. accept their help and share her story while leading
Ahnad Cai (Trainer). An elderly olive-skinned hu- them to the scene of battle.
man, Ahnaid Cai has long retired from the battlefields
of the Demon Wastes. Instead, the taciturn war veter- Dedication to Kalok Shash
an now spends his days in Maruk Dar, training those The dust has long settled by the time Valka and the
who come to the enclave’s Battlegrounds and helping party arrive. The victorious Carrion Tribe barbarians
new inductees to the Ghaash’kala get settled. Ahnad have ravaged the bodies of the Ghaash’kala war-
also boasts a particularly vast knowledge of fiends and riors, taking all the weapons, many of their heads,
the dangers of the Wastes. the fangs of the orcs, and their armor. Several dead
60 Settlements, Past and Present
Carrion Tribe warriors litter the ground as well. With that Valka wants no part of. They indicate Valka is
the party’s help, Valka lays her fellow guardians out likely more interested in the goodberries which hang
and builds a pyre to consecrate their souls to Ka- from the tree’s thick branches. Though reticent, Valka
lok Shash. She leaves the Carrion Tribesfolk to rot. will follow the group’s lead in deciding whether to
Though not a priest, she gives a hesitant prayer while work with the Carrion Tribe to defeat the barlgura, or
the bodies burn. Afterward, she is more comfortable fight the barbarians here and now. If the party choos-
with the party, taking their arrival as a sign the Bind- es to cooperate, the Carrion Tribe barbarians will not
ing Flame acted as a beacon to draw the adventurers betray them, but do insist on taking the contents of
in her time of need. With renewed determination, she the shrine. If they instead choose to fight the Briart-
asks the party to help her once more, this time to horn warriors, the barlgura wakes from the sounds of
follow the Carrion Tribe into the demiplane and com- battle and attacks the two groups indiscriminately.
plete her mission.
The Bounty of Baltis
The Temple in the Demiplane The shrine upon the dais contains the Mask of Night-
Valka leads the party to the location of the portal her mares, the Tyrant’s Gauntlet, a strange seed, and a
people found. After stepping through they arrive in damaged stone tablet with an inscription written in
the demiplane: a small grove of twisted trees which Infernal. If none of the party can read the Infernal, the
surround a sinister, overgrown stone temple. A short Carrion Tribe Sakah Hunter can translate for them, if
staircase leads up toward the temple. she survives, or Valka can try to read it in her barely
passable Infernal. The inscription reads, “…and so the
The Hall of Torment great Baltis stole the druid’s treasure, and nature’s
Stepping inside, the party sees a 20-foot wide, 60-foot gift became the demon’s bounty: a tree of unending
long chamber, with an imposing set of doors at the far fruit that grows anew every day.” The seed, like the
end. Three sets of large demonic statues line the walls, tree, is magical. When planted, the seed grows to a
facing each other, at 15-foot intervals. The ground is full sized tree in three days and produces 100 good-
littered with the corpses of dead Carrion Tribe bar- berries each day. Once picked, the berries wither and
barians, who seem to have already sprung many traps die after 24 hours.
here: darts, swinging axes, and more. In addition,
the bodies of many quasits, who have clearly died in Return to Maruk Dar
combat with the barbarians, are strewn about the floor. Should Valka survive, she leads the party to Maruk
Whenever the party approaches within 10 feet of one Dar to present whatever they managed to acquire. Re-
of the statues, it activates. Its eyes glow red and the turning to Maruk Dar with Valka and the supplies in
trespasser must make a DC 12 Constitution saving tow earns the party the favor of the Maruk clan.
throw or suffer 1 level of exhaustion. The statues can Magic Items
be destroyed. They have an AC of 17 and 22 HP.
Mask of N ightmares
Confrontation with the Carrion Tribe Wondrous item, uncommon (requires attunement)
Through the doors at the end of the hall is the central
While worn, this horned bone mask, grants you ad-
chamber of the temple. It is 40 feet square and the
vantage on saving throws against being frightened.
far wall is overgrown with vines and a large, healthy
In addition, you can use the mask to cast fear once
tree towers in front of it. In the center of the room is a
per day without expending a spell slot or any material
raised dais, with a small, demonic wooden shrine. A
components.
barlgura (MM p56) is curled up asleep next to it.
Just inside are 3 Carrion Tribe Reavers (p39), 1 Tyrant’s Gauntlets
Carrion Tribe Champion (p38), and 1 Carrion Tribe Wondrous item, uncommon
Sakah Hunter (p39). Rather than attacking immedi- These clawed gauntlets turn your hands into magic
ately, the barbarians immediately go on guard and the weapons that deal 1d6 slashing damage and grant
Sakah Hunter quietly offers to work together, despite a +1 bonus to attack and damage rolls. In addition,
the presence of the Ghaash’kala guardian. The Carri- while wearing these gauntlets you can cast command
on Tribe wants the items on the shrine: demonic tools once per day.
Settlements, Past and Present 61
Rotting Blade Overview
by Alan Tucker
The village only boasts a population of around 40,
consisting primarily of kobolds, orcs, half-orcs, and
If there is one thing many of the night hags crave more
a handful of humans. They survive at the whim of
than power, it is adulation. Sometimes they seek the
Vraria, since food does not grow in the Wastes and
former only in an effort to gain the latter. Vraria seems
hunting is scarce in the best of times. How the major-
to be one of these. To this end, she has established
ity of them spend their time is anyone’s guess, though
a settlement of sorts, sitting in the northern foothills
Vraria requires frequent “offerings” in her temple.
of the Shadowcrags and west of the Lake of Fire. It
These range from hair and nail clippings to blood and
consists of a handful of buildings—hardly more than
even body parts such as fingers and toes—all of which
shanties to be honest—and a modest stone edifice used
she uses as ingredients in her vile potions and elixirs.
for worship and likely other sinister activities. The only
times Vraria wanders away from her demesne is to (1) The Spit and Polish
replenish her supply of lackeys, who exist only to grovel One structure in the town proper stands out only be-
and serve their self-styled queen. Her vanity is immi- cause of its size. Built like all its neighbors from mud
nently exploitable and she poses little threat when the and bits of rock, with an aging wooden roof, the Spit
inevitable conflict with the fiends arises. and Polish takes up the space of about three of the
“regular” hovels. It loosely serves the function of a tav-
ern and gets its name from what the proprietor spends
most of her day doing: cleaning a mismatched collec-

Rotting Blade

62 Settlements, Past and Present


tion of glassware using her spittle and a grimy rag.
(3) Temple
Kip is a kobold who values her glass treasures above
everything but the queen she worships. Patrons are This building is of much finer construction, fashioned
served something that Kip calls ale—strongly alcohol- from carved granite and detailed with dark marble.
ic, but tastes like dirty bathwater—in clay mugs. Her Two rows of unforgiving stone benches fill most of
prized collection is displayed proudly behind the poorly the space inside. A wide copper bowl sits on a gran-
constructed bar and definitely not used for customers. ite pedestal at the back of the temple where an altar
There are 8-10 townsfolk in the Spit and Polish at would normally stand. The back wall is covered, floor
any time of day or night, though they are not the typ- to ceiling, with heavy, red velvet drapes. These hide
ical farmers or traveling merchants one often finds in a concealed door which leads to a pocket dimension
such an establishment in the rest of Khorvaire. Other Vraria calls home.
kobolds, snarling orcs, and filthy half-orcs and hu- Vraria keeps herself hidden most of the time,
mans sit and dull their minds with Kip’s ale. Any new- preferring to concoct potions and scry on others from
comers to Rotting Blade are viewed as opportunities the safety of her lair. She relies on her subjects to
by both the populace and their queen. All are wary, determine the danger or usefulness of any newcom-
however, and spend time sizing up anyone who ven- ers to Rotting Blade before deciding to make herself
tures into the Demon Wastes before making a move. known or not.
If lodging is desired, Kip grudgingly moves a few Vraria’s Lair
tables and chairs from the far corner of the room and
offers the floor space for bedrolls. She has no food This small pocket dimension is accessed through a
for sale and explicitly forbids making a cooking fire portal behind the curtains in the temple. It is essen-
inside. She charges whatever she thinks she can get tially a single large chamber filled with spell ingredi-
away with for ale and lodging, starting at a gold piece ents and sundries. In the middle sits a bubbling, iron
each and quickly working her way down if challenged. cauldron where Vraria spends most of her time.

(2) Hovels Lair Actions


Each of these 10-foot, roughly square buildings is If Vraria (p65) is confronted in her lair, she gains the
made from a conglomerate of mud and loose stone following lair actions which happen on initiative count
and capped by a roof of rough wood planks. 20 (losing initiative ties). Vraria can’t use the same
effect two rounds in a row.
Cauldron Cloud. Vraria’s cauldron bubbles and
froths, creating a cloud of toxic mist with a 15-foot
radius, centered on the cauldron. Any creature other
than Vraria within the effect must succeed on a DC
15 Constitution saving throw or take 11 (2d10) necrot-
ic damage and become poisoned until the end of their
next turn.
Acid Bombs. With a flick of her wrist, Vraria
causes 6 (1d4 + 4) vials of acid to fly off the shelves in
her lair. Every creature in the lair, except Vraria and
her allies, must make a DC 16 Dexterity saving throw
or take 9 (2d8) acid damage on a failed save or half as
much on a successful one.
Cackling Fright. Bare skulls and mummified
heads throughout Vraria’s lair cackle and screech,
creating a terrifying din. Each creature in the lair who
can hear, except Vraria and her allies, must succeed
on a DC 14 Wisdom saving throw or become fright-
ened for 1 minute. Creatures can repeat the saving
throw at the end of each of their turns, ending the

Settlements, Past and Present 63


effect on a success. Once a creature succeeds on the is an elderly orc with two fingers missing on his left
saving throw, or the effect ends for it, they are im- hand and one on his right. He has also given one of
mune to Vraria’s Cackling Fright for 24 hours. his tusks and four toes to the object of his worship,
Vraria, and is proud of his sacrifices. He wears a set
NPCs of tattered red robes and walks barefoot to better show
Kip runs the Spit and Polish and is a female kobold off his missing digits, though he walks with a notice-
of middle age. She was raised from an egg by Vraria able limp. Vraria frequently visits him in his dreams
and may have been exposed to some odd chemicals using her Nightmare Haunting ability, where she
during her gestation. She obsesses over her collec- appears to him as a strong and beautiful female orc.
tion of glassware, which she constantly polishes in Arad’dok can only withstand a few more of the hour-
between serving customers in the bar. Kip talks in a long visits before his soul is lost, but Vraria is careful
gravely, high-pitched voice and isn’t afraid to charge not to fully exhaust him too often. Arad’dok is always
exorbitant prices for her ale or a section of floor to quick to praise his queen in his deep, rough voice that
sleep on. Although she is gruff with the clientele, gives off a small whistle sometimes because of his
anyone else in town will rise to her defense immedi- missing tusk.
ately if she is threatened. Makka appears to be a typical half-orc denizen of
Praxar is an oinoloth (MToF p251) who serves the village, but is actually a changeling spy for House
Vraria in a couple of different capacities. Prax-
ar enforces the law, such as it is, in Rotting
Blade. The law being that every resident must
hold their ruler, Vraria, above all others and
be ready to give her anything she asks for. In
addition, the toxins Praxar’s body produces are
key ingredients in some of Vraria’s more insidi-
ous brews and she is constantly experimenting
with new formulas. Praxar prefers to be alone
most of the time, but does patrol the area reg-
ularly, just to remind Rotting Blade’s citizens of
their presence. After countless years of warfare
across many planes, Praxar tired of battlefields
and decided to settle in a place where blight
was already ever-present. They feel comfortable
in the Wastes, if not in the company of mor-
tal humanoids, and Vraria has treated them
very well. When they speak, telepathically, it
is a gutteral whisper that commands attention
without volume.
Birk is another fiend in Vraria’s employ. He
is an orthon (MToF p169) who is in charge of
rounding up new “recruits” to Rotting Blade’s
small, but ever-changing population. Birk
regularly leads expeditions into the Eldeen
Reaches and sometimes the Shadow Marches
or even Droaam to replenish Vraria’s supply of
subjects. She also sends Birk on solo missions
occasionally to satisfy his lust for the hunt
and challenging combat. Birk’s telepathic voice
is a booming basso that can’t be ignored.
Arad’dok considers himself Vraria’s high
priest, though he has no clerical magic. He
64 Settlements, Past and Present
Tharashk. Use the veteran (MM p350) for stats, plus speaking in clipped whispers.
the changeling racial traits. Makka was sent to inves- Lastly, six of Rotting Blade’s inhabitants are ac-
tigate a number of disappearances from Droaam and tually dybbuks (MToF p132) inhabiting the bodies of
the Marches, but is in over their head. Vraria is aware former citizens. These body-possessing fiends help
of Makka’s true nature and has chosen to play along keep the other citizens in line and are the first to be
because it amuses her. Makka recently sacrificed a called upon for Birk’s hunting parties. They delight
finger in the temple and is looking for a way out of in macabre displays which reveal their otherworldly
Rotting Blade. They attempt to surreptitiously contact nature and ruin their “disguises.”
any adventurers that pass through the hellish hamlet,

Vraria (Ancient Night Hag) 6th level (1 slot): chain lightning


Medium fiend, neutral evil 7th level (1 slot): reverse gravity
Armor Class 19 (natural armor and ring) 8th level (1 slot): mind blank
Hit Points 187 (25d8 + 75) 9th level (1 slot): foresight
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 15 (+2) 22 (+6) 18 (+4) 24 (+7) Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13
(2d8 + 4) slashing damage.
Skills Arcana +9, Deception +11, Insight +9, Perception +9,
Persuasion +11, Stealth +7 Change Shape. Vraria magically polymorphs into a Small or Medium
Damage Resistances cold, fire; bludgeoning, piercing, and slashing female humanoid, or back into her true form. Her statistics are the
from nonmagical attacks made by weapons that aren’t silvered same in each form. Any equipment she is wearing or carrying isn’t
Damage Immunities necrotic transformed. She reverts to her true form if she dies.
Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 19 Etherealness. Vraria magically enters the Ethereal Plane from
Languages Abyssal, Common, Draconic, Infernal, Primordial the Material Plane, or vice versa. To do so, the hag must have a
Challenge 14 (11,500 XP) heartstone in her possession.

Ancient Secrets. Vraria can maintain concentration on two spells at Nightmare Haunting (1/Day). While on the Ethereal Plane, Vraria
once and automatically succeeds on Constitution saving throws to magically touches a sleeping humanoid on the Material Plane. A
maintain concentration due to taking damage. protection from evil and good spell cast on the target prevents this
contact, as does a magic circle. As long as the contact persists, the
Innate Spellcasting. Vraria’s innate spellcasting ability is Charisma target has dreadful visions. If these visions last for at least 1 hour,
(spell save DC 19, +11 to hit with spell attacks). She can innately cast the target gains no benefit from its rest, and its hit point maximum
the following spells, requiring no material components: is reduced by 5 (1d10). If this effect reduces the target’s hit point
maximum to 0, the target dies, and if the target was evil, its soul is
At-will: detect magic, invisibility, magic missile trapped in Vraria’s soul bag. The reduction to the target’s hit point
2/day each: plane shift (self only), ray of enfeeblement, sleep maximum lasts until removed by the greater restoration spell or
similar magic.
Legendary Resistance (2/Day). If Vraria fails a saving throw, she can
choose to succeed instead.
Legendary Actions
Magic Resistance. Vraria has advantage on saving throws against Vraria can take 3 legendary actions, choosing from the options
spells and other magical effects. below. Only one legendary action option can be used at a time
and only at the end of another creature’s turn. Vraria regains spent
Spellcasting. Vraria is an 18th-level spellcaster. Her spellcasting legendary actions at the start of her turn.
ability is Intelligence (spell save DC 17, +9 to hit with spell attacks).
Vraria has the following wizard spells prepared: Move. Vraria moves without provoking opportunity attacks.
Cantrips (at will): chill touch, fire bolt, mage hand, prestidigitation Cast a Spell. Vraria casts one spell from her Innate Spellcasting trait.
1st level (4 slots): detect magic, fog cloud, identify, protection from Cast a Spell (Costs 2 Actions). Vraria casts one spell from her
good and evil Spellcasting trait.
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, gaseous form Inspired by the Ancient Night Hag from The Korranberg Chronicle: Threat
4th level (3 slots): arcane eye, banishment, blight, greater invisibility Dispatch by Anthony J. Turco
5th level (3 slots): contact other plane, hold monster, scrying

Settlements, Past and Present 65


Blood Crescent (1) The Guardhouse
As the largest building in Blood Crescent, the guard-
by Jeremy Melloul
house’s size reflects its importance to the outpost’s
Note: Though too new or inconsequential for Endeolorth to
defenses and garrison in the town.
mention, I am including information on both Blood Crescent
and Desolate (p110) in these writings. —Kendal The guardhouse contains its own barracks, an
armory, a canteen, as well as offices where the out-
The fiendish lands of the Demon Wastes are known
post’s commander handles their affairs and oversees
to be treacherous and hold many dangers. Most steer
the protection of the settlement.
clear from this ancient, long-fallen seat of power. But
Around the guardhouse are several other emer-
some see opportunity in its ravaged plains. House
gency warehouses and lesser facilities, as well as
Tharashk is notable among these outliers. Renowned
training fields where not only guards, but also com-
for, among other things, its prospectors and their
moners, can work on their weapon skills. When Blood
willingness to hire monstrous help for projects, House
Crescent comes under attack, it’s all hands on deck.
Tharashk has always relentlessly pursued profit. The
The guardhouse is defended by the thickest and
ancient ruins and precious deposits of Khyber dragon-
tallest walls and even has its own set of walls and gate,
shards within the Demon Wastes are prizes the House
facing the rest of the town. This separation allows the
greatly desires. After several attempts, they succeeded
guardhouse and surrounding area to serve as a last
in building an outpost near the southern end of the
bastion in the event of an overwhelming attack.
Demon Wastes, overlooking Crescent Bay and its sur-
rounding waters. This is Blood Crescent: a small, but (2) Outpost Walls
well-defended outpost, used by both House Tharashk Blood Crescent’s many walls defend it from any attack
and independent adventurers as a base from which to that doesn’t come from the sea or the river that sepa-
launch expeditions into the Demon Wastes searching rates the settlement. These walls have sentries posted
for wealth and lost knowledge. to them at all times, keeping an eye out for the Demon
Wastes’ many dangers. There are small towers along
Overview the walls with bunks, extra ammunition, and signal
Blood Crescent is located south of Fiendfell, built on bells to warn the rest of the outpost of any attack.
the shores of Crescent Bay, from which it gets its name.
Across the bay lie the Shadow Marches and the town of (3) Harbors & Warehouses
Yrlag, Blood Crescent’s primary source of supplies. Blood Crescent’s lifeblood is the bay upon which it
Established shortly before the end of the Last War, is built. Not only does the harbor give the settlement
Blood Crescent’s history isn’t long, but it is storied. access to its few trading partners, it also provides an
From the initial efforts to establish the outpost to the important, albeit scarce, source of fish. As a result,
endless sieges it’s suffered at the hands of not only the small settlement boasts a surprising number of
the Carrion Tribes, but also the random fiends and small docks for its size and a number of warehouses
monsters that roam the Demon Wastes. Life in Blood nearby store food and supplies.
Crescent is hard.
As a result, the people of Blood Crescent, at least
(4) Barracks
those who have stayed there for any stretch of time, are Most of the soldiers in Blood Crescent live in one of
hardened. They live in constant tension, the many dan- the outpost’s many barracks. Due to the high casual-
gers of the Demon Wastes always looming overhead. ty rate, most of the barracks are sparsely populated.
Nobody knows when the Carrion Tribes will strike in Some veterans even have entire smaller buildings to
great numbers, or if a powerful fiend will set its sights themselves. While this can be a mark of pride and
on their tenuous bastion of safety. For now, they en- skill among the soldiers, it is also a bitter reminder of
dure—either because they seek profit for themselves, the lethality of the Demon Wastes. Most of the regu-
or because they have been ordered here by their House. lars have taken care to maintain memorials in each
So, while Blood Crescent might be little more than a barracks for deceased bunkmates. Some of these
fortified hamlet, its small size belies the grit and resolve memorials sport names from years before the current
of those who make their lives within the outpost’s walls. occupants lived there, encouraging green recruits to
quickly steel themselves for life in Blood Crescent.
66 Settlements, Past and Present
Blood Crescent

Settlements, Past and Present 67


who runs the Dented Shield Tavern once served as
(5) The Dented Shield Tavern
a soldier. An injury during a heroic effort against an
Located in a converted barracks, the Dented Shield is early Carrion Tribe attack on Blood Crescent left him
very much a soldier’s watering hole. While that might crippled—robbed of his left arm from the elbow down.
make it less desirable anywhere else, Blood Crescent’s That didn’t stop him, however. Being a genial and en-
civilians are generally more than willing to sit and couraging soldier, he wanted to contribute to building
drink with the soldiers who keep them safe. morale in Blood Crescent and converted his old bar-
The Tavern is run by a half-orc named Maknok, racks into the Dented Shield Tavern. Ever since, it has
who once served as a soldier before receiving a severe been a place of warmth and fellowship for soldiers and
injury during a Carrion Tribe attack on the outpost. transient adventurers alike, with many of these people
Though crippled, he converted the large barracks giving damaged equipment or battle trophies over to
that housed his squad—from which he was the sole the tavern to be displayed and encouraging the deni-
survivor—into a tavern. Ever since it has been a place zens of Blood Crescent to strive toward greater heights
of warmth and fellowship for soldiers and transient and keep the settlement protected.
adventurers alike. Esmelda (Harbormaster). A Tharashk operative,
Adventurers intent on exploring the Demon this olive-skinned woman has a cunning intellect and
Wastes may find Blood Crescent, generally, and the seems to always know the latest rumors around the
Dented Shield, specifically, suitable to use as a home outpost. Whereas Baruk commands the outpost’s
base. They could arrange for more permanent housing military forces, Esmelda handles much of Tharashk’s
with Maknok, or even be granted one of the numerous efforts to extricate valuable resources from the dan-
empty warehouses or barracks should they manage to
win the favor of Blood Crescent’s commander.
NPCs
Almost the entirety of the population in Blood Cres-
cent work for House Tharashk in some way, either
as operatives and soldiers of the House, or through
its various enterprises. Primarily comprised of hu-
mans and half-orcs, the outpost does also have a
small share of other races, including some monstrous
beings House Tharashk is known to employ as merce-
naries and laborers.
Below are a few of the most notable individuals in
the settlement.
Baruk (Commander). Tall with a strong build, Ba-
ruk is a male half-orc with a number of scars. While
he has a reputation as a ruthless and no-nonsense
commander, Baruk nonetheless is well-liked and
respected by the guards of Blood Crescent because of
how well he has kept the settlement safe during his
tenure. Baruk is direct and to the point in all his con-
versations. He is keenly aware of how uncertain life
can be in the Demon Wastes and has little tolerance
for anyone who wastes his time or works against the
interests of the settlement. As such, he comes down
quickly and harshly on crime. To him, you’re either
working to support Blood Crescent or you’re better
off dead. Baruk can serve as both an authority figure
and a quest-giver.
Maknok (The Tavernkeep). The half-orc Maknok

68 Settlements, Past and Present


gerous land around them. She is deeply invested in Survival Challenges Table
House Tharashk’s internal politics and can be a strong 1d6 Survival Challenges
ally for an adventuring party that comes to the Blood 1 Barren Wasteland. The Demon Wastes are an empty,
Crescent, though she won’t hesitate to use passing grueling environment that weighs on you physically and
adventurers to pursue profit for the House, an agenda mentally. Make a DC 14 Constitution saving throw or gain
that often causes her to butt heads with Baruk, who is 1 level of exhaustion.
most concerned with Blood Crescent’s security. 2 Briarthorn Patch. A patch of twisted vines tainted with
demonic power curl up out of the badlands. The patch
Adventure Seeds is noticed by a passive Perception of 14 or higher. If
Blood Crescent is an effective launching pad for approached, the patch shifts, forming a shambling mound
characters to explore the Demon Wastes. The adven- (MM p270) and attacks the nearest target.
ture seeds below are designed to get them involved in 3 Shifting Shadows. The shadows around you are shifting
Blood Crescent and give them opportunities to meet strangely. Characters with successful DC 17 Wisdom
NPCs in the outpost. These can be stand-alone mis- (Perception) checks notice a shadow demon (MM p64),
sions or be expanded into longer adventures to better which attacks when spotted. It gains a surprise action if the
fit your campaign. party fails the check.
4 Feasting Demons. A putrid stench fills the air. You notice
Dragonshard Deposits
the sounds of feasting. On a nearby mound, a vrock (MM
While the Demon Wastes are dangerous, the soldiers p64) feeds on a group of fallen adventurers. If unmolested,
of Blood Crescent are required to venture out into the vrock ignores the party, but one of the adventures may
the treacherous landscape in order to find profitable still be alive...
resources to deliver to House Tharashk. As a result, 5 Lone Guardian. You encounter a lone Ghaash’kala clan
scouting parties are regularly sent out on missions to guardian (p34) who questions your motives for being in
find pits of Khyber dragonshards and other valuable the Wastes. If you’re entering, they give you a remorseful
materials. While these parties are generally comprised warning. But if you’re leaving, they try to stop you and may
of House Tharashk soldiers and operatives it has be- call more allies.
come an increasingly common practice for the outpost 6 Boiling Mud. The ground ahead seems to bubble
to hire adventurers in their stead. occasionally. A successful DC 13 Wisdom (Survival) check
Rather than a specific mission, this is an ongoing spots the danger and characters receive advantage on
request by House Tharashk—one that, when com- DC 15 Dexterity saving throws to avoid the scalding mud.
plete, they are always willing to reward handsomely. Characters who fail the save take 7 (2d6) fire damage.
The House pays a modest deposit for any informa-
tion and then provides more substantial payment
once the claim is verified. Depending on the dangers, The Lost Scouts
House Tharashk’s operatives in Blood Crescent may Recently, a group of House scouts failed to report back
have more work for the adventurers to protect any after being sent out to investigate a particularly treach-
prospecting parties or mining operations they launch erous stretch of the Wastes. Hesitant to lose more of his
around any discovered deposits. soldiers, the outpost commander is searching for any
Before that happens, however, a deposit must be adventurers willing to take up the task.
found. Describe rumors around town of possible loca- Should the party accept, a harpy (MM p181)
tions, or hand out vague maps showing large swaths named Calira is assigned to guide them. She one of the
of the Demon Wastes that have yet to be explored. Droaamite mercenaries hired by House Tharashk, and
This exploration phase can involve some skill serves as the party’s liaison to the House and outpost
checks or encounters (see Survival Challenges Table for this mission.
below) over prolonged periods of time to allow parties With a general idea of where the scouts were lost
to experience the myriad dangers and mysteries of the and Calira’s help, the party finds tracks leading to an
Demon Wastes. Once they find a deposit, you can in- abandoned camp that came under attack.
clude a danger to overcome like a nesting fiend or rival Following the trail left by the attackers leads them
mining operation that has been covertly set up. to a demonic temple occupied by Carrion Tribe war-
riors (p38-39). They are preparing a fiendish ritual to
Settlements, Past and Present 69
sacrifice the captured scouts. The temple itself is full
of ancient markings and artifacts of historical value Fiendfell
that will likely be of interest to House Tharashk. It is by Kayla Bayens
up to the party whether they strike now or return to
The body of the great fiend known as Oruk the De-
Blood Crescent to get reinforcements.
vourer rests beneath the sands with only their skull
The party receives a greater reward depending on
and part of their spine exposed. Corruption is tangi-
whether they are able to recover valuables from the
ble near this being’s body and no sounds of life can
temple and/or save the captured scouts.
be heard. Should you decide to visit, beware. Dark
A String of Sabotage powers are drawn to this corpse in hopes of utilizing
A recent string of events within Blood Crescent— its ability to focus dark magics.
destroyed warehouses, missing supply ships, and Oruk the Devourer was a gigantic fiend in service
outbreaks of sickness among the outpost guards— to Drul Katuur. Oruk towered over buildings and ate
has been troubling its commander, Baruk. He needs whole villages in vain attempts to quench a never-end-
someone to investigate. ing hunger. First killed by the inhabitants of a fledg-
Baruk believes that House Deneith—House ling orc town, Oruk rose a year later to continue the
Tharashk’s greatest rival among the dragonmarked feast. Ultimately brought down by the might of Rak
houses—is behind the sabotage. They are Tharashk’s Tulkesh shortly before the end of the Age of Demons,
clearest competition as mercenary contractors and Oruk has remained dead ever since...
while Blood Crescent is a small outpost it is a sizable The Broken Bonds of Death Overview
burden on House Tharashk’s resources.
This adventure takes place inside chambers recent-
The individual subterfuges are all being carried
ly unearthed under the massive skull of Oruk the
out by independent mercenaries, who receive their
Devourer. The party is tasked with stopping a ritual
orders through dead drops and magical messages.
intended to weaken the bonds holding Drul Katuur.
The characters can pose as mercenaries themselves,
A massive sacrifice is planned involving many prison-
or simply stake out the area. Investigation can deter-
ers who have been captured by a splinter sect of the
mine the mercenaries have been targeting warehouses
Deathbringers and other devout followers under the
belonging to Esmelda, the harbormaster.
command of the Lord of Dust, Jurulx.
The truth of the matter is Esmelda is actually
behind these events, orchestrating them in order for Followers
Baruk to lose support with their house and position Worship among a particular tribe of Carrion Tribe
herself to claim more power in managing Blood Cres- Deathbringers has risen to an intense fervor now that
cent’s operation. She and Baruk belong to opposing Drul Katuur’s bonds are so close to being undone.
clans within Tharashk. They wish nothing more than for their new master to
It is up to the party whether they ally with Es- herald a new Age of Demons.
melda or Baruk in this conflict. Depending on their Promises of death, war, and destruction raining
choice, the outpost’s general operations will remain down upon the mortal realm, followed by a vicious ice
the same, or shift in focus to the exploration of the age where only they would thrive, has galvanized the
settlement’s economic prospects. members of this particular Carrion Tribe. Fanatic and
zealous in their devotion, they would rather die than
allow outsiders to interfere in their preparations.
Jurulx, a powerful fiend and Lord of Dust, has
been learning from the whispers of Drul Katuur for
centuries. They have spent considerable money to
gather the objects needed to perform the ritual.
Sometimes mistaken for a tiefling at first glance
with blue skin and large, ice-like horns, Jurulx has
cloven feet, elongated limbs, icy claws, and menac-
ing spikes running across their shoulders and down
their back.
70 Settlements, Past and Present
Fiendfell Exterior

= 10 feet

Leads to The
Fiend’s Prison
(p73).

Settlements, Past and Present 71


Jurulx has been promised the secret of a powerful The bones are bleached an eerie white and every-
magic that would elevate them over the other Lords thing is unusually quiet, even for the Demon Wastes,
of Dust by their bound master. Jurulx seeks to avoid on approach. As the adventurers pass through a
direct confrontation, but has no problem sacrificing missing tooth into the maw of this once great fiend,
any mortal worshipers to protect the plan. they find a crude temple made to worship the power-
ful entity trapped below. The chambers are all dere-
Ritual lict and empty, echoing as the group moves through.
Nearly 100 prisoners have been gathered for the mass Hints of old sacrifices and dark magic are scattered
sacrifice necessary to carry out the ritual. Jurulx has about. Clear signs of recent digging and excavation
also gathered five objects that radiate a dark aura. are found inside the skull where the creature’s throat
Any characters with a holy background or class feel must have been, with a pile of rubble stacked above a
physically ill when coming within 10 feet of them and hole and a rope leads down into the dark.
must make a DC 16 Constitution saving throw or Should an adventurer walk to the chasm outside
become poisoned in their presence. Should they move and look down, they see darkness. A DC 16 Wisdom
away, the poisoned status wears off after a minute. (Perception) check allows them to just barely see an
The five objects are: a mummified hand, a large ancient stone bridge and, with a result of 18 or more,
black gem, a goblet encrusted in rubies, bones, and a also hear the sounds of water far below.
sword that constantly drips blood.
The Fiend’s Prison
Entrance Structure
Area 1: Entrance
With teeth taller than a goliath by several feet, this
massive hollow skull sits in the southwest tip of the A fresh hole has been dug into the ground that is 10
Demon Wastes. Giant horns come straight off the rear feet in diameter. Rocks and rubble have been piled
before curling towards the sky, though one has broken nearby. Discarded tools, a few of which are broken, are
off mid-way. The remains of a spine—still attached— scattered about. It is cooler inside the skull than the
trails off to form a bridge over a chasm before plung- sun-baked desert outside and any noise echoes in the
ing into the ground on the other side. hollow chambers of the long-dead fiend’s head. Wind
whistles as it passes through the empty eye sockets.
A peg in the ground secures the rope which dis-
appears down the hole into darkness. It doesn’t budge
Fiendfell Adventure Seeds from its place if tugged and would take a successful
DC 25 Strength check to be pulled from the ground.
This adventure is best suited for a party of 4-5 with an Once the adventurers descend the rope, they are
average level of 12-15. Here are some suggestions for in complete darkness. Upon reaching the bottom, a
integrating this location into your campaign: rumbling sound proceeds the falling of the debris and
• A ragged and bleeding Ghaash’kala collapses at the rocks that had been stacked around the hole. Every-
party’s feet, begging for their help. Their clan was one must make a DC 16 Dexterity saving throw,
attacked and taken prisoner. taking 4d6 bludgeoning damage on a failure, and half
as much on a success. The way back is now blocked
• The party is set upon by a Carrion Tribe on its way to with tightly packed rocks and impassable.
the ritual.
Area 2: Descent
• Kalok Shash visits an appropriate member of the party
Rough, haphazard stairs—small planks of wood—
with dreams warning about the impending ritual.
have been pounded into the sides of the steep slop-
• A raid nearly destroyed the outpost of Blood Crescent, ing tunnels to aid with footing. After the first set of
with many taken hostage and the trail of the raiders these stairs, the party must drop down, with a suc-
leads towards Fiendfell. cessful DC 14 Dexterity (Acrobatics) check, onto
another set, or leap across a 15-foot gap, requiring
• A prakhutu of a rival Overlord informs the party of the
a successful DC 16 Dexterity (Acrobatics) check.
ritual and offers a substantial reward to stop it.
Failure of either check results in a fall and 2d6 blud-
geoning damage. A wooden landing reaches out from
72 Settlements, Past and Present
The Fiend’s Prison

the bottom of the stairs over another drop. One more


Area 3: Ancient Stone Bridge
successful DC 14 Dexterity (Acrobatics) check is
required to navigate the last 15-foot drop. A smart and Well-worn stone stairs descend across the chasm,
prepared adventuring party can avoid the checks with with a faint sound of water far below. The bridge’s
ropes, climbing gear, or spells. underside and supports are infested with 6 phase
A long tunnel stretches ahead with a faint bit of spiders (MM p334) that attack and attempt to catch
light at the end of it (Area 3). An fine trip wire, requir- anything that moves by their bridge. Several large
ing a successful DC 17 Intelligence (Investigation) web bundles attached to the sides and hanging from
or Wisdom (Perception) check to spot and a suc- below have dead or paralyzed Carrion Tribe members.
cessful DC 15 Dexterity (Acrobatics) check to avoid, Once the adventurers are crossing the bridge,
is set midway down the tunnel. If tripped it silently the spiders swarm up over the sides in front and
alerts the Carrion Tribe that they have intruders. behind the group.
Settlements, Past and Present 73
a DC 22 Intelligence (Arcana) check reveals the
Area 4: The Faithful
following:
Hiding in a recessed portion of the wall here is a • The mummified hand belonged to a long dead
Carrion Tribe Cultist (p76) laying in wait for any who archdevil from the Age of Demons.
attempt to stop the ritual. If the group triggered the
trip wire in Area 2 there are also 2 Sakah (p76) here. • The large black gem has an essence trapped with-
in. It acts as a mirror of life trapping with a single
Area 5: The Called cell. The DM can decide what resides inside.
This odd-shaped chamber seems to have been largely • The goblet belonged to Rak Tulkesh, who used it
ignored by the cultists and tribesmen for some rea- to drink the blood of innocents.
son. The ceiling vaults nearly 60 feet overhead and
• The bones are those of an ancient Lord of Dust
carvings on the wall depict violent images of war. A
named, Guirth, who was a lich.
successful DC 14 Intelligence (History) check re-
veals the scenes to be from the Age of Demons. Any- • The bleeding sword is the Sword of the Cursed
one with a successful DC 16 Intelligence (Investiga- War (p78).
tion) check discovers impressions in the stone floor The identify spell or successful check also identi-
and bits of a broken stone throne on the far side of fies the goblet as the weakest of the magic items and
the room at the top of a short staircase. They also find the easiest to destroy. A dispel magic successfully cast
150 gp, a large emerald worth 250 gp, and 2 scrolls of against an 8th-level spell dissipates its evil aura and
chaos bolt hidden in the rubble. makes it useless for the ritual. The DM can create
Magics from the ritual taking place below have methods to destroy the other items, possibly leading
opened a small rift to Shavarath. If the party investi- to more adventure, if so desired.
gates this chamber, or triggered the trip wire in Area If a ritual item is destroyed there is a 60% chance
2, then 1 marilith (MM p61) appears through it. that a massive angry roar from below shakes the
Area 6: Offal chamber and bits of rock fall from the walls and ceil-
ing. The party must make a DC 15 Dexterity sav-
A sickly stench wafts up from the darkness as the ing throw or be knocked prone. All the tunnels and
party approaches the drop-off leading to this area. chambers above Area 8 completely collapse after 1
A partially concealed set of hand and footholds are minute, trapping anyone inside and dealing 6d6 blud-
carved into the east wall leading down. geoning damage to those caught by the cave in.
The cultists have been using this as a middens in
order to throw off intruders to the chambers hidden Area 8: Prisoners
behind the secret door 10 feet off the floor in the east As the stairs from Area 7 descend, the chamber
wall. Once the characters are within 20 feet of it, the opens up and becomes a more natural cavern. The
door itself can be discovered with a successful DC steady dripping sound of water mixes with the muf-
15 Intelligence (Investigation) or Wisdom (Percep- fled cries of the prisoners, all shoved and chained
tion) check and its method of opening is obvious together at the back of the room and forced to stand
once found. knee deep in water. Only about 70 prisoners remain
Resting within the heaps of trash and sewage at alive and seem to have been kept here with little to
the bottom of this tall room is an otyugh (MM p248) no food for many days. Talking to them reveals the
who doesn’t appreciate being disturbed if it isn’t of- cultists have been dragging groups of the prisoners
fered more food. down the tunnel to Area 9 where sounds of scream-
Area 7: Ritual Items ing echo through the caverns.

Once through the secret door, the hallway proceeds Area 9: The Master
for 20 feet before coming to a steep staircase that de- The air here makes everything seem hazy as if there
cends to Area 8. A wobbly plank bridges the gap over are heat waves. A DC 16 Wisdom (Perception)
the stairs, leading to a room where the items needed check shows through the haze, as if looking into
for the ritual are carefully being prepared by 2 Carri- somewhere else, a massive, roaring creature fights
on Tribe Cultists. against tightly-wrapped chains. A DC 17 Intelli-
Casting identify on the items, or succeeding on gence (Religion) check reveals this is the essence
74 Settlements, Past and Present
of Oruk, who uses the Baphomet stat block (MToF
Area 10: A Fast Stream
p143), but with a size of Gargantuan. The haze fades
in and out, as does the appearance of Oruk while the Sounds ahead indicate a fast-moving river somewhere
Lord of Dust, Jurulx (p77), prepares to sacrifice the below. A 35-foot drop leads into a torrent of warm
next batch of prisoners. water about 15 feet deep. Using the river as an escape
If the characters managed to destroy a ritual item requires the characters to hold their breath for a min-
there is no vision of Oruk and the party is met with imum of 2 minutes (see “Suffocating” in the Player’s
an angry Jurulx to deal with as they begin to slaugh- Handbook). Successful navigation of the roiling waters
ter the prisoners from anger. deposits the adventurers on a river bank about half-
If the players manage to keep Jurulx from killing way to Blood Crescent.
5 more of the 8 prisoners, the vision of Oruk starts to
flicker and fade. Seeing this sends Jurulx into a rage.
This is treated as the barbarian’s Rage feature (PH
p48), but for the fact Jurulx can still cast spells at the
cost of disadvantage on spell attacks.
Carrion Tribe Cultist
Medium humanoid (any race), any evil alignment
Armor Class 18 (stone breastplate)
Hit Points 110 (20d8 + 20)
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 16 (+3) 12 (+1) 14 (+2)
Sakah
Skills Deception +7, Persuasion +7, Religion +4 Medium humanoid, neutral evil
Damage Resistances necrotic
Armor Class 12 (natural armor)
Senses darkvision 60 ft., passive Perception 14
Hit Points 81 (18d8)
Languages Abyssal, Common, Infernal
Speed 30 ft.
Challenge 9 (5,000 XP)
STR DEX CON INT WIS CHA
Dark Devotion. The fanatic has advantage on saving throws against 9 (-1) 14 (+2) 10 (+0) 17 (+3) 13 (+1) 12 (+1)
being charmed or frightened.
Skills Arcana +6, Deception +5, Perception +4, Stealth +5, Religion
Spellcasting. The cultist is a 12th-level spellcaster. Its spellcasting +6
ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). Senses darkvision 120 ft., passive Perception 14
The cultist has the following wizard spells prepared: Languages Abyssal, Common, Infernal
Challenge 7 (2,900 XP)
Cantrips (at will): chill touch, dancing lights, mage hand, mending
1st level (4 slots): false life, mage armor, ray of sickness Innate Spellcasting. The sakah’s innate spellcasting ability is
2nd level (3 slots): blindness/deafness, ray of enfeeblement, web Charisma (spell save DC 12). It can innately cast the following spells,
3rd level (3 slots): animate dead, bestow curse, vampiric touch requiring no material components:
4th level (3 slots): blight, dimension door, stoneskin
At will: chill touch
5th level (2 slots): Bigby’s hand, cloudkill
1/day each: enthrall, inflict wounds, ray of enfeeblement
6th level (1 slot): circle of death
Spellcasting. The sakah is a 10th-level spellcaster. Its spellcasting
Grim Harvest (1/Turn). When a cultist kills a creature that is neither
ability is Intelligence (spell save DC 14, +6 to hit with spell attacks).
a construct nor undead with a spell of 1st level or higher, the cultist
The sakah has the following wizard spells prepared:
regains hit points equal to twice the spell’s level, or three times if it is
a necromancy spell. Cantrips (at will): fire bolt, green-flamed blade, ray of frost, toll the dead
1st level (4 slots): burning hands, magic missile, ray of sickness, shield
Actions 2nd level (3 slots): crown of madness, dragon’s breath, phantasmal
Multiattack. The cultist makes two melee attacks. force
3rd level (3 slots): bestow curse, vampiric touch
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 4th level (3 slots): black tentacles, sickening radiance
Hit: 8 (2d6 + 1) slashing damage. The target must make a DC 17 5th level (2 slots): enervation
Constitution saving throw or take an additional 19 (3d10 + 3)
necrotic damage. Actions
Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2
Withering Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one (1d6 − 1) bludgeoning damage, or 3 (1d8 − 1) bludgeoning damage
creature. Hit: 14 (4d4 + 4) necrotic damage. if used with two hands, plus 3 (1d6) poison damage.

Summon Demon (2/Day). The sakah magically summons a fiend


rolled on the list below. The summoned demon appears in an
unoccupied space within 60 feet of its summoner, acts as an ally of
its summoner, and can’t summon other demons. It remains for 10
minutes, until it or its summoner dies, or its summoner dismisses it
as an action.
d4 Result
1 Bone devil (MM p71)
2 Glabrezu (MM p58)
3 Hydroloth (MToF p249)
4 Master of Cruelties (GGtR p196)

76 Settlements, Past and Present


Lord of Dust Jurulx 4th level (3 slots): blight, Evard’s black tentacles
Medium fiend, neutral evil 5th level (2 slots): cloudkill, insect plague
Armor Class 18 (natural armor) 6th level (1 slot): circle of death, create undead
Hit Points 228 (24d8 + 110) 7th level (1 slot): finger of death
Speed 30 ft.
Shadow Step. While in dim light or darkness, Jurulx can teleport as a
STR DEX CON INT WIS CHA bonus action up to 60 feet to an unoccupied space they can see that
11 (+0) 16 (+3) 20 (+5) 19 (+4) 16 (+3) 15 (+2) is also in dim light or darkness. Jurulx then has advantage on the
Saving Throws Con +10, Int +9, Wis +8 first melee attack they make before the end of the turn.
Skills Arcana +14, Insight +8, Perception +8, Religion +14
Damage Resistances bludgeoning, piercing, and slashing from Actions
nonmagical attacks Multiattack. Jurulx can make three attacks.
Damage Immunities necrotic
Condition Immunities charmed, exhaustion, frightened, paralyzed, Death’s Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
poisoned target. Hit: 12 (2d6 + 5) piercing damage plus 14 (4d6) necrotic
Senses truesight 120 ft., passive Perception 18 damage.
Languages Abyssal, Common, Elvish, Infernal
Deadening Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one
Challenge 14 (11,500 XP)
creature. Hit: 21 (6d6) necrotic damage, and the target must succeed
Legendary Resistance (3/Day). If Jurulx fails a saving throw, they on a DC 17 Constitution saving throw or be paralyzed for 1 minute.
can choose to succeed instead. The paralyzed target can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.
Regeneration. Jurulx regains 10 hit points at the start of its turn. If
Jurulx takes fire or radiant damage, this trait doesn’t function at the Legendary Actions
start of their next turn. Jurulx dies only if it starts its turn with 0 hit Jurulx can take 3 legendary actions, choosing from the options
points and doesn’t regenerate. below. Only one legendary action option can be used at a time
Spellcasting. Jurulx is a 14th-level spellcaster. Its spellcasting ability and only at the end of another creature’s turn. Jurulx regains spent
is Intelligence (spell save DC 17, +9 to hit with spell attacks). Jurulx legendary actions at the start of their turn.
has the following wizard spells prepared: Cantrip. Jurulx casts one of their cantrips.
Cantrips (at will): acid splash, chill touch, mage hand, poison spray, Noxious Touch (Costs 2 Actions). Jurulx uses Deadening Touch.
prestidigitation Disrupt Life (Costs 3 Actions). Each creature within 30 feet of Jurulx
1st level (4 slots): chromatic orb, magic missile, ray of sickness must make a DC 17 Constitution saving throw, taking 35 (10d6)
2nd level (3 slots): acid arrow, ray of enfeeblement, spider climb, web necrotic damage on a failed save, or half as much damage on a
3rd level (3 slots): animate dead, bestow curse, fear, vampiric touch successful one.

Settlements, Past and Present 77


Sword of the Cursed War
Weapon (greatsword), legendary (requires attunement—a
deal must be made with this sword)
You have a +3 bonus to attack and damage rolls made
with this magic weapon. Once attuned, 3 times per
day as a bonus action, you can cast thorn whip with-
out the need for material components and using your
Strength modifier and proficiency to determine the
save DC. In addition, any time you hit while making
an attack of opportunity with this weapon, it is con-
sidered a critical hit.
Making the Deal. In order to attune with the
sword you must make a deal with it for access to its
power. The sword wants nothing more than to kill
and bathe in blood. If you promise to slay at least one
Small or larger creature a day with it, attunement
completes. Should you fail to slay something during a
24-hour span, it strip its powers from you and be-
gin to feed on you instead for 2d10 points of necrotic
damage each hour until you kill a creature of Medium
size or larger.
Curse. This greatsword is cursed, and becoming
attuned to it extends the curse to you. As long as you
remain cursed, you are unwilling to part with the
greatsword, keeping it within reach at all times. You
also have disadvantage on attack rolls with weapons
other than this one, unless no foe is within 60 feet of
you that you can see or hear.
Every time you kill with this weapon you have to
make a DC 16 Wisdom saving throw or enter into a
Bloodlust. When in a Bloodlust you blindly attack the
creature closest to you no matter if they are an ally or
foe. You gain +4 to your attack and damage rolls while
in the Bloodlust’s hold and are resistant to bludgeon-
ing, slashing and piercing damage from nonmagical
items. You may repeat the saving throw at the end of
each of your turns. Once you succeed, the Bloodlust
ends and you take a point of exhaustion.
Proficiency with a greatsword allows you to add
your proficiency bonus to the attack roll for any attack
you make with it.

78 Settlements, Past and Present


Kashakanta remains now is a blasted ruin, the wilds of the Demon
Wastes having reclaimed the place. Over the years the
by Christopher Walz ghost guardians—the Ghaash’kala tribes—have kept
During the Great War,[10] Kashakanta was a dread- the place under guard from afar, believing the ruins
ful sight to behold. Black, hateful spires loomed over too far removed from the still-occupied Ashtakala to
winding, labyrinthine, avenues. The dim glow of lava be of much concern.
cast the city in a quiet orange light, like a sunset not Below the surface, however, an old evil is growing.
fitting of Fah’lrrg. Fiends came together here as inde- Torakar, the Bone Whisperer, an ak’chazzar rakshasa
pendent groups, answering to no real ruler. They were necromancer has laired in Kashakanta for many long
drawn by the lava flows ebbing just under the surface, decades. The rakshasa serves the Overlord Katashka,
which they used to fuel great forges for the war effort. the Gatekeeper, and claims to know the death of any
Here barbed spears for torturing couatl and wicked mortal he meets, whispered to him by his master. Tora-
engines of war were hammered upon enchanted ob- kar was once counted among the Lords of Dust, where
sidian anvils. he often reminded other Lords of their eventual decay,
As the last of the demons were imprisoned in Khy- but has been exiled by his peers for plotting against his
ber, our forces did not suffer Kashakanta to stand. A lesser brethren. Thought dead, Torakar withdrew to
host of dragons and their mortal agents laid waste to the ruins of Kashakanta to plot the Lords’ demise. Now
what few fiends still remained in the city, and toppled the Bone Whisperer is gathering an army of the Demon
the twisting spires that marked Kashakanta. What Waste’s dead, setting his spiteful eyes on those Lords of
Dust that scorned him, but first he has more pragmat-
[10] The Great War refers to the war between the demons ic concerns: the settlement of Rotting Blade.
and dragonkind many thousands of years ago. —Kendal
Settlements, Past and Present 79
Surface Level
The dragons were quite thorough in their destruction
Environmental Hazards
of Kashakanta; heaps of rubble might be mistaken
The ruins of Kashakanta can pose many dangers even
for small hills from far off, and even the subterranean
before adventurers engage with Torakar and his minions.
tunnels were caved in by magic and dragonbreath. A
small section in the far south of the once-great city Combine the Meteorological and Geological Sub Tables (roll
still stands, just barely. Four ruined buildings, the a d8) on page 9 for some random environmental effects in
remains of a barrier wall, and the skeleton of a barbed and around Kashakanta.
spire escaped the worst of the dragons’ wrath. Below,
a small underground lair decays with age.
Slow-moving lava flows churn through the area, Area 1a & b: Viewing Parlor
rolling south from the Lake of Fire, and gathering in Ruined tapestries, burnt canvases, and warped iron
a small pool in the center. When the Demon Waste’s weapons—destroyed by dragonfire—stand sentry to a
volcanoes are less active, these flows can solidify forgotten age along cold, black walls.
entirely, but are typically filled with molten, stinking
rock. Great ash storms can overtake the area sudden- This building was once a grand three-story manse
ly, casting a choking shadow over the ruins. of a priest in service to Khyber, now long dead. The
upper levels have been destroyed and are inacces-

Kashakanta Surface
= 10 feet

80 Settlements, Past and Present


sible. This room and Area 1b were used to show off
Area 2: Entrance to the Underground
fiendish art—often in the form of weapons forged at
Kashakanta or the displayed bodies of couatls—to The roof of this room sags precariously under the
the priest’s followers. weight of the ruins above. Amidst the rubble is a small,
Now, an outcast naztharune rakshasa, once called neatly made cot in a dark corner. A musty wave of heat
Speaker-in-Shadows, lurks here, watching for invaders. drifts up from a set of stairs.
The rakshasa has had his tongue cut out by the Lords If the characters succeed on a DC 15 Intelligence
of Dust for providing faulty reconnaissance and sought (Investigation) check while searching the area, they
out Torakar, whom he knew to be hidden in Kashakan- find a small iron lockbox hidden amongst some de-
ta. The naztharune attempts to assassinate a weak or bris. Speaker-in-Shadows carries the key, or it can be
lightly armored character if it can, and uses its dark- opened with a successful DC 18 Dexterity check us-
ness spell for evasion if necessary. The rakshasa Dis- ing thieves’ tools. Inside is a purse filled with 20 pp,
engages to Area 2, where it clambers down the steps to 32 gp, and a large ruby worth 700 gp. There is also
warn Torakar, if brought below 35 hit points. a single vial of wyvern’s poison (see chapter 8 of the
The iron door leading to Area 2 is unlocked. Dungeon Master’s Guide) and a smaller box, contain-
ing Speaker-in-Shadow’s severed tongue.

Speaker-in-Shadows Shadow Evasion. If the rakshasa is subjected to an effect that allows


Medium fiend, neutral evil it to make a Dexterity saving throw to take only half damage, the
Armor Class 17 (studded leather) rakshasa instead takes no damage if it succeeds on the saving throw,
Hit Points 90 (12d8 + 36) and only half damage if it fails. Immediately after making such a
Speed 40 ft. save, the rakshasa can use its reaction to cast darkness centered on
itself.
STR DEX CON INT WIS CHA
13 (+1) 21 (+5) 16 (+3) 14 (+2) 15 (+1) 16 (+3) Shadow Jump. While in dim light or darkness, the rakshasa may cast
Skills Deception +7, Insight +6, Perception +9, Stealth +13 misty step without using a daily use if the destination of the spell is
Damage Vulnerabilities piercing from magic weapons wielded by in an area of dim light or darkness. The rakshasa may cast misty step
good creatures in this way if out of daily uses.
Damage Resistances bludgeoning, piercing, and slashing made
Vicious Assassin. Once per turn, the rakshasa deals an extra 24
from nonmagical attacks
(7d6) damage when it hits a target with a weapon attack and has
Senses darkvision 120 ft., passive Perception 19
advantage on the attack roll, or the target is within 5 feet of an ally
Languages Common, Infernal
of the rakshasa that isn’t incapacitated and the rakshasa doesn’t
Challenge 11 (7,200 XP)
have disadvantage on the attack roll. If this attack deals damage,
Cunning Action. On each of its turns, the rakshasa can use its bonus the target is cursed. The magical curse takes effect whenever the
action to take the Dash, Disengage, or Hide action. target takes a short or long rest, filling the target’s thoughts with
horrible images and dreams. The cursed target gains no benefit
Hide in Darkness. The rakshasa can attempt to hide even when only from finishing a short or long rest. The curse lasts until it is lifted by a
lightly obscured by dim light. remove curse spell or similar magic.

Innate Spellcasting. The rakshasa’s innate spellcasting ability is Actions


Charisma (spell save DC 15, +7 to hit with spell attacks). The rakshasa Multiattack. The rakshasa makes two attacks with its shortsword
can innately cast the following spells, requiring no components: and one with its claws.
At will: darkness, detect thoughts, disguise self Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
2/day: misty step Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) poison damage.
Limited Magic Immunity. The rakshasa can’t be affected or detected Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7
by spells of 4th level or lower unless it wishes to be. It has advantage (1d6 + 4) slashing damage.
on saving throws against all other spells and magical effects.
Reaction
Shadow Sight. Magical darkness doesn’t impede the rakshasa’s
darkvision. Uncanny Dodge. The rakshasa halves the damage that it takes from
an attack that hits it. The rakshasa must be able to see the attacker.

Settlements, Past and Present 81


The stairs leading 60 feet into Area U1 have been the door leading to Area 5 barricaded.
recently rebuilt and reinforced by Torakar’s minions, The iron door leading to Area 5 is locked—the
allowing for the undead to come and go easily. The key lost to the ages—and requires a DC 18 Dexter-
iron door leading to Area 3 is locked and requires a ity check using thieves’ tools to pick or a DC 15
DC 18 Dexterity check using thieves’ tools to open Strength check to break open.
or a DC 15 Strength check to break open. Speak-
er-in-Shadows also carries the key to this door.
Area 5: Guard Foyer
The remnants of an ebony desk stand along the north-
Area 3: Prison Chamber ern wall of this foyer. The doorway to the west was
An old, coppery smell you can taste wafts out of this once blocked by a great cast-iron double door whose
room. The chamber is unadorned save for three pairs of pieces lay blasted across the ground.
manacles along the bloodstained walls. An orc warrior This area was used to welcome and screen guests to
hangs lifelessly from one set, his chest crimson with the manse. If the characters search and succeed on a
dried blood from a jagged throat wound. DC 18 Intelligence (Investigation) check, they dis-
Speaker-in-Shadows uses this bleak chamber to house cover a false stone along the northern wall. Inside is a
captives for Torakar, often before succumbing to their dagger +2 carved from a dragon’s tooth set in a cold-
“questioning” and being raised as undead servants. iron hilt, and a potion of growth, secreted away by one
Currently a recently deceased Ghaash’kala warrior of Kashakanta’s former residents.
hangs chained to the southern wall. If the characters
have means to speak with the orc, such as speak with
Area 6: Ruined Chapel
dead, he can tell them of the undead in Area 7 and Piles of debris, scarred by dragonfire, kneel before the
that there is a door leading to the subterranean level. remains of an obsidian spire like worshipers at a for-
gotten god’s feet. The structure still stretches some forty
Area 4: Dilapidated Guardhouse feet into the ash-choked skies of the Wastes.
Old bunks and sundered footlockers are scattered This pile of debris is what is left of a great chapel
about this room and covered in ash an inch thick. Wick- to Khyber that once connected to Areas 7 and 8. If
ed curved blades, their edges dull beyond use, hang the characters spend two hours digging through the
from the walls. dragon-blasted rubbish here, they find 1d4 pieces
This outbuilding served as a guardhouse and bar- of ancient fiendish art praising Khyber. If they find
racks for the mansion. The exterior stairs north of the someone willing to deal in such artifacts, they are
guardhouse once led to a maze of fiendish hedges with worth 1,100 gp a piece.
snapping, fanged buds that flourished even in the De-
mon Wastes, but only remnants remain. If the char-
Area 7: Charnel House
acters approach from the north, they can easily make The stench of decay and death pour from the place
out the hole in the wall to the west, near the stairs. even before you draw near. Inside, sitting among heaps
Medium-sized characters must squeeze through the of corpses, a terrible creature with a fiendish, childlike
opening and have disadvantage on Dexterity saving face and exposed ribcage, is admiring each body.
throws and attacks against them have advantage During the Age of Demons, this was a large gathering
while squeezing through the area. Large-sized crea- hall connected to the chapel. Torakar houses the bulk
tures cannot fit through the hole. of his undead forces here and one of his lieutenants,
If the characters enter this area and have not dealt forcibly bound to his will.
with Speaker-in-Shadows (see Area 1) and have not The lieutenant, a devourer (VGtM p138) brought
been stealthy in their approach, he notices them and up from the depths of Khyber, makes countless un-
attacks them here. The naztharune rakshasa casts dead for Torakar’s needs and spends its days here,
darkness in the guardhouse and attempts to inflict its fawning over its ghastly “children.” Currently there are
curse on as many characters as possible. 5 zombies, 3 ghouls, and 2 wights with the devour-
If the characters choose to take a rest while er. The devourer and its children swarm the charac-
exploring the ruins of Kashakanta, this is likely the ters, using the devourer’s soul rend ability to affect as
safest location, as the hole in the northern wall could many characters as possible. They fight to the death
be shored up with debris with an hour of work and but will not leave the walls of the ruins without Tora-
82 Settlements, Past and Present
check reveals that the runes carved in the stone are
Infernal and relate to bestial rage (if a character can
Embracing Pulp Action
understand Infernal, they automatically succeed). The
A key theme of the Eberron setting is pulp action, like you stone slides away if a character with the Rage class
might expect in an Indiana Jones film. The battle with the feature touches the stone and expends one use of
devourer is a perfect opportunity to highlight this. If you their rage, or through a successful DC 20 Dexterity
want to spice up this combat, consider using the following check using thieves’ tools. If the Dexterity check
additional rule for the encounter. fails, an internal mechanism triggers, snapping the
lockpicking tools and sealing the stone in place.
• Crumbling Ruins. If a spell effect, such as fireball, Inside the reliquary is the cloak of the bestial hunt
would deal damage to the area’s walls, roll a d6. On (see p87).
a 5-6, pieces of the collapsing roof fall away. Each
creature inside the area must make a DC 14 Dexterity Underground Level
saving throw or take 7 (2d6) bludgeoning damage. If
Kashakanta’s underground housed sweltering forges
you roll 5-6 three times, the area begins to collapse.
At the end of the next round, the roof falls, burying that drank up the nearby lava flows, as well as living
all inside. Creatures buried in the rubble take 21 (6d6) quarters for lesser fiends and captives subjected to
bludgeoning damage and begin to suffocate. working them. Now, Torakar makes his personal lair
here, only allowing those few rakshasa allies he has
remaining to visit him without summons.
kar to command them. The subterranean level is completely dark, as Tor-
The unlocked trapdoor on the floor reveals a akar and his minions rely on their darkvision to see.
60-foot-long ladder leading into Area U4. Area U1: Hall of Fire
Area 8: Relics from an Ancient Age Great iron furnaces, melted and twisted into grotesque
From inside the ruined walls you hear a massive shapes, line the walls of this long chamber. Although
creature struggling against chains before a bestial howl the lava flows both above and below should keep the
pierces the air. place warm, a chill lingers in the hall.
The building used to house several reliquaries cre- This expansive chamber carries what is left of
ated by the long-forgotten rakshasa priest; the fiend Kashakanta’s fiendish furnaces. Through some twist
claimed they housed items touched by the Overlords of magic, the souls of the lesser demons that died
themselves. here have coalesced into a haunting presence, bound
Torakar keeps one of his latest experiments here: to the furnaces they once tended. They have not
an orc of the Carrion Tribes infused with fiendish lashed out at Torakar—even in death they understand
blood (use the tanarukk statistics but instead of a the power of an ak’chazzar—but attempt to burn the
greatsword attack, the tanarukk attacks twice with its characters alive.
bite, VGtM p186). The demonic orc is chained to the The door to Area U3 is magically sealed (see below).
floor at the center of the area with iron links 2 inches Haunted Furnaces
in diameter. The chains are long enough to allow the There is a ruined furnace every 10 feet along the
demon-orc to reach anywhere within the ruined walls, eastern and western walls of this chamber. When
but not beyond. It attacks any creature that comes a living creature that is not a rakshasa enters the
into the area, including Torakar’s undead servants. area, the spirits become active. The spirits cannot be
The ruins were looted long ago by warriors from attacked and do not count as creatures. The haunting
both the Carrion Tribes and Ghaash’kala, but they progresses the longer the characters stay in the area.
did not discover one of the relics: a cloak thought to First Round. The furnaces smolder slowly and a
be lined with fur from the Wild Heart, the Overlord of haunting presence fills the area. Characters with a pas-
lycanthropes. If the characters search and succeed sive Perception of 16 or higher notice the furnaces ignite.
on a DC 17 Intelligence (Investigation) check, they Second Round. The furnaces roar to life. A de-
notice a 1-foot-wide stone circle set into the western monic-looking form of fire and smoke flies out of one
wall, so masterfully crafted that the seams are almost of them, seemingly attacking a character before disap-
invisible. A successful DC 15 Intelligence (Arcana)
Settlements, Past and Present 83
= 10 feet

Kashakanta
Underground

pearing again. All characters in the area must make


Area U2: Infested Lava Tube
a DC 17 Wisdom saving throw or become frightened
until they leave the area. Mounds of writhing brown mold cover every surface of
Third Round. Fiendish ghosts lash out at the this irregularly shaped corridor, stretching across into
characters. Choose a character at random; the char- the darkness.
acter must make a DC 17 Dexterity saving throw When Kashakanta’s forges burned bright, this area
as a piece of smoldering slag flies toward them. On a was a flowing lava tube, used to power the fiends’
failed save, the character takes 7 (2d6) bludgeoning industrial pursuits. Over the many centuries, the
and 7 (2d6) fire damage. lava flows have changed direction and left this tube to
Subsequent Rounds. Add one additional charac- harden. Torakar has left the area untouched, uninter-
ter at random to the third-round effect until all char- ested in the mold that grows here.
acters are being attacked. The entire area is covered in brown mold (see
The haunting ceases for 1 hour if the charac- chapter 5 of the Dungeon Master’s Guide) that fed on
ters douse at least two of the furnaces with a water- the remaining lava. A successful DC 14 Intelligence
skin’s worth of water. Additionally, if a character with (Nature) check identifies the mold and its properties.
Channel Divinity expends one use of the feature and Due to the severity of the infestation, any character
succeeds on a DC 14 Charisma check, the haunt- who brings a fire source within the area is instantly
ing does not reactivate for 24 hours. A character with covered in mold and must make their Constitution
the Channel Divinity feature understands how to use saving throw with disadvantage.
their ability to suppress the haunting if they succeed At the center of the area is a long-dead adventur-
on a DC 16 Intelligence (Religion) check. ing duo that met their end to some forgotten foe. The
If the haunting persists for 4 or more rounds, Tor- mold has covered their skeletal remains, but a suc-
akar hears the commotion and prepares for invaders. cessful DC 15 Wisdom (Perception) check reveals
the glint of polished steel from under the mold. If the
84 Settlements, Past and Present
characters destroy the mold or spend a round scrap- back wall of this chamber, before it a roughly hewn
ing it off the skeletons, they discover a suit of elven ebony table. Peering over a collection of maps and
chain worn by one skeleton. books is a rakshasa with snow-white fur and black
The secret door to Area U4 cannot be opened or markings wearing an ash-stained robe. Next to the
perceived from this side. fiend stands an armored skeletal monstrosity, its three
heads speaking in unison.
Area U3: Torakar’s Atelier
This chamber once housed work areas for the demons’
This small chamber houses a long, bloodstained table
slaves. The rakshasas had a secret trapdoor installed in
and wickedly shaped tools. Jars of preserved anat-
the southeastern corner of the room, which they used
omy are neatly arranged on shelves along the walls.
to throw insubordinate workers into the once-thriving
A thick tome, bound in patchwork leather, sits at the
lava tube below. Torakar uses the area as a planning
edge of the table.
and gathering hall for his undead servants.
The rakshasa necromancer has turned this small Torakar (p87) and his closest servant, a skull lord
chamber, once a cramped workers’ barracks, into a (MToF p230), a night hag’s creation that the rakshasa
sinister workshop. Here Torakar experiments with has forced under his control, are in this area looking
creating new undead servants in a twisted sense of over a map of Rotting Blade. After a paltry attempt at
worship to Katashka. convincing the characters to leave, Torakar commands
The door leading into the workshop is sealed with his servant to destroy the intruders. The skull lord
arcane lock and warded with alarm, set to mentally uses its legendary action to summon 5 zombies when-
alert Torakar if it is triggered. ever it has 3 or fewer zombies remaining. Since both
The tome resting on the table is a manual of flesh the undead and Torakar are immune to the effect of
golems. If a character succeeds on a DC 18 Intel- cloudkill, the skull lord casts it as quickly as possible,
ligence (Arcana or Religion) check while reading forcing the characters to fight in the deadly poison. If
through the manual, they realize the tome has specific the skull lord is forced into prolonged melee combat, it
mentions of actions taken by the Overlord Katashka, casts haste on itself and uses its bone staff. The skull
and may have been penned by the rajah himself. How lord fights to the death.
this plays out in your ongoing Eberron campaign is up Torakar expends a 5th-level spell slot to use Pain
to you, but the manual would certainly be of greater Wave at the start of combat, hoping to overpower the
importance than other such tomes, and may come with adventurers quickly. He stays at range as much as
some unattended consequences, such as agents of the possible, using his spells. Torakar uses plane shift to
Overlord scrying on the characters, if they use it. flee if he is brought below 65 hit points. If the raksha-
Area U4: The Bone Whisperer’s Throne sa is able to escape, he focuses his efforts on finding
and slaying the adventurers who nearly ended him. If
An imposing throne of polished bone sits along the
the characters are of a more gray shade of morality,
they might even leverage what they know of Torakar
with the Lords of Dust.
Dynamic Encounters The iron door to Area U5 is unlocked but warded
(see below). The secret trapdoor in the southeastern
It is possible that the characters have made themselves corner can be discovered and opened with a suc-
known to Torakar—Speaker-in-Shadows might have cessful DC 18 Intelligence (Investigation) check. It
escaped to warn the Bone Whisperer, the alarm or glyph of leads into a 10-foot drop into Area U2.
warding spells may have been triggered, or the characters
may simply have created a lot of noise. Area U5: Grisly Storeroom
Severed limbs, some already gnawed to the bone, are
If this happens, consider having Torakar send the skull lord piled along the walls here. Old bloodstains trail away
out to scout the area and engage the characters using to a small drain in the center of the room.
hit-and-run tactics. The skull lord’s dimension door spell is
perfect for this. Speaker-in-Shadows, likely wounded in this Once a dining hall for the workers, Torakar has rel-
scenario, remains with Torakar to defend the ak’chazzar. egated this area to house his undead minions’ food
stores—decaying flesh from beasts and humanoids

Settlements, Past and Present 85


alike. Crude steps have been cut out of the natural
stone to the south, leading to the dead lava tube.
Kashakanta Adventure Seeds
The iron door to Area U4 is protected with a glyph
of warding (spell save DC 17, cast as a 4th-level spell) Kashakanta is best suited for a party of 4-6 with an average
from one of Torakar’s former “associates.” The glyph level of 14-16, but could be adapted to a range of 13-17.
is set to allow any fiend or undead to pass, but other Here a few ideas to introduce it into your campaign:
creatures who touch the door set off a 20-foot-radius
explosion that deals 6d8 thunder damage. • One of Vraria’s agents approaches the characters
The iron-reinforced wood door to Area U6 is un- offering to get them into Kashakanta to investigate
locked. Characters who succeed on a DC 15 Wisdom recent movements in the ruins. Whatever ancient
treasures they find are theirs to keep.
(Perception) check notice a strong moldy smell com-
ing from the room. • A House Cannith smith employs the characters
to search out Kashakanta’s lost forges. Has the
Dragonmarked house turned to fiendish magic?

• A group of Torakar’s undead servants attack the party


while in the Wastes and their tracks lead to the ruins.

• A young Ghaash’kala warrior went into the ruins


to cleanse it of whatever evil still lurks there. Her
companions all slain by Torakar, she fled. The orc
has been several days without rest—cursed by the
rakshasa—and will die soon without help.

Area U6: Taskmaster’s


Quarters
Brown mold has seeped into the western
side of this small room, overtaking a bed
and desk.
A lesser rakshasa who oversaw the labor-
ers used this room as their personal quar-
ters. The brown mold from Area U2 has
creeped through the earthwork and begun
to take hold in the room. If the characters
have remained unnoticed and deal with
the mold here, the chamber could be easi-
ly secured for a short rest.

86 Settlements, Past and Present


Torakar the Bone Whisperer 2nd level (3 slots): blindness/deafness, mirror image, ray of
Medium fiend, lawful evil enfeeblement
Armor Class 16 (natural armor) 3rd level (3 slots): animate dead, lightning bolt, stinking cloud
Hit Points 175 (27d8 + 54) 4th level (3 slots): confusion
Speed 30 ft. 5th level (3 slots): dominate person
6th level (2 slots): disintegrate
STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 14(+2) 17 (+3) 18 (+4) 24 (+7) Actions
Skills Arcana +13, Deception +12, Insight +9, Religion +8 Multiattack. The rakshasa uses Pain Wave and makes two claw attacks.
Damage Vulnerabilities piercing from magic weapons wielded by
good creatures Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10
Damage Immunities bludgeoning, piercing, and slashing made (2d6 + 3) slashing damage.
from nonmagical attacks
Pain Wave. The rakshasa sacrifices a 4th-level or higher spell slot to
Senses darkvision 60 ft., passive Perception 14
project a wave of agony-inducing necromantic energy. Every creature
Languages Common, Infernal
within 20 feet of the rakshasa must make a DC 20 Constitution saving
Challenge 16 (15,000 XP)
throw, taking 44 (8d10) necrotic damage plus an additional 11 (2d10)
Innate Spellcasting. The rakshasa’s innate spell-casting ability is necrotic damage for each level of the sacrificed spell slot higher than
Charisma (spell save DC 20). The rakshasa can innately cast the 4th on a failed save, or half as much on a successful one.
following spells, requiring no components: Whether they succeed or fail on the saving throw, any creature that
takes damage from this effect is cursed. The magical curse takes effect
At will: detect magic, detect thoughts, disguise self whenever the creature takes a short or long rest, filling the creature’s
2/day each: fly (self only), plane shift (self only), true seeing thoughts with hor-rible images and dreams. The cursed creature gains
no benefit from finishing a short or long rest. The curse lasts until it is
Limited Magic Immunity. The rakshasa can’t be affected or detected lifted by a remove curse spell or similar magic.
by spells of 6th level or lower unless it wishes to be. It has advantage
on saving throws against all other spells and magical effects. Command Undead (Recharges after a Short or Long Rest). The
rakshasa targets one undead creature it can see within 30 feet of
Magic Weapons. The rakshasa’s weapon attacks are magical. it. The target must make a DC 20 Wisdom saving throw. On a failed
save, the target must obey the rakshasa’s commands until it or the
Spellcasting. The rakshasa is a 12th-level spell-caster. Its spellcasting
rakshasa is slain. An undead creature with a greater challenge rating
ability is Charisma (spell save DC 20, +12 to hit with spell attacks).
than the rakshasa is unaffected by this ability. The rakshasa can
The rakshasa knows the following sorcerer spells:
control a total number of undead this way equal to its Charisma
Cantrips (at will): chill touch, mage hand, poison spray, prestidigitation, modifier. If it successfully gains control of more undead than it can
ray of frost, shocking grasp control, the earliest affected undead creature is no longer under the
1st level (4 slots): charm person, magic missile, ray of sickness rakshasa’s control.

Magic Item
Cloak of the Bestial Hunt
Wondrous item, rare (requires attunement)
This heavy, black fur-lined cloak is adorned with bes- The third time you use the cloak, and each time
tial fangs. As an action, you can command the cloak thereafter, you must make a DC 15 Charisma saving
to transform you into a werewolf’s hybrid form for up throw. On a failed save, the transformation lasts until
to 1 hour. The transformation otherwise functions as dispelled or until you drop to 0 hit points, and you
the polymorph spell, but you can use a bonus action can’t willingly return to your normal form. If you ever
to revert to your normal form. remain in werewolf form for 6 hours, the transforma-
Curse. This cloak is cursed by the Wild Heart, and tion becomes permanent and you lose your sense of
becoming attuned to it extends the curse to you. Until self. Thereafter, only remove curse or similar magic al-
the curse is broken with remove curse or similar mag- lows you to regain your identity and return to normal.
ic, you are unwilling to part with the cloak, keeping it If you remain in this permanent form for 6 days, only
within reach at all times. a wish spell can reverse the transformation.

Settlements, Past and Present 87


Burning Keep
by Alan Tucker Ground Level
Located near one of the “entrances” to the Labyrinth, The structures above ground of Burning Keep are
Burning Keep was once a bastion of the rakshasa arti- solely dedicated to defense. Rikha’trrj employs a variety
ficer, Ethon Panjilcuttra, who now claims membership of fiends for personal protection as well as the keep’s.
in the Lords of Dust and is said to reside in Ashtakala. Ceilings are 15 feet high unless otherwise noted.
This powerful fiend abandoned his workshop at Burn-
Area 1: Entrance
ing Keep during the conflict long ago when our ances-
tors assaulted it from the sky. Its structure remains A 10-foot-wide stone bridge spans a rough, empty
largely intact to this day and now serves as the home of chasm and leads into the main floor of Burning Keep.
Rikha’trrj, one of the ancient night hags who lay claim Two iron portcullises, separated by 40 feet of hallway,
to various sections of the Wastes. Her name translates block immediate access. A number of arrow slits line
as “masterful schemer” from the Infernal and only the the walls, each occupied by a spined devil (MM p78),
most cunning fiends would deign to argue the aptness and 4 merregons (MToF p166) guard the final port-
of her moniker. Through the decades since her occupa- cullis. The captain of Rikha’trrj’s guard is a yagnoloth
tion, she has made a few modifications to the original (MToF p252) simply referred to as “Sir” by the rest of
design and filled it with loyal followers and devious the keep’s inhabitants. If the party has managed a
traps. While a glamour causes the place to appear stealthy approach, there is only a 25% chance Sir will
ruined and abandoned, I can assure you it is indeed a be present near the second portcullis. If the keep has
bustling hive of demonic villany. been alerted to intruders, he prowls Area 2, telepath-
The keep sits on a promontory, surrounded by ically giving orders and glancing down the hallway
lava pools and toxic, bubbling mud. As such, the only toward the bridge for signs of the party.
safe approach for anyone not immune to fire is from Area 2: Courtyard
the air, but Rikha’trrj has installed numerous ballis-
This odd-shaped chamber is open to the sky and
tas, trebuchets, and other surprises which make that
serves as a courtyard for the keep. The merregon use
problematic as well.
88 Settlements, Past and Present
= 10 feet

Burning Keep

Settlements, Past and Present 89


door near the southern wall which leads to Area 7 in
the Lower Level.
Burning Keep Adventure Seeds
Area 6: Upper Level Access
Burning Keep is best suited for a party of 4-6 with an
Another stone bridge spans the gulf between the two
average level of 9-10, but can be easily adapted to a
main structures and leads to a smaller open court-
range of 7-12. Here are a few ideas to introduce it in your
campaign: yard similar to Area 2 and more defensive positions.
Behind the door opening to Area 6 is a set of stairs
• The Lords of Dust, or a rival night hag, have caught leading to the Upper Level. 4d4 spined devils and 1d4
wind of Rikha’trrj’s scheme and send a disguised agent merregons are always present in this group of rooms
to hire the party to investigate. around and including Area 6.
• A representative of the Ghaash’kala approaches the Upper Level and Towers
party about investigating the disappearance of a
number of tribe members in recent months. These areas are purely for defense, containing arrow
slits stationed by spined devils. Add a merregon for
• The party hears of an opportunity for riches by every 4-5 spined devils. Feel free to add ballistas,
plundering the abandoned workshop of Ethon trebuchets, or even cannons (DMG p253) to the roofs
Panjilcuttra. This rumor is spread by Rikha’trrj to lure of the upper level, as the spined devils can easily fly
new subjects for her experiments. there to operate them in teams of two or three.

Lower Level
Ceilings in both the Lower Level and the Secret Lab-
this space to spar during the long periods of inactiv-
oratory are 10 feet in height unless otherwise noted.
ity within the fortress. Exits lead in many directions.
These areas are hot and musty from the press of
Access to the chambers where spined devils man
fiendish bodies and the lava flows farther below.
the arrow slits is granted by several petrified wooden
doors. A set of stone stairs in southern end leads to Area 7: Ground Level Access
the Upper Level. The trap door in Area 5 leads into this well-used cham-
Area 3: Upper Level Access ber, which grants access to the living areas for the
Burning Keep’s inhabitants. The western door opens
This chamber houses two arrow slits and a set of
to a common area and Sir’s quarters, while the eastern
stone stairs leading to the Upper Level. At least 2
door leads to a curved hall and stairs down to the bar-
spined devils are here at all times.
racks for the spined devils and merregons. Rikha’trrj’s
Area 4: Armory private quarters and workshops are also this way.
Behind a locked door, requiring a successful DC 18 Area 8: Common Room
Dexterity check using thieves’ tools to pick, lies
The spined devils and merregons use this space to feed
the keep’s main armory. It is filled with forks for the
and sometimes relax. There is a 10-foot square storage
spined devils, as well as halberds, heavy crossbows,
room to the north which holds items of fiendish sus-
and bolts for the merregons. Ammunition for any
tenance such as pickled blood, larvae, and a few jars
siege weapons is also stored here.
of souls kept for special occasions in a locked chest at
Area 5: Lower Level Access the back. A successful DC 16 Dexterity check using
A set of two doors, 10 feet apart, guard the entrance thieves’ tools opens it and a successful DC 14 Intel-
to this room. A successful DC 18 Intelligence (Inves- ligence (Arcana) or Intelligence (Religion) check can
tigation) check alerts the character to the glyph of determine the contents of the cloudy jars.
warding which Rikha’trrj has set on the floor between Area 9: Sir’s Chamber
the doors, triggered by any non-fiend who steps on
The door to Sir’s quarters is locked, requiring a suc-
it. Once triggered, a cloudkill fills the area, spreading
cessful DC 17 Dexterity check using thieves’ tools
into any other open space within range.
to open, or the key which Sir has in his possession.
Inside the room are more arrow slits and a trap
The room is sparsely furnished with a desk and chair
90 Settlements, Past and Present
Burning Keep Area 11: Curio Storage
Stairs and a long hallway lead to a locked door re-
quiring a successful DC 19 Dexterity check using
thieves’ tools to open. Inside, the room is packed
with tables and shelves, piled high with ingredients
and curios from all over Eberron. Characters who
search for at least 10 minutes and make a successful
DC 13 Intelligence (Investigation) check can find a
number of small valuables. Roll 4 times on the 50 gp
Gemstone table and 2 times on the 25 gp Art Object
table (DMG p134). Characters who roll 20 or higher
on the check find 1 item from the 750 gp Art Object
table (DMG p135). DMs can also place random items
relevant to their campaigns here if desired. Rikha’trrj

10 feet
has had many years in which to acquire a plethora of
= trinkets and baubles.
Area 12: Rikha’trrj’s Chamber
Rikha’trrj makes her home, such as it is, in this room.
It looks as though a tornado had a fight with a hurri-
cane. Tattered clothing, trinkets, spell components—
even a few dessicated body parts—lie everywhere.
While it appears to be utter chaos, Rikha’trrj knows
exactly where everything is in the room and knows at
a glance if anything has been disturbed. A dedicated
search of at least 20 minutes and a successful DC 22
Intelligence (Investigation) check reveals a lockbox
inlaid with jade and onyx. Unlocking it requires a suc-
cessful DC 24 Dexterity check using thieves’ tools.
Failure activates a poison dart trap dealing 21 (6d6)
poison damage and the target is poisoned for the next
along the west wall and bookcases lining the south hour. A successful DC 24 Intelligence (Investiga-
wall. Searching the bookcases reveals reams of docu- tion) check spots and identifies the trap beforehand
ments all written in Infernal. Characters who can read and a similarly successful DC 22 Dexterity check
the language and spend 10 minutes or more with a using thieves’ tools deactivates it. Inside the lockbox
successful DC 15 Intelligence (Investigation) check (which itself is worth 500 gp) is 450 pp.
can find detailed notes on Rikha’trrj’s dealings with
various political groups, including the Lords of Dust, Area 13: Trapped Hallway
as well as contracts involving other fiendish entities. This hallway extends 20 feet to a set of stairs leading
DMs can use these as breadcrumbs for further adven- to some of Ethon Panjilcuttra’s old workshops of more
ture in the Demon Wastes and beyond. mundane interest. The walls are carved with strange
runes that seem to flicker with their own light, but are
Area 10 (2): Barracks
themselves harmless. The floor from the door to the
These two rooms serve as resting areas for the spined stairs, however, is trapped in the following way: the
devils and merregons. The spined devils occupy the stone is 1 foot thick with a 6-inch iron “axle” running
first room along the hallway and (25) 10d4 of the through it down the center, the length of the hallway.
creatures are here any time a general alarm has not If pressure is applied on either side, the entire length
been sounded. The second room contains 7 (3d4) of floor spins, revealing a 10-foot deep pit beneath
merregons if they are unalerted. The fiends carry no filled with acid. Characters who step on the floor must
valuables other than their weapons.
Settlements, Past and Present 91
make a DC 16 Dexterity saving throw or fall into the party’s presence from an alarm spell she sets up
pit, taking 3 (1d6) bludgeoning damage and 18 (4d8) in Area 17 whenever she comes down to work. She
acid damage. Have the party roll initiative and apply immediately casts detect thoughts and invisibility
the acid damage again at the start of each character’s (thanks to her Ancient Secrets ability), then moves to
turn who has fallen in the pit. The walls and floor are the opposite side of Area 22 to await anyone coming
coated with glass, making climbing out nearly impos- through the secret passage.
sible and the spinning floor is no help. Characters
whose passive Investigation or Perception is 25 or
Area 18: Warforged Workshop
above, or those who actively search as they enter the Workbenches span both the north and south walls
hallway and make a successful DC 20 Intelligence here, cluttered with every tinkerer’s tool known to
(Investigation) check can determine the presence exist and some unique to Ethon Panjilcuttra’s genius.
and nature of the trap. On a pedestal against the western wall stands an
armored figure, not unlike a warforged. A thick layer
Area 14: Alchemy Lab of dust cloaks its head and shoulders and lifeless eyes
Here the party finds what appears to be a normal stare forward as if waiting for a command.
alchemical laboratory, stocked with standard supplies While many will expect the figure to animate, it is
and apparatus. Characters with a passive Investi- indeed without life or magical energy. Perhaps Ethon
gation or Perception of 18 or higher, or those who experimented on a warforged in order to understand
actively search and make a successful DC 16 Intelli- its workings… or could Ethon somehow have provid-
gence (Investigation) or Wisdom (Perception) check ed the spark of inspiration House Cannith needed to
notice a secret door located in the southern wall. The make the warforged a reality?
short passage leads to Area 16.
Area 15: Workshop
This chamber houses a tinkerer’s workshop, again full
of equipment one would expect in such a place. It is
dusty and seems to have been vacant and unused for
quite some time.
Area 16: Secret Lab Access
A few discarded items, such as broken metal rods and
gears, are scattered throughout this space. An uncon-
cealed trap door leading to Area 17 is in the south-
east corner of the floor.

Secret Laboratory
Area 17: Resting Area
As the characters climb down the ladder into this
room, sconces on the wall light up to reveal a rough
stone chamber, approximately 30 feet square. There
is a worn cot in the southeast corner, but it is cov-
ered with a layer of dust and doesn’t look like it’s
been used in some time. An unlocked door opens to
a hallway leading north. Characters with a passive
Investigation or Perception of 18 or higher, or those
who actively search and make a successful DC 16
Intelligence (Investigation) or Wisdom (Perception)
check notice a secret door located in the western wall.
The short passage leads to Area 22.
If Rikha’trrj is in Area 22, she is alerted to the
92 Settlements, Past and Present
Area 19: Storage Aberrant Dust-Stuffed
During the rakshasa artificer’s tenure in Burning Medium construct, chaotic evil
Keep, this room was the epitome of organization and Armor Class 14 (natural armor)
precision. Every scrap of armor, every gear, every cog Hit Points 75 (10d8 + 30)
had a place. Rare ores and minerals, magic-infused Speed 30 ft.
inks, and carefully preserved organics were cataloged STR DEX CON INT WIS CHA
and inventoried. Now, the shelves are plundered and 17 (+3) 15 (+2) 16 (+3) 2 (−4) 8 (−1) 6 (−2)
the chamber is a shambles. Rikha’trrj understands the Damage Resistances bludgeoning, necrotic
value of the items here, but not the purpose for most of Damage Immunities poison
them. Her methods, while effective, are haphazard and Condition Immunities charmed, frightened
her treatment of this storage area is a prime example. Senses darkvision 60 ft., passive Perception 9
Languages Common, Infernal (vaguely understands but can’t speak)
Area 20 (2): Holding Cells Challenge 3 (700 XP)
These two small cells are used to hold creatures await- Choking Hazard. When an aberrant dust-stuffed takes more than
ing their turn as Rikha’trrj’s experiments in Area 22. 15 points of damage from a single slashing or piercing attack, dust
A faint scent of blood and urine wafts from each, but billows from the wound. All creatures within a 5-foot radius must
otherwise they are empty and the doors stand open. succeed on a DC 12 Constitution saving throw or have disadvantage
on attack rolls, saves, and ability checks while within the cloud.
Area 21: Lava Cavern
Indistinguishable. An aberrant dust-stuffed projects no alignment
Both doors leading into this twisting cavern are locked and no magic when abilities or spells such as detect magic are cast in
and barred from the outside. The heat is oppressive its vicinity. This does not extend to any items in its possession.
and anyone entering the area must make a DC 9 Con-
stitution saving throw or gain a level of exhaustion. Actions
Sulphurous fumes sting nostrils and the bubbling Multiattack. The aberrant dust-stuffed makes two slam attacks.
of lava can be heard from the western and southern
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12
reaches. Nothing could live in this environment for (2d8 + 3) bludgeoning damage.
long, but the creatures that inhabit the cave aren’t
technically alive. Churn (1/Day). An aberrant dust-stuffed is fitted with one or more
stirring rods whose winding keys sprout from its neck, rib-cage, or
Rikha’trrj’s failed experiments with Ethon’s sar-
eye sockets. As an action, it (or someone else) can wind its key, which
cophagus reside here, the aberrant dust-stuffed. stirs its inner dust into a frenzy and it gains the effects of a haste
Hags are hoarders at heart and Rikha’trrj feels these spell with no concentration required.
mindless failures may still prove useful at some point.
Rather than destroy them, she has imprisoned them
here. DMs should populate the area with as many ab- blood counterparts. Ethon subsequently perfected
errant dust-stuffed as they see fit to challenge or creep his technique, resulting in the Drain Works located in
out the party. Most have either orcish or half-orcish Ashtakala. Rikha’trrj found the equipment Ethon left
features and the rest appear to be of full human stock. behind after she moved into the abandoned Burning
If the adventurers don’t enter with at least a modicum Keep and has been trying to duplicate Ethon’s work
of stealth, the dust-stuffed twist their keys (use their ever since—but with a twist. Rikha’trrj wants to not
Churn ability) and attack immediately. only create dust-stuffed humanoids to use as her own
spies, she desires fiendish dust-stuffed creations to
Area 22: Secret Laboratory infiltrate the inner circles of the rakshasas, perhaps
Within this workspace is the precursor to one of even the mighty Lords of Dust. Unfortunately, her
Ethon Panjilcuttra’s crowning achievements: a Drain experiments to date have only resulted in the aberrant
Works sarcophagus. It is, however, an early proto- dust-stuffed, which she keeps in Area 21.
type and does not function correctly. It drains the The sarcophagus dominates the center of the
life from humanoid creatures and refills their husks room. With a delicate, crystalline appearance, its
with a magical dust just fine, but the resulting dust- beauty belies its deadly nature. An abundance of
stuffed entities are nearly mindless zombies, rather glowing suction cups and tubes fill the interior,
than viable doppelgangers of their original flesh and waiting patiently for their next victim. Two 6-foot-tall
Settlements, Past and Present 93
cylindrical metal tanks stand against the western wall Rikha’trrj is not normally merciful with intruders,
with tubes running from their bases to the sarcoph- however, she is in need of more subjects for her exper-
agus. They hold the “dust” which is pumped into the iments. Her priorities for a fight are: capture, kill, or
empty creature husk after draining. Shelves full of escape if the first two prove impossible. She is willing
phosphorescent jars, boxes of pungent herbs, and col- to negotiate if the party doesn’t act overly bloodthirsty.
orful gemstones line the other walls in this room—an
alchemist’s dream.

Rikha’trrj (Ancient Night Hag) 7th level (1 slot): forcecage


8th level (1 slot): mind blank
Medium fiend, neutral evil
9th level (1 slot): weird
Armor Class 19 (natural armor and ring)
Actions
Hit Points 187 (25d8 + 75)
Speed 30 ft. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13
(2d8 + 4) slashing damage.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 22 (+6) 18 (+4) 22 (+6) Change Shape. Rikha’trrj magically polymorphs into a Small or
Saving Throws +2 (ring of protection) Medium female humanoid, or back into her true form. Her statistics
Skills Arcana +10, Deception +10, Insight +9, Perception +9, are the same in each form. Any equipment she is wearing or
Persuasion +10, Stealth +7 carrying isn’t transformed. She reverts to her true form if she dies.
Damage Resistances cold, fire; bludgeoning, piercing, and slashing
Etherealness. Rikha’trrj magically enters the Ethereal Plane from
from nonmagical attacks made by weapons that aren’t silvered
the Material Plane, or vice versa. To do so, Rikha’trrj must have a
Damage Immunities necrotic
heartstone in her possession.
Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 19 Nightmare Haunting (1/Day). While on the Ethereal Plane, Rikha’trrj
Languages Abyssal, Common, Draconic, Infernal, Primordial magically touches a sleeping humanoid on the Material Plane. A
Challenge 14 (11,500 XP) protection from evil and good spell cast on the target prevents this
contact, as does a magic circle. As long as the contact persists, the
Ancient Secrets. Rikha’trrj can maintain concentration on two spells
target has dreadful visions. If these visions last for at least 1 hour,
at once, and automatically succeeds on Constitution saving throws
the target gains no benefit from its rest, and its hit point maximum
to maintain concentration due to taking damage.
is reduced by 5 (1d10). If this effect reduces the target’s hit point
Innate Spellcasting. Rikha’trrj’s innate spellcasting ability is maximum to 0, the target dies, and if the target was evil, its soul
Charisma (spell save DC 18, +10 to hit with spell attacks). She can is trapped in Rikha’trrj’s soul bag. The reduction to the target’s hit
innately cast the following spells, requiring no material components: point maximum lasts until removed by the greater restoration spell
or similar magic.
At-will: detect magic, invisibility, magic missile
2/day each: plane shift (self only), ray of enfeeblement, sleep Legendary Actions
Legendary Resistance (2/Day). If Rikha’trrj fails a saving throw, she Rikha’trrj can take 3 legendary actions, choosing from the options
can choose to succeed instead. below. Only one legendary action option can be used at a time and
only at the end of another creature’s turn. Rikha’trrj regains spent
Magic Resistance. Rikha’trrj has advantage on saving throws against legendary actions at the start of her turn.
spells and other magical effects.
Move. Rikha’trrj moves without provoking opportunity attacks.
Spellcasting. Rikha’trrj is an 18th-level spellcaster. Her spellcasting
ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Cast a Spell. Rikha’trrj casts one spell from her Innate Spellcasting
Rikha’trrj has the following wizard spells prepared: trait.

Cantrips (at will): fire bolt, frostbite, light, mage hand, prestidigitation Cast a Spell (Costs 2 Actions). Rikha’trrj casts one spell from her
1st level (4 slots): detect magic, fog cloud, identify, protection from Spellcasting trait.
good and evil
2nd level (3 slots): detect thoughts, mirror image, misty step Items
3rd level (3 slots): counterspell, fly, magic circle Rikha’trrj wears a +2 ring of protection
4th level (3 slots): banishment, blight, phantasmal killer Inspired by the Ancient Night Hag from
5th level (3 slots): cloudkill, contact other plane, hold monster The Korranberg Chronicle: Threat Dispatch by Anthony J. Turco
6th level (1 slot): globe of invulnerability

94 Settlements, Past and Present


Broken Stone
Broken Stone Adventure Seeds
by Ginny Loveday

What would I say about Broken Stone? Not a lot in Broken Stone is best suited for a party of 4-6 with an average
honesty as it is terribly easy to fly right over without level of 9-10, but can be easily adapted to a range of 7-12.
noticing that there was a settlement at all. The most Here are a few ideas to introduce it in your campaign:
notable feature is the enormous shard of jagged glass • The Church of the Silver Flame has received reputable
jutting from the black earth. It made an excellent information claiming that an unusual number of fiends
outpost for our enemies during the Great War though, have been sighted near Broken Stone. They request
for that very same reason. Fiends of all types roamed your group to perform reconnaissance and possibly
the tunnels hidden beneath the surface, pouring forth eliminate this evil blight.
with their frightful weapons to wage battle upon us or
even amongst themselves at times. • The sphinx Flamewind who has been studying the
I have heard that one of the Carrion Tribes inhab- Draconic Prophecy requests that your group travel to
its Broken Stone now, claiming loyalty to Malathar, Broken Stone to study the large piece of glass located
there and note down any unusual properties it might
but I see no reason to believe that as more than a sto-
have for her.
ry meant to warn off foolish travelers. Still, the area
is treacherous, covered with dangerous ravines that • Explorers on a ship in Bloodcliff Bay have sent back
swallow the unwary, and prone to fearsome storms unusual reports of large plumes of black smoke issuing
that rage for days with whirling sands and lightning. from this area. They request additional help to travel
I wouldn’t advise heading that way if you value your inland to investigate.
life, at least not without powerful enchantments to
protect you. If anything does inhabit those tunnels, it
is likely worse than anyone could guess.
The Surrounding Area
Situated close by to the point where the labyrinth
Braving the Storm
meets the edge of Bloodcliff Bay, Broken Stone lies
If anyone is foolish enough to attempt to travel in one of
beneath a vast plain of black rock and sand criss-
these storms, they find themselves confronted with the
crossed with sharp peaks, ravines, and pits. Most of following potential difficulties:
the land is considered difficult terrain and caution
should be exercised at all times. The large jagged Combine the Meteorological and Geological Sub Tables (roll
chunk of glass marking its location stands out on the a d8) on page 9 for some random environmental effects
rare clear day in an area ravaged by frequent storms. around Broken Stone.
Storms hurl the black sand through the air obscuring
sight for more than 30 feet. Frequent lightning strikes
also hamper vision, with intense flashes in the sky Tunnels meander for unknown distances beneath
alternating with the almost pitch black created by the the surface. Falling into one of the pits or ravines
whirling dust. Travel through one of these storms is could potentially deposit someone into these tunnels
extremely treacherous with would-be explorers fre- if they manage to survive the fall, but then there is
quently falling into a ravine or pit on accident and the new challenge of finding a way out through the
never being seen again. twisting maze.

Broken Stone:
The Shard

= 5 feet
96 Settlements, Past and Present
if they had been bitten in two. The walls of this area
Area 1: The Shard
are made of roughly hewn, black crystal material.
Before you rises an immense shard of black glass,
almost 30 feet tall and easily 5 feet on each side. On a Area 3: Central Hallway
clear day, the jagged shard can be seen from Bloodcliff Leading east from the entry chamber, this 10-foot-
Bay, but on most days, you can be nearly upon it before wide hallway stretches out for 300 feet with a number
you see it. An eerie feeling settles upon you as you of tunnels and rooms opening off of it. The hallway
approach, almost as if a chill has settled into your very offers no light other than what the characters brought
bones. It is obvious this shard has been here for thou- with them.
sands of years, managing to survive countless storms
and who knows what other natural phenomena. Area 4: Barracks
Around the shard, approximately 50 feet out from Set back 5 feet from the hallway, a large iron door opens
it, there are several rock formations which provide a into a cavern approximately 40 feet by 55 feet in size.
small respite from the worst of the wind. In the shad- The walls of this room are made of a deep purple crystal
ow of one of these rocks, an opening leads down into and a faint glow emanates from them. 3 zakya raksha-
a tunnel. If the characters are not stealthy as they sa (E:RftLW p309) are resting in this area. Sounds of
approach the shard, 3 glabrezu (MM p58) appear from combat from the entryway draw their attention.
this opening. Area 5: Prison Cells
Area 2: Entryway Behind a locked door, requiring a successful DC 18
In the shadow of a large rock, a 10-foot-wide opening Dexterity check using thieves’ tools to pick, lies a
gradually slopes downward, continuing for 60 feet un- short 50-foot-long hallway lined on either side with sev-
til it opens into a small 20-foot square chamber. If the eral cells. 2 shadow demons (MM p64) stand just in-
characters did not see the glabrezu exit the tunnel, it side the door. The rear and side walls of these cells are
can be located with a successful DC 13 Wisdom (Per- made of the same rough black crystal as the entryway
ception) check. If the glabrezu did not emerge, they area with the front wall and doors constructed with
are located in this area. Sounds of combat in this area adamantium bars. None of the cells contain living pris-
alert the creatures in the Barracks (Area 4). oners at present. The two cells furthest back contain
The area is dark save for any light sources the two humanoid bodies in various states of decay. A suc-
characters brought with them. It is empty but for a cessful DC 14 Wisdom (Medicine) check shows these
small pile of bones, a tattered rucksack containing 17 bodies have been down here for at least five weeks. A
sp and 30 cp, and a broken sword. If examined, the successful DC 15 Intelligence (Investigation) check
bones appear to be human. They are mostly broken as reveals a spell scroll of protection from evil and good and
a potion of superior healing on the bodies.
Area 6: Ancillary Tunnels
Branching off from the main hallway, and
then farther off from the side tunnels, and
then farther still off from them, a vast net-
work of warrens fans out from the entryway,
connecting other clusters of rooms and other
hidden exits. These tunnels twist and turn
seemingly at random, making them very
difficult to navigate. If the characters decide
to explore these at length, they encounter
1d6 bulezau (MToF p131) for each hour
they spend exploring and they must make a
successful DC 16 Wisdom (Survival) check
as a group in order to find their way out of
the maze to the surface. On a failure, they
are able to attempt this check again after the
Settlements, Past and Present 97
Leads to The
Shard (p96).

= 10 feet

Broken Stone
Underground

98 Settlements, Past and Present


next hour passes. These tunnels and other rooms are The walls are made of the same deep blue crystal as
similarly constructed of various shades of crystal, some the assembly hall. An array of magical symbols are
roughly hewn and others polished smooth. carved into the floor and walls. Once she is aware of
the characters’ presence, she turns to the door and
Area 7: Assembly Hall speaks with a smug-sounding drawl.
An archway off of the main hallway opens into a vast
Before you stands a rakshasa outfited in brightly
200-foot-by-120-foot chamber with walls of smooth-
colored silks topped with highly polished armor. She
ly polished deep blue crystal that curve in and out,
stands with one hand cocked on her hip, smiling at
making it seem even larger as light from several
you. “Darlings, at last! It takes so much effort these
torches reflects in odd ways. A plethora of tables,
days just to get someone to come and visit. Have you
strewn with books and papers, are arranged along the
been enjoying my settlement so far? Excellent! Now to
perimeter of the room along with several bookcases
complete my ritual you just need to meet my friend.”
containing tomes about the Overlords, magical arti-
With that, she snaps her fingers and a large demon fills
facts, and the Draconic Prophecy. A locked iron chest
the doorway behind you.
is tucked beneath one of the tables. A successful DC
18 Dexterity check using thieves’ tools can unlock A marilith (MM p61) appears in the doorway behind
it. A successful DC 19 Intelligence (Investigation) the characters when Eevershak (p100) summons it.
check is required to spot the magical trap which trig- Both Eevershak and the marilith attack the char-
gers when the chest is opened. It can be disabled with acters. If reduced to less than half of her hit points,
a 4th-level or higher dispel magic or a successful DC Eevershak attempts to activate a teleportation circle
20 Dexterity check using thieves’ tools. If triggered, carved in the floor near the corner of the room.
the character who opens the chest takes 12d8 force Once Eevershak and the marilith have fled or
damage, or half on a successful DC 18 Dexterity been defeated, the characters can search her cham-
saving throw. The chest contains 1 potion of greater ber. A secret tunnel leads from this chamber to the
healing, and a scroll of protection. ritual chamber. A successful DC 18 Investigation
(Intelligence) check can discover the entrance. On
Area 8: Ritual Chamber the desk they find a large number of journals with
An altar rests on the far side of this 30-foot square writings on rituals meant to release the Overlords
chamber, atop which a burning brazier produces a from their captivity and notes on ancient magics that
thick column of black smoke that rises up through a might allow these rituals to work. The unlocked chest
natural chimney in the ceiling. Eight runes are carved contains 500 gp in coins and gems, and a spellbook
into the stone of the altar around the brazier. Four sim- containing the following spells: shield, magic circle,
ilar runes line the floor at the threshold of the room.
Any character entering the room without first disarm-
ing the runes takes 8d6 lightning damage as electricity Roleplaying Eevershak
sparks from the walls, or half with a successful DC 18
Dexterity save. The runes can be disabled by dealing Eevershak is a Naztharune rakshasa who serves Hektula,
50 damage to each one (each one destroyed reduces the Bloody Scribe. Hektula is the prakhutu of the Overlord
the damage by 2d6). The runes have an AC of 20 and Sul Khatesh, and serves the Council of Ashtakala as their
are resistant to all bludgeoning, piercing, slashing, fire, librarian. In this position, Hektula has spent decades
cold, and force damage. They are immune to lightning studying the Dragon Prophecies. She appointed Eevershak
damage. Triggering the runes alerts Eevershak in Area as the commander of a legion traveling the Demon Wastes
9 of the characters’ presence if she was not already. A studying various ancient magics in an attempt to find a way
to fulfill enough of the prophecy to free Sul from her prison
secret tunnel leads from the ritual chamber to Eever-
beneath Arcanix.
shak’s chamber. A successful DC 18 Investigation
(Intelligence) check can discover the entrance. As a result of her travels, Eevershak has picked up an affinity
for certain magics. With her skills in magic and combat, she
Area 9: Eevershak’s Chamber has grown arrogant when dealing with those she considers
Eevershak’s room contains a lavishly appointed bed, to be beneath her.
a desk, two bookshelves, a wardrobe, and two chests.

Settlements, Past and Present 99


teleport, divination, contact other plane, and geas. A
hidden compartment can be found in the wardrobe Eevershak (Zakya Rakshasa)
with a successful DC 16 Intelligence (Investigation) Medium fiend, lawful evil
check. In the hidden compartment, a stack of corre- Armor Class 19 (scale mail, shield, cloak)
spondence between Eevershak and Hektula, a Lord Hit Points 85 (9d8 + 45)
Speed 30 ft.
of Dust, outline several years of failed experiments
across the Demon Wastes, the most recent referring STR DEX CON INT WIS CHA
to the shard above Broken Stone and using it to focus 20 (+5) 14(+2) 20 (+5) 12 (+1) 15 (+2) 15(+2)
magical energies generated by a sizable living sacri- Saving Throws +1,
fice. The experiments completed thus far do not seem Skills Athletics +11, Perception +10
Damage Vulnerabilities piercing from magic weapons wielded by
to have pleased Hektula. The most recent letter con-
good creatures
veys her frustration with deciphering the intricacies Damage Resistances bludgeoning, piercing, and slashing from
of the Dragon Prophecy and Eevershak’s failure to nonmagical attacks
complete this ritual. A journal beneath the letters has Senses darkvision 60 ft., passive Perception 15
entries outlining several other theories that correlate Languages Common, Infernal
with Hektula’s understandings on other aspects of Challenge 6 (2,300 XP)
the prophecies and potential experiments to complete Innate Spellcasting. Eevershak’s innate spellcasting ability is
those at various locations. Charisma (spell save DC 14). She can innately cast the following
spells, requiring no material components:

At-will: detect thoughts, disguise self


1/day: shield

Limited Magic Immunity. Eevershak can’t be affected by spells of


1st level of lower unless she wishes to be. She has advantage on
saving throws against all other spells and magical effects.

Magic Weapons. Eevershak’s weapon attacks are magical.

Martial Prowess (1/turn). When Eevershak hits a creature with a


melee weapon attack, the attack deals an extra 11 (2d10) damage
of the weapon’s type and the creature must make a DC 15 Strength
saving throw. On a failure, Eevershak can push the creature up to 10
feet away from her, knock the creature prone, or make the creature
drop one item it is holding of Eevershak’s choice.

Actions
Multiattack. Eevershak makes three melee weapon attacks.
Alternatively, she can make two ranged attacks with her javelins.

+3 Longsword. Melee Weapon Attack. +11 to hit, reach 5 ft., one


target. Hit: 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing
damage if used with two hands.

Javelin. Melee or Ranged Weapon Attack. +8 to hit, reach 5 ft. or


range 30-120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

100 Settlements, Past and Present


Shaazarak Around Shaazarak
Shaazarak is partially excavated. On the east side
by Cat Evans
of the complex, most of the earth and rock has been
Desolation is plentiful in the Demon Wastes. Dead cleared away, revealing unnaturally well-preserved red
earth, dust-choked skies, and the rotting remains of stone carved with bas-reliefs depicting the Overlords
those who fall victim to fiends or Carrion Tribes are and their legions conquering their draconic foes. On
hallmarks of the region. Few locations wear their des- the western side, the palace is still obscured by mil-
olation so proudly as the ruined palace of Shaazarak. lennia of accumulated dirt.
The ancient rakshasas built Shaazarak to keep There is no path to Shaazarak. The blasted red
intruders out. It stands to defend something—to keep earth around it breaks down into stinking mud and
a secret, protect a treasure—but in the Demon Wastes bubbling, sulfurous pools. Sometimes, if travelers are
nothing is sacrosanct, and fiends and monsters fight especially unlucky, the rising gas from these pools
over the remains like animals picking over a carcass.[11] returns as poisonous, acidic rain.
[11] A tiefling known as Alene currently holds Shaazarak, Area 1: Sulfur Pools
conscripting any living being she can capture to excavate The area for a half mile around Shaazarak is broken
the site, hoping to uncover whatever treasures she can up by toxic pools of hot, sulfurous acid. Sucking mud
before someone bigger and tougher than she is steals
and blazing hot air make this area Difficult Terrain,
the palace from her. For now, Shaazarak’s secrets remain
and traversing it requires a single DC 15 Constitu-
its own, but I fear it is a matter of time before they are
laid bare. Whose hands they fall into might have grave tion saving throw. Those who fail are Poisoned for
consequences for all of Khorvaire. —Kendal one hour, and take 10 (4d4) acid damage. Those who
succeed take half of this damage.
At any given time, there is a 20% chance that it is
raining around Shaazarak. When rain falls, the sav-
Shaazarak Adventure Seeds
ing throw increases to DC 17 and the acid damage to
Shaazarak is is best suited for a party of 4-6 with an average 15 (6d4).
level of 8, but can be easily adapted to a range of 6-10. You Area 2: Security
can bring it to characters’ attention in a number of ways:
Patrols criss-cross the area around Shaazarak, sent
• Shelter from the storm: The sulfurous pools around out from Area 15. Each patrol comprises:
Shaazarak cause deluges of acid rain that can strip flesh 2 bearded devils (MM p70)
from bone. Offer Shaazarak as an escape from the cruel 2 hellhounds (MM p182)
environment of the Demon Wastes. 1 imp (MM p76), who is sent out a hundred yards
from the other fiends; either it reports back, or its
• Dreams of the end: Magic users have had terrible
dreams presaging a great apocalypse that will ripple out death screeches serve as an early warning
from Shaazarak. There is still time to avert the crisis—and In addition, sentries on top of the East Courtyard
with the Day of Mourning fresh in people’s minds, they (Area 4), have a clear view of the entire area.
should want to—if a group of heroes acts fast. Patrols are under orders to capture any intruders
and take them to Alene.
• Forbidden knowledge: The mages of Arcanix have their
suspicions about what treasures Shaazarak conceals Top Level
and fund an expedition to uncover them. The characters The top level of Shaazarak is a majestic dais, now par-
might be scholars, guards, or an opposing expedition— tially ruined, with mighty stone steps leading up to it,
perhaps one secretly steered by the Lords of Dust, who and a lookout spot for sentries.
aren’t ready to give up whatever awaits in the palace.
Area 3: West Courtyard
• Worked to death: The characters are captured and
put to work in the excavations, or dispatched to rescue The western side of the palace of Shaazakar has not
someone who suffered that fate. yet been excavated. The ground level here is 25 feet
higher than Area 4, and level with Area 6. Scaling
it requires a successful DC 14 Strength (Athletics)
Settlements, Past and Present 101
= 5 feet

Shaazarak

102 Settlements, Past and Present


check. From the top, characters have unobstructed
views of Areas 1-6.
Main Level
The main level of the palace of Shaazarak is a hive
Area 4: East Courtyard of activity. Alene’s prisoners work on excavation and
The stone of this courtyard is lightly pockmarked from menial tasks, her fiendish allies study or amuse
the region’s acidic rain. Alene’s sentries are camped themselves, and her guards rest between patrols. It’s
out here. They cluster around two sagging, rotting, almost impossible to discern the original function of
canvas tents, each 10 feet by 10 feet. The creatures most rooms on this level: they are empty, picked over,
positioned as sentries are those Alene can’t use for and inhabited by Shaazarak’s new owners.
the heavy labor of excavations: imps and kobolds
(1d6+2 of each at any given time). Their attention
Area 7: Worker Camp
spans are short, and unless a bearded devil has re- This square, high-ceilinged room holds a veritable tent
cently visited to keep them on task, which happens city of captive workers. There are 25 prisoners here,
once every hour, they are easily distracted by conver- watched over by one of the three teams described in
sation, games of tag, or wrestling (imps) or shooting Area 15. The tiefling Tarsis (p109) is in charge of the
down with shortbows (kobolds) one of the region’s few prisoners, but only visits to deliver work orders at the
scrawny birds or bats from the sky. start of each day. The excavations are almost com-
plete, which means two things:
Area 5: Stairs • There isn’t enough work for all the prisoners:
The western flight of stairs is hidden under earth and usually no more than six are needed, each day.
rock, but the other three are visible. All are well worn. • All of the prisoners are starting to fear what will
Each set is 25 feet high. happen to them when Alene and Merakta have no
Area 6: Ruined Dais more need of them.
Lightning and the marks of mighty claws have ruined The guards change shift every eight hours. Their
this platform. Some of the stone has fallen away, pro- job is to break up fights, punish any suspicious ac-
viding both access and line of sight to Area 7. tivity (e.g. gatherings of prisoners in groups of more
What remains of the floor shows a map of the stars than three or four), and occasionally raid tents or
and the planar system, carved into the rock. The stone- search individuals to make sure they don’t have any
work is sufficiently damaged that puzzling out what excavated treasure, or tools that could be repurposed
the carvings depict requires a successful DC 13 Intel- as weapons.
ligence (Arcana, History, or Investigation) check. The prisoners are made up of goblins, kobolds,
A rough wooden ladder leads down to Area 7. It human commoners, and a small number of other
supports up to 200 pounds of weight. If more weight humanoids. Carrion Tribespeople usually prove to be
is placed on it, the ladder breaks, sending anyone too hard to hold. Most of the humans present are folk
on it tumbling to the hard, stone floor below. The unlucky enough to have found their way to the Demon
fall deals 7 (2d6) points of bludgeoning damage, and Wastes from elsewhere in Khorvaire.
alerts anyone in Area 7.
Notable Prisoners presence of other people in ‘his’ part of Shaazarak, and
Mirade. A wiry, quiet, middle-aged woman, Mirade immediately launches into a blistering tirade of abuse
is the only one of the workers not there against her if he thinks the intruders are prisoners or other ‘harm-
will. A spy for the Moon Reavers, Mirade slips out once less’ civilians. If they appear armed and dangerous, he
every two weeks to report, using the ring of invisibility shouts for guards; two arrive from Area 7 the same
that, the rest of the time, she swallows (vomiting it up turn, and six more from Area 17 1d4 turns later.
when needed). The Moon Reavers fully intend to let
Alene figure out the complexities of the Great Machine,
Area 8a: Supply Closet
and then either sweep in and claim it from the fiends, This small room contains stacks of parchment, ink,
or destroy it, depending on what it actually does. quills, and receipts for equipment purchased (e.g. dig-
Kruk’tur. This squat, lisping, goblin is an un- ging tools; even devils have to buy shovels, it appears).
likely rabble-rouser, but that’s the role in which he The total value of the contents is approximately 100 gp.
has found himself. Kruk’tur has been secretly hiding Area 9: Overseer’s Quarters
weapons and tools in the workers’ camp, and trying
This area is large and empty, except for a comfortable
to convince other prisoners to join him in turning on
bedroll and a locked wooden chest in the center of
their fiendish guards. He’d rather die free than live
the floor. A floating driftglobe hovers near the bedroll,
like this. He’s had little luck so far, but as they sense
providing gentle blue light. It has the feel of an atrium
the end of their captivity drawing near, they’re start-
or entrance hall.
ing to warm to the idea.
Wooden chest. The chest is locked with an arcane
Area 8: Overseer’s Office lock spell. It contains:
Candles on the single desk don’t disturb the long • 137 gp, 42 sp, and 98 cp
shadows in the corners of this room. The desk itself is • Components for all the spells Tarsis knows
made of a couple of planks of wood laid across lumps
• A collection of books on magical theory, the histo-
of masonry. On it are:
ry of the Demon Wastes, and some mystery nov-
Area Map. A sketched, but reasonably accurate,
els (including The Streets Below, a gritty thriller
map of the northern part of the Demon Wastes
set in the deepest levels of Sharn)
Floor Plan. A floor plan of Shaazarak. Several
colors of ink, and in some places charcoal, have been • A handy haversack
used to fill in different areas. This is a recent floor • An air elemental (MM p124) bound to Tarsis’ ser-
plan, made by Tarsis as the excavation progressed. vice that attacks if anyone other than him opens
Progress Log. A concise document listing excava- the chest
tion progress. The process is almost complete. Barring Tarsis the Overseer. Tarsis spends evenings here
a couple of rooms on the west side of the main and alone reading, and sleeps here overnight. See Area 8
sub levels, which have collapsed, all chambers have for Tarsis’ reaction to intruders. If he screams for help
been opened up. The document notes that focus has here, Alene also comes running from Area 12, arriv-
shifted to ‘empowering the Great Machine’; arcanists ing in 3 turns.
are needed, and there are brief notes on how to tempt
some qualified magewrights and academics to the Area 10: Blocked Doors
excavation—or, if need be, abduct some from Arcanix. This pair of bronze-bound, wooden double doors,
The document also notes that there is no further use carved to depict a rakshasa wrestling a feathered
for the workers, and that they are expensive to feed. serpent, stand closed. They are stuck fast, and open
They are to be gifted to the various fiends working on only with a successful DC 20 Strength check. Alter-
the dig, in payment for services rendered. natively, they have AC 15, 45 hit points, and a damage
A locked door leads to Area 8a: Supply Closet. A threshold of 12.
successful DC 13 Dexterity check using thieves’
tools unlocks the door. Area 11a, b, c: Ruined Rooms
Tarsis the Overseer. Tarsis is here most mornings The walls and ceilings of these rooms have collapsed,
until noon, and returns in the early evening to write making them impassable.
notes on the day’s progress. He doesn’t tolerate the
104 Settlements, Past and Present
Area 12: Alene’s Quarters
This room is lavishly decorated: purple drapes cover The Great Machine
the ceiling and walls, and numerous small, magical,
lights peek from between the folds of fabric like stars. Like the Mourning, the workings of the Great Machine are
best left to the imagination and the ruling of individual
A real bed stands in the middle of the room, along
DMs. No mechanics are provided, and the only hint of its
with two finely made wooden daybeds, both showing
purpose is what Alene believes it to be capable of. DMs
the same style of decoration as the palace’s architec-
are encouraged to keep it mysterious and threatening; the
tural carvings. A crystal decanter of endless water more players know, the less fearful they will be and—in the
provides cold, fresh water on demand. worst possible scenario—the more interested they will be
Alarm. Unauthorized entry triggers a silent in trying to use it themselves.
alarm spell that alerts Tarsis, who in turn uses a
message cantrip to alert the guards, and then Alene.
All of them arrive together, 1d4 minutes after the the planes involved, be something she could weap-
alarm is triggered. onize (though she’s not clear on how). She goes on to
Acquisitions. Alene has helped herself to a few speculate how much this ‘potential weapon’ might be
of the lesser artifacts recovered from various parts of worth.
Shaazarak. Mundane items include: a bronze statue A page has been torn out of the journal.
of a stretching tiger (worth 750 gp but weighing 200 Staircase. This narrow staircase leads down to
lbs), a gold and ruby collar (worth 500 gp), a set of Area 26.
golden claw-sheaths decorated with opals (worth 350 Alene. Alene is here for a couple of hours in the
gp), and numerous pieces of pottery and ornaments. early morning and evening. She runs for the guards
Alene. Alene (p109) is here during the evenings the second she notices intruders.
and overnight. She knows everyone who should be in
Shaazarak, including the workers, and runs for the Area 14: Main Doors
guards the second she notices intruders. This pair of bronze-bound, wooden, double doors,
Area 13: Alene’s Sitting Room carved to depict a rakshasa tearing out a dragon’s
throat, stand closed. They are unlocked, and open to
This sitting room holds more of the palace’s original the plateau on which the palace is built.
furniture and ornaments than any other room. The
walls are painted with friezes of rakshasas hunting, Area 15: Barracks
fighting, holding court, and defeating mighty dragons, Fires fed by wood, peat, or humanoid waste burn here
and every piece of furniture has the same style of in- constantly, turning this room into a sweltering, stink-
tricate carving that is common in Shaazarak.
A side table next to one of the chairs holds a
half-full bottle of very good Aundairian wine
(worth nothing, half empty, but delicious
and strong), a pewter goblet, and a leath-
er-bound journal.
Alene’s Journal. Inside the
journal are Alene’s notes on the
Great Machine. She believes it to
be a manufactured manifest zone:
an area where the influence of
any plane, perhaps even multiple
planes at once, might be brought
to bear on the Material Plane. She
theorizes that overlapping man-
ifest zones might, depending on
ing sauna comfortable only for the fiends that relax nal. Any characters exposed to the allips’ Whispers of
and rest here. Madness or Howling Babble almost know the secrets
The fiends in Shaazarak spend their time here of the Great Machine, but while the knowledge is tan-
when not at work. Their work patterns are: talizingly close, it remains out of reach.
Shaazarak Fiend Patrols The allips fight to the death if attacked, but can-
Team Composition Day Evening Overnight not leave the library.
A 3 bearded devils Area 7 Area 28 Area 15 Alene, Tarsis, and many of the fiends in Shaazarak
1 chain devil are under the subtle, lingering, effects of the allips’
B 2 bearded devils, Area 28 Area 15 Area 7 powers. After excavating the library and hearing
1 hellhound, the creatures’ whispers, Alene and Tarsis went from
1 orthon greedy treasure seekers to passionate hunters of
C 3 merregons, Area 15 Area 7 Area 28 knowledge, obsessed with uncovering the Great Ma-
1 medusa chine and figuring out its secrets. None of them will
even consider stopping until that goal is achieved.
As well as these three groups, Alene’s cousins, the
tiefling siblings Varin and Belexas—slender, ti- Area 18a: Secret Room
ger-striped, creatures with feline eyes and a claim to This hidden door is apparent to anyone with a pas-
rakshasa heritage—spend all day here, ‘guarding the sive Perception of 20 or higher, or who exceeds that
doors’, though they mostly pass the time gambling, number on a Wisdom (Perception) check. The door
grooming one another, or napping. Initially they were is not locked.
terrified of the pure-blooded fiends, but over time Inside is a small shelf of scrolls containing his-
they’ve realized that Alene’s affection keeps them tories of strategies the rakshasas used in their cam-
safe. They’re convinced they are untouchable and paign against the dragons (extremely valuable to the
irreplaceable. They are wrong, and if they were ever right collector), and a scroll of recording.
to go too far in their bragging and talking down to the
real fiends, their life expectancy would be too short to Scroll of Recording
accurately measure. Wondrous item, rare
A scroll of creamy parchment on slender ebony rollers.
Area 16 & 17: Storerooms It has the Infernal word for ‘secret’ written on the back
These rooms hold nothing but rubbish: cracked of the parchment.
bones, humanoid teeth, and scraps of skin and hair On the speaking of a command word (the Infer-
that remain from the devils’ feasts nal word for ‘secret’), this scroll immediately begins
Area 18: Archive to record every word spoken within 20 feet of it. It
attributes different speakers (as “First Speaker”, etc.)
Stone shelves cut into every inch of this room’s walls
and any non-verbal, but audible, communication (e.g.
suggest it served as a library or archive, but nothing
“Second Speaker laughs”). The scroll records for the
remains of the wealth of knowledge once stored here
next hour, or until stopped by speaking the command
except for some worm-eaten wooden rollers and frag-
word again. Speaking the command word a third time
ments of parchment. Time is not the only force that
erases whatever is written on the scroll.
has left its mark: stretches of the walls and ceiling are
streaked with scorch marks and smoke stains, and a
similar, circular mark on the floor brings to mind a
bonfire. Someone set this library ablaze.
Any expression of curiosity—such as wondering
what the room was, investigating the marks of fire, or
trying to read any scraps of parchment—causes the
2 allips (MToF p116) that haunt the library to mani-
fest, emerging from the black stains on the walls. The
allips do not attack unless attacked, but try to share
the terrible knowledge that killed them, whispering
secrets to the characters in an ancient dialect of Infer-
106 Settlements, Past and Present
• Result of 18+: add 20 to the number rolled on
Area 19: Empty Room
1d100
An empty, stone-walled, room.
Thoroughly searching each room takes 30 minutes.
Area 20: Staircase Combing through these cluttered, disorganised rooms
This narrow staircase leads to Areas 21 and 24. is loud, and for every ten minutes the characters
spend searching there is a cumulative 10% chance
Underlevel that the guards stationed in Area 27 will hear them
The underlevel is less populated than the main level, and investigate.
which means intruders are unlikely to be mistaken for
workers. It is hot and dry, the air heavy with millen- Area 25: Staircase
nia-old hints of incense and perfume. There is little This staircase leads down to the Great Machine. Only
light, save an occasional candle or lamp set up to let the fiends who guard Shaazarak are supposed to use
Alene or Tarsis scrutinize a frieze. this staircase and, to ensure intruders can’t creep
silently down it, they have scattered the steps with
Area 21: The Grand Frieze broken glass, pottery shards, and fragments of bone.
The wall opposite the stone staircase is enlivened with Descending them is noisy, and Dexterity (Stealth)
a painted frieze, its colors of red, gold, and orange still checks are made with disadvantage.
vivid, depicting a rakshasa seated upon an enormous,
carved throne. Points of black, gold, and red light ra- Area 26: Alene’s Workroom
diate out around the rakshasa’s head. This room is empty save for two desks that must be
Characters who succeed on a DC 13 Intelligence as old as the palace itself, each with a well-cushioned
(History) check conclude that the colors and shapes chair. Both desks have three drawers, all locked. Only
of the ‘lights’ suggest the lines around the rakshasa’s one, Alene’s, has anything in the drawers.
head are Khyber, Eberron, and Siberys dragonshards. If characters force the drawers with a successful
An Intelligence (Investigation) check reveals the DC 14 Strength check, or pick the locks with a suc-
following: cessful DC 16 Dexterity check using thieves’ tools,
• DC 15: On closer inspection, the rakshasa is not they find:
merely seated on the throne, they are strapped to • Drawer 1: thirteen small Khyber dragonshards,
it. Their eyes are pure white, which may indicate thirteen Eberron dragonshards, and eight Siberys
an altered state, or may mean they are dead. dragonshards.
• DC 18: A line of infernal script has been painted, • Drawer 2: a Tome of Clear Thought that Alene has
in tiny lettering at odds with the scale of the frieze, started, but not finished, reading.
in the bottom right hand corner. It reads ‘what • Drawer 3: a page torn out of Alene’s Journal (see
hubris, to build a machine that could change the Area 13), detailing her realization that activat-
world, and what cowardice not to use it.’ ing the Great Machine will either kill the person
seated on the throne, or convert them to a state
Area 22, 23, 24: Finds Storage of pure energy. The throne must be occupied by
These rooms contain everything recovered from a powerful spellcaster… so effectively, Alene is
Shaazarak that has not yet been sold. Furniture, tap- going to have to kill Tarsis. She considers this
estries, pieces of art, and pottery cram these rooms regrettable, but necessary.
from floor to ceiling.
If characters investigate these rooms, roll 1d100 Forcing the drawers open is noisy, and alerts the
on the Treasure Hoard: Challenge 11–16 table (DMG). guards in Area 27.
Ignore the ‘coins’ result, substitute all ‘gem’ results for A door in the east of this room leads to Area 27.
art objects, and modify the roll based on the result of Alene and Tarsis. Alene and Tarsis spend most
the characters’ Intelligence (Investigation) check. days down here, either in Area 27, inspecting the
• Result of 13 or lower: no modifier Great Machine, or sitting here and theorizing about
it. Characters who are able to sneak up on them
• Result of 14-17: add 10 to the number rolled on
learn they’re in need of a few more Eberron shards
1d100
Settlements, Past and Present 107
to be able to safely power up the machine, and they Shaazarak Collapse Complications
fully intend to do so. Neither of them seems entirely d20 Complication
sure what will happen when they do, but the drive to 1 A large obstacle such as a fallen piece of rubble blocks your
uncover Shaazarak’s secrets, made still more powerful way. Succeed on a DC 15 Dexterity (Acrobatics) check to get
by the allips’ whispers, has pushed them far past the past the obstacle. On a failed check, the obstacle counts as
point of common sense. 10 feet of difficult terrain.
When Alene and Tarsis realize they are not alone, 2 A group of curious—and terrified—workers comes to
they attack immediately, and summon the guards from investigate the ominous rumbling and shaking. Succeed
Area 27, who call for reinforcements from upstairs. on a DC 10 Strength (Athletics) or Charisma (Intimidation)
check to move through them. On a failed check, the
Area 27: The Great Machine
obstacle counts as 20 feet of difficult terrain.
This vast, cavernous room has a floor level several feet 3 Rubble clatters down upon you from the ceiling. Make a
deeper than the surrounding chambers. Lit by dozens DC 13 Dexterity saving throw. On a failed save, you take 10
of driftglobes and lanterns, it is as bright as daylight, (4d4) points of bludgeoning damage.
and every light source is turned to illuminate the 4 A collection of excavation tools, formerly propped against
stone dais rising in the middle of the room. a wall, falls and blocks your path. Succeed on a DC 12
On the dais is a throne. Carved from ebony, with Dexterity (Acrobatics) check to avoid them. On a failed
channels containing gold flowing in a complex pat- check, the obstacle counts as ten feet of difficult terrain.
tern, and set with brackets into which something— 5 Make a DC 10 Constitution saving throw. On a failure, you are
dragonshards, for example—might be set, the throne blinded by dust and pebbles falling from above until the end
dominates the space. The floor of the room is dusty, of your turn. While blinded in this way, your speed is halved.
but a carved diagram of the planes, their intersecting 6 You are jostled and shoved by workers attempting to flee
movements mapped out for all to see, is clearly visible. the scene. Make a DC 14 Strength saving throw. On a failed
The guards. One of the guard patrols described in save you are knocked prone.
Area 15 is here. On seeing intruders, they first sum- 7 You run into a group of bearded devils attempting to
mon the others, then attack. prevent workers from fleeing. Succeed on a DC 15 Strength
Alene and Tarsis. See Area 26. If Alene and Tarsis (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation)
are not in the underlevel when the characters enter check (your choice) to get past the ensuing fight unimpeded.
this area, they arrive seconds after any alarm is raised. On a failed check, you take 2d4 bludgeoning damage, and
What Happens Next? the combatants count as 10 feet of difficult terrain.
8 In the frenzied rush to escape, some liquid—water, wine, or
Shaazarak is presented as a location, not an adven-
lamp oil—has been spilled on this stretch of floor. Make a DC
ture. It’s up to the DM how to put these various puz-
13 Dexterity saving throw. On a failed save, you fall prone.
zle pieces together. For a high-action, exciting, con-
9 You find yourself blocking a chain devil’s chosen escape
clusion, have Alene ready to use the Great Machine,
route. It attacks you as it attempts to shove past, making
either with Tarsis forced to sit upon the throne, or
two attacks with its chains.
some other NPC (a kidnapped researcher from Arca-
10 A section of wall collapses just as you sprint past. Make a
nix, or friend of the player characters, perhaps).
DC 14 Dexterity saving throw. On a failed save you take 10
Alene has slightly too few Siberys dragonshards
(3d6) points of bludgeoning damage.
to operate the machine (she has eight and needs
11-20 No complication.
thirteen) but that won’t stop her—the unnatural
curiosity inspired by the allips has her in its grasp. If the characters do not escape the palace in ten
When the improperly supplied machine is activated, rounds, they are knocked unconscious in the collapse.
the entire palace shakes and begins to collapse. Run They don’t die, but wake up prisoners of a Carrion
this as a chase scene, using the rules from the Dun- Tribe, or something worse, kick-starting a subsequent
geon Master’s Guide, rolling on the following table for adventure in the Demon Wastes.
complications.
Area 28: Collapsed Rooms
The ceilings of these rooms have collapsed, rendering
them inaccessible.
108 Settlements, Past and Present
Adversaries Tarsis (Tiefling Mage)
Tarsis is Alene’s friend, confidante, and sometimes
Alene (Tiefling Archaeologist)
lover. He is a very private individual, avoiding most
Alene is a tiger-striped tiefling with some faint trac- other beings in Shaazarak in favor of spending time
es of rakshasa blood. She is also a professional thief with his books, studying the palace, and the Great
and dealer in antiquities. She began the excavation of Machine. Tarsis is responsible for the pacts and con-
Shaazarak hoping to make her fortune, but is now ful- tracts which require the various fiends to work for
ly obsessed with uncovering the palace’s secrets. She Alene. If he were to die, those pacts would be broken,
is ordinarily a lover of luxuries, and not inclined to and she would find her control over the devils much
work harder than she has to, but the Great Machine less iron-clad.
fills her thoughts, and she devotes as much time as Tarsis uses the conjurer (VGtM p212) stat block,
she can to uncovering its secrets. with the following modifications:
Alene uses the master thief (VGtM p216) stat • Senses darkvision 60 ft.
block with the following modifications:
• Senses darkvision 60 ft. • Damage Resistances fire

• Damage Resistances fire • Reactions: Hellish Rebuke. The tiefling can


cast the hellish rebuke spell as a 2nd-level spell
• Sneak Attack. Alene’s once with this trait and regain the ability to do so
Sneak Attack does an when they finish a long rest.
additional 24 (7d6)
damage instead of the
master thief’s 4d4.
• Reactions: Hellish
Rebuke. The tiefling
can cast the hellish
rebuke spell as a
2nd-level spell once
with this trait and
regain the ability to do
so when they finish a
long rest.

Settlements, Past and Present 109


beauty underneath; Arnesian, whose body is covered
Vostethatra in flattened bone plates that include flattened horns
by Matthew Booth rising from their skull, and Torminus, whose resem-
blance to a rakshasa forces him into virtual house
This small, crudely fortified village is an anomaly in
arrest so as to not provoke Knifearm.
the Wastes; a place where people live relatively normal
Vostethatra means “oasis” in a dialect of Infernal,
lives. There are no fiends ruling over the population,
and is so named thanks to a small Lamannia manifest
nor secret depravities. Instead, the town is populat-
zone that allows crops to grow normally in the oth-
ed by tieflings and cambions. Vostethatra is home
erwise barren soil of the Wastes. The residents fight
to Sakah, the rakshasa-influenced tieflings common
viciously to protect their home, against any who ap-
here, but also Dolurrhi and Fernian tieflings. Fami-
proach, so it is hardly a place of rest for anyone else.
ly lines are unclear, as the taint common to tieflings
The only way travelers might buy their way into
seems almost random; a child of two Sakah may be
the settlement is to appeal to Shivras, a Dolurrhi
touched by Fernia instead.
tiefling who seeks to become a cambion herself. She
Notably, the leadership of the town falls to a small
and a small group of followers believe the most expe-
number of semi-immortal cambions. Knifearm, the
dient way to achieve this goal is by eating the flesh
leader of the council of elders, has been in charge for
of fiends. Given that their ability to travel is limited,
several centuries. He is named after a peculiar injury
any outsiders who bring them a gift of demonflesh
that caused his lower left arm to decay into a short,
can buy their acceptance for at least a short while.
bone-edged stump. What caused this is unknown,
The more powerful or rarer the origin, the longer they
but it is assumed his undying hatred for the Carrion
allow their gift-givers to stay.
Tribes is related. He takes particular pleasure in the
Ritual feasts take place in a cavern beneath
fatal injury and slow death of Carrion Tribe Sakah,
Shivras’ home. This is a small space, with barely
though is often pressured to not fully indulge this
enough room for the feasting table and the twelve
particular vice.
chairs surrounding it. The centrepiece of the table is
The other council members have changed over
a set of shackles bolted directly to the stone surface.
time, as members leave or temporarily retire from
It’s not often they use the locks on the “13th Seat,”
leadership. Other notable elders include a woman
though Shivras highly anticipates the day one of the
known as Renna, whose skin is adorned with arcane
council is bound and at her mercy.
symbols, giving her a savage air despite her clear
ever returned from their expeditions, and those who
Desolate did were deeply haunted by the experience. The clergy
by Ed Chivers at Newholt kept detailed records of community life,
the very last of which is dated 2 Sypheros 599 and
“A miserable collection of buildings cowering in a
describes an ordinary day of harvesting the last of the
shallow cove” is how one of my sources described
fruit from the temple gardens ahead of anticipated
the abandoned settlement of Desolate. The draconic
autumn storms. No further records exist, although
source has little to say about this part of the Wastes,
there are contemporaneous tales of a strange woman,
and nothing on the town itself, since it has only exist-
delirious and wild, dressed as a Silver Flame mission-
ed for a mere five hundred years.
ary who washed ashore on the beaches of the Eldeen
The description of Desolate’s current wretched
coast in a rowboat one spring. According to storytell-
situation comes from accounts of sailors and fishing
ers from Merylsward, the fisherfolk cared for the poor
folk forced to shelter in Desolate’s harbor by inclement
woman for the remainder of her life, in which time she
weather and seasonal storms common to the north-
never spoke a word, but screamed whenever she saw a
ern parts of Eldeen Bay. Some ventured into the town
bird or heard the flapping of wings.
itself, but none remained long, owing to the air of
In 826, the Church of the Silver Flame had a new
uneasy quiet which hangs over the settlement and its
Keeper of the Flame, Jolan Sol, who made it his mis-
surroundings. I have also managed to secure a map
sion to spread the light of the Flame across Khorvaire.
of Newholt—as it was previously known—from the ar-
He set Newholt as his prize—a shining beacon of faith
chives of the University of Wynarn in Fairhaven, which
and purity in the Demon Wastes. So, in spite of the
I have included in these pages.
previous setbacks, new settlers from Fairhaven and
Sheltered within a natural inlet on the northeast-
Thaliost set sail across Eldeen Bay to seek their for-
ern coast of the Demon Wastes, the town and its har-
tune in the north and reestablish Newholt, bigger and
bor were built on low-lying volcanic rock at the foot of
better than before. The Aundairian colonists restored
towering cliffs. Once home to nearly a thousand peo-
the temple to St. Valtros, extended the town’s wall
ple, Desolate is a crescent-shaped town whose form
and built new houses, a busy market square, and a
follows the contours of the stark cliffs above it. The
school for the children. For nearly forty years the town
buildings are still mainly intact in spite of the many
flourished as a fishing port on the edge of the Wastes,
years since the town’s lackluster heyday—even today a
under the leadership of the Bishop of Newholt, Erben
visitor can find former homes, businesses and public
Kymar. In the summer of 862, however, a trading ship
buildings more or less untouched, huddled behind the
from Owl’s Perch arrived at the harbor to find it silent
defensive walls built over successive centuries. Those
and empty. Nearly a thousand people lived in Newholt
walls, however, did little good for the inhabitants.
by that time, a thousand people who vanished with-
History out a trace and no sign of violence or struggle.
The area where Desolate sits has been settled several Today, the town stands empty and uninhabited
times, beginning in the early 470s when druids from by the living. Rumors say it is haunted, supported
the north of the Eldeen Reaches crossed the Icehorn by sailors’ accounts of dim, flickering lights seen in
Mountains and discovered a small sheltered bay. windows in the newer parts of town and the unset-
There they established a community called Greenholt. tling feeling of being watched the entire time they were
It stood for nearly sixty years before suddenly collaps- there. Harpies have also been spotted at dawn and
ing and falling into ruin. dusk flying in and out of caves which line the cliffs a
Later, settlers from Thrane arrived in the 580s and few miles southwest of the town.
expanded the abandoned settlement, adding a harbor, The Town and its Districts
houses, temples, and a curtain wall to protect the
Today, Desolate is divided up into four separate
revived town they dubbed Newholt. These settlers were
districts, each representing a different period of the
devout followers of the Silver Flame, drawn by tales of
town’s occupation, from the original druidic settle-
the Kalok Shash. Pilgrims ventured into the Wastes to
ment and Thranish temple in the west, to the Aun-
seek out the Ghaash’kala tribes, hoping to find kin-
dairian revival district in the eastern end. Between
dred spirits in an accursed land. Few of these pilgrims
old and new is the harbor district, where most of the
Settlements, Past and Present 111
town’s businesses were based. Observant players (DC druidic symbols. If any creature not immune to this
15 Perception) will notice unusual clusters of trees at effect enters the warded area, the grove guardians
certain points in the town—for example around the fight until they have driven off or slain the intruders.
temple infirmary and the Revival schoolhouse. These The grove guardians can‘t leave the warded area and
trees are natural gravemarkers, showing where awak- will not act or move unless triggered by an evil crea-
ened trees once fell, fighting to protect the town’s most ture entering the grove.
vulnerable inhabitants.
The Temple District
Greenholt To the north of Greenholt lies the Temple District,
The oldest part of Desolate is the druidic encampment dominated by St Valtros’s Church, made of locally
at Greenholt, dominated by a grove of trees and flow- quarried dark gray volcanic stone. It is a large build-
ering vines with three large standing stones at its cen- ing measuring 200 feet across and 250 feet from front
ter. The three stones are crudely carved with symbols to back. The front is marked by a portico entrance
and glyphs and were a focus for the magical protec- supported by four tall stone pillars; inside is a domed
tion cast within the grove. Some of this magic lingers worship chamber with smaller side chapels to the
in the form of a wispy mist which lingers between the left and right. Behind the main chamber are small
stones regardless of the weather. offices, the vestry, and a reliquary where the most
Toward the edges of the trees are the ruins of precious items of the faithful were kept. Currently the
small stone buildings which served as storerooms church is in a terrible state: its stained glass windows
or living quarters. Most of these are little more than smashed, its banners and tapestries pulled down, and
foundations now, although a few can still provide shel- the library ransacked and destroyed. An easy (DC 10)
ter from the elements or cover from attack. Perception check reveals that the church seems to
The three standing stones are the site of a per- have been specifically targeted for attack—the other
manent druid grove spell, which provides protective buildings in this district have been left alone.
magical effects to a 90-foot cube with the stones at its Two other noteworthy buildings are the temple in-
center. All the ruined buildings are outside of this pro- firmary in the west of the district under the shadow of
tected cube. the cliffs, and the library and scriptorium in the east
The spell only affects evil-aligned creatures. If near the gatehouse which leads to the harbor. Dotted
dispel magic is cast on the area it removes one of around the middle of the district are houses, work-
the effects of the caster’s choosing, listed below. The shops, meeting halls, and communal kitchens.
druid grove is completely dispelled if all its effects are In the southern end of this district are the walled
removed. temple gardens, which originally grew food for the
Solid Fog. The innermost section of the protected community. These are now overgrown and wild, but
area is filled with a thick magical fog. This fog reach- this area offers a plentiful supply of berries and fruit in
es 10 feet high in a 50-foot by 50-foot square at the the summer and autumn—Wisdom (Survival) checks
center of the druid grove, making this area heavily to forage for food in the temple gardens have advantage.
obscured. Every foot of movement through the fog
costs 2 extra feet. To a creature immune to this effect,
The Harbor District
the fog obscures nothing and looks like soft mist, with Desolate’s modest, sheltered harbor sits in the mid-
motes of green light floating in the air. dle of town and is still usable as a docking point for
Grasping Undergrowth. The outer section is a smaller ships.
20-foot-wide border filled with grasping weeds and At the mouth of Newholt Bay is a small island
vines, as if they were affected by an entangle spell. To called Tira’s Isle which once housed a silver-colored
a creature immune to this effect, the weeds and vines everbright beacon the locals named the Guiding Light,
feel soft and reshape themselves to serve as tempo- which showed the way into the harbor. Twisted metal
rary seats or beds. remains jut from the rock and the beacon went out
Grove Guardians. Within the area, four animat- when Newholt fell in 862.
ed trees act as silent guardians. These trees have Harbor offices and warehouses sit alongside the
the same statistics as an awakened tree (MM p317), jetties where ships once pulled up to trade. Near the
except they can’t speak and their bark is covered with gateway to the Revival District was a bawdy drink-
112 Settlements, Past and Present
Desolate / Newholt
ing spot popular with sailors and traders, called the rats are the descendants of three Fairhaven families
Lamplight Inn. A small House Lyrandar tower looks afflicted with lycanthropy: the Aarlands, the Bartells,
over the harbor, where weather mages once worked and the Redaekers, who all fled the persecution of
to keep the waters of the bay calm and ward off ap- the Lycanthropic Purge and settled in Newholt. This
proaching storms and high winds. is the reason St. Valtros’s Church is in its current
forlorn state. The wererat families have grown up
The Revival District with the stories of the Purge and have a hatred of the
By far the largest part of town is the Revival Dis- Church of the Silver Flame. As far as they know, the
trict, built by the 9th century Aundairian settlers Lycanthropic Purge is still happening, so they react
and their families. Much of this district is residential with extreme hostility to any visitor wearing or carry-
housing, but those exploring the town also find the ing symbols of Silver Flame worship.
occasional tavern, temples and shrines, and numer- Each family holds and controls a separate section
ous small businesses. Revival boasts a large market of Desolate and is fiercely protective of its own terri-
square and the bishop’s residence: a large and lavish tory, but will not attack intruders in other parts of
house where the bishops of Newholt and their staffs town unless provoked, preferring to carefully watch
lived and worked. from the shadows.
Not Uninhabited After All… The Aarlands
Popular opinion has it that Desolate is uninhabited, The Aarland family consists of six wererats ruled by
but popular opinion is wrong. Desolate has a small an older wererat matriarch. The most powerful of the
population of wererats (MM p209) who scavenge for wererat families, they control the bishop’s residence in
food and supplies where they can among the desert- Revival and the buildings immediately surrounding it.
ed town and occasional visiting ships. These were- The Aarland matriarch wears the amulet of Velraasa,
a magical item which gives her the option to transform
into a swarm of rats rather than a single giant rat. It
also allows her to appear unexpectedly from her rat
swarm in the middle of combat, and to escape through
gaps only tiny creatures can manage. In swarm form,
she has the same stats as a wererat’s rat form, but
gains condition immunities from the amulet.

Amulet of Velraasa
Wondrous item, rare (requires attunement by a shapeshifter)
Recovered from subterranean ruins within the Demon
Wastes, the amulet looks like a simple necklace, a
brass pendant set with blood-red stones. While wear-
ing this amulet a shapeshifter—including a druid
with Wild Shape—gains the ability to transform into
a swarm of creatures. The creatures making up the
swarm must be ones the shapeshifter could already
transform into, and must be at least two size catego-
ries smaller than their natural form. While the wearer
is transformed, the amulet is magically incorporated
into the swarm.
While in swarm form, the shapeshifter gains resis-
tance to bludgeoning, piercing and slashing damage.
They are also immune to the following conditions: grap-
pled, paralyzed, petrified, prone, restrained, stunned.
Curse. Any time the wearer uses this amulet Desolate Adventure Seeds
to transform into a swarm of creatures, they must
change back to their natural form within an hour, • The party is hired to accompany and protect a pair of
otherwise they will lose the ability to transform and reporters from the Korranberg Chronicle who intend
will be trapped as the swarm. The effects of the curse to explore Desolate and write a series of travelogue
end on their own after 24 hours but can also be ended articles on their experiences.
through the use of a remove curse spell.
• House Lyrandar are taking the first steps to
The Bartells reestablishing Newholt as a beachhead in the Demon
The Bartell family are four wererats based in the Wastes. You are members of a post-war exploring party
Lamplight Inn in the harbor district. They attack any sponsored by the house, sent to investigate Desolate
and report back on the state of the town and any
intruders in the inn itself but otherwise do not engage
Lyrandar assets still there.
in combat. Poorly-guarded ships at the harbor are
tempting targets for the younger members of the Bartell • Shipwrecked during a voyage across Eldeen Bay, the
family, who use their natural stealth to sneak aboard party must explore the abandoned town for supplies.
and steal any valuables they can get their hands on.
• A journal discovered at the end of the Last War hints
The Redaekers at a small fortune buried in the cellar of the bishop’s
The Redaeker family consists of four wererat siblings residence.
who hold territory in the eastern portion of the Reviv- • The party is tasked to rescue a crew of Eldeen fisherfolk
al district—several houses and a musical instrument trapped in Desolate. Upon arrival, they discover the
shop which bears the family name. fishing boat scuttled in the harbor and occupied
The Haunted Schoolhouse by sahuagin (MM p263). The crew have fled and are
sheltering in the druid grove, but are besieged by
In the very center of Revival’s housing neighborhood is harpies (MM p181) and running low on food.
a small schoolhouse where the settlers’ children were
educated. At first glance, nothing about the school-
Settlements, Past and Present 115
house seems amiss, aside from its dilapidated state If the children’s remains are found and returned to
and the school bell lying forlornly near the entrance. their former homes, the ghosts might be able to find
But players succeeding on a DC 15 Wisdom (Per- peace. Characters succeeding in a DC 13 Intelligence
ception) check notice the rats and seabirds common (Investigation) check can find a registry of children’s
to the rest of the district are conspicuously absent names who attended the school so long ago inside a
from this area. An unnatural and oppressive stillness broken desk at the back of the main room. Bones and
hangs over the schoolhouse, which is haunted by the tattered clothing are scattered throughout the space.
ghosts (MM p148) of three children who were killed in DMs can decide how difficult it is to match up the
the school when Newholt fell. They exist in a state of remains with names and determine where their fam-
permanent despair—all they want is for their parents ilies lived in the town, depending on how much of an
to collect them and take them home, but of course adventure they want to make of the experience.
they never come. The children don’t understand they None of the wererats go near the school. They all
are dead and are unaware of any passage of time know what’s in there.
since their deaths more than a century ago. The ghost
children have little control over their powers and tend
to lash out at living visitors. If the ghosts are defeated
in combat, they reappear after 1 hour.

116 Settlements, Past and Present


In Conclusion In short, esteemed elders of the Thousand, this
humble document regarding the actions and habits

S
of our ancient enemy may certainly prove useful as
o, mine elders, as I hope this informs the youth
an educational tool, or it can be a template for a more
and the uninvolved of the dangers of this land, I
focused, surgical period in our maintenance of the
also hope it sways your minds towards the cre-
world we have been rightly given by our Father and
ation of a section allowed limited intervention beyond
Mother to protect and cultivate.
our traditional stronghold for the purposes of counter-
—Endeolorth
ing the plans our ancient enemies seek to implement.
It is prudent and wise that we do not involve ourselves
on a greater scale—we cannot allow the Daughter
any more influence than what is safe for our own
Final Thoughts
race—however the war with the fiends has not ceased. And thus, I present this manuscript for the record
If anything, it has intensified beneath the notice of and cataloging within the hallowed shelves of the
lesser races. library. I do hope, however, it does not sit idly there,
This small chamber of trained youth shall in- waiting in vain to impart its important information.
filtrate the society of the lesser races to seek signs, Many of the warnings here are dire indeed and de-
follow the rise and fall of their kingdoms, and subtly serve further research and follow up from the Houses.
alter their paths through the world in service of the Take heed, any who read this: the Demon Wastes
Prophecy and the greater good of Argonessen. Under are waiting and watching.
the vision of Chronepsis and the guidance of Siberys, —Kendal Santor d’Sivis
we may even find benefit in using the lesser races in Head of the Ninth College of House Sivis
pursuit of our goals. A single claw may suffice where Stack Keeper Emeritus, Library of Korranberg
a hand may not. As the Prophecy expands into the
lesser races, closer interaction could provide more
accurate predictions and a greater ability to act.
Appendix: Creature Lists
Stat Blocks by Stat Blocks by
Creature Type Challenge Rating
Beasts Challenge 1/2 (100 XP) Challenge 14 (11,500 XP)
Horrid Rat . . . . . . . . . . . . . 16 Corrupted Corpse . . . . . . . . . 24 Lord of Dust Jurulx . . . . . . . . 77
Horrid Wolf . . . . . . . . . . . . 17 Swarm of Vampire Bats . . . . . . 25 Razalheshan . . . . . . . . . . . . 54
Mangy Wolf . . . . . . . . . . . . 24 Challenge 1 (200 XP) Rikha’trrj (Ancient Night Hag) . . . 94
Swarm of Vampire Bats . . . . . . 25 Black Ichor . . . . . . . . . . . . 25 Vraria (Ancient Night Hag) . . . . . 65
Constructs Carrion Tribe Reaver . . . . . . . . 39 Challenge 15 (13,000 XP)
Aberrant Dust-Stuffed . . . . . . . 93 Mangy Wolf . . . . . . . . . . . . 24 Vaelian . . . . . . . . . . . . . . 55
Fey Spinagon-Blooded Harpy . . . . . 41 Challenge 16 (15,000 XP)
Jagda the Cruel . . . . . . . . . . 52 Challenge 2 (450 XP) Torakar the Bone Whisperer . . . . 87
Fiends Horrid Rat . . . . . . . . . . . . . 16
Crystalmonger . . . . . . . . . . . 40 Young Ghaash’kala Warrior . . . . 23
Eevershak (Zakya Rakshasa) . . . 100 Challenge 3 (700 XP)
Lord of Dust Jurulx . . . . . . . . 77 Aberrant Dust-Stuffed . . . . . . . 93
Razalheshan . . . . . . . . . . . . 54 Carrion Tribe Champion . . . . . . 38
Rikha’trrj (Ancient Night Hag) . . . 94 Carrion Tribe Sakah Hunter . . . . 39
Speaker-in-Shadows . . . . . . . . 81 Crystalmonger . . . . . . . . . . . 40
Spinagon-Blooded Harpy . . . . . 41 Ghaash’kala Clan Guardian . . . . 34
Torakar the Bone Whisperer . . . . 87 Challenge 4 (1,100 XP)
Vraria (Ancient Night Hag) . . . . . 65 Horrid Wolf . . . . . . . . . . . . 17
Humanoids Challenge 5 (1,800 XP)
Carrion Tribe Champion . . . . . . 38 Ghaash’kala Clan Priest . . . . . . 34
Carrion Tribe Cultist . . . . . . . . 76 Karbal (Bugbear) . . . . . . . . . . 53
Carrion Tribe Reaver . . . . . . . . 39
Carrion Tribe Sakah Hunter . . . . 39 Challenge 6 (2,300 XP)
Ghaash’kala Clan Guardian . . . . 34 Eevershak (Zakya Rakshasa) . . . 100
Ghaash’kala Clan Priest . . . . . . 34 Jagda the Cruel . . . . . . . . . . 52
Karbal (Bugbear) . . . . . . . . . . 53 Challenge 7 (2,900 XP)
Sakah . . . . . . . . . . . . . . . 76 Sakah . . . . . . . . . . . . . . . 76
Young Ghaash’kala Warrior . . . . 23 Challenge 9 (5,000 XP)
Oozes Carrion Tribe Cultist . . . . . . . . 76
Black Ichor . . . . . . . . . . . . 25 Challenge 11 (7,200 XP)
Undead Speaker-in-Shadows . . . . . . . . 81
Corrupted Corpse . . . . . . . . . 24
Vaelian . . . . . . . . . . . . . . 55

Appendix: Index of Magic Items


Amulet of Velraasa . . . . . . . . .115
Cloak of the Bestial Hunt . . . . . . 87
Ghazalog’s Spear . . . . . . . . . . 13
Ghazalog’s Armor . . . . . . . . . . 15
Mask of Nightmares . . . . . . . . . 61
Scroll of Recording . . . . . . . . . 106
Sword of the Cursed War . . . . . . 78
Tyrant’s Gauntlets . . . . . . . . . . 61

118 Appendix: Creature Lists


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