TEXT: EN World EN5IDER | You’re All Doomed!
  EN World EN5IDER | You’re All Doomed!
   
  writing Kiel Chenier
   color art Mel Tillery
   
  maps Michael McCarthy
   
   Kiel Chenier
   
  concept Paul Padmore
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  DOOMED
  A
  n AbAndoned wizArd’s tower 
   resting atop a hill. A peaceful 
    village threatened by undead 
  creatures. Whispered rumors of a vast 
  treasure buried in long forgotten crypts. 
  Sounds like the perfect start to an 
  adventure. A little too perfect, even. 
  You're All
  An Unrepentantly Deadly 5E-Compatible Adventure for Characters of 3rd–5th Level  
  or a Fairly Challenging 5E-Compatible Adventure for Characters of 8th–10th Level 
  
  You’re All Doomed! | EN World EN5IDER
  You’re All Doomed! | EN World EN5IDER
  Introduction
   What if everything the PCs encountered here 
  was a lie? The village in peril, the wizard’s tower, 
  and the promise of an ancient treasure; all of it 
  set up and presented to the PCs like a trail of 
  breadcrumbs. All of it eventually leading to their 
  deaths, orchestrated by a powerful manipulator: a 
  literal master of dungeons. She lures adventurers 
  with the promise of gold and glory, then chooses 
  an assortment of monsters to challenge them. She 
  leads them down to the dungeon, allows them 
  a glimpse of treasure, then unceremoniously 
  slaughters them. Her role is to remind them 
  that death is not reserved only for monsters 
  underground.
   This is the setup of “You’re All Doomed!” It’s a 
  deviously meta dungeon delve masquerading as a 
  bog-standard fantasy adventure. Before running it, 
  think back to (or rewatch) Joss Whedon’s Cabin in 
  the Woods, as well as films like Westworld and Dead 
  and Buried.
   Before running this adventure, make sure your 
  players are okay with being toyed with a little, 
  and are genre-savvy enough to spot the subtle 
  and not-so-subtle clues that inform this adventure 
  and its big twist. If you or your players want a 
  less deadly adventure, run this adventure for PCs 
  of 8th to 10th level instead.
  Background
  The Old One Arrives
  Thousands of years ago, prior to the recorded 
  history of some races, something fell from the sky. 
  A godling; a vast, unknowable being from beyond 
  the stars, terribly ancient yet little more than a 
  fetus. This Old One lodged itself within the soft, 
  fertile soil of a valley. Its thoughts were powerful 
  enough to distort reality around it.
   Only when this Old One slept was the valley on 
  the surface safe.
  The Founding of Lightvale
  Less than a thousand years ago, two adventurous 
  sisters happened upon this valley. Bellatrix 
  Lightvale, a cunning ranger and trapper, and 
  Morgotha Lightvale, a learned and experienced 
  magic-user. It wasn’t long until they witnessed the 
  horrors that the Old One’s thoughts could cause.
   Morgotha, using her scrying magic, gleaned 
  what she could from glimpses at the Old One’s 
  mind. The exposure to it left her crippled: her 
  hair and teeth fell out, her organs shriveled up. 
  She revealed that actions in the valley leaked 
  into the Old One’s dreams, and it could be kept 
  slumbering if those dreams pleased it.
   What pleased the Old One was the death: death 
  within the sight of victory, hopes and dreams 
  suddenly and violently snuffed out.
   Morgotha and Bellatrix knew this kind of death 
  well, recalling fellow dungeon delvers killed by 
  fiendish traps and hideous monsters. This was the 
  kind of death the two sisters schemed to arrange. 
  Over the next fifty years they spun a tale of a 
  wondrous treasure (the witch gauntlet) hidden 
  beneath the valley. In truth, all that awaited 
  treasure seekers were monsters and traps.
   The sisters created a village and named it after 
  themselves: Lightvale. To outsiders, it was a 
  peaceful hamlet beleaguered by monsters, and 
  with fabulous riches buried beneath it. In truth, it 
  was a cunning death trap. Adventurers were lead 
  to a tower on the hill, where they were mercilessly 
  killed. Their blood ran down into the earth, and 
  their deaths kept the Old One dreaming.
  Open Game Content
  The game rule information in this article is designated Open Game Content. All of the other material in this article, 
  including maps and illustrations (including illustrations in the public domain), narrative and descriptive 
  text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing 
  product and article titles, and EN World and EN Publishing logos, are designated Product Identity.
  EN
  EN
  Publishing
  Publishing
  ™
  
  EN World EN5IDER | You’re All Doomed!
  EN World EN5IDER | You’re All Doomed!
  the ability to rip open tears to the afterlife, 
  and restore those who have died to life. No 
  one has ever taken it from its supposed 
  resting place below the wizard’s tower in 
  Lightvale Valley.
   
  ▶ Zombie Troubles. A call for aid has been put 
  out by the Mayor of Lightvale Village. The 
  village has been attacked by the walking 
  dead several times over the past few weeks, 
  and only at night. The mayor promises a 
  500 gp reward to anyone who can destroy 
  undead abominations lurking in the 
  surrounding woods.
   
  ▶ Missing Relative. An adventurous older 
  relative of one of the player characters has 
  gone missing. This relative is the same class 
  as the PC, but of a higher level. The last 
  place they were seen was Lightvale Village, 
  looking for information on the witch gauntlet. 
  One week ago, the PC received a sending 
  spell from their older relative that read “I’m 
  trapped down here! Send help fast! They’re 
  hiding something. Lightvale isn’t—.” The 
  sending is cut off before the message is 
  complete.
  Adventure Synopsis
  The adventure begins with the player characters 
  arriving in Lightvale Valley. If you want to start 
  the game off with some roleplaying, have the 
  players characters arrive at Lightvale Village. If 
  you want to start things off with some action, 
  start play with the “Escaped Zombies” random 
  encounter detailed below.
   No matter what length of time the PCs spend 
  in town, the villagers steer them towards the 
  wizard’s tower to the north with folktales of the 
  witch gauntlet or pleas for help to find abducted 
  villagers being held captive there by monsters. 
  If the PCs show no signs of wanting to venture 
  towards the tower, some villagers offer to buy 
  them a drink in the tavern. This drink is poisoned 
  and will render anyone who drinks it unconscious 
  unless they succeed on a DC 25 Constitution 
  The Dungeon Evolves
  Over time, the sisters grew old and feeble. 
  Morgotha felt they were unable to continue to 
  keep the Old One dreaming.
   Bellatrix had many children who could act 
  as heirs to their will. They could continue their 
  mother and aunt’s work of luring adventurers to 
  their deaths. Satisfied with this, Bellatrix finally 
  succumbed to old age and died.
   Morgotha could not accept this. No one else 
  could understand the threat of the Old One as she 
  did. She alone had glimpsed its vast, pulsating 
  mind and lived. She could not die while it still 
  existed. Morgotha engaged in the necromantic 
  rites to extend her existence into undeath, 
  becoming a lich. In this way, she could act as the 
  unseen master of the tower dungeon and continue 
  their work from the shadows. She was content to 
  let Bellatrix die and be remembered as the heroic 
  village founder, while she lived on to keep the Old 
  One slumbering.
   Under her immortal gaze, the wizard’s tower 
  expanded underground. A dungeon level that 
  housed the witch gauntlet, and a secret level 
  below to keep the menagerie of monsters they’d 
  been collecting locked up. Morgotha’s extensive 
  knowledge of teleportation magic made sure that 
  she could safely move both people and creatures 
  to and from places all over the valley.
   Today, Lightvale Valley is a well-oiled machine 
  that tempts adventurers and sellswords from all 
  across the country, then kills them underground 
  in order to preserve the Old One’s slumber.
  Character Hooks
  If your players aren’t used to old-school 
  adventures with a high risk of character death, 
  be sure to use the “Missing Relative” adventure 
  hook. This will clue players in that there’s 
  something amiss in Lightvale Village, and they’ll 
  arrive in the region skeptical and suspicious.
   
  ▶ The Witch Gauntlet. This fabled treasure 
  has been talked about in adventuring 
  communities for years. It is rumored to have 
  
  You’re All Doomed! | EN World EN5IDER
  You’re All Doomed! | EN World EN5IDER
  saving throw. Once the PCs are knocked out, the 
  villagers transport them to a summoning circle, 
  which warps them to Area 17 of the dungeon. The 
  villagers will not directly attack or kill the PCs 
  in broad daylight, no matter how much they are 
  provoked.
   If the PCs explore the surrounding area, roll for 
  random encounters. These encounters are meant 
  to challenge, but also to drop hints about the odd 
  nature of the area. Savvy players should know 
  that something is amiss by the time they arrive at 
  the wizard’s tower.
   The wizard’s tower is a straight-forward 
  dungeon crawl filled with lethal traps. PCs who 
  survive long enough to get to the witch gauntlet 
  in the Dungeon Level should be able to locate the 
  secret door that leads to the bottommost level of 
  the dungeon. From there, the true nature of the 
  dungeon, and the entire valley, is revealed.
   By the conclusion of the adventure, the PCs will 
  be faced with a number of choices, each with their 
  own consequences. See the Conclusion section for 
  more details.
  Region of Lightvale Valley
  Lightvale Valley is a 14×14-mile area surrounded 
  by dense forest. It lies on the northern borderland 
  of civilization; the dirt road connecting it to other 
  towns and villages to the south has grown over.
   
  ▶ Play starts at the south of the map, roughly 
  4 miles south of Lightvale Village. If you 
  want to speed things up, or get your players 
  interacting with the NPCs sooner, have them 
  start play just outside of Lightvale Village.
   
  ▶ The valley is steep. Each hillside rises almost 
  a mile up. Overland travel up the hills takes 
  twice as long as normal.
   
  ▶ The forested areas are extremely dense. The 
  trees grow within feet of each other and 
  make passing through the forest difficult. 
  PCs must make a successful DC 15 Dexterity 
  (Nature) check each mile they travel through 
  the forest in order to move at normal speed.
  Random Encounters
  Roll 1d20 for every hex/mile the PCs travel on 
  the Lightvale Valley map. When traveling at 
  night, roll 2d20 and use the higher result. When 
  subjected to speak with animals or speak with dead, 
  all encountered monsters are aware of and can 
  describe the tower dungeon to the amount that 
  their intelligence allows.
  Random Encounter Table
  1d20
  Result
  1–10
  No encounter.
  11–13 1d4 village scouts pretending to be travelling 
  either to or from the village. In actuality they are 
  spying on the PCs and tracking their movements.
  14
  1d6 escaped zombie humans wandering around.
  15
  2d6 skeletons. A DC 16 Intelligence (Investigation) 
  check reveals that their weapons are in almost 
  perfect condition, unlike their bones.
  16
  1d4 giant spiders. At half hit points, the spider(s) 
  retreat towards whichever teleportation circle 
  on the map is nearest to them. If they get there 
  before the PCs do, a villager spy is waiting for them 
  and teleports them and herself to the Monster 
  Chamber (Area 30). The spiders do not attack the 
  villager.
  17
  A young red dragon. This dragon is actually a poly-
  morphed mastiff. Every time it is damaged it must 
  make a DC 10 Wisdom saving throw. Failure causes 
  it to revert back to its dog form. The dragon acts 
  obviously like a dog, not a dragon.
  18
  An owlbear. The owlbear is frightened and con-
  fused, having just been released from its cell. A 
  DC 10 Intelligence (Nature) check reveals that 
  owlbears are not native to this part of the country, 
  and it is strange to find one here.
  19
  A wyvern. A DC 10 Intelligence (Nature) check re-
  veals that wyverns are not native to this part of the 
  country, and it is strange to find one here.
  20
  A spirit naga (day) or vampire spawn (night). These 
  creatures are loyal to Morgotha and are willingly 
  working with her to kill adventurers. They attack 
  the PCs, then lead them towards the wizard’s 
  tower. Only once the PCs have gone inside the 
  tower will they outright kill them.
  
  EN World EN5IDER | You’re All Doomed!
  EN World EN5IDER | You’re All Doomed!
  
  You’re All Doomed! | EN World EN5IDER
  You’re All Doomed! | EN World EN5IDER
  Teleportation Circles
  Morgotha is an accomplished spellcaster, and has 
  devised a series of permanent teleportation circles 
  that allow easy passage from the valley to the 
  cells in the tower dungeon. She and the numerous 
  villagers use them to transport caught monsters 
  and supplies down to the dungeon, as well as 
  release said monsters at appropriate times.
   
  ▶ There are 5 teleportation circles marked 
  on the map, as well as one hidden within 
  Lightvale Village, and several within the 
  tower dungeon. Each one is a 10-foot 
  diameter ring of stone and crystal.
   
  ▶ The circles are covered up with green tarps 
  covered with grass. It takes a DC 20 Wisdom 
  (Perception) check to notice them. The circles 
  radiate conjuration magic.
   
  ▶ A command phrase and specified destination 
  are required to use the teleportation circles. 
  The command phrase is “As it ever will be,” 
  and must be followed by a stated location of 
  a teleportation circle. The location described 
  can be vague (“Northwest circle” or “circle 
  by the tower” or “The Dungeon” will do), 
  but is required. If only the command phrase 
  is spoken, the magic teleports those within 
  the circle automatically to the Monster 
  Chamber (Area 30).
   
  ▶ Except for the children, all of the villager 
  NPCs know the command phrase and how 
  to use the teleportation circles.
   
  ▶ The teleportation circles can be bypassed 
  with magical skill, but not easily. Activating 
  a teleportation circle without the command 
  phrase requires proficiency in Arcana and 
  a successful DC 20 Intelligence (Arcana) 
  check. Doing so creates a link between that 
  circle and the circle in the Monster Chamber 
  (Area 30). However, there is only a 60% 
  chance of success by taking this route. Any 
  PC that teleports this way must make a d100 
  roll. Those who roll 61 or higher are instead 
  teleported into one of the locked (and 
  occupied) monster cells.
  Lightvale Village
  Founded hundreds of years ago by Bellatrix 
  Lightvale, this village appears welcoming and 
  accommodating to adventurous life. Its village 
  square is lined with shops and vendors geared 
  specifically to sellswords or mercenaries. It 
  definitely appears too good to be true to the 
  casual observer (because it is!).
   The village is a façade. Its adult villagers are 
  trained in subterfuge and deception, and are 
  merely posing as ordinary farmers, merchants, 
  and peasants. All of them except for the young 
  children are in on the ruse, though they all have 
  differing levels of understanding when it comes to 
  the details of their secret, and what lays dormant 
  beneath their village.
   
  ▶ There are 50 villagers in total. All of them are 
  human.
   
  ▶ All of them have a +6 bonus to Charisma 
  (Deception) rolls. They try to hide their level 
  of skill, as well as their class abilities, if 
  present. To adventurers, they try to appear 
  as “extremely average villagers.”
   
  ▶ All of them have varying levels of training 
  and expertise, but all of them are armed. If 
  questioned about them carrying weapons, 
  they laugh and smile and say “Well, these 
  are dangerous times, what with monsters 
  and villains roaming about.”
   
  ▶ All of them know how to use the region’s 
  teleportation circles and can use them with 
  ease.
  Rumors, Gossip, and Strange 
  Observations
  By talking to the villagers, or just observing the 
  surroundings of the village, players can glean 
  some information about the village itself, and the 
  surrounding area. A DC 10 Charisma or Wisdom 
  check prompts a roll on the Rumor Table below.
  
  EN World EN5IDER | You’re All Doomed!
  EN World EN5IDER | You’re All Doomed!
  Random Villager Table
  1d20
  First Name
  Last name
  Distinguishing Trait
  Statistics + Items
  1
  Ogilvie
  Crestfarrow
  Dark hair, light eyes
  Commoner (AC 10, HP 4)
  2
  Beatrice
  3
  Baxter
  Short curly hair, pale skin
  4
  Janna
  Green
  5
  Reece
  Burly body, no hair
  6
  Cassie
  7
  Brom
  Woodguard
  Dark eyes, wide lips
  8
  Deanna
  9
  Edgar
  Petite, high pitched voice
  Scout (AC 13, HP 16)
  10
  Feena
  Dagult
  11
  Gusta
  Missing fingers, scars
  Thug (AC 11, HP 32)
  12
  Hana
  13
  Igor
  Mumford
  Rotund, well-dressed
  Spy (AC 12, HP 27)
  14
  Kat
  15
  Louis
  Long flowing hair, light eyes
  Priest (AC 13, HP 27)
  16
  Margaret
  Montebrook
  17
  Nattan
  Narrow eyes, thin lips
  Cult Fanatic (AC 13, HP 33)
  18
  Olivia
  19
  Percy
  Lightvale
  Constant smirk, light hair
  Mage (AC 12, HP 40)
  20
  Royce
  Rumor Table
  1d12
  Rumor or Observation
  1–4
  “We’ve been attacked by the walking dead these past few nights. They dragged off one of our villagers, Krista. We 
  think we saw her being dragged north towards that old wizard’s tower! We can pay you 500 gp to kill these monsters 
  and save our Krista!”
  5
  “Everyone here knows there’s a treasure hidden somewhere up in that wizard’s tower: the witch gauntlet! It’s said 
  to grant wishes, or eternal life, or something! We’re all too scared to explore that place, but surely you strong, brave 
  adventurers could handle it.”
  6
  “Our farmers have spotted strange wolves that walk upright in the woods to the north! How horrid! We need some-
  one brave to put an end to them.”
  7
  “Have you ever seen a dragon? Every so often we see one fly overhead. It must have a lair somewhere in the region, 
  but we’re all too scared to take a look.”
  8
  You notice that all the villagers seem to be keeping a close eye on you. You don’t know why, but they seem overly 
  polite and helpful.
  9
  You notice that every so often a villager will nod to a group of others, then quickly head to the Inn. 
  10
  If in the inn, you notice a strange light coming from the door that leads to the basement. If not, you notice the light 
  coming from the inn’s outside cellar door.
  11
  You overhear the villagers talking about someone called Morgotha.
  12
  A child says something about a ‘big stone circle on the hill to the south’, but their parents quickly hush them up, 
  looking to see if you overheard them.
  
  You’re All Doomed! | EN World EN5IDER
  You’re All Doomed! | EN World EN5IDER
  Notable Village Shops and 
  Locations
  Lightvale Village boasts a large number of stores 
  that sell goods and tools common to adventurers. 
  However, everything sold to adventurers in 
  Lightvale Village is substandard, ineffective, 
  or both. However, everything sold has the 
  appearance of being high quality, and holds up 
  to a certain level of scrutiny. A DC 20 Intelligence 
  (Investigation) check reveals the actual flimsy 
  quality of the goods.
   
  ▶ Unicorn Trading Post. Has a bright, colorful 
  unicorn sign. This store sells most common 
  items found in the Core Rulebook. Rope 
  sold here will fray and snap if put under the 
  stress of holding the weight of more than one 
  medium sized creature. 10-foot poles snap 
  after being used to push or prod anything 
  more than once. Lantern oil stays lit for half 
  as long as normal, as do torches.
   
  ▶ Blackbarrel Blacksmith. Sells martial arms 
  and armor. Has an assortment of supposedly 
  enchanted “+1 weapons and shields.” In truth, 
  they are merely enchanted to glimmer and 
  shine, giving them the appearance of magical 
  items.
   
  ▶ Evergreen Apothecary. Filled with the 
  pungent smell of fungi and vinegar. Sells 
  spell components and several kinds of 
  mundane magic potions. Neither work. The 
  potions are just sugar water that’s been 
  enchanted so it registers as magical when 
  detect magic is used.
   
  ▶ Waypoint Inn & Tavern. A two-story 
  building with a basement, this is the local 
  watering hole and unofficial center of the 
  village. A large portrait of Bellatrix Lightvale 
  is hung above the hearth. Ordinary wine, 
  ale, and food is served in the tavern for 
  rural prices. Rooms are available on the 
  upper floor to rent for standard rural prices. 
  There is a hidden teleportation circle in the 
  basement that connects directly to the lowest 
  level of the tower dungeon.
  Wizard’s Tower
  The wizard tower is roughly 8 miles from 
  Lightvale Village. All of the villagers know where 
  it is, but they all say that they avoid it. They 
  consider being close to it to be bad luck.
   This dungeon is divided up into three main 
  levels:
   
  ▶ Tower Level. This is the facade that exists 
  to draw adventurers in. The tower is old 
  and crumbling human architecture. Its main 
  building looks almost like a chapel, with 
  a steep tiled roof. The tower portion rises 
  up two levels above the main building; its 
  conical roof sags from age.
   
  ▶ Dungeon Level. This is where adventurers 
  are caught, trapped, and killed. The many 
  rooms and hallways on this level are 
  deathtraps. The whole area is suffused in 
  magical energy and misleading signs. This is 
  also where the fabled ‘witch gauntlet’ rests.
   
  ▶ Secret Level. This Morgotha Lightvale’s true 
  lair, where she lives, studies, and conducts 
  her magical experiments. The level is devoid 
  of traps. Magically guarded cells contain 
  monsters of all shapes and sizes, each ready 
  to be teleported to circles that dot the region 
  and fill the above dungeon level. If there is 
  truth to be found about her and the Old One, 
  it is found here.
  Tower Level Features
   
  ▶ Ceilings. Unless otherwise stated, all ceilings 
  are 15 feet high.
   
  ▶ Doors. The doors are all wooden with 
  iron hinges and handles. All except for the 
  entrance doors in Area 1 are unlocked.
   
  ▶ Stairs. The stairs in the tower portion are 
  stone and spiral around the walls. There is 
  no railing.
   
  ▶ Windows. There are several windows all 
  throughout the tower. Each is 10 feet off 
  the ground, three feet high and 1 foot wide. 
  There is no glass in these windows.
  
  EN World EN5IDER | You’re All Doomed!
  EN World EN5IDER | You’re All Doomed!
  
  You’re All Doomed! | EN World EN5IDER
  You’re All Doomed! | EN World EN5IDER
   
  ▶ Light. During the day the tower is well lit. 
  At night it is pitch black. There are several 
  wooden chandeliers hanging from the ceiling. 
  All of their candles are missing.
   
  ▶ Traps. There are several traps in this part of 
  the dungeon. Unless otherwise stated they 
  require a passive Wisdom (Perception) score 
  of 14 to notice. Anyone can make a DC 12 
  Dexterity check as an action to disarm them.
   
  ▶ Secret Doors. An “S” on the map indicates 
  a secret door. This door requires a DC 18 
  Wisdom (Perception) or DC 15 Intelligence 
  (Investigation) check to locate. Opening this 
  door requires an action.
  Tower Numbered Areas
  1. Foyer
   
  ▶ 25 feet wide, 30 feet long.
   
  ▶ The double doors that provide entry to 
  this room are barred from the inside. They 
  can be broken open with a DC 15 Strength 
  (Athletics) check, or the bar can be lifted by 
  jamming something thin through the gap 
  between the two doors.
   
  ▶ This room is empty save for a skeleton in 
  rusted plate armor that’s curled up at the 
  back. The skeleton is unarmed, but clutches 
  a piece of parchment that has written in 
  Common “The witch gauntlet lies below. It is 
  here!”
   
  ▶ Closely examining the skeleton with a DC 20 
  Intelligence (Investigation) check reveals that 
  this person has been dead for over a hundred 
  years, but the parchment note is can’t be 
  older than a few years.
  2. Altar Room
   
  ▶ Roughly 10 feet wide, 15 feet long.
   
  ▶ Three pairs of faded and torn holy vestments 
  hang on hooks on the wall. A stone altar to 
  a sun god, complete with an offering basin, 
  rests against the opposite wall.
   
  ▶ The altar has been enchanted with a spell 
  that answers any prayers or offerings with a 
  spoken message, “Holy warrior, you are now 
  blessed and protected.” This message repeats 
  with every prayer/offering given. If done 
  more than five times, the message skips and 
  warbles, and the magic dissipates. No actual 
  bonus or protection is given.
  3. Basin Room
   
  ▶ Roughly 10 feet wide, 15 feet long.
   
  ▶ A large basin filled with water dominates 
  this room. The basin holds several gallons of 
  what appears to be fresh, clean water.
   
  ▶ The water is safe to drink, and does not 
  detect as anything magical or evil. However, 
  doing so creates a laxative effect in the 
  drinker that takes effect 10 minutes after 
  drinking. The victim must make a DC 10 
  Constitution saving throw or be poisoned 
  for 1 minute, in addition to suffering from 
  its “other effects” for the next hour. A DC 20 
  Intelligence (Medicine) check reveals this 
  check reveals this effect. That this water is 
  still fresh after so long is also suspicious.
  4. Tower Hallway
   
  ▶ 5 feet wide, 10 feet long.
   
  ▶ This room is empty.
  5. Main Tower Room
   
  ▶ Semi-circular, 25 feet × 25 feet.
   
  ▶ Human bones and rusted swords/knives 
  litter the floor of this room.
   
  ▶ Stone stairs lead up to the second level tower 
  above.
   
  ▶ There is a trap door in the center of the room. 
  It is locked with an easily smashed/unlocked 
  rusted padlock. The trapdoor drops down 50' 
  to the dungeon level below. It is a sheer drop 
  to Area 14 below.
  6. 2nd Floor Tower Hall
   
  ▶ Semi-circular, roughly 25 feet × 15 feet.
   
  ▶ Stone stairs lead up to the third level tower 
  above.
   
  ▶ Affixed to the wall is an enormous portrait 
  
  EN World EN5IDER | You’re All Doomed!
  EN World EN5IDER | You’re All Doomed!
  painting of Bellatrix Lightvale. Her piercing 
  eyes are enough to intimidate even the 
  bravest warrior. Touching or jostling the 
  painting in any way triggers a magical 
  trap. A disintegration ray fires from behind 
  the painting. The person who triggered it 
  must make a DC 16 Dexterity saving throw, 
  taking 10d8 force damage on a failure. If this 
  damage reduces the person to 0 hit points, 
  they are instantly killed and reduced to a pile 
  of fine grey dust as the disintegrate spell.
  7. 2nd Floor Hallway
   
  ▶ 5 feet wide, 10 feet long.
   
  ▶ Trap. Stepping into this hallway triggers a 
  hidden trap door, dropping all within that 
  five-foot square 15' to the room below, taking 
  1d6 points of falling damage. A creature can 
  grab onto the sides of the floor by making a 
  successful DC 16 Dexterity saving throw.
  8. Men’s Water Closet
   
  ▶ Roughly 10 feet × 10 feet.
   
  ▶ A basin of water, stool, and a chamber pot. A 
  small shelf holds dusty cakes of soap.
  9. Women’s Water Closet
   
  ▶ Roughly 10 feet × 10 feet.
   
  ▶ A basin of water, stool, and a chamber pot. A 
  small shelf holds dusty cakes of soap.
   
  ▶ Scratched into the stone wall in common are 
  the words “The treasure is above! Save us 
  all!”
  10. 3rd Floor Tower Hall
   
  ▶ Roughly 20 feet wide, 10 feet long.
   
  ▶ This hall is empty.
  11. Sitting Room
   
  ▶ Roughly 10 feet wide, 15 feet long.
   
  ▶ A small table and three chairs occupy this 
  room. A small hearth and an empty shelf line 
  the walls.
   
  ▶ Trap. On top of the table is a china teapot 
  painted with an intricate design. Lifting 
  the teapot, disturbing it, or opening its 
  lid triggers a magical explosion of knives. 
  Anyone within 15 feet of the teapot must 
  make a DC 16 Dexterity saving throw. On a 
  failure, targets take 10d4 points of slashing 
  damage as dozens of daggers explode 
  outwards; half damage on a successful save.
  12. Wizard’s Bedroom
   
  ▶ Roughly 10 feet wide, 15 feet long.
   
  ▶ A work table, bookshelf, and single bed 
  occupy this room. The walls are canvassed 
  in magical schematics and diagrams, all 
  written in cyphered magical script. A DC 25 
  Intelligence (Arcana) check reveals them to 
  be non-magical nonsense, crafted to appear 
  interesting and complex.
   
  ▶ On the bookshelf are an assortment of books 
  on the subject of spell research, histories of 
  the region, and extraplanar lore. There are 20 
  books in total, each one is worth 50 gp to the 
  right collector.
   
  ▶ Trap. There are also four spellbooks tucked 
  in the bookshelf among the other books. All 
  of them are labelled “Archmage Grimoire.” 
  Flipping through the books to examine their 
  contents triggers a curse. Book-handlers 
  must make a DC 16 Constitution saving 
  throw. On failure, their Constitution score 
  is reduced by 1d4, or half as much on a 
  successful save. Creatures regain 1 point of 
  Constitution after each long rest.
   
  ▶ There is a secret door in the wall that leads to 
  the next room.
  13. Secret Transport Room
   
  ▶ 5 feet wide, 15 feet long.
   
  ▶ This secret room contains a shelf with five 
  trapped teapots and six trapped spellbooks 
  (see Areas 11 and 12). Three copies of the 
  portrait of Bellatrix Lightvale rest against the 
  wall.
   
  ▶ There is also a smaller 5'×5' teleportation 
  circle etched into the stone floor. It works the 
  same as the other teleportation circles.
  
  You’re All Doomed! | EN World EN5IDER
  You’re All Doomed! | EN World EN5IDER
  Dungeon Level Features
   
  ▶ Ceilings. Unless otherwise stated, all ceilings 
  are 10 feet high.
   
  ▶ Doors. The doors are all sturdy iron with 
  iron hinges and handles. Unless otherwise 
  stated, all of the doors are unlocked.
   
  ▶ Light. Unless otherwise stated, all of the 
  rooms on this level are pitch black.
   
  ▶ Traps. There are numerous traps in this part 
  of the dungeon. Unless otherwise stated 
  they require a passive Wisdom (Perception) 
  score of 16 to notice. As an action, anyone 
  can make a DC 14 Dexterity check to disarm 
  them, or a DC 14 Intelligence (Arcana) check 
  if they are magical.
   
  ▶ Secret Doors. An “S” on the map indicates 
  a secret door. This door requires a DC 18 
  Wisdom (Perception) or DC 15 Intelligence 
  (Investigation) check to locate. Opening this 
  door takes an action.
  Dungeon Numbered Areas
  14. Dungeon Level Entrance
   
  ▶ 20 feet wide, 15 feet long.
   
  ▶ This room is 50 feet down from the trap door 
  above that leads to Room 5.
   
  ▶ There are six doors leading away from this 
  room. All of them have symbols carved into 
  their stone arches:
   
  ▶ Door to Area 15 has a crescent moon.
   
  ▶ Door to Area 16 has a howling wolf.
   
  ▶ Door to Area 18 has a gauntlet with a 
  pentagram.
   
  ▶ Door to Area 19 has a lion’s face.
   
  ▶ Door to Area 20 has a shining sun.
   
  ▶ Door to Area 21 has an hourglass.
  15. Crescent Moon Room
   
  ▶ 10 feet × 10 feet.
   
  ▶ This room is magically darkened, as if under 
  the conditions of a darkness spell.
   
  ▶ The door to Area 17 is false. It doesn’t open.
   
  ▶ Trap. There is a tripwire in the middle of the 
  room. If tripped over, all the doors in this 
  room swing shut, and the opposite walls 
  push inward to crush anyone inside. The 
  walls move within 1 round, and deal 8d6 
  bludgeoning damage before resetting.
  16. Howling Wolf Room
   
  ▶ 10 feet × 10 feet.
   
  ▶ This room is empty save for two stuffed dire 
  wolf heads that hang on the walls, facing 
  each other. The door to Area 17 is magically 
  locked and impassible.
   
  ▶ Each wolf has one eye that is a gem. The 
  wolf to the east has a sapphire, and the wolf 
  to the west has a ruby. Popping these gems 
  out an exchanging them causes the door to 
  Room 17 to open. Each gem is worth 70 gp. 
  If both gems are taken but not exchanged/
  reinserted within 5 minutes, the dire wolf 
  heads animate and attack. They have the 
  same statistics as a dire wolf, but have a 
  speed of 10 feet (awkwardly hopping) and 
  are undead. Reinserting the gems into their 
  eye sockets or reducing them to 0 hit points 
  ceases their animation.
  17. Summoning Room
   
  ▶ 30 feet wide, 15 feet long.
   
  ▶ In the east corner of the room is an illusory 
  pile of treasure. It looks to be over 50,000 gp 
  of gold and silver coins. Touching it in any 
  way causes the illusion to disappear.
   
  ▶ There is a teleportation circle on the west 
  side of the room. Entering the room 
  causes the dog that’s been polymorphed 
  into a young red dragon (see “Random 
  Encounters”) to be teleported in. The dragon 
  attacks anyone nearby.
  18. Trapped Gauntlet Hallway
   
  ▶ 5 feet wide, 20 feet long.
   
  ▶ At the end of this hallway is a pedestal with a 
  golden gauntlet resting atop it. The gauntlet 
  is a gold-plated tin gauntlet worth 60 gp.
   
  ▶ Trap. Removing the gauntlet from the 
  pedestal causes the door of this room to 
  
  EN World EN5IDER | You’re All Doomed!
  EN World EN5IDER | You’re All Doomed!
  swing shut and lock (a DC 25 Strength 
  check can break down the door, a DC 20 
  Dexterity check to pick the lock). The room 
  immediately heats up like an oven, becoming 
  blisteringly hot and dry. Every round, 
  creatures within this room must make a 
  DC 16 Constitution saving throw, taking 5d6 
  fire damage on a failure or half as much on a 
  successful save. The gold-plated tin gauntlet 
  automatically fails this save. If it takes 20 
  points of fire damage or more, it melts.
  19. Lion Hallway
   
  ▶ 5 feet wide, 20 feet long.
   
  ▶ Appears to be an ordinary empty stone 
  hallway.
   
  ▶ Trap. If all of the PCs venture down this 
  hallway, randomly determine one of them. 
  This selected PC hears frightful lion roars as 
  they move through the hallway. They must 
  make a DC 20 Constitution saving throw or 
  be deafened for 10 minutes, and must make 
  a DC 20 Wisdom saving throw or be being 
  frightened of its source for 10 minutes.
  20. Sun Hallway
   
  ▶ 5 feet wide, 20 feet long.
   
  ▶ Appears to be an ordinary empty stone 
  hallway.
   
  ▶ Trap. There is a tripwire in the middle of the 
  room. If walked through, the walls, floor, 
  and ceiling of this hall magically become 
  blindingly bright. All creatures within 
  the room who can see must make a DC 
  20 Dexterity saving throw to avoid being 
  blinded for 1 hour.
   
  ▶ If the PCs try to wait out their blindness in 
  the dungeon, 2d6 skeletons are teleported 
  from the Secret Level to Room 17. These 
  skeletons immediately seek out the PCs.
  21. Time Hallway
   
  ▶ 5 feet wide, 20 feet long.
   
  ▶ Appears to be an ordinary empty stone 
  hallway.
   
  ▶ Trap. This hallway has been ensorcelled with 
  powerful entropic magic. The whole hallway 
  is surrounded by an aura of necromancy. 
  Any creature that passes through this 
  hallway must make a DC 20 Constitution 
  saving throw. Failure causes that creature 
  to wither and dry up, as if being rapidly 
  aged, reducing their Constitution score by 
  1d8 points, or half as much on a successful 
  save. Creatures whose Constitution scores 
  are reduced to 0 instantly die of old age. 
  Creatures regain 1 point of Constitution after 
  each long rest.
  22. Bloodletting Hall
   
  ▶ 20 feet wide, 10 feet long.
   
  ▶ All three doors are locked. The doors to 
  Areas 23, 24, and 25 are impassible unless a 
  sacrifice is made (see below). The other door 
  can be smashed open or picked open with a 
  DC 20 Strength check.
   
  ▶ In the center of this room is an altar, upon 
  which rests a stone basin and a ceremonial 
  bone dagger. The walls are decorated with 
  mosaics which depict warriors and mages 
  standing before the basin. One by one, it 
  shows them using the ceremonial dagger 
  to cut off their left hands. Finally, it depicts 
  a door opening, and one of the warriors 
  passing through it and placing the witch 
  gauntlet onto their bloodied arm stump. The 
  doors to Area 23 are decorated with symbols 
  of the witch gauntlet.
   
  ▶ Investigating the mosaics closely reveals 
  that the way forward to the witch gauntlet 
  will only open if half of the people present 
  surrender their left hands. There’s no 
  rounding up or down. If there is an odd 
  number of people, the basin requires half of 
  a hand from someone. Once the hands are 
  placed in the basin, both impassible doors 
  unlock.
   
  ▶ Note: Unless you have a house rule of your 
  own for limb loss/amputation, cutting off a 
  hand deals 1d20 damage.
  
  You’re All Doomed! | EN World EN5IDER
  You’re All Doomed! | EN World EN5IDER
  23. False Gauntlet Chamber
   
  ▶ 20 feet × 20 feet.
   
  ▶ The stone of this chamber is polished and 
  white. It is empty save for a gleaming white 
  stone pedestal at the back of it, on which 
  rests a gleaming gold gauntlet with rubies 
  inlaid in the back of the hand.
   
  ▶ Trap. The gauntlet is illusory, projected by 
  the magic in the room. Any creature that 
  touches or disturbs the gauntlet in any way 
  causes lightning to spring across the floor 
  and walls. It deals 6d8 lightning damage to 
  all within the room. Creatures wearing metal 
  armor take double damage.
  24. True Gauntlet Chamber
   
  ▶ 10 feet wide, 30 feet long.
   
  ▶ At the end of this plain stone chamber is 
  an obsidian pedestal with an open golden 
  chest upon it. The chest is lined in velvet, 
  and nestled inside of it is a golden gauntlet 
  decorated with pentagrams. The gauntlet has 
  an aura of abjuration magic.
   
  ▶ Trap. There is an invisible 5 foot × 5 foot 
  teleportation circle in the corner of the corner 
  of the room. If the gauntlet is disturbed, a 
  vampire spawn is teleported in from the 
  Secret Level below. The PC are surprised, 
  and the vampire spawn attacks. If the PCs 
  run or when the vampire spawn is reduced 
  to half health, four ghouls are teleported to 
  the room they are in from the Secret Level 
  below.
   
  ▶ The gold chest is worth 5,000 gp alone. The 
  witch gauntlet is an ordinary (though ornate) 
  steel gauntlet that has been gold plated. It 
  is worth 1000 gp. It has been enchanted 
  to detect as magical, but it has no magical 
  properties. The gauntlet itself is trapped. If 
  a creature sticks their hand inside of the 
  gauntlet or attempts to wear it, a hidden 
  runestone within the gauntlet explodes, 
  sending gold and steel shrapnel out in a 
  wave. Anyone within 20 feet of the gauntlet 
  must make a DC 16 Dexterity saving throw. 
  On a failure, creatures take 5d6 points of 
  piercing damage, or half as much damage 
  on a successful save. The creature wearing 
  the gauntlet takes maximum damage (30 
  piercing damage).
  25. Body Hallway
   
  ▶ 10 feet wide, 30 feet long.
   
  ▶ There is a secret door in the far wall that 
  leads to Area 26.
   
  ▶ This room is full of dozens of skeletons and 
  bodies, heaped all over the ground. They are 
  all in various states of decomposition; some 
  are less than a month old, others are clearly 
  hundreds of years old. Most are wearing 
  some kind of armor and gear, but it’s all 
  rotted away. Scrawled in chalk on the wall is 
  message in Common that reads “STAY OUT! 
  IT’S DEADLY! SAVE YOURSELVES!”
   
  ▶ Investigating the room reveals that the chalk 
  message is fresh, and can’t be more than a 
  few days old. All of the bodies have rusted 
  weapons and armor, but all of their valuables 
  and consumables have been taken. If you 
  have used the “Missing Relative” adventure 
  hook, the missing relative’s body is at 
  the back of the room, their hand pressing 
  against the secret door that leads to Area 26. 
  They appear to have been stabbed to death. 
  Moving them or turning them over reveals a 
  small blood trail that leads to the secret door.
  26. Secret Passage
   
  ▶ 10 feet wide, 5 feet long.
   
  ▶ The secret door slides away to reveal a secret 
  passage. There is a trapdoor that leads to 
  a 70-foot-long shaft. The shaft has an iron 
  ladder in it, and leads down to the Secret 
  Level below.
   
  ▶ Making excess noise in this room alerts the 
  three villager spies working in the rooms 
  below.
  
  EN World EN5IDER | You’re All Doomed!
  EN World EN5IDER | You’re All Doomed!
  Secret Level Features
   
  ▶ Ceilings. Unless otherwise stated, all ceilings 
  are 20 feet high.
   
  ▶ Doors. The doors are all sturdy iron with 
  iron hinges and handles. Unless otherwise 
  stated, all of the doors are unlocked.
   
  ▶ Light. All rooms are well lit by iron sconces 
  with torches that line the walls. There are 
  also several lanterns and candelabras in 
  every room.
   
  ▶ Magical Cells. The monster cells in Area 
  31 are shut by magical force fields. These 
  force fields are impenetrable from the inside, 
  but can be disturbed or broken through 
  more easily from the outside. If a cell door 
  takes 16 points of damage, it fizzles out and 
  disappears. Likewise, casting dispel magic 
  destroys all force fields within range.
  Secret Level Numbered Areas
  27. Secret Level Storage
   
  ▶ 15 feet wide, 10 feet long.
   
  ▶ This room is filled with shelves and barrels. 
  Within the barrels are a variety of spell 
  components, as well as seven copies of 
  the “witch gauntlet” from Area 17, and four 
  copies of the “witch gauntlet” from Area 24 
  (untrapped).
  28. Prep Area
   
  ▶ 20 feet wide, 10 feet long.
   
  ▶ This room contains several work tables and 
  chairs. A magical display projected onto the 
  wall shows a full map of the tower dungeon, 
  as well as indicators of which traps have 
  been sprung and which teleportation circles 
  are active. Six sets of plate armor adorn 
  the opposite wall, as well as a sign that 
  reads “Protection against monsters. Please 
  return all pieces of armor to this room 
  before leaving this level. DO NOT WALK 
  ON THE DUNGEON LEVEL WITHOUT A 
  PROTECTION STONE.”
   
  ▶ Three villager spies are sitting in this room, 
  watching the PCs progress. If the PCs look 
  like they are approaching this room, two of 
  the villagers don the plate armor (increasing 
  their AC to 18) and are ready to attack. The 
  third goes to warn Morgotha in Area 32.
   
  ▶ Scattered on the various tables are 10 
  ‘protection stones’. These smooth, palm 
  sized stones have been enchanted so that 
  they disarm/neutralize all the traps in the 
  dungeon within 30 feet of the stones. This 
  allows the villagers to move through all 
  levels of the dungeon unharmed.
  29. Rest Area
   
  ▶ 15 feet wide, 10 feet long.
   
  ▶ This room has cots and chamber pots lined 
  against the walls. On the wall is a wooden 
  placard with the following carved into 
  it: “Many must die so that even more may 
  live, free from the danger of what slumbers 
  below. Do not feel guilt, remorse, or pity for 
  those who enter this dungeon. They brought 
  this upon themselves, and it is their time to 
  suffer.”
  30. Monster Cell Chamber
   
  ▶ 15 feet wide, 60 feet long. Each cell is either 
  10 feet × 10 feet, or 10 feet × 15 feet.
   
  ▶ This darkened room is a prison for all the 
  caught monsters. Each cell has one of the 
  monsters listed in the Lightvale Valley 
  Random Encounter Table in it. If the PCs 
  have encountered one of these monsters 
  before, the monster retains any damage it 
  has previously taken. If a monster was killed, 
  it is no longer present in the cell.
   
  ▶ Each cell contains one of the following 
  monsters:
   
  ▶ 1d4 zombies
   
  ▶ 2d6 skeletons
   
  ▶ A wyvern
   
  ▶ A vampire spawn (their cell has a coffin 
  and accommodations)
   
  ▶ 1d4 giant spiders
  
  You’re All Doomed! | EN World EN5IDER
  You’re All Doomed! | EN World EN5IDER
   
  ▶ An owlbear
   
  ▶ A spirit naga (her cell has soft bedding 
  and pillows)
   
  ▶ A young red dragon (secretly a 
  polymorphed dog)
   
  ▶ Any monsters that are released will target 
  and attack Morgotha and any villager NPCs 
  present. Most of them resent or hate their 
  human masters, or at least would rather kill/
  eat them than the PCs.
  31. Morgotha’s Lair
   
  ▶ Roughly 15' wide, 60' long.
   
  ▶ A combination of magical laboratory and 
  throne room. There are five tables filled with 
  spell components and magical workshop 
  equipment. At the back of the room is an iron 
  throne, upon which sits Morgotha Lightvale, 
  a withered lich. There is also a teleportation 
  circle in the middle of the room.
   
  ▶ Treasure. In the corner of the room is a large, 
  locked safe (DC 25 Strength or Dexterity 
  check to open). Inside are 100 platinum trade 
  bars (500 gp each, 50,000 gp total) as well as 
  a declaration signed by Morgotha and five 
  other prominent nobles of the region. The 
  declaration outlines their support for what 
  Morgotha is doing, and their pledge to hide 
  any knowledge of the slumbering Old One 
  from the common people, the church, and 
  the rest of the nobility. At the back of the safe 
  is a jewel encrusted vial of blood (300 gp), 
  which acts as Morgotha’s phylactery.
   
  ▶ Morgotha can’t stomach killing the PCs 
  herself—she had really hoped the traps and 
  monsters would be enough. If Morgotha is 
  alerted to the PCs presence, she sends out 
  a magical message to the village, calling 
  out for aid. Within 1d4 minutes, 12 villager 
  thugs arrive through the teleportation circle 
  to kill the PCs.
   
  ▶ If the players question Morgotha or attack 
  her, see the ‘Finale’ section.
  Finale
  What Morgotha Knows
  Morgotha isn’t stupid, and won’t try to hide the 
  true nature of the tower dungeon and her work. 
  She speaks plainly and pleasantly to the PCs, and 
  will explain everything covered in the “Adventure 
  Background” section.
   She urges the PCs to move to the Monster Cell 
  Chamber and allow the monsters to kill them. She 
  says the following.
  “Only your death at the hands of danger and strife will 
  satisfy the Old One’s dreams, and keep it slumbering. 
  If you do not die here, and you deny the Old One what 
  it craves, you will inflict upon this world a terrible 
  suffering. Please … do the right thing and die here, 
  knowing that your sacrifice protects the world.”
  If the PCs agree, they are brought to the Monster 
  Cell Chamber and promptly killed. The Old One 
  keeps sleeping, and the people of Lightvale Valley 
  continue their dark work.
   If the PCs refuse, Morgotha attacks them. She 
  does not fight to the death. When reduced to half 
  her hit points she retrieves her phylactery from 
  the safe, then runs to the teleportation circle and 
  teleports to Lightvale Village. If she gets away, she 
  moves to the next town over and begins planning 
  to retake the tower dungeon.
   If Morgotha is killed, the villagers all run away, 
  either to the nearby teleportation circle, or up the 
  ladder to the Dungeon Level. The word is put out 
  that Morgotha has died, and the rest of the people 
  in Lightvale Village pack their things and leave 
  the region as quickly as possible.
   If the PCs survive the adventure and walk away 
  from the dungeon, the larval Old One erupts 
  from the earth 24 hours later. Add 24 hours for 
  every PC that was killed during the adventure.
   
  ▶ If this adventure is part of an ongoing 
  campaign, then the larval Old One persists 
  as an ongoing threat that ravages the realm.
   
  ▶ If this adventure is a one-shot game, describe 
  the larval Old One emerging from the 
  
  EN World EN5IDER | You’re All Doomed!
  EN World EN5IDER | You’re All Doomed!
  ground after the allotted time has passed. It 
  lets out an unearthly baby’s cry, and stops 
  over to destroy the nearby village, then it 
  moves on to destroy others. If your players 
  want to fight it, by all means let them, but 
  be clear that this thing is like an embryonic 
  god, and that fighting it head on is almost 
  certainly suicide.
   
  ▶ If the players choose not to fight it, and walk 
  away from the situation, congratulate them 
  on walking away from this adventure alive.
  Monster Statistics
  Larval Old One
  The Old One’s physical form resembles a giant 
  crimson baby. It has red, fleshy skin, bulbous 
  black eyes, and a fleshy, distended head. It can 
  walk, but it moves with the lumbering, unsteady 
  gait of a toddler. While it has a row of fleshy 
  tentacles covering its top lip, it has a mouth and 
  gums like a baby would.
  Larval Old One
  Huge aberration, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 340 (20d12 + 100)
  Speed 50 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   24 (+7) 
  15 (+2) 
  21 (+5) 
  19 (+4) 
  17 (+3) 
  12 (+2)
  Saving Throws Str +12, Con +10, Wis +8
  Skills Perception +16
  Damage Resistances bludgeoning, piercing, and 
  slashing from non-magical weapons
  Damage Immunities poison, radiant
  Senses passive Perception 13
  Languages None. The Old One can communicate 
  ideas telepathically, but it doesn’t know any known 
  language.
  Challenge 14 (12,700 XP)
  Regeneration. The Old One regains 10 hit points at the 
  end of its turn every round of combat.
  Mutating Aura. The very presence of the Old One is 
  caustic to natural life. If a creature starts its turn 
  within 30 feet of the larval Old One, it must succeed 
  on a DC 15 Constitution saving throw or be mutated 
  (see the Random Mutation Table sidebar).
  Devour. If the larval Old One grabs a creature with its 
  hands, at the beginning of its next turn it uses an ac-
  tion to stuff that creature into its mouth. The creature 
  may make a Strength or Dexterity check contested 
  by the Old One’s Strength check. Failure causes the 
  creature to be pitched into the Old One’s mouth, 
  where they are immediately dissolved and killed.
  Actions
  Multiattack. The larval Old One makes three attacks: 
  two stomp attacks and one fist attack.
  Stomp. Melee Weapon Attack: +12 to hit, reach 10 ft., all 
  targets within a 10-foot radius. Hit: 8d8 + 12 blud-
  geoning damage.
  Fist. Melee Weapon Attack: +12 to hit, reach 10 ft., one 
  target. Hit: 5d6 + 12 bludgeoning damage, and the 
  target is grappled. e
  Random Mutation Table
  1d6
  Result
  1
  No result.
  2
  Your eyes become arms. You are permanently 
  blinded and gain two additional attacks when 
  you take the Attack action.
  3
  Your legs split into eight thick, amber ten-
  tacles. Your walking speed is reduced to 10 feet 
  and you gain a swimming speed of 40 feet. 
  4
  Your internal organs swell to three times their 
  usual size. You gain vulnerability to piercing, 
  slashing, and bludgeoning damage.
  5
  You gain another head somewhere on your 
  body, with its own personality. You gain the 
  Two Heads feature, as an ettin. 
  6
  Roll twice, taking both results. Ignore 6s.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 102 - Youre All Doomed V1.1.pdf