TEXT: in the VAULT of STARS
  Part Two of the Siege of the Yellow Rose Series
  A battle rages in the sky above the Monastery of the Yellow Rose between illithid 
  and githyanki ships as shadowy shapes amass on the Glacier of the White Worm. 
  As the Monastery of the Yellow Rose braces itself for the onslaught, you are 
  sent onto the glacier in search of a secret githyanki base and to discover if the 
  appearance of dragons brings ominous portents.
  A Four-Hour Adventure for 5th–10th Level Characters
             
  I
  R
  T
  THE ROLE
  INITIATIVE
  MARK MERIDA
  Adventure Designer
  Adventure Code: CCC-TRI-27 ROSE1-2
  Optimized For: APL 8
  Version: 1.1
  Story Arc Coordinator: Jay Africa, Mark Merida
  Editor and Layout: Ruth Jedlinsky
  Senior Editor: David Jedlinsky
  Maps: Mark Merida
  Organized Play: Chris Lindsay
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
  D&D Adventurers League Administrators: Alan Patrick, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,  
  Lysa Chen
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  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained 
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  CCC-TRI-27 In the Vault of Stars
  2
  Introduction
  Welcome to In the Vault of Stars, a D&D 
  Adventurers League™ adventure, part of the official 
  D&D Adventurers League™ organized play system 
  and The Role Initiative’s Siege of the Yellow Rose 
  series. Each part in the series corresponds to a 
  specific tier of play.
  This adventure starts in the Monastery of the 
  Yellow Rose and the Glacier of the White Worm and 
  is meant to be run one of two ways:
  Interactive. Multi-table style with all three Parts 
  (Tiers) running simultaneously at separate tables, 
  with events at those tables affecting what occurs at 
  this table and vice versa. The timings of all three 
  modules are completely independent of one another 
  meaning the Tier 3 table could be in Act II while the 
  other tables are still in Act I. Listed timings are only 
  meant as a communication between the author and 
  the DM based on suggested run time.
  Standalone. Run this module independently, with 
  the following caveats:
  • “Boons” listed to give other Tiers (tables) are 
  ignored.
  • Run the module as if conditions for “boons” from 
  the other tiers (tables) have been met.
  • Insert the boons from the other tiers (tables) while 
  running the module as you, the DM, see fit.
  This adventure is designed for three to seven 
  5th–10th level characters and is optimized for five 
  characters with an average party level (APL) 
  of 8. Characters outside this level range cannot 
  participate in this adventure.
  Adjusting This Adventure
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure 
  is optimized for. You’re not bound to these adjust-
  ments; they’re here for your convenience.
  To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate 
  the party strength for the adventure, consult the 
  following table.
  Determining Party Strength
  Party Composition Party   
  Strength
  3–4 characters, APL less than  
  Very weak
  3–4 characters, APL equivalent  
  Weak
  3–4 characters, APL greater than  Average
  5 characters, APL less than  
  Weak
  5 characters, APL equivalent  
  Average
  5 characters, APL greater than  
  Strong
  6–7 characters, APL less than  
  Average
  6–7 characters, APL equivalent  
  Strong
  6–7 characters, APL greater than  Very strong
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a partic-
  ular recommendation is not offered or appropriate 
  for your group, you don’t have to make adjustments.
  Before Play at the Table
  Before you start play, consider the following:
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiarize yourself with the 
  adventure’s appendices and handouts.
  • Gather any resources you’d like to use to aid you 
  in running this adventure—such as note cards, a 
  DM screen, miniatures, and battlemaps.
  • Ask the players to provide you with relevant char-
  acter information, such as name, race, class and 
  level, passive Wisdom (Perception), and anything 
  specified as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.)
  Playing the Dungeon Master
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.
  To facilitate this, keep in mind the following:
  You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting 
  or improvising is encouraged, so long as you 
  maintain the adventure’s spirit. This doesn’t allow 
  you to implement house rules or change those of 
  the Adventurers League, however; they should be 
  consistent in this regard.
  Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine.
  Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide 
  hints and clues to your players so they can attempt 
  to solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over 
  a lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when 
  this happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience.
  
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  CCC-TRI-27 In the Vault of Stars
  3
  Adventure Primer
  “I hold with those who favor fire. 
  But if it had to perish twice, 
  I think I know enough of hate 
  To know that for destruction ice 
  Is also great” 
  —Robert Frost
  This section provides the adventure’s background, 
  an overview of the adventure in play, and hooks that 
  you can use to introduce your players’ characters to 
  the action. For a list of prominent NPCs featured in 
  this adventure, see appendix, “Dramatis Personae.”
  Adventure Background
  The conflict between the gith and the mind 
  flayers—the alien race of brain-eaters known as 
  the illithids—has raged through the millennia 
  and across the planes. Since the fall of the illithid 
  empires, mind flayers have sought refuge in 
  enclaves throughout the worlds of the multiverse. 
  Wherever they have sought refuge, the gith have 
  always followed in dogged pursuit.
  The monastic Order of the Yellow Rose is about 
  to feel the force of this conflict firsthand. A tenday 
  ago, a novice of the order discovered an abandoned 
  illithid laboratory in the depths of the mountains 
  beneath the monastery. The discovery caused the 
  long-dormant facility to awaken, sending pulses of 
  psionic energy throughout the planes like a beacon.
  From their fortresses in the Astral Plane, the 
  githyanki detected the psionic pulses. With gith 
  enmity towards the mind flayers transcending 
  time and space, the githyanki ventured to destroy 
  this source of mind flayer energy. They sent an 
  attack force into the Material Plane, emerging at 
  the Glacier of the White Worm and finding the 
  Monastery of the Yellow Rose before them.
  A gith scouting party was sent to the monastery, 
  where they were met by monks of the order. After 
  asking the monks about the pulses of energy (about 
  which the monks did not have any information), the 
  gith assumed they were trying to protect the facility. 
  In anger, the gith regrouped to gather their forces to 
  march against the Order of the Yellow Rose.
  Location Summary
  The following locations feature prominently in this adventure.
  The Monastery of the Yellow Rose. An ancient institution 
  run by an order of monks dedicated to Illmater. Founded over 
  a thousand years ago, the monastery stands in the isolation 
  of the Earthspur Mountains.
  Glacier of the White Worm. A large ice sheet to the east of 
  the monastery.
  A secret base under the Glacier of the White Worm. A series 
  of tunnels and caves created by volcanic activity below the 
  Glacier of the White Worm.
  Adventure Overview
  Untrained to defend themselves against the 
  githyanki attack force, the monks of the Yellow 
  Rose have summoned adventurers to aid in the 
  monastery’s defense. Individuals of all levels of 
  experience answered the call. Their efforts to save 
  the monastery play out in this adventure, as well as 
  in the others of its series.
  The adventure is broken down into an 
  Introduction and three Acts:
  Introduction. The adventurers are teleported to 
  the Monastery of the Yellow Rose amidst hurried 
  preparations to fortify the monastery. They speak 
  with one of the order’s masters and learn the 
  location of the entrance to the base of operations of 
  the githyanki.
  Act I. Making their way to the entrance to the 
  githyanki base of operations, the adventurers must 
  find allies to assist in the defense of the monastery.
  Act II. The adventurers find the entrance to the 
  base and must find the location where the githyanki 
  are fortified in a series of tunnels and caves, under 
  the Glacier of the White Worm.
  Act III. The adventurers find the fortified location 
  and discover a strange ritual the githyanki are using. 
  It will allow them to control dragons to aid in the 
  incursion on the monastery.
  Adventure Hooks
  The adventure begins under the assumption that 
  the characters have already agreed to assist the 
  monks of the Yellow Rose. The following hooks can 
  provide the adventurers with reasons to answer the 
  call of the order.
  Heroes of the Realms. The adventurers have 
  heard of the perils befalling the Order of the Yellow 
  Rose and have answered their call for aid. Helping 
  the order could save hundreds of innocent lives.
  Treasures of the Yellow Rose. The Order of the 
  Yellow Rose has offered up a reward of gold. Should 
  the adventurers succeed in their mission, they will 
  receive not only payment, but the gratitude of the 
  order as well.
  
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  CCC-TRI-27 In the Vault of Stars
  4
  Plea of Ilmater. The Church of Ilmater has sent 
  a plea to all followers to help protect the sacred 
  location and their monk brothers.
  Faction summons. Faction members receive a 
  letter telling them to make their way to the closest 
  faction safe house as quickly as possible.
  Emerald Enclave (Faction Assignment). The 
  Enclave has noticed that there seems to be a large 
  group of dragons amassing on the Glacier of the 
  White Worm. They know that dragons are normally 
  solitary creatures and are concerned that the events 
  at the monastery and the congregation are not just 
  coincidental. Seek out clues or proof that the two 
  are connected and report any findings.
  For the DM
  This module can be run one of two ways, as a 
  multi-table interactive or as a standalone module.
  Interactive. Multi-table style with all three parts 
  (Tiers) running simultaneously at separate tables, 
  with events at those tables affecting what occurs at 
  this table and vice versa. The timings of all three 
  modules are completely independent of one another 
  meaning the Tier 3 table could be in Act II while the 
  other tables are still in Act I. Listed timings are only 
  meant as a communication between the author and 
  the DM based on suggested run time.
  Standalone. Run this module independently, with 
  the following caveats:
  • “Boons” listed to give other Tiers (tables) are 
  ignored.
  • Run the module as if conditions for “boons” from 
  the other tiers (tables) have been met.
  • Insert the boons from the other tiers (tables) while 
  running the module as you, the DM, see fit.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-27 In the Vault of Stars
  5
  Introduction. Tragedy
  The supreme art of war is to subdue the enemy 
  without fighting.
   —Sun Tzu
  Estimated Duration: 5 Minutes
  Audience with the Matron of the Chisel
  At the story’s outset, the adventurers are teleported 
  to the Monastery of the Yellow Rose. There, 
  they speak with one of the order’s high-ranking 
  members.
  If you are running this module on its own, read or 
  summarize the following to the table to set the stage 
  for the battle. If you are playing this a multi-table 
  co-operative module, have one of the DMs read it to 
  all three tables at the same time.
  As the blinding flash of the teleportation circle recedes 
  from your vision, there is an explosion that knocks you 
  off your feet. As you come to, there are several illithid 
  and githyanki bodies lying twisted and contorted all 
  around you. Another set of explosions thunders high 
  above your heads. As you crane your neck to see what 
  it was, aloft you spy a fleet of gith ships battling with 
  several squid-like mind flayer battleships. Shrapnel 
  and bodies are falling from the sky as the monks of the 
  Yellow Rose gather together to prepare for battle. 
   A female, halfling monk quickly nods and addresses 
  herself to you. “I am Mother Rosinden of the Order of 
  the Chisel . . .” As she finishes her brief introduction, an 
  illithid drops in front of her, and in a flourished whirl, 
  she lays a roundhouse kick across the creature’s face 
  twisting its head. The crack of its neck tells you that the 
  creature is no longer a threat. 
   Mother Rosinden straightens her garb and motions 
  to two other monks. They each rush over to one of the 
  groups that appeared at the same time as yours and 
  hurries them in separate directions. She motions you 
  remaining adventurers to follow her as she runs off in 
  another direction.
  More than a Woman
  She ushers you towards a wall and then through it. You 
  cross what is now obviously an illusory wall. As your 
  eyes adjust to the candlelight, you notice that there 
  are three individuals already there waiting for you: 
  Chaab of the Zhentarim, Seranolla the Whisperer of the 
  Emerald Enclave, and Zern Xerkstil of the Order of the 
  Gauntlet. Mother Rosinden speaks “We do not have 
  much time, but we will answer what we can.”
  Mother Rosinden freely gives the following 
  information:
  • A tenday ago, a recently inducted novice named 
  Natali confided in Mother Rosinden about a 
  discovery she made while researching the history 
  of the Tower of the Winds.
  • Natali was very tight-lipped about the knowledge 
  she’d gained, mentioning only that her discovery 
  revealed an as-yet unknown aspect of the monas-
  tery’s past—a revelation involving the alien hand 
  of mind flayers. Unfortunately, Natali disappeared 
  several days ago.
  • Coincidentally, a force of otherworldly creatures 
  named githyanki appeared shortly after Natali’s 
  disappearance making demands to be led to the 
  illithid location. The monks did not know what 
  they were referring to and the githyanki force left 
  believing the monks were protecting or hiding the 
  location.
  • A day later nautiloid-like craft started streaking 
  across the sky towards the monastery.
  • Other craft started popping up nearby and the two 
  forces started fighting almost immediately above 
  the monastery.
  • The situation is very confusing as they do not 
  know what either side wants, how to stop the 
  fighting, or how to stop the monastery from being 
  their battleground.
  • One group of adventurers has gone off to search 
  for the whereabouts of Natali as they believe that 
  she may have uncovered or discovered something 
  and that is what is drawing both sides here.
  • Another group is being utilized to fortify the 
  monastery and dispatch any unwanted visitors, 
  while the first group searches.
  
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  CCC-TRI-27 In the Vault of Stars
  6
  Mother Rosinden’s tasks for the party
  Mother Rosinden needs this group of adventurers to 
  successfully complete the following missions:
  • There have been rumors of battles between the 
  githyanki creatures and the inhabitants of the 
  Glacier of the White worm. Search them out and 
  try to get them to help the monastery in any way 
  they can.
  • Find the location of the githyanki base and 
  uncover information there that may assist the 
  monastery.
  • There seems to be a rising mass of dragons far 
  to the north, at the far edge of the Glacier of the 
  White Worm. They look like they are poised to 
  strike the monastery as well, and their motives do 
  not make sense to anyone. 
   If asked, there are only chromatic dragons, but 
  all seem to be represented: White, Blue, Green, 
  Black, and Red.
  Emerald Enclave (Faction Assignment). After 
  Mother Rosinden finishes talking to the players, 
  Seranolla takes the members of the Enclave aside 
  and says the Chromatic Dragons are amassing in 
  the hundreds. It cannot be a coincidence that the 
  dragons are gathering and the battle is happening 
  overhead at the same time. She asks for the charac-
  ters to identify any links between the battle and the 
  dragons. Hand those players Player Handout 1.
  Roleplaying Mother Rosinden
  Leader of the Order of the Chisel, Mother Rosinden also acts 
  as the order’s quartermaster, treasurer, and chief liaison. She 
  is calm under pressure, authoritative but warm in demeanor, 
  and speaks in confident tones to both strangers and 
  acquaintances, alike. A head of half-gray hair and pronounced 
  crow’s feet around her eyes reveal her to be middle-aged, 
  adding to her matronly image. Though typically stoic and 
  unflappable, Mother Rosinden is an open book when her 
  emotions do surface.
  Quote: “We of the Yellow Rose follow paths of pacifism, only 
  ever raising our fists in self-defense. We hope to avoid raising our 
  fists in violence at this time, as well.”
  Traits: even-tempered, good judge of character, stoic, warm
  Flaws: prone to frustration when outside her comfort zone
  Treasure
  As a gesture of good faith, Mother Rosinden offers 
  the adventurers an up-front reward of 500 gp, 
  promising more if they successfully discover the 
  information about the githyanki base.
  
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  CCC-TRI-27 In the Vault of Stars
  7
  Act I. Stayin’ Alive
  Extinction is the Rule 
  Survival is the Exception
  —Carl Sagan
  Estimated Duration: 85 Minutes
  Into the cold
  The group travels across the Glacier of the White 
  Worm to the location of the rumored entrance of the 
  githyanki base. Before starting this section ask the 
  players if there is a marching order, if there is none 
  while crossing the Glacier, randomly roll who is 
  affected. There are four missions in this section.
  General Features
  The Glacier of the White Worm has the following general 
  features:
  Terrain. Dotting the landscape of the glacier are numerous 
  snowdrifts, crevices, large crevices, even larger crevices, and 
  thin ice that is covering glacial lakes. A successful DC 18 
  Perception check is needed to locate these threats.
  Weather. The Glacier is immensely cold and normally it is 
  snowing with whipping winds. However, the monks of the 
  monastery have cast spells to calm with weather in order to 
  be able to see the oncoming force from a long distance away. 
  Therefore, the wind is not as biting and there is no snow and 
  the skies are blue. The group can see that all around them are 
  mountains, but because there is a lack of any other noticeable 
  features, the mountains appear closer than they are.
  Light. Bright blue sky.
   Smells and Sounds. Fresh snowfall, crunch of snow 
  underfoot, the crack of thousand year old ice, and the 
  occasional howl of a wolf (just to keep the players at unease).
  Preparing for the Cold. Below is a list of gear 
  available to the characters for the trek across the 
  glacier:
  • Cold weather outfit: 5 gp
  • Crampons: 2 gp
  • Skis, poles and snowshoes: 10 gp
  • Snow goggles: 2 gp
  Travel Pace
  Pace
  Distance
  Effect
  Fast
  30 Miles
  –5 penalty to passive 
  Wisdom(Perception) scores
  Normal
  24 Miles
  —
  Slow
  18 Miles
  Able to Stealth
  Mission 1. Dangers of the Glacier
  The Glacier is ancient, with ice older than the oldest 
  elf, and it brings dangers. If the characters are 
  moving at a fast pace, they will have a −5 to passive 
  abilities and disadvantage to active checks.
  Feel free to have the players encounter all or none 
  of the dangers below, depending whether the size of 
  party is larger than five, or if the APL of the group is 
  higher than normal (Strong or Very Strong party).
  Thin Ice. Some of the ice has melted and the top 
  has refrozen, after which it has been covered with 
  snow. The thin ice can be spotted and avoided if the 
  lead character has a passive Perception of 18 or 
  higher (remember to adjust for travel pace). If the 
  ice is not noticed, every creature must succeed at a 
  DC 18 Dexterity saving throw to avoid falling into 
  the water. Creatures who fall in must succeed at a 
  DC 18 Constitution saving throw or take 4 (1d6) 
  cold damage and gain a level of exhaustion.
  Crevice. While walking over a section of the 
  Glacier, a character unfortunately discovers a thin 
  layer of snow covering a crevice in the ice. The 
  character, and all others within 5 feet, must succeed 
  at a DC 18 Dexterity saving throw or fall 20 feet into 
  the crevice, suffering 8 (2d6) bludgeoning damage 
  from the fall, and are stuck. They are required to 
  succeed at either an DC 15 Dexterity (Acrobatics) or 
  Strength (Athletics) check to get out. Give advantage 
  as appropriate for the ability checks.
  Surprise Yeti Attack. While walking along the 
  Glacier, the party is attacked by a group of yeti. They 
  are hiding, waiting for something to wander close 
  enough to them to spring the trap.
  Setting up the Encounter
  Very Weak
  • Yeti (2): AC 12, 51 hp, Init +1
  Weak
  • Yeti (2): AC 12, 64 hp, Init +1
  Average
  • Yeti (3): AC 12, 64 hp, Init +1
  Strong
  • Yeti (4): AC 12, 64 hp, Init +1
  Very Strong
  • Yeti (3): AC 12, 30 hp, Init +1
  • Abominable Yeti: AC 15, 144 hp, Init +0
  
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  CCC-TRI-27 In the Vault of Stars
  8
  Mission 2. Barbarians on the Walls?
  As the adventurers travel across the top of the mas-
  sive Glacier of the White Worm, they come across 
  a group of barbarians (use gladiator stats) heading 
  in their general direction. Depending on the party 
  strength, the size of the barbarian group changes, 
  but there are always three injured barbarians, 
  close to death, secured on the backs of horses. The 
  barbarians are apprehensive and all attempts to 
  parlay with them suffer disadvantage until certain 
  requirements are met.
  Not long after walking along the top of the Glacier of 
  the White Worm, you see a group of humanoids on 
  horseback heading in your general direction, but not 
  directly at you. Even from this distance you can see 
  three additional humanoids fastened on the backs of 
  horses. They look to be hurrying across the glacier and 
  will be coming close to your group soon. What are you 
  going to do?
  This group of barbarians is not anxious for a fight as 
  they just concluded one that dropped three of their 
  ranks. Depending on what the party decides to do, 
  there are several outcomes:
  • If the party hides/stealths to let the barbarians 
  pass, they avoid the interaction entirely and no 
  boons will be given to the Tier 1 and 3 tables if 
  the adventure is being run in an Interactive style.
  • If the party decides to interact with the barbar-
  ians, there are three possibilities:
  1. The party finds out that the barbarians just 
  escaped an encounter with strange humanoids 
  riding on the backs of dragons of several differ-
  ent colors. The dragons looked like they flew off 
  in the direction of the “old monk building.” If the 
  party DOES NOT heal/prevent the barbarians 
  from dying, they DO NOT earn the boons for the 
  Tier 2 and Tier 3 tables, if the adventure is being 
  run in an Interactive style.
  2. The party finds out that the barbarians just 
  escaped an encounter with strange humanoids 
  riding on the backs of dragons of several differ-
  ent colors. The dragons looked like they flew off 
  in the direction of the “old monk building.” If the 
  party DOES heal/prevent the barbarians from 
  dying, they EARN the boons for the Tier 2 and 
  Tier 3 tables, if the adventure is being run in an 
  Interactive style. Hand out the boons to the Tier 
  1 and Tier 3 tables from the Appendix: Boons.
  3. Someone does something really dumb and the 
  party ends up fighting the barbarians.
  While interacting with the barbarians, the following 
  information can be learned:
  • There were many dragons, more than they could 
  count, but only the ones with the strange human-
  oids attacked.
  • The dragons were all different colors, blue, black, 
  green, white, and red.
  • The blue dragon shot lightning, the black one shot 
  a liquid that burned the skin, the green one shot 
  green air that made us very sick, the white one’s 
  breath made the air very, very, cold, and the red 
  one could breathe fire.
  • The humanoids spoke a language that we couldn’t 
  understand.
  • They attacked us when we got close to an ice cave 
  two hours to the north west.
  • We ran and they flew off to the old monk buildings 
  to the south east.
  Setting up the Encounter
  Very Weak
  • Barbarian (3): AC 16, 112 hp, Init +2
  Weak
  • Barbarian (4): AC 16, 112 hp, Init +2
  Average
  • Barbarian (5): AC 16, 112 hp, Init +2
  Strong
  • Barbarian (6): AC 16, 112 hp, Init +2
  Very Strong
  • Barbarian (8): AC 16, 165 hp, Init +2
  Interactive Point
  If this module is being run concurrently with the Tier 1 and 
  Tier 3 tables, deliver “Barbarian Boon” to either the Tier 1 or 
  Tier 3 table
  
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  CCC-TRI-27 In the Vault of Stars
  9
  Mission 3. Parlance Perchance?
  When the party approaches the entrance to the 
  githyanki base, they encounter the aftermath of a 
  battle. There are two large bodies on the ground 
  along with six smaller bodies, all githyanki. 
  Standing near the bodies are two other large 
  humanoids and seven beings that look similar to 
  githyanki, but are actually githzerai. The large 
  humanoids see the party approach first and notify 
  their allies of their approach, unless the party is 
  being stealthy or invisible by succeeding on a DC 
  18 Dexterity (Stealth) check. The party should 
  recognize the large humanoids as frost giants.
  The frost giants and githzerai are not looking for 
  another fight, having just dispatched the githyanki, 
  but are wary of the approaching party of adventur-
  ers and have their weapons drawn.
  Parlance
  As you approach what looks to the aftermath of a large 
  skirmish, you see frost giants and strange humanoids 
  standing over many corpses. 
  One of the strange humanoids steps forward in a 
  measured gait and looks to speak for the group. 
  As you look toward the cave in the ice, you see hot air 
  escaping the tunnel; something strange is going on.
  The following information is available to the party:
  • The strange humanoids identify themselves as 
  githzerai, enemy to the githyanki, but also the 
  illithids. They also were alerted to the illithid 
  signal.
  • There is a signal being sent out by an illithid base 
  or lab, beneath the monastery.
  • The githzerai came to this area because they saw 
  dragons flying here.
  • They saw the dragons flying off when they arrived 
  at the cave entrance, where they saw giants 
  and githyanki fighting. They started fighting the 
  githyanki alongside the giants.
  • The githzerai healed the giants thereby striking a 
  pact.
  • They want to help the monks at the monastery but 
  don’t know how.
  • That cave is the entrance to the githyanki 
  fortifications, but the entrance goes straight down 
  many hundreds of feet and may require magic to 
  explore safely.
  • The party can keep all the githyanki equipment, 
  which includes a +2 silvered greatsword, that 
  when grasped tries to talk to the wielder but 
  is unable to and no ability or magic allows the 
  wielder to speak to it. It will only speak to the 
  original wielder. The rest of the equipment is 
  valued at 1,500 gp.
  Depending on what the adventurers do, there are 
  several outcomes:
  • The adventurers enter the cave without procuring 
  any help for the defense of the monastery. No 
  boons will be given. Continue with act II.
  • The adventurers get the githzerai to help with 
  the defense of the monastery, then enter the icy 
  entrance to the githyanki base without obtaining 
  the help of the frost giants. This earns a boon, but 
  does not allow the next mission to occur. Continue 
  with act II.
  • The adventurers obtain the help of the githzerai, 
  then travel a short distance to speak with the frost 
  giants to try and obtain their help as well. A boon 
  is earned with the possibility of another boon. 
  Continue on to “Mission 4.”
  • The party insults the githzerai and the frost giants 
  and combat ensues. Resolve combat and then 
  continue with act II.
  Setting up the Encounter
  Very Weak
  • Githzerai Zerth (5): AC 17, 84 hp, Init +4
  • Frost Giant: AC 15, 115 hp, Init −1
  Weak
  • Githzerai Zerth (6): AC 17, 84 hp, Init +4
  • Frost Giant: AC 15, 115 hp, Init −1
  Average
  • Githzerai Zerth (6): AC 17, 100 hp, Init +4
  • Frost Giant: AC 15, 138 hp, Init −1
  Strong
  • Githzerai Zerth (7): AC 17, 100 hp, Init +4
  • Frost Giant: AC 15, 138 hp, Init −1
  Very Strong
  • Githzerai Zerth (7): AC 17, 100 hp, Init +4
  • Frost Giant (2): AC 15, 138 hp, Init −1
  Interactive Point
  If the party succeed in getting the githzerai to help with the 
  defense of the monastery, they earn the “Githzerai Boon.” If 
  this module is being run concurrently with the Tier 1 and Tier 
  3 tables, deliver the boon to one of those tables.
  
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  CCC-TRI-27 In the Vault of Stars
  10
  Mission 4. Man you guys are big?
  Only run this mission if the party treated with the 
  githzerai in MISSION 3 and were then escorted 
  by the frost giants.
  You are escorted by Gnarlslag and Gufstrock over the 
  short distance to their home and are brought to their 
  leader Ymirson. They tell Ymirson of what occurred at 
  the entrance to the githyanki base, then Ymirson leans 
  forward and says to the group: 
   “Why are you here?”
  The following information is available to the party:
  • The monks from the Monastery of the Yellow 
  Rose trade with the frost giants since they pre-
  viously helped them against white dragons, and 
  during the ordning.
  • The giants know nothing about the gith or the 
  illithids other than what is commonly known.
  • They know nothing of the illithid base or lab, nor 
  of the githyanki base.
  • They would really like to kill some dragons, and 
  since the monks have helped them, they would 
  be willing to help the monks (the giants only offer 
  help if the dragons are mentioned).
  Depending on what the party does, there are three 
  possible outcomes:
  • The party learns why the frost giants were assist-
  ing the githzerai and learns of the trade between 
  the giants and the Monastery of the Yellow Rose, 
  but does not convince the frost giants to assist the 
  monastery directly. The party does not earn the 
  boon for the Tier 1 and Tier 3 tables.
  • The party learns why the frost giants were assist-
  ing the githzerai and learns of the trade between 
  the giants and the Monastery of the Yellow Rose, 
  then convinces the frost giants to assist the 
  monastery directly. The party earns the boon for 
  the Tier 1 and Tier 3 tables.
  • The party behaves badly, and combat breaks out.
  Setting up the Encounter
  Very Weak
  • Frost Giant (4): AC 15, 138 hp, Init –1
  Weak
  • Frost Giant (5): AC 15, 138 hp, Init –1
  Average
  • Frost Giant (4): AC 15, 138 hp, Init –1
  • Frost Giant Everlasting One: AC 15, 189 hp, Init –1
  Strong
  • Frost Giant (5): AC 15, 138 hp, Init –1
  • Frost Giant Everlasting One: AC 15, 189 hp, Init –1
  Very Strong
  • Frost Giant (6): AC 15, 138 hp, Init –1
  • Frost Giant Everlasting One: AC 15, 189 hp, Init –1
  Interactive Point
  If the party succeed in getting the frost giants to help with the 
  defense of the monastery, they earn the “Frost Giant Boon.” If 
  this module is being run concurrently with the Tier 1 and Tier 
  3 tables, deliver the boon to one of those tables.
  Rewards
  For each boon earned and distributed to another 
  table the party earns an additional 1,000 XP over 
  and above each individual’s experience awards.
  
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  CCC-TRI-27 In the Vault of Stars
  11
  Act II. It’s only Words
  Those who cannot understand how to put their 
  thoughts on ice should not enter into the heat of 
  debate.
  —Friedrich Nietzsche
  Estimated Duration: 30 Minutes
  Questions and Answers
  The adventurers make their way into the treach-
  erous ice caves leading to the area where the 
  githyanki are performing their ritual.
  General Features
  The ice caves are slick tubes and tunnels with constant flows 
  of water making a very slick surface. The water is condensing 
  steam generated from the lava underneath the glacier.
  Terrain. The walls and floor are ice covered with condensed 
  steam, making walking incredibly treacherous without 
  climbing gear.
  Temperature. At the top, near the entrance, the steam 
  condenses much more rapidly, so the temperature is fifty 
  degrees, but as the party descends every fifty feet, the 
  temperature rises twenty degrees, until they reach the bottom 
  where the heat is one hundred fifty degrees.
  Light. The surrounding ice is light blue in nature, and the 
  light from above filters down about fifty or so feet and then 
  becomes dark until the party reaches the bottom where the 
  glow of the lava creates dim light.
   Smells and Sounds. Poisonous fumes drift up from the 
  depths of the lava area. Superheated steam carries these 
  fumes to escape the glacier.
  When you enter the ice cave, you realize quite quickly 
  that you are in more of an exhaust vent. Steam is 
  quickly passing and condensing all around you, coating 
  you and the ice with constant moisture. As you walk 
  further in, you notice that the grade of the slope is 
  slowly becoming more and more difficult to traverse 
  without slipping. 
   Your surroundings range from a completely circular 
  tube to an irregular oblong shape with rivulets of water 
  running down the slope towards the back of the ice 
  cave. You can hear running water echoing off all the 
  walls and eventually sounding almost like a waterfall. 
  The air around you is very balmy compared to the 
  outside. On the glacier, the temperature is well below 
  zero, but in the tunnel it is fifty degrees and rising.
  Thirty feet from the entrance of the ice cave, there 
  is a nearly 200-foot drop. The tunnel shifts every 
  fifteen feet or so to a slightly different angle, back 
  and forth almost like a snake would move. Due to 
  the strange angles, light does not permeate further 
  than 50 feet down the perpendicular tunnel which 
  eventually turns into complete darkness.
  The water streaming all around you soaks you to your 
  core. The water that is constantly hitting you from 
  above is not freezing but would definitely extinguish 
  any flame used for light. Looking down below, you can’t 
  see the bottom.
  Anyone traveling down with rope, tackle, and har-
  ness will have difficulty traveling if they do not have 
  darkvision. Traversing over the ground requires a 
  successful DC 20 Strength (Athletics) or Dexterity 
  (Acrobatics) check, and those without climbing gear 
  are at disadvantage. Feel free to adjust the difficulty 
  the characters have going down the shaft, especially 
  if they are behind schedule.
  Using magical means to travel down the shaft 
  is definitely the easier way to travel, whether by 
  levitate or fly spell. Due of the to-and-fro nature of 
  the shaft, feather fall will not work unless there 
  are three separate castings from touching ground 
  several times down the shaft. Hitting the massive 
  pool at the bottom is like hitting hard ground from 
  high above, but dropping 30 feet or so should not 
  harm the characters, so reduce any falling damage 
  by that distance.
  As each creature gets within 50 feet of the 
  cavern and pool, they must succeed at a DC 12 
  Constitution saving throw or be poisoned for one 
  minute. The creature may repeat the save at the end 
  of each of its turns, ending the condition on itself on 
  a success.
  Once in (or above in the case of fly, levitate or 
  other method) the pool, there is an icy shore 40 
  feet from their current location that they can either 
  swim or fly to. The ceiling is too slick to levitate over 
  without using an axe or other implement to pull 
  them along.
  Ice Water Quench
  Simple trap (level 5–10, minor threat)
  A chamber above the corridor holds back a large 
  quantity of water behind a magically reinforced 
  layer of ice.
  Trigger. A creature that steps on or alters the 
  glyph located in the center of the corridor, 90 feet 
  from the lava chamber.
  Effect. The glyph dispels the magical reinforce-
  ments, causing a deluge of water which flows to the 
  lava chamber. Creatures caught in the deluge must 
  succeed at a DC 22 Strength saving throw or be 
  swept into the lava chamber along with the water.
  Countermeasures. A successful DC 21 
  Intelligence (Investigation) check identifies the trap 
  but not the nature of it. Detect magic also reveals 
  the trap, illuminating the ceiling above and the glyph 
  on the ground. A successful DC 20 Intelligence 
  (Arcana) check identifies the nature of the glyph. A 
  dispel magic on the glyph disables the trap.
  
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  CCC-TRI-27 In the Vault of Stars
  12
  Act III. Islands in the Steam
  I fell into a burning ring of fire.
  — Johnny Cash
  Estimated Duration: 90 Minutes
  You weren’t sure what you would find in this area, but 
  it definitely wasn’t this: A massive subterranean cave 
  with the bottom of the Glacier of the White Worm high 
  above your heads. That alone that would not have 
  caused pause, but the sights before you are awesome 
  and troubling in the same heartbeat. 
   As you enter from the southwest corner into the 
  cavern, you can see a dull reddish glow filling the 
  area. The source of the glow is a lazy river of lava 
  originating from the east-northeast corner and snaking 
  its way through the cavern. Around the cavern are 
  five, smallish platforms made from cooled lava. They 
  have strange symbols etched on them. Moving about 
  the cavern are several creatures. From this distance 
  you can’t quite make out what they are, but that is not 
  the worst of your worry. Upon each platform there is 
  multi-colored energy arcing from one platform to the 
  next, in a rhythmic, choreographed dance. 
   The temperature is stiflingly hot in this room. There 
  are poisonous fumes being expelled by the lava and 
  rivulets of water drop from the ceiling from time to 
  time. They hit the lava, directly causing a splatter of 
  lava around the chamber by the immediate sublimation 
  of the water from an ice-like temperature to steam.
  General Features
  The cavern was naturally created by the geothermic activity 
  here. The constant sublimation of the ice to steam has 
  created the ice tubes that have finally found their way to the 
  surface. The cooling of the steam back to water has created 
  the streams and rivulets of water that flow back down the 
  cavern and ice tubes, only to be boiled back into steam.
  Terrain. The floor of the cavern is a mix of wet, igneous 
  rock that is safe to traverse, surrounded by flowing lava.
  Light. The lower part of the cavern is illuminated with a dull 
  red glow from the lava. The glow slowly disappears toward 
  the cathedral of the cavern, leaving only a slight purple 
  illumination that is not bright enough to make out details 
  above. It’s only light enough to know the ceiling is there.
  Smells and Sounds. The constant gas that is released by the 
  lava flow, combined with the heat and humidity of the steam, 
  makes breathing in this place very difficult.
   Temperature. The temperature is a stifling 140 degrees 
  throughout the cavern except for right next to the glacier 
  walls, where it is slightly more temperate.
  Everyone who enters the cavern must succeed at 
  a DC 14 Constitution saving throw or be poisoned 
  for one minute. The creature may repeat the save 
  at the end of each of its turns, ending the condition 
  on itself on a success. The saving throw must be 
  repeated every 24 hours.
  While the heat is exhausting to everyone, those in 
  medium or heavy metal armor are feeling the brunt 
  of it, giving them disadvantage on Constitution 
  saving throws against exhaustion. Give them an 
  opportunity to remove their armor, but once the 
  decision has been made, most creatures must 
  succeed at a DC 14 Constitution saving throw or 
  gain a level of exhaustion. Those with resistance to 
  fire or who have taken other precautions—such as 
  casting a spell to protect against fire—do not need to 
  make the saving throw.
  Use the following guidance when running this 
  encounter. These are just possible ways the encoun-
  ter can play out, and you may run this differently if 
  you choose.
  The creatures in the cavern are githyanki 
  warriors (with telekinesis 1/day, spell save DC 12) 
  that have been polymorphed by the ritual into fire 
  elementals to guard the platforms. The number of 
  creatures in the room are as listed in the sidebar, 
  “Setting up the Encounter.” The polymorph effect 
  is broken if a fire elemental is reduced to 0 hit 
  points, transforming the githyanki warrior back 
  into its original form, or if all the rituals on the 
  platforms are dispelled or rendered inert. The fire 
  elemental/githyanki warriors still have their Innate 
  Spellcasting (Psionics) in their fire elemental form. 
  They will try to use telekinesis on characters to 
  push them into the lava on the first round of combat.
  Specifics of the Rituals
  A successful DC 20 Intelligence (Arcana or Nature) 
  check identifies the ritual on each platform and 
  that the ritual allows for the control of one type of 
  dragon.
  A successful DC 18 Intelligence (Investigation)
  check identifies a small vial of dragon blood that 
  is inserted into the rock allowing the ritual to 
  determine the type of dragon controlled.
  Casting dispel magic, targeting a sigil, will stop 
  one ritual by destroying the sigil and the dragon 
  blood. A successful DC 20 Dexterity (Thieves’ Tools)  
  check will disable one of the sigils for 5 minutes, 
  which should be long enough to remove the vial of 
  dragon blood thereby rendering the platform inert.
  Smashing the sigils (the barbarian version of 
  dispel magic) and dealing a cumulative 50 blud-
  geoning, piercing, or slashing damage will destroy 
  a sigil, but an energy backlash will occur causing 
  every creature within 5 feet of the sigil to succeed 
  on a saving throw as listed on the “Sigil Energy 
  Backlash” table.
  
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  CCC-TRI-27 In the Vault of Stars
  13
  Sigil Energy Backlash
  Sigil Color
  Saving Throw
  Damage Type
  Black
  DC 18 Dexterity
  55 (5d10) acid
  Blue
  DC 18 Dexterity
  55 (5d10) lightning
  Green
  DC 18 Constitution
  55 (5d10) poison
  Red
  DC 18 Dexterity
  55 (5d10) fire
  White
  DC 18 Constitution
  55 (5d10) cold
  Additional Dangers in the Cavern
  On initiative count 20 (losing ties), water from the 
  ceiling falls into lava spraying a burst of lava and 
  steam on a creature (determine randomly). The 
  target must make a DC 16 Dexterity saving throw, 
  taking 5 (1d10) fire damage on a failure and losing 
  their reaction for the round as they remove the 
  embers.
  Briefly touching the lava deals 5 (1d10) fire 
  damage, but falling into the lava is quite different. A 
  creature takes 33 (6d10) fire damage when it enters 
  the lava for the first time on a turn or ends its turn 
  there.
  Setting up the Encounter
  Very Weak
  • Fire Elemental (2): AC 13, 90 hp, Init +3 
  When dropped to 0 hit points, become:
  • Githyanki Warrior (2): AC 17, 60 hp, Init +2
  Weak
  • Fire Elemental (3): AC 13, 90 hp, Init +3 
  When dropped to 0 hit points, become:
  • Githyanki Warrior (3): AC 17, 60 hp, Init +2
  Average
  • Fire Elemental (3): AC 13, 110 hp, Init +3 
  When dropped to 0 hit points, become:
  • Githyanki Warrior (3): AC 17, 49 hp, Init +2
  Strong
  • Fire Elemental (3): AC 13, 156 hp, Init +3 
  When dropped to 0 hit points, become:
  • Githyanki Warrior (3): AC 17, 81 hp, Init +2
  Very Strong
  • Fire Elemental (4): AC 13, 156 hp, Init +3 
  When dropped to 0 hit points, become:
  • Githyanki Warrior (4): AC 17, 81 hp, Init +2
  Interactive Point
  If this module is being run concurrently with the Tier 1 and 
  Tier 3 tables, deliver the corresponding “Ritual Boon” to the 
  Tier 3 table. Example, if the White Ritual is destroyed or shut 
  off, read the boon to your table and then deliver the “White 
  Ritual Boon” to the tier 3 table. There is no boon for stopping 
  the Red Ritual, as red dragons already serve the githyanki.
  As the last ritual is disabled, there is a loud roar of 
  a dragon in relief. Each platform that the ritual was 
  performed atop now contains a small diamond that 
  was used in the ritual but which was apparently not 
  consumed during the casting.
  Treasure
  The small diamonds are worth 500 gp each. 
  Extracting the dragon’s blood from the vials is worth 
  1,000 gp per vial.
  
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  CCC-TRI-27 In the Vault of Stars
  14
  Conclusion
  This Story Ends
  After returning to the Monastery, Mother Rosinden 
  greets and accompanies the characters to the 
  Medicka, where they may rest and have their 
  injuries tended to. The adventurers have survived 
  the siege of the Yellow Rose.
  The chill wind that greeted you when you first arrived 
  here continues to whip through the monastery. Its howl 
  fills your ears as you drift off for the night. As you fall 
  into a state of rest, however, your mind is filled with 
  images of strange corridors, of stars stretching out into 
  infinity, and of gaunt, alien figures with wicked tentacles 
  sprouting from their jaws. You shake the images off 
  as best you can, but their traces leave you ill-at-ease. 
  Outside, the wind continues to howl. 
   The Monastery of the Yellow Rose is safe for now. 
  Whether it remains so is a tale for another day.
  Treasure
  Mother Rosinden awards the adventurers 1,500 gp 
  for stopping the ritual and 500 gp for completing 
  each missions 2,3, and 4 (possible 1,500 for com-
  pleting all 3 side missions) in addition to the initial 
  500 gp that she gave them earlier..
  
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  CCC-TRI-27 In the Vault of Stars
  15
  Rewards
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session.
  Experience
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character.
  Combat Awards
  Name of Foe 
   
   
  XP Per Foe
  Yeti 
   
   
   
  700
  Abominable Yeti  
   
  5,000
  Barbarian (Gladiator) 
   
  1,800
  Githzerai Zerth  
   
  2,300
  Frost Giant 
   
   
  3,900
  Everlasting One  
   
  8,400
  Fire Elemental 
   
   
  1,800
  Githyanki Warrior 
   
  700
  The minimum total award for each character 
  participating in this adventure is 3,375 experience 
  points.
  The maximum total award for each character 
  participating in this adventure is 5,635 experience 
  points.
  Treasure
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided 
  as evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.
  Treasure Awards
  Item Name 
   
   
  GP Value
  Initial reward 
   
   
  500
  Diamonds from the ritual  
  500 (each)
  Extracted dragon blood 
   
  1,000 (each)
  Mother Rosinden’s final rewards: 
  Mission Completed (Missions 2–4) 
  500 (each) 
  Successfully stopping all 5 rituals 
  1500gp
  Consumable magic items should be divided up 
  however the group sees fit. If more than one char-
  acter is interested in a specific consumable magic 
  item, the DM can determine who gets it randomly 
  should the group be unable to decide.
  Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide.
  Githyanki Greater Silver Sword (+2 silvered greatsword)
  Weapon (greatsword), rare (cannot be attuned by 
  anyone except the original wielder)
  This is a +2 silvered greatsword that, when grasped, 
  tries to talk to the wielder but is unable to and no 
  ability or magic allows the wielder to speak to it. It 
  will only speak to the original wielder.. This item 
  can be found in Player Handout 2.
  Renown
  Each character receives one renown at the conclu-
  sion of this adventure.
  Members of the Emerald Enclave who suc-
  cessfully stop at least one ritual in Act III earn one 
  additional renown point.
  DM Reward
  In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG).
  
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  CCC-TRI-27 In the Vault of Stars
  16
  Appendix. Dramatis Personae
  The following NPCs are featured prominently in 
  this adventure:
  The Order of the Yellow Rose
  Mother Rosinden (ROSE-in-din) Female lightfoot 
  halfling. Leader of the Order of the Chisel. The 
  order’s quartermaster, treasurer, and chief liaison.
  
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  CCC-TRI-27 In the Vault of Stars
  17
  Appendix. Monster/NPC Statistics
  Abominable Yeti
  Huge monstrosity, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 137 (11d12 + 66)
  Speed 40 ft., climb 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   24 (+7) 
  10 (+0) 
  22 (+6) 
  9 (−1) 
  13 (+1) 
  9 (−1)
  Skills Perception +5, Stealth +4
  Damage Immunities cold
  Senses darkvision 60 ft., passive Perception 15
  Languages Yeti
  Challenge 9 (5,000 XP)
  Fear of Fire. If the yeti takes fire damage, it has 
  disadvantage on attack rolls and ability checks until the 
  end of its next turn.
  Keen Smell. The yeti has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Snow Camouflage. The yeti has advantage on Dexterity 
  (Stealth) checks made to hide in snowy terrain.
  Actions
  Multiattack. The yeti can use its Chilling Gaze and 
  makes two claw attacks.
  Claw. Melee Weapon Attack: + 11 to hit, reach 5 ft., one 
  target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) 
  cold damage.
  Chilling Gaze. The yeti targets one creature it can 
  see within 30 feet of it. If the target can see the yeti, 
  the target must succeed on a DC 18 Constitution 
  saving throw against this magic or take 21 (6d6) cold 
  damage and then be paralyzed for 1 minute, unless it 
  is immune to cold damage. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. If the target’s saving throw 
  is successful, or if the effect ends on it, the target is 
  immune to this yeti’s gaze for 1 hour.
  Cold Breath (Recharge 6). The yeti exhales a 30-foot 
  cone of frigid air. Each creature in that area must make 
  a DC 18 Constitution saving throw, taking 45 (10d8) 
  cold damage on a failed save, or half as much damage 
  on a successful one.
  Fire Elemental
  Large elemental, neutral
  Armor Class 13
  Hit Points 102 (12d10 + 36)
  Speed 50 ft.
   
  STR  
  DEX 
  CON  
  INT  
  WIS 
  CHA 
   10 (+0)  
  17 (+3)  
  16 (+3)  
  6 (−2)  
  10 (+0)  
  7 (−2)
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Damage Immunities fire, poison
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages lgnan
  Challenge 5 (1,800 XP)
  Fire Form. The elemental can move through a space as 
  narrow as 1 inch wide without squeezing. A creature 
  that touches the elemental or hits it with a melee attack 
  while within 5 feet of it takes 5 (1d10) fire damage. In 
  addition, the elemental can enter a hostile creature’s 
  space and stop there. The first time it enters a 
  creature’s space on a turn, that creature takes 5 (1d10) 
  fire damage and catches fire; until someone takes an 
  action to douse the fire, the creature takes 5 (1d10) fire 
  damage at the start of each of its turns.
  Illumination. The elemental sheds bright light in a 
  30-foot radius and dim light in an additional 30 feet.
  Water Susceptibility. For every 5 feet the elemental 
  moves in water, or for every gallon of water splashed on 
  it, it takes 1 cold damage.
  Actions
  Multiattack. The elemental makes two touch attacks.
  Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) fire damage. If the target 
  is a creature or a flammable object, it ignites. Until a 
  creature takes an action to douse the fire, the target 
  takes 5 (1d10) fire damage at the start of each of its 
  turns.
  
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  CCC-TRI-27 In the Vault of Stars
  18
  Frost Giant
  Huge giant, neutral evil
  Armor Class 15 (patchwork armor)
  Hit Points 138 (12d12 + 60)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   23 (+6) 
  9 (−1) 
  21 (+5) 
  9 (−1) 
  10 (+0) 
  12 (+1)
  Saving Throws Con +8, Wis +3, Cha +4
  Skills Athletics +9, Perception +3
  Damage Immunities cold
  Senses passive Perception 13
  Languages Giant
  Challenge 8 (3,900 XP)
  Actions
  Multiattack. The giant makes two greataxe attacks.
  Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one target. Hit: 25 (3d12 + 6) slashing damage.
  Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., 
  one target. Hit: 28 (4d10 + 6) bludgeoning damage.
  Frost Giant Everlasting One
  Huge giant (frost giant), chaotic evil
  Armor Class 15 (patchwork armor)
  Hit Points 189 (14d12 + 98)
  Speed 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   25 (+7) 
  9 (−1) 
  24 (+7) 
  9 (−1) 
  10 (+0) 
  12 (+1)
  Saving Throws Str +11, Con +11, Wis +4
  Skills Athletics +11, Perception +4
  Damage Immunities cold
  Senses darkvision 60 ft., passive Perception 14
  Languages Giant
  Challenge 12 (8,400 XP)
  Extra Heads. The giant has a 25 percent chance 
  of having more than one head. If it has more than 
  one, it has advantage on Wisdom (Perception) 
  checks and on saving throws against being blinded, 
  charmed, deafened, frightened, stunned, or knocked 
  unconscious.
  Regeneration. The giant regains 10 hit points at the 
  start of its turn. If the giant takes acid or fire damage, 
  this trait doesn’t function at the start of its next turn. 
  The giant dies only if it starts its turn with 0 hit points 
  and doesn’t regenerate.
  Vaprak’s Rage (Recharges after a Short or Long Rest). 
  As a bonus action, the giant can enter a rage at the 
  start of its turn. The rage lasts for 1 minute or until the 
  giant is incapacitated. While raging, the giant gains the 
  following benefits:
  • The giant has advantage on Strength checks and 
  Strength saving throws.
  • When it makes a melee weapon attack, the giant 
  gains a +4 bonus to the damage roll.
  • The giant has resistance to bludgeoning, piercing, 
  and slashing damage.
  Actions
  Multiattack. The giant makes two attacks with 
  greataxe.
  Greataxe. Melee Weapon Attack: +11 to hit, reach 10 ft., 
  one target. Hit: 26 (3d12 + 7) slashing damage, or 30 
  (3d12 + 11) slashing damage while raging.
  Rock. Ranged Weapon Attack: +11 to hit, range 60/240 
  ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
  Source: Volo’s Guide to Monsters
  
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  CCC-TRI-27 In the Vault of Stars
  19
  Githzerai Zerth
  Medium humanoid (gith), lawful neutral 
  Armor Class 17
  Hit Points 84 (13d8 + 26)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  18 (+4) 
  15 (+2) 
  16 (+3) 
  17 (+3) 
  12 (+1)
  Saving Throws Str +4, Dex +7, Int +6, Wis +6
  Skills Arcana +6, Insight +6, Perception +6
  Senses passive Perception 16
  Languages Gith
  Challenge 6 (2,300 XP)
  Innate Spellcasting (Psionics). The githzerai’s 
  spellcasting ability is Wisdom (spell save DC 14, +6 to 
  hit with spell attacks). It can innately cast the following 
  spells, requiring no components:
  At will: mage hand (the hand is invisible)
  3/day each: feather fall, jump, see invisibility, shield
  1/day each: phantasmal killer, plane shift
  Psychic Defense. While the githzerai is wearing no 
  armor and wielding no shield, its AC includes its 
  Wisdom modifier.
  Actions
  Multiattack. The githzerai makes two unarmed strikes.
  Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage 
  plus 13 (3d8) psychic damage. This is a magic weapon 
  attack.
  Githyanki Warrior
  Medium humanoid (gith), lawful evil
  Armor Class 17 (half plate)
  Hit Points 49 (9d8 + 9)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  12 (+1) 
  13 (+1) 
  13 (+1) 
  10 (+0)
  Saving Throws Con +3, Int +3, Wis +3
  Senses passive Perception 11
  Languages Gith
  Challenge 3 (700 XP)
  Innate Spellcasting (Psionics). The githyanki’s innate 
  spellcasting ability is Intelligence. It can innately cast 
  the following spells, requiring no components:
  At will: mage hand (the hand is invisible)
  3/day each: jump, misty step, nondetection (self only)
  Actions
  Multiattack. The githyanki makes two greatsword 
  attacks.
  Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 9 (2d6 + 2) slashing damage plus 7 
  (2d6) psychic damage.
  
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  CCC-TRI-27 In the Vault of Stars
  20
  Gladiator
  Medium humanoid (any race), any alignment
  Armor Class 16 (studded leather, shield)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  15 (+2)
  Saving Throws Str +7, Dex +5, Con +6
  Skills Athletics +10, Intimidation +5
  Senses passive Perception 11
  Languages Any one language (usually Common)
  Challenge 5 (1,800 XP)
  Brave. The gladiator has advantage on saving throws 
  against being frightened.
  Brute. A melee weapon deals one extra die of its 
  damage when the gladiator hits with it (included in the 
  attack).
  Actions
  Multiattack. The gladiator makes three melee attacks 
  or two ranged attacks.
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 
  5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) 
  piercing damage, or 13 (2d8 + 4) piercing damage if 
  used with two hands to make a melee attack.
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the 
  target is a Medium or smaller creature, it must succeed 
  on a DC 15 Strength saving throw or be knocked prone.
  Reactions
  Parry. The gladiator adds 3 to its AC against one melee 
  attack that would hit it. To do so, the gladiator must see 
  the attacker and be wielding a melee weapon.
  Yeti
  Large monstrosity, chaotic evil
  Armor Class 12 (natural armor)
  Hit Points 51 (6d10 + 18)
  Speed 40 ft., climb 40 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  13 (+1) 
  16 (+3) 
  8 (−1) 
  12 (+1) 
  7 (−2)
  Skills Perception +3, Stealth +3
  Damage Immunities cold
  Senses darkvision 60 ft., passive Perception 13
  Languages Yeti
  Challenge 3 (700 XP)
  Fear of Fire. If the yeti takes fire damage, it has 
  disadvantage on attack rolls and ability checks until the 
  end of its next turn.
  Keen Smell. The yeti has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Snow Camouflage. The yeti has advantage on Dexterity 
  (Stealth) checks made to hide in snowy terrain.
  Actions
  Multiattack. The yeti can use its Chilling Gaze and 
  makes two claw attacks.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) 
  cold damage.
  Chilling Gaze. The yeti targets one creature it can 
  see within 30 feet of it. If the target can see the yeti, 
  the target must succeed on a DC 13 Constitution 
  saving throw against this magic or take 10 (3d6) cold 
  damage and then be paralyzed for 1 minute, unless it 
  is immune to cold damage. The target can repeat the 
  saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If the target’s saving 
  throw is successful, or if the effect ends on it, the target 
  is immune to the Chilling Gaze of all yetis (but not 
  abominable yetis) for 1 hour.
  
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  CCC-TRI-27 In the Vault of Stars
  21
  Appendix. Encounter Setup
  Mission 1: Dangers of the Glacier 
  Very Weak Party Strength (1,400 XP)
  • Yeti (2): AC 12, 51 hp, Init +1
  Weak Party Strength (1,400 XP)
  • Yeti (2): AC 12, 64 hp, Init +1
  Average Party Strength (2,100 XP)
  • Yeti (3): AC 12, 64 hp, Init +1
  Strong Party Strength (2,800 XP)
  • Yeti (4): AC 12, 64 hp, Init +1
  Very Strong Party Strength (7,100 XP)
  • Yeti (3): AC 12, 30 hp, Init +1
  • Abominable Yeti: AC 15, 144 hp, Init +0
  Mission 2: Barbarians on the Walls?
  Very Weak Party Strength (5,400 XP)
  • Barbarian (3): AC 16, 112 hp, Init +2
  Weak Party Strength (7,200 XP)
  • Barbarian (4): AC 16, 112 hp, Init +2
  Average Party Strength (9,000 XP)
  • Barbarian (5): AC 16, 112 hp, Init +2
  Strong Party Strength (10,800 XP)
  • Barbarian (6): AC 16, 112 hp, Init +2
  Very Strong Party Strength (14,400 XP)
  • Barbarian (8): AC 16, 165 hp, Init +2
  Barbarian
  Use gladiator statistics.
  
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  CCC-TRI-27 In the Vault of Stars
  22
  Mission 3: Parlance Perchance?
  Very Weak Party Strength (15,400 XP)
  • Githzerai Zerth (5): AC 17, 84 hp, Init +4
  • Frost Giant: AC 15, 115 hp, Init −1
  Weak Party Strength (17,700 XP)
  • Githzerai Zerth (6): AC 17, 84 hp, Init +4
  • Frost Giant: AC 15, 115 hp, Init −1
  Average Party Strength (17,700 XP)
  • Githzerai Zerth (6): AC 17, 100 hp, Init +4
  • Frost Giant: AC 15, 138 hp, Init −1
  Strong Party Strength (20,000 XP)
  • Githzerai Zerth (7): AC 17, 100 hp, Init +4
  • Frost Giant: AC 15, 138 hp, Init −1
  Very Strong Party Strength (23,900 XP)
  • Githzerai Zerth (7): AC 17, 100 hp, Init +4
  • Frost Giant (2): AC 15, 138 hp, Init −1
  Mission 4: Man you guys are big?
  Very Weak Party Strength (15,600 XP)
  • Frost Giant (4): AC 15, 138 hp, Init –1
  Weak Party Strength (19,500 XP)
  • Frost Giant (5): AC 15, 138 hp, Init –1
  Average Party Strength (24,000 XP)
  • Frost Giant (4): AC 15, 138 hp, Init –1
  • Frost Giant Everlasting One: AC 15, 189 hp, 
  Init –1
  Strong Party Strength (27,900 XP)
  • Frost Giant (5): AC 15, 138 hp, Init –1
  • Frost Giant Everlasting One: AC 15, 189 hp, 
  Init –1
  Very Strong Party Strength (31,800 XP)
  • Frost Giant (6): AC 15, 138 hp, Init –1
  • Frost Giant Everlasting One: AC 15, 189 hp, 
  Init –1
  
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  CCC-TRI-27 In the Vault of Stars
  23
  Act III. Islands in the Steam
  Very Weak Party Strength (5,000 XP)
  • Fire Elemental (2): AC 13, 90 hp, Init +3 
  When dropped to 0 hit points, become:
  • Githyanki Warrior (2): AC 17, 60 hp, Init +2
  Weak Party Strength (7,500 XP)
  • Fire Elemental (3): AC 13, 90 hp, Init +3 
  When dropped to 0 hit points, become:
  • Githyanki Warrior (3): AC 17, 60 hp, Init +2
  Average Party Strength (7,500 XP)
  • Fire Elemental (3): AC 13, 110 hp, Init +3 
  When dropped to 0 hit points, become:
  • Githyanki Warrior (3): AC 17, 49 hp, Init +2
  Strong Party Strength (7,500 XP)
  • Fire Elemental (3): AC 13, 156 hp, Init +3 
  When dropped to 0 hit points, become:
  • Githyanki Warrior (3): AC 17, 81 hp, Init +2
  Very Strong Party Strength (10,000 XP)
  • Fire Elemental (4): AC 13, 156 hp, Init +3 
  When dropped to 0 hit points, become:
  • Githyanki Warrior (4): AC 17, 81 hp, Init +2
  Polymorphed Githyanki Warrior
  The githyanki warriors have been transformed and enhanced 
  by the ritual into fire elementals, as if by the true polymorph 
  spell.
  
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  CCC-TRI-27 In the Vault of Stars
  24
  Appendix. Act I Mission 3 Map
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  CCC-TRI-27 In the Vault of Stars
  25
  Appendix. Act II Side View
  
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  CCC-TRI-27 In the Vault of Stars
  26
  Appendix. Act III Map
  
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  CCC-TRI-27 In the Vault of Stars
  27
  Appendix. Mission Boons
  Barbarian Boon (Give to either the Tier 1 or 3 table):
  Barbarians Arrive to lend aid!
  Tier 1: Gives Advantage on next attack or saving throw.
  Tier 3: Enables “Barbarians” as a siege unit during “Defend the Wall”
  Githzerai Boon (Give to either the Tier 1 or 3 table):
  Githzerai Arrive to lend aid!
  Tier 1: in Act II, Githzerai show up and take care of an encounter for the 
  party, yelling for them to “Keep Going, we got this!”
  Tier 3: Githzerai arrive to point out Githyanki weaknesses. during “The 
  Siege From Beyond”. Grant Advantage to the next round of attacks.
  Frost Giant Boon (Give to either the Tier 1 or 3 table):
  Frost Giants Arrive to lend aid!
  Tier 1: “Get a leg up”, when traversing the platform in Act III, grants 
  advantage on all jumping checks.
  Tier 3: Enables “Frost Giants” as a siege unit during “Defend the Wall”
  
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  CCC-TRI-27 In the Vault of Stars
  28
  Appendix. Ritual Boons
  Green Ritual Boon (Give to Tier 3 table):
  As the green colored ritual is destroyed, there is a backlash of 
  poisonous air that dissipates above you.
  Tier 3: The ritual controlling the green dragon is destroyed— 
  	 remove	the	green	dragon	from	combat	as	it	flies	away.
  Black Ritual Boon (Give to Tier 3 table):
  As the black colored ritual is destroyed, there is a backlash of acidic 
  tang into the air that dissipates above you.
  Tier 3: The ritual controlling the black dragon is destroyed— 
  	 remove	the	black	dragon	from	combat	as	it	flies	away.
  White Ritual Boon (Give to Tier 3 table):
  As the white colored ritual is destroyed, there is a backlash of cold 
  energy that dissipates above you.
  Tier 3: The ritual controlling the white dragon is destroyed— 
  	 remove	the	white	dragon	from	combat	as	it	flies	away.
  Blue Ritual Boon (Give to Tier 3 table):
  As the blue colored ritual is destroyed, there is a backlash of 
  electricity that shoots into the sky.
  Tier 3: The ritual controlling the blue dragon is destroyed— 
  	 remove	the	blue	dragon	from	combat	as	it	flies	away.
  
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  CCC-TRI-27 In the Vault of Stars
  29
  Player Handout 1. Emerald Enclave Assignment
  To those in the Enclave,
  It is has been observed recently that 
  great numbers of dragons are amassing 
  on the Glacier of the White Worm. Is it a 
  coincidence that this is occurring at the 
  same time the monks of the Yellow Rose 
  monastery called for assistance under 
  immense duress? We do not have the luxury 
  to assume such things!
  While on the Glacier of the White Worm, 
  find and address any direct or indirect 
  correlation between the dragon horde and 
  the presence of either the githyanki or 
  illithid, and report back your findings to us.
  - Seranolla
  
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  CCC-TRI-27 In the Vault of Stars
  30
  Player Handout 2. Magic Item
  During the course of this adventure, the characters 
  may find the following permanent magic items:
  Githyanki Greater Silver Sword (+2 silvered greatsword)
  Weapon (greatsword), rare (cannot be attuned by 
  anyone except the original wielder)
  You have a +2 bonus to attack and damage rolls 
  made with this magic weapon.
  This is a silvered greatsword that, when grasped, 
  tries to talk to the wielder but is unable to and no 
  ability or magic allows the wielder to speak to it. It 
  will only speak to the original wielder.
  This item can be found in the Dungeon Master’s 
  Guide.
  
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  CCC-TRI-27 In the Vault of Stars
  31
  About the Creator
  Mark Merida is the President of The Role Initiative 
  and a freelance game designer, amateur cartogra-
  pher, and fledgling graphic artist. He lives in New 
  Hampshire with his wife and two grown children.
  Mark was also a Local Coordinator (with the 
  polos to prove it) for the D&D Adventurers League 
  and has designed several published Convention 
  Created Content modules for organized play 
  program.
  
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