TEXT:  
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  FOR CHARACTERS LEVELS 19-20 
   
  ©2018 Cawood Publishing 
  
   
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  A15 The Hell Gate 
  A16 Dis Pater’s Palace 
   
   
   
   
   
   
  Written by Andrew Cawood 
   
  Illustrated by Travis Hanson, Brandon Chang, and John Latta 
   
   Graphic Design by Jeff Porter and Riss Wiebe 
   
  Map of Myrr by Philip Stephen  
   
   
   
   
   
   
  Open Gaming Content throughout this book. OGL included on pages 35 – 37 
   
   
   
  
   
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  4 
  Table of contents 
   
  Map of the Mountains of the Sky .................................................... 6 
  A15 The Hell Gate .......................................................................... 7 
  Dis ............................................................................................... 10 
  A16 Dis Pater’s Palace ................................................................ 12 
  NPC Section ................................................................................. 17 
  Encounters .................................................................................. 21 
  River Styx Chase Table ................................................................. 24 
  Map of Dis ................................................................................... 25 
  Map of the Iron City ..................................................................... 26 
  Palace Maps ................................................................................ 27 
  Map of the Continent of Myrr ....................................................... 32 
  Myrrian Calendar ......................................................................... 33 
  Pre-Generated Characters, the Legion of Myrr ............................. 34 
   
  
   
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  6 
   
  A 
  The Thunder Halls 
  Home of the giants and the starting point for the adventure.  
  B 
  Mountain Pass 
  Huge wild animals roam this area.  
  C 
  Whitewater Surprise 
  A surprise awaits in this freezing northern river.   
  D 
  Valley of the Tolls 
  Frost giants patrol this area and will allow entry for a price.  
  E 
  The Hell Gate 
  The gate to Hell that was opened by the Alliance. Our heroes must close it in 
  order to help stop the evil forces.  
   
  
   
  7 
   
  This module is part of the Adventures in Myrr, set in 
  the World of Myrr (MEER) campaign setting. See 
  Cawood Publishing’s website for more information: 
  www.worldofmyrr.com  
   
  The Adventure 
  This adventure takes place in the Mountains of the 
  Sky in northern Myrr and in Dis, one of the nine 
  circles of Hell. Our intrepid band of adventurers will 
  travel through the mountains to the Hell Gate and 
  then into Dis. Once in Hell, they will follow the River 
  Styx to the Iron City and Dis Pater’s Palace.  
   
  Notes for the Game Master 
  It isn’t necessary for the PCs to have defeated the 
  giants in the Thunder Halls, however his adventure 
  begins with that assumption. Originally the heroes 
  dealt with the lower levels of the Alliance and now 
  they are ready to face the leadership. The Alliance 
  are led by vampire noble families and several devils. 
  These leaders include Balathazar Damos, Queen 
  Danara Bane of Wyld, and Dis Pater the arch devil. 
  Closing the Hell Gate will stop the Alliance from 
  bringing more devils and will weaken the Alliance. 
  The party know they must go through the gate and 
  close it from the other side. The PCs will also learn 
  they will have to use Dis Pater’s cubic gate to return 
  to Myrr as all other magic to travel home won’t work 
  in Hell.  
   
  Closing the Gate 
  Your party know a key part of stopping the Alliance will 
  be to close the Hell Gate.   
  The adventuring party have had their chance to 
  celebrate defeating the giants. Now on with more 
  pressing matters….  
   
   
   
   (see the Mountains of the Sky map on page 6 for 
  locations) 
   
   
  A. The Thunder Halls 
  Your party are resting in the giant king’s throne room 
  after defeating the enemy. Now that you’ve found the 
  Illuminai weapons in the King’s vault you are preparing 
  to head to the Hell Gate. The exact location of the Hell 
  Gate was found on parchment carried by the Alliance 
  agents.  
  Other than getting their hands on the powerful 
  Illuminai armor and weapons, our heroes also 
  learned the location of the Hell Gate. On page 6 is 
  the same map that shows where the gate it. The party 
  also know they have to close the gate by going into 
  Hell. To get to the Hell Gate the party will have to 
  travel through the snowy mountains across the 
  northern part of the continent of Myrr. The party also 
  could take time to search the rest of the giant’s 
  stronghold (see adventure A14 The Thunder Halls).  
    
   
   
   
   
   
  
   
   
  8 
  The Mountains of the Sky 
   
  Orcs named the mountains ‘Grath Borl Va Gorth’, 
  but the Common tongue translation seemed to catch 
  on more. The Mountains of the Sky are the largest 
  and most northerly of the mountain ranges in Myrr. 
  These mountains are harsh, cold, and covered in 
  snow for most of the year. The West is controlled by 
  the Barbarians, the center by the orcs and dwarves, 
  and the East by the dark forces of Deus. The 
  mountain dwarf Uldan Empire has been rebuilt and 
  the dwarves are ready to take their rightful place once 
  again. Their oldest enemies are the orcs and the 
  giants. Most of the giants make their home in the 
  solitude of the Thunder Halls. The Nyvard Cavern 
  keeps the giants at bay because of rumours that a 
  monstrous beast slumbers inside. Some mountain 
  dwarves say it is the legendary tarrasque. The orcs 
  live in their fortified stronghold known as Krull. In 
  the Northeast are the Draco Isles, rumoured to be the 
  home of the Queen of the Dragons. Red dragons have 
  been seen in the northeast and white dragons in the 
  far north.   
   
  B. Mountain Pass 
  After leaving the Thunder Halls you eventually reach a 
  very snowy mountain pass. Then your party notices 
  several massive wolves racing towards you. They are 
  baring their large fangs and running at top speed.   
  These eight winter wolves are here looking for 
  anything to eat. Moving in the deep snow is a 
  challenge and counts as difficult terrain.  
   
  C. Whitewater Surprise 
  As your party continue through the valley something 
  huge bursts out of a river to your left. Whitewater 
  splashes everywhere as a white dragon launches into the 
  wintery sky! 
  This adult white dragon has been hunting in the area 
  and just went for a swim. It will be confident it can 
  overpower the group of adventurers.  
  Tactics: The dragon’s frightful presence will come 
  into play immediately. Then the dragon will use its 
  breath weapon.  
  D. Valley of the Tolls 
  Traversing the very tip of the continent you find the 
  temperature drops moment by moment.  Then two 
  white giants block your progress into the next valley. 
  “Ten thousand gold pieces to enter our territory!!!” 
  boom the giants, their voices echoing for miles.  
  If the toll isn’t paid, the two frost giants will do 
  whatever they can to stop the party going further into 
  their territory. They aren’t allied with the giants in 
  the Thunder Halls and claim an area to the northeast. 
  However, the giants are aware that a small Alliance 
  force has traveled east to guard the Hell Gate.  
   
  E. The Hell Gate 
  As you reach this area, you find a massive portal on the 
  side of a mountain.  However, someone else reached the 
  Hell Gate before you! 
  The gate is guarded by none other than Balthazar 
  Damos himself (see NPC section)! The vampire 
  and his vampire daughter Selena Damos arrived 
  here to stop anyone from closing the gate. They are 
  accompanied by two nightmares, 20 hobgoblins, 
  and three tiefling mages from Deus. Balthazar has a 
  note reminding him that they must use Dis Pater’s 
  cubic gate to travel back to Myrr if the gate closes.  
   
   
  
   
   
  9 
  
   
   
  10 
  Dis 
  The party have arrived in one of the circles of Hell! 
  Map on page 25. See the Encounters section for 
  random encounters in Dis on page 21.  
  Dis is a putrid land of toxins and loss. Most of the 
  land is an expansive plain with a dark green sky 
  hanging above. It is extremely windy and lightning 
  streaks across the sky at random times.  
   
  1. Infernal Guardians 
  As you pass through the Hell Gate you arrive in a barren 
  land with a dark green sky.  Most of this circle of Hell 
  stretches out on a vast plain as far as the eye can see. 
  Foul, stinking vapors fill the air. You see a greenish river 
  nearby and an iron tower near the far bank. Three long 
  boats sit close by. Two horned devils with massive wings 
  are there to greet you.  
  Coming through the gate isn’t without consequences: 
  1. DC18 Con save or 4d10 poison damage after 
  arriving in Dis. 
  2. Newcomers to Dis can’t take a short rest for 
  a day. 
  3. Any time arcane magic is used, roll a d20. A 
  Wild Magic surge will result if a 5 or lower is 
  rolled. 
  4. There is a 10% chance that divine magic 
  won’t work at all.  
  5. The wind will slow anyone flying, except 
  devils, to quarter their normal speed.  
   
  Standing guard on the other side of the Hell Gate are 
  two horned devils.  One devil will attack, while the 
  second will attempt to retreat to the closest iron tower 
  to bring reinforcements.  
   
  Closing the Gate: There are two infernal symbols 
  (one for soul and one for contract) on each side of 
  the gate. If both symbols (AC 20, 50 hit points) are 
  destroyed, the gate closes. Now the party’s only way 
  back to the World of Myrr is to use an infernal 
  device, other traveling spells and magical items don’t 
  function properly in Hell. Notes carried by Balthazar 
  Damos and Queen Danara Bane mention that Dis 
  Pater has a cubic gate, which can be used to travel to 
  other planes, including the Material Plane.  
   
  If the party choose to use the boats, they can attempt 
  to navigate the River Styx all the way to the Iron 
  City. A river Chase table is provided on page 24.  
   
  2. Iron Tower 
  Scattered across the flat land of Dis are tall black, iron 
  towers. Their arched turrets pierce the sky and can seen 
  miles away.   
  These 200ft. tall towers are all manned by three 
  erinyes and ten barbed devils. The barbed devils are 
  under the winged fiends command. All the devils will 
  attack intruders except for one erinyes, who will fly 
  to the Iron City and alert the pit fiend at the main 
  gate. Nothing of value is kept inside the simple 
  towers. A spiral staircase made of iron reaches up 
  from the entrance to the very top.  
   
  3. River Styx Guardian 
  You see a massive burst of steam erupt out of the soupy, 
  light green river.  
  This is a dragon turtle, an infernal version that can 
  survive the poisonous river. It will attack the party if 
  they choose to travel down the river. If they choose 
  to avoid the river, it will crawl out and attack them 
  anyway! If anyone touches the water they must make 
  a successful DC18 Constitution save or take 6d10 
  poison damage.  
   
  4. Fiendish Estates 
  Elegant mansions made entirely of iron seem surreal in 
  this place. Hundreds of devils are lined up outside these 
  buildings.   
  These estates are home to noble rakshasas. The 
  nobles have been organizing the invasion force to 
  attack the continent of Myrr. Each estate is home to 
  500 barbed devils ready to march to the Hell Gate.  
  50 human slaves (commoners), and a herd of hell 
  cows also make their homes near each estate.  The 
  noble rakshasas each have a treasure hoard of 
  2000pp.   
  
   
   
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  5. Mount Faustus 
  You hear an earth-shaking noise and look up to see a 
  volcano erupting. A huge plume of greenish-black smoke 
  is rising into the dark green sky.  
  This mountain is an extremely unpredictable, 
  poisonous volcano. If the party is within 20 miles of 
  the volcano they must make a successful DC20 
  Constitution save. If they fail, they will take 10d10 
  poison damage from the toxic fumes (half damage 
  for on a success). If they are within a mile of the 
  volcano, they will take an extra 4d10 force damage.  
   
  6. The Iron City 
  A shining iron city comes into view. Multiple towers rise 
  out of the massive settlement. A sizeable iron bridge 
  crosses the River Styx and leads to an enormous gate.   
  See the map on page 26. This is a very dangerous 
  place for the party. However, there is some chaos in 
  this city after an assault by demons. This should help 
  a high-level group reach Dis Pater’s Palace. There is 
  an encounter table for the Iron City on page 22, to 
  enable the Game Master to add more encounters to 
  this part of the adventure. 
   
  I. Main Gate 
  The largest devil you’ve ever seen stands guard at an 
  immense iron gate. Four winged horned devils stand at 
  its side.  
  This large pit fiend guards the city gate with four 
  horned devils. They can be bribed with a very large 
  amount of gold. If there’s any trouble, one horned 
  devil will fly off and return quickly with 1d4 erinyes.  
   
  II. Zombie Army 
  The streets here are choked by a massive zombie army 
  being yelled at by a horned devil. There appears to be no 
  way through.  
  Over a thousand zombies are here. The horned devil 
  is sending them to another circle of Hell to fight off 
  a demonic invasion.  
   
   
  III. Torture Chambers 
  As you pass a tall tower to your right you hear 
  endless screaming. A massive pit fiend stands guard 
  at the entrance.  
  The pit fiend won’t allow anyone inside. 
  Unfortunately, the hundreds of souls screaming 
  inside are beyond saving. They were all from 
  individuals who had made deals with devils from 
  Dis. Fifty bearded devils are torturing them over and 
  over.  
   
  IV. Noble Residences 
  Several large towers reach into the eerie skies above. A 
  troop of bone devils stands guard.  
  These buildings are home to some of the higher-
  ranking devils in Dis. The eight bone devils guard 
  over the homes of rakshasas, arch-devils, and other 
  loathsome creatures. Any intrusion into these homes 
  would be foolish. Flocks of erinyes and several pit 
  fiends would be called to defend the residences if 
  there was any attack.  
   
  V. Central Towers 
  In the center of the infernal city are several of the tallest 
  towers. Winged fiends seem to fly in and out of these 
  structures on an ongoing basis. Other devils come and go 
  through the entrances on the street.  
  This is the home to much of Dis Pater’s army. 
  Anyone entering here would be on a suicide mission. 
  The towers are packed with erinyes, barbed devils, 
  bearded devils, imps, and two dozen pit fiends.   
   
  VI. Dis Pater’s Palace 
  You stand before the tallest of the towers that seems 
  to go forever. You can see a number of erinyes flying 
  to the uppermost reaches of the structure.  
  See the following adventure for more information on 
  the palace. ***This is the resting place of the cubic 
  gate the party needs to return home.  
  The Adventures in Myrr will conclude with A16 Dis 
  Pater’s Palace on the following page.
  
   
   
  12 
   
   
  The Adventure 
  This adventure involves exploring the palace of Dis 
  Pater in the Iron City. The party are trying to find the 
  cubic gate owned by Dis Pater and make their way 
  home to the World of Myrr. Any other spells or 
  magic items that could be used to travel home to the 
  Material Plane don’t work in Hell.  
   
  Notes for the Game Master 
  This adventure is extremely challenging, even for 
  PCs of the highest level. Dis Pater is an extremely 
  intelligent and dangerous foe. If Maria Robbins has 
  survived the previous adventures the Game Master 
  can put her somewhere in the palace (see NPC 
  section). She will be attempting to make a deal with 
  Dis Pater and become his newest consort.  
   
  Finding a Way In 
  You have arrived at Dis Pater’s Palace and see two iron 
  golems and a dozen hell hounds guarding the entrance. 
  Smoke rises from large braziers flanking the doors.  
  The adventuring party can find a way in after doing 
  some reconnaissance. There appear to be some loose 
  window bars just underneath the main entrance. 
  Looking inside, the party will see (and smell) piles of 
  filth.  
   
  See the maps for Dis Pater’s Palace starting on page 
  27.   
  For most of the Palace the ceilings are 100ft. tall and 
  the passages are at least 5ft. wide. Torches and 
  braziers light up the building and light isn’t an issue.  
   
   
   
  a. Go Directly to Jail 
  As you enter the large chamber near the front entrance 
  more disgusting smells bombard your party. You’ve 
  arrived in a filthy jail filled with a strange cast of 
  characters.  
  This is the main cell on the prison level. Rotting 
  furniture and piles of filth are littered throughout this 
  area. There are ten prisoners in here. They are all 
  humans (commoners) who have been brought to Dis 
  by the evil Alliance. None would sell their souls and 
  were rejected as slaves. The devils are still 
  attempting to break their will. These prisoners warn 
  the party that there are monsters in the garbage. Six 
  shambling mounds are lurking in the filth.  
   
  b. Hounds in the Hall 
  Moving towards you down the hallway are six menacing 
  hounds of fire.  
  There are six hell hounds lurking here, guarding the 
  prisoners. They will attack any intruders on sight, 
  wanting to spill any blood they can. They are under 
  the command of the barbed devils in area d.  
   
  c. Empty Prison 
  Opening the unlocked door, you find two strange 
  monsters. They are each shaped like a cube and are 
  transparent. Garbage seems to have been absorbed by 
  their unusual bodies.  
  These monsters are gelatinous cubes. The devils 
  keep them here to get rid of the filth (and prisoners) 
  from time-to-time.  
   
  d. Prison Guards 
  As your party make their way through the lower level of 
  the palace, you see eight devils standing guard with more 
  hell hounds.  
  Eight barbed devils and four hell hounds are 
  stationed here. The barbed devils are in charge of the 
  hell hounds in area b as well. These devils have the 
  keys to all the cells.  
   
   
  
   
   
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  e. Prisoners 
  You come to another locked jail. Through the door you 
  see a distinguished-looking man standing in the middle 
  of a pentagram.  
  This man has just agreed to make a deal with Dis 
  Pater. His name is Pol Rya and he  is a noble from 
  the city of Nox on the continent of Myrr. He is a 9th 
  level warlock (LE). Pol has been in the jail for 
  months and has finally decided to pledge allegiance 
  to Dis Pater. Keys to the cells are with the guards.  
   
  f. Prisoners 
  Looking through this locked door you see a handsome 
  young man with long black hair standing in a pentagram.  
  This young man has only been here for a day but has 
  now agreed to a deal. His name is Percy and he wants 
  fame and fortune. He is a 9th level bard (NE) and has 
  agreed to do Dis Pater’s bidding. The deal included 
  the bard telling long-winded stories to his listeners. 
  Keys to the cells are with the guards.  
   
  g. Filthy Jail 
  You arrive at an unlocked jail. The foulest smells 
  imaginable emanate from this chamber.  
  Two carrion crawlers dig their way through this pile 
  of garbage. Buried in the muck is a sun sword 
  (longsword).   
   
  h. Skull Room 
  After you open the locked door, a horrible sight greets 
  your eyes. The entire chamber is filled with skulls! 
  These are the skulls of prisoners who died in the jails. 
  A PC who rolls a successful DC18 Intelligence 
  (Investigation) check will discover a helm of 
  brilliance is still on one of the skulls. Patches of 
  green slime cover the ceiling and will drop down on 
  anyone who enters.  
   
   
   
   
  i. Dis Pater’s Devilish Dining Room 
  Loud voices draw you to this elegant dining room. A very 
  attractive group of guests are dining here. At the head of 
  the table is the one and only Queen Danara Bane. The 
  gorgeous queen of Wyld is with eight other beautiful 
  women. You see two white cats are prowling around as 
  the animated discussion continues.    
  Queen Danara (see NPC section) is visiting with Dis 
  Pater. The vampire queen has just left the arch duke 
  in his suite at the very top of the palace (area z4). 
  Danara is dining with eight beautiful human women 
  (commoners). Dis Pater wants his current consort to 
  choose another consort at the dinner party. The 
  women are Katharine, Michelle, Christy, Cathy, 
  Christine, Cindy, Jodi, and Lindsey. The vampire 
  queen is getting very bored speaking to the young 
  women and keeps getting Katharine, Christy, Cathy, 
  and Christine mixed up. She is also upset because the 
  imps who should be serving the guests are all in the 
  palace kitchen fooling around. Nobody except 
  Danara knows the two white cats are actually 
  wraiths and they’ll come to her defense. The barrels 
  all contain the very delicious Damos Wine. This wine 
  is a gift from the Damos vampires.  
   
   
   
  
   
   
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  j. Palace Kitchen 
  Entering this kitchen, you see a bizarre scene. A dozen 
  imps are flying around preparing a feast. There are large 
  turkeys, piles of vegetables, and a mountain of desserts. 
  Multi-coloured cakes of many shapes and sizes dazzle the 
  eyes.  
  These twelve imps are palace slaves. They aren’t 
  loyal to anyone. This food looks and tastes delicious, 
  but the effects are unusual. Anyone who eats it will 
  fall asleep after an hour.   
   
  k. Storeroom 
  This space contains well-made wooden casks.  
  These barrels is full of Damos Wine. A black 
  pudding is hanging on the ceiling upside down, 
  ready to drop on someone.  
   
  l. Palace Library 
  This room is quite obviously the palace library. Many of 
  the books have illustrations of humans on the covers. 
  Several beautifully carved iron tables are arranged 
  around the spacious room.   
  The books in the library tell stories about deals done 
  with the devils in Dis. It seems most of the people are 
  from the Material Plane, although not only the World 
  of Myrr. A PC with a successful DC19 Intelligence 
  (Investigation) check will discover two magical 
  tomes, the tome of clear thought and the tome of 
  understanding.   
   
  m. Entry Hall 
  After opening the main doors, you find a massive winged 
  devil standing in an entry hall. “Pass!!!” he booms. A 
  painting of beautiful humans can be seen on either side 
  of the entry hall.  
  The devil will only allow entry to someone with a 
  special pass. This pit fiend will call for the four 
  erinyes and hell hounds watching through the 
  painting if there is any trouble. A successful DC18 
  Wisdom (Perception) check will locate the eye holes 
  in the painting on the left side of the hall.  
   
  n. Teleport Statue 
  To your right is a marble statue of a winged devil holding 
  a staff.  
  Hiding around the corner are four erinyes and six 
  hell hounds watching the entry hall. The 10ft. tall 
  statue of Dis Pater is used to teleport into the palace 
  tower. If someone touches the statue, they appear in 
  area o.  
   
  o. Guard Post 
  You arrive in another chamber with a statue of the same 
  devil you just touched.  
  This is the first level of the palace tower.  
   
  p. Bathing Area 
  Inside this chamber a young blonde-haired woman 
  swims in a large stone pool. Her singing echoes around 
  the chamber. “For your eyes only!” she sings loudly.  
  This is Queen Danara’s servant, a vampire spawn 
  named Veronica. She is relaxing but will quickly use 
  her charms to seduce any party and then head to the 
  dining room to alert the vampire queen.  
   
  q. Guest Bedchamber 
  As you enter through the doors you find a sumptuously 
  furnished chamber. An elaborately carved stone bed sits 
  surrounded by very detailed paintings of handsome 
  warriors.   
  Hidden under each bed is a +2 greatsword and a suit 
  of black +1 plate armor.   
   
  r. Sitting Room 
  You enter a small room with a bookshelf and two well-
  carved oak chairs. Two sleeping hell hounds lie on the 
  floor.  
  Dis Pater lets his guests use this room for quiet 
  contemplation. The two hell hounds will get to their 
  feet quickly and attack.   
   
  
   
   
  15 
  s. Bedchamber 
  The doors open to reveal a beautiful bedroom. A mural 
  depicting attractive men and women sits above a 
  canopied bed. Lying on the bed is a winged devil. An 
  incredible necklace of black pearls is around her neck.   
  This erinyes has been spending time with Dis Pater, 
  unknown to the regular consorts. She will attack any 
  intruders. The necklace is a gift from Dis Pater, worth 
  15000gp.  
   
  t. Bedchamber 
  An exquisitely-carved wooden bed lies below a mural of 
  the Iron City.  
  This room isn’t being used right now. The rare wood 
  from the bed could fetch 1000gp.   
   
  u. Office 
  Opening the door, you see small chamber with a reddish-
  brown desk. Pieces of parchment lying on the desk have 
  the names ‘Donald’, ‘Mitch’, and ‘Pol” underlined.  
  This is where Dis Pater organizes the deals he does 
  with humans. The parchments here list deals done 
  with people from worlds on the Material Plane. A 
  nasty-looking quill can also be used as a +3 dagger. 
  If a PC makes a successful DC20 Intelligence 
  (Investigation) check they will find the names of all 
  of the Damos and Von Bladen vampires and the 
  locations of all of their resting places.  
   
  v. Infernal Deals Office 
  This room is crowded with imps either sitting at desks or 
  flying around. They’re all carrying quills and pieces of 
  parchment.  
  The room is used by Dis Pater’s staff to organize the 
  deals made by mortals with the devils in Dis. The ten 
  imps are recording the details. They will fight any 
  intruders. If the PCs search the records, they will find 
  666 people on the continent of Myrr have deals with 
  devils in Dis. The names of these people are recorded 
  in large leather-bound books on the two bookshelves. 
   
  w. Bedchamber 
  This area contains two well-carved beds. A good-looking 
  young halfling male is asleep in one of the beds. Every 
  inch of the room is painted red.  
  This young halfling is Hannity Hilltopple, a former 
  member of the notorious Wyld Gang. He sold his 
  soul to Dis Pater years ago and traveled to Hell to 
  seek vengeance to those who killed his family 
  members in the city of Wyld. Hannity is a 15th level 
  rogue (LE, Arcane Trickster). The halfling wears a 
  ring of invisibility and wields two +3 shortswords 
  coated with wyvern poison. Hannity isn’t really 
  asleep! He will put on his ring and go for help.  
   
  x. Bedchambers 
  These rooms contain beautiful brass beds and paintings 
  of winged female devils.  
  These rooms are being used by some of the dinner 
  guests with Queen Danara in the dining room. Each 
  chamber hides two pouches containing 300pp.  
    
  y. Workshop 
  You open the door and find a small room with a table 
  loaded with potions.    
  Every known potion is piled high on this large 
  potion. However, none of them are labeled.  
   
  z. Storeroom 
  Opening the door, you see four large crates and six 
  wooden barrels.  
  The wooden barrels all contain Damos wine. The 
  crates are loaded with ropes from the erinyes, jars of 
  ink, quills, and a large amount of parchment.  
   
  z1. Hidden Vault 
  A blinding light hits your eyes, as they adjust you see this 
  space is filled with a pile of treasure.  
  The secret door to the vault can be found with a 
  DC20 Investigation (Investigation) check. Inside are 
  70000gp, 35000pp, and an old masterpiece painting 
  
   
   
  16 
  (2500gp), a necklace of pink pearls (2500gp), a 
  jeweled anklet (2500gp), a jeweled gold crown 
  (7500gp), a jade game board with solid gold playing 
  pieces (7500gp), and a gold cup with emeralds 
  (7500gp). 
   
  z2. Dis Pater’s Private Dining Room 
  Every inch of this gorgeous dining room is gold. The walls 
  are gold, the table is gold, the chairs, the floor, the 
  bookshelves. Four of the most beautiful winged devils 
  are dining on a multi-layered white cake.  
  Four erinyes are here enjoying a gift from Dis Pater. 
  The bookcases are filled with every magical tome 
  from the Material World. One of the fiends will 
  attempt to escape and head to area z3. She will 
  pretend the illusion is real and fly to Dis Pater’s side.  
   
  z3. Dis Pater’s Illusionary Suite 
  You enter into a marble floored suite. The most beautiful 
  bed you’ve ever seen sits by the far wall. Standing in the 
  middle of the chamber is a tall, handsome devil with four 
  hell hounds. “Congratulations on getting this far…” it 
  sneers.  
  This is an illusion of Dis Pater’s Suite, which is one 
  level above. It is Dis Pater’s (see NPC section) final 
  card to play if an enemy could ever make it this far. 
  When he hears trouble below he’ll wait for the attack 
  against the illusion to end, then make his move.  
   
   
   
   
   
   
   
   
   
   
   
  z4. Dis Pater’s Suite 
  You enter into a marble floored suite. The most beautiful 
  bed you’ve ever seen sits by the far wall. 
  Dis Pater (see NPC section) is waiting here with four 
  hellhounds. He is paranoid that someone will come 
  to kill him (Note his passive perception of 30). 
  Hidden in a compartment inside the bed is a cubic 
  gate.  The party can use this device to return home to 
  the World of Myrr! Our heroes have struck a major 
  blow to the Alliance by closing the Hell Gate!  
   
  . 
   
   
  
   
   
  17 
  LORD BALTHAZAR DAMOS 
  Vampire 
  Medium undead (shapechanger), lawful evil 
  Armor Class 16 (natural armor) 
  Hit Points 196 (17d8 + 68) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  18 (+4) 
  18 (+4) 
  17 (+3) 
  15 (+2) 
  18 (+4) 
  Saving Throws Dex +9, Wis +7, Cha +9 
  Skills Perception +7, Stealth +9 
  Damage Resistances necrotic; bludgeoning, piercing, and slashing 
  from nonmagical attacks  
  Senses darkvision 120 ft., passive Perception 17 
  Languages the languages it knew in life 
  Challenge 13 (10,000 XP) 
  Shapechanger. The vampire can polymorph into a Tiny bat or a 
  Medium cloud of mist.  
  Legendary Resistance 3/day. If the vampire fails a saving throw, 
  it can choose to succeed instead.  
  Misty Escape. When it drops to 0 hit points outside its resting 
  place, it can transform into a cloud of mist.  
  Regeneration. The vampire regains 20 hit points at the start of its 
  turn if it has at least 1 hit point. If the vampire takes radiant 
  damage or damage from holy water, this trait doesn’t function at 
  the start of the vampire’s next turn.  
  Spider Climb. The vampire can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check.   
  Vampiric Weaknesses. The vampire has these flaws: 
  Forbiddance. Can only be invited into a residence.  
  Harmed by Running Water. Takes 20 acid damage when it ends 
  its turn in running water.  
  Stake to the Heart. Destroyed by wooden piercing weapon if 
  incapacitated in its resting place.  
  Sunlight Hypersensitivity. It takes 20 radiant damage if it starts its 
  turn in sunlight. While in sunlight, it has disadvantage on attack 
  rolls and ability checks. 
  Actions 
  Multiattack (Vampire form). It makes two attacks. Can only bite 
  once. 
  Unarmed Strike (Vampire form). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit (1d8 + 4) bludgeoning damage. Can 
  grapple instead of damage (escape DC 18). 
  Bite (Bat or Vampire form only). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit (1d6 + 4) plus (3d6) necrotic. Target’s 
  hit point maximum is reduced by necrotic attack and vampire 
  regains that amount of hit points. The reduction lasts until target 
  takes long rest. The target dies if this effect reduces its hit point 
  maximum to 0. If a humanoid is slain in this way and then buried 
  in the ground, it rises the following night as a vampire spawn 
  under vampire’s control. 
  Charm. Can target one humanoid it sees within 30 ft. Target must 
  succeed on DC 17 Wisdom save or be charmed by the vampire. It 
  takes the vampire’s requests or actions in a favorable way, and is 
  a willing target for a bite attack. Target can repeat save if 
  vampire’s or its companions do anything harmful to it. Lasts 24 
  hours.  
  Children of the Night 1/day. Can call 2d4 swarms of bats or rats 
  at night. Or call 3d6 wolves outdoors. Act as allies and remain for 
  1 hour. Arrive in 1d4 rounds. 
  Legendary Actions 
  Can take 3 legendary actions. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. The 
  vampire regains spent legendary actions at the start of its turn.  
  Move. Move up to its speed without provoking opportunity 
  attacks.   
  Unarmed Strike. It makes one unarmed strike.  
  Bite (Costs 2 Actions). It makes one bite attack.  
   
   
  NPC MONSTER BIO 
   
  Personality Vain and selfish 
  Appearance He appears to be more beast than nobleman. Black 
  hair and red glowing eyes. 6’ 5” 224 lbs.  
  Characteristics 
  Ideal. Intolerance.    
  Bond. He feels close to other creatures of the night.  
  Flaw. He is very quick to take offense.   
  Background 
  Balthazar is head of the Damos noble house of vampires.  Many 
  years ago his family were the servants of the Von Bladen royalty. 
  The Narciso family turned the Damos family into vampires. Then 
  the Damos family gave vampirism to the Von Bladens.  
  Equipment 
  7 days of rations, +3 longsword, bag of holding, 300pp, cloak.   
  
   
   
  18 
  DIS PATER 
  Arch Duke of Hell 
  Medium Fiend (Arch-devil), lawful evil 
  Armor Class 27 
  Hit Points 484 (42d8 + 200) 
  Speed 40 ft., fly 80 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  28 (+9) 
  26 (+8) 
  29 (+9) 
  29 (+9) 
  24 (+7) 
  29 (+9) 
   
  Saving Throws Int +22, Wis +20, Cha +22 
  Skills Arcana +22, Deception +22, Insight +20, Perception +20 
  Damage Resistances acid, cold, necrotic, bludgeoning, piercing, and 
  slashing from non-magical weapons 
  Damage Immunities poison 
  Condition Immunities exhaustion, frightened, poisoned 
  Senses truesight 120 ft., passive Perception 30 
  Languages All, telepathy 60 ft.  
  Challenge 24 (62,000 XP) 
  Devil’s Sight. He can see normally in darkness.  
  Infernal Banishment. Dis Pater can banish any creature out of his 
  palace once a day, sending them elsewhere in the Iron City.  
  Infernal Magic. All attacks are magical.  
  Innate Spellcasting. Dis Pater can cast the following spells innately 
  (20th level spellcaster, DC22, +22 to hit with spell attacks):  
  At will: alter self, arcane eye, bestow curse, blur, detect magic, heat 
  metal, light, silent image 
  Once a day: charm person, confusion, compulsion, feeblemind, finger 
  of death, forcecage, power word kill, wall of fire    
  Limited Magic Immunity. Immune to all spells of 4th level or lower.  
  Magic Weapons. All attacks are magical.  
  Magic Resistance. Resistance to all magic.  
  Rust. Any non-magic metal Dispater touches, that isn’t made in Hell, 
  rusts and turns to dust.  
  Actions 
  Multiattack. Dis Pater makes three melee attacks.  
  Rod of Dis. Melee Weapon Attack: +22 to hit, reach 5 ft., one target. 
  Hit (5d8 + 11) bludgeoning damage plus 3d10 force damage. Can use a 
  reaction to deflect any missile.  
  Claw. Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit 
  (8d6 + 10) slashing damage and 2d10 necrotic damage. 
  Summon Devil (2/day). Can use an action to summon 1d4 erinyes.  
  Legendary Actions 
  Staff Attack. Can use action to attack with his staff.  
  Regenerate. Use action to regenerate 30 hit points. 
  Spellcasting. Use action to cast an innate spell.  
  NPC BIO 
   
  Personality Solemn and reclusive 
  Appearance An extremely tall black-winged devil with reddish skin. He 
  holds an impressive rod. 7’ 2” 289 lbs.  
  Actions 
  Ideal. Power.  
  Bond. Dis Pater serves an even more powerful devil.   
  Flaw. His ego.  
  Background 
  Dis Pater lives in his palace in the Iron City in the circle of Hell known 
  as Dis. He rules Dis and has made a deal with the evil Alliance in the 
  World of Myrr. His forces are commanded by many erinyes. Although 
  he also has pit fiends, barbed devils, bearded devils, bone devils, and 
  hell hounds at his disposal. Dis Pater’s current consorts include Queen 
  Danara Bane, the vampire queen who rules the city of Wyld. He also 
  spends time with a few erinyes and is always interested in human 
  females.  
  Equipment 
  the Rod of Dis 
   
   
  
   
   
  19 
  MARIA ROBBINS 
  20th level bard 
  Medium humanoid (human), neutral evil 
  Armor Class 18 (+2 studded leather armor) 
  Hit Points 151 (20d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  21 (+5) 
  16 (+3) 
  16 (+3) 
  15 (+2) 
  22 (+6) 
  Saving Throws Int +9, Wis +8 
  Skills Acrobatics +11, Perception +14, Performance +12, 
  Persuasion +12 
  Senses passive Perception 24 
  Languages Common, Infernal, and Orc 
  Challenge 12 (8,400 XP) 
  Battle Magic. Maria can take a bonus action to make 
  one weapon attack after casting a bard spell.  
   
  Bardic Inspiration. 6/day. Bonus action to give another 
  creature within 60 ft. a d12 to add to ability check, 
  attack rolls, damage roll, or save in the next 10 minutes.  
   
  Countercharm. Maria and any friendly creatures within 
  30ft. have advantage on saves vs charm and fear.  
   
  Spellcasting. Maria is a 20th level bard. Her spellcasting 
  ability is Charisma (spell save DC 20, +12 to hit with 
  spell attacks). She has the following bard spells:  
   
  Cantrips. (at will): light, prestidigitation, vicious 
  mockery  
  1st level. (4 slots): charm person, illusory script, speak 
  with animals, Tasha’s hideous laughter 
  2nd level. (3 slots): detect thoughts, magic mouth, 
  silence, suggestion  
  3rd level. (3 slots): clairvoyance, counterspell, dispel 
  magic, hypnotic pattern, major image, scorching ray 
  4th level. (3 slots): charm person, compulsion, illusory 
  script, speak with animals  
  5th level. (3 slots): detect thoughts, magic mouth, 
  suggestion  
  6th level. (2 slots): mass suggestion, Otto’s irresistible 
  dance 
  7th level. (2 slots): project image, teleport 
  8th level. (1 slot): mind blank 
  9th level. (1 slot): true polymorph 
   
  Actions 
  Multiattack. Maria makes two melee attacks (plus a 
  bonus action).  
  +3 Shortswords (x2). Melee Weapon Attack: +14 to hit, 
  reach 5 ft., one target. Hit (1d6 + 8) piercing damage.  
   
  NPC BIO 
   
  Personality Sly and cunning 
  Appearance A badly scarred young man with short 
  brown hair and a brown beard. 6’ 210 lbs.  
  Actions 
  Ideal. Greed.  
  Bond. Maria wants to be famous, whatever it takes.   
  Flaw. She’ll do anything for fame and fortune.  
  Background 
  Entertainer (singer). Maria is a famous singer from the 
  western city of Wyld. She will do anything for fame and 
  fortune and has joined the evil Alliance. Maria was 
  saved by the heroes in adventure module A3/A4 from 
  the evil necromancer Landis Kyzan.  She is part of the 
  College of Valor. 
  Equipment 
  backpack, 7 days of rations, 99pp, bedroll, cloak, lyre, a 
  ring of invisibility, two philters of love, two potions of 
  supreme healing, 3 vials of wyvern poison, tinderbox.  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  20 
   
  QUEEN DANARA BANE 
  Vampire 
  Medium undead (shapechanger), lawful evil 
  Armor Class 16 (natural armor) 
  Hit Points 189 (17d8 + 68) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  18 (+4) 
  18 (+4) 
  17 (+3) 
  15 (+2) 
  18 (+4) 
  Saving Throws Dex +9, Wis +7, Cha +9 
  Skills Perception +7, Stealth +9 
  Damage Resistances necrotic; bludgeoning, piercing, and slashing 
  from nonmagical attacks  
  Senses darkvision 120 ft., passive Perception 17 
  Languages the languages it knew in life 
  Challenge 13 (10,000 XP) 
  Shapechanger. The vampire can polymorph into a Tiny bat or a 
  Medium cloud of mist.  
  Legendary Resistance 3/day. If the vampire fails a saving throw, 
  it can choose to succeed instead.  
  Misty Escape. When it drops to 0 hit points outside its resting 
  place, it can transform into a cloud of mist.  
  Regeneration. The vampire regains 20 hit points at the start of its 
  turn if it has at least 1 hit point. If the vampire takes radiant 
  damage or damage from holy water, this trait doesn’t function at 
  the start of the vampire’s next turn.  
  Spider Climb. The vampire can climb difficult surfaces, including 
  upside down on ceilings, without needing to make an ability 
  check.   
  Vampiric Weaknesses. The vampire has these flaws: 
  Forbiddance. Can only be invited into a residence.  
  Harmed by Running Water. Takes 20 acid damage when it ends 
  its turn in running water.  
  Stake to the Heart. Destroyed by wooden piercing weapon if 
  incapacitated in its resting place.  
  Sunlight Hypersensitivity. It takes 20 radiant damage if it starts its 
  turn in sunlight. While in sunlight, it has disadvantage on attack 
  rolls and ability checks. 
  Actions 
  Multiattack (Vampire form). It makes two attacks. Can only bite 
  once. 
  Unarmed Strike (Vampire form). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit (1d8 + 4) bludgeoning damage. Can 
  grapple instead of damage (escape DC 18). 
  Bite (Bat or Vampire form only). Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit (1d6 + 4) plus (3d6) necrotic. Target’s 
  hit point maximum is reduced by necrotic attack and vampire 
  regains that amount of hit points. The reduction lasts until target 
  takes long rest. The target dies if this effect reduces its hit point 
  maximum to 0. If a humanoid is slain in this way and then buried 
  in the ground, it rises the following night as a vampire spawn 
  under vampire’s control. 
  Charm. Can target one humanoid it sees within 30 ft. Target must 
  succeed on DC 17 Wisdom save or be charmed by the vampire. It 
  takes the vampire’s requests or actions in a favorable way, and is 
  a willing target for a bite attack. Target can repeat save if 
  vampire’s or its companions do anything harmful to it. Lasts 24 
  hours.  
  Children of the Night 1/day. Can call 2d4 swarms of bats or rats 
  at night. Or call 3d6 wolves outdoors. Act as allies and remain for 
  1 hour. Arrive in 1d4 rounds. 
  Legendary Actions 
  Can take 3 legendary actions. Only one legendary action can be 
  used at a time and only at the end of another creature’s turn. The 
  vampire regains spent legendary actions at the start of its turn.  
  Move. Move up to its speed without provoking opportunity 
  attacks.   
  Unarmed Strike. It makes one unarmed strike.  
  Bite (Costs 2 Actions). It makes one bite attack.  
   
   
   
   
  NPC MONSTER BIO 
   
  Personality Charming and seductive  
  Appearance A gorgeous young woman with black hair and dark 
  blue eyes. 5’ 7” 125 lbs.  
  Characteristics 
  Ideal. Power. 
  Bond. She wants to rule the Material Plane. 
  Flaw. An ego bigger than the Material Plane.   
  Background 
  Her speeches are known to enthrall listeners and her eyes seem 
  to hypnotize people. The young queen is always accompanied by 
  two white cats.  Her two evil white cats are in fact wraiths in 
  disguise. 
  Equipment 
  a sword of life stealing (longsword), 100pp, golden ring (5000gp), 
  and a silver necklace (1000gp). 
  
   
   
  21 
  Encounter Table: Dis 
   
  D100 Encounter 
   
  D100 Encounter 
   
  01-02 
  03-04 
  05-06 
  07-08 
  09-10 
  11-12 
  13-14 
  15-16 
  17-18 
  19-20 
  21-22 
  23-24 
  25-26 
  27-28 
  29-30 
  31-32 
  33-34 
  35-36 
  37-38 
  39-40 
  41-42 
  43-44 
  45-46 
  47-48 
  49-50 
  Young Red Dragon 
  1d4 Erinyes 
  Rakshasa 
  1d12 Barbed Devils 
  1d8 Hell Hounds 
  Horned Devil 
  Adult Red Dragon 
  1d4 Erinyes 
  1d8 Steam Mephits 
  1d20 Zombies 
  1d20 Imps 
  1d12 Bearded Devils 
  1d8 Hell Hounds 
  1d20 Imps 
  1d8 Barbed Devils 
  1d8 Steam Mephits 
  1d4 Erinyes 
  1d10 Zombies 
  Horned Devil 
  1d8 Hell Hounds 
  1d8 Barbed Devils 
  1d4 Erinyes 
  1d20 Imps 
  1d10 Bearded Devils 
  1-10 Imps 
  51-52 
  53-54 
  55-56 
  57-58 
  59-60 
  61-62 
  63-64 
  65-66 
  67-68 
  69-70 
  71-72 
  73-74 
  75-76 
  77-78 
  79-80 
  81-82 
  83-84 
  85-86 
  87-88 
  89-90 
  91-92 
  93-94 
  95-96 
  97-98 
  99-00 
  1d10 Bearded Devils 
  1d20 Imps 
  1d8 Steam Mephits 
  1d10 Zombies 
  1d4 Erinyes 
  1d8 Hell Hounds 
  1d8 Barbed Devils 
  Adult Red Dragon 
  1d20 Imps 
  1d10 Zombies 
  1d4 Erinyes 
  Horned Devil 
  1d8 Steam Mephits 
  Rakshasa 
  1d8 Hell Hounds 
  1d20 Imps 
  1d4 Erinyes 
  1d12 Bearded Devils 
  1d12 Barbed Devils 
  Adult Red Dragon 
  1d8 Hell Hounds 
  1d12 Barbed Devils 
  Rakshasa 
  1d4 Erinyes 
  Young Red Dragon 
   
   
   
  
   
   
  22 
  Encounter Table: The Iron City 
   
  D100 Encounter 
   
  D100 Encounter 
   
  01-02 
  03-04 
  05-06 
  07-08 
  09-10 
  11-12 
  13-14 
  15-16 
  17-18 
  19-20 
  21-22 
  23-24 
  25-26 
  27-28 
  29-30 
  31-32 
  33-34 
  35-36 
  37-38 
  39-40 
  41-42 
  43-44 
  45-46 
  47-48 
  49-50 
  Pit Fiend 
  Rakshasa 
  1d4 Erinyes 
  Bone Devil 
  1d20 Zombies 
  Horned Devil 
  1d10 Barbed Devils 
  1d4 Erinyes 
  1d8 Hell Hounds 
  Rakshasa 
  Black Pudding 
  Horned Devil 
  1d20 Slaves (Commoners) 
  1d8 Hell Hounds 
  Black Pudding 
  1d4 Erinyes 
  1d8 Barbed Devils 
  1d20 Imps 
  1d20 Zombies 
  1d8 Barbed Devils 
  1d20 Slaves (Commoners) 
  Black Pudding 
  1d6 Hell Hounds 
  1d20 Zombies 
  1d20 Imps 
  51-52 
  53-54 
  55-56 
  57-58 
  59-60 
  61-62 
  63-64 
  65-66 
  67-68 
  69-70 
  71-72 
  73-74 
  75-76 
  77-78 
  79-80 
  81-82 
  83-84 
  85-86 
  87-88 
  89-90 
  91-92 
  93-94 
  95-96 
  97-98 
  99-00 
  1d20 Imps 
  1d20 Zombies 
  1d20 Slaves (Commoners) 
  1d8 Hell Hounds 
  Black Pudding 
  1d20 Slaves (Commoners) 
  1d20 Imps 
  1d8 Barbed Devils 
  1d20 Zombies 
  1d4 Erinyes 
  Black Pudding 
  1d20 Zombies 
  1d8 Hell Hounds 
  1d20 Slaves (Commoners) 
  Steam Mephit 
  Black Pudding 
  Horned Devil 
  Iron Golem 
  1d20 Imps 
  Black Pudding 
  Bone Devil 
  1d4 Erinyes 
  1d4 Horned Devils 
  Rakshasa 
  Pit Fiend 
   
   
   
  
   
   
  23 
  Monster List: Dis 
   
  Monsters 
  CR 
  Lemure 
  0 
  Steam Mephit 
  1/4 
  Imp 
  1 
  Bearded Devil, Hell Hound 
  3 
  Barbed Devil 
  5 
  Horned Devil 
  11 
  Erinyes 
  12 
  Rakshasa 
  13 
  Adult Red Dragon 
  17 
   
  Monster List: The Iron City 
   
  Monsters 
  CR 
  Commoner (Slave), Lemure 
  0 
  Zombie 
  1/4 
  Shadow 
  1/2 
  Imp 
  1 
  Bearded Devil, Hell Hound 
  3 
  Black Pudding 
  4 
  Barbed Devil 
  5 
  Bone Devil 
  9 
  Horned Devil 
  11 
  Erinyes 
  12 
  Rakshasa 
  13 
  Pit Fiend 
  20 
  
   
   
  24 
   
   
  After each turn roll a d20 
  d20 
  Complication 
  1 
  The boat hits a large rock and capsizes. 
   
   
  2 
  The boat is knocked sideways, make a DC15 Dexterity save or you fall out. 
  3 
  Leak in the boat! Slow to half speed for a turn while it gets fixed.  
   
   
  4 
  An oar slips back in the boat and hits you in the head. 1d4 damage. 
  5 
  The boat is bumped and if you fail a DC14 Dexterity save you fall prone in the boat. 
   
  6 
  Water hits the bow of the boat and sprays you. 
   
   
  7 
  The boat starts to flip over and then rights itself. 
  8 
  You are knocked to the edge of the boat but manage to stay in. 
  9 
  A log floating in the river hits the boat and slows it to half speed. 
  10 
  A wave hits the boat and you get knocked into the river if you don’t make a DC14 Dexterity save. 
  11 
  The boat is out of control. You lose your next turn.  
  12 
  A huge tree branch juts out across the river, make a DC15 Dexterity save or get knocked in. 
   
  13 
  Your boat is sucked into a whirlpool, lose a turn. 
   
  14-20 No complication 
   
   
   
  
   
   
  25 
   
   
   
   
   
   
  
   
   
  26 
   
   
   
   
   
   
  
   
   
  27 
   
   
   
   
   
   
  
   
   
  28 
   
   
   
   
   
  
   
   
  29 
   
   
  
   
   
  30 
   
   
  
   
   
  31 
   
   
  
   
   
  32 
   
   
   
  
   
   
  33 
   
  The Days of the Week and the Sun Quarters 
   
  The Myrrian Week 
  A Myrrian week is seven days long. 
   
  Day 
  Purpose 
  Goodday 
  work 
  Riverday 
  work 
  Hillday 
  work 
  Woodsday 
  work 
  Restday 
  rest 
  Fieldday 
  work 
  Skyday 
  worship 
   
  The Sun Quarters and Their Festivals 
  A Myrrian year is 364 days long. 
  Each sun quarter has twelve weeks and then a week-long festival. 
   
  Sun Quarter / Festival 
  Duration 
  Bloomtime (Spring) 
  84 days 
  Festival of Water 
  7 days 
  Suntime (Summer) 
  84 days 
  Festival of Fire  
  7 days 
  Moontime (Fall) 
  84 days 
  Festival of Earth  
  7 days 
  Dreamtime (Winter) 
  84 days 
  Festival of Wind  
  7 days 
   
   
   
   
  
   
   
  34 
   
  The Legion of Myrr 
  The original characters from the Adventures in Myrr Campaign 
   
  Sorsha 
  High Elf 
  Fighter 
  CN 
  Str 17 Dex 19 Con 15 Int 14 Wis 8 Cha 10 
  Sorsha is an Eldritch Knight from the high elf lands, the Nerathian Kingdom, in eastern Myrr. She is rather 
  haughty and impatient. At times she acts without thinking. Long black hair with scars on her face. Wears a blue 
  cloak, +2 chain mail, and wields a +3 golden longsword. 
   
  Varis  
  High Elf  
  Sorcerer 
  CN 
  Str 8  Dex 16 Con 12 Int 11 Wis 10 Cha 16 
  Varis is a wild magic sorcerer and completely unpredictable. He will simply toss a coin to make many of his 
  decisions. This sorcerer is in fact, a pyromancer and completely obsessed with fire. Long golden hair and blue 
  eyes. Wears purple and gold robes and wields a staff of fire. 
   
  Snaps 
  Gnome 
  Paladin 
  LG 
  Str 18 Dex 10 Con 14 Int 11 Wis 12 Cha 16 
  Snaps is a devout follower of the deity Rogan. This big-hearted gnome is friendly, trustworthy, and noble. A 
  small warrior in stature he makes up for with incredible bravery and skills. Fair-haired gnome with blue eyes. 
  Wears golden plate mail and wields a golden +2 longsword. 
   
  Thumps 
  Halfling 
  Bard  
  CG 
  Str 12 Dex 17 Con 9 Int 15 Wis 13 Cha 14 
  Thumps is a moody, brooding halfling. He lost the love of his life to an evil dragon and has dedicated his life 
  to defeating evil. The bard was a popular drummer in a group of halflings before joining the adventuring party. 
  It was his idea to name the group the Legion of Myrr. He imagines the party gathering a small army to fight 
  evil across the continent of Myrr. Blonde hair and blue eyes. Wears a black hooded cloak and +1 studded 
  leather armor. Thumps wields two +2 shortswords.   
   
   
  Thanks to Sarah Bagshaw (Sorsha), Joshua Pardy (Varis), Jeff Porter (Snaps), and Pavel Margolin (Thumps) for 
  letting me include their characters. They were the original World of Myrr players.   
   
   
   
   
  
   
   
  35 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Cawood/A15 The Hell Gate - A16 Dis Pater’s Palace.pdf