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  Bowl of Sin: Hope | GM Binder
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  Bowl of Sin: Hope
  Bowl of Sin: Hope
  Bowl of Sin: Hope
  Bowl of Sin: Hope
  Bowl of Sin: Hope
  
  4/10/2019
  Bowl of Sin: Hope | GM Binder
  https://www.gmbinder.com/documents/print/-LbKOWgtWtoJiMM-GC8q
  2/11
  1. Overview
  Then. The Bowl of Sin is a massive volcano caldera, long
  since dormant. In ancient times, the goodly gods sent their
  angels to this caldera and prepare trials for their mortal
  champions. The trials were designed to help prepare heroes
  for the evils they’d face in the world. The trials were difficult,
  and as the years wore on the angels created increasingly more
  impossible tasks for the faithful to face. The caldera became a
  place of suffering, where men and women went to die in the
  name of their gods.
  Now. Eventually the goodly gods realized the error of their
  ways and put a stop to the trials. The angels that oversaw the
  place had their divinity taken away, and the land was shrouded
  in shadow so the gods would not have to look upon their
  greatest failure. The Bowl of Sin now lies in perpetual night,
  roamed by the broken remnants of its caretakers. Legends
  swirl around the caldera, and every year the desperate, the
  faithful and the sinful make journeys to the Bowl of Sin. None
  ever return.
  Why Would Anyone Go Here?
  Absolution. Legends say that those seeking absolution for
  past crimes could find it in the caldera by overcoming a trial.
  Perhaps the heroes have a deed that needs atoning for, or a
  sin from their past that hounds them. Perhaps they’re being
  paid handsomely to escort the elderly Grand-Priest Varonius,
  a rich elven priest, who wishes to atone for his many sins
  before old age claims him.
  Divine Ingredients. The horrors that lurk in the bowl of sin
  were once divine. Fundamental components from their body
  still contain magic essential for potions of youth, philosopher’s
  stones, cure-all for magical disease or the like. Maybe the
  heroes need such an ingredient for their quests. Perhaps the
  archmage Shaol-Dun is hiring them to find such an
  ingredient.
  Treasure. Legends say that emperors, dragons and heroes
  all made sojourns to the caldera and left their gold hoards
  there as tribute. Those greedy for gold and with a strong
  enough sword arm could claim a fortune for themselves, if
  they survive.
  2
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  2. Mouth of Sin
  The jagged, broken peaks that make up the slopes of the
  caldera are practically impossible to scale. There is only one
  commonly known entrance: a daunting mountain pass known
  as the mouth of sin.
  When the heroes are approaching from the outside world,
  read the following:
  The mountains have been visible for days – great gray
  monoliths rising out of the earth as though rejected by the
  world. Their black peaks are wreathed with storm clouds day
  and night, and as you approach the Mouth of Sin vegetation
  grows sparser until its only loose gravel crunches underfoot.
   
  You spot a break in the jagged and impassable peaks - a
  mountain pass sloping downwards into the bowl of sin. The
  sun is unable to penetrate the thick mantles of cloud that cover
  the land before you. It becomes as twilight past this point.
  A small squat hut rests along the side of the road, its interior
  lit by flickering firelight. Closer to you, a standing stone rests,
  tilted to one side. On the surface its scrawled some text,
  though its hard to make out at this distance.
  Etched into the stone's surface with crude tools is the
  following:
  beyond are the black lands  
  hopeless realms where night holds sway 
  turn back now fools  
  to these dark gods you cannot pray
  \columnbre
  The Hermit
  A mad nameless hermit lives in the hut, a former adventurer
  broken in his attempts to raid the Bowl.
  Purpose. He keeps a record of all who enter the Bowl and
  their reason for coming scrawled on the wooden walls of his
  hut. If the heroes enter his hut he will eagerly offer his fire,
  hoping to find out their names and reasons for coming. In
  truth, he is filled with the feeling that salvation waits for him
  in the bowl, but he too scared to venture forth and too filled
  with guilt to retreat. He doesn’t remember why.
  What Happened to Him. The hermit is afflicted by a
  permanent madness, and any probing questions about the
  contents of the bowl send him into a hysterics. A greater
  restoration will restore a measure of his sanity. If this
  happens, he can speak somewhat lucidly about his
  experience. Him and his friends were sell-swords, and
  decided to raid the Bowl hoping to find enough treasure to
  retire. They had a map to a place called Hope’s Fall, and the
  djinn who sold them the map claimed there was a vault of
  treasure there. All the hermit can remember from those black
  days was endless nighttime, a forest of stone and tentacles in
  the mist. He fled, leaving his friends to die.
  Hut. Another hermit possessed the hut before the current
  occupant. The hut was empty when the current hermit
  managed to crawl out. In truth, the hut has passed hands,
  been destroyed and rebuilt several times.
  Searching the Hut. The hut contains a scant 3 days of food
  and water and near-useless odds and ends. Creatures making
  a DC15 investigation check can find some loose floorboards
  where a scroll tube was buried long ago. Inside is a scroll of
  raise dead, left long ago before the current occupant.
  3
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  3. Trial Road
  The lands between trials are known as the Trial Road. There
  are traces of a road, but the constant tectonic shifts have
  ruined any contiguous path. Markers left by past penitents can
  be found, pointing in confusing and misleading directions. The
  caldera itself its 24 miles in radius, meaning that it takes a
  week of marching on uneven, rough terrain to cross. Due to
  the constant and radical tectonic shifts, distances are always
  varying and adventure sites are in motion in the bowl. One
  never knows for sure where they will end up.
  Look: Darkness, gravel, mist, decaying waymarkers, and
  cyclopean standing stones. 
  Sound: Distant thunder strikes, occasional earth rumbling. 
  Smell: Brimstone, cold sweat, chalky 
  Feel: Blowing, cold winds. Scalding patches of earth.
  Tremors. 
  Weather: Occasional freezing rainfall. Mist on still days.
  Blowing gravel that stings the eyes on windy days.
  Read the following:
  Darkness envelopes you descend into the bowl. Soon the
  mountains on either side fade into darkness, and all you can
  see is the ring of light you’ve created in these nightlands.
   
  The temperature dips until you can see your breath. The ground
  is loose gravel that slides in and shifts under your feet, making
  each step treacherous and tiring. You find no vegetation, no
  sign of game. The pools of water you come across are black
  and stink of brimstone. The land is hilly and uneven and
  occasionally you must go around cyclopean shards of stone
  that jut from the earth as though the ground heaved them
  forth.
   
  It smells of cold sweat when the air is still. Sometimes the wind
  picks up fiercely, blowing shards of the gravel underfoot into
  your face and hands, stinging exposed flesh. The Bowl is a
  treacherous place, one that threatens to exhaust and destroy
  you.
  4
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  Journey In The Bowl
  For each journey into and out of the Bowl of Sin, have players
  take up journey roles and make a corresponding check: one
  navigator, one lookout, one forager. Then resolve an journey
  encounter. Then arrive at your destination.
  One navigator: Make a Wisdom (survival) check to not get
  turned around. The outcome of this roll really determines how
  many supplies are consumed.
  DC
  Result
  1-14
  Get lost, arrive at desired location in 2d6*10 days.
  15-19 Arrive at desired location in 1d4*10 days.
  20
  Arrive at desired location in 10 days.
  One lookout: Wisdom (perception) check to spot danger.
  DC
  Result
  1-14
  Don’t spot danger.
  15-19 Spot danger at the same time it happens.
  20
  Spot danger up ahead, can choose to circumvent.
  One forager: Can find supplies while traveling.
  DC
  Results
  1-14
  Find nothing.
  15-19 Find enough for 1 person for the journey.
  20
  Find enough for +Wis people for the journey.
  Foraged rations are: scattered supplies amongst a
  ruined campsite, a dead flock of birds, emaciated
  game limping in the darkness or rotten smelling
  fruit that grows off thorny bushes.
  Journey Encounters
  The players always encounter something on their way into the
  bowl. Roll a d6 and have the heroes encounter one of the
  following, adjusting the introduction whether or not the
  lookout has spotted the encounter beforehand:
  1. Angels in the Outfield
  Read the following:
  You come upon what can only be a battlefield. Bones are
  scattered everywhere in the loose gravel, rusted and ruined
  swords, shields and armor lying in piles. Tattered banners flap
  from rotten pole sticking from the earth. Here and there, great
  craters mar the terrain. This place stinks of death, and the only
  sound is bones occasional rattling together when a strong wind
  blows through.
  A DC15 Intelligence (Investigation) yields the narrative behind
  the battlefield: a force of a dozen mounted humans did battle
  with one or more giant-sized winged humanoids. Casting
  Speak with Dead gives nothing - the human remains have had
  their souls taken.
  2. Mirror Darkly
  Four adventurers, lost and starving.
  If spotted, they are huddled around a pitiful fire of glowing
  coals bickering in the dark about what possessions to burn
  next. 
  If spotted at the same time, they stumble wild eyed into the
  players firelight, cautious but hopeful of help. 
  If not spotted, they lie in ambush between two cyclopean
  stones to kill or capture the heroes.
  The party consists of Celi and Deli the half-elf archer siblings,
  the human gladiator Pontius, and their halfling enchanter
  Zimer. They want: food and water, then to leave the bowl and
  have no desire to venture deeper. In their possession is a map
  to Hope's
  If they travel with the party, after 1d4+1 days Pontius becomes
  convinced one of the party is trying to kill him.
  Tactics
  Archers fall back and focus fire on the least armored held
  targets, using archer’s eye to damage. Try and stay at 150ft
  feet. Flee if Gladiator dies. 
  Gladiator uses shield bash to prone someone then attacks
  with spear. 
  Enchanter If 2 or more heroes are being affected by hold
  person, cast fireball. If less, cast hold person at level 5 to affect
  as many targets as possible. If all allies dead, cast invisibility
  and flee.
  3. Tectonic Action
  Read the following:
  The earth around you starts to shift and crack, with great
  geysers of heated gas pouring out, blinding and choking. From
  the cracks, red-hot glowing magma starts to ooze forth as the
  ground shifts, quickly cutting off safe avenues of escape. What
  do you do?
  Skill Challenge. Players must pass a DC15 skill check to
  overcome each danger. Spells can grant advantage or a free
  success (DM determines). Appropriately sacrificing gear
  grants advantage. The players get advantage on the first check
  if their lookout succeeded, and disadvantage if they failed.
  Blinding and choking gas. Failure incurs 4d10 poison
  damage and blindness for a minute.
  Roiling magma cutting off escape. Failure incurs 4d10 fire
  damage.
  Thorn-covered cliff blocking progress. Failure causes an
  important supply (rations, potions, scrolls) to become
  snagged and tumble back down the cliff into lava.
  [Flyers only] Sprays of lava lancing into air. Failure
  incurs 4d10 fire damage.
  5
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  4. Dust Bowl
  Read the following:
  Over an hour period you notice the wind speed picking up.
  More and more dust and gravel is being picked up, stinging
  your lungs and slapping against exposed skin. A duststorm is
  coming.
  Nearly hurricane speed winds and loose gravel form what is
  known as a razorstorm. One is coming. Have the heroes make
  a Wisdom (Survival) ability checks, to identify an incoming
  razorstorm, the result determining how far out it is when they
  notice it.
  Roll
  Time to Razorstorm
  25
  20 minutes
  20
  5 minutes
  15
  2 minutes
  1-14
  Number of rounds equal to roll
  Read the following:
  The wind is howling, so strong you have to lean low and heavily
  against it to avoid being blown away. The nightlands around
  you are filled with loose dirt, reducing visibility down to 30ft.
  The loose gravel is picked up and flung at you like your being
  pelted by an angry mob, stinging any exposed flesh, irritating
  your eyes and filling your lungs with dust. Traveling any further
  while this storm is raging will be slow, dangerous business.
  During the razorstorm. Winds reach 60 mph and visibility is
  reduced to 30ft. Gases immediately disperse and unprotected
  flames are extinguished. The storm will last 2d6 days. 
  Traveling. One day’s march yields ½ days progress to their
  destination during the storm. For each hour that a character is
  exposed to a sandstorm it must make a DC 15 Constitution
  check and a DC 15 Dexterity check. (8 checks total per
  character for marching a full day.)
  If a creature fails the Constitution check it suffers 1d10
  slashing damage, mostly to its respiratory system and
  lungs, and if it fails on a roll of 1 then it also acquires one
  level of exhaustion and must make another DC 15 saving
  throw to avoid contracting a random disease.
  If the creature fails its Dexterity check then it is blinded
  until such time as this condition is reversed by appropriate
  magic (e.g., Lesser Restoration) or it subjected to three
  successful daily DC 15 Wisdom (Medicine) checks. It three
  of these daily checks are successful the creature will have
  its sight restored and if three fail before this happens then
  it will remain blinded until this condition can be reversed
  magically.
  Combat. Within unsheltered areas, all ranged weapon attacks
  are at disadvantage. Anyone engaging in combat must make
  an DC15 Athletics check at the start of the round or be
  knocked prone. Small creatures are also blown 1d4x10 feet in
  the direction of prevailing wind. Flying creatures are also
  blown back 2d6x10 feet in the direction of prevailing wind. 
  Hunkering Down. Finding a suitable shelter, perhaps in a
  shallow cave or amongst some standing stones requires a
  DC20 Wisdom (Survival) check. Failure yields an hour of
  fruitless searching and another round of saves. Creating a
  shelter magically is the easiest option.
  With the right materials the players may be able to build a
  shelter, such a shack would require 3 successful checks to
  build and there are scant resources in the Trial Road to do so.
  5. Monument
  Read the following:
  A giant sized winged humanoid figure slowly emerges from the
  darkness up ahead, still and waiting.
  A passive perception 15 realizes that this is merely a 20 foot
  tall statue, otherwise have players roll initiative.
  It soon becomes clear this is a finely carved statue of a regal
  angelic figure with broad chest, flowing hair. The angel has a
  greatbow on its back and a greatsword in one hand, planted
  into the earth.
  Scattered around the base of the monument are offerings:
  2d12 gold worth of coins, bone necklaces, bowls of food long
  turned to dust, withered and browned flowers. The inscription
  on the statue base is in an ancient language, but a DC15
  Intelligence check reveals the following: “Mannion, angel of
  strength. Foremost of the trial builders. Only those of true
  heart and conviction should proceed past this point. All
  others, turn back.”
  6
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  6. Mannion’s Black Fury
  The solar is regal and terrible to behold, his red skin flawless
  but his tunic dirt smeared, his wings black and tipped blood
  red. His equipment is rusted and dented. He patrols the Trial
  Road from 500ft in the air, looking for light sources. If the
  heroes bear none, they can attempt to hide with a Dexterity
  (Stealth) check DC24.
  If the lookout spots Mannion, it’s because a glint of light
  reflects off the horn on his belt or they hear the faint flapping
  of his wings. 
  If Mannion spots the heroes or the heroes are just unaware
  of the solar, he will engage. 
  If Mannion slays someone, he will produce his horn of dawn
  let loose a mournful, horrible blast that shakes the earth and
  is nearly deafening to those close to it. He then flees the area,
  tearfully wailing that he must be punished.
  Mannion will not use his legendary/paragon actions
  Tactics
  First Round. If the players are using light Mannion fires his
  slaying longbow from 500ft in the air. He attacks from 120ft in
  the air if travel in darkness. A passive perception of 24 is
  required to not be surprised. 
  Second Round. Mannion lets loose another arrow before
  stowing his bow and landing before the group. His face is
  twisted in a wrathful snarl. He demands that the heroes tell
  him why they’ve come to his realm. He knows if he hears a lie,
  and any insolence from the party will make him demand a
  sacrifice to allow them to continue. 
  Third Round. If the heroes managed to placate Mannion with
  a DC20 Persuasion check, the solar will warn them that the
  trials are for the worthy, and the party is better of leaving his
  realm. He then will fly off. Otherwise he produces his rusted
  greatsword and wades into them, attacking whoever hit him
  last or has made him angry. If reduced to half hp, he will
  disengage and fly away, returning to his roost to recover.
  4. Trial of Hope
  Read the following:
  You smell it first. An acidic stink, like methane and battery acid.
  The gravel gives way to thick, hot mud that occasionally
  bubbles, giving off bursts of gas. A low green mist lies over
  everything, irritating your skin and eyes with its acidity. Your
  forced to wade through the muck and brackish water, who’se
  depth ranges from boot-deep all the way to your waist,
  depending on which path your guide takes you. 
   
  Here and there twisted, stunted trees rise out of the mud,
  some clinging to life and some dead and rotting. A standing
  stone covered in markings lies up ahead.
  The standing stone is in an ancient language but can be
  deciphered with a DC15 Intelligence check:
  Trial of Hope. 
  Prove that no matter the adversity, you will maintain faith that
  salvation lies at the end of this road. Prove that no matter the
  opposition, you will destroy those that seek to rob you of your
  hope.
  The bog is covered with an acidic mist, twisted and stunted
  trees and thick-tar like muck. Anything organic in the bog is
  slowly corroded into nothing. When the players move on, read
  the following:
  Out of the darkness you begin to see thick standing stones,
  clustered together. More emerge as you advance, some
  drunkenly leaning and others standing upright with creeping,
  thorny vines winding their height. They've become thick like
  trees in a forest, stretching off in every direction. It appears
  there are narrow paths and one could walk between the
  columns, if they wished to head deeper into the forest of
  standing stones.
   
  As you behold this sight, you each begin to get a feeling. You
  get the sensation that something awaits you inside the forest
  of stone, something important and desirable.
  The forest of stone columns is known as Hope’s Fall. At it's
  center the Paragon of Despair lairs, waiting for prey.
  Hope's Fall Details
  Columns. 60ft tall and spaced apart to form a grid of 10ft
  hallways. 
  Mud. Moving for the mud is difficult terrain and costs 2 feet of
  speed for every 1 feet of movement. 
  Feeling. Heroes within 1 mile of the forest of columns
  experience a sensation of being close to whatever they desire
  most. The sensation grows stronger as they enter the forest of
  columns and approach the center.
  Paragon of Despair
  History. When the gods sealed the Bowl away from
  the world, the angel Kelza was first to despair. He
  wallowed in his beautiful forest of stone, sinking
  into the earth. After ages, his body rotted and died.
  All that remained was a single obsidian eye, seeing
  only hopelessness in his black world. 
  Devourer of Hope. This feast of despair attracted a
  creature from the shadowfell. The Devourer of
  Hope is a legendary balhannoth, a slug-like creature
  that oozes and undulates, greedy to devour prey in
  its dripping maw and feed on their false hope. It
  uses four tentacles to restrain its food. It is large as
  a horse, and difficult to pin down. 
  Void of Despair. The last of Kelza’s life occupes his
  eye, turned cat-like and jet black with a yellow iris. It
  lies in the belly of the Devourer, and when freed will
  exact vengeance on those that disturb his reverie.
  7
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  Running A Paragon Of Sin
  Each battle with a Paragon of Sin is a multi-staged
  boss fight. Some abilities are available to its first
  form, some only to its second, and some are
  available to any form. This is noted next to each
  attack and special ability the creature possess.
  During battle, the first form uses the stats and hp
  listed first in its stat block, while the second form
  uses the stats and hp listed second in its stat block.
  Approaching the Devourer
  Devourer’s Perception. Devourer has a passive perception of
  16 so it’s possible to approach its lair hidden, but Devourer
  always senses when sentient beings enter the forest of
  columns unless they are subject to the mind blank spell. When
  it senses a creature this way, it will keep its invisibility fresh
  and his illusionary domain active and hide ontop of a stone
  pillar. 
  Detecting the Devourer. While hiding, heroes requires a
  passive perception of 14 to find its location. Otherwise heroes
  need to make a DC14 Wisdom(perception) check to spot the
  Devourer, rolling at disadvantage if they only rely on sight. If
  the devourer does not use its action to hide, then players
  merely roll at disadvantage when attacking it but otherwise
  see signs of its passage and hear its movements.
  Illusory Realm. When the players first enter the forest of
  columns, they will begin to see an illusory realm of safety:
  something strongly desired by one of the players is here. Their
  old house, a fairground from a treasured childhood memory. It
  all smells, feels and tastes real, except for being devoid of
  inhabitants. On close inspection things are obviously fake:
  books are empty, gold is counterfeit, and ropes snap under the
  slightest pressure. 
  Ambush. The Devourer lurks invisibly on top of a pillar in the
  center of the forest. When heroes are within 500ft, roll
  initiative. The devourer will try and teleport one of the heroes
  to the top of the pillar it occupies and attack. A passive
  perception of 10 is required to notice a party members
  disappearance. If someone noticed the disappearance, the
  illusory realm fades. Either way, battle is joined.
  First Stage Tactics
  Lair Actions. Alternate each round between Fade on the hero
  it’s singled out, and Blink melee combatants away 60ft and
  into open air. Heroes can spend their reaction to make a
  DC14 Dexterity saving throw and grab the edge of a pillar,
  otherwise falling for (21) 6d6 falling damage into the muck
  below. 
  Actions. Isolate and eliminate. Make two tentacle attacks and
  bite on the same target. You have advantage when the target is
  restrained or invisible. 
  Movement. While invisible you don’t provoke attacks of
  opportunity. Climb down in-between pillars so even if a hero
  escapes its grasp, they have nowhere to go but down. 
  Paragon Actions. Teleport away with a grappled target, bite
  then vanish.
  Second Stage Tactics
  Lair Actions. Blink unimpeded combatants away. Vanish to
  unimpeded combatants. 
  Paragon Ability. Point towards the largest group of the party,
  forcing them to scatter. 
  Actions. Spread out blasts to unimpeded heroes to disable as
  many as possible. 
  Movement. Fly 60ft above the top of the columns. If the
  players take cover and unleash range attacks, fly down
  amongst the pillars. 
  Paragon Actions. The Void of Despair will unleash iris beams
  until engaged in melee, then it will teleport away. It won’t
  bother vanishing.
  Mannion’s Witness
  When the battle reaches the second stage, Mannion the solar
  will cast invisibility on himself then roost 120ft away to
  observe the battle (a passive perception of 20 spots signs of
  his arrival). If he’s attacked, he will flee. If Mannion witnesses
  the Void of Despair destroyed, he’ll let loose a mournful horn
  blast before flying off.
  8
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  .
  9
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  Paragon of Sin: Devourer
  of Hope / Void of Despair
  large paragon abberation / small paragon celestial,
  chaotic evil
  Armor Class AC 17 / AC 17
  Hit Points 114 (12d10+48) / 161 (19d10 + 76)
  Tentacle 28
  Speed 25 ft., climb 25 ft. / fly 20ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +3 / +0
  -1 / +1
  +4 / +3
  -2 / +3
  +2 / +2
  -1 / +3
  Saving Throws Con +8 / Int +7, Wis +6, Cha +7
  Skills Perception +6 / Perception +10
  Condition Immunities blinded / prone
  Senses blindsight 500 ft. (blind beyond this radius),
  passive Perception 16 / darkvision 120ft passive
  perception 22
  Languages understands Deep Speech, telepathy 1 mile /
  None
  Challenge 13 / 13 (17,200xp)
  Paragon Abilities
  Transition.[Devourer] When the Devourer of Sin’s health
  pools is depleted, it slumps over, slain. The Void of
  Despair bursts forth from its interior, acting on the
  same initiative and using its own health pool. Damage
  does not carry between the health pools, and any status
  effects that were affecting the Devourer of Hope do not
  carry over to the Void of Despair. 
  Multipart Monstrosity. [Devourer] Devourer of Hope has
  4 tentacles, each of which has its own pool of hit
  points, as shown in the hit points entry above. When a
  creature makes a melee or ranged attack against
  Devourer of Hope that creature may choose to target a
  specific body part by suffering disadvantage on the
  attack roll. When a body part suffers damage, Devourer
  of Hope suffers the same amount of damage.
  Conditions and effects inflicted on the body part apply
  to the whole creature unless the body part is immune to
  such conditions. When a body part is reduced to 0 hit
  points, that body part is destroyed. 
  Void Gaze [Void] The Void of Despair’s iris creates a
  150-foot cone. The creature with the lowest health in
  the cone is affected by power word stun at the start of
  the Void’s turn. At the start of each of its turns, the Void
  decides which way the cone faces.
  Actions
  Shake it Off. [Any] The Paragon of Sin spends its action
  and removes any condition currently active on it, taking
  5 damage per condition. 
  Multiattack. [Devourer] The Devourer makes a bite attack
  and up to two tentacle attacks; or it makes up to four
  tentacle attacks. 
  Bite. [Devourer] Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. Hit: 25 (4d10 + 3) piercing damage.
  Tentacle. [Devourer] Melee Weapon Attack: +7 to hit,
  reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning
  damage, and the target is grappled (escape DC 15) and
  is moved up to 5 feet toward the Devourer. Until this
  grapple ends, the target is restrained, and the Devourer
  can't use this tentacle against other targets. The
  Devourer has four tentacles. 
  Iris Beam.[Void] The Void of Despair fires three magical
  beams from its surface, choosing targets within line of
  sight up to 120ft away. See Iris Beams on the next page
  for effects.
  Legendary Actions
  The Paragon of Sin can take 3 legendary actions,
  choosing from the options below. Only one legendary
  action can be used at a time and only at the end of
  another creature's turn. The Paragon of Sin regains
  spent legendary actions at the start of its turn.  
  Bite.[Devourer] Make one bite attack against one
  creature it has grappled. 
  Iris Beam.[Void] Make one random Iris beam attack
  against a target in range. 
  Teleport.[Any] Teleport, along with any equipment it is
  wearing or carrying and any creatures it has grappled, up
  to 60 feet to an unoccupied space it can see. 
  Vanish.[Any] Become invisible for up to 10 minutes or
  until immediately after it makes an attack roll.
  Lair Actions
  On initiative count 20 (losing initiative ties), the
  Paragon of Sin can take one lair action to cause one of
  the following effects; the paragon can't use the same
  lair action two rounds in a row:  
  Deceive.[Any] The Paragon of Sin warps reality around it
  in an area up to 500 feet square. After 10 minutes, the
  terrain in the area reshapes to assume the appearance of
  a location sought by one intelligent creature whose
  mind the Paragon of Sin has read (see Regional Effects
  below). The transformation affects nonliving material
  only and can't create anything with moving parts or
  magical properties. Any object created in this area is,
  upon close inspection, revealed as a fake. Books are
  filled with empty pages, golden items are obvious
  counterfeits, and so on. The transformation lasts until
  the Paragon of Sin dies or uses this lair action again. 
  Blink.[Any] The Paragon of Sin targets one creature
  within 500 feet of it. The target must succeed on a DC
  16 Wisdom saving throw or the target, along with
  whatever it is wearing and carrying, teleports to an
  unoccupied space of the Paragon of Sin choice within
  60 feet of it. 
  Fade.[Any] The Paragon of Sin targets one creature
  within 500 feet of it. The target must succeed on a DC
  16 Wisdom saving throw or the Paragon of Sin
  becomes invisible to that creature for 1 minute. This
  effect ends if the Paragon of Sin attacks the target.
  
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  Iris Beam d10
  1. Confusion Beam. The targeted creature must
  succeed on a DC 16 Wisdom saving throw or
  be confused for 1 minute, or until the Void
  harms the creature.
  2. Paralyzing Beam. The targeted creature must
  succeed on a DC 16 Constitution saving throw
  or be paralyzed for 1 minute. The target can
  repeat the saving throw at the end of each of
  its turns, ending the effect on itself on a
  success.
  3. Fear Beam. The targeted creature must succeed
  on a DC 16 Wisdom saving throw or be
  frightened for 1 minute. The target can repeat
  the saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  4. Slowing Beam. The targeted creature must
  succeed on a DC 16 Dexterity saving throw.
  On a failed save, the target's speed is halved for
  1 minute. In addition, the creature can't take
  reactions, and it can take either an action or a
  bonus action on its turn, not both. The creature
  can repeat the saving throw at the end of each
  of its turns, ending the effect on itself on a
  success.
  5. Enervation Beam. The targeted creature must
  make a DC 16 Constitution saving throw,
  taking 36 (8d8) necrotic damage on a failed
  save, or half as much damage on a successful
  one.
  6. Telekinetic Beam. If the target is a creature, it
  must succeed on a DC 16 Strength saving
  throw or the Void moves it up to 30 feet in any
  direction. It is restrained by the ray's telekinetic
  grip until the start of the beholder's next turn
  or until the beholder is incapacitated.
  7. Blindness Beam. The targeted creature must
  succeed on a DC 16 Wisdom saving throw or
  become blinded for 1 minute. The creature can
  repeat the saving throw at the end of each of
  its turns, ending the effect on itself on a
  success.
  8. Petrification Beam. The targeted creature must
  make a DC 16 Dexterity saving throw. On a
  failed save, the creature begins to turn to stone
  and is restrained. It must repeat the saving
  throw at the end of its next turn. On a success,
  the effect ends. On a failure, the creature is
  petrified until freed by the greater restoration
  spell or other magic.
  9. Disintegration Beam. If the target is a creature, it
  must succeed on a DC 16 Dexterity saving
  throw or take 45 (10d8) force damage. If this
  damage reduces the creature to 0 hit points, its
  body becomes a pile of fine gray dust..
  10. Ascended Beam. The targeted creature must
  succeed on a DC 16 Dexterity saving throw or
  take 55 (10d10) radiant damage. The target
  dies if the ray reduces it to 0 hit points.
  Kelza’s Body
  Kelza’s body, submerged up to the chest, sticks out of the
  muck in the area. Dirty, ragged hair falls over golden muted
  skin. One socket contains a glassy, blank eye. The other is an
  empty socket. Various coffers, boxes and loose coins are found
  scattered around him. A speak with dead spell will stir Kelza’s
  body, and he will mournfully relay some of the details of the
  Bowl mentioned in the Overview before returning to death.
  Digging the entire haul from the muck takes a day of hard’s
  work but yields the following:
  A large steel chest is filled to the brim with 15,000sp
  (1,500gp) of various sizes and mintings.
  A knee-high crate carved with arcane runes contains bolts
  of silky cloth with vaguley spiderweb pattern worth 750gp.
  A necklace string of small pink pearls worth 1,250gp
  A life-sized solid piece of ruby carved into the likeness of
  an angel worth 10,000gp.
  A transparent blue-white diamond worth 5,000gp.
  A ceremonial electrum dagger with a black pearl in the
  pommel worth 500gp
  A small lockbox. Breaking off the rusted lock reveals its
  contents: 1,400 pp and a single red and gold feather that is
  a Quaal’s Feather Token: Bird.
  A clay pot contains 13 gemstones worth 500gp.
  A rotten, straw-filled crate containing a Potion of Fire
  Giant Strength, Potion of Invulnerability, Potion of
  Superior Healing.
  A bone scroll-tube contains a scroll of guardian of faith.
  925gp worth of coins are scattered around the area loosely
  in various types, sizes and denominations.
  10
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
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  Other stuff
  Legal:
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
  Forgotten Realms, the dragon ampersand, Player’s Handbook,
  Monster Manual, Dungeon Master’s Guide, D&D Adventurers
  League, all 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 herein is prohibited
  without the express written permission of Wizards of the
  Coast.
  Credits
  Adventure Design by Taylor Seely-Wright 
  Paragon monsters Inspired from Angry GM
  Cover Art Corpse Candles by Gustave Dore. 
  Overview Art The Enigma by Gustave Dore 
  Hermit Art Inferno Canto 7 lines 8-9 by Gustave Dore Trial
  Road Art A Celestial Light by Gustave Dore 
  Mounement Art Gates of Paradise by Gustave Dore 
  Devourer of Hope Art by Wizards of the Coast
  Empty Bowl
  This adventure will only present one destination in
  the Bowl, Hope’s Fall, but future versions will
  include additional locations to reach including an
  ancient fortress-turned prison, a church set in a lava
  cauldron, something to do with a lake and a
  climactic battle with an angel at his altar-perch.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Bowl of Sin - Hope.pdf