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  Introduction 
  Assault on Hellmaw Island is a DUNGEONS & DRAGONS adventure you can complete in about 4-8 hours of play. The 
  combat encounters have been calculated to present a tough challenge to four characters of 8th level—that is, 
  APL (average party level) is 8. Information in the text explains how to scale the encounters from APL 5 to APL 
  10. Statistics for new creatures are in appendix A.  
  Not every loose end is tied up in the following text, nor does it account for every possible reaction. Be ready to 
  improvise and do so with confidence! Unless stated otherwise, assume NPCs have the stats of a commoner. The 
  adventure comprises five chapters: 
   Chapter 1: Across the Trackless Sea. Searching for a powerful artifact, the adventurers voyage to Hellmaw 
  Island, meeting dangers and challenges as they try to land. 
   Chapter 2: Hellmaw Island. The adventurers face an unfamiliar landscape and strange creatures, all the 
  while fighting off the maddening effects of a weird enchantment. 
   Chapter 3: Dreamscape Maze. The adventurers make their way through a shifting maze while fighting off 
  bizarre elementals and constructs. 
   Chapter 4: The Belfry. The adventurers must climb a forbidding tower and negotiate with an unusual visitor.  
   Chapter 5: Escaping Hellmaw. With the artifact in hand, the adventurers leave the island—though a final 
  challenge awaits. 
  Credits & Legals 
  Producer: M.T. Black 
  Design: JVC Parry, John Arcadian, & M.T. Black 
  Editing: Ken Carcas 
  Cartography: Elven Tower 
  Layout & Art Direction: M.T. Black 
  Editorial Assistants: Jeff Stevens, Ty Matlock, Troy Sandlin, David Brainard, Ben Fowler 
  Special Thanks: Tobias Beis and the Critter Compendium (available on the DMs Guild) 
  Artwork: Dean Spencer, DMs Guild Creator Resources 
  Playtesting: Dennis Williams, Blake Obr, Rob Grams, Kyle Raines, Kory Raines, Preston Krenicki, Greg 
  Beever, Duncan Overby, Jenny Riddei, Steven Riddei, Chloe Patterson, Marvin Nacianceno, Joey Lau, Krista 
  Moring, Anthony Dao, Glen Popplewell, Sean Popplewell, Jacob Osbourne, Mark Melville, Matt Cochrane, 
  Luke Matton, DM Dean 
  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. 
   
   
   
  
   
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  Chapter 1: Across the Trackless Sea 
  The adventurers are searching for an ancient artifact 
  on behalf of their patron. Their destination is 
  Hellmaw Island, an infamous and near-mythical 
  fortress in the Trackless Sea, said to have been 
  created long ago by a powerful Witch-king. 
   The patron and artifact should ideally come from 
  your campaign. If you don’t have anything 
  appropriate, it is suggested you say the adventurers 
  were commissioned by the Blackstaff of Waterdeep 
  to retrieve a sphere of annihilation, said to be kept in 
  the island stronghold.  
  The Wandering Glory 
  The patron has chartered a ship named the 
  Wandering Glory to transport the adventurers and 
  supplied the captain with a magical compass that 
  guides the way to Hellmaw Island (which appears on 
  no regular charts). The captain is named Jonas 
  Darktide, a competent sailor who takes a “live and let 
  live” approach to strangers. Some of the crew are 
  named Amarin, Eveth, Brand, Cordelia, and Rinn. 
  Getting to the island takes about 15 days from 
  either Neverwinter or Waterdeep. You may 
  optionally have an encounter on day 10 using the 
  “Random Encounters at Sea” table in chapter 5 of the 
  Dungeon Master’s Guide.  
  Rumors 
  The crew have all heard rumors about Hellmaw 
  Island. If the adventurers talk to them, they will 
  share some of the following tales:  
  1. Harpies haunt the island, and their songs cause 
  sailors to go insane.  
  2. Many have gone in search of the island—most 
  have disappeared.  
  3. You cannot get closer than a few hundred yards 
  to the island, as storms of terrifying strength 
  batter its coast. 
  4. 100-foot-high walls made of stone surround the 
  island.  
  5. A few months ago, a fine galley named the Silver 
  Tocsin went in search of the island and never 
  returned.  
  6. If you sail too close to the island, strange magic 
  will send you mad. 
  7. There are giants on the island. 
  8. The island was created by a powerful sorcerer to 
  protect valuable treasures.  
  Approaching Hellmaw 
  On the 15th day of the voyage, the ship approaches 
  Hellmaw Island. Read the following: 
  "Land, ho!" comes the shout from the crow's nest. 
  Large black waves crash against a towering 
  seawall, which seems to surround the island 
  ahead. Hanging over the landmass are low black 
  clouds that discharge searing bolts of lightning 
  into the ocean and onto the island. Behind these 
  barriers is the silhouette of a large tower, 
  surrounded by a swarm of strange, flying objects. 
  Island Features 
  Hellmaw Island is roughly circular and has a 
  diameter of about two miles. A 20’ high seawall 
  made of dark green stone surrounds it. If the ship 
  circumnavigates the island, the adventurers find a 
  huge crack in the seawall on the southern side. 
  Malignant Clouds 
  The dark clouds are magical; they are centered over 
  the island, are 200' above the ground, and extend to 
  
   
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  100’ beyond the seawall. A lightning strike targets 
  any adventurer that stays still in the open beneath 
  the clouds for more than 1 minute. When this 
  happens, the target must make a DC 15 Dexterity 
  saving throw. A creature takes 16 (3d10) lightning 
  damage on a failed save, or half as much on a 
  successful one.  
  Before the lightning strike, the clouds overhead 
  will clump together and grow darker, warning of the 
  attack to come.  There are several places on the 
  island where the party can take shelter from the 
  lightning—these are described below. Any creature 
  flying into the clouds is targeted by a lightning strike 
  every round.   
  Reaching the Walls 
  Captain Darktide will anchor the ship no closer than 
  150’ to the island, for fear of being battered against 
  the seawall. The best option for reaching the island is 
  magic, such as teleporting or flying.  
  If the party lack such means, they can attempt to 
  sail the ship's longboat across the 150’ of rough 
  ocean. To reach the wall requires an extended group 
  skill check. For every minute of sailing, the 
  adventurers must make a group DC 12 Strength 
  (Athletics) check. If the adventurers have decided to 
  swim, they must make individual DC 15 Strength 
  (Athletics) checks (at your discretion, give advantage 
  if the character has unusually good swimming skills).   
  On each failed check, they make no headway 
  against the waves and are struck by lightning, as 
  described above. Three lightning strikes will destroy 
  the boat. If this happens, you can generously allow 
  the party to grab hold of the debris and float the rest 
  of the way in without penalty. 
  After three successful checks (five if swimming), 
  the adventurers will reach the wall of Hellmaw Isle. 
  If they headed for the crack, they can easily scramble 
  through it onto the island. If they try and climb onto 
  the wall anywhere else, they take 2 (1d4) 
  bludgeoning damage from the buffeting they take as 
  they wait for a wave high enough to enable them to 
  scramble on top. 
   
   
  
   
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  Chapter 2: Hellmaw Island 
  Once the adventurers are on the island, read the 
  following: 
  The bleak, ashen earth is broken by patches of 
  dry grass and desiccated brush, and the 
  occasional puddle of dark water. In the distance, 
  huge green monoliths drift slowly around, 
  rotating and orbiting in an unfathomable and 
  disorienting sequence.  
  See the map accompanying this document. The 
  island has a ring of wasteland just inside the seawall, 
  and further in it is dominated by a maze of floating 
  green monoliths (called the Dreamscape Maze) that 
  orbit the central tower in a fluid but disorienting 
  motion. Strange creatures inhabit the wasteland and 
  the maze.  Small herds of wild cattle roam the island, 
  feeding on the sparse vegetation. 
  If the adventurers entered via the crack, they will 
  also clearly see both the Dolmen (location A) and the 
  Greenstone Quarry (location F). 
  Time and Distance  
  The island is roughly two miles across. Travelling 
  around the circumference takes about two hours at 
  normal walking speed. The distance from the seawall 
  to the Dreamscape Maze is about half a mile and 
  takes 10 minutes to walk.  
  Lightning Strikes 
  While on the island, adventurers are subject to 
  lightning strikes from the malignant clouds, as 
  described in chapter 1. However, both the Dolmen 
  (location A) and the Greenstone Quarry (location F), 
  provide shelter from the lightning. 
   
  For Whom the Bell Tolls 
  The central tower is a belfry, which houses an 
  enormous bronze bell, cast by the Witch-king. 
  Powerful magic was woven into it during creation, 
  causing it to chime with a sound so otherworldly and 
  cacophonous that any who hear it become slowly 
  insane. The duration between the chimes follows a 
  complex mathematical pattern, which happens to 
  correspond to every 30 minutes of real-life time (use 
  a stopwatch app to track it).  
  The bell can be heard everywhere on the island. 
  Any character that hears the bell must make a DC 12 
  Wisdom saving throw. On a failure, they must roll on 
  the “Short-Term Madness Table” (the madness 
  
   
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  tables are in chapter 8 of the Dungeon Masters 
  Guide). Any healing magic will immediately cure the 
  madness effect. 
  The monsters on the island are immune to the 
  effects of the bell. Blocking your ears with your 
  hands or something else (like wax) gives you 
  advantage on your saving throw.  
  A. The Dolmen 
  Read the following: 
  Four irregular menhirs made of mottled 
  greenstone jut from the ground, each around 10' 
  high. Across the top of the menhirs lies a long, flat 
  piece of greenstone. The whole structure 
  resembles an enormous, though crude, table. 
  If the adventurers shelter beneath this structure, 
  called a dolmen, they will be safe from any lightning 
  strikes. If they climb atop the table, they will see that 
  the upper surface is polished, and there is a deep 
  green splotch of color in the center of it. 
  The long, flat piece of stone (the capstone or table) 
  is the magical artifact that controls the Dreamscape 
  Maze.  If the adventurers destroy the table (see 
  Chapter 5 for the AC and hit points), all the menhirs 
  in the maze will fall to the ground, and it will be an 
  easy job to move through them to the Belfry.  
  However, as soon as the adventurers harm the 
  table in any way, six greenstone golems (see 
  appendix A) will immediately emerge from the 
  Dreamscape Maze to attack them. 
  B. Nimbles  
  Read the following: 
  The ghostly image of a small halfling appears, 
  dressed in tattered and damaged leather armor. 
  Desperation appears on his blood-stained face, 
  and he reaches out with a mangled hand. As he 
  disappears, he cries, “Help… me…” 
  The figure was the ghost of Artemis Nimblefingers, 
  who died on the island after a failed attempt to 
  penetrate the Belfry. Artemis, also known as 
  Nimbles, is desperate to move on to the afterlife but 
  needs help. He will appear again in Chapter 4. 
  C. Enlightening Plaque 
  An irregular block of greenstone, about 4' high, 
  emerges from the ground at this point. One side has 
  been polished smooth and has the following 
  inscription: 
  Intruders, you have made a foolish decision to 
  come to this island. You are most unwelcome 
  here. No-one has ever breached the defenses of 
  this island—suffering and madness are the fate of 
  all who try. If you can leave, you should do so 
  now. If you cannot, pray that your gods will grant 
  you a swift and easy death. 
  If you choose to continue, I'm not above 
  giving you a sporting chance. Speak, my enemy, 
  and you will be enlightened. 
  The Witch-king 
  If anyone speaks the words "my enemy" within 5' of 
  the stone block, the glyph erupts with magical 
  energy in a 20-foot-radius sphere. Each creature in 
  the area must make a DC 15 Dexterity saving throw. 
  A creature takes 22 (5d8) lightning damage on a 
  failed saving throw, or half as much damage on a 
  successful one. 
  D. Cyclops 
   The wasteland is home to a cyclops named Esteru, a 
  hulking, one-eyed giant that was trapped here by the 
  Witch-king to guard his tower. This cyclops roams 
  the plain with her 3 pet saber-toothed tigers, 
  feeding on the wild cattle. If the adventurers 
  
   
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  encounter Esteru and her pets, they will instantly 
  attack.  
  ADJUSTING THIS ENCOUNTER 
  Here are some suggestions for adjusting this 
  encounter according to your group. These are not 
  cumulative.  
  For APL 5, remove 2 saber-toothed tigers 
  For APL 6, remove 2 saber-toothed tigers 
  For APL 7, remove 1 saber-toothed tiger 
  For APL 9, add 1 saber-toothed tiger 
  For APL 10, add 2 saber-toothed tigers 
  The only item of value the cyclops has is a necklace 
  made of battered and tarnished silverware (worth 
  200gp). 
  E. Pond of Arrogation 
  Read the following: 
  A 3-foot-high wall made of unadorned greenstone 
  encloses this pond. The water contained within is 
  green and cloudy.  
  The pond is about 20’ feet across. Anyone staring 
  into the water will see a humanoid figure suspended 
  beneath the surface, though it is small and far away, 
  suggesting the water is very deep.  
  The pond is a trap created by the Witch-king. Any 
  living creature that touches the water must make a 
  DC 14 Strength saving throw. On a failure, the 
  creature is drawn into the depths of the pond, where 
  it is incapacitated, can’t move or speak, and is 
  unaware of its surroundings.  
  The pond can only hold one creature at a time, so 
  when a new creature is captured any creature 
  currently held by it is released. If the pond captures 
  one of the adventurers, it will eject Gabbro the stone 
  giant (see below).  
  The only way to free a captured creature is either 
  with a wish or by getting another living creature to 
  touch the water (one of the wild cattle that roam the 
  island would be sufficient).  
  Gabbro  
  Stone giant 
  Bond: My home lies deep in the Underdark, and I 
  greatly desire to return there. 
  Ideal: Live and let live. Meddling in the affairs of 
  others only causes trouble. 
  Trait: I believe the surface world and its 
  inhabitants are a dream, and I treat them as such. 
  Flaw: I am quick to anger and will happily crush 
  any “dream things” that annoy me. 
  
   
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  Gabbro has been a resident of Hellmaw Island for a 
  long time. The Witch-king lured him here to help 
  excavate stone for the Dreamscape Maze. The Witch-
  king abandoned Gabbro after the construction 
  finished, and he spent some time wandering the 
  island before the Pond of Arrogation trapped him.  
  If released from the Pond, Gabbro will believe that 
  he is caught up in a dream and may behave rather 
  recklessly as a result. He will also immediately begin 
  looking for a way to return to the Underdark.  
  F. Greenstone Quarry 
  Read the following: 
  A large quarry has been carved from the ground, 
  stretching from the seawall to the whirling 
  monoliths. The greenstone walls descend in neat 
  terraces to the floor of the quarry, where a dark 
  cave is visible at one end.  
  The cave is at the end closest to the Dreamscape 
  Maze. The cave is very large and is used by the 
  cyclops (see above) as a shelter and treasure store. If 
  the adventurers have not yet met Esteru, they will 
  find her and her pets in the cave when they go there. 
  Anyone in the cave is safe from lightning strikes. 
  Treasure Pile 
  Just inside the cave entrance is a pile of loot that 
  Esteru has collected from the small number of 
  adventurers who have made it onto the island. It 
  contains the following: 
   240 gp  
   323 sp  
   135 cp 
   2 x potions of healing  
   potion of water breathing 
   potion of growth  
   folding boat 
   +1 armor (chainmail) 
   +1 ammunition (20 arrows) 
  The adventurers will also find an old ship’s journal 
  belonging to a Captain Shandri Crestwave of the 
  Silver Tocsin. The final few entries tell how an 
  adventurer named Artemis Nimblefingers chartered 
  the Silver Tocsin to transport him to Hellmaw Island. 
  The very last entry says: 
  We anchored two days ago, but the seas are still 
  too high for us to lower the boat. Tomorrow we 
  will raise anchor and try to drift closer to the 
  island while hove to. Dangerous, but it might just 
  get us close enough to launch the boat. May 
  Valkur be with us. 
  Blocked Exit 
  A large pile of stones and rubble blocks the rear of 
  the cave. If the adventurers wish to clear the rubble 
  by hand, they will need to make three successful 
  group DC 18 Strength checks in a row. If Gabbro the 
  stone giant is with them (see location E), the group 
  will automatically succeed due to a combination of 
  his strength and his knowledge of the local stone. 
  The adventurers might also have magic or other 
  abilities that can help them. 
  If they manage to pass the blockage, go to location 
  G.  
  G. Beneath the Maze 
  If the adventurers clear the rubble at the back of the 
  cave, read the following: 
  A crude tunnel is carved from the greenstone. It is 
  about 8 feet across the base, and the semi-circular 
  roof is perhaps 12 feet high. It is level and leads 
  toward the center of the island. 
  
   
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  The Witch-king created this tunnel to allow his 
  slaves to bypass the maze during some renovation 
  work on the belfry a few centuries back.  The tunnel 
  is half a mile long. 
  Warning 
  A few feet into the tunnel, the following inscription is 
  carved into the floor: 
  Yonder lies the most fearsome denizen of the 
  Nine Hells. Turn back or meet your doom. 
  Sinkhole 
  After the adventurers have traveled a few hundred 
  feet, they will come across a large sinkhole that has 
  opened in the floor. It is about 9' wide. It drops down 
  about a mile before opening into a cavern complex 
  underground, ultimately leading to the deep 
  Underdark.  
  If Gabbro is with the adventurers, he will leave 
  them, climbing deftly down the sinkhole. If the 
  adventurers elect to follow him, they will meet 
  increasingly fierce Underdark monsters, as well as 
  facing many underground hazards. They might 
  eventually end up at one of the fabled Underdark 
  cities.  
  Chthonic Devourer 
  About a quarter mile into the tunnel lies a chthonic 
  devourer (see appendix A), a very powerful monster 
  from the Nine Hells. The Witch-king realized the 
  tunnel presented a significant breach in his defenses 
  and left this frightful creature here as a guard.  
  Only the most powerful parties will be able to 
  defeat this creature in a pitched battle. Weaker 
  parties would do well to run. The monster will 
  pursue them, but only as far as the sinkhole. 
  Exit 
  The tunnel slopes up and exits behind the Belfry (see 
  chapter 4). An illusion of ground covers the exit. 
   
   
  
   
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  Chapter 3: Dreamscape Maze
  The maze on the interior of the island consists of 
  floating green monoliths, which slowly orbit the 
  tower. These make the area difficult terrain and 
  prevent much light reaching ground level. This 
  whirling maze stretches up to a height of 200', at 
  which point it meets the malignant clouds above. A 
  character can climb to the top of the maze, leaping 
  from stone to stone, with a successful DC 15 Strength 
  (Athletics) checks; on a failed check they fall 
  2d10x10 feet.  
  Penetrating the Maze 
  Traveling through the maze of monoliths is nearly as 
  mind-warping as hearing the chiming of the great 
  bell. Over time, adventurers forget which way is 
  forward and which is up, and find themselves half 
  stumbling, half climbing through the maze of moving 
  stone.  
  For the party to make their way through this 
  labyrinth, they must nominate someone to be their 
  leader. This person must succeed on three DC 15 
  Wisdom (Survival) checks. The successes do not 
  need to be consecutive. Other adventurers may Help 
  the leader (see chapter 7 of the Player's Handbook), 
  and they can use skills other than Survival to do so. 
  The player must explain how their skill would be 
  helpful. For example, "I will use my Perception skill 
  to keep an eye out for oncoming stones." A certain 
  skill (e.g., Perception) can only be used once to Help 
  the leader.  
  Each failed check means the party encounter a 
  wandering maze creature (use the “Maze Monsters” 
  table below).  You might choose to limit the party to 
  a maximum of two maze encounters, depending 
  upon their appetite for combat. 
  Maze Monsters 
  The Witch-king has filled the maze with strange 
  constructs and elementals. These creatures are 
  described in appendix A. Cross-reference the 
  monster type with the APL on the table below to 
  determine how many should appear in the 
  encounter. 
   
   
   
   
  Roll (d4) 
  Random Monster 
  APL 5-6 
  APL 7-8 
  APL 9-10 
  1 
  Chraal 
  1 
  2 
  2 
  2 
  Greenstone Golem 
  1 
  2 
  3 
  3 
  Iron Cobra 
  4 
  5 
  7 
  4 
  Maug 
  2 
  3 
  4 
   
  
   
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  Chapter 4: The Belfry
  The Belfry houses the vault in which the Witch-king 
  stored his powerful magical items. While inside, the 
  characters will have to contend not only with the 
  effects of the bell (described above) but also with the 
  magical guardians and devastating traps that the 
  Witch-king set in place. The Belfry is 100' tall. 
  Read the following after the adventurers leave the 
  maze: 
  In the center of the whirling maze is a lofty tower 
  which reaches up toward the storm overhead. It 
  is from here that the maddening ringing of the 
  bell peals out. The tower is made of blocks of a 
  deep green stone and seems shrouded in a thin 
  mist. The only entrance is a broad set of wooden 
  doors on the ground floor. 
  The surface of the tower cannot be damaged by any 
  weapons the adventurers possess, nor by any magic 
  short of a wish. 
  Nimbles Appears Again 
  Read the following when the party approaches the 
  door: 
  The ghostly apparition of a halfling appears 
  before you. “Please, help me! I beg you!” it cries. 
  This apparition is Artemis 'Nimbles' Nimblefinger, 
  and he is a ghost. If the adventurers talk to him, 
  Nimbles confesses that he cannot remember 
  anything much about his former life. All he knows is 
  that an occupant of the Belfry known as Vexter killed 
  him. He somehow knows that he must destroy 
  Vexter before he can move on to the next world. The 
  magic of the tower prevents him from entering as a 
  ghost, but he can enter and complete his task if he 
  can possess a living body. 
  Nimbles promises a 'powerful magical gift' to 
  anyone who agrees to possession. He is a little vague 
  as to the details. Should someone accept the offer, 
  Nimbles will then possess them as per the ghost 
  ability. No opposing roll is required since the 
  possession is voluntary. Give the possessed player 
  the handout in appendix B.  
  Should no-one accept the offer, Nimbles continues 
  to plead with them as they enter the tower. When 
  the last person steps through the door, Nimbles 
  attempts a forced possession of that adventurer. Give 
  the player the handout from appendix B if they fail. 
  Should the player succeed in resisting the 
  possession, the party will hear Nimbles scream in 
  anguish before he disappears. 
  General Features 
  The Belfry has the following features: 
  Light. Reddish continual flame spells cast on wall-
  mounted sconces light the rooms. 
  Ceilings, Floors, and Walls. The central tower is 
  made up of octagonal rooms with 25-foot-high 
  ceilings. All the walls are greenstone and the floors 
  are grey cobbles. 
  Ringing Bell. Characters inside the tower can hear 
  the bell toll and are affected by the madness it 
  inflicts. 
  T1. Entryway 
  The main doors are unlocked. Read the following: 
  Ahead is a long, stone corridor lit by a reddish 
  glow from sconces on the wall. Eight pillars line 
  the walls—four on either side. There are closed 
  double doors at the far end. 
  
   
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  This corridor houses an elaborate trap, built by the 
  Witch-king to protect his treasure. The trap is called 
  the Arcanastorm. 
  Arcanastorm 
  Complex trap (level 5-10, deadly threat) 
  The trap is a corridor, 40 feet wide and 80 feet long, 
  with four pillars spaced evenly on each side. 
  Trigger. The trap activates when an intruder moves 
  20 feet into the corridor, and it remains active while 
  an intruder is within it. 
  Initiative. The trap acts on initiative 20 and 10. 
  Active Elements. Each pillar sprouts a panoply of 
  whirling blades, the doors slam shut, illusory 
  sorcerers appear at the far end of the corridor and 
  fire magic missiles at the intruders, and fear-
  inducing gas fills the room from vents in the floor. 
   Locked Doors (Initiative 20). The two sets of 
  wooden doors at each end of the corridor slam 
  shut (if they are open) and lock magically. The 
  effect activates once, the first time the trap 
  activates. 
   Whirling Blades (Initiative 20). The blades 
  attack each creature 10 to 80 feet down the 
  corridor, with a +10 bonus to the attack roll and 
  dealing 11 (2d10) slashing damage on a hit. 
   Illusory Sorcerers (Initiative 10). Three illusory 
  sorcerers appear in puffs of green smoke at the 
  far end of the corridor and proceed to fire spells 
  at the intruders. Each illusion casts magic missile 
  at one of the intruders and can attack anyone in 
  the corridor. 
   Fear-Inducing Gas (Initiative 10). Fear-inducing 
  gas fills the corridor from vents in the floor. Each 
  creature in the corridor must make a DC 15 
  Wisdom saving throw. On a failed saving throw, 
  the creature is frightened, and must immediately 
  use its reaction to move its speed toward the 
  entrance. This effect lasts until the frightened 
  creature uses an action to succeed on a DC 15 
  Wisdom saving throw, which ends the frightened 
  condition on itself. 
  Countermeasures. Each of the trap’s active elements 
  offers potential countermeasures. 
   Locked Doors. Opening the doors is the quickest 
  way to escape the trap, but magic wards them. 
  The adventurers must first make a DC 15 Wisdom 
  (Perception) check to find the locking mechanism. 
  A DC 15 Intelligence (Arcana) check disables the 
  sphere of force that surrounds the lock (dispel 
  magic is ineffective against it). Finally, a DC 15 
  Dexterity check made with thieves’ tools picks the 
  lock and the door may be pushed open. Each 
  check requires an action. 
   Whirling Blades. Characters can either smash 
  the blades or study their pattern to avoid them: 
   Intelligence (Investigation), DC 15. This check 
  reveals the blade’s pattern. As an action, a 
  creature that can see the blades can attempt 
  this check. Success imposes disadvantage on 
  the blades’ attacks against the creature while it 
  isn’t incapacitated. 
   Attack. A creature in the area can attack the 
  blades to destroy them. The blades from a 
  single pillar have AC 15 and 15 hit points.  
   Illusory Sorcerers. The sorcerers can be disabled 
  by disrupting the magic that keeps them active: 
   Intelligence (Arcana) check, DC 15. Each 
  sorcerer can be disabled individually by a 
  successful check. A creature must be within 5 
  feet of a sorcerer to attempt the check. Once 
  disabled, the sorcerer disappears and ceases to 
  cast its magic missile spell. If the rest of the 
  trap is still active after five rounds, the 
  sorcerer reappears. 
   Dispel Magic, DC 13. A successful casting of 
  dispel magic while within 5 feet of a sorcerer 
  causes it to disappear and cease to cast its 
  
   
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  magic missile spell. A sorcerer cannot reappear 
  once dispelled in this manner. 
   Fear-Inducing Gas. The vents which emit the gas 
  can be disabled by blocking them up: 
   Dexterity check, DC 15. Creatures can use 
  thieves’ tools on the vents to force them to 
  shut. Doing so prevents the further release of 
  gas. The gas in the room dissipates at the end 
  of the round if the vents are disabled. 
   Strength check, DC 15. Creatures can use a 
  cloak or similar object to block up the vents. 
  Doing so prevents the further release of gas. 
  The gas in the room dissipates at the end of the 
  round if the vents are disabled. 
  T2. Antechamber 
  Read the following: 
  Several large, valuable-looking paintings hang on 
  the walls of this chamber, and a spiral staircase in 
  the middle of the room leads up to the next level. 
  Standing to one side of the stairs is an imposing 
  statue of a sorcerer casting a spell. The statue is 
  white marble, and the "spell" in its hand appears 
  to be sparkling, colored crystal. 
  The spiral staircase leads up to area T3. There are 
  eight paintings here, seven of which show the 
  seawall, maze, and belfry in various stages of 
  construction. The final painting shows a robed figure 
  in a forlorn swamp, with one hand stretched out and 
  the other one touching its forehead. 
  Seven of the paintings are mimics, who wait for 
  the adventurers to come close before attacking in 
  mass. One of the mimics has assimilated some of the 
  arcane energy of the tower into itself. Before 
  attacking, this creature casts the slow spell on the 
  adventurers. 
  ADJUSTING THIS ENCOUNTER 
  Here are some suggestions for adjusting this 
  encounter, according to your group. These are not 
  cumulative.  
  For APL 5, remove 3 mimics 
  For APL 6, remove 2 mimics 
  For APL 7, remove a mimic 
  For APL 9, add a mimic 
  For APL 10, add a mimic 
  Treasure. The painting of the robed figure is 
  exquisite and is worth 200gp. The stone statue is set 
  into the floor and moving it will ruin it. The crystal 
  “spell” may be easily detached, however, and is 
  
   
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  worth 300gp. Etched on its surface are the words 
  MIND OVER MATTER. 
  T3. Chamber of 
  Guardians 
  Ascending the staircase brings the adventurers into 
  another octagonal room. Read the following: 
  The walls of this chamber are decorated with 
  brightly colored frescos. 
  “Turn back now,” bellows a sloppy sounding 
  voice, “or I will be forced to kill you!” Floating 
  near the ceiling is a corpulent, bloated orb of flesh 
  and eyes. Long strands of saliva slide slowly from 
  around its needle-like teeth. A large scar on its 
  top lip opens its mouth into a hideous grimace.  
  This room contains a gauth and 3 spectators, who 
  are slowly circling the room. The Witch-king 
  summoned the spectators as guardians for the belfry. 
  The gauth emerged during the summoning by 
  accident, but the Witch-king managed to bind it into 
  service. The gauth, whose name is Vexter, has lived 
  here for centuries, feasting upon the magical energy 
  of the tower and becoming bloated and fat in the 
  process. While he talks, his spectator minions slowly 
  orbit his immense bulk. 
  Vexter has no real interest in fighting the party. He 
  happily offers them the chance to leave and will even 
  reward them if they do so.  He offers to force magical 
  energy into a weapon of their choice. He can bestow 
  a magical property on a weapon, enabling it to deal 
  an extra 1d6 fire damage. During any negotiation, the 
  spectators chuckle and snicker. 
  If asked about his scar, Vexter tells that he got it 
  from a halfling thief named Artemis Nimblefingers, 
  whom he dispatched soon after. 
  If the party attacks Vexter, or if they ignore him 
  and try to ascend the staircase further, he becomes 
  very frustrated and attacks. During combat, Vexter 
  shouts things like the following: 
   “You adventurers are constantly wasting my 
  time!” 
   “I’m going to have to feed your stinking corpses to 
  the cyclops like the last lot. What a waste of 
  energy.” 
   “Why don’t they ever just take the enchantment? 
  Killing adventurers is so boring.” 
  If Vexter is reduced to 20 hit points or less, he begins 
  to wail in exhausted frustration and begs for his life. 
  He doesn’t know how to access the vault but knows 
  that it has something to do with the bell. 
  ADJUSTING THIS ENCOUNTER 
  Here are some suggestions for adjusting this 
  encounter, according to your group. These are not 
  cumulative.  
  For APL 5, remove two spectators 
  For APL 6, remove two spectators 
  For APL 7, remove a spectator 
  For APL 9, add a spectator 
  For APL 10, add two spectators 
  
   
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  Nimbles And Vexter 
  If Nimbles possessed one of the adventurers, that 
  person should urge the party to attack Vexter, and 
  might even attack solo. If Vexter dies, the 
  adventurers will probably expect Nimbles to 
  disappear into the afterlife, but he does not. He is 
  unsure as to why. 
  As it happens, the magic that prevents Nimbles 
  from entering the tower also prevents him from 
  leaving the possessed body while he remains within 
  the tower. Nimbles will stay with the party until they 
  depart the tower (see chapter 5).  
  Frescos 
  The colored frescos on the wall depict various 
  humanoids being tortured by hideous devils. There 
  are several messages hidden among the images, each 
  of which may be found with a successful DC 12 
  Intelligence (Investigation) check. The messages are: 
   BELIEVING IS SEEING  
   OUT OF MIND OUT OF SIGHT  
   REALITY IS IN THE MIND’S EYE 
  T4. Trophy Chamber 
  Read the following: 
  Glass cases line the walls of this chamber, each 
  filled with a host of bizarre trinkets and trophies. 
  There is the pickled head of a tentacle-faced 
  aberration, a diorama of stuffed owlbear cubs, the 
  skull of a cyclops, and many other such items.   
  Treasure. There are eight glass cabinets, one for 
  each side of the room. These are locked but can be 
  picked with a successful DC 15 Dexterity (Thieves 
  Tools) check. They may easily smash the glass.  
  Within the cabinets are 700gp worth of oddities 
  and the following magic items: 
   1 alchemy jug 
   1 broom of flying 
   1 cloak of the manta ray 
   1 deck of illusions 
   1 immovable rod 
   1 necklace of fireballs 
   1 ring of warmth 
   1 wand of magic missiles 
  A successful DC 18 Intelligence (Arcana) check 
  reveals that the magic items are cursed. If anyone 
  other than the Witch-king takes them from the room, 
  the items explode. Each creature leaving the room 
  with a cursed item must succeed on a DC 20 
  Dexterity saving throw, taking 11 (2d10) force 
  damage per magic item carried on a failed save, or 
  half as much on a success.  
  The items cannot leave the natural world, 
  preventing them from being placed in a bag of 
  holding or another extradimensional storage facility. 
  Each curse must be removed individually with 
  remove curse. The dispel magic spell is ineffective. 
  
   
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  T5. Bell Chamber 
  This room houses the bell. Thousands of tiny holes in 
  the walls allow the sound to carry over the island, 
  even though the chamber is enclosed. The bell itself 
  is on a magically powered axis, which swings at 
  irregular intervals. 
  Read the following: 
  The massive, maddening bell takes up almost the 
  entire chamber and hangs from a glowing rod of 
  bronze secured to the roof. Engraved upon its 
  surface are swirling eldritch inscriptions. A sickly 
  green-yellow mist leaks out from the bell mouth. 
  If the adventurers are in the room when the bell 
  rings, they have disadvantage on the saving throw to 
  resist its effects. They must also make a DC 15 
  Dexterity saving throw, or the bell strikes them for 
  11 (2d10) bludgeoning damage.  
  The engravings on the bell hold the secret to 
  accessing the secret vault. A successful DC 20 
  Intelligence (Arcana) check reveals that the mouth of 
  the bell is a magical gateway known as the Hellmaw, 
  and it leads to the vault. There is also a peculiar 
  epigram embedded in the magical text—it says: THE 
  MIND IS THE MAKER.  
  Anyone crawling into the bell mouth teleports to 
  location T6. 
  T6. Vault 
  If the adventurers enter the bell mouth, they teleport 
  to this location. Read the following: 
  A vile swamp stretches all around, beneath a 
  nauseating sky of churning ochre clouds. The 
  mire is littered with foul carrion and is broken 
  only by piles of discolored soil and warped 
  vegetation. Clouds of green-yellow gas drift lazily 
  across the surface of the swamp.  
  The vault is a small demi-plane attached to 
  Minauros, one of the levels of Hell. The atmosphere 
  is poisonous. If an adventurer is not holding their 
  breath or using some magical means of breathing, 
  they will take 4 (1d6) points of poison damage every 
  round.  
  The object the party seeks is hidden somewhere in 
  the swamp. Finding it by regular searching is 
  practically impossible, although the adventurers may 
  have magic that will help them. However, the Witch-
  king devised a simple method to retrieve his 
  treasures. A creature must imagine the item and 
  make a DC 15 Intelligence saving throw. On success, 
  the item will appear before them. A failed save 
  results in the creature taking 11 (2d10) psychic 
  damage.  
  There are many other magical items and treasures 
  hidden in the vault, though the adventurers will not 
  be able to summon them without knowing what they 
  are! 
  To return to the bell chamber, an adventurer must 
  merely visualize it. 
   
   
  
   
  Page 17 
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  Chapter 5: Escaping Hellmaw
  Dealing with Nimbles 
  If They Helped  
  If Nimbles possessed an adventurer and was able to 
  help kill Vexter, read the following once the 
  possessed adventurer leaves the tower: 
  Nimbles emerges from the possessed body and 
  begins to glow. "I feel the pull of the hereafter—
  but I must release the residual magic from this 
  form. As a parting gift, I can bestow this magic 
  into a non-magicked item of your choosing. It will 
  be of some benefit—of what I’m unsure. Choose 
  quickly! I thank you my friends, and you’ve 
  forever earned yourself a friend in Ol’ Nimbles”. 
  The players have 30 seconds in real life to decide 
  what item gets the benefit of the magic. If the players 
  do not choose within that time, Nimbles passes on, 
  and the magic is lost. If they decided on something, 
  consult the following list: 
   Bestowing the magic on a weapon grants it a +1 
  enchantment to hit and damage. 
   Bestowing the magic on any other item grants it a 
  magical enchantment that gives its wearer an AC 
  bonus of +1. 
  If They Did Not Help  
  If the party left the ghost of Nimbles outside, he 
  waits to ambush them once they leave the tower and 
  fights them to the death. He is furious about having 
  to spend the rest of eternity on the island, and will 
  scream, “You’ve betrayed me! I curse you, your 
  family, and your descendants to come!” He then 
  disappears in a flash of light. 
  Greenstone Colossus 
  The Dreamscape Maze is much easier to navigate 
  going out than coming in, and the adventurers have 
  no trouble passing through it.  
  As they do so, however, a number of menhirs 
  assemble themselves into a colossus, over 100’ tall. 
  The dolmen (location A) flies up and embeds itself in 
  the creature’s face like an enormous, green eye. This 
  is the Witch-king’s final, horrifying defense.  
  Greenstone Colossus: AC 16, hp (see below), 
  stomp +6 (hit: see below), Str +6, Con +5, Other +0.  
  The creature’s eye is the only part vulnerable to 
  attack. Some of the statistics depend on the party 
  level: 
   APL 5 - 140 hp, 27 (5d10) bludgeoning damage 
   APL 6 - 150 hp, 33 (6d10) bludgeoning damage 
   APL 7 - 170 hp, 38 (7d10) bludgeoning damage 
   APL 8 - 180 hp, 44 (8d10) bludgeoning damage 
   APL 9 - 200 hp, 49 (9d10) bludgeoning damage 
   APL 10 - 210 hp, 55 (10d10) bludgeoning damage 
  If the party previously destroyed the dolmen, you 
  should skip this encounter. 
  Leaving the Island 
  The adventurers must still reach their ship, but after 
  that, it is a comfortable voyage back to their 
  homeport. As Hellmaw Island disappears over the 
  horizon, the adventurers fancy that they see an 
  enormous pair of fierce eyes, glaring at them out of 
  the dark clouds. Or perhaps it was just a trick of the 
  light. 
   
  
   
  Page 18 
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  Appendix A: New Monsters
  This appendix contains statistics for the new 
  monsters referred to in this book. Some of these 
  were taken from the Critter Compendium and are 
  gratefully used under the terms of the DMs Guild 
  license. Details for all other monsters referred to 
  may be found in either the Monster Manual or Volo's 
  Guide to Monsters.  
  Chraal 
  Large elemental, neutral evil 
  Armor Class 17 (natural armor) 
  Hit Points 114 (12d10 + 48) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  10 (+0) 
  18 (+4) 
  9 (-1) 
  10 (+0) 
  14 (+2) 
   
  Damage Immunities poison, cold 
  Damage Vulnerabilities fire 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Primordial (doesn’t speak) 
  Challenge 7 (2,900 XP) 
  Death Throes. When the chraal dies, it explodes 
  in a blast of cold and ice shrapnel. Creatures 
  within 30 feet of the chraal must make a DC 14 
  Constitution saving throw, taking 9 (2d8) cold 
  damage and 9 (2d8) piercing damage on a failed 
  saving throw or half as much on a successful one. 
  Actions 
  Multiattack. The chraal makes three melee 
  attacks: two with its claws and one with its bite. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) piercing damage and 3 
  (1d6) cold damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage and 
  3 (1d6) cold damage. 
  Ice Breath (Recharge 5–6). The chraal exhales 
  cold air in a 60-foot cone. Creatures in the area 
  must make a DC 14 Constitution saving throw, 
  taking 27 (6d8) cold damage on a failed save or 
  half as much damage on a successful one. 
  When an evil and hateful being dies on the elemental 
  planes of air or water, it sometimes coalesces into a 
  cloud of cold energy encased in a body of blue-black 
  ice, known as a chraal, a vicious elemental that revels 
  in slaughter and bloodshed. 
   
   
  
   
  Page 19 
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  Chthonic Devourer 
  Huge monstrosity, unaligned 
  Armor Class 17 (natural armor) 
  Hit Points 195 (17d12+85) 
  Speed 30 ft., burrow 20 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  24 (+7) 
  13 (+1) 
  21 (+5) 
  4 (-3) 
  10 (+0) 
  5 (-3) 
   
  Damage Immunities poison, fire 
  Senses darkvision 60 ft., tremorsense 60 ft., 
  passive Perception 10 
  Languages — 
  Challenge 11  
  Heated Body. A creature that touches the 
  chthonic devourer or hits it with a melee attack 
  while within 5 feet of it takes 10 (3d6) fire damage. 
  Actions 
  Bite. Melee Weapon Attack: +11 to hit, reach 10 
  ft., one target. Hit: 40 (6d10 + 7) piercing damage 
  plus 10 (3d6) fire damage. If the target is a 
  creature, it is Grappled (escape DC 17). Until this 
  grapple ends, the target is Restrained, and the 
  chthonic devourer can't bite another target. 
  Swallow. The chthonic devourer makes one bite 
  Attack against a Medium or smaller creature it is 
  Grappling. If the Attack hits, that creature takes 
  the bite's damage and is swallowed, and the 
  grapple ends. While swallowed, the creature is 
  Blinded and Restrained, it has total cover against 
  attacks and other effects outside the chthonic 
  devourer, and it takes 21 (6d6) acid damage at the 
  start of each of the chthonic devourer's turns. If 
  the chthonic devourer takes 30 damage or more 
  on a single turn from a creature inside it, the 
  chthonic devourer must succeed on a DC 15 
  Constitution saving throw at the end of that turn 
  or regurgitate all swallowed creatures, which fall 
  prone in a space within 10 feet of the chthonic 
  devourer. If the chthonic devourer dies, a 
  swallowed creature is no longer Restrained by it 
  and can escape from the corpse using 15 feet of 
  Movement, exiting prone.  
  These monstrous creatures are native to the Nine 
  Hells. They have long, worm-like bodies and can 
  grow up to 20' in length. A cluster of red eyes sits 
  atop a bulbous head, and a mouth full of teeth and 
  tentacles enables them to restrain and devour their 
  prey whole. 
  Greenstone Golem 
  Large construct, neutral 
  Armor Class 16 (natural armor) 
  Hit Points 85 (9d8 + 45) 
  Speed 15 ft. (30 ft. when rolling, 60 ft. rolling 
  downhill) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  14 (+2) 
  20 (+5) 
  4 (-3) 
  12 (+1) 
  11 (+0) 
   
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities exhaustion, paralyzed, 
  poisoned, petrified 
  Senses darkvision 60 ft., tremorsense 60 ft., 
  passive Perception 11 
  Languages — 
  Challenge 6 (2,300 XP) 
  False Appearance. While the greenstone golem 
  remains motionless, it is indistinguishable from a 
  greenstone menhir. 
  
   
  Page 20 
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  Actions 
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) bludgeoning damage. 
  The Witch-king made these magical constructs to 
  protect the island against intruders. While 
  motionless, they appear identical to the floating 
  greenstone blocks in the Dreamscape Maze. When 
  they move, stone arms and legs emerge from the 
  trunk.  
  Iron Cobra 
  Medium construct, unaligned 
  Armor Class 15 (natural armor) 
  Hit Points 37 (5d8 + 15) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+4) 
  17 (+3) 
  16 (+3) 
  2 (-4) 
  11 (+0) 
  1 (-5) 
   
  Skills Stealth +7 
  Damage Resistances bludgeoning, piercing and 
  slashing from nonmagical weapons 
  Damage Immunities poison, psychic 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands all languages of its 
  creator but can’t speak 
  Challenge 2 (450 XP) 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage plus 7 (2d6) poison damage 
  and the target must succeed on a 
  DC 13 Constitution saving throw 
  or be poisoned until it finishes a 
  short rest. 
  These artificial snakes 
  resemble metallic cobras 
  composed of a long, 
  segmented body which 
  flares into a broad, 
  shield-like structure near the head. 
  Maug 
  Large construct, lawful neutral 
  Armor Class 16 (natural armor) 
  Hit Points 42 (4d10 + 20) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  13 (+1) 
  20 (+5) 
  13 (+1) 
  11 (+0) 
  8 (-1) 
   
   
  Skills Athletics +7, Perception +2 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Draconic, Giant 
  Challenge 4 (1,100 XP) 
  Magic Resistance. The maug has advantage on 
  saving throws against spells and other magical 
  effects. 
  Spike Stones. The maug has stony spikes across 
  its body. A creature that touches the maug takes 3 
  (1d6) piercing damage. While grappling a creature, 
  the maug can deal 7 (2d6) piercing damage 
  to that creature as a bonus action. 
  Actions 
  Multiattack. The maug makes two attacks 
  with its double pick. 
  Double Pick. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 14 (2d8 + 5) piercing damage.  
  Some of the most sought-after mercenaries 
  on Acheron are the maug, tireless 
  hulking brutes cut from massive 
  stone. They wear massive 
  armor and wield double-
  headed warpicks. 
   
   
  
   
  Page 21 
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  Appendix B: Playing Nimbles 
  The following notes will help you play a character possessed by Artemis ‘Nimbles’ Nimblefingers. From the 
  moment of the possession, you will need to talk and act like Nimbles. 
   Nimbles wishes nothing more than to pass on to the afterlife. To do so, he will assist the party to the best of 
  his ability while within the possessed body. He has no desire to see any more harm to the body he occupies 
  above what is necessary to facilitate his progression to the great beyond.   
   Nimbles remembers very little about his previous life and puts it down to the weird magic that permeates the 
  entire area. He knows he’s dead and that something named Vexter killed him. He instinctively knows that to 
  travel on to the afterlife, he must reap his revenge by helping to kill Vexter. For some reason, he can't enter 
  the tower in his ghostly form, so must do so while in possession of a living body.  
   Nimbles doesn’t need to strike the killing blow against Vexter but must be part of the combat. He knows 
  Vexter is somewhere within the tower but can’t remember anything about the interior. Nimbles is 
  appreciative of the favor that you have given him and will do everything in his power to give you back your 
  body intact. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Assault on Hellmaw Island.pdf