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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
  2 
  CREDITS 
   
  Lead Designer: Anthony Joyce 
   
  Editing: Jay Africa 
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art Director & Graphic Design: Joaquin Reymundo “Dsurion” 
  Comic Art: James Gifford 
   
  D&D Adventurers League Wizards Team: Adam Lee, Chris 
  Lindsay, Mike Mearls, Matt Sernett 
   
  D&D Adventurers League Administrators: Bill Benham, 
  Amy, Dzura, Alan Patrick, Travis Woodall, Lysa Chen, Claire 
  Hoffman, & Greg Marks 
   
  Playtesters (In Alphabetical Order): Avery Adams, Anthony 
  Dunn, Cory Flagg, Rob Froberg, Jerry Lovin, Rory 
  McDonough, Alain Pham, Jose Soto, Michael Sullivan 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
  3 
   
   
  
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
  4 
  Adventure Primer
  This adventure builds off the choices made in The 
  Heir of Orcus: Verse I. It is highly recommended that 
  characters play The Heir of Orcus: Verse II after Verse 
  I. Otherwise the DM narrates how the characters 
  came to find the Temple of Orcus. 
  Background 
   “Deep in the Temple of Orcus, lies a creature of 
  unspeakable evil. It is said that his Heir dwells in that 
  lair so beware for all who enter may never return!” 
  –Verse II 
  The characters begin the adventure in the TEMPLE 
  OF ORCUS deep beneath the BLOODMUCK SWAMP 
  in the region of THAR, aligned either with the 
  KNIGHTS OF HOLY JUDGMENT the CULT OF 
  ZARIEL, or CHAOS. All factions want to rescue SER 
  VINDICTUS or, if she is dead, recover her body.  
   No one knows what happened to Ser Vindictus and 
  her failed raid over 100 years ago. It is up to the 
  characters to brave the hordes of Orcus, enter the 
  Temple of Orcus, and uncover the fate of Ser 
  Vindictus. 
  Episodes 
  The adventure has two episodes and takes 
  approximately four hours to play. The episodes are 
  introduced by a Call to Action Episode. 
   If you are planning to play the entire adventure at 
  once, you only need to introduce the Call to Action 
  once. However, if you plan to play them over several 
  sessions, you are advised to revisit the Call to Action 
  each time you play. 
   Episode 1: Doomed (Call to Action). The party 
  begins its journey into the Temple of Orcus. They 
  need to make their way past several large groups of 
  enemies to enter the UNHOLY PLACE and UNHOLY 
  OF UNHOLIES. Characters complete Main Objective 
  A upon completing this Episode. 
   Episode 2: The Heir of Orcus. The party goes deep 
  into the Temple, confronts the Heir of Orcus, and 
  uncovers the unfortunate fate of Ser Vindictus, after 
  which they make a daring escape with the body of 
  Ser Vindictus. Characters complete Main Objective 
  B upon completing this Episode. 
  Adventure Hooks 
  Players can come up with the best story hooks that 
  intimately build upon their characters’ backstories. 
  Ask the players why their characters are going to 
  rescue Ser Vindictus, a lost angel of Tyr. Is it for 
  nefarious or noble purposes? 
  Choosing a Side 
  The characters’ choices and actions will cause them to 
  “choose a side” during this adventure. If they played 
  The Heir of Orcus: Verse I, they have already chosen a 
  side. If the characters did not play Verse I, or cannot 
  decide whom they want to align with, then the DM 
  decides. Below is a description of the three sides: 
   Knights of Holy Judgment. The Knights of Holy 
  Judgment want to rescue or recover Ser Vindictus. A 
  mythical hero for them, she would be a great asset to 
  their order.  If the characters aligned with the Knights 
  of Holy Judgment, they begin the adventure with the 
  following NPCs: 
   SER TITUS. A handsome, muscular Knight of Holy 
  Judgment who seeks to uncover the mystery behind 
  Ser Vindictus’ disappearance. If he died in The Heir 
  of Orcus: Verse I, he appears as a sword wraith 
  warrior in this adventure. 
   SER GERTZ. A young, female, half-orc priest in the 
  Knights of Holy Judgment. If she died in The Heir of 
  Orcus: Verse I, she appears as a sword wraith 
  warrior in this adventure. 
   Cult of Zariel. The Cult of Zariel seeks to find Ser 
  Vindictus and corrupt her into a fallen angel to serve 
  the Archdevil ZARIEL.  If Ser Vindictus is dead, the 
  cult wants her body so they can conduct infernal 
  rituals on her corpse to corrupt her soul. 
   NURFENPURF. A gnome cultist who worships the 
  Archdevil Zariel. If he died in The Heir of Orcus: 
  Verse I, he appears as an imp in this adventure. 
   ORIANNA MAFISTO. A spunky, playful, and 
  seductive succubus. She enjoys corrupting mortals 
  with pleasures of the flesh and their darkest 
  desires, all in the name of fun! If she died in The 
  Heir of Orcus: Verse I, she reforms in the Nine Hells 
  and rejoins the party. 
   MORDAKAI MAFISTO. A veteran of the BLOOD 
  WAR who suffers from post-traumatic stress 
  disorder. The only thing that cheers him up is 
  Dragonchess, a game he grew to love during his 
  time on the front lines of the Blood War. If he died 
  
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
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  in The Heir of Orcus: Verse I, he reforms in the Nine 
  Hells and rejoins the party. 
   Chaos. This side is the most difficult to side with 
  while playing through the Verse II, and should only be 
  considered for play by well-formed groups. The 
  characters forsake helping the Knights of Holy 
  Judgement and the Cult of Zariel. A voice echoes in 
  their mind…“Recover the body of Ser Vindictus…you 
  have been chosen…” If the characters communicate 
  with the voice, it will repeat this phrase. All languages 
  understand this voice; no one knows why this voice 
  speaks, or what its purpose is. 
  Lore the DM should know 
  Orcus. Orcus is the Demon Prince of Undeath, also known as 
  the Blood Lord. Orcus rules over Thanatos, the 113th layer of 
  the Abyss. For more detailed lore, reference Mordenkainen’s 
  Tome of Foes or Out of the Abyss. 
  Zariel. Zariel rules Avernus, the first layer of the Nine Hells and 
  the main battlefront in the eternal Blood War. Many eons ago, 
  she was a powerful angel tasked with observing the Blood War 
  on Avernus. The influence of Avernus ultimately corrupted her 
  and she became an Archdevil. For more detailed lore, 
  reference Mordenkainen’s Tome of Foes. 
  The Blood War. An eternal conflict between demons and 
  devils that takes place in the lower planes, the war is mostly 
  fought along the River Styx, in between the Abyss and 
  Avernus. For more detailed lore, reference Mordenkainen’s 
  Tome of Foes. 
  Tyr. Tyr is the Faerûnian god of justice. His symbol is balanced 
  scales resting on a warhammer.  Followers of Tyr see things in 
  terms of black and white, as good or evil. The Knights of Holy 
  Judgment is an order of knighthood devoted to Tyr and 
  seeking out vengeance against all that is evil. These knights 
  wear thin strips of diaphanous cloth over their eyes to remind 
  others of the blindness of justice. For more detailed lore, 
  reference the Sword Coast Adventurer’s Guide. 
  Ser. The title “Ser” is a gender-neutral, knightly title used by 
  the Knights of Holy Judgment. This title exemplifies that Tyr’s 
  adherence to justice is blind, and anyone, regardless of gender 
  is equally capable of executing justice in Tyr’s name. 
  
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
  6 
  Episode Flowchart 
  This adventure plays takes place over 2 Episodes. Episodes 1 and 2 play out in linear order.  
   
   
  
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
  7 
  Episode 1. Doomed (Call to Action)
  Estimated Duration. 150 minutes 
   
  In this Episode, the characters overcome a horde of demons and undead enemies as the make their way deeper into 
  the Temple of Orcus.
  Area 1. The Great Court 
  Area Information 
  The area has the following features: 
   Terrain & Dimensions. The GREAT COURT is a 
  large open area that surrounds the Temple of Orcus, 
  encased within an underground cavern. The cavern 
  ceiling is 120 feet high. Bone cylinders filled with 
  flesh are scattered throughout the Great Court, as are 
  the mangled bodies of fallen knights from the lost 
  Knights of Holy Judgment expedition. A river of lava 
  flows around the temple; several bridges of bone 
  expand over the lava and connect to the temples’ 
  UPPER COURT. 
   Lighting. Green flames spew forth from pyres 
  made of human bone. These flames emit an eerie, 
  dim, green light in a 20-foot radius. The lava emits 
  bright light within a 20-foot radius. The bone 
  cylinders radiate dim light in a 5-foot radius. 
   Smells and Sounds. The entire cavern smells of 
  death, decay, and rotted flesh. Demons and undead 
  creatures screech out in rage, ravenous to consume 
  flesh and mortal souls. 
  Creatures/NPCs 
  A horde of 8 manes, 3 dretches, 2 shadows, and a 
  ghoul wander aimlessly in the Great Court.  
   Ghoul. The ghoul is a deceased human from an 
  unknown plane of existence. It wears a 
  technologically advanced suit of green “Space” 
  Mariner’s Armor (Breastplate) and a strange 
  metallic “HUD” Dread Helm. The ghoul does not gain 
  any benefit from wearing this armor due to improper 
  fitting. 
   Objectives/Goals. These creatures want to destroy 
  all living creatures. The forces of Orcus loath the 
  living and seek to extinguish all forms of life. 
  Other Features 
   Lava. A creature that falls in the lava immediately 
  takes 55 (10d10) fire damage. A creature that begins 
  its turn in the lava also takes 55 (10d10) fire damage. 
   Bone Cylinders. Place bone cylinders wherever you 
  like in the Great Court! Bone cylinders weigh 100 lbs., 
  occupy a 5-foot square, and have AC 15 and 4 (1d8) 
  hit points. If a bone cylinder is destroyed, it erupts 
  and each creature within 10 feet must succeed in a DC 
  13 Dexterity saving throw or take 11 (2d10) piercing 
  damage (taking half as much damage on a successful 
  save). 
  Call to Action 
  The objective of this adventure is for characters to (1) 
  enter the Temples’ Unholy Place and (2) escape with 
  the body of Ser Vindictus. 
  Treasure & Rewards 
  The characters can find the following treasure.  
   Mariner’s Armor (Breastplate)  
   Dread Helm 
  Encounter Adjustments 
   Very Weak: Remove five manes, one dretch, and all 
  shadows from the encounter 
   Weak: Remove two dretches, and one shadow from the 
  encounter 
   Strong: Remove three manes; add three dretches and two 
  shadows 
   Very Strong: Add two shadows and two ghouls 
  Playing the Pillars 
  COMBAT 
  Highlight the bone cylinders. 
  Characters can destroy them to 
  cause area-of-effect damage to 
  the enemies. 
  EXPLORATION 
  Characters can attempt a DC 12 
  group Dexterity (Stealth) check to 
  hide from the enemies. On a 
  success, they remain hidden until 
  moving within 20ft. of an enemy.
  SOCIAL 
  Characters can make a DC 12 
  Charisma (Performance) check to 
  mimic undead zombies. On a 
  success, they pass by enemies in 
  the Great Court unnoticed. 
  
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
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  Area 2. The Upper Court
  Area Information 
  The area has the following features: 
   Terrain & Dimensions. A 20-foot black marble 
  wall surrounds the Upper Court. Ten fonts of blood 
  and bones flank the Temple of Orcus. Near the 
  entrance of the temple is a large altar stained with 
  the blood of hundreds of innocents, used as 
  sacrifices in honor of Orcus. In the southwest corner 
  of the Upper Court is a 3-foot-tall vat of vile, black 
  ooze. 
   Lighting. Green flames spew forth from pyres 
  made of human bone. These flames emit a green 
  eerie dim light in a 20-foot radius.  
   Smells and Sounds. The fonts of blood and bones 
  smell of iron. The vat of black ooze fills the air of the 
  Upper Court with an acidic singe. 
  Creatures/NPCs 
  The Upper court is crawling with 6 manes and 3 
  rutterkins. These creatures wander aimlessly, 
  seeking to consume their next living meal.  
   Objectives/Goals. These demons protect the 
  Upper Court from any intruders that dare approach.  
  Other Features 
  Doors leading into the Unholy Place. These 
  massive, locked doors lead into Area 3, The Unholy 
  Place. There are two golden rings on the doors, each 
  with an inscription in Abyssal. 
  The inscription on the left golden ring reads, “Give 
  life.” In the middle of the ring is a small saucer with a 
  sharp edge built into the rim. If a character cuts 
  themselves with the rim and deposits blood into the 
  saucer, the door unlocks.  
  The inscription on the right golden ring reads, 
  “Take life”. In the middle of the ring is a small saucer 
  with a living, beating heart. The heart has AC 11 and 
  2 (1d4) hit points. The door opens if the heart stops 
  beating. 
  Fonts of blood and bones. Any living, humanoid 
  creature that drinks from these fonts is healed 
  2d4+2 hit points and ages 1d12 years. These fonts 
  are for the Priests of Orcus. During rituals, they 
  drink from the fonts to age so that they might sooner 
  embrace undeath.   
  Vat of vile, black ooze. A creature that touches the 
  black ooze or hits it with a melee attack while within 
  5 feet of it takes 4 (1d8) acid damage. Any 
  nonmagical weapon made of metal or wood that hits 
  the black ooze corrodes. After dealing damage, the 
  weapon takes a permanent and cumulative -1 
  penalty to damage rolls. The weapon disintegrates if 
  its penalty drops to -5.  
  Characters can destroy the vat to distract or harm 
  enemies. The vat is made of iron, and has an AC of 19 
  and 27 (5d10) hit points. Destroying the vat causes 
  the black ooze to fill up a 20-foot-radius sphere from 
  the center of the vat. 
  Altar of Orcus.  Cultists of Orcus use this altar to 
  sacrifice living creatures in honor of Orcus. A 
  character can sacrifice a living creature on the altar. 
  A sacrificed creature’s blood turns into two servings 
  of unholy anointment. Consuming an entire serving 
  of unholy anointment grants the following benefit to 
  the character: 
   Wings of jagged bone sprout from your spinal cord 
  when you drink the blood. You gain a flying speed 
  equal to your walking speed for 5 hours and can 
  hover. If you are in the air when this effect wears 
  off, you fall unless you have some other means of 
  staying aloft. 
  Objectives 
   Main Objective A: The characters enter The 
  Unholy Place (Area 3). 
  Encounter Adjustments 
   Very Weak: Remove two rutterkins 
   Weak: Remove one rutterkin 
   Strong: Remove all manes and add 6 dretches  
    Very Strong: Remove all manes; add seven dretches and 
  three ghouls 
  Playing the Pillars 
  COMBAT 
  The Upper Court is a large area, 
  enemies can attack the characters 
  all at once or in waves. Be creative 
  and balance this encounter, based 
  off party composition. 
  EXPLORATION 
  The fonts of blood and bones and 
  the vat of vile black ooze can 
  cause distractions or facilitate 
  creative use of the environment to 
  overcome the enemies. 
  SOCIAL 
  At DM discretion, characters can 
  make a DC 13 Wisdom saving 
  throw. On a failed save, they 
  hallucinate and see dead loved 
  ones beckoning them to jump into 
  the vat of vile black ooze. 
  
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
  9 
  Episode 2. The Heir of Orcus
  Estimated Duration. 90 minutes 
   
  In this Episode, the characters discover the unfortunate fate of Ser Vindictus, confront the Heir of Orcus, and try to 
  escape with the body of Ser Vindictus!
  Area 3. The Unholy Place 
  Area Information 
  The area has the following features: 
   Terrain & Dimensions. The ceiling of the Unholy 
  Place is 60 feet high. Just inside the temple entrance 
  stand two large statues of devourers. A large 
  sarcophagus made of bones occupies the center of 
  the room; around the sarcophagus are ten human 
  skulls atop altars. At the far end of the room is a 
  lectern with an open tome covered with cobwebs. 
   Lighting. The skulls on altars emit green necrotic 
  energy that sheds bright light in a 5-foot radius and 
  dim light for an additional 5 feet. 
   Smells and Sounds. Prayers whispered in Abyssal 
  linger in this Unholy Place. Steady scratching and 
  banging come from within the bone sarcophagus. 
  Creatures/NPCs 
  Entombed within the bone sarcophagus is Ser 
  Vindictus. During her battle with the Heir of Orcus, a 
  burrowing worm crawled under her armor and into 
  her skin, turning her into a spawn of Kyuss. Before 
  she turned, she restrained the Heir of Orcus and 
  locked herself in the sarcophagus so she would do 
  no harm to others. It is obvious to the characters 
  that the spawn of Kyuss is Ser Vindictus: she is 
  wearing her armor of Tyr and resembles her former 
  self. 
   Objectives/Goals. Ser Vindictus bangs and 
  scratches against the inside of the bone sarcophagus, 
  trying to escape. 
  Other Features 
   Devourer Statues. The devourer statues are 
  inanimate, magical objects that can choose a living 
  humanoid with 0 hit points that it can see within 30 
  feet of it. That creature is teleported inside the 
  devourer statue’s ribcage and imprisoned there. A 
  creature imprisoned in this manner has 
  disadvantage on death saving throws. A devourer 
  statue can imprison only one creature at a time. It 
  requires one action to free a creature imprisoned in 
  the statue. 
   Bone sarcophagus. This sarcophagus is a 
  ceremonial fixture of the temple. Orcus selects 
  deserving priests and commands them to lie in the 
  sarcophagus with a burrowing worm, turning them 
  into spawns of Kyuss. The bone sarcophagus has an 
  AC of 15 and 18 (4d8) hit points. Characters can 
  open the sarcophagus lid by succeeding in a DC 13 
  Strength (Athletics) check. If a character peeks 
  inside, Ser Vindictus uses her burrowing worm 
  action. 
   Skulls on Altars. Each skull is from a High Priest 
  of Orcus who presided over this temple. When a 
  skull is touched for the first time, roll on the “Skull 
  Effects Table” found in Appendix 4. Each skull can 
  communicate telepathically in common and Abyssal 
  and has one “Skull Effect”. 
   Tome of Orcus, Book I. A vile book of wretched 
  evil and hate, verses glorifying Orcus and his 
  destruction of life fill each page.  The Tome is opened 
  to a section on prophecies. The section discusses a 
  ritual and the birth of Orcus’ Heir by using a holy 
  vessel as a means to birth this unholy cambion. The 
  Tome is written in Abyssal.  
  Encounter Adjustments 
   Very Weak: The spawn of kyuss starts with 45 hit points 
   Weak: The spawn of kyuss starts with 60 hit points 
   Strong: The spawn of kyuss starts with 92 hit points 
   Very Strong:  The spawn of kyuss starts with 108 hit points 
   
  Playing the Pillars 
  COMBAT 
  Ser Vindictus attacks the 
  characters if anyone opens her 
  sarcophagus. Otherwise, she 
  tries breaking out once the Heir 
  of Orcus is free from her chains. 
  EXPLORATION 
  If characters explore the Unholy 
  Place, they see ancient abyssal 
  engravings on the wall depicting 
  the infinite ways Orcus wants to 
  destroy all living creatures.  
  SOCIAL 
  The Skulls on Altars 
  telepathically whisper hateful 
  remarks at the characters. You 
  determine the skulls’ 
  personalities.
  
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
  10 
  Area 4. Unholy of Unholies
  Area Information 
  The area has the following features: 
   Terrain & Dimensions. The ceiling is 60 feet high. 
  A huge statue of Orcus occupies the Unholy of Holies. 
   Lighting. The statue of Orcus emits an eerie, dim 
  light within a 15-foot radius. 
   Smells and Sounds. Wretched, Abyssal curses 
  softly echo throughout the Unholy of Unholies.  
  Creatures/NPCs 
   The Heir of Orcus. This merciless, malevolent 
  cambion is the daughter of Orcus and the 
  embodiment of betrayal and deceit. She murdered 
  her own mother, a priestess of Tyr, during 
  childbirth. Her true name is unknown except for in 
  the pages of a tome hidden deep within the Abyss.  
   Objectives/Goals. The Heir of Orcus is trapped 
  within the Unholy of Unholies. Ser Vindictus tied her 
  to the Statue of Orcus before turning into a spawn of 
  Kyuss. The chains are imbued with the power of Tyr 
  and prevent the Heir of Orcus from breaking the 
  chains or from casting plane shift. 
   The Heir of Orcus immediately casts alter self on 
  herself when the doors to the Unholy Place open. She 
  alters herself to look like a tired, beaten, and 
  exhausted Ser Vindictus, pretending to be 
  unconscious when the characters approach.  
    Tactics. The Heir of Orcus uses deceit to gain the 
  characters’ trust so they free her from her 
  imprisonment. 
  Deceiving the Characters. 
  The Heir of Orcus acts as if she is Ser Vindictus and 
  shares the following to gain the characters’ trust. She 
  does all she can to avoid openly lying; instead, she 
  misconstrues the truth. 
   If Knights of Holy Judgment are present, she 
  praises Tyr for saving her. 
   If the Mafisto Twins are present, she curses the 
  name of Tyr for abandoning her and listens to any 
  offers of joining Zariel. She puts up a small fight to 
  play the role of “Ser Vindictus” but will ultimately 
  “join Zariel” if the characters let her go. 
   If neither the Knights of Holy Judgment nor the 
  Mafisto Twins are present, she pleads for freedom. 
   She says she led the Knights of Holy Judgment on a 
  daring raid to rescue a Priestess of Tyr. 
   The Knights arrived at the end of an unholy 
  ceremony that caused the Priestess of Tyr to give 
  birth to a cambion known as the Heir of Orcus. 
   She was defeated and tied to the Statue of Orcus, 
  left to die and wither away. (She is not lying here) 
  Other Features 
   Statue of Orcus. Magic of the darkest origins 
  emanates from this statue. Orcus, himself, can recall 
  anything the statue sees or hears. If he so chooses, 
  he can speak through the statue to address his 
  enemies and followers directly. Only a creature 
  wielding the Wand of Orcus can destroy this statue. 
  At your discretion, Orcus notices the characters and 
  speaks to them through the statue. Orcus tells the 
  characters to sacrifice “Ser Vindictus” in his honor, 
  allowing them to leave the Temple alive if they do so. 
  Orcus knows the Heir of Orcus has altered herself to 
  appear as Ser Vindictus—the Prince of Undeath 
  enjoys manipulating mortals and wants to throw 
  them off.  
   Aura of Orcus. The statue activates this feature 
  when the Heir of Orcus is free from her chains. While 
  active, the aura deals 2 necrotic damage to any 
  creature that ends its turn within Areas 3 and 4. 
  Undead and fiends ignore this effect. 
  Encounter Adjustments 
   Very Weak: The cambion starts with 44 hit points 
   Weak: The cambion starts with 63 hit points 
   Strong: The cambion starts with 101 hit points 
   Very Strong:  The cambion starts with 121 hit points 
  Objectives  
  Main Objective B: The characters escape the Temple 
  of Orcus with the body of Ser Vindictus. 
  Playing the Pillars 
  COMBAT 
  The Heir of Orcus attacks the 
  characters as soon as she is free 
  of her chains. She uses plane 
  shift if she is close to death and 
  laughs if the characters kill her, 
  for they have set her free! 
  EXPLORATION 
  Characters with a passive 
  Wisdom (Perception) score of 13 
  detect the unholy presence of 
  Orcus staring at them from the 
  statue. 
  SOCIAL 
  Characters succeeding in a DC 16 
  Wisdom (Insight) check realize 
  that the Heir of Orcus is lying. 
  The Heir of Orcus uses her 
  fiendish charm on characters 
  that accuse her of lying. 
  
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
  11 
  Wrap-Up: Concluding the Adventure 
  If the characters escape the Temple of Orcus with 
  the body of Ser Vindictus, they are successful!  The 
  choices the characters make in The Heir of Orcus: 
  Verse I & II determine the outcome of their 
  adventure. Below are the outcomes of this story arc 
  based on which side the characters aligned with and 
  whether or not they killed the Heir of Orcus. More to 
  come in future Verses if players enjoy The Heir of 
  Orcus! 
  Development: “Choosing a Side” 
   Knights of Holy Judgment. These holy knights of 
  Tyr recover their mythical Commander, Ser 
  Vindictus, and set out to resurrect her. Ser Vindictus, 
  is a powerful deva and once resurrected, the Knights 
  of Holy Judgment to grow in power throughout the 
  Moonsea Region. 
   Cult of Zariel. The Cult of Zariel takes the corpse 
  of Ser Vindictus back to Mafisto Manor. They plan to 
  carry out infernal rituals to resurrect Ser Vindictus 
  as a fallen angel that will join the ranks of Zariel’s 
  legions. If they succeed, Zariel’s influence grows in 
  the Moonsea Region and her forces in the Blood War 
  gain a powerful ally in Ser Vindictus. 
   Chaos. The characters escape with the body of Ser 
  Vindictus. As they flee, an enormous blinding white 
  light and deafening ring blares out around them. The 
  characters must make a DC 30 Constitution saving 
  throw, on a failure, characters go unconscious for 1 
  hour, and on a success, characters see the silhouette 
  of a humanoid through the bright light before they 
  go unconscious for 30 minutes. 
   When they wake, the body of Ser Vindictus is gone 
  and a note is nearby. The note is in common and 
  reads, “You have done well. We will contact you 
  again shortly…chosen ones.” 
  Development: “Is The Heir of Orcus dead, 
  alive, or still chained up?” 
  Use this to describe what happens as if it were the 
  final scene in a movie. 
   
   Dead. A vile black ichor begins to form into the 
  body of The Heir of Orcus deep in Thanatos, the 
  113th layer of the Abyss. You can hear the laughter of 
  Orcus echoing over the grey dead wasteland, he says, 
  “Rise my daughter…rise!” 
   Alive. The Heir of Orcus shape shifts into one of 
  the characters and begins to laugh maniacally. Her 
  reign of horror is now unleashed upon the world of 
  Faerun. 
   Chained up. A Duergar mined too deep, digging 
  into the cavern wall that leads into the Temple of 
  Orcus.  He hears a voice calling out to him for 
  help…he goes towards the voice to set the Heir of 
  Orcus free!
  
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
  12 
  Adventure Rewards 
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  These rewards include advancement and treasure, 
  and may include special rewards, such as story 
  awards or new downtime activities, as follows: 
  Advancement Checkpoints 
  The characters receive 2 advancement checkpoints 
  for each main objective they complete. 
   Main Objective A: Characters enter The Unholy 
  Place (Area 3). 
   Main Objective B: The characters escape the 
  Temple of Orcus with the body of Ser Vindictus. 
  Treasure Checkpoints 
  The characters receive 2 treasure checkpoints for 
  each main objective they complete. There is a 
  maximum of four treasure checkpoints for this 
  adventure. 
  Magic Item Unlock 
  Characters unlock these magic items if they complete 
  both main objectives. 
   Dread Helm. This fearsome steel helm makes your 
  eyes glow red while you wear it. When you wear it, 
  the glass visor displays your body and any damage 
  you take. This item can be found in Appendix 7. 
   Mariner’s Armor (Breastplate). The number 
  “12101993” is etched into the inside of this green 
  metallic breastplate, along with a single word in 
  Abyssal: “Doomed”. This item can be found in 
  Appendix 7. 
  Story Awards 
  During this adventure, the characters may earn the 
  following story awards: 
   Rising through the ranks. Characters gain this 
  story award if they sided with the Knights of Holy 
  Judgement or the Cult of Zariel: Your service has not 
  gone unnoticed; your “side” offers you a permanent 
  room and free food at their headquarters featured in 
  throughout  The Heir of Orcus storyline. More 
  information about this story award can be found in 
  Appendix 5. 
   Chosen One. Characters who sided with Chaos 
  receive this story award when the complete this 
  adventure. Something beckons you…you never feel 
  alone even when you physically are…something or 
  someone is watching, waiting, you have become a 
  chosen one!  More information can be found in 
  Appendix 6. 
  DM Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the other rewards listed above. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the ALDMG 
  (Adventurers League Dungeon Master’s Guide) for 
  more information about DM Quests.
  
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
  13 
  Appendix 1: Locations & NPCs
  The following NPCs and locations feature prominently in this adventure. The NPCs are listed in order of appearance. 
  NPCs
   Nurfenpurf (NURF-en-PURF). The steward for the 
  Mafisto Twins and their manor. Gnome male. 
  Objective: Earn the favor of Zariel and the Mafisto 
  Twins. 
  Personality: “I’m bitter and angry.” 
  Ideal: “One day I’ll earn Zariel’s favor.” 
  Bond: “I’ll do anything for my Masters.” 
  Flaw: “I spy on everyone.” 
   
   Ser Titus (Ser TIE-tuss). Commander of the 
  Knights of Holy Judgment. Always shouts when he 
  talks. Human male. 
  Objective: Discover what happened to Ser 
  Vindictus in the Temple of Orcus. 
  Personality: “JUSTICE, VENGEANCE, TYR!!” 
  Ideal: “RETRIBUTION FOR EVIL DOERS!!” 
  Bond: “SER GERTZ MUST BE SAVED!!” 
  Flaw: “JUSTICE IS NEVER WRONG!!” 
   
   Orianna Mafisto (ORR-ee-ANN-a ma-FIST-oh). A 
  succubus disguised as a tiefling who contracts the 
  adventurers to escort her and Mordakai to the 
  Temple of Orcus. A servant of the Archdevil Zariel. 
  Objective: Recruit others into the Cult of Zariel and 
  use them to enter the Temple of Orcus. 
  Personality: “I love to play and get my way.” 
  Ideal: “I want others to love me.” 
  Bond: “Mordakai has always been here for me.” 
  Flaw: “I’ll do whatever it takes to corrupt others.” 
   
   Mordakai Mafisto (MORE-da-kigh ma-FIST-oh). 
  An incubus disguised as a tiefling who contracts 
  the adventurers to escort him and Orianna to the 
  Temple of Orcus. A servant of the Archdevil Zariel. 
  Objective: Recruit others into the Cult of Zariel and 
  use them to enter the Temple of Orcus. 
  Personality: “My soul is weary of war.” 
  Ideal: “I want this eternal conflict to end.” 
  Bond: “Dragonchess is my only solace.” 
  Flaw: “I am willing to wager anything on a game of 
  Dragonchess.” 
   Ser Gertz (Ser GERTS). A member of the Knights 
  of Holy Judgment. Half-orc Female.  
  Objective: Discover what happened to Ser 
  Vindictus in the Temple of Orcus. 
  Personality: “It’s best to be blunt and to the point.” 
  Ideal: “I will prove myself as a great Knight.” 
  Bond: “I am true to the ways of Tyr.” 
  Flaw: “There is good in everyone. I don’t care what 
  others say.” 
   
   The Heir of Orcus (ORR-cus). This merciless, 
  malevolent cambion is the daughter of Orcus and 
  the embodiment of betrayal and deceit 
  Objective: Gain enough power to kill everything, 
  even her own father Orcus, and (lastly) herself.  
  Personality: “I hate life, undeath, existence… it all 
  needs to end!” 
  Ideal: “If I can fool others into ending their own 
  lives, I can become even more powerful than my 
  father!” 
  Bond: “I must infect the world with my ideas to 
  foster unending death.” 
  Flaw: “There is nothing I love or care for, I side with 
  no one!” 
   
   Ser Vindictus (Ser VIN-dic-TUS). An angel of Tyr 
  and mythical hero of the Knights of Holy 
  Judgment. Deva female. 
  Objective: Defeat Orcus and his forces!  
  Personality: “I will die for justice, honor, and the 
  glory of Tyr!” 
  Ideal: “If I can vanquish all evil, the universe will be 
  at peace!” 
  Bond: “I have dedicated my entire existence to Tyr.” 
  Flaw: “It has been a century since Tyr left me 
  here…has he abandoned me?” 
  Locations 
   Temple of Orcus (temple of ORR-cus). A defiled 
  and unholy temple dedicated to the Demon Lord 
  Orcus, the Prince of Undeath. 
   
   
   
  
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
  14 
  Appendix 2: Creature Statistics 
   
  Cambion 
  Medium fiend, lawful evil 
  Armor Class 19 (scale mail) 
  Hit Points 82 (11d8 + 33) 
  Speed 30 ft., fly 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  18 (+4) 
  16 (+3) 
  14 (+2) 
  12 (+1) 
  16 (+3) 
   
  Saving Throws Str +7, Con +6, Int +5, Cha +6 
  Skills Deception +6, Intimidation +6, Perception +4, 
  Stealth +7 
  Damage Resistances cold, fire, lightning, poison; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Abyssal, Common, Infernal 
  Challenge 5 (1,800 XP) 
  Fiendish Blessing. The AC of the cambion includes its 
  Charisma bonus. 
  Innate Spellcasting. The cambion’s spellcasting ability 
  is Charisma (spell save DC 14). The cambion can 
  innately cast the following spells, requiring no material 
  components: 
  3/day each: alter self, command, detect magic 
  1/day: plane shift (self only) 
  Actions 
  Multiattack. The cambion makes two melee attacks or 
  uses its Fire Ray twice. 
  Spear. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 
  4) piercing damage, or 8 (1d8 + 4) piercing damage if 
  used with two hands to make a melee attack, plus 3 
  (1d6) fire damage. 
  Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., 
  one target. Hit: 10 (3d6) fire damage. 
  Fiendish Charm. One humanoid the cambion can see 
  within 30 feet of it must succeed on a DC 14 Wisdom 
  saving throw or be magically charmed for 1 day. The 
  charmed target obeys the cambion’s spoken 
  commands. If the target suffers any harm from the 
  cambion or another creature or receives a suicidal 
  command from the cambion, the target can repeat the 
  saving throw, ending the effect on itself on a success. If 
  a target’s saving throw is successful, or if the effect 
  ends for it, the creature is immune to the cambion’s 
  Fiendish Charm for the next 24 hours. 
   
   
   
  Cultist 
  Medium humanoid (any race), any non-good 
  alignment 
  Armor Class 12 (leather armor) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  11 (+0) 
  10 (+0) 
   
  Skills Deception +2, Religion +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 1/8 (25 XP) 
  Dark Devotion. The cultist has advantage on saving 
  throws against being charmed or frightened. 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one creature. Hit: 4 (1d6 + 1) slashing damage. 
  
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
  15 
  Dretch 
  Small fiend (demon), chaotic evil 
  Armor Class 11 (natural armor)  
  Hit Points 18 (4d6 + 4) 
  Speed 20ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 
  11 (+0) 
  12 (+1) 
  5 (-3) 
  8 (-1) 
  3 (-4) 
   
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Abyssal, telepathy 60 ft. (works only with 
  creatures that understand Abyssal) 
  Challenge 1/4 (50 XP) 
  Actions 
  Multiattack. The dretch makes two attacks: one with 
  its bite and one with its claws. 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) piercing damage. 
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 5 (2d4) slashing damage. 
  Fetid Cloud (1/Day). A 10-foot radius of disgusting 
  green gas extends out from the dretch. The gas spreads 
  around corners, and its area is lightly obscured. It lasts 
  for 1 minute or until a strong wind disperses it. Any 
  creature that starts its turn in that area must succeed 
  on a DC 11 Constitution saving throw or be poisoned 
  until the start of its next turn. While poisoned in this 
  way, the target can take either an action or a bonus 
  action on its turn, not both, and can't take reactions. 
  Ghoul 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 22 (5d8)  
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  15 (+2) 
  10 (+0) 
  7 (−2) 
  10 (+0) 
  6 (−2) 
    
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 1 (200 XP) 
  Actions 
  Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  creature. Hit: 9 (2d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage. If the target is 
  a creature other than an elf or undead, it must succeed 
  on a DC 10 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. 
   
   
   
  
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
  16 
  Imp 
  Tiny fiend (devil, shapechanger), lawful 
  evil 
  Armor Class 13 
  Hit Points 10 (3d4 + 3)  
  Speed 20 ft., fly 40 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  17 (+3) 
  13 (+1) 
  11 (+0) 
  12 (+1) 
  14 (+2) 
   
  Skills Deception +4, Insight +3, Persuasion +4, Stealth 
  +5 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t 
  silvered 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Infernal, Common 
  Challenge 1 (200 XP) 
  Shapechanger. The imp can use its action to 
  polymorph into a beast form that resembles a rat 
  (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 
  ft., climb 20 ft.), or back into its true form. Its statistics 
  are the same in each form, except for the speed 
  changes noted. Any equipment it is wearing or carrying 
  isn’t transformed. It reverts to its true form if it dies. 
  Devil’s Sight. Magical darkness doesn’t impede the 
  imp’s darkvision. 
  Magic Resistance. The imp has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Sting (Bite in Beast Form). Melee Weapon Attack: +5 
  to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing 
  damage, and the target must make on a DC 11 
  Constitution saving throw, taking 10 (3d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Invisibility. The imp magically turns invisible until it 
  attacks or until its concentration ends (as if 
  concentrating on a spell). Any equipment the imp 
  wears or carries is invisible with it. 
  Knight 
  Medium humanoid (any race), any 
  alignment 
  Armor Class 18 (plate) 
  Hit Points 52 (8d8 + 16)  
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  11 (+0) 
  15 (+2) 
   
  Saving Throws Con +4, Wis +2 
  Senses passive Perception 10 
  Languages any one language (usually Common) 
  Challenge 3 (700 XP) 
  Brave. The knight has advantage on saving throws 
  against being frightened. 
  Actions 
  Multiattack. The knight makes two melee attacks. 
  Greatsword. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 10 (2d6 + 3) slashing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
  Leadership (Recharges after a Short or Long Rest). For 
  1 minute, the knight can utter a special command or 
  warning whenever a nonhostile creature that it can see 
  within 30 feet of it makes an attack roll or a saving 
  throw. The creature can add a d4 to its roll provided it 
  can hear and understand the knight. A creature can 
  benefit from only one Leadership die at a time. This 
  effect ends if the knight is incapacitated. 
  Reactions 
  Parry. The knight adds 2 to its AC against one melee 
  attack that would hit it. To do so, the knight must see 
  the attacker and be wielding a melee weapon. 
   
   
  
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
  17 
  Manes 
  Small fiend (demon), chaotic evil 
  Armor Class 9 
  Hit Points 9 (2d6 + 2) 
  Speed 20ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  9 (-1) 
  13 (+1) 
  3 (-4) 
  8 (-1) 
  4 (-3) 
   
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses darkvision 60ft., passive Perception 9 
  Languages understands Abyssal but can't speak 
  Challenge 1/8 (25 XP) 
  Actions 
  Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 5 (2d4) slashing damage. 
  Priest 
  Medium humanoid (any race), any 
  alignment 
  Armor Class 13 (chain shirt) 
  Hit Points 27 (5d8 + 5)  
  Speed 25 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 
  12 (+1) 
  13 (+1) 
  16 (+3) 
  13 (+1) 
   
  Skills Medicine +7, Persuasion +3, Religion +4 
  Senses passive Perception 13 
  Languages any two languages 
  Challenge 2 (450 XP) 
  Divine Eminence. As a bonus action, the priest can 
  expend a spell slot to cause its melee weapon attacks 
  to magically deal an extra 10 (3d6) radiant damage to a 
  target on a hit. This benefit lasts until the end of the 
  turn. If the priest expends a spell slot of 2nd level or 
  higher, the extra damage increases by 1d6 for each 
  level above 1st. 
  Spellcasting. The priest is a 5th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 13, +5 to 
  hit with spell attacks). The priest has the following 
  cleric spells prepared: 
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st level (4 slots): cure wounds, guiding bolt, sanctuary 
  2nd level (3 slots): lesser restoration, spiritual weapon 
  3rd level (2 slots): dispel magic, spirit guardians 
  Actions 
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage. 
  
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
  18 
  Rutterkin 
  Medium fiend (demon), chaotic evil 
  Armor Class 12 
  Hit Points 37 (5d8 + 15)  
  Speed 20 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  15 (+2) 
  17 (+3) 
  5 (-3) 
  12 (+1) 
  6 (-2) 
   
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages understands Abyssal but can't speak 
  Challenge 2 (450 XP) 
  Crippling Fear. When a creature that isn't a demon 
  starts its turn within 30 feet of three or more 
  rutterkins, it must make a DC 11 Wisdom saving throw. 
  The creature has disadvantage on the save if it's within 
  30 feet of six or more rutterkins. On a successful save, 
  the creature is immune to the Crippling Fear of all 
  rutterkins for 24 hours. On a failed save, the creature 
  becomes frightened of the rutterkins for l minute. 
  While frightened in this way, the creature is restrained. 
  At the end of each of the frightened creature's turns, it 
  can repeat the saving throw, ending the effect on itself 
  on a success. 
  Actions 
  Bite. Melee Weapon Attack: + 4 to hit, reach 5 ft., one 
  target. Hit: 12 (3d6 + 2) piercing damage. If the target is 
  a creature, it must succeed on a DC 13 Constitution 
  saving throw against disease or become poisoned. At 
  the end of each long rest, the poisoned target can 
  repeat the saving throw, ending the effect on itself on 
  a success. If the target is reduced to 0 hit points while 
  poisoned in this way, it dies and instantly transforms 
  into a living abyssal wretch. The transformation of the 
  body can be undone only by a wish spell. 
  Shadow 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 16 (3d8 + 3)  
  Speed 40 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (−2) 
  14 (+2) 
  13 (+1) 
  6 (−2) 
  10 (+0) 
  8 (−1) 
   
  Skills Stealth +4 (+6 in dim light or darkness) 
  Damage Vulnerabilities radiant 
  Damage Resistances acid, cold, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons 
  Damage Immunities necrotic, poison 
  Condition Immunities exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 1/2 (100 XP)  
  Amorphous. The shadow can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Shadow Stealth. While in dim light or darkness, the 
  shadow can take the Hide action as a bonus action. 
  Sunlight Weakness. While in sunlight, the shadow has 
  disadvantage on attack rolls, ability checks, and saving 
  throws. 
  Actions 
  Strength Drain. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, 
  and the target’s Strength score is reduced by 1d4. The 
  target dies if this reduces its Strength to 0. Otherwise, 
  the reduction lasts until the target finishes a short or 
  long rest. 
   If a non-evil humanoid dies from this attack, a new 
  shadow rises from the corpse 1d4 hours later. 
  
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
  19 
  Spawn of Kyuss 
  Medium undead, chaotic evil 
  Armor Class l0 
  Hit Points 76 (9d8 + 36)  
  Speed 30ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  11 (+0) 
  18 (+4) 
  5 (-3) 
  7 (-2) 
  3 (-4) 
   
  Saving Throws Wis + 1 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands the languages it knew in life 
  but can't speak 
  Challenge 5 (1,800 XP) 
  Regeneration. The spawn of Kyuss regains 10 hit points 
  at the start of its turn if it has at least l hit point and 
  isn't in sunlight or a body of running water. If the 
  spawn takes acid, fire, or radiant damage, this trait 
  doesn't function at the start of the spawn's next turn. 
  The spawn is destroyed only if it starts its turn with 0 
  hit points and doesn't regenerate. 
  Worms. If the spawn of Kyuss is targeted by an effect 
  that cures disease or removes a curse, all the worms 
  infesting it wither away, and it loses its Burrowing 
  Worm action. 
  Actions 
  Multiattack. The spawn of Kyuss makes two attacks 
  with its claws and uses Burrowing Worm. 
  Burrowing Worm. A worm launches from the spawn of 
  Kyuss at one humanoid that the spawn can see within 
  10 feet of it. The worm latches onto the target's skin 
  unless the target succeeds on a DC 11 Dexterity saving 
  throw. The worm is a Tiny undead with AC 6, l hit point, 
  a 2 (-4) in every ability score, and a speed of 1 foot. 
  While on the target's skin, the worm can be killed by 
  normal means or scraped off using an action (the 
  spawn can use this action to launch a scraped-off worm 
  at a humanoid it can see within 10 feet of the worm). 
  Otherwise, the worm burrows under the target's skin 
  at the end of the target's next turn, dealing 1 piercing 
  damage to it. At the end of each of its turns thereafter, 
  the target takes 7 (2d6) necrotic damage per worm 
  infesting it (maximum of 10d6). A worm-infested target 
  dies if it drops to O hit points, then rises 10 minutes 
  later as a spawn of Kyuss. If a worm-infested creature 
  is targeted by an effect that cures disease or removes a 
  curse, all the worms infesting it wither away. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 6 (ld6 + 3) slashing damage plus 7 (2d6) 
  necrotic damage.
  
   
   
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  Succubus/Incubus 
  Medium fiend (shapechanger), 
  neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 66 (12d8 + 12)  
  Speed 30ft., fly 60ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   8 (- 1) 
  17 (+3) 
  13 (+1) 
  15 (+2) 
  12 (+1) 
  20 (+5) 
   
  Skills Deception +9, Insight +5, Perception +5, 
  Persuasion +9, Stealth +7 
  Damage Resistances cold, fire, lightning, poison, 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons 
  Senses darkvision 60ft., passive Perception 15 
  Languages Abyssal, Common, Infernal, telepathy 60ft. 
  Challenge 4 (1,100 XP) 
  Telepathic Bond. The fiend ignores the range 
  restriction on its telepathy when communicating with a 
  creature it has charmed. The two don't even need to 
  be on the same plane of existence. 
  Shapechanger. The fiend can use its action to 
  polymorph into a Small or Medium humanoid, or back 
  into its true form. Without wings, the fiend loses its 
  flying speed. Other than its size and speed, its statistics 
  are the same in each form. Any equipment it is wearing 
  or carrying isn't transformed. It reverts to its true form 
  if it dies. 
  Actions 
  Claw (Fiend Form Only). Melee Weapon Attack: +5 to 
  hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing 
  damage. 
  Charm. One humanoid the fiend can see within 30 feet 
  of it must succeed on a DC 15 Wisdom saving throw or 
  be magically charmed for 1 day. The charmed target 
  obeys the fiend's verbal or telepathic commands. If the 
  target suffers any harm or receives a suicidal 
  command, it can repeat the saving throw, ending the 
  effect on a success. If the target successfully saves 
  against the effect, or if the effect on it ends, the target 
  is immune to this fiend's Charm for the next 24 hours. 
   The fiend can have only one target charmed at a 
  time. If it charms another, the effect on the previous 
  target ends. 
  Draining Kiss. The fiend kisses a creature charmed by it 
  or a willing creature. The target must make a DC 15 
  Constitution saving throw against this magic, taking 32 
  (5d10 + 5) psychic damage on a failed save, or half as 
  much damage on a successful one. The target's hit 
  point maximum is reduced by an amount equal to the 
  damage taken. This reduction lasts until the target 
  finishes a long rest. The target dies if this effect 
  reduces its hit point maximum to 0. 
  Etherealness. The fiend magically enters the Ethereal 
  Plane from the Material Plane, or vice versa. 
   
   
   
  Sword Wraith Warrior 
  Medium undead, lawful evil 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 45 (6d8 + 18) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  12 (+1) 
  17 (+3) 
  6 (-2) 
  9 (-1) 
  10 (+0) 
   
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities exhaustion, frightened, 
  poisoned, unconscious 
  Senses darkvision 60 ft., passive Perception 9 
  Languages the languages it knew in life 
  Challenge 3 (700 XP) 
  Martial Fury. As a bonus action, the sword wraith can 
  make one weapon attack. lf it does so, attack rolls 
  against it have advantage until the start of its next turn. 
  Actions 
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft. , one target. Hit: 8 (1d8 + 4) slashing damage, or 9 
  (1d10 + 4) slashing damage if used with two hands. 
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
    
   
  
   
   
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  Appendix 3A: DM Map – The Temple of Orcus 
   
   
  
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
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  Appendix 3B: Player Map – The Temple of Orcus 
   
   
  
   
   
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  Appendix 4. Skull Effects 
  Skull Effects Table 
  d100 
  Trick Effect 
  01–03 
  Ages the first person to touch the object by 
  4d12 years 
  04–06 
  Animates and vomits green pus on a 
  character 
  07–10 
  Asks three skill-testing questions, but 
  harasses the characters regardless of how 
  they answer the questions 
  11–13 
  Bestows a resistance or vulnerability of the 
  DM’s choosing 
  14–16 
  Roll 1d6; based on the roll, change a 
  character’s (1) alignment, (2) personality, 
  (3) size, (4) appearance, (5) gender, or (6) 
  sex 
  17–19 
  Asks for gold, changes any gold it receives 
  into crackers, eats the crackers, then laughs 
  manically 
  20–22 
  Creates a spooky light and music show, 
  while telling the story of a cursed vampire in 
  the plane of Barovia 
  23–26 
  Creates an illusion of the DM’s choice 
  27–29 
  Suppresses magic items for 30 minutes 
  30–32 
  Enlarges or reduces characters (DM’s 
  choice) 
  33–35 
  A magic mouth speaks a riddle of the DM’s 
  choosing; characters that fail to answer the 
  riddle take 3 (1d6) necrotic damage 
  36–38 
  A confusion spell targets all creatures within 
  10 feet (the spell is cast at 4th level and has 
  a spell save DC of 14) 
  39–41 
  Gives directions to the nearest farm, talks 
  about how good the cow’s milk it (skull may 
  be telling the truth or lying) 
  42–44 
  Offers to speak on behalf of a characters 
  dead loved one, the loved one can speak 
  through the skull to the characters 
  45–47 
  Flies about to avoid being touched 
  48–50 
  Casts geas on the characters (the spell is 
  cast at 5th level and has a spell save DC of 
  14) 
  d100 
  Trick Effect 
  51–53 
  Increases, reduces, negates, or reverses 
  gravity (DM’s choice) 
  54–56 
  Induces greed 
  57–59 
  Contains an imprisoned creature of the 
  DM’s choosing 
  60–62 
  Begins to belch causing the room to fill with 
  the odor of rotten eggs and manure 
  63–65 
  Offers a game of chance with the promise of 
  valuable information (the Skull rolls a d20 
  against the Characters, high number wins) 
  66–68 
  Helps or harms the characters (DM’s 
  discretion), bestowing 1d6 temporary hit 
  points that last until a long rest or inflicting 
  1d6 necrotic damage 
  69–71 
  Casts polymorph on characters standing 
  within 15 feet of the skull (the spell is cast at 
  4th level and has a spell save DC of 14), 
  lasting 1 hour 
  72–75 
  Asks the characters what year it is, where 
  the skull is, and what the speed of a 
  Waterdhavian raven is; when these 
  questions are answered the skull says 
  something witty then begins to melt 
  76–78 
  Prevents movement of the character for 10 
  minutes 
  79–81 
  Releases false coins, then laughs manically 
  82–84 
  Summons or turns into a monster of the 
  DM’s choosing (max CR 4) 
  85–87 
  Casts suggestion on the characters within 
  10 feet (the spell is cast at 2nd level and has 
  a spell save DC of 14) 
  88–90 
  Wails loudly when touched 
  91–93 
  Talks (DM’s choice of normal speech, 
  nonsense, poetry and rhymes, singing, 
  spellcasting, or screaming) 
  94–97 
  Teleports characters to another place of the 
  DM’s choosing 
  98–00 
  Swaps two or more characters’ minds 
  standing within 100 feet
   
   
  
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
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  Appendix 5: Story Award - Rising Through the Ranks (Player 
  Handout 1) 
  Rising Through the Ranks 
  Rising through the ranks. Characters gain this story 
  award if they sided with the Knights of Holy 
  Judgement or the Cult of Zariel: Your service has not 
  gone unnoticed; your “side” offers you a permanent 
  room and free food at their headquarters featured in 
  throughout  The Heir of Orcus storyline. 
  Knights of Holy Judgment 
  Your service to Tyr earns you praise among the Knights of Holy 
  Judgement. The Knights notice your potential to serve in their 
  Order, and hope that you continue to carry out the righteous 
  justice of Tyr wherever you go. Spread his faith and his will 
  until Faerun is free of evil doers! 
   
  Cult of Zariel 
  Zariel smiles upon you; you have shown your dedication to her 
  cult. The Cult’s influence must spread beyond Mafisto Manor. 
  The Cult is building a new headquarters in the Moonsea 
  region; you will receive a permanent room and food there. Go 
  forth and recruit souls in the name of Zariel, she needs more 
  warriors to end the eternal Blood War.
  
   
   
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  Appendix 6: Story Award - Chosen One (Player Handout 2)
  Chosen One 
  Characters who sided with Chaos receive this story 
  award when the complete this adventure.  
   Something beckons you…you never feel alone 
  even when you physically are…something or 
  someone is watching, forever waiting. You have 
  become a chosen one!   
  Note from the Author 
  I hope no one actually earns this story award…if a character 
  becomes a Chosen One…may the gods show mercy on their 
  soul. 
  
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
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  Appendix 7: NPC Background Handouts (Player Handout 3) 
  NPC Handouts for Players 
  These handouts serve as a tool for the DM to 
  enhance gameplay immerssion at their table. DM’s 
  don’t have to keep telling players who the NPC’s are 
  or what they look like. Enjoy! 
  
   
   
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  Appendix 8: Magic Items 
  Characters completing this adventure’s main objectives unlock these magic items.  
  Mariner’s Armor (Breastplate) 
  Tier 1, 8 treasure checkpoints 
  While wearing this armor, you have a swimming 
  speed equal to your walking speed. In addition, 
  whenever you start your turn underwater with 0 hit 
  points, the armor causes you to rise 60 feet toward 
  the surface. The armor is decorated with fish and 
  shell motifs. This item is found on Magic Item Table 
  B in the Dungeon Master’s Guide. 
   The number “12101993” is etched into the inside 
  of this green metallic breastplate along with a single 
  word in Abyssal: “Doomed”. 
   
   
  Dread Helm 
  Tier 1, 2 treasure checkpoints 
  This fearsome steel helm makes your eyes glow red 
  while you wear it.  This item is found on  
  Minor Items, Common Table in the Xanathar’s 
  Guide to Everything. 
   When you wear it, the glass visor displays your 
  body and any damage you take. This helm is made of 
  a strange material from another plane of existence. 
  Whenever you strike a demon, the helm blares a 
  heavy metal riff in your ears.   
   
   
   
   
   
   
   
  
   
   
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  CCC-AETHER-01-02 The Heir of Orcus: Verse II 
   
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  Appendix 9: Dungeon Master Tips
  This adventure is designed for three to seven 1st-
  4th level characters and is optimized for five 
  characters with an average party level (APL) of 3. 
  Characters outside this level range cannot 
  participate in this adventure. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
  New to Being the Dungeon Master? 
  http://dndadventurersleague.org/start-here/dungeon-
  masters/ 
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  Preparing the Adventure 
  Before you start play, consider the following: 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiar yourself with the 
  adventure’s appendices and handouts. 
   Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
   Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master, but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the conclusion of the 
  session. 
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting This Adventure 
  When combat is a possibility, this adventure 
  provides sidebars for each possible encounter that 
  helps you to determine how to create an appropriate 
  challenge. While you’re not bound to these 
  adjustments; they’re here for your convenience and 
  consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
   
   
  
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Aether Con/CCC-AETHER-01-02 - The Heir of Orcus Verse II v1.0.pdf