TEXT: A 5E WARLOCK ADVENTURE 
  BY HANNAH ROSE AND JAMES HAECK
  The 
  AdorATion 
  of Quolo 
  FOR 4-5 PCS  
  OF 5TH LEVEL 
  
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  to seasoned adventurers that Quolo is more of a talker 
  than a fighter. Once the secret is out—or perhaps before, 
  if they’re inquisitive enough—the PCs discover that Quolo 
  found an ancient and powerful source of magic beneath the 
  village. 
  Adventure Hooks
  Here are some ways to bring the PCs to Dawnshore and 
  directly involve them in the adventure:
  • One of the PCs knows Sayra, the village’s priest. They 
  receive a cryptic letter in which she asks them to come 
  visit her and help her with something that no one else can.
  • The PCs hear rumors that Quolo is a great wizard who 
  may be able to help them craft a unique item, scry on a 
  powerful foe, or impart a crucial piece of forgotten lore.
  • The PCs discover an ancient treasure map (perhaps as 
  treasure in another Warlock Lair) that leads them to a 
  grand wizard’s tower on the shore of the Middle Sea. The 
  tower they find in Dawnshore resembles the top level of 
  the tower depicted on the map—as if the rest is hidden 
  beneath the sea.
  THE ADORATION OF QUOLO
  Design: Hannah Rose, James Haeck
  Editing: Meagan Maricle 
  Art Director & Graphic Design: Marc Radle
  Art: Phil Stone
  Cartography: Dyson Logos
  Publisher: Wolfgang Baur
  TM
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  This adventure is balanced for four to five PCs of 5th level, 
  but it can be scaled up or down as appropriate for your 
  party. It takes place in a small island village on the shores of 
  the Middle Sea, but you can likewise alter the setting to suit 
  your needs.
  Overview
  The wizard Quolo has no desire to rule the world, create 
  an army of undead, or summon aberrations from ancient 
  tomes. Instead, he merely wishes to be loved and adored. 
  The people of the small island village near his tower are 
  under the effects of a many-layered modify memory spell 
  which causes them to believe that Quolo is the hero of their 
  village, a powerful and benevolent mage who has saved 
  them from many threats over the years. The only exception 
  to the adoring villagers is the trollkin priest Sayra, who casts 
  remove curse on herself daily to remember the truth as she 
  seeks a cure for her friends.
  As the PCs explore the village of Dawnshore, they can 
  interact with the locals, who compliment the local wizard 
  just a little too effusively to be believable. Moreover, when 
  kelp monsters attack the village, it quickly becomes apparent 
  
  3
  Dawnshore Village
  The fisherfolk of Dawnshore live a simple but pleasant 
  life, gathering the bounty of the sea and trading their 
  catch in nearby towns for other necessities. They don’t get 
  many visitors and are eager for news of the world beyond 
  Dawnshore. They offer what hospitality they can.
  OUR WIZARD IS THE BEST WIZARD
  The people of Dawnshore believe that Quolo is a legendary 
  mage who protects them from all manner of fantastical 
  dangers and threats. They are immensely proud that he 
  chooses to make his home in the tower on the southern end 
  of the village, and they are more than happy to regale visitors 
  with tales of the times their wizard has saved the village.
  Roll or select a story from the following table when the 
  PCs encounter a Dawnshore resident who has a chance to 
  tell them about Quolo:
  d6
  Story
  1
  “Last month there was a huge storm with waves higher than 
  the houses. Quolo cast a protection spell on the village, and 
  the waves never even touched us!”
  2
  “One time a kraken came by, and its tentacles reached out to 
  pluck the fishing boats out of the water. Quolo stood atop his 
  tower and used his magic to scare it away!”
  3
  “Why, just two days ago, a rabid wereshark smashed up the 
  docks. Quolo made it disappear and fixed everything up with 
  a snap of his fingers!”
  4
  “A year ago, all the fish disappeared from the sea! Quolo told 
  us that someone cast a curse on the village, but he tracked 
  them down and made them reverse it!”
  5
  “A few months ago, a roc attacked the village. It almost 
  carried me off—its claws were this close to my face—but 
  Quolo blasted it with a beam of purple light and it flew away!”
  6
  “I was away at the time, but I heard that a traveler in the 
  village turned out to be a vampire. He tried to bite my friend 
  Yvette, but Quolo scared him off with just a glare.”
    
  AN ODD AVERSION
  The villagers rely on their local cleric, Sayra, to heal their 
  wounds, create fresh water from the ocean brine, and lead 
  them in prayers for clear skies and bountiful fish. They 
  consider her one of their own even though she is the only 
  villager not born on Dawnshore or married to a local. A 
  decade ago, Jem Dockmartin found the trollkin woman 
  washed up on the shore of Marlin Island, with no memory 
  of her past save for her name and the holy symbol of Mavros 
  clutched in her hands. 
  Since then, Sayra has found her place among the villagers 
  as a beloved healer and priest, enjoying the peace and solitude 
  of Dawnshore’s lifestyle. However, Sayra has recently begun 
  to be regarded with distrust, since she doesn’t seem to 
  share the rest of the community’s pride and adoration for 
  Quolo. Some villagers think that she’s jealous of the more 
  accomplished spellcaster, while others simply write her off 
  as cold and aloof. Sayra is still treated with polite respect, but 
  none of the villagers go out of their way to socialize with her.
  See Area 7 for more information about Sayra.
  1. ROSSVENIR BAR
  The barrier island of Rossvenir (known to the locals as “the 
  Ross”) connects the islands of Dawnshore to the mainland via 
  a series of small bridges. It also shelters a small estuary, where 
  a freshwater stream mixes with the saltwater of the Middle 
  Sea. The island is uninhabited, since it’s only wide enough to 
  support a small road at the apex of its steep shores.
  2. MARLIN ISLAND
  This small hill rises from the surrounding waters, topped 
  with a two-story stone dwelling. The Dockmartin family 
  lives on the top floor, and the bottom floor acts as a central 
  meeting place for the residents of Dawnshore to share meals, 
  celebrate, and discuss how lucky they are to have such a 
  magnificent wizard live by their village. 
  Although the Dockmartins’ house is not a tavern or inn 
  (the village doesn’t receive many visitors), the Dockmartins 
  will let the PCs sleep in the relatively large main room for 2 
  sp each per night.
  The Dockmartin family consists of:
  • Hilda Dockmartin, a petite human woman who brews the 
  briny, but potent, ale popular in Dawnshore.
  • Jem Dockmartin, a sturdy human man with a boisterous 
  laugh and hands scarred by years of sailing.
  • Their teenage children, Griffin and Tracie, who help them 
  with the fishing and transport of the catch to nearby towns.
  • Travis Dockmartin, Hilda’s father, who is too old to join 
  the fishing fleet, but who weaves stories and fishing nets 
  with equal skill.
  A driftwood ramp leads directly from the Dockmartins’ 
  house to the rocky hilltop of Ned’s Rock (Area 6). The 
  well-worn path that curves around the lee side of the island 
  connects the islands nearer the shore to the Rossvenir Bar 
  (Area 1).
  3. MIDDLE POINT ROCK
  Middle Point Rock, or simply “the Middle,” is a tiny island 
  in the center of Dawnshore that harbors the dock where the 
  villagers moor their boats. A worn footpath connects the two 
  salt-stained wooden bridges that join the Middle to Marlin 
  Island (Area 2) and Leeward Island (Area 4).
  The small fleet is comprised of six boats, which are all used 
  daily (weather permitting) to trawl the ocean for the fish that 
  sustain the village. The boats are securely tied to the dock 
  from dusk to dawn.
  
  4
  4. LEEWARD ISLAND
  This triangular island is covered by a large, precarious 
  dwelling that stretches almost from shore to shore, propped 
  up by large wooden pillars where the island’s cliffs have been 
  eroded by time and salt water. The haphazard structure is 
  actually composed of three smaller houses that have been 
  extended, rebuilt, and joined together over time, overlapping 
  to form a surprisingly cozy abode. Rough wooden bridges, 
  only slightly slippery with sea spray, connect the island to the 
  Middle (Area 3) and Windward island (Area 5).
  Leeward Island is home to the following residents of 
  Dawnshore:
  • Falgren Finsweep, a human woman with curly brown hair 
  and a knack for landing fish bigger than her newborn son.
  • Heburt Finsweep, Falgren’s husband, who knows a little 
  carpentry and looks after the village’s boats.
  • Falgren and Heburt’s son, Ferdie Finsweep, who has an 
  impressive set of lungs for such a tiny baby.
  • Josha Corbin, Falgren’s older brother, an earnest man who 
  loves stories about magic of all kinds.
  • Perra Corbin, Josha’s spouse, who loves their family but 
  sometimes chafes at the simplicity of life on Dawnshore.
  • Zakibar Corbin, Falgren and Josha’s younger brother, who 
  is eager to prove himself fit to sail his own boat.
  • Granny Fern Finsweep, mother to Falgren, Josha, and 
  Zakibar, who sews both clothing and sails with the same 
  sturdy bone needles.
  5. WINDWARD ISLAND
  Windward is slightly larger than the other rocky islands that 
  make up the village of Dawnshore, sheltering Leeward Island 
  from the full force of the ocean waves. A driftwood bridge 
  connects Windward to Leeward (Area 4). Two structures 
  with stone walls and recently re-thatched roofs perch atop 
  the island. 
  Windward Island is home to the following residents of 
  Dawnshore: 
  • Vargas Wilder, a generous but boastful human man who 
  insists that Quolo likes him best of all the villagers.
  • Antonia Wilder, Vargas’s sister, a quiet woman who keeps 
  a careful almanac of tides and fish migration.
  • Davin and Eugenia, Antonia’s children (ten and twelve 
  years old, respectively).
  • Marcul Sharpwater, an agender human fisher who’s never 
  met a storm they won’t sail into.
  • Gertie Sharpwater, Marcul’s mother, who cooks the best 
  fish stew in the village.
  6. NED’S ROCK
  This hillock is topped with a ring of boulders and is too 
  rocky to build upon. Besides, local legends say the rocks are 
  haunted by the spirit of a young sailor who drowned and 
  returned to the village to reunite with his beloved despite his 
  untimely death. Bridges built from driftwood planks connect 
  the hilltop to Marlin Island (Area 2) and Swordfin Point 
  (Area 7).
  Treasure. Examining the boulders with a successful DC 15 
  Intelligence (Investigation) check reveals a dirty shortsword 
  partly wedged under the rock, with a glint of a gem on its 
  pommel. The sword is the sea witch’s blade (see page 13). 
  This ancient blade once belonged to a lich known as the Sea 
  Witch that ruled over this stretch of coast. This blade has 
  eluded discovery for centuries, but, for an unknown reason, 
  it has appeared before the PCs.
  7. SWORDFIN POINT
  A slanted, but apparently sturdy, bridge of driftwood planks 
  bridges the crumbling gap between Ned’s Rock and Swordfin 
  Point, where the waves of the Middle Sea eat away at the 
  valley between the two hilltops. 
  The local cleric, Sayra, lives on this tiny island in a small 
  dwelling that looks out over the Middle Sea as it stretches 
  toward the eastern horizon. Unlike the rest of the villagers, 
  Sayra lives alone, with no spouse or children. She provides 
  spiritual guidance and healing to the villagers, though she is 
  known for being reserved and private, traits uncommon in 
  a village too small for anyone to keep their business a secret 
  for long.
  Although the villagers respect her and rely on her divine 
  powers, Sayra is also notorious for being less than fond of the 
  village’s hero. Lately, she has been more isolated than usual, 
  as she focuses on trying to unravel the strange mystery of the 
  village’s excessive devotion to Quolo.
  The main area of Sayra’s house is filled by a large, 
  multipurpose room that serves as her workshop, kitchen, 
  living area, and occasionally a makeshift infirmary for 
  injured villagers. The table that dominates the room is 
  covered with bundles of herbs, journals, pebbles, and 
  seashells. A large piece of vellum takes up one corner of 
  the table and bears a straightforward reminder: “CAST 
  REMOVE CURSE EVERY MORNING.” A small bedroom, 
  just large enough for a simple bed and chest of drawers, 
  adjoins the main room.
  Sayra is a trollkin priest with remove curse prepared 
  instead of spirit guardians.
  TALKING TO SAYRA
  If the PCs visit Sayra in her home, she welcomes them in 
  and sets a kettle over the hearth to boil water, insisting that 
  they talk over tea. Once everyone is seated and served in 
  
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  mismatched mugs, she fixes the PCs with an expectant 
  gaze. “So,” she says, setting her mug on the table, “I assume 
  you’ve come to talk about the wizard?”
  Sayra is more than willing to accept assistance on her 
  mission to get to the bottom of the mystery in Dawnshore. 
  However, before she tells the PCs everything she knows, 
  she wants to make sure they aren’t already under the 
  wizard’s spell, and that they aren’t going to ruin the fragile 
  trust between her and the rest of the villagers. The PCs 
  can convince Sayra to share the extent of her knowledge 
  through roleplay or with a successful DC 12 Charisma 
  (Persuasion) check.
  Sayra can give the PCs the following information: 
  • She first became suspicious of Quolo several months ago, 
  when she noticed major inconsistencies between  
  the villagers’ accounts of his heroism and her own 
  memories. Since then, she began casting remove curse 
  on herself regularly to rid herself of any malevolent 
  enchantments, and she was only partly surprised when 
  it became clear the other residents of Dawnshore were 
  remembering events that never actually occurred. 
  • Sayra has tried casting remove curse on the villagers as 
  well, but she isn’t powerful enough to cast it on everyone 
  in Dawnshore. The nature of the collective deception 
  means that anyone who “forgets” a single event is quickly 
  convinced that they must have simply missed seeing 
  Quolo at work—and what a shame, too! 
  MAP: CLICK HERE TO DOWNLOAD THIS MAP FOR YOUR VIRTUAL TABLE TOP.
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  • The new “memories” of Quolo’s great deeds usually come 
  to the villagers at night, though they might believe that the 
  event occurred at any time over the past week. 
  • However, the spell seems to be refreshed in some way 
  each and every night, since often Sayra wakes up with no 
  memory of anything amiss, until she sees her own note to 
  cast remove curse. She was only able to piece together what 
  was happening in the first place using her journals.
  When the PCs have finished exchanging information with 
  Sayra, read or paraphrase the following:
  Sayra’s hands tighten around her mug of tea. “I don’t like the 
  idea of someone messing with my memories. I don’t have a lot 
  of them, but the ones I do have are too  
  important to let some mage muck  
  them up.” 
   
  She  takes a final gulp from her mug and slams it down on 
  the table. “I’m just a small village priest, but this is my small 
  village. I want him and his damn mind-altering magic out of 
  here.”
  You can choose whether Sayra asks (or demands) to join 
  the players when they confront Quolo, or if she prefers to 
  stay behind and watch over the village. She has a gem of 
  brightness, which she gives them if she opts to stay behind.
  8. QUOLO’S TOWER
  Quolo followed a treasure map to this squat, three-story 
  tower several months ago, and he made it his base of 
  operations while he set about charming and indoctrinating 
  the villagers of Dawnshore. In his first few weeks living here, 
  he found a secret vault filled with arcane tools and research 
  that helped him put the village of Dawnshore under his 
  thumb in a matter of days rather than weeks. 
  REACHING THE TOWER
  The wizard’s tower is only accessible by boat, though 
  Quolo usually flies to and from Dawnshore to impress and 
  delight the villagers. Unless the PCs have their own mode 
  of transportation, they’ll need to borrow one of the village’s 
  fishing vessels to reach the tower.
  
  7
  GROUND FLOOR
  The entrance to this tower is poorly sealed by a set of rotten 
  oak double doors. An ostentatious rug decorates the drab 
  interior, and a rickety wooden ladder lies on the ground, 
  granting access to the second floor when Quolo doesn’t have 
  enough spell slots remaining to simply fly up.
  MIDDLE FLOOR
  The middle floor of this tower contains all of the trinkets and 
  memorabilia that the residents of Dawnshore have gifted to 
  their hero, Quolo. He is particularly fond of a portrait of him 
  made by Josha Corbin (Area 4). The portrait is unskilled and 
  messy, but Josha painted it with love. 
  These trinkets mean a lot to the brainwashed people of 
  Dawnshore, and to Quolo, but are worth no more than 10 gp 
  in total.
  TOP FLOOR
  The top floor of this tower holds Quolo’s soft feather bed, a 
  chest of drawers filled with his gaudy clothing, and a number 
  of failed attempts at self-adulatory poetry. 
  Secret Door. The eastern wall holds a secret door marked 
  with a tiny symbol of a skull with fire in its eye sockets. A 
  successful DC 15 Intelligence (Investigation) check notices 
  the skull. Touching the symbol on either side of the door 
  opens and closes it. Once opened, it reveals an unlit and 
  narrow staircase that leads into the Vault of Enchantment 
  (see page 8). 
  Events in Dawnshore
  The PCs can explore Dawnshore at their leisure, but several 
  events occur within the village regardless of their actions. 
  These events can spur the PCs to action if they’re unsure of 
  what to do, or they can throw a wrench into the PCs’ well-
  laid plans if things are going too smoothly. 
  These events happen at specific times of day, starting when 
  the PCs arrive in Dawnshore around mid-afternoon. 
  TIMELINE OF EVENTS 
  Time of Day
  Event
  Day 1 
  (afternoon)
  The PCs arrive in the village (see Welcome to 
  Dawnshore).
  Day 1 
  (evening)
  The fisherfolk of Dawnshore return from their day’s 
  work and begin preparing a feast (see Fit for Our 
  Wizard).
  Day 1 (night)
  While the PCs are resting, they must resist an 
  enchantment (see Under My Spell).
  Day 2 
  (morning)
  Quolo flies from his tower to work his enchantment 
  upon Dawnshore (see Working His Magic).
  Day 2 
  (afternoon)
  An actual monster emerges from the sea and 
  attacks the village (see Help, It’s Kelp!).
  Day 2 
  (evening)
  His charade blown, Quolo skips town  
  (see Not-So-Grand Escape).
  Welcome to Dawnshore
  When the PCs reach Rossvenir Bar (Dawnshore Area 1), 
  read or paraphrase the following: 
  A path winds along a thin, rocky island. Waves crash against 
  the rocks on both sides of the narrow cliff, sending droplets 
  of salt water high into the air. To the east, the Middle Sea 
  stretches out toward the distant horizon. A jumble of islands 
  connected by haphazard wooden bridges and topped with 
  simple houses huddles in the small bay. 
  The PCs can explore the village of Dawnshore and get 
  to know the inhabitants. Most of the adults are out fishing 
  when the PC arrive. As evening approaches, small boats glide 
  up to the dock in Area 3, and the fisherfolk disembark with 
  their day’s catch.
  Fit for Our Wizard
  When the sun begins to set on the PCs’ first day in 
  Dawnshore, read or paraphrase the following:
  As the sun sets over the horizon, a glistening dot appears at 
  the top of the tower looming over Dawnshore. The dot rises 
  into the air and zooms toward the stone house on Marlin 
  Island. The people around the house begin hooting and 
  hollering as the dot grows larger and larger, until the dot 
  reveals itself to be a person in gaudy, glistening robes. 
   
  This high-flying wizard touches down before the crowd to 
  a roar of adulation, bows three times, and bellows, “Behold: 
  the magnificent, the heroic, the effervescent, the one-and-only 
  
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  Quolo!” Another cheer bursts from the crowd, and they haul 
  Quolo inside to enjoy the party they’ve thrown in his honor.
  The raucous fête the villagers of Dawnshore have thrown 
  for Quolo is filled with locally brewed Dockmartin ale, 
  freshly caught fish, and all sorts of honeyed confections. 
  Anything made with water from Dawnshore carries Quolo’s 
  specialized modify memory spell, and anyone who partakes is 
  affected by it. See Under My Spell for details. 
  Despite all the magnificent food, however, the real center 
  of attention is none other than Quolo himself, who dazzles 
  the locals with none-too-impressive magic tricks performed 
  with prestidigitation and a show-stopping mirror image 
  finale. After the “grand” show, Quolo saunters up to the 
  newcomers and welcomes them to his simple village, one 
  which he has “saved time and time again from utter disaster 
  at the hands of monsters, villains, and even the wrath of 
  nature itself.” 
  Quolo’s been keeping an eye on the PCs, and, if one of 
  them hasn’t been drinking his magically laced water or ale, 
  he slyly offers them a drink, telling them to lighten up at this 
  grand party. 
  Quolo is a human beguiler (see page 13).
  Under My Spell
  A humanoid who drinks water or ale at any time while in 
  Dawnshore must make a DC 15 Wisdom saving throw when 
  it finishes its next long rest. On a failure, the humanoid is 
  convinced that a terrifying monster composed of dozens of 
  giant eyeballs appeared over the village in the middle of the 
  night. The humanoid has a vivid memory of Quolo flying 
  from his tower across the stormy ocean waves and speaking a 
  word of power that pierced the creature with arrows of light 
  in each of its many eyes.
  Since the majority of the villagers have the same 
  “memory,” villagers who succeeded on their saving throw 
  that night believe they simply slept through the night’s 
  events. If all of the PCs fail their saving throws, Sayra shows 
  up in the morning and casts remove curse on one of them, 
  hoping to find an ally for her quest to undo this pervasive 
  magic (see Talking to Sayra on page 4).
  Working His Magic
  In the wee hours of the morning on the second day of the 
  PCs’ stay in Dawnshore, Quolo quietly soars from his tower 
  with a pitcher of enchanted water (see Area 4 in Vault of 
  Enchantment). He alights gracefully on Marlin Island (Area 
  2) and mixes his enchanted water with the rainwater barrels 
  behind the Dockmartins’ dwelling. A sleeping PC with a 
  passive Wisdom (Perception) score of 20 or higher hears the 
  swishing of wind and awakens to see Quolo in flight. 
  A PC awake before the light of dawn only needs a passive 
  Wisdom (Perception) score of 15 or higher to notice Quolo.
  If confronted, Quolo casts modify memory on his assailant 
  to make them forget all about their chance encounter. 
  Help, It’s Kelp!
  Around noon on the second day, real monsters attack 
  Dawnshore! Two immense piles of tangled kelp and seaweed 
  rise from the shallows and shamble towards the center of 
  Dawnshore. The creatures are shambling mounds, except 
  they are immune to cold damage instead of lightning 
  damage, and their Lightning Absorption trait applies to cold 
  damage instead of lightning damage. 
  These creatures are drawn to the sea witch’s blade (see page 
  13) in Area 6, and they are prepared to kill and eat anything 
  that gets in their way. If not stopped, one of the creatures 
  absorbs the blade into its slimy body, wreaks as much havoc 
  in the village as it can, then departs into the sea—perhaps to 
  return the blade to its far-distant master. The kelp creatures 
  are focused on obtaining the sword and attacking buildings, 
  ignoring most creatures they encounter unless attacked. If the 
  PCs draw the attention of both shambling mounds and get in 
  over their heads, Sayra arrives to help protect her village.
  Quolo immediately flees, screaming, to his tower when the 
  kelp monsters attack. He flies to the top floor and enters the 
  secret lair—accidentally leaving the secret door wide open. 
  He can be found in Area 3 of the Vault of Enchantment, 
  packing his bags in preparation to flee from Dawnshore.
  Not-So-Grand Escape
  If the PCs fail to find Quolo before six hours pass after the 
  kelp monsters attack, Quolo manages to pack his bags, 
  wait for nightfall in the lower tower, then fly away from 
  Dawnshore. A PC keeping watch can spot him flying away 
  by making a successful DC 18 Wisdom (Perception) check. 
  Quolo settles in a nearby port for a few weeks until he 
  suspects the PCs have departed. Then, he flies back to 
  Dawnshore after applying some false bruises and scars 
  with stage makeup, and he spins an elaborate story of 
  being kidnapped and held for ransom by a group of horrid 
  adventurers.
  Vault of Enchantment
  An ancient, sunken tower sits beneath Quolo’s aboveground 
  tower. Long before Quolo arrived in this village—indeed, 
  long before this village ever existed—a lich of tremendous 
  power built her tower here. That lich, known only as the Sea 
  Witch, has long since been defeated. Several hundred years 
  ago, an earthquake sank the base levels of her tower deep 
  into the earth and beneath the waves. 
  
  9
  Quolo followed an ancient treasure map to Dawnshore 
  many years ago, and he discovered the entrance to the 
  ancient lair within the abandoned ruins of the tower. In 
  those days, most villagers stayed away, believing the old 
  ruins to be cursed. Within the lost levels of this ruin, Quolo 
  found a source of magical power that amplified his spells’ 
  power tenfold, allowing him to achieve his dreams of 
  adoration not through acts of actual heroism, but through 
  mind control.
  Quolo has created a river of false memories that swirls 
  within the base of the sunken tower. Every night, he 
  retreats to the hidden level of his tower to maintain the 
  enchantment—and every dawn, he dips a silver pitcher 
  into the river and drips false memories into the rainwater 
  barrels behind the village longhouse. All those who drink 
  this contaminated water (or beer made with this water) are 
  affected by Quolo’s many-layered modify memory spell. 
  The only entrance to this sunken tower is hidden behind 
  a secret door on the top floor of Quolo’s tower. Within its 
  depths are many chambers that Quolo is too much of a 
  coward to explore, and thus many of the Sea Witch’s traps, 
  guardians, and treasures have lain untouched for centuries. 
  SUNKEN TOWER FEATURES
  This lair is built from sturdy, ancient stones sculpted with 
  magic. The eastern end is lower than the western, and 
  the uniform flagstone floor slants unevenly downward 
  throughout the entire dungeon.
  Ceilings. Unless otherwise noted, the vault’s hallways are 10 
  feet high, and its chambers are 20 feet high.
  Doors. The doors are made from stone and carved with the 
  symbol of a skull with fire in its eyes. A glowing amethyst 
  is embedded in the skull’s forehead on some of the doors. 
  These doors (in Areas 6a-d and 7) are locked by an arcane 
  lock spell and have no visible lock. A PC can dispel the 
  arcane lock by removing the amethyst with a successful DC 
  15 Dexterity check using thieves’ tools. A PC that fails this 
  check must succeed on a DC 15 Constitution saving throw 
  or take 14 (4d6) psychic damage as the gem’s magic lashes 
  out at the infiltrator. Each amethyst is worth 80 gp.
  Alternatively, the door can be forced by pushing against it 
  and making a successful DC 18 Strength (Athletics) check. 
  Unless held open, the door immediately slams shut. The 
  doors have no handles, but magically open at the slightest 
  touch if the arcane lock is dispelled.  
  Light. All chambers are dimly lit by the violet glow of arcane 
  crystals in small alcoves along the walls.
  Undisturbed Chambers. Quolo is too cowardly to explore 
  more of this dungeon than he needs too. He has only 
  explored Areas 1, 2, 3, and 4, which have his footprints in the 
  dust. All other chambers are filled with dust and cobwebs, as 
  they’ve remained undisturbed since time immemorial.
  1. ANTECHAMBER
  PCs who enter this sunken tower from Quolo’s chamber 
  wind down a set of narrow stairs until they reach this 
  antechamber. Read or paraphrase the following:
  The long, winding stairs spiral down to an antechamber filled 
  with pale, violet light. To the north, a hall leads to a wide 
  chamber, and a door marked with the symbol of a leering skull 
  sits in the wall to the south.
  PCs with a passive Wisdom (Perception) score of 13 or 
  higher notice footprints in the dust leading to the southern 
  door, but no footprints leading to the northern chamber. 
  These are Quolo’s prints. This may be the first of many skull-
  emblazoned doors they find within the dungeon. 
  2. AMETHYST ZIGGURAT
  A ziggurat made of solid amethyst (which the lair’s creator 
  magically transmuted from base stone) stands in the center 
  of this room. Three alcoves in the south, east, and west 
  each contain a standing sarcophagus. The sarcophagi were 
  smashed open centuries ago and are empty. 
  A mummified body clutching a golden wand in its hands 
  sits in an amethyst throne at the apex of the ziggurat. This 
  corpse is an angatra (Tome of Beasts, p. 19), and stepping 
  onto the ziggurat or interacting with the corpse causes it 
  to rise and attack. Otherwise, it does nothing. This angrata 
  was once the majordomo of the lich that created this tower. 
  When the lich was destroyed, the majordomo fell into a deep 
  slumber. The angatra can cast magic missile at will as an 
  action. 
  Quolo’s footprints show he gave this ziggurat a wide berth 
  when walking through this room. He didn’t recognize the 
  angrata, but his superstition and fear of the dead kept him 
  from going near the ziggurat.
  Treasure. The wand in the angatra’s grasp is a wand of magic 
  missiles. This wand bears a curse: when the wand’s wielder 
  casts a spell that isn’t magic missile while they are carrying 
  the wand, it lights up with hidden runes and explodes. The 
  creature must make a DC 14 Dexterity saving throw, taking 21 
  (6d6) force damage on a failed save, or half as much damage 
  on a successful one. The creature has advantage on the saving 
  throw if it is holding the wand when the wand explodes.
  3. QUOLO’S WORKBENCH
  Down a set of stairs from the ziggurat chamber is a 
  workbench lit by a small oil lamp. A stone statue of a lich 
  in splendid robes, holding a human brain in her right hand, 
  stands beside the bench. 
  
  10
  Quolo’s journal sits on the bench, closed. He has 
  safeguarded it with a glyph of warding that activates 
  whenever anyone that isn’t himself touches the book. The 
  glyph casts sleep at 5th level, centered on the journal. The 
  book is filled with scrawled notes in a messy, flourishing 
  script, describing Quolo’s arrival in the village, his full 
  plans to enthrall the villagers, his remarkable surprise at 
  discovering the arcane stream (Area 4) in the bottom of this 
  tower, as well as how he turned the stream of raw arcane 
  power into a river of false memories. Read or paraphrase his 
  following journal entry about the stream:
  This stream is the answer to prayers I never knew I had made! 
  It is nothing short of raw magical power, swirling throughout 
  the bottom of this tower. The result of some freak arcane 
  mishap, no doubt, or an experiment by this tower’s original 
  owner. That skeletal statue above me, could that be her? 
   
  Regardless! My experiments were a thrilling success. I 
  wove spell after spell into that river, all of them filled to the 
  brim with false memories, until it became—and I admit I 
  have not fully tested this—a stream of magic that creates 
  water laced with any memory I care to make. These villagers 
  will take just one sip and—bam!—they’ll be tripping over 
  themselves to fall at my feet in adoration for some heroic deed 
  or another. I can’t believe I’ve finally done it…
  Treasure. A leather backpack slumps beneath the 
  workbench, filled with a set of fresh clothes, two potions of 
  greater healing, and two weeks’ worth of trail rations. This is 
  Quolo’s getaway kit, in case something goes horribly wrong. 
  The table is also strewn with spell components worth a total 
  of 25 gp.
  4. SOUTHERN RIVERBANK
  A staircase descends to meet the edge of a river of silvery 
  water that swirls with violet mist. A creature that drinks the 
  water in its pure form must succeed on a DC 15 Wisdom 
  saving throw or be instantly affected by modify memory, as 
  described in the Under My Spell event (see page 8). 
  A creature that touches the river itself takes 7 (2d6) 
  psychic damage when it enters the river for the first time on 
  its turn or starts its turn there, as its mind is assaulted by 
  dozens of conflicting memories.
   Following the river to the northeast leads to Area 7. The 
  river trails off into the distance in the southwest, eventually 
  leading to a dead-end chamber with a cracked crystal orb. 
  This orb was once a conduit of raw ley energy, and it was 
  used by the Sea Witch to rupture a ley line that runs beneath 
  the tower, allowing the ley line’s pure arcane power to seep 
  into the world. 
  5. REFLECTING POOL
  A pool of placid water rests in the middle of this chamber, but 
  a sourceless breeze blows gently about the room.
  An invisible stalker floats above the ground 10 feet north 
  of the pool, awaiting a command from its long-absent 
  master. Centuries ago, the lich who created this dungeon 
  utilized a small legion of invisible stalkers and other 
  elementals to annihilate her enemies, drawing them from the 
  elemental planes through this summoning pool. This stalker 
  is the only one left, and its only command is to kill any 
  creature that touches the pool.
  Though the stalker is invisible, it casts a reflection into the 
  elementally charged pool. In this reflection, it appears to be 
  an amorphous being of swirling air with a warped, skull-like 
  face. 
  Treasure. At the bottom of the 10-foot-deep pool is an 
  elemental gem. This blue sapphire, when broken, can 
  summon an air elemental or an invisible stalker. If the stalker 
  is summoned, however, it tries to kill its summoner after its 
  initial task is completed. 
  6. CHAMBERS OF DESPAIR
  These small rooms contain the failed arcane experiments of 
  the lich that created this tower. These experiments were the 
  results of the lich’s dabbling in aberrant magic in an attempt 
  to create permanent psychic thralls, and each mummified 
  thrall in this area has taken on the properties of one or more 
  enchantment spells.
  6A. ANTECHAMBER OF DESPAIR
  This room is filled with the unsettling sounds of quiet 
  giggling, tapping, and shuffling from the chambers around it. 
  An alcove in the north contains a record of all experiments at 
  the time of the lich’s defeat. It reads:
  • Beings of bless and bane
  • Being of hideous laughter
  • Beings of hold person
  • Being of confusion
  • Being of calm emotions
  • Beings of irresistible dance
  • Being of heroism
  The crossed-out entries have scribbled notes detailing the 
  failure of the experiment, such as “partial success with fey 
  subjects,” “human subjects surprisingly responsive but die 
  within days,” or “no subject yet to survive.”
  Walking Experiments. The nearby rooms hold the lich’s 
  surviving—or rather, undead—experiments. A walking 
  experiment uses the statistics of a mummy, except its 
  
  11
  MAP: CLICK HERE TO DOWNLOAD THIS MAP FOR YOUR VIRTUAL TABLE TOP.
  N
  h
  Rotting Fist doesn’t curse the target with mummy rot and it 
  gains a reaction, as detailed in the descriptions of Areas 6b, 
  6c, and 6d.
  6B. CHAMBER OF DUALITY
  The sound of endless shuffling echoes from this chamber, 
  as four walking experiments (see Area 6a) move in a 
  constant circuit around the room. Two are wrapped in black 
  bandages, the other two in white, and neither pair ever 
  moves closer to or farther from the other—until they see 
  another creature. 
  Once the experiments spot another creature, they 
  immediately attack the intruder. Whenever a black-bandaged 
  experiment takes damage, it can use its reaction to cast 
  bane on its attackers (spell save DC 13). Whenever a white-
  bandaged experiment takes damage, it can use its reaction to 
  cast bless on the other experiments. 
  Treasure. When all four experiments die, their spirits are 
  laid to rest. These grateful spirits cast bless on all creatures 
  that helped free them, which lasts for 1 hour. 
  3
  4
  7
  6
  1
  5
  2
  8
  b
  c
  a
  d
  
  12
  6C. CHAMBER OF BOUNDLESS MIRTH
  The sound of quiet tittering trickles out of this room as three 
  walking experiments (see Area 6a) whisper jokes back and 
  forth into eternity. Their speech is entirely in gibberish, but 
  they find their jokes infinitely amusing. 
  Once the experiments see another creature, they attack. 
  Whenever an experiment takes damage, it can use its reaction 
  to cast hideous laughter on its attacker (spell save DC 14). 
  Treasure. When all three experiments die, their grateful 
  spirits enchant all creatures that helped free them, granting 
  the creatures immunity to being charmed and to the hideous 
  laughter spell for the next 24 hours. 
  6D. CHAMBER OF INCESSANT DANCE
  Sounds of gentle tapping can be heard from within this 
  chamber as two walking experiments (see Area 6a) dance a 
  graceful tango. 
  Once the experiments see another creature, they attack. 
  Whenever an experiment takes damage, it can use its reaction 
  to cast irresistible dance (spell save DC 15) on its attacker.
  Treasure. When both experiments die, their grateful spirits 
  enhance all creatures that helped free them, increasing the 
  creatures’ speed by 10 feet for the next 24 hours.
  7. GRAND CISTERN
  A towering ziggurat of pure amethyst rises in the center of this 
  vast chamber, with eight long staircases leading to its apex. A 
  statue stands atop it.  
   
  Behind the ziggurat, a river of glistening water flows 
  through the chamber, entering from one end and exiting the 
  other.
  Five statues of a skeletal lich in dazzling finery, each made 
  from pure amethyst, stand in this room; four in alcoves 
  at the cardinal directions and one atop the ziggurat. The 
  one atop the ziggurat holds a crystal facsimile of the sea 
  witch’s blade in one hand (see page 13) and a crystal orb 
  that maintains the flow of the arcane river in the other. This 
  central statue is protected from all harm by a permanent wall 
  of force surrounding the apex of the ziggurat. 
  The four other statues in this room project this wall of 
  force. If a creature touches the wall of force, the statues glow 
  with violet light, and a humanoid silhouette of crackling 
  energy emerges from the north and south statues to attack the 
  creature. On initiative count 20 of the next round of combat, 
  two more beings emerge from the east and west statues. 
  These psychic specters use the statistics of a ghost, except 
  their Withering Touch attack deals psychic damage instead 
  of necrotic damage, and they lack the Etherealness and 
  Ethereal Sight traits. 
  A statue has an AC of 18, 20 hit points, a damage 
  threshold of 5, and immunity to poison and psychic damage. 
  When a statue is destroyed, the psychic specter that emerged 
  from it instantly fades. Once all four statues in the alcoves 
  are destroyed, the wall of force dissipates. Destroying the 
  glass orb (AC 10, 5 hit points, immunity to poison and 
  psychic damage) causes the river of arcane power to shudder 
  and disappear over the course of 1 minute. Once the river 
  disappears, the false memories implanted in the villagers of 
  Dawnshore fade over the next 1d10 days, leaving strange 
  gaps in their memories where the false ones used to be. 
  River of Memories. Following the river to the southwest 
  leads to Area 4. The river trails off into the distance in 
  the northeast, eventually leading to a dead-end chamber 
  with a cracked crystal orb, a duplicate of the orb at the far 
  southwest end of the river (detailed in Area 4).
  Secret Door. A secret door in the southern wall leads to the 
  Sea Witch’s long-abandoned personal quarters. A creature 
  that examines the southern wall and makes a successful DC 
  15 Intelligence (Investigation) check notices a tiny skull 
  symbol, just like the ones carved into all other doors in this 
  tower, at chest height on the wall. Touching this symbol 
  causes the secret door to swing open.
  A tiny viewing slit in the wall behind the southern statue 
  also peers into this chamber.
  8. SEA WITCH’S ABODE
  A once-magnificent four-poster bed, now only draped with 
  mildewed rags, stands in the center of the room. A silver 
  locket embedded with a black onyx, an amethyst, and a star 
  sapphire lies on the bed. It holds an ancient parchment that 
  reads: To those who defeated me, know that I will have my 
  revenge in time. This is not my phylactery. 
  Someone skilled in ancient arcane lore, such as a professor 
  at the Arcane Collegium in Zobeck or a master of the 
  Librarium Caelmarath in Bemmea, could reveal more lore 
  on the mysterious lich known as the Sea Witch.
  This locket is not a phylactery, but it is an amulet of proof 
  against detection and location. The Sea Witch wanted to 
  give her killers a sporting chance at ambushing her, but they 
  never found this chamber. Without the amulet, they swiftly 
  fell to the lich, and she remains at large.
  Further Adventures
  If the PCs became invested in the safety of Dawnshore, or if 
  they were intrigued by the mysterious lich who abandoned 
  her tower, the Sea Witch could be a villain who appears 
  later in their adventures. Perhaps she returns to threaten 
  Dawnshore, or she later attacks the PCs to recover her long-
  lost weapon. 
  
  13
  SEA WITCH’S BLADE
  Weapon (shortsword), very rare (requires attunement)
   This slim, slightly curved blade has a ghostly sheen and a 
  wickedly sharp edge. You can use a bonus action to speak 
  this magic sword’s command word (“memory”), causing the 
  air around the blade to shimmer with a pale violet glow. This 
  glow sheds bright light in a 20-foot radius and dim light for 
  an additional 20 feet. While the sword is glowing, it deals an 
  extra 2d6 psychic damage to any target it hits. The glow lasts 
  until you use a bonus action to speak the command word 
  again or until you drop or sheathe the sword.
  When a creature takes psychic damage from the sword, 
  you can choose to have the creature make a DC 15 Wisdom 
  saving throw. On a failure, you take 2d6 psychic damage, and 
  the creature is stunned until the end of its next turn. Once 
  used, this feature of the sword shouldn’t be used again until 
  the next dawn. Each time it is used before then, the psychic 
  damage you take increases by 2d6.
  ANGRATA
  Medium undead, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 85 (10d8 + 40)
  Speed 50 ft.
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA
  14 (+2)  
  20 (+5)  18 (+4)  
  8 (–1)  
  12 (+1)  15 (+2)
  Skills Perception +4, Stealth +8
  Damage Resistances necrotic; bludgeoning, piercing, 
  and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages all languages it knew in life
  Challenge 6 (2,300 XP)
  Agonizing Gaze. When a creature that can see the 
  angatra’s eyes starts its turn within 30 feet of the 
  angatra, it must make a DC 13 Charisma saving throw if 
  the angatra isn’t incapacitated and can see the creature. 
  On a failed saving throw, the creature has its pain 
  threshold lowered, so that it becomes vulnerable to 
  all damage types until the end of its next turn. Unless 
  it’s surprised, a creature can avoid the saving throw by 
  averting its eyes at the start of its turn. A creature that 
  averts its eyes can’t see the angatra for one full round, 
  when it chooses anew whether to avert its eyes again. 
  If the creature looks at the angatra in the meantime, it 
  must immediately make the save.
  Ancestral Wrath. The angatra immediately recognizes 
  any individual that is descended from its tribe. It has 
  advantage on attack rolls against such creatures, and 
  those creatures have disadvantage on saving throws 
  against the angatra’s traits and attacks.
  Actions
  Multiattack: The angatra makes two attacks with its 
  claws.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  creature. Hit: 10 (2d4 + 5) piercing damage, and the 
  creature must succeed on a DC 15 Constitution saving 
  throw or be paralyzed by pain until the end of its next 
  turn.
  Found in the Tome of Beasts on page 19, the angrata is the 
  angry ancestor spirit of a tribe whose ancient members 
  exiled it. Feeling lost and directionless after exacting its 
  revenge on its last living descendant, the angrata in this story 
  was approached by the Sea Witch ages ago, who gave it a 
  new purpose as her majordomo. The angrata has since been 
  one of her most devoted followers and has lain dormant for 
  centuries, awaiting her return.
  BEGUILER
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 49 (9d8 + 9)
  Speed 30 ft.
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA
  9 (–1)  
  14 (+2)  12 (+1)  17 (+3)  10 (+0)  
  15 (+2)
  Saving Throws Int +6, Cha +5
  Skills Arcana +6, Deception +5, Persuasion +5
  Senses passive Perception 10
  Languages any three languages
  Challenge 5 (1,800 XP)
  Charming Caster. The beguiler adds its Charisma 
  modifier to the spell save DC of its enchantment spells.
  Spellcasting. The beguiler is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 
  to hit with spell attacks). The beguiler has the following 
  wizard spells prepared:
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation
  1st level (4 slots): charm person*, mage armor, shield
  2nd level (3 slots): mirror image, scorching ray, 
  suggestion*
  3rd level (3 slots): fear*, fireball, fly
  4th level (3 slots): confusion*, greater invisibility
  
  14
  5th level (1 slot): modify memory*
  * indicates an enchantment spell of 1st level or higher 
  Actions
  Probing Touch. Melee Spell Attack: +6 to hit, reach 5 
  ft., one target. Hit: 7 (2d6) psychic damage, and the 
  beguiler can cast an enchantment spell of 1st level or 
  higher with a casting time of 1 action as a bonus 
  action. A target who took psychic damage from 
  this ability has disadvantage on their saving 
  throw against the spell. 
  A beguiler is a consummate master of 
  cunning and artifice. Some beguilers are 
  naturally charming, while others use their 
  enchantments to compensate for a lack of 
  social prowess. Beguilers often use their 
  talents to become celebrities, grifters, or 
  spies, though most prefer to work alone 
  and unimpeded by others who might 
  steal their spotlight. The secret to a 
  beguiler’s success is confidence—
  and hubris, the beguiler’s greatest 
  weakness.
  
  15
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
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  System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce 
  R. Cordell, Chris Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson.
  Creature Codex. Copyright 2018, Open Design; Authors Wolfgang 
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  The Adoration of Quolo. ©2019 Open Design LLC. Authors 
  Hannah Rose, James Haeck. 
  
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