TEXT: Finder’s Fiend 
  A Sisterhood of the Blade Opportunity 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Souls bound to a deadly fiend have escaped the Nine Hells and taken over denizens of Thentia. 
  The devil wants the souls back and if they're not delivered quickly, she intends to come for them 
  herself, endangering more innocents. To save the lives of the unsuspecting hosts, adventurers 
  must track them down and send the stray souls back to Hell. 
    
  A Two-to-Four-Hour Adventure for 5th through 10th Level Characters (APL 8). 
  By Xavier A. Devenoges and Andrew Bishkinskyi 
  CCC-SVH-03-01 
  
   
  Credits 
   
  Designers: Xavier A. Devenoges & Andrew Bishkinskyi 
  Editing: Andrew Bishkinskyi, Ben Heisler 
  Save vs Hunger: Ginny Loveday 
   
  D&D Adventurers League Guildmaster: Chris Lindsay 
   
  Art Direction: Andrew Bishkinskyi 
  Cover Art: Dean Spencer 
  Interior Art: Dean Spencer, Publisher’s Choice Quality 
  Stock Art © Rick Hershey / Fat Goblin Games, 
  Wizards of the Coast DMsGuild Creator Resource, 
  Storn Cook, Robert Gresham, Fil Kearney, Jack 
  Holliday 
   
  White Wash River & Cabin Overview Maps: Andrew 
  Bishkinskyi, made with Inkarnate 
  Other Maps: Xavier A. Devenoges  
  Icons: Lorc and Dalapoite 
   
  D&D Adventurers League Wizards Team: Adam Lee, 
  Ari Levitch, Chris Lindsay, Mike Mearls 
   
  D&D Adventurers League Administrators: Alan 
  Patrick, Amy Lynn Dzura, Travis Woodall, Lysa 
  Penrose, Claire Hoffman, Greg Marks 
   
  Playtesters: Ben Heisler, Paige Leitman, David 
  Brainard, Aaron Wampler, David Jimenez, Jackson 
  Lucas, Ron Franke 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
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  ©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
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  CCC-SVH-03-01 Finder’s Fiend v.1.01 
   
   
  3 
  Adventure Primer 
  Freely they stood who stood, and fell who fell. 
  —John Milton, Paradise Lost 
  This adventure is designed for three to seven 
  5th – 10th -level characters and is optimized for 
  five characters with an average party level 
  (APL) of 8. Characters outside this level range 
  cannot participate in this adventure. 
   This adventure occurs in and around the city 
  of Thentia, located on the Moonsea. 
  Background 
  Over centuries, the horned devil AVIXXARLIA 
  has collected many mortal souls. A tenday past, a 
  band of mortal marauders swept through her 
  palace in AVERNUS.  
   In a failed attempt to steal the souls, the 
  interlopers released several of the souls onto the 
  material plane, where they quickly took 
  possession of unsuspecting mortal bodies in and 
  around the city of THENTIA. 
   Enraged, but preferring for others to do her 
  dirty work, the devil has passed a message 
  through a leader of her mortal followers SIMION 
  NEFAR: “Return my souls to Hell within a month, 
  or I shall come to claim them and many a mortal 
  will suffer as collateral damage.” 
   Simion has passed the message on to various 
  authorities in the city, all of whom publicly 
  declined to have any dealings with a devil’s cult. 
  One of these authorities has chosen to deal with 
  the problem anonymously, by offering a bounty 
  for each of the souls brought in. This information 
  was passed on privately to ASSEM KUDAR, the 
  bounty office clerk in Thentia, who in turn 
  contacted the highly reputable SISTERHOOD OF 
  THE BLADE organization to take on the job. 
   Unfortunately, the Sisterhood’s interest was 
  limited to only one of the bounties, leaving 
  Assem and Thentia’s mysterious benefactor in 
  need of other adventurers to recover the rest. 
  Overview 
  The adventure’s story is spread over three parts 
  and takes approximately 2 hours to play. The 
  first of these parts is a Call to Action scene. It 
  also contains two optional bonus objectives – 
  each taking one additional hour to play.  
  • Call to Action: A Fiend in Need. The characters 
  meet with Assem Kudar and learn of the 
  bounty on souls and the dire threat to the city 
  should they be left unrecovered. 
  • Part 1: Soul Searching. The track down one of 
  the escaped souls. This is Story Objective A.  
  • Part 2: Witch is Which. The last remaining 
  soul has proven difficult to locate, but the clues 
  all point to the distant land of Rashemen. This 
  is Story Objective B. 
   
  Bonus Objectives 
  This adventure contains two optional bonus 
  objectives—each taking an additional hour to 
  play once they’ve been discovered: 
  • Bonus Objective A: A Second Soul. The 
  characters must locate a second soul. This 
  bonus objective is described in Appendix 1. 
  • Bonus Objective B: A Third Soul. The 
  characters must locate a third soul. This bonus 
  objective is described in Appendix 2. 
   Adventure Hooks 
   Good Characters or Faction Agents. Word of 
  the devil’s ultimatum and the danger it may pose 
  to innocent lives has made it to various persons 
  of influence within the city. Any number of these 
  may be interested in preventing such an event 
  and therefore passing the information onto 
  skilled adventurers. Others – such as the 
  Zhentarim or various mercenary outfits – may 
  simply pass on the opportunity to make coin to 
  its members. In all cases, they’re directed to 
  speak to Assem Kudar at the bounty office for 
  further details. 
   Bounty Hunters. Thentia is home to a thriving 
  bounty hunting trade, which the characters may 
  be familiar with from previous adventures such 
  as Fiendly Competition and When Mages Fall. In 
  this case they may have been contacted about 
  the opportunity directly by Assem Kudar from 
  the bounty office. 
   
  
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  4 
  Adventure Flowchart 
  This section provides a basic understanding of not only the flow of the adventure, but also the outline of 
  the different paths that your players may take in reaching their stated objective.  
   
   
   
  
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  5 
  Call to Action: A Fiend in Need 
  Estimated Duration: 10 minutes 
   
  The Bounty Office 
  The City of Thentia 
  With its magic schools, the bustling city of Thentia 
  welcomes many a student of the arcane arts. It is also a 
  city of commerce, with the true power residing among 
  wealthy noble families. Private security forces and 
  independent operators such as adventurers and bounty 
  hunters can often find employment – legal or otherwise 
  – easily, drawing many to the city. 
  The first scene of the adventure takes place at 
  the Thentia bounty office. Based on the 
  adventure hooks provided, this is a good 
  opportunity for the players to introduce how 
  their character came to be here by elaborating 
  on which power, faction, or person influence 
  directed them to the job.  
  Mark of the Sisterhood.  
  Prior to proceeding, check whether any of the 
  characters possess a mark of the sisterhood story award 
  from a previous adventure. Make a note if at least one 
  mark is present in the party.  
   
   
   
  Area Information 
  The area has the following features: 
   Dimensions & Terrain. The bounty offices 
  across the Moonsea tend to share a similarly 
  functional layout, with a long – often narrow – 
  hallway leading to a single pass-through window 
  that is protected by steel bars. The Thentia office 
  is located in the seedy Brambles district.  
   Light. Skylights provide soft light from above 
  during the day and the clerk has a candle or 
  lamp for evenings.  
   Other Features. As one may expect, the walls 
  are home to various current and old posters 
  detailing everything from bounties, to rewards 
  for finding the long-missing, to tales of lost 
  treasure, and various scams. 
  Creature Information 
   
   
  Assem Kudar, N, human male 
  (swashbuckler). 
  The clerk of this office is an impressively tall and 
  muscular dark-skinned older human named 
  Assem Kudar. When the characters arrive, he is 
  in the process of recounting a tale of one of his 
  old adventures to a robed and hooded 
  acquaintance who listens intently.  
   Unbeknownst to the characters, this is the 
  yuan-ti pureblood bounty hunter Drystala. She 
  notices the characters and excuses herself, 
  waiting outside while he sees to business. 
  
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  6 
   Characters who participated in When Mages 
  Fall, may recognize her as someone whose 
  expertise they sought out in that adventure. 
  Otherwise they notice her a merely as pale-
  skinned woman with briefly-flickering green 
  eyes. Assem welcomes them as she departs. 
   Personality. Assem is a retired bounty hunter 
  who uses his connections in Thentia and across 
  the Moonsea to bring people together. Generally 
  good-natured, but curt with those he does not 
  know, Assem sees far too many people that 
  waste his time. 
   What Does He Want? Assem’s demeanor 
  changes visibly from pleasant reminiscence to 
  the dire intensity of the situation he has been 
  placed in. His genuine concern for the city has 
  made him particularly invested in getting 
  adventurers to take on the not-so-well-paying 
  bounties associated with the “missing souls”.  
   What Does He Know? Due to the highly 
  unique nature of the bounty on the souls, Assem 
  was fully briefed by an anonymous benefactor 
  regarding the situation. He shares what he 
  knows with the characters. 
  • Missing Souls. Several souls have escaped Hell 
  and taken over bodies of mortals in and 
  around Thentia. The souls belonged to a 
  powerful devil, who has threatened to come to 
  the material plane to claim them – 
  endangering not only their unsuspecting hosts, 
  but many others. 
   
  While authorities refused to be seen 
  acquiescing to a devil, an anonymous noble has 
  offered up bounties to have these souls 
  tracked down and sent back to Hell.  
  • Sisterhood of the Blade. Assem had hoped to 
  deal with the matter quietly, by having the 
  notable and discreet members of the 
  sisterhood take care of the problem. However, 
  the money offered was not nearly enough and 
  they chose to take on only one of the bounties. 
  This left Assem in the unfortunate situation of 
  needing to find altruistic or opportunistic 
  adventurers willing to recover the others at a 
  discount rate and under the devil’s deadline of 
  one month. He has already sent out a few other 
  adventurers, but needs more. 
  • Finding the Souls. When the souls returned to 
  the material plane, they were able to possess 
  the bodies of anyone unconscious at the time. 
  They took over the bodies entirely, often 
  creating incidents and making themselves 
  known. This has allowed for some of the souls 
  to be identified by friends and kin, and found 
  quickly. Given their ties with Assem, the 
  sisterhood has been passing him information 
  on the suspected identities and locations of 
  those they decided not to go after.  
  • Returning Souls to Hell. Destroying the body 
  returns the soul back to Hell, but also results in 
  the death of the body’s original owner. To save 
  the body’s owner, the soul must be banished 
  using a special ritual. Assem provides the party 
  with a scroll for this ritual, which can be 
  performed by anyone, but requires the target 
  body to be incapacitated for at least 1 minute 
  while the ritual being performed. Upon 
  successful use, the scroll becomes 
  permanently marked with a magic rune 
  indicating that it was successfully used. One 
  unique mark appears per use. The ritual is 
  harmless to those not possessed.  
  • One Soul at a Time. Assem currently has 
  information on a few bodies which are 
  suspected of being possessed. However, he 
  only gives the party a single mission at a time 
  once they agree to take it on. 
  • The Missing Soul. The approach of locating 
  souls by reports of bizarre behavior of the host 
  bodies has worked well and Assem has been 
  able to put together leads for all but one of the 
  missing souls. He is extremely concerned 
  about having been unable to locate the last.  
   
  Assem wants to try a different approach 
  for locating the last soul – as looking for the 
  host has been fruitless, he thinks that learning 
  about the soul’s identity may help lead to its 
  location. As all the souls had been stored 
  together in Hell, they may know something of 
  who the other souls were. He requests that the 
  characters attempt to question the souls about 
  the missing soul, so that it might be found.  
  • About the Souls. Assem knows little about he 
  souls at this point, but expects to receive 
  information as other bounty hunters check in. 
  He was told that all the souls had made deals 
  with a devil – whether this means they’ll be 
  open to negotiation or not is unknown. Two 
  
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  7 
  things are certain - none want to return to Hell, 
  and all should be considered dangerous.  
  Development 
  Assem provides the party with information on 
  the first soul they need to track down and return 
  to Hell. This adventure contains information on 
  up to 3 known souls, of which any can be tracked 
  as the characters’ first mission.  
   If playing this adventure in a 2-hour timeslot, 
  it is recommended that the soul detailed in Part 
  2 is used. 
   If playing with more time, it’s possible to start 
  with any of the three souls from Part 2, 
  Appendix 1 (Bonus Objective A) or Appendix 
  2 (Bonus Objective B).  
   If the characters succeed on a DC13 Charisma 
  (any relevant) check, Assem may even let them 
  choose which soul to pursue first.  
  The Sisterhood of the Blade 
  The Sisterhood is a generally neutral organization of 
  female bounty hunters that operates all around Faerun. 
  Its members tend to be well trained and known to 
  operate only with other sisters – almost none of whom 
  are actually related.  
   
  If any of the characters possess a mark of the 
  sisterhood story award which they are willing to turn in, 
  Assem introduces them to Drystala, who provides them 
  with additional information on their target. The specific 
  tip provided is listed in a Drystala’s Tip sidebar at the 
  start of each soul’s individual section. One mark is 
  sufficient to gain tips for all the souls. 
  Call to Action: Return a Soul to Hell! 
  Track down and return to Hell – by any means 
  necessary – the soul assigned to you by Assem.  
   If possible, question that soul about the others 
  that it was kept with, in order to obtain clues on 
  the missing soul. 
  DM Tip: Setting Up Soul Interactions 
   
  Aside from the need to recover the souls, there are two 
  more key points that the characters should take away 
  from their briefing: 
  • While the souls in question must be returned, the 
  nature of their debt to the devil is not known. Good 
  characters may rightfully wonder whether they 
  deserve to be sent back to Hell. The only way to learn 
  the latter by interacting with them. 
  • Attempting to gain information from the souls is 
  desired but optional. If one soul is not willing, another 
  may have the required information. Other adventures 
  are concurrently attempting to get this information 
  from the souls they’re tracking. 
  
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  8 
  Part 2: Soul Searching 
  Estimated Duration: 45 minutes 
   
  Getting to the Applebottom 
  Intel provided by Assem leads the characters up 
  to the Applebottom brothers’ Artificery. The 
  owners had reported strange behaviour in one of 
  their companions, leading to suspicions that this 
  is where an escaped soul is located.  
   The workshop itself is located within the 
  Temple of Gond, the god of all smiths, which 
  itself is situated in the Hilt, a growing 
  commercial district of Thentia between the 
  Sword Trail’s end and the new Dusk Gate in the 
  western wall.  
  Drystala’s Tip 
   
  If the adventurers turned in a mark of the sisterhood 
  and secured Drystala’s help, she provides the following 
  additional information: 
   
  Party spellcasters should be careful if facing tinkered 
  contraptions. These are often resistant to many types of 
  magic, especially charms. Sometimes, when not 
  properly enchanted, they can be temporarily disabled by 
  the dispel magic spell, though it’s difficult to tell 
  whether it’ll be effective without trying. 
  A. The Applebottom 
  Artificery 
  Area Information 
  Applebottom brothers’ Artificery has the 
  following features. 
   Dimensions & Terrain. The Artificery is a 
  small almost stand-alone workshop that is 
  located within the temple of Gond building. It is 
  filled with vials, decanters, mechanical wonders, 
  and delicately crafted automatons. Bolts, gears, 
  pieces of copper, and other metals litter the 
  counter and shelves. Inside the workshop, the 
  ceilings are 5 feet high, forcing taller creatures to 
  hunch. 
   Sounds & Smell. Sounds of moving gears, 
  rotating wheels, springing coils, steam whistles, 
  and carillions fill the place. Perfumes of spices, 
  herbs, and mechanical grease create an odd mix.  
   Light. Exterior light permeates the workshop 
  through its tinted windows, complemented by 
  several lanterns. 
  Chronology Note 
  The timeline in this section assumes that this encounter 
  is done first. If it is not and the characters have spent 
  time tracking down other souls, the timeline may need 
  to be adjusted accordingly. The best way to adjust the 
  timing is to remember that all the souls escaped at the 
  same time. The first couple of “adjustment” days spent 
  in the new body can easily be expanded to fill a period 
  longer than two days.  
  Creatures/NPCs 
   
   
  Gene and Jean Applebottom, LN gnome males, 
  (commoners) 
  Of the two Applebottom brothers who own the 
  workshop, Gene is the more lighthearted, while 
  Jean is the more pessimistic. Both act friendly yet 
  tend to be judgemental of others. 
   What Do They Know? The brothers are 
  worshippers of Gond and tinker all day long. 
  Several other gnomes in Thentia follow the same 
  creed, including Bimpnottin “Poppy” Turen. 
   In the Thentia gnome community, “Miss 
  Poppy” is well known for her expertise in 
  alchemical work, so the brothers found it “quite 
  suspicious indeed” when she came in seven days 
  ago to borrow many books on automatons. She 
  then came back again four days later to purchase 
  specific mechanical parts well out of her normal 
  area of expertise.  
  
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  9 
   “Folks do best sticking to what their area of 
  expertise, you know. That is the way.” 
  Furthermore, when the brothers asked her what 
  her intention was, she vaguely (“very vaguely 
  indeed!”) responded that she was building a new 
  kind of oven. The Applebottoms know for a fact 
  (“Anyone competent would know this!”) that an 
  oven does not need actuators, servomotors, or 
  many of the other parts she asked for. 
   Finally, they thought Miss Poppy was looking 
  particularly stressed, and seemed to be in quite a 
  hurry, for she agreed to all prices without 
  negotiation. “Very unlike Miss Poppy to simply 
  forego negotiation! Very unlike indeed!” 
   What Do They Want? . The brothers are 
  genuinely worried about their colleague and 
  would appreciate if adventurers would check on 
  her. Professional courtesy prevents them from 
  doing so themselves. “Don’t mention us of 
  course. That would be very unprofessional!” 
  They provide the characters with directions to 
  Miss Poppy’s home and workshop.  
  B. Miss Poppy’s House 
  Miss Poppy’s house is located in the 
  southwestern area of the city, and directions 
  form Jean and Gene are easy to follow. 
  Background (DM Only) 
  A tenday ago, Miss Poppy tripped on a rat and 
  fell down the stairs to the basement floor, losing 
  consciousness. The soul of Kestrel Hope, freed 
  at that very moment, wormed its way inside her 
  body and has been possessing her since then. 
   Seven days ago, feeling that Miss Poppy was 
  pushing hard to reclaim her body, Kestrel 
  started to design a mechanical body that she 
  could inhabit. Clearing space in the study, she 
  assembled every piece of information she could 
  on nimblewrights and automatons, proceeding 
  to draft the schematics of her future self. As both 
  practice and protection, she then built a 
  mechanical dog. 
   Four days ago, a cultist of Avixxarlia showed 
  up at her doorstep. After a brief exchange, a fight 
  ensued. With her dog’s help, Kestrel was able to 
  overpower and kill the cultist. She then hid the 
  body in the downstairs pantry. The fight 
  revealed some flaws in the design of her dog’s 
  body, so she constructed a second one with her 
  remaining components.  
   Satisfied with the second prototype and with 
  her human-shaped schematics ready, Kestrel 
  went to the Applebottom brothers again, to 
  purchase remaining components. Annoyed by 
  their inquisitiveness but undeterred in her 
  mission, she purchased everything needed and 
  returned to quickly begin work. 
   Feeling her grasp slowly slipping and worried 
  about further cultist attacks, Kestrel has been 
  working as fast as she can, driving Miss Poppy’s 
  body to exhaustion. 
   Throughout the tenday that she’s been in 
  possession of Miss Poppy’s body, some of the 
  gnome’s neighbours and acquaintances have 
  dropped by. To help with the charade, Kestrel 
  got into the habit of each day “baking” some of 
  Miss Poppy’s prized recipe carrot muffins. If 
  anyone nosy showed up, she would give them a 
  muffin, claim she was “critically busy” and send 
  them off.  
   Not wanting to waste time on baking, Kestrel 
  combined her knowledge of spellcasting with 
  Miss Poppy’s knowledge of alchemy and has 
  been using an altered burning hands spell to 
  cook the muffins, resulting in various degrees of 
  burning when’s she not careful.  
  Area Information – Exterior 
  Miss Poppy’s house has the following features: 
   General Information. Miss Poppy lives in a 
  gnome sized one story bungalow set in the 
  middle of an overgrown lawn, with larger 
  human-sized houses on either side. From the 
  front gate one can see a small yard and an 
  outhouse at the back. Refer to the map in 
  Appendix 4 for an overview. 
   Sounds & Smell. Sounds of passersby, carts, 
  wagons and horses fill the busy street outside 
  the house. Once inside, however, external sounds 
  are muffled, and one can only hear the sound of 
  an old cuckoo clock. 
   Light. Because the small house is encased by 
  normal sized houses, only when the sun hits the 
  zenith is the place in full daylight; it otherwise 
  remains in soft shadows.  
   Outhouse. The outhouse is located behind 
  Miss Poppy’s house and is empty other except 
  for a simple toilet.  
  
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   Means of Entry. Assuming the characters don’t 
  simply knock on the front door, the house can be 
  accessed through a number of windows and 
  doors each leading to a different area. See 
  Playing the Pillars section for ways to get in.  
  DM Tip – Exploring the House 
  It is not intended that characters spend a lot of time 
  finding and access point or exploring every room. If 
  they’re stealthily exploring, allow them to quickly glean 
  that no further clues are available in their room. 
  Area Information – Interior 
  The general theme of the house’s interior is that 
  a mild-mannered gnome lives here, but 
  something is clearly amiss. Descriptions of 
  various rooms confirm this in different ways. 
  Refer to Playing the Pillars section for ways to 
  get into the different rooms.  
   Lobby. An old cuckoo clock hangs on the wall, 
  and the lobby contains some neatly arranged 
  pairs of shoes, a few umbrellas, and a raincoat. 
   Kitchen. This modern kitchen contains all the 
  amenities a cook could enjoy: a gas oven, meat 
  and vegetable grinders, numerous utensils, Kara-
  turean plateware, rows of glasses, etc. 
   Living/dining room. This living/dining room 
  is littered with mechanical parts that Miss Poppy  
  has been tinkering with. A human sized 
  mechanical body in a very early stage of 
  construction lays on the dining table. 
   Study. All vials, tubes, and other alchemical lab 
  equipment has been pushed on a side, and 
  several automaton schematics now litter the 
  tables and desk. 
   Bedroom. This large bedroom contains a 
  gnome-sized queen bed, a dresser, a makeover 
  table, and a library filled with romance novels. 
   Basement and Pantry. The basement contains 
  several crates filled with old souvenirs and 
  houseware as well as unused furniture draped 
  with linens. The pantry is right under the 
  staircase, and contains cheese, meat, and other 
  long conservation food items. The corpse of an 
  Avixxarlia cultist remains in the pantry, bearing 
  (mecha dog) bite marks and several stabbing 
  wounds. 
  Creatures/NPCs 
  Kestrel Hope’s Backstory 
  Kestrel Hope soul comes from a different and distant 
  land. In this land evil has prevailed and where the son of 
  a demon prince and a witch has ascended to godhood.  
   Born as a bastard daughter to noble human mother 
  and a travelling Tiefling bard, she was hidden by the 
  family and upon reaching adulthood, took the first 
  chance to flee home with an adventuring party.  
   Lacking any martial training, a passion for divinity, or  
  the patience to learn magic, she resorted to a pact with 
  a devil that gave her the edge she needed. In time she 
  even developed sound strategic and leadership skills.  
   For years, her band of adventurers defied both the 
  holy paladins of the surrounding kingdoms and the 
  usurper’s demonic hordes, until they eventually fell to 
  an ambush.  
   Kestrel’s life was lost and her soul snatched up by a 
  devil. It wasn’t until many years later that the soul came 
  into Avixxarlia’s possession. 
   
  DM Tip: Kestrel’s otherworldly and jumbled story 
  intentional. She is a very old soul from a distant place. 
   
  (Soul possessing Miss Poppy, NG gnome 
  female) Kestrel Hope, CN female (warlock of 
  the fiend) 
  When the characters arrive, Miss Poppy has just 
  finished “baking” a dozen carrot muffins and is 
  either in the kitchen if they sneak in, or responds 
  to the door wearing a floral apron if they knock 
  (at this point she offers them a slightly burnt 
  muffin and hopes they go away.) She has up to 
  two mechanized dogs at her disposal (check the 
  
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  Adjusting the Encounter section below for the 
  state of the dogs.) 
   Personality. Kestrel is displaced and doesn’t 
  recognize the world as her own. She has lost 
  count of the years her soul had been held captive 
  in the lower planes. She knows the loneliness of 
  being locked out of time for so long and is ready 
  defend herself with everything she has to avoid 
  being returned to Hell. 
   Kestrel’s vague memories of life in her distant 
  land have left her with particular distrust for 
  paladins and clerics. At the same time she hates 
  demons and any form of oppression. She was a 
  freedom fighter of sorts, though these memories 
  are now foggy.  
   What Does She Want? Kestrel does not wish 
  Miss Poppy harm if she can help it, but nothing 
  matters as much as avoiding a return to Hell – 
  another opportunity to escape may never come! 
  She wants to transfer into the metal body and be 
  left alone. 
   What Does She Know? Kestrel has both her 
  own and Miss Poppy’s knowledge. She knows 
  that other souls have escaped and can provide 
  clues to the missing “mystery soul” as part of 
  negotiation. (See Appendix 3 for clues).  
  Playing the Pillars. 
  Exploration. Refer to the map in Appendix 4 and the 
  Area Information sections above for the layout of the 
  house.  
   All windows and doors leading into the house are 
  locked and can be unlocked with a successful DC13 
  Dexterity check using Thieves Tools. Windows can be 
  broken with ease, however a DC15 Dexterity (Stealth) 
  check is required to keep Kestrel from noticing this. 
   Inside the house, only the doors leading to and from 
  the study are locked. Easy checks (DC10 suggested) in 
  the rooms can be used to confirm Miss Poppy’s general 
  harmless nature as well as that something is clearly 
  amiss in her house – it hasn’t been cleaned in a tenday, 
  things are left in disarray, something broken hasn’t been 
  picked up, etc. 
   Inside the study, a successful DC13 Intelligence 
  (Investigation or Arcana) can be used to learn that the 
  schematics are for a mechanical soul vessel. Characters 
  proficient with Tinkerer’s Tools can make this check with 
  advantage and add double their proficiency bonus to it. 
  On a result of 20 or above, the character also notices a 
  flaw in the design schematics of the dogs – they are 
  susceptible to the dispel magic spell. (If the characters 
  had learned about such a flaw from Drystala, a result of 
  only 13 is needed to confirm it.) 
   
  Social Interaction. Kestrel is on edge and has her dog(s) 
  at the ready. She is apprehensive of more cultists, but is 
  willing to have a civil discussion given that she may be 
  outmatched. Ultimately, she cannot be convinced to 
  willingly abandon Miss Poppy’s body so long as there 
  are other souls free.  
   She can be easily convinced to promise to not harm 
  Miss Poppy (no check required). Additionally, she can be 
  convinced to remain in town while they track down the 
  other souls (DC15 Charisma check of choice) – in 
  essence to delay their fight until it’s necessary – in an 
  honorable samurai-like way. The construction of the 
  body is expected to take several more days anyhow. 
   The following arguments or points should influence 
  the social interaction. (Consider which are weightier to 
  grant advantage or disadvantage or to adjust the 
  difficulty of the second charisma check up or down by 
  up to 3 points): 
  - (Negative) Any paladins, clerics, or other characters 
  strongly devoted to a deity 
    
  - (Negative) Acting as though they’re working for 
  Avixxarlia 
  - (Negative) Any demonic presence  
  - (Positive) Good-aligned characters 
  - (Positive) Warlocks who sympathize with her 
  - (Positive) Acting for the greater good – to prevent 
  atrocities 
  - (Positive) Offering advice on how to faster and more 
  effectively create the body (requires a successful 
  DC13 Intelligence (any relevant) check). 
  Combat. If the characters are caught breaking in and 
  don’t quickly de-escalate the situation (DC13 Charisma 
  check of choice) or if they refuse to leave without 
  sending Kestrel’s soul to Hell, combat ensues. 
   
  
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  Adjusting the Encounter 
  Miss Poppy for as long as she is possessed by the soul of 
  Kestrel, is considered a Warlock of the Fiend and is 
  always part of the encounter, she has not recovered 
  enough to be able to cast either feeblemind or plane 
  shift. 
   The two dogs are named Bennie and Jet. Bennie uses 
  the Iron Cobra stat block while Jet uses the Stone 
  Defender stat blockWhen removing dogs from the 
  encounter for balance purposes, they can still be part of 
  the story – perhaps Kestrel ended up dismantling them 
  for parts and their remains can be seen during 
  exploration! 
   
  Adjustments: 
  • Very Weak: remove both dogs, and Kestrel/Miss 
  Poppy has used one spell slot to bake her cupcakes with 
  a Burning Hands. 
  • Weak: Remove Bennie.  
  • Strong: Kestrel has 110 hitpoints 
  • Very Strong: Kestrel has 110 hitpionts, Bennie (Iron 
  Cobra) has 70 hitpoints, Jet (Stone Defender) has 77 
  hitpoints.  
   
  Dog construction flaw. The dispel magic spell has a 
  special effect on the dogs as follows: 
  Disabled. When subjected to the dispel magic spell, this 
  creature is stunned until the end of its next turn. 
  Wrap-Up 
  If the adventurers send Kestrel’s soul to Hell, 
  they’re able to free Miss Poppy. If they agree to 
  leave her until they’ve collected the rest, the 
  situation is resolved as follows – but only after 
  their final battle in Part 3: 
   If during the final encounter the characters 
  side with the witches and defeat Avixxarlia, they 
  return to find Miss Poppy safe and having a 
  happy debate on tinkering with Kestrel, in her 
  mech form. Kestrel felt Avixxarlia’s destruction 
  and is now free. She waited to honor her word. 
   If they side with Avixxarlia, the devil reveals as 
  she departs that her minions have already 
  recovered Kestrel (by killing Miss Poppy).  
  Where to Next? 
  Regardless of runtime, characters are expected 
  to return to Assem at the Bounty Office after 
  dealing with each soul.  
   If running the 2-hour version of the adventure 
  or if this soul is being tackled after the two 
  bonus objectives, proceed to Part 3. 
   If running a longer version of the adventure 
  that includes Bonus Objectives, Assem provides 
  the party with newly gained information on 
  another missing soul, as detailed in either 
  Appendix 1 or Appendix 2. The two bonus 
  objectives can be done in any order.  
   Bonus Objective A (Appendix 1) is potentially 
  longer and features great social interaction 
  opportunities, as well as combat.  
   Bonus Objective B (Appendix 2) is the shorter 
  of the two and features exploration and a combat 
  focus.  
  
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  Part 3: Witch is Which 
  Estimated Duration: 60 minutes 
  Background (DM Only) 
  Years before the events of this adventure, 
  WYCHLARAN SVETLINA – a powerful Rashemi 
  witch and hero of her people – became deathly 
  afflicted by a magic curse. Believing that without 
  her strength and guidance her people would fall 
  victim to their Thayan enemies, she made a deal 
  with the devil AVIXXARLIA. The devil gave her 
  vitality and life, in exchange for her powerful 
  warrior soul – which Avixxarlia intended to use 
  in the Blood War.  
   Svetlina lived for another two dozen years, 
  leading and protecting her people. As her health 
  began to fade once again, the witch made plans 
  to free herself of the bargain with the devil - 
  even if it meant escaping Hell itself. She 
  prepared a number of enchantments and magic 
  items, including an amulet that would protect 
  her from detection. When she felt her death 
  coming, she stored these things in a pocket 
  dimension. 
   Upon death, Avixxarlia claimed the 
  wychlaran’s soul and set to work on breaking it – 
  wishing for Svetlina to use her experience and 
  leadership to lead legions of devils in the war 
  below. It was during this time, that Avixxarlia’s 
  palace was attacked and several of the souls got 
  loose. 
   Unlike the other souls who had little control of 
  which body they possessed, the witch purposely 
  sought out one with magical powers. The irony 
  of the body she found was palpable as she took 
  control of a Thayan wizard named THAZAL 
  VORN. The human wizard was part of a Thayan 
  delegation visiting Thentia, and had passed out 
  as result of sampling some local intoxicants.  
   Upon taking possession of the body – 
  disgusted as she was by it – Svetlina was able to 
  retrieve her things, including the magic 
  medallion and a scroll allowing her to contact 
  another Wychlaran, far away in Rashemen. 
   The other Wychlaran – FELDARRA – 
  immediately set off on the long journey to meet 
  Svetlina, who would in turn make her way east, 
  away from civilization, and through the GALENA 
  MOUNTATINS. 
  About Rashemen and the Rashemi 
  Rashemen is a mountain-encircled country of harsh 
  winds, huge cold lakes, and mystical connections to 
  Feywild magic. Situated hundreds of miles east of the 
  Moonsea, Rashemen borders Thay, and its people have 
  fought off Thayan conquest attempts for generations. 
   Rashemi society is famed for its berserker warriors – 
  fighting in packs called “fangs”, and for their magic users 
  called “hathran”. The hathran – meaning “learned 
  sister” are powerful magic practioners and are given the 
  title “Wychlaran” and shown the greatest respect in 
  Rashemi society - their orders unquestioned.  
   As part of their defenses against Thayan incursions 
  over water, the Wychlaran make use of “witchboats”. 
  These magically controlled craft has special defenses 
  against spells. 
  Back at the Bounty Office 
  While the adventurers were out tracking souls, 
  the Sisterhood, as well as other adventurers also 
  tracked down others. By the time that the party 
  returns to Assem at the bounty office, only one 
  soul remains outstanding. The yuan-ti pureblood 
  bounty hunter Drystala is also there when the 
  characters return. She commends the characters 
  on their work or makes another appropriate 
  comment on it.  
   Assem asks the characters what they’ve 
  learned about the last soul. If they’ve been able 
  to question several of the escaped souls, allow 
  them to put some of the pieces together 
  themselves, before having Assem or Drystala 
  point them in the right direction. If the 
  characters had only encountered one soul or 
  have not had much luck, Assem has put together 
  information – from the other adventurers – 
  about the soul’s identity, while Drystala – upon 
  hearing the theory – is able to provide them with 
  a lead on location.  
   Wychlaran Svetlina. The clues provided by 
  the party and/or other adventurers have 
  allowed Assem to put together Svetlina’s name 
  and identity. Having spent some time in both 
  Rashemen and Thay during his adventuring 
  
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  days, Assem can also enlighten the party on the 
  cultural context.  
   Journey of a Thousand Miles. Assem believes 
  that if this is indeed a Rashemi witch, she would 
  try to make her way home. Rashemen is a 
  thousand miles away, so this is not a simple 
  journey. Taking a ship from Mulmaster or 
  further south on the Sea of Falling Stars is the 
  fastest way. But with Mulmaster being under 
  Thayan control, it’s unlikely to be the chosen 
  path for a Rashemi. At this point, he asks 
  Drystala to chime in. 
   Witchboat Spotted. Drystala – who specializes 
  in tracking mages -- has had her ear to the 
  ground and immediately shares that the 
  sisterhood received word of a Rashemi 
  witchboat – a rarely-seen-sight outside 
  landlocked Rashemen – having been spotted 
  departing the port of Uthmere. The boat had 
  made its way through the Great Dale by land set 
  sail across the Eastling Reach a few days ago.  
   Tracking Svetlina. If this boat is coming to 
  pick up Svetlina, then she’s likely heading across 
  the Glacier of the White Worm, to where the 
  Sidewinder River begins. Getting there first 
  may be the only way to intercept her, but she 
  does have a head start.  
  Development 
  Allow the players to brainstorm ideas of how to 
  get past the Glacier of the White Worm quickly. A 
  DC10 Intelligence (History or Navigator’s Tools) 
  check informs them that the only settlement in 
  that area is the Monastery of the Yellow Rose.  
   If the characters have some method of fast 
  travel such as the wind walk spell, means of 
  teleportation, or other, allow for these to be used 
  to travel to the Monastery of the Yellow Rose. 
   If they do not have any such means, Assem – 
  through his mysterious politician benefactor 
  arranges for them to be teleported near to the 
  Monastery.  
   At the monastery, the can quickly learn that 
  the only stranger seen in the last few days has 
  been a lone figure that was seen going east from 
  the glacier only yesterday. The characters can set 
  off to catch up with it. 
  B. Shores of the White Wash 
  The final confrontation takes place on the shores 
  of the Sidewinder River, just few hours east of 
  where it first flows out of the Glacier of the 
  White Worm. This part of the river is colloquially 
  known as the White Wash. 
   Traveling from the high ground, characters 
  have no trouble spotting the witchboat – 
  standing still in the middle of the river - from a 
  distance. The witches are on high alert and likely 
  aware of the approach, but so long as the 
  characters stay on shore, peaceful parlay is 
  possible. 
   
  Area Information 
  The White Wash is a fast-flowing, shallow river, 
  full of glacier ice and sharp rocks. Were it not for 
  the magical nature of the witchboat, it would 
  have been impossible to sail this far upstream.  
   Dimensions. Refer to map in Appendix 5 for 
  the layout of the area. Note that while the 
  witchboat is accurate in size, it does not look like 
  its map icon. The witchboat starts 30feet from 
  the southern shore, so it is possible to use magic 
  such as misty step to get on and off.  
   Light. It is an overcast day with light snow 
  falling, resulting in bright light but no sunshine. 
  
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   Sound. The sound of the rushing river fills the 
  area and can help mask whispers, otherwise it is 
  quiet and it is easily possible to hold a 
  conversation across the river. 
   Icy Shores. The 10 feet closest to the river 
  edge are a mixture of ice from the glacier and 
  frozen pools. Any creature stepping on this area 
  must succeed on a DC12 Dexterity saving throw 
  or slip and fall prone. On a result of 7 or below, 
  they fall through the ice into shallow (but still 
  cold) water. Heavier creatures (DM discretion) 
  have disadvantage on this saving through.  
   Cold Rushing Water. The water of the White 
  Wash is freezing cold and has a strong current. 
  For medium or smaller creatures, a successful 
  DC12 Strength (Athletics) check is required to 
  move through the river, otherwise the creature 
  wastes their movement and makes no progress. 
  A creature that enters the river for the first time 
  on a turn or starts its turn in it must succeed on 
  a DC15 Strength saving throw or be pushed 10 
  feet eastwards along the river’s path.  
   Additionally, any creature that enters the river 
  for the first time on a turn or starts its turn in it 
  must succeed on a DC15 Constitution saving 
  throw or take 1d6 cold damage.  
   
  Creature Information 
  (Soul possessing Thazal Vorn, LE human 
  male), Svetlina CG female, Warlock of the 
  Great Old One. 
   Wychlaran Svetlina is the soul currently in 
  control of the body of a young red wizard of 
  Thay named Thazal Vorn. Instead of wearing 
  the traditional wychlaran mask over her face, 
  she wears it over the back of her head – to 
  symbolize that the very body she now inhabits is 
  a mask. 
   Personality. Svetlina is old, wise and 
  unflinching. In the face of Thayan conquest and 
  oppression, she led and defended her people 
  without fear. In the face of death, she made a 
  deal to live longer, so that she could continue the 
  fight. In the face of losing her soul, she escaped 
  from Hell itself, so that she could return and 
  serve once again.  
   What Does She Want? Svetlina’s duty is to her 
  people, to lead and protect them. Even when it 
  was unlikely, she had planned her escape from 
  Hell. She wants to return to her people – to 
  continue to do good there. She won’t let anything 
  stand in her way – certainly not the life of a 
  mortal enemy such as a red wizard. She is willing 
  to fight to the death against the wizards and 
  Avixxarlia, but she cannot be convinced to 
  relinquish the body.  
  What Does She Know? The red wizards are still 
  the enemy – they wish only death upon anyone 
  that doesn’t submit to their will. She is disgusted 
  by the thought of letting one go free. She has 
  come up with many plans for how this body can 
  be used to help her people. She has learned 
  about some of the things that this particular 
  Thayan knew about – the attempted conquest of 
  Chult, the destruction and subjugation of 
  Mulmaster, and other red wizard atrocities. She 
  throws these in the characters’ faces if they try 
  to negotiate for his life. 
    
   
   
  Feldara, NG female human (Rashemi) evoker. 
   Wychlaran Feldarra wears a horned tribal 
  mask. 
   Personality. Feldarra is not as old as Svetlina, 
  but is experienced and the two have fought 
  
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  many battles together. Feldarra is thoughtful and 
  deliberate. 
   What Does She Want? Feldarra’s mission is to 
  bring Svetlina back to Rashemen.  
   What Does She Know? Like many, Feldarra 
  once considered Svetlina a great hero. Also like 
  many, she disapproved of the infernal deal that 
  Svetlina had made – even though this deal saved 
  many lives. Although Svetlina’s methods have 
  now earned her great disapproval among the 
  other witches, Feldarra still believes that 
  Svetlina’s very presence would be a great boon. 
  Feldarra had no idea that Svetlina was inhabiting 
  the body of a red wizard. After initially finding it 
  appalling, she is still coming to terms with her 
  hero’s “new form”.  
  Playing the Pillars 
  Social Interaction – The Witches. So long as the 
  characters approach peacefully and do not forcefully 
  board the witchboat, Svetlina and Feldarra will treat 
  with them. Both Svetlina’s appearance and Feldarra’s 
  hidden doubts can serve as good talking points, 
  preparing the players for the choice to be made. While 
  the witches cannot be convinced to leave the body, they 
  can easily be swayed to fight Avixxarlia (which they have 
  no choice in once she appears anyhow – see below). 
  Social Interaction – Avixxarlia & the Red Wizards of 
  Thay. If the characters do not attack the witches and 
  look to be making progress in their negotiation, 
  Avixxarlia, accompanied by several red wizards of Thay 
  teleports in (teleport courtesy of the Thayans). Their 
  demands are simple and non-negotiable. Remove the 
  witch’s soul from its body, kill the other witch, and take 
  the witchboat for the Thayans to do research on it. See 
  combat.  
  Exploration.  
  • A successful DC13 Wisdom (Survival) or Intelligence 
  (Nature) checks can reveal information about the 
  river (see Area Info above). 
  • A DC13 Intelligence (Arcana) can inform the 
  characters that the boat is somehow magical to have 
  come up the rushing water and be holding steady.  
  Without seeing it in action, A DC15 Intelligence 
  (History) check allows the party to learn that 
  witchboats are telepathically controlled by the 
  witches.  
  • During combat, a DC13 Intelligence (Arcana) check is 
  needed to learn its capabilities (note that these vary 
  based on scaling). 
  Combat.  
  • If the characters choose to attack the witches from 
  the outset, Avixxarlia need not make an appearance.  
  • Otherwise, if the characters agree to Avixxarlia’s deal, 
  they must fight the witches as the others watch – they 
  receive no help from the wizards or the devil, who all 
  prefer to let others do their dirty work. 
  • If the characters decide to side with the witches, 
  some of the wizards attack the witches, while 
  Avixxarlia and the rest take on the characters. 
  Avixxarlia, LE horned devil female 
  The horned devil Avixxarlia is furious and ready 
  for battle when she arrives. 
   Personality. Typically preferring to let others 
  do her dirty work, Avixxarlia was contacted by 
  the Red Wizards, informing her that she is likely 
  to be betrayed. They sought out and aided her 
  followers in bringing her to this plane – easily 
  making a pact to find her soul if it means 
  recovering their comrade and killing witches. 
   Objectives & Goals. Avixxarlia is here for 
  Svetlina’s soul. She has made a deal with the 
  Thayans to ensure that any witches are killed 
  and the witchboat left to the Thayans. She also 
  wishes to either punish the characters for their 
  betrayal or to tempt them into killing the witches 
  – either way she wins.  
   What Does She Know? Avixxarlia knows that 
  the red wizards hate the Rashemi and vice versa. 
  She fuels this hatred to achieve her ends.  
   
   
   
   
   
   
   
   
  
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  Red Wizards of Thay, LE humans (Thayans) 
  The Red Wizards are here to ensure that their 
  comrade’s body does not end up in the witches’ 
  hands. Their leader is named Ramix Toal. 
   Personality. The Thayans hate the Rashemi, 
  but are oddly practical in their dealings. All their 
  plans are long term and as long as they get what 
  they want now, they are appeased. 
   What Do They Want?  The red wizards want 
  the body of Thazal Vorn – preferably alive, but 
  they’ll take it dead. They also want the witches 
  dead – this is a must as they believe that the 
  witches have somehow accessed Thazal’s 
  secrets. Finally, they want the witchboat, but if it 
  is destroyed in battle, that is not enough to void 
  a deal with them. 
   What Do They Know? Between their 
  communication with Avixxarlia and their own 
  research, they have figured out what has 
  happened with Thazal Vorn’s body.  
   The wizards are also aware of some of the 
  witchboat’s capabilities and watch with great 
  curiousity its use in combat. If the characters 
  fight the witches, the Thayans can be seen 
  talking excitedly after seeing any of the 
  witchboat’s abilities. A successful DC13 
  Charisma (any appropriate) check gets them to 
  reveal info about that particular capability of the 
  witchboat.  
  Adjusting the Encounter  
  Fighting the Witches. 
   
  This encounter always consists of the two witches and 
  their witchboat. Svetlina – while actually the more 
  powerful of the two, has not fully regained her powers.  
   
  Witchboat. The witchboat uses the statistic of an oaken 
  bolter, with the specification that all of its abilities deal 
  lightning damage instead of the stated type. While it is 
  represented by a separate creature and acts on its own 
  turn, the witchboat is telepathically controlled by the 
  witches. If both witches are incapacitated or 
  unconscious, it does not act. While aboard the 
  witchboat, the witches move along with it and have 
  half-cover from all attacks originating outside and 
  advantage on all saving throws against spells originating 
  outside. 
   
  Very Weak: Svetlina is a Warlock of the Great Old One,  
  Feldarra is a Mage.  
  Weak: Svetlina is a Warlock of the Great Old One,  
  Feldarra is an Evoker. The witchboat is not capable of 
  taking any actions other than movement. 
  Average: Svetlina is a Warlock of the Great Old One,  
  Feldarra is an Evoker. 
  Strong: Svetlina is a Warlock of the Great Old One,  
  Feldarra is an Evoker, Feldarra has max hitpoints of 94, 
  additionally, remove one of Feldarra’s 6th level 
  spellslots, instead, consider that a globe of 
  invulnerability spell has been cast on the witchboat, 
  with the witchboat itself maintaining its concentration. 
  Very Strong: Svetlina is a Warlock of the Great Old One, 
  Feldarra is an Archmage – on her stat block, replace 
  teleport with whirlwind. 
  Adjusting the Encounter 
  Fighting Avixxarlia and the Red Wizards. 
   
  This encounter always includes Avixxarlia (horned 
  devil). Depending on party strength, the witches play 
  different parts in the battle. Avixxarlia appears with 
  several red wizards of Thay. If they are challenged, some 
  or all of the wizards engage the witches – who are only 
  too happy to be fighting their nemeses. Consider those 
  witches and wizards not part of the combat. 
   
  Very Weak: Avixxarlia (horned devil) fights alone, the 
  party is assisted by Svetlina (Warlock of the Great Old 
  One) – on Svetlina’s spell list, replace arcane gate with 
  eyebite and dominate beast with slow. In the event that 
  Avixxarlia is banished in the first 4 rounds of combat, 
  one of the red wizards (mage) engages the party and 
  attempts to break the banishment. 
  Weak: Avixxarlia (horned devil) fights alone. In the 
  event that she is banished in the first 4 rounds of 
  combat, one of the red wizards (mage) engages the 
  party and attempts to break the banishment. 
  Average: Avixxarlia (horned devil) is assisted by one red 
  wizard (mage) 
  Strong: Avixxarlia (horned devil) is assisted by two red 
  wizards (mage) 
  Very Strong: Avixxarlia (horned devil) is assisted by two 
  red wizards (evoker) 
  
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  Wrap-Up:  
  If the characters defeat the witches, both 
  Avixxarlia and the red wizards are satisfied and 
  depart. (Remember to provide the party with the 
  resolution for the soul in Part 2 if required.) 
   If the characters defeat Avixxarlia, they must 
  still make a decision on the witches and the red 
  wizard’s body – though its recovery is no longer 
  of consequence to the characters. 
   At this point – only with Avixxarlia and the red 
  wizards defeated – Feldarra may be convinced 
  that it’s wrong to take the wizard’s body, and to 
  volunteer to serve as a host for Svetlina’s soul. 
  This requires a DC17 Charisma (Persuasion) 
  check. Allowing the witches to take the body is 
  also acceptable. 
  Treasure 
  Wychlaran Svetlina carries an amulet of 
  protection from detection and location which she 
  had used to hide from Avixxarlia. If Svetlina is 
  killed, the amulet is found on her body. If 
  Avixxarlia is killed, Svetlina gives the amulet to 
  the characters as a reward. 
   
   
   
   
  Upon returning to Assem, he thanks them and 
  provides them with a unique token – on behalf of 
  the Sisterhood of the Blade. The characters earn 
  the Mark of the Sisterhood story award 
   
  Mark of the Sisterhood. You have earned some 
  favor with the Sisterhood of the Blade bounty 
  hunting organization. By trading in this mark to 
  a member of the sisterhood, you get their 
  attention and some measure of cooperation. 
  Benefits bestowed are detailed in adventures 
  featuring the sisterhood and remain unknown 
  until the mark is used. 
   
   
   
   
   
   
   
   
  
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  19 
  Rewards 
  At the end of the session, the characters receive rewards based upon their accomplishments
  Character Rewards 
  The characters earn the following rewards: 
  Advancement 
  Upon successfully completing this adventure, 
  each character gains a level. At their discretion, 
  they may choose to decline advancement. 
  Remind your players that the amount of gold 
  that their characters can earn per level is 
  limited; declining advancement means that they 
  may reach a point where they earn no gold. 
  Gold 
  Award each character gold for each hour of the 
  session. Adventures typically features cues for 
  this, but you can add it where you see fit. The 
  maximum gold that you can award a character 
  per hour is determined by their tier, as follows: 
  Tier 
  Hourly GP Award 
  GP Limit per Level 
  1 
  20 gp 
  80 gp 
  2 
  30 gp 
  240 gp 
  3 
  200 gp 
  1,600 gp 
  4 
  750 gp 
  6,000 gp 
   
  Magic Item(s) 
  If found during the adventure, the characters can 
  keep the following magic items; these items are 
  described in Appendix 8: 
  • Amulet of protection against detection and 
  location 
  • Spell scroll of mind spike 
  • Spell scroll of danse macabre 
  Dungeon Master Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints for 
  the characters’ completion of objectives, above. 
   You may complete DM Quests for running this 
  adventure. See the ALDMG (Adventurers League 
  about DM Quests. 
  
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  20 
  Dramatis Personae 
  The following NPCs feature prominently in this adventure.  
   
  Avixxarlia (a-vee-ksar-lee-ya). Horned devil. 
  • What She Wants: To have her missing souls 
  returned to Hell, also to make people do evil 
  things while recoveringthem. 
  • Dangerous, but would rather not get her 
  hands dirty: Avixxarlia would rather have 
  others do her dirty work. Her threats to come 
  wreak havoc on the material plane are very 
  real, but so is her lack of desire to actually do 
  it.  
  Assem Kudar (ass-em koo-dar). Bounty Office 
  clerk. 
  • What He Wants: The former bounty hunter 
  prides himself on staying neutral and out of 
  other people’s business. But with the 
  Sisterhood of the Blade choosing to stay out of 
  the devil’s work, he feels a responsibility to at 
  least try and prevent a disaster. 
  • The Middleman: He doesn’t pay anyone and 
  he doesn’t kill anyone. Assem lives to bring 
  people together and act as intermediary when 
  required. 
  Drystala (dree-stah-la). Bounty hunter. 
  • What She Wants: Drystala is in town on 
  business of her own, but she too has some 
  concerns about the devil’s plans and is passing 
  information to Assem as a gesture of good will. 
  • Cold-blooded Mage Hunter: Drystala uses 
  her yuan-ti blood to maximum benefit in 
  tracking down mage bounties. She is a senior 
  member of the Sisterhood of the Blade and is 
  well-informed.  
  •  
   
    
   
   
   
  
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  21 
  Creature Statistics 
  Important Note 
  Creature statistics are presented here entirely unchanged from how they appear in their original resource. Please refer to 
  individual encounter text within the body of the adventure for all adjustments. 
  Archmage 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 With Mage Armor) 
  Hit Points 99 (18d8 + 18) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3) 
  Saving Throws INT +9, WIS +6 
  Skills Arcana +13, History +13 
  Damage Resistances Damage from Spells; Nonmagical 
  Bludgeoning, Piercing, and Slashing (from Stoneskin) 
  Senses Passive Perception 12 
  Languages Any six languages 
  Challenge 12 (8,400 XP) 
  Magic Resistance. The archmage has advantage on 
  saving throws against spells and other magical effects. 
  Spellcasting. The archmage is an 18th-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 17, +9 
  to hit with spell attacks). The archmage can cast disguise 
  self and invisibility at will and has the following wizard 
  spells prepared: 
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation, shocking grasp 
  1st level (4 slots): detect magic, identify, mage armor*, 
  magic missile 
  2nd level (3 slots): detect thoughts, mirror image, misty 
  step 
  3rd level (3 slots): counterspell, fly, lightning bolt 
  4th level (3 slots): banishment, fire shield, stoneskin* 
  5th level (3 slots): cone of cold, scrying, wall of force 
  6th level (1 slot): globe of invulnerability 
  7th level (1 slot): teleport 
  8th level (1 slot): mind blank* 
  9th level (1 slot): time stop 
  *The archmage casts these spells on itself before 
  combat. 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage. 
   
  
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  22 
  Assassin 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 15 (Studded Leather) 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0) 
  Saving Throws DEX +6, INT +4 
  Skills Acrobatics +6, Deception +3, Perception +3, 
  Stealth +9 
  Damage Resistances Poison 
  Senses Passive Perception 13 
  Languages Thieves' cant plus any two languages 
  Challenge 8 (3,900 XP) 
  Assassinate. During its first turn, the assassin has 
  advantage on attack rolls against any creature that 
  hasn't taken a turn. Any hit the assassin scores against a 
  surprised creature is a critical hit. 
  Evasion. If the assassin is subjected to an effect that 
  allows it to make a Dexterity saving throw to take only 
  half damage, the assassin instead takes no damage if it 
  succeeds on the saving throw, and only half damage if it 
  fails. 
  Sneak Attack. Once per turn, the assassin deals an extra 
  14 (4d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when the 
  target is within 5 feet of an ally of the assassin that isn't 
  incapacitated and the assassin doesn't have 
  disadvantage on the attack roll. 
  Actions 
  Multiattack. The assassin makes two shortsword 
  attacks. 
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the 
  target must make a DC 15 Constitution saving throw, 
  taking 24 (7d6) poison damage on a failed save, or half 
  as much damage on a successful one. 
  Light Crossbow. Ranged Weapon Attack: +6 to hit, range 
  80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, 
  and the target must make a DC 15 Constitution saving 
  throw, taking 24 (7d6) poison damage on a failed save, 
  or half as much damage on a successful one. 
  Bandit Captain 
  Medium humanoid (any race), any non-lawful alignment 
  Armor Class 15 (Studded Leather) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2) 
  Saving Throws STR +4, DEX +5, WIS +2 
  Skills Athletics +4, Deception +4 
  Senses Passive Perception 10 
  Languages Any two languages 
  Challenge 2 (450 XP) 
  Actions 
  Multiattack. The captain makes three melee attacks: 
  two with its scimitar and one with its dagger. Or the 
  captain makes two ranged attacks with its daggers. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) slashing damage. 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) 
  piercing damage. 
  Reactions 
  Parry. The captain adds 2 to its AC against one melee 
  attack that would hit it. To do so, the captain must see 
  the attacker and be wielding a melee weapon. 
   
  
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  23 
  Champion 
  Medium humanoid (any race), any alignment 
  Armor Class 18 (Plate) 
  Hit Points 143 (22d8 + 44) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 
  15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 
  Saving Throws STR +9, CON +6 
  Skills Athletics +9, Intimidation +5, Perception +6 
  Senses Passive Perception 16 
  Languages any one language (usually Common) 
  Challenge 9 (5,000 XP) 
  Indomitable (2/Day). The champion rerolls a failed 
  saving throw. 
  Second Wind (Recharges after a Short or Long Rest). As 
  a bonus action, the champion can regain 20 hit points. 
  Actions 
  Multiattack. The champion makes three attacks with its 
  greatsword or its shortbow. 
  Greatsword. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 7 
  (2d6) slashing damage if the champion has more than 
  half of its total hit points remaining. 
  Shortbow. Ranged Weapon Attack: +6 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, 
  plus 7 (2d6) piercing damage if the champion has more 
  than half of its total hit points remaining. 
  Cloud Giant 
  Huge giant, neutral 
  Armor Class 14 (Natural Armor) 
  Hit Points 200 (16d12 + 96) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  27 (+8) 
  10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3) 
  Saving Throws CON +10, WIS +7, CHA +7 
  Skills Insight +7, Perception +7 
  Senses Passive Perception 17 
  Languages Common, Giant 
  Challenge 9 (5,000 XP) 
  Keen Smell. The giant has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Innate Spellcasting. The giant's innate spellcasting 
  ability is Charisma. It can innately cast the following 
  spells, requiring no material components: 
  At will: detect magic, fog cloud, light 
  3/day each: feather fall, fly, misty step, telekinesis 
  1/day each: control weather, gaseous form 
  Actions 
  Multiattack. The giant makes two morningstar attacks. 
  Morningstar. Melee Weapon Attack: +12 to hit, reach 
  10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. 
  Rock. Ranged Weapon Attack: +12 to hit, range 60/240 
  ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. 
   
  
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  24 
  Drow House Captain 
  Medium humanoid (elf), neutral evil 
  Armor Class 16 (Chain Mail) 
  Hit Points 162 (25d8 + 50) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 
  19 (+4) 15 (+2) 12 (+1) 14 (+2) 14 (+1) 
  Saving Throws DEX +8, CON +6, WIS +6 
  Skills Perception +6, Stealth +8 
  Senses Darkvision 120 ft., Passive Perception 16 
  Languages Elvish, Undercommon 
  Challenge 9 (5,000 XP) 
  Battle Command. As a bonus action, the drow targets 
  one ally he can see within 30 feet of him. If the target 
  can see or hear the drow, the target can use its reaction 
  to make one melee attack or to take the Dodge or Hide 
  action. 
  Fey Ancestry. The drow has advantage on saving throws 
  against being charmed, and magic can’t put the drow to 
  sleep. 
  Innate Spellcasting. The drow’s innate spellcasting 
  ability is Charisma (spell save DC 13). He can innately 
  cast the following spells, requiring no material 
  components: 
  At will: dancing lights 
  1/day each: darkness, faerie fire, levitate (self only) 
  Sunlight Sensitivity. While in sunlight, the drow has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The drow makes three attacks: two with 
  his scimitar and one with his whip or his hand crossbow. 
  Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 7 (1d6 + 4) slashing damage plus 14 
  (4d6) poison damage. 
  Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one 
  target. Hit: 6 (1d4 + 4) slashing damage. If the target is 
  an ally, it has advantage on attack rolls until the end of 
  its next turn. 
  Hand Crossbow. Ranged Weapon Attack: +8 to hit, 
  range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing 
  damage, and the target must succeed on a DC 13 
  Constitution saving throw or be poisoned for 1 hour. If 
  the saving throw fails by 5 or more, the target is also 
  unconscious while poisoned in this way. The target 
  regains consciousness if it takes damage or if another 
  creature takes an action to shake it. 
  Reactions 
  Parry. The drow adds 3 to his AC against one melee 
  attack that would hit him. To do so, the drow must see 
  the attacker and be wielding a melee weapon. 
   
  Racial Adjustments 
  There are no drow in this adventure. When using the 
  drow house captain stat block, replace the fey ancestry, 
  sunlight sensitivity, and innate spellcasting features 
  with appropriate racial traits where required. 
  
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  25 
  Evoker 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 With Mage Armor) 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0) 
  Saving Throws INT +7, WIS +5 
  Skills Arcana +7, History +7 
  Senses Passive Perception 11 
  Languages any four languages 
  Challenge 9 (5,000 XP) 
  Spellcasting. The evoker is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 15, +7 to 
  hit with spell attacks). The evoker has the following 
  wizard spells prepared: 
  Cantrips (at will): fire bolt,* light,* prestidigitation, ray 
  of frost* 
  1st level (4 slots): burning hands,* mage armor, magic 
  missile* 
  2nd level (3 slots): mirror image, misty step, shatter* 
  3rd level (3 slots): counterspell, fireball,* lightning bolt* 
  4th level (3 slots): ice storm,* stoneskin 
  5th level (2 slots): Bigby’s hand,* cone of cold* 
  6th level (1 slot): chain lightning,* wall of ice* 
  *Evocation spell 
  Sculpt Spells. When the evoker casts an evocation spell 
  that forces other creatures it can see to make a saving 
  throw, it can choose a number of them equal to 1 + the 
  spell’s level. These creatures automatically succeed on 
  their saving throws against the spell. If a successful save 
  means a chosen creature would take half damage from 
  the spell, it instead takes no damage from it. 
  Actions 
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 2 (1d6 – 1) bludgeoning damage, or 3 
  (1d8 – 1) bludgeoning damage if used with two hands. 
   
  Ghast 
  Medium undead, chaotic evil 
  Armor Class 13 
  Hit Points 36 (8d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 
  17 (+3) 10 (+0) 11 (+0) 10 (+0) 
  8 (-2) 
  Damage Resistances Necrotic 
  Damage Immunities Poison 
  Condition Immunities Charmed, Exhaustion, Poisoned 
  Senses Darkvision 60 ft., Passive Perception 10 
  Languages Common 
  Challenge 2 (450 XP) 
  Stench. Any creature that starts its turn within 5 feet of 
  the ghast must succeed on a DC 10 Constitution saving 
  throw or be poisoned until the start of its next turn. On 
  a successful saving throw, the creature is immune to the 
  ghast's Stench for 24 hours. 
  Turning Defiance. The ghast and any ghouls within 30 
  feet of it have advantage on saving throws against 
  effects that turn undead. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 12 (2d8 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. If the target is 
  a creature other than an 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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  Gladiator 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (Studded Leather, Shield) 
  Hit Points 112 (15d8 + 45) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2) 
  Saving Throws STR +7, DEX +5, CON +6 
  Skills Athletics +10, Intimidation +5 
  Senses Passive Perception 11 
  Languages Any one language (usually Common) 
  Challenge 5 (1,800 XP) 
  Brave. The gladiator has advantage on saving throws 
  against being frightened. 
  Brute. A melee weapon deals one extra die of its 
  damage when the gladiator hits with it (included in the 
  attack). 
  Actions 
  Multiattack. The gladiator makes three melee attacks or 
  two ranged attacks. 
  Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 
  5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) 
  piercing damage, or 13 (2d8 + 4) piercing damage if used 
  with two hands to make a melee attack. 
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If 
  the target is a Medium or smaller creature, it must 
  succeed on a DC 15 Strength saving throw or be knocked 
  prone. 
  Reactions 
  Parry. The gladiator adds 3 to its AC against one melee 
  attack that would hit it. To do so, the gladiator must see 
  the attacker and be wielding a melee weapon. 
   
  Horned Devil 
  Large fiend (devil), lawful evil 
  Armor Class 18 (Natural Armor) 
  Hit Points 178 (17d10 + 85) 
  Speed 20 ft., fly 60 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  22 (+6) 
  17 (+3) 21 (+5) 12 (+1) 16 (+3) 17 (+3) 
  Saving Throws STR +10, DEX +7, WIS +7, CHA +7 
  Damage Resistances Cold; Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks that aren't Silvered 
  Damage Immunities Fire, Poison 
  Condition Immunities Poisoned 
  Senses Darkvision 120 ft., Passive Perception 13 
  Languages Infernal, Telepathy 120 ft. 
  Challenge 11 (7,200 XP) 
  Devil's Sight. Magical darkness doesn't impede the 
  devil's darkvision. 
  Magic Resistance. The devil has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Multiattack. The devil makes three melee attacks: two 
  with its fork and one with its tail. It can use Hurl Flame 
  in place of any melee attack. 
  Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 15 (2d8 + 6) piercing damage. 
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 10 (1d8 + 6) piercing damage. If the target is 
  a creature other than an undead or a construct, it must 
  succeed on a DC 17 Constitution saving throw or lose 10 
  (3d6) hit points at the start of each of its turns due to an 
  infernal wound. Each time the devil hits the wounded 
  target with this attack, the damage dealt by the wound 
  increases by 10 (3d6). Any creature can take an action to 
  stanch the wound with a successful DC 12 Wisdom 
  (Medicine) check. The wound also closes if the target 
  receives magical healing. 
  Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., 
  one target. Hit: 14 (4d6) fire damage. If the target is a 
  flammable object that isn't being worn or carried, it also 
  catches fire. 
   
  
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  Iron Cobra 
  Medium construct, unaligned 
  Armor Class 13 
  Hit Points 45 (7d8 + 14) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  16 (+3) 14 (+2) 
  3 (-4) 
  10 (+0) 
  1 (-5) 
  Skills Stealth +7 
  Damage Immunities Poison; Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks that aren't 
  Adamantine 
  Condition Immunities Charmed, Exhaustion, Frightened, 
  Paralyzed, Petrified, Poisoned 
  Senses Darkvision 60 ft., Passive Perception 10 
  Languages understands one language of its creator but 
  can’t speak 
  Challenge 4 (1,100 XP) 
  Magic Resistance. The iron cobra has advantage on 
  saving throws against spells and other magical effects. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage. If the target is a 
  creature, it must succeed on a DC 13 Constitution saving 
  throw or suffer one random poison effect: 
  1. Poison Damage: The target takes 13 (3d8) poison 
  damage. 
  2. Confusion: On its next turn, the target must use its 
  action to make one weapon attack against a random 
  creature it can see within 30 feet of it, using whatever 
  weapon it has in hand and moving beforehand if 
  necessary to get in range. If it’s holding no weapon, it 
  makes an unarmed strike. If no creature is visible within 
  30 feet, it takes the Dash action, moving toward the 
  nearest creature. 
  3. Paralysis: The target is paralyzed until the end of its 
  next turn. 
   
  Mage 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 With Mage Armor) 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 
  Saving Throws INT +6, WIS +4 
  Skills Arcana +6, History +6 
  Senses Passive Perception 11 
  Languages Any four languages 
  Challenge 6 (2,300 XP) 
  Spellcasting. The mage is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 to 
  hit with spell attacks). The mage has the following 
  wizard spells prepared: 
  Cantrips (at will): fire bolt, light, mage hand, 
  prestidigitation 
  1st level (4 slots): detect magic, mage armor, magic 
  missile, shield 
  2nd level (3 slots): misty step, suggestion 
  3rd level (3 slots): counterspell, fireball, fly 
  4th level (3 slots): greater invisibility, ice storm 
  5th level (1 slot): cone of cold 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage. 
  
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  Master Thief 
  Medium humanoid (any race), any alignment 
  Armor Class 16 (Studded Leather) 
  Hit Points 84 (13d8 + 26) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 
  18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1) 
  Saving Throws DEX +7, INT +3 
  Skills Acrobatics +7, Athletics +3, Perception +3, Sleight 
  of Hand +7, Stealth +7 
  Senses Passive Perception 13 
  Languages Thieves' Cant plus any one language (usually 
  Common) 
  Challenge 5 (1,800 XP) 
  Cunning Action. On each of its turns, the thief can use a 
  bonus action to take the Dash, Disengage, or Hide 
  action. 
  Evasion. If the thief is subjected to an effect that allows 
  it to make a Dexterity saving throw to take only half 
  damage, the thief instead takes no damage if it succeeds 
  on the saving throw, and only half damage if it fails. 
  Sneak Attack (1/Turn). The thief deals an extra 14 (4d6) 
  damage when it hits a target with a weapon attack and 
  has advantage on the attack roll, or when the target is 
  within 5 feet of an ally of the thief that isn’t 
  incapacitated and the thief doesn’t have disadvantage 
  on the attack roll. 
  Actions 
  Multiattack. The thief makes three attacks with its 
  shortsword. 
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 4) piercing damage. 
  Light Crossbow. Ranged Weapon Attack: +7 to hit, range 
  80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage. 
  Reactions 
  Uncanny Dodge. The thief halves the damage that it 
  takes from an attack that hits it. The thief must be able 
  to see the attacker. 
   
  Necromancer 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 With Mage Armor) 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0) 
  Saving Throws INT +7, WIS +5 
  Skills Arcana +7, History +7 
  Damage Resistances Necrotic 
  Senses Passive Perception 11 
  Languages any four languages 
  Challenge 9 (5,000 XP) 
  Spellcasting. The necromancer is a 12th-level 
  spellcaster. Its spellcasting ability is Intelligence (spell 
  save DC 15, +7 to hit with spell attacks). The 
  necromancer has the following wizard spells prepared: 
  Cantrips (at will): chill touch, dancing lights, mage hand, 
  mending 
  1st level (4 slots): false life,* mage armor, ray of 
  sickness* 
  2nd level (3 slots): blindness/deafness,* ray of 
  enfeeblement,* web 
  3rd level (3 slots): animate dead,* bestow curse,* 
  vampiric touch* 
  4th level (3 slots): blight,* dimension door, stoneskin 
  5th level (2 slots): Bigby’s hand, cloudkill 
  6th level (1 slot): circle of death* 
  *Necromancy spell of 1st level or higher 
  Grim Harvest (1/Turn). When necromancer kills a 
  creature that is neither a construct nor undead with a 
  spell of 1st level or higher, the necromancer regains hit 
  points equal to twice the spell’s level, or three times if it 
  is a necromancy spell. 
  Actions 
  Withering Touch. Melee Spell Attack: +7 to hit, reach 5 
  ft., one creature. Hit: 5 (2d4) necrotic damage. 
  
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  Oaken Bolter 
  Medium construct, unaligned 
  Armor Class 16 (Natural) 
  Hit Points 58 (9d8 + 18) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 
  18 (+4) 15 (+2) 
  3 (-4) 
  10 (+0) 
   1 (-5) 
  Damage Immunities Poison; Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks that aren't 
  Adamantine 
  Condition Immunities Charmed, Exhaustion, Frightened, 
  Paralyzed, Petrified, Poisoned 
  Senses Darkvision 60 ft., Passive Perception 10 
  Languages understands one language of its creator but 
  can’t speak 
  Challenge 5 (1,800 XP) 
  Magic Resistance. The oaken bolter has advantage on 
  saving throws against spells and other magical effects. 
  Actions 
  Multiattack. The oaken bolter makes two lancing bolt 
  attacks or one lancing bolt attack and one harpoon 
  attack. 
  Lancing Bolt. Melee or Ranged Weapon Attack: +7 to 
  hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 
  (2d10 + 4) piercing damage. 
  Harpoon. Ranged Weapon Attack: +7 to hit, range 
  50/200 ft., one target. Hit: 9 (1d10 + 4) piercing damage, 
  and the target is grappled (escape DC 12). While 
  grappled in this way, a creature’s speed isn’t reduced, 
  but it can move only in directions that bring it closer to 
  the oaken bolter. A creature takes 5 (1d10) slashing 
  damage if it escapes from the grapple or if it tries and 
  fails. As a bonus action, the oaken bolter can pull a 
  creature grappled by it 20 feet closer. The oaken bolter 
  can grapple only one creature at a time. 
  Explosive Bolt (Recharge 5–6). The oaken bolter 
  launches an explosive charge at a point within 120 feet. 
  Each creature within 20 feet of that point must make a 
  DC 15 Dexterity saving throw, taking 17 (5d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
  Skeleton 
  Medium undead, lawful evil 
  Armor Class 13 (Armor Scraps) 
  Hit Points 13 (2d8 + 4) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 15 (+2) 
  6 (-2) 
  8 (-1) 
   5 (-3) 
  Damage Vulnerabilities Bludgeoning 
  Damage Immunities Poison 
  Condition Immunities Exhaustion, Poisoned 
  Senses Darkvision 60 ft., Passive Perception 9 
  Languages Understands all languages it knew in life but 
  can't speak 
  Challenge 1/4 (50 XP) 
  Actions 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
  
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  Stone Defender 
  Medium construct, unaligned 
  Armor Class 16 (Natural) 
  Hit Points 52 (7d8 + 21) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 
  10 (+0) 17 (+3) 
   3 (-4) 10 (+0) 
   1 (-5) 
  Damage Immunities Poison; Bludgeoning, Piercing, and 
  Slashing from Nonmagical Attacks that aren't 
  Adamantine 
  Condition Immunities Charmed, Exhaustion, Frightened, 
  Paralyzed, Petrified, Poisoned 
  Senses Darkvision 60 ft., Passive Perception 10 
  Languages understands one language of its creator but 
  can’t speak 
  Challenge 4 (1,100 XP) 
  False Appearance. While the stone defender remains 
  motionless against an uneven earthen or stone surface, 
  it is indistinguishable from that surface. 
  Magic Resistance. The stone defender has advantage on 
  saving throws against spells and other magical effects. 
  Actions 
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the 
  target is Large or smaller, it is knocked prone. 
  Reactions 
  Intercept Attack. In response to another creature within 
  5 feet of it being hit by an attack roll, the stone defender 
  gives that creature a +5 bonus to its AC against that 
  attack, potentially causing a miss. To use this ability, the 
  stone defender must be able to see the creature and the 
  attacker. 
   
  Thug 
  Medium humanoid (any race), any non-good alignment 
  Armor Class 11 (Leather Armor) 
  Hit Points 32 (5d8 + 10) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 
  11 (+1) 14 (+2) 10 (+0) 10 (+0) 11 (+0) 
  Skills Intimidation +2 
  Senses Passive Perception 10 
  Languages Any one language (usually Common) 
  Challenge 1/2 (100 XP) 
  Pack Tactics. The thug has advantage on an attack roll 
  against a creature if at least one of the thug's allies is 
  within 5 feet of the creature and the ally isn't 
  incapacitated. 
  Actions 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d6 + 2) bludgeoning damage. 
  Heavy Crossbow. Ranged Weapon Attack: +2 to hit, 
  range 100/400 ft., one target. Hit: 5 (1d10) piercing 
  damage. 
  
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  Warlock of the Fiend 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 With Mage Armor) 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 
  14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4) 
  Saving Throws WIS +4, CHA +7 
  Skills Arcana +4, Deception +7, Perception +7, Religion 
  +4 
  Damage Resistances Bludgeoning, Piercing, and Slashing 
  from Nonmagical Attacks that aren't Silvered 
  Senses Darkvision 60 ft., Passive Perception 11 
  Languages any two languages (usually Abyssal or 
  Infernal) 
  Challenge 7 (2,900 XP) 
  Innate Spellcasting. The warlock’s innate spellcasting 
  ability is Charisma. It can innately cast the following 
  spells (spell save DC 15), requiring no material 
  components: 
  At will: alter self, false life, levitate (self only), mage 
  armor (self only), silent image 
  1/day each: feeblemind, finger of death, plane shift 
  Spellcasting. The warlock is a 17th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15, +7 to 
  hit with spell attacks). It regains its expended spell slots 
  when it finishes a short or long rest. It knows the 
  following warlock spells: 
  Cantrips (at will): eldritch blast, fire bolt, friends, mage 
  hand, minor illusion, prestidigitation, shocking grasp 
  1st–5th level (4 5th-level slots): banishment, burning 
  hands, flame strike, hellish rebuke, magic circle, 
  scorching ray, scrying, stinking cloud, suggestion, wall of 
  fire 
  Dark One’s Own Luck (Recharges after a Short or Long 
  Rest). When the warlock makes an ability check or 
  saving throw, it can add a d10 to the roll. It can do this 
  after the roll is made but before any of the roll’s effects 
  occur. 
  Actions 
  Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d6) bludgeoning damage plus 10 (3d6) 
  fire damage. 
  Warlock of the Great Old One 
  Medium humanoid (any race), any alignment 
  Armor Class 12 (15 With Mage Armor) 
  Hit Points 91 (14d8 + 28) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   9 (-1) 
  14 (+2) 15 (+2) 12 (+1) 12 (+1) 18 (+4) 
  Saving Throws WIS +4, CHA +7 
  Skills Arcana +4, History +4 
  Damage Resistances Psychic 
  Senses Darkvision 60 ft., Passive Perception 11 
  Languages Telepathy 30 ft. any two languages 
  Challenge 6 (2,300 XP) 
  Innate Spellcasting. The warlock’s innate spellcasting 
  ability is Charisma. It can innately cast the following 
  spells (spell save DC 15), requiring no material 
  components: 
  At will: detect magic, jump, levitate, mage armor (self 
  only), speak with dead 
  1/day each: arcane gate, true seeing 
  Spellcasting. The warlock is a 14th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 15, +7 to 
  hit with spell attacks). It regains its expended spell slots 
  when it finishes a short or long rest. It knows the 
  following warlock spells: 
  Cantrips (at will): chill touch, eldritch blast, guidance, 
  mage hand, minor illusion, prestidigitation, shocking 
  grasp 
  1st–5th level (3 5th-level slots): armor of Agathys, arms 
  of Hadar, crown of madness, clairvoyance, contact other 
  plane, detect thoughts, dimension door, dissonant 
  whispers, dominate beast, telekinesis, vampiric touch 
  Whispering Aura. At the start of each of the warlock’s 
  turns, each creature of its choice within 5 feet of it must 
  succeed on a DC 15 Wisdom saving throw or take 10 
  (3d6) psychic damage, provided that the warlock isn’t 
  incapacitated. 
  Actions 
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage. 
  
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  Appendix 1: Snakes in a Pit (Bonus Objective A) 
  Estimated Duration: 60 minutes
  Chronology Note 
  The timeline below assumes that this encounter is done 
  first. If it is not and the characters have spent time 
  tracking down other souls, the timeline may need to be 
  adjusted accordingly. The best way to adjust the timing 
  is to remember that all the souls escaped at the same 
  time. The first couple of “adjustment” days spent in the 
  new body can easily be expanded to fill a longer than 
  two days.  
  Background (DM Only) 
  The court of Thentia’s norotious gangster 
  Drunda the Gut is full of shady characters, none 
  better known than her master of household 
  Majordomo Fantina – a conniving yuan-ti 
  pureblood. Fantina’s position is a source of envy 
  for many in Drunda’s court, chief among them 
  the greedy smuggling operations overseer Lindo 
  the Scoundrel.  
   Three days ago, Lindo managed to ambush and 
  strike down Fantina. Believing his rival to be 
  dead, Lindo left her body in a dark alley and fled.  
   What he had not counted on was that precisely 
  at the moment of Fantina falling unconscious, 
  the escaped soul of a long-dead Amnian wizard 
  would posses her body and use magic to keep it 
  alive. Equally surprised in this situation was the 
  wizard himself, when Fantina’s yuan-ti nature 
  helped her resist the possession and assert 
  control. 
   Thus, the great and powerful Thoros of Amn 
  found himself in the body and under the control 
  of a betrayed gangster.  
   Fantina now finds herself able to tap into 
  Thoros’ abilities. She does however feel that this 
  control won’t last forever, and she needs to get 
  rid of the soul before it overcomes her. 
   Fantina has spent the last couple of days 
  fighting Thoros’ control and identifying who 
  perpetrated the assassination. This took away 
  her ability to effectively manage the business 
  and has left a vacuum within Drunda’s 
  organization.  
   Eventually Fantina pieced together that Lindo 
  was the culprit and returned to court. 
   To make the matters worse, during Fantina’s 
  brief absence, Lindo has convinced Drunda to 
  gather her lieutenants and guests for a game of 
  three-dragon ante, during which he plans to 
  make his final move on Fantina’s role. 
   It is during the time of this gathering that the 
  characters arrive. 
  A. Hive of Villainy 
  Additional information from Assem leads the 
  characters to an unnamed warehouse known to 
  belong to local gangster Drunda the Gut. 
   The Sisterhood has passed on in a tip that 
  something is amiss in Drunda’s organization. 
  Apparently her most trusted lieutenant – 
  Majordomo Fantina - briefly went missing and 
  now rumours spread of an internal assassination 
  attempt. Yet striking out at Drunda’s most 
  trusted advisor is very risky and out of character 
  for most of the gangster’s lieutenants. 
   A number of said lieutenants were spotted 
  going into a warehouse, so it is the best place to 
  start. 
   
  Drystala’s Tip 
  If the adventurers turned in a mark of the sisterhood 
  and secured Drystala’s help, she gives the following 
  additional information: 
  • Be wary of Drunda’s guards. They look like grunts, but 
  only the toughest orcs serve as her personal retinue 
  and are likely well beyond the characters capability to 
  challenge on their own, nevermind with others 
  around. 
  • Drystla has met Majordomo Fantina – a fellow 
  pureblood – in person. She is cold and calculating but 
  always open to making a deal if there is an angle for 
  her in it. 
  Area Information 
   The unnamed warehouse building has the 
  following features: 
   Dimensions & Terrain. The building is 
  encased between two other warehouses within 
  the Seaside Docks district. Its front faces the 
  street while the back faces a water channel. 
  
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   The warehouse is three stories high, and has a 
  beam and pulley extending from its front 
  entrance, to help load wares. See map in 
  Appendix 6 for layout. 
   Sounds & Smell. The warehouse smells of 
  dust, wood, embers from the nearby Moonsea, 
  and hay used for packing. The place is quiet, with 
  the silence broken up only by the occasional 
  burst of laughs coming from the upstairs office, 
  where the boss and her guests are playing cards.  
   Light. It is late evening and streetlights 
  provide the only light outside. Inside is kept 
  quite dark except for the upstairs office. Oil 
  lamps hang along the walls of the storage area. 
   Storage Area. The crate-filled storage area 
  occupies most of the warehouse floor. 
   Hanging Walkway. The third floor houses a 
  hanging walkway that connects the upstairs 
  office to the storage floor via two sets of stairs.  
   Upstairs Office. This large office is full of 
  ledgers and paperwork that have been removed 
  from the large ground table where Drunda and 
  her guests are currently playing cards. 
   Bathroom. Located on the ground floor, the 
  bathroom is exactly what one would expect from 
  a warehouse toilet. 
  B. Investigating the 
  Warehouse 
  The adventurers can ask passers-by or dock 
  workers for information about the warehouse. 
  They could even involve their contacts, friends, 
  or factions to gather information. Not all features 
  may be applicable here as this may take time 
  that they do not possess. In this case, they may 
  be told that “favors will be called for, old debts 
  invoked, but that will take some time…”. 
  Regardless of how it is approached, the following 
  bits of information can be gained: 
  • The warehouse belongs to Drunda the Gut and 
  is best avoided if one values their life. 
  • The warehouse is on tight lockdown. Short of 
  somehow destroying a thick stone wall, the 
  only way in and out is the front door. 
  • Drunda is apparently holding an exclusive card 
  game tonight, with many of her lieutenants 
  present. 
  • Drunda has nothing less than a small army of 
  thugs and guards at her disposal, so an assault 
  is definitely ill-advised. 
  • If the characters specifically ask about Fantina, 
  they can learn that she was seen going inside. 
  • The front door to the warehouse is made of 
  sturdy steel and those approaching it identify 
  themselves through a small latch before being 
  let in. (Listening at the door overhears bouncer 
  smalltalk in orcish.) 
   
  If the characters do make public inquiries, word 
  quickly gets back directly to Majordomo Fantina 
  who sees it as an opportunity. If the players are 
  spending too long trying to come up with a plan, 
  action can be moved forward by having Fantina 
  send a runner to invite them to approach the 
  front door. 
  C. Getting In 
  So long as their approach to the front door is 
  non-voilent, it results in a chat with the bouncers 
  and subsequently a conversation with 
  Majordomo Fantina herself. 
  Barging in Uninvited 
  Every opportunity should be given for the characters to 
  realize that barging in or otherwise starting open 
  trouble is a bad idea here. It is expected that they do 
  not do this.  
   If they choose to do so, the characters quickly find 
  themselves in a situation where things couldn’t get any 
  worse for them. The whole crew gangs up against them, 
  and they have no way to figure out who is being 
  possessed. These are overwhelming odds and they are 
  likely to be incapacitated or killed. A final opportunity to 
  yield or “give us a reason we shouldn’t kill you” can be 
  given. 
   At this point, the situation can still be salvaged if the 
  characters yield, but then bring up the possession either 
  openly or to Drunda. This results in accusations from 
  Fantina to Lindo and a shootout during which Drunda 
  and her guards do not take sides. Fantina tells 
  characters that she will give them the soul if they help 
  her with Lindo. (See Playing the Pillars for more ideas 
  on how to work this scenario.) 
   At the entrance, Majordomo Fantina 
  supervises the two orc bouncers, Ghama and 
  Rhean as they respond to inquiries through a 
  
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  small latch on the doors. They have instructions 
  to talk through the latch, but never look through 
  it, and to close the latch if anyone attempts at 
  performing any music, singing, poems, etc. 
  Meanwhile, Fantina takes note of anything being 
  said and determines the best way to engage with 
  the characters in order to use them for her own 
  ends. 
   Eventually, she instructs the two bouncers to 
  give her a private moment and reopens the latch 
  to talk. Whether they’ve spoken of the soul or 
  not, she offers them a deal. 
  Creatures/NPCs 
  Gama and Rhean, LE orc guards (champions). 
  Drunda’s bodyguards are named Ghama and 
  Rhean. Both are short and stocky, with large 
  tusks extending out of their mouth; their skin 
  tends towards dark green. They are loyal to 
  Drunda first and foremost, but obey Majordomo 
  Fantina. 
   What Do They Want? To protect Drunda at all 
  costs. 
   What Do They know? Drunda pays well and 
  they enjoy certain privileges for as long as their 
  employer remains alive. 
   
  Majordomo Fantina, yuan-ti pureblood 
  female, LE 
  Majordomo Fantina uses the Conjurer stats 
  (include her racial traits) for as long as she 
  controls Thoros of Amn. 
  Yuan-ti Purebloow Racial Traits 
  If required, yuan-ti purebloods have the following racial 
  traits: 
  Innate Spellcasting. The yuan-ti’s spellcasting ability is 
  Charisma (spell save DC 12). The yuan-ti can innately 
  cast the following spells, requiring no material 
  components: 
  At will: animal friendship (snakes only) 
  3/day each: poison spray, suggestion 
  Magic Resistance. The yuan-ti has advantage on saving 
  throws against spells and other magical effects. 
   What Does She Want? First, get rid of Lindo, 
  then get rid of Thoros before the soul assumes 
  control. (This order of operations is important as 
  the soul has abilities useful to her for getting rid 
  of Lindo). 
   What Does She Know? She had to take a 
  couple days to pull strings and investigate, to 
  ascertain that Lindo tried to kill her but failed. 
  Now he is trying to make her lose face and take 
  her position. 
   She feels Thoros continually pushing to 
  assume control over her and is looking for a way 
  to get rid of the possession without her 
  employer becoming aware. 
   Fantina is expecting to use the characters to 
  help with Lindo, but it is an unexpected bonus 
  that they can get rid of the soul also. It’s an 
  entirely unexpected win-win. 
  Majordomo Fantina’s Offer 
  Through the latch, Majordomo Fantina makes 
  the following offer to the adventurers: 
  • She will let one or two individuals with good 
  manners join a private game of three-dragon 
  ante, as her personal guests. She expects them 
  to blend in and behave. Others may accompany 
  them act as guards. 
  • She wants the cardplayer(s) to provoke a 
  human named Lindo the Scoundrel, either 
  through subtle verbal innuendos to enrage 
  him, or by accusing him of cheating. Being 
  impulsive, Lindo is likely to attack them, 
  backed by his thugs. She will then do her part 
  with a whisper in Drunda’s ear, getting Drunda 
  to allow the matter to be settled “for her 
  entertainment” and without interference from 
  others – leaving them free to take out Lindo. 
  • Fantina warns the adventurers that neither 
  Drunda nor any other personnel of her retinue 
  must be harmed for the deal to stand (and for 
  them to survive), even if some of the other 
  lieutenants decide to defend Lindo. 
  
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  35 
  • If the characters mention the soul, she 
  promises to help them return it to Hell once 
  they’ve accomplished the task. She assures 
  them that they’ll have no difficulty capturing it. 
  • If they do not mention the soul, Majordomo 
  Fantima promises them a favor (which later 
  turns out to be her willingness to part with the 
  soul). 
  D. Here Be Three-Dragon 
  Ante 
  The gangster card game is being played in the 
  office on the third floor. There is a large table 
  with 10 seats, of which 7 are occupied. Two 
  more orc guards (orc champions) guard 
  drunda. When the characters are escorted up by 
  Ghama and Rhean, they send their counterparts 
  to mind the entrance and take their places near 
  Drunda. 
  Creatures/NPCs 
  A Hive Full: NPCs at a Glance 
  This section contains information on a large number of 
  NPCs. This summary as well as the card table map below 
  may also be useful for quicker reference. Drunda, 
  Fantina and Lindo do most of the of the talking. 
   
  Drunda the Gut – female half-giant, notorious Thentian 
  gangster. The boss. 
  Majordomo Fantina – female yuan-ti pureblood. Master 
  of household. Looking to get rid of Lindo. 
  Lindo the Scoundrel – male human. Overseer of 
  smuggling operations. Secretly attempted to assassinate 
  Fantina. 
  Bass and Wayva – female humans. Corrupt members of 
  Thentian militia. Part of Lindo’s personal crew. Loyal to 
  him over Drunda. 
  Halakili – male human. Overseer of Drunda’s beast 
  menagie. Secretly aware that Lindo is behind the 
  assassination, but not on anyone’s side. 
  Pessek -- female tortle. Drunda’s chief accountant. 
  Mittin – female halfling. Drunda’s master of thieves. 
  (not playing) Ghama and Rhean – guards. Drunda’s orc 
  guards are as massively strong as they are fiercely loyal.  
   
  Drunda the Gut, half-giant female, LE (use the 
  cloud giant stats, though Drunda is not 
  actually a cloud giant)  
  Drunda’s nickname is understood immediately 
  by any who lay eyes upon her. Her huge belly is 
  typically on full display, festooned with colorful 
  tattoos and runes. 
   In Thentia, Drunda’s House of Trade is 
  officially a merchant establishment, yet most 
  know that it is merely a front for many illicit 
  activities. 
   
   What Does She Want? Staying alive, and 
  profit, profit, and profit. 
   What does she know? Majordomo Fantina has 
  been acting a little out of the ordinary the last 
  couple of days, but she has served her well for 
  many years. Lindo has something up his sleeve, 
  and Drunda suspects to be tied to Fantina’s 
  behavior. 
   
  Lindo the Scoundrel, male human, LE 
  (assassin).  
   What Does He Want? Kill Majordomo Fantina 
  or find a way to make her lose face in front of 
  Drunda, to replace her. 
  
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   What does he know? He had planned an 
  ambush against the Majordomo and was certain 
  that her wounds were fatal when he left her in 
  the alley. 
   He has noticed something seems a bit off about 
  her lately. She seems to have acquired new 
  abilities that she did not have previously (he has 
  seen her cast a few spells), and she sometimes 
  remains absentminded for a few seconds. 
   He has suggested to Drunda to organize a 
  game of cards today, with the intent of finding a 
  flaw he can exploit and pushing out Majordomo 
  Fantina. 
   
  Bass and Waywa, LE human females (bandit 
  captains). 
  The two are part of the militia of Thentia and are 
  on Lindo’s payroll. They do not display any 
  insignias during the game but make allusions 
  once in a while when playing. 
   What Do They Want? Stay on Lindo’s payroll 
  while remaining a part of the Militia. 
   What Do They Know? They are fully aware of 
  what is going on here, and they expect a 
  substantial payment from Lindo once the matter 
  is settled. 
   They are crooked militiawomen and the 
  arrangement works well for them as long as 
  their cover is not blown and the gold keeps 
  flowing. 
   
  Drunda’s three other lieutenants present at the 
  game are Halakili (LE Human Male Thug), 
  Pessek (LE Female Tortle Thug), and Mittin (LE 
  Female Halfling Master Thief). 
   What Do They Want? Stay alive, wait and 
  assess the situation, then take the side of 
  whomever is about to win a conflict. 
   What do they know? Halakili cares for 
  Drunda’s menagerie of exotic animals. He is not 
  involved in the gang’s politics, but overheard 
  Lindo plot Fantina’s assassination with someone. 
  He hasn’t told anyone. 
   Pessek is the gang’s accountant, a task at which 
  she excels. By accruing a few spendings earlier 
  and delaying some profits, she has been able to 
  make a few personal fruitful investments; so far 
  so good, neither Drunda nor Majordomo Fantina 
  have noticed anything. 
   Mittin excels at acquiring particular goods kept 
  in well guarded coffers. She recently got 
  promoted to lieutenant after the previous master 
  thief was locked in a Halakili’s Barghest cage by 
  Ghama and Rhean, at the behest of Drunda. She 
  intends on not ending up locked in a cage. 
  Playing the Pillars. 
  Exploration. Refer to the map in Appendix 6 and the 
  Area Information sections above for the layout of the 
  warehouse.  
   Entry into the warehouse is all but impossible unless 
  characters are let in. Given that the characters do not 
  know the inside of the warehouse, using magical travel 
  such as dimension door is likely to result in failure and 
  damage. If, by chance, a PC manages to teleport inside 
  the warehouse, this most likely triggers combat (refer to 
  the Barging in Uninvited sidebar earlier in the 
  adventure).  
   Most unexpected emergencies or threats result in 
  Drunda and Fantina making a getaway – possibly by 
  water and the characters losing their chance. 
  Social Interaction. This is the occasion to roleplay a card 
  game with gangsters and exchanging insults that may 
  end up in a fight at any moment! Lindo is a gambler and 
  a snappy sore loser, so he is easy to provoke. Any 
  characters participating in the game must play at least 3 
  hands in order to give themselves enough time to subtly 
  provoke Lindo. See Running the Game section below.  
     
  Combat. If the characters try to force their way in, the 
  whole gang defends themselves while Drunda leaves the 
  place with Fantina. They may jump through windows at 
  the back of the warehouse down to the lake if they need 
  to. 
   If the characters accept Majordomo Fantina’s offer 
  and join the card game, when combat erupts, only Bass, 
  and Waywa back Lindo, while Ghama and Rhean seek to 
  interpose between everyone and Drunda, even if that 
  means pushing other characters around or knocking 
  them down. Other lieutenants may be swayed to 
  individually join the fight by any side; as an action, a 
  lieutenant can be called upon with a DC 15 Charisma 
  (Persuasion) check. The check is made with Advantage if 
  the party that exhibits a clear chance of winning, and 
  disadvantage if the calling party is clearly losing. 
  Running the Three-dragon Ante 
  Game 
  The gangsters are playing three-dragon ante. If 
  the characters join in, they should be aware that 
  
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  either winning or losing can work for them. Each 
  hand, during their own turn as well as during 
  Lindo’s turn, they’re able to say something to 
  help rile up Lindo. The rules below are not 
  intended to simulate actual rules of three-dragon 
  ante, but to act as a stand-in for a longer game. 
  Real Three-dragon Ante 
  The actual Three-dragon Ante game exists as a stand-
  alone board game and is available for purchase and 
  play. It is played with a maximum of 6 players takes 30-
  45 minutes to play and definitely cannot be 
  incorporated into the adventure in a convenient manner 
  or so as to run on time.  
   However, if you have access to the game, do have an 
  additional hour of time, and players who are interested 
  in actually playing three-dragon ante, it can be 
  integrated as follows: 
  • Two players would be playing the game while 
  roleplaying their own PC, up to 3 others would be 
  roleplaying the NPCs. The DM would be playing as 
  Lindo.  
  • Play the game as normal, then use the results to 
  determine whether Lindo wins or loses and return to 
  the adventure when done. (Use DM discretion if the 
  game’s victory conditions aren’t an exact match for 
  those in the adventure.) 
  Alternatively, DMs well-versed in Three-dragon Ante 
  may replace the percentile dice mechanic below with a 
  substitute of their own design that uses Three-dragon 
  ante cards. Keep it simple for the players! 
  Each round – called a “gambit” in three-dragon 
  ante - requires a 25vgp ante to play and should 
  be resolved as follows: 
  • Have each player with a character 
  participating in the card game roll a percentile 
  die. The result of the roll represents how good 
  the players hand is – the general odds to win 
  with that hand.  
  • If the player is attempting to win, they must 
  succeed on an Intelligence (Gaming Set -Three-
  dragon Ante) check. The DC of the check 
  depends on their hand. It starts at DC10 and 
  goes up by 1 for each 10% that their odds are 
  below 100% (11 for 80-89, 12 for 70-79, etc.) 
  Characters with the Gambler background have 
  advantage on the check. If they succeed on the 
  check, they beat all others at the table, with the 
  exception of player characters and Lindo. The 
  winner between PCs and Lindo is decided 
  based on the percentage roll itself, rerolling on 
  ties (assuming that Lindo hasn’t folded). 
  • If the player is attempting to lose, this is trivial 
  – they can simply fold. Allow them to make 
  some sort of remark as they do so. (Note: real 
  three-dragon ante does not have a fold 
  mechanic, the term is used here to represent a 
  player who knows they can’t win a gambit 
  performing card actions to help them in the 
  next one.)  
  • Roll a percentile roll for Lindo. Lindo folds 
  with any odds below of 39% or lower. (Be sure 
  to play this up to happen after a player 
  comment, etc.!) If Lindo has a hand of 40% or 
  higher and the players have folded, his skill 
  allows him to win the hand. 
  In order to reasonably accuse Lindo of cheating, 
  the players have to wait until he wins at least 2 
  round (gambits). 
   In order to get him upset about losing, the 
  character(s) must win at least 2 total rounds 
  (gambits).  
   Lindo is not actually cheating, but he has a 
  short fuse and as long as the characters work at 
  riling him up, he uses his hidden hand crossbow 
  to shoot one of them, starting hostilities. 
  Weapons are immediately drawn by all parties 
  and her guards block Drunda who calls for a halt. 
  At this point Fantina whispers something in 
  Drunda’s ear, who says “This looks fun, I will 
  allow you to settle this amongst yourselves. If 
  you’re not with Lindo or with this one, you best 
  back away now.” 
  Involving Other Players 
  Those characters who are not playing cards need not be 
  sitting idle! Involve them by allowing each to make a 
  relevant check per card round. Reveal information 
  about the other lieutenants, guards, or let them learn 
  things that may provide the card players with advantage 
  on their rolls or chime in with clever insults.  
   One possibility here is allowing a non-participating 
  character to look at another player’s cards or read their 
  body language, then signal the playing PCs. (DM 
  discretion on DC13-15 checks). On a success, increase 
  the odds of a PC winning by 5% (not above 100%). 
  
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   If the game is taking a while, have Halakili lose his 
  remaining money and bail out of the game (no new 
  entrants allowed at this point) and join the bystanding 
  characters for a chat. With some prodding he reveals 
  what he knows about Lindo’s assassination attempt. 
  Treasure 
  If the characters win – in total – more hands than 
  they lose, they recover all their money and also 
  end up winning a spell scroll of mind spike which 
  had been used as ante in previous games. The 
  treasure is resolved after the combat.  
  Adjusting the Encounter 
  The average version of this encounter features Lindo 
  (human assassin) backed by Bass and Wayva (bandit 
  captains). For more difficult versions, upgrade Lindo 
  from an assassin to a drow house captain. In this event, 
  remove the drow racial traits from the drow house 
  captain stat block: remove fey ancestry, innate 
  spellcasting and sunlight sensitivity. 
   
  Adjustments: 
  • Very Weak: neither Bass nor Waywa want to get their 
  hands bloody, and don’t join the fight. Instead, they join 
  Drunda’s bodyguards in watching. 
  • Weak: Bass refuses to join the fight despite Waywa’s 
  invectives and sides with Drunda’s bodyguards. 
  • Strong: Lindo uses the Drow House Captain stat block. 
  • Very Strong: Lindo uses the Drow House Captain stat 
  block, while Bass and Waywa use the Gladiator stat 
  blocks. 
   
  Lindo shot first. Lindo’s single hand crossbow shot 
  happens before initiative is rolled. 
  Wrap-Up 
  Once the adventurers have defeated Lindo, 
  Drunda’s entertained enough for the night and 
  departs, leaving Fantina to clean up the mess and 
  escort “her guests” out.  
   At this point, she reveals that she is harboring 
  the soul and wants it out. She willingly submits 
  to the ritual to have it removed. 
   If the characters wish to converse with Thoros 
  of Amn to gain info on the other soul, Fantina 
  asks that they bind her and not allow him to cast 
  or do anything else and lets him gain control. 
  Thoros quickly realizes the futility of his 
  situation and that he is to be returned to Hell. He 
  gives them information freely and purely out of 
  spite – if he failed, he wants others to fail too. 
  He’s fairly vile. 
  Where to Next? 
  Regardless of runtime, characters are expected 
  to return to Assem at the Bounty Office after 
  dealing with each soul.  
   If running the 2-hour version of the adventure 
  or if this soul is being tackled after the two 
  bonus objectives, proceed to Part 3. 
   If running a longer version of the adventure 
  that includes Bonus Objectives, Assem provides 
  the party with newly gained information on 
  another missing soul, as detailed in either Part 2 
  or Appendix 2. The two bonus objectives can be 
  done in any order.  
   Part 2 can be tackled via either social 
  interaction or combat.  
   Bonus Objective B (Appendix 2) features 
  exploration and a combat focus. 
   
   
   
   
  
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  Appendix 2: Within the Woods (Bonus Objective B) 
  Estimated Duration: 60 minutes 
  Chronology Note 
  The timeline below assumes that this encounter is done 
  first. If it is not and the characters have spent time 
  tracking down other souls, the timeline may need to be 
  adjusted accordingly. The best way to adjust the timing 
  is to remember that all the souls escaped at the same 
  time. The first couple of “adjustment” days spent in the 
  new body can easily be expanded to fill a longer than 
  two days.  
  Background (DM Only) 
  A month ago, a band of four bandits – Rowland, 
  Sami, Truce, and Fede – fled Phlan to escape 
  Lords’ Alliance scrutiny after a series of violent 
  crimes that have left several people dead. 
   Fleeing toward Thentia, they found an 
  abandoned hunting lodge and settled in with the 
  intent to lay low. At first, they survived on 
  poaching, but their lack of skill in this respect 
  pushed them to steal livestock from the local 
  farmers, drawing attention yet again.  
   Luckily, their cabin turned out to have a tunnel 
  that ran from the basement to a riverbed 300 ft. 
  away from the lodge, making it easier for bandits 
  to hide their whereabouts.  
   As the thefts increased, local farmers grew 
  frustrated with the militia’s lack of action and 
  began to search for the thieves themselves. They 
  also began keeping night watches.  
   Seven days ago, during a night raid, one of the 
  farmer sentries hit Rowland with a rock, 
  knocking the man unconscious. As he was being 
  dragged back to the cabin by his associates, the 
  soul of the netherese necromancer Nomikon 
  possessed Rowland’s body. 
   Upon waking, Nomikon immediately killed the 
  three men who he found himself sharing the 
  cabin with. He did it slowly, enjoying the killing. 
  His first victim, Fede, he strangled with his own 
  bedsheets. The second man, Truce, he smothered 
  in his sleep, while the third, Sam, he stabbed 
  repeatedly with a kitchen knife. 
   Nomikon dragged the corpses to the basement 
  and cut them up for materials needed to recreate 
  his spell book – which like all great necromancer 
  spellbooks had been made of human flesh. He 
  then animated their skeletons as the first step to 
  rebuilding his armies for conquest of this 
  modern world. 
   A day ago, a family of farmers who had been 
  tracking the bandits finally discovered the cabin. 
  Led by a man named Jayk, the farmers set out to 
  confront the bandits, ignorant of the horrific 
  events at the cabin.  
   Waves of toxic fumes from a glyph trap set by 
  the necromancer at the cabin quickly killed the 
  hapless farmers. Nomikon himself hid in the 
  tunnel while the cloudkill dissipated.  
   The necromancer then returned to the cabin, 
  reset the glyph and dragged the bodies to the 
  basement. 
   What Nomikon had not realized was that the 
  farmer’s family had one more member – the 
  youngest daughter, who had been left to look 
  after the farmers travel camp.  
   It is this young woman that the characters 
  come upon. 
   Unbeknownst to any of the above parties, a 
  bounty hunter from the Sisterhood of the Blade 
  had also recently tracked down the bandits. 
  Upon seeing magic at work in the cabin, she 
  decided it wasn’t worth her time and took off – 
  passing information on to the Sisterhood and 
  Assem. The sudden use of magic from previous 
  non-practicioners is what makes Assem suspect 
  that something more may be afoot here. 
  The Cabin in the Woods 
  Information from Assem leads the characters to 
  the small hunting lodge about 2 hours riding (or 
  4 hours walking) distance Northwest of Thentia. 
  It rains heavily the entire way there . 
   As they approach, a figure standing atop a 
  mossy rock waves frantically at them. Once she 
  has their attention, she lowers her hood to reveal 
  half-elven features and invites them to follow 
  her to a nearby temporary camp. 
  Drystala’s Tip 
   
  
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  If the adventurers turned in a mark of the sisterhood 
  and secured Drystala’s help, she gives the following 
  additional information: 
   
  Drystala tells them that years ago she had tracked a 
  bounty to a cabin in that area. She’s not sure if it’s the 
  same cabin, but the one she knew of had a secret 
  passage that led to a nearby river.  
  A. Stranger in the Woods 
  Area Information 
  The temporary camp has the following features: 
   Dimensions & Terrain. Three two-people 
  tents have been assembled around a circular 
  rock formation, and a dug firepit with cold 
  embers lies in the center. Seven horses are tied 
  to nearby trees. The camp is located a few 
  hundred feet from the cabin and hidden from it 
  by a small wooded hill. The hill itself makes for a 
  perfect observation spot. 
   Sounds & Smell. Rain drips from the canopy 
  above and hits the layer of leaves and moss 
  underneath, creating a staccato. The whole area 
  smells of forest, nature, and a little burnt wood 
  (from the firepit). 
   Light. Wells of light pierce the canopy here 
  and there, allowing natural illumination 
  throughout the scene. 
  Creatures/NPCs 
  Mya, NG half-elf female (scout) 
  The 17 years old half-elf scout was left to keep 
  watch over her family’s campsite while her 
  father, three older siblings, and a pair family 
  friends went to confront poachers in the cabin.  
   What Does She Want? Mya wishes to enroll 
  the help of the adventurers to investigate the 
  situation and make sure her friends and family 
  are safe. She can be convinced to accompany the 
  characters with a successful DC 17 Charisma 
  (Persuasion or Deception) check. 
   What Does She Know? About a month ago, a 
  gang of poachers moved into the area. Initially 
  they only poached wild animals, but soon started 
  to steal farm livestock. Despite complaints to the 
  militia, no one intervened. 
   Exasperated, Mya’s father, Jayk, enrolled his 
  three adult daughters (Lenda, Chereel, and Mya), 
  son (Ashby), and two friends of the family 
  (Arthus and Henrie) to confront the thieves. Only 
  her elven mother, Sheyila stayed behind at the 
  farm. 
   They had been tracking the sneaky thieves 
  through the woods for some time and finally 
  found their cabin last night. They assembled this 
  camp to observe the cabin from afar. Just before 
  dawn, Jayk asked her to keep watch over the 
  camp while he and the rest of the group went 
  after the poachers. 
   Shortly after her relatives entered the cabin, 
  Mya heard a wail and saw a strange cloud of fog 
  pour out of the cabin’s interstices. She hasn’t 
  heard or seen anything else since.  
   It has now been several hours, and no one has 
  returned. She is worried something terrible has 
  happened, but is torn between her father’s 
  instructions to keep an eye on the camp, and the 
  need to investigate. At one point she had also 
  heard the creaking of nearby branches and 
  retreated to the horses, in case it was the 
  poachers. 
  Development 
  If the characters are slow to investigate the cabin 
  or decide to wait and observe, Mya grows irate 
  and impatient. She begs them to go check quickly 
  and if they do not – emboldened by their 
  presence – she walks out into the open and 
  starts walking toward the cabin, yelling: “Hey in 
  there! Dad? What’s going on?! Are you ok?”  
   Not getting any response by the time she gets 
  there, she pauses, hesitant to go inside and 
  pleads once again with the characters to help her 
  and investigate. If they do not, she goes in, 
  triggering the trap. 
  B. Approaching the Cabin 
  Area Information – Cabin Exterior 
  The cabin’s surrounding has the following 
  features: 
   Dimensions & Terrain. The cabin has a simple 
  rectangular shape, with a front porch and gallery 
  protected by a roof made of mossy shingles. It is 
  old and somewhat decrepit. 
   All blinds have been shut closed, and there are 
  two doors leading to and from the cabin: an 
  
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  unlocked front door, and a locked back door 
  leading to the kitchen. 
   Sounds & Smell. A heavy silence reigns in this 
  place; not even birds or squirrels dare chirp or 
  sing. The stench of death and rot permeates the 
  cabin when one comes within 30 feet of it. 
   Light. Wells of light pierce the canopy here 
  and there, allowing natural illumination 
  throughout the area. 
   Hidden tunnel exit. 300 feet west of the cabin, 
  is a small graben where a cart and four undead 
  horses wait. A tunnel, shored up by timbers, 
  leads from the natural sink up to the cabin’s 
  basement. Unless the characters know to look 
  for it, it is unlikely that they would find this area. 
  Under such circumstances, it requires a DC20 
  Wisdom (Survival) check that is purposely 
  conducted in the surrounding area rather than 
  by the cabin. If the adventurers received the tip 
  from Drystala and know to look for the passage, 
  a DC10 Wisdom (Survival) is sufficient due to the 
  fact that once the characters search the river 
  area, the undead horses stand out. 
  C. Getting Rid of the Body 
  Area Information – Cabin Interior 
  The cabin has the following features 
   Sounds & Smell. The inside of the cabin is 
  dead silent. The inside retches of putrefaction 
  and rot, easily overwhelming anyone entering 
  the place. Any creature entering the cabin 
  without protection from the retch needs to 
  succeed a DC 12 Constitution saving throw or be 
  poisoned. Those who succeed are immune to the 
  retch. Those who fail are poisoned and may 
  attempt the saving throw again after 10 minutes, 
  if the retch clears, or if they are more than 30 
  feet away from the cabin. The retch can be 
  dispersed by a strong wind spell of first level or 
  higher. 
   Light. The whole cabin is unlit, and blinds have 
  been shut close, hence plunging the place into 
  darkness. Any character with a Passive Wisdom 
  (Perception) of 15 or higher notices faint light 
  coming through the cracks in the wooden 
  flooring. 
   Gallery/Porch. Old creaking planks form the 
  floor for the gallery/porch, from which one can 
  peek through the blinds inside the cabin’s main 
  room. 
   Main room. The main room contains a table 
  and five chairs (two of which have been tipped 
  to the floor), two doors (leading to the hallway 
  and the kitchen), a dirty carpet (that hides a trap 
  door), and a large stuffed Moose Head that hangs 
  above the hallway door. 
   A brownish trail goes from the kitchen up to 
  under the carpet. 
   An audible alarm spell has been cast on the 
  Moose Head, and the head wails loudly if any 
  creature comes within 20 feet of it. 
   Kitchen. The kitchen table has been smashed 
  and a large kitchen knife rests on the ground of 
  the kitchen, in the middle of a blood stain that 
  trails away through a door leading further in. 
   Two doors lead out of the kitchen: an unlocked 
  one to the main room and a locked one to the 
  back of the cabin. 
   Bedrooms. Two tiny bedrooms each have a 
  bed and a side table. In the first bedroom, the 
  bedsheets have been twisted in the shape of a 
  makeshift rope, and the floor’s dirt has been 
  frantically scrapped by human fingernails. 
   Basement. The cabin’s basement occupies the 
  full dimensions of the cabin above, and has two 
  access points: a trapdoor in the main room, and 
  the tunnel that leads out to the river. 
   Five corpses hang from the ceiling: two human 
  males and three young half elves (Mya’s family 
  and friends), while a sixth body lays on a large 
  table in the middle with its stomach wide open. 
   Nomikon has left piled up viscera, skin and 
  muscles around the room, and larva and 
  mosquitoes are hard at work over them. 
    A desk next to the tunnel entrance contains a 
  book filled with arcane scriptures written in 
  blood (Nomikon’s spellbook). 
   Anyone entering this room is required to 
  succeed on a DC 15 Wisdom saving throw or be 
  frightened of the room for 1 minute. 
  Creatures/NPCs 
  Nomikon’s Backstory 
  Nomikon was born a minor noble of the Netherese 
  Empire, circa -670 DR and lived at a time where floating 
  cities were common and archwizards were all powerful. 
  He dabbled into Necromancy early in his studies and 
  
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  had a secondary interest in Planar Travel and 
  Realmspace. 
   He got to study under tutelage of Karsus for a few 
  years, before meeting with Lord-General Hazirawn to 
  study warfare tactics. 
   Nomikon used Necromancy to prolong his life and had 
  no remorse in sacrificing entire villages to harvest 
  whatever life essence he needed. 
   He perished when the Netherese empire fell. His soul 
  was immediately snatched by devils. 
   A prized soul at first, Nomikon’s relevancy dwindled 
  as centuries passed and his memories slowly vanished 
  to become a mere shell of who he once was: a hateful 
  spirit motivated by destruction and death. Eventually his 
  soul ended up in Avixxarlia’s possession. 
  Nomikon the Netherese (soul possessing 
  Rowland), CE 
  When the adventurers arrive, Nomikon is busy 
  removing skin from Jayk’s corpse. He has already 
  turned Rowland’s former companions into 
  skeletons that he has animated (check the 
  Adjusting the Encounter section below). As 
  long as Rowland is possessed, he uses the 
  Necromancer stats block. 
   Personality. Nomikon doesn’t remember 
  much of his past and identity. All that remains 
  are figments of his former magical abilities and a 
  pure hatred for anything living. He isn’t 
  interested in talking and would have trouble 
  doing so since he only speaks Netherese and 
  Loross (an old form of High Netherese used by 
  nobles). 
   What Does He Want? Nomikon is driven by 
  hatred towards anything living and wishes to 
  slay, maim, and animate anyone who will cross 
  his path.  
   What Does He Know? Nomikon vaguely 
  remembers he once was in position of power, 
  able to bend the winds of magic to his whims. 
  After eons trapped in Hell, not much of his old 
  personality remains, and whatever he once knew 
  is now irrelevant. He does, however, remember 
  that other souls were freed at the same time. If 
  given the opportunity, he brags about looking 
  especially forward to finding and slaying some of 
  them – this gives away some clues to the others’ 
  identity (See Appendix 3 for clues).  
  Playing the Pillars. 
  Exploration. Refer to map in Appendix 7 and the Area 
  Information sections above for the layout of the cabin.  
   All blinds are closed but can be pulled open easily to 
  pry inside the various rooms.  
   The doors inside the cabin are made of simple wood 
  planks and can be locked from either side by a simple 
  hook mechanism. A locked door can be forced open 
  with a DC 15 Strength (Athletics), and has 15 AC, 12 Hit 
  Points, with immunity to poison and psychic damage. 
   A successful DC 12 Wisdom (Medicine) confirms the 
  brown stain and trail in the kitchen and main room is 
  dried blood. 
   Any creature with a passive Dexterity (Stealth) score 
  of 12 or lower causes the flooring to emit a ghastly 
  creaking sound. 
   Social Interaction. Nomikon is not interested in 
  talking and views any living being as expendable 
  material for his magic. He babbles and brags constantly 
  in Netherese and Loross, so a character with an ability 
  to understand those languages may be able to pick out 
  clues to the missing soul from his ramblings. 
   Combat. Nomikon is working in the basement and is 
  alerted of the adventurers’ presence if make any sound, 
  trigger his glyph, or the moose head alarm. 
   Once alerted, he prepares to attack. If the 
  adventurers haven’t entered the basement yet but are 
  inside the cabin, he casts Cloudkill through cracks of the 
  floorboards before grabbing his spellbook and retreating 
  through the tunnel on Round 2. 
   If they have entered the basement without triggering 
  the alarm, he sends skeletons to delay them as he 
  attempts to make his getaway through the tunnel with 
  his book. 
   In the event Nomikon manages to flee down the 
  tunnel and to his horses without being stopped, he 
  attempts to make a getaway but his wagon breaks down 
  and falls into the river, forcing Nomikon to finish the 
  combat.
  
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  Adjusting the Encounter 
  Rowland is a Half-Orc Commoner; however, for as long 
  as he is possessed by the soul of Nomikon, he is 
  considered a Necromancer and is present in all versions 
  of the encounter along with 3 skeletons.  
   
  Adjustments: 
  • Very Weak: Nomikon does not have his 5th or 6th level 
  spell slots available. 
  • Weak: Nomikon does not have his 6th level spell slot. 
  • Strong: add 1 ghast 
  • Very Strong: add 2 ghasts. 
   
  All versions: on Nomikon’s spell list, replace web, 
  bestow curse, dimension door, and bigby’s hand with 
  misty step, counterspell, vitriolic sphere and enervation 
  respectively. 
  Wrap-Up 
  Upon defeating Nomikon, the characters make 
  the choice on what to do with Rowland’s body – 
  leave it unconscious, kill him, or turn him in. This 
  choice has no specific consequences other than 
  wrapping up the storyline.  
  Treasure 
  The necromancer carries a spell scroll of danse 
  macabre. In the event that he uses it in combat, 
  he has another one with him. (Only one such 
  scroll can be obtained in the adventure.) 
  Where to Next? 
  Regardless of runtime, characters are expected 
  to return to Assem at the Bounty Office after 
  dealing with each soul.  
   If running the 2-hour version of the adventure 
  or if this soul is being tackled after the two 
  bonus objectives, proceed to Part 3. 
   If running a longer version of the adventure 
  that includes Bonus Objectives, Assem provides 
  the party with newly gained information on 
  another missing soul, as detailed in either Part 2 
  or Appendix 1. The two bonus objectives can be 
  done in any order.  
   Part 2 can be tackled via either social 
  interaction or combat.  
   Bonus Objective B (Appendix 2) features both 
  social interaction and combat. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Appendix 3: Hints to the Missing Soul 
   
  Each of the souls encountered by the characters 
  provides them ONE of the following clues about 
  the final soul, if the adventurers are able to get it 
  out of them.  
   Be sure to adjust individual lines to the 
  situation and voice of the soul providing the clue. 
   Note that it is not intended or required that the 
  characters collect all three clues or identify 
  Svetlina on their own. If they’re not collected by 
  the characters, other adventurers in Assem’s 
  employ gather them, allowing for Svetlina’s 
  identity to be put together. 
   
  Clue 1. 
  “She had not been there long. I don’t think so. It’s 
  hard to tell. She spoke about fighting the wizards 
  of the red coast. Or was it red wizards of the 
  coast? Or red wizards on a coast? Or wizards on a 
  red coast? I am not sure. But she was not afraid of 
  them.” 
   
  Deciphering the Clue. A DC10 Intelligence 
  (History) check reveals that this likely refers to 
  the Red Wizards of Thay. In recent years, famous 
  battles with the red wizards took place in and 
  near Mulmaster on the coast of the Moonsea and 
  in the far away land of Chult, which has 
  numerous coasts. The country of Thay itself is 
  not situated on a major body of water, though 
  they their attacks on neighboring Rashemen are 
  sometimes water based. 
   
  Clue 2. 
  “She seemed fearless, and she remembered things. 
  Avixxarlia came to talk to her. Even called her by 
  name. But I do not remember it exactly. It was a 
  strange name. Like, Svelise or Sevelle or Svitalla” 
   
  Deciphering the Clue. A DC12 Intelligence 
  (History) check identifies that from the sound of 
  it, the names likely (but not certainly) belong to 
  the following nations: Sevelle is an unusual, but 
  sometimes used Chondathan name in the 
  Moonsea Region, Svelise could be Turami, and 
  Svitalla is likely Rashemi.  
   
  It is not intended that this clue alone can identify 
  Svetlina, however, additional information on the 
  mentioned human cultures is provided here to 
  help answer immediate player questions. 
  • 
  Humans of Chondathan descent are 
  extremely common, especially in central 
  Faerun, around the Sea of Fallen Stars.  
  • 
  Turami people are most commonly found 
  in the nation of Turmish, on the south 
  side of the Sea of Fallen Stars.  
  • 
  Rashemen is a nation far to the east of 
  the Moonsea, near Thay. 
   
  Clue 3.  
  She said she was a protector of her people, and 
  that she had a duty to get back to them, to protect 
  them. She said she was a witch-something. 
  Svitkala was her name, back when she was 
  human.” 
   
  Deciphering the Clue. A DC12 Intelligence 
  (History) confirms that the name is indeed 
  Rashemi. Additionally, depending on the result, 
  provide some additional information on the 
  witches (wychlaran) of Rashemen as detailed in 
  the sidebar of the background of episode 3. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  45 
  Appendix 4: Map of Miss Poppy’s House 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Appendix 5: Map of the White Wash
  DM Tip: If redrawing this map for table use, only the southeast (bottom right) quarter of the map is 
  relevant. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Appendix 6: Map of Drunda’s Warehouse 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Appendix 7: Map of Forest Cabin
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Appendix 8: Magic Items and Story Awards 
   
  Amulet of proof against 
  detection and location 
  Wondrous Item, uncommon (requires attunement) 
  A description of this item can be found in the 
  Dungeon Master’s Guide. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Spell scroll of mind spike 
  Spell scroll, uncommon  
  A description of this item can be found in the 
  Dungeon Master’s Guide. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Spell scroll of danse macabre 
  Spell scroll, rare 
  A description of this item can be found in the 
  Dungeon Master’s Guide. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
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  Story Award 
  Mark of the Sisterhood. You have earned some 
  favor with the Sisterhood of the Blade bounty 
  hunting organization. By trading in this mark to 
  a member of the sisterhood, you get their 
  attention and some measure of cooperation. 
  Benefits bestowed are detailed in adventures 
  featuring the sisterhood and remain unknown 
  until the mark is used. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Save Versus Hunger (SVH)/CCC-SVH-03-01 - Finders Fiend.pdf