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  THE FEAR OF FIENDS 
  THE SIXTH ADVENTURE IN THE TENETS OF BANE SERIES 
   
   
   
   
   
  A Two-Hour to Four Hour Adventure for 5th-10th Level Characters 
   
  ERIC BOHM 
  Adventure Designer 
   
   
   
   
   
   
   
   
   
   
   
   
   
  The attempted destruction of three platinum discs, called the Tenets of Bane, has gone awry, 
  releasing the souls of their former owners back into the world of the living. Priestess Malana 
  Homwell once again calls for aid from the Moonsea’s factions to track down and eliminate these 
  vile Banites, who call themselves the Servants of Strife. Can you get to Sax Magnus and stop her 
  before she summons a ravening horde? 
  
   
  Credits 
   
  Designer Eric Bohm 
  D&D Adventurers League Guildmaster Chris 
  Lindsay 
  D&D Adventurers League Wizards Team Adam 
  Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators  
  Alan Patrick, Travis Woodall, Lysa Penrose, Claire 
  Hoffman, Greg Marks, Amy Lynn Dzura 
  Cover image Matthew Richmond 
  Symbol of Bane title page glyph Dave Zajac 
  Skull image public domain from openclipart.org 
  Moonsea map Dave Zajac 
  Melted Tower image Eric Bohm using 
  Mandelbulber 
  Tactical battlemaps designed by Eric Bohm using 
  arts assets (with permission) from Dwarven 
  Forge® Map Maker 
  Treasure chest image Wizards of the Coast 
  Bulezau image Wizards of the Coast 
  Vrock image Wizards of the Coast 
  Playtesters Aaron B., Lucy B., Amy F, Kim Kinsella 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other 
  Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of 
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  without the express written permission of Wizards of the Coast. 
   
  ©2016 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 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  4 
  About Winter War 
  The Tenets of Bane adventures were written 
  exclusively for the Winter War gaming convention. 
  For over four decades, Winter War has been 
  providing a place for tabletop gaming enthusiasts to 
  come together to express their passion in a no-frills 
  and no distractions atmosphere. Independently 
  managed for over thirty five years, it has strived to 
  preserve and promote the very essence of the 
  gaming community: the games. 
   Located in Champaign-Urbana, IL, Winter War 
  provides a relaxed gaming atmosphere with an 
  almost limitless variety of gaming to be had and 
  friends to be made. The convention is also dedicated 
  to the promotion of gaming in the younger 
  generation, offering a wide variety of kid-friendly 
  gaming and family oriented events. 
   No matter your interests in tabletop gaming, 
  experience level, or age, Winter War has an event to 
  suit your tastes. From roleplaying to World War II 
  combat simulations to collectible card games, Winter 
  War has it all. 
   Use the web address below to take a look at the 
  previous conventions for a taste of what types of 
  games Winter War has offered in the past. Also, hop 
  on the mailing list to discuss what you would like to 
  see. Winter War welcomes anyone who would like to 
  try their hand at running an event, even if it is your 
  first time! 
  www.winterwar.org 
  Forgotten Realms Deities 
  The Tenets of Bane adventures mainly feature two 
  deities: Bane and Torm. These gods have a long and 
  storied history in the Forgotten Realms, and you can 
  learn more about them in supplements such as the 
  Sword Coast Adventurer’s Guide, Faiths and 
  Pantheons, and The Avatar Trilogy of novels. 
   The following sidebars provide basic information 
  about each god and detail how loyalty to each might 
  impact the adventure. 
   
   
   
   
   
   
   
   
   
   
   
  Loyalty to Bane 
  Bane is the evil and malevolent deity of fear, hatred, and 
  tyranny. He prefers to plot and scheme and rarely acts in a 
  direct manner. Bane furthers his nefarious agenda by utilizing 
  a network of priests, worshippers, and other agents. He seeks 
  to control all of Faerûn, and he works toward this goal 
  ceaselessly. Bane’s symbol is an upright black hand with 
  thumb and fingers together. You can learn more about him in 
  the Sword Coast Adventurer’s Guide. 
   
  While Bane is wholly evil, not all who follow him hold the 
  same darkness within their hearts. He represents power, 
  ambition, and control. Many of his worshippers pray to him 
  for strength, and he is said to favor the bold. Because of this, 
  one or more characters playing the adventure might worship 
  or serve Bane, and their devotion to him has the potential to 
  put them at direct odds with the story’s plot. 
   
  If you find a Bane loyalist amongst the characters, pull the 
  player aside before the adventure begins and make them 
  aware that the required actions of the adventure run in 
  opposition to the will of Bane. If they wish, the character may 
  still play the adventure, and doing so imposes no mechanical 
  or story disadvantages. Alternatively, they can select another 
  character for the adventure that does not worship Bane, 
  providing they have one that meets the level requirements. 
   
  If a player opts to play a character loyal to Bane, make sure 
  they know that this is still a cooperative adventure, and 
  working against the other characters is not allowed. Any 
  player who chooses this option must decide for themselves 
  why their character is choosing to act against the will of their 
  deity. 
   
  Loyalty to Torm 
  Torm is the god of duty and loyalty. Those who face danger 
  for the greater good often worship him and seek to emulate 
  his values. Because of his beliefs, many goodly paladins and 
  clerics are found among his faithful. Those who worship Torm 
  believe that spiritual deliverance is achievable by service. 
  They struggle to accomplish his edicts by going out into the 
  world as an active force for good. They seek to correct 
  injustices and help those in need. Torm’s symbol is a right-
  hand gauntlet held upright with its palm forward. You can 
  learn more about him in the Sword Coast Adventurer’s Guide. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  5 
  Adventure Primer 
  The Servants of Strife will stop at nothing to force the 
  world to kneel before Black Lord. 
  —Malana Homwell 
  Background 
  In 1357 DR, three of Bane’s devout followers 
  attempted to establish a slave trade in the city of 
  Thentia. These individuals were known as the 
  SERVANTS OF STRIFE. Each one possessed a 
  platinum disc depicting a painted black hand 
  outlined in red on one side, and a single word 
  signifying an edict of Bane on its opposite. The 
  words: fear, hatred, and tyranny, each embodied a 
  facet of Bane’s teachings. Together, the discs were 
  called the TENETS OF BANE. 
   In 1358 DR, a trio of Thentia’s powerful 
  archmages defeated the Servants of Strife and 
  divided the Tenets of Bane between themselves for 
  study. They quickly discovered the discs were divine 
  in nature and beyond their complete understanding. 
  Moreover, each disc seemed to radiate an aura that 
  intensified emotions related to the word it bore. 
  Simply having the items near proved to be 
  unsettling, and when they could find no way to 
  destroy them, the archmages chose to hide them 
  away. 
   Each archmage hid one of the Tenets of Bane in a 
  remote location of the Moonsea, safeguarding it with 
  magic. They documented their studies of the discs in 
  a shared text and presented it to Sureene Aumratha, 
  the high priestess of the House of the Moon (a 
  temple dedicated to Selûne in Thentia), for care. 
   Over time, the House of the Moon’s wealth waxed 
  and waned. Many of the temple’s items were sold or 
  stolen, and the text detailing the Tenets of Bane 
  made its way into the collection of an aged Thentian 
  scholar, where it remained until his passing. 
   Several months ago, MALANA HOMWELL, a cleric 
  of Torm, acquired the text. Malana oversees the 
  HELPING HAND, a temple dedicated to the Hand of 
  Righteousness (Torm) that lies midway between 
  Melvaunt and Thentia on the Sword Trail. After 
  obtaining the text, Malana hired adventurers to 
  retrieve the Tenets of Bane. 
   Once she had all three discs in her possession, she 
  made plans to transport them to Elturgard, where 
  they could be destroyed by the high clerics of Torm 
  that reside in the city of Elturel. However, before she 
  could depart Melvaunt, she was abducted by Banite 
  worshipers who sought the discs for themselves. 
  With the help of brave adventures, she was rescued, 
  and the Tenets of Bane were safely recovered and 
  taken back to the Helping Hand temple. 
   
   Instead of trying again to transport the discs to 
  Elturel, Malana used her family connections in 
  Elturgard to bolster the defenses of her temple. She 
  then asked for aid from ONTHARR FRUME, a 
  paladin of the Order of the Gauntlet, in bringing 
  three high clerics of Torm to the Helping Hand. 
   Several days ago, the high clerics attempted a 
  divine ritual to destroy the discs, but it ended in 
  catastrophe. As the priests offered powerful prayers 
  to Torm, the magic of the discs weakened, releasing 
  the souls of their original owners, the Servants of 
  Strife, which had been trapped within each disc 
  when they perished over a century earlier. 
   The malignant souls easily overcame the shocked 
  clerics and possessed their bodies. A battle ensued, 
  but the newly-returned Servants of Strife managed 
  to escape into the surrounding countryside. 
   The Servants of Strife knew they would be hunted, 
  so they made the decision to part ways and spend 
  time rebuilding their power before they rejoined 
  forces to impose Bane’s will upon the Moonsea. 
  The Tenets of Bane 
  Three of Bane’s devout followers originally carried the Tenets 
  of Bane. Collectively, these individuals were known as the 
  Servants of Strife. The wizard, Sax Magnus, magically created 
  each of the three discs. Upon their completion, they were 
  bathed in the blood of the assassin, Cyran Steel, and blessed 
  by the blackguard, Mace Dred. This process somehow bound 
  the discs to the souls of each Servant of Strife, but since the 
  exact nature of the joining is both arcane and divine, it is 
  unknown to all but their original owners. 
   
  Each disc is specifically linked to its respective owner. If the 
  individual perishes while the disc is on or near their person, 
  their soul is instantaneously drawn into the item, where it 
  remains until released. If another Servant of Strife speaks the 
  phrase, The Black Lord releases thee, the soul departs the 
  disc and enters prime material plane in spectral form. In this 
  form, it is immune to all damage and spell effects, regardless 
  of the origin (magical, divine, or other). The soul remains in 
  spectral form until it finds a living creature of its choosing to 
  possess, which it can do so without a chance of failure. 
   
  When the spectral entity enters a living creature, it 
  completely suppresses the soul of its host and dominates its 
  physical body. While the host’s soul remains, it is isolated and 
  retains no memories of the actions of its physical form. 
   
  Once a Servant of Strife possess a creature, it is impossible 
  to remove its malignant soul without killing the host body. If 
  the host perishes while the Tenet of Bane is near, the soul is 
  drawn back into the disc, otherwise it dissipates and is gone 
  forever. Because of this, the Servants of Strife always keep 
  their discs safe and close. 
   
  Note. The details above are provided for informational and 
  story purposes. They are not essential to the mechanics of 
  the adventure. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  6 
  Episodes 
  This adventure is spread over five parts that takes 
  approximately two hours to four hours to play. 
  These episodes are initially introduced by a Call to 
  Action Episode. 
   If you’re planning to play the entire adventure at 
  once, you only need to introduce the Call to Action 
  once. However, if you plan to play them over several 
  sessions, you’ll want to revisit it each time you play. 
   Episode 1: The Helping Hand. (Call to Action) 
   A meeting at the Helping Hand sets the challenge of 
  saving Alithana Shieldheart from Sax Magnus. 
   Episode 2: High or Low? To enter the Melted 
  Tower, the characters must make their way west of 
  Glister, along the foothills of the Galena Mountains. A 
  lone survivor may have helpful information. 
   Episode 3: Facing your Fears. Having made their 
  way into the Melted Tower, they must confront Sax 
  Magnus and her demonic minions. 
   Episode 4: Conclusion. The characters return to 
  the Helping Hand and deliver the high cleric, 
  Alithana Shieldheart, to Malana Homwell. 
  Bonus Objectives 
  This adventure also includes two, 1-hour bonus 
  objectives that the characters can pursue if they 
  have additional time to do so. These bonus 
  objectives are found in this adventure’s appendices, 
  as follows: 
   Bonus Objective A: Virtue or Greed? (Appendix 
  2) The characters have the opportunity to enter 
  the Abyss and save the souls used to bind the 
  demons to Sax Magnus’ service.  
   Bonus Objective B: Resettlement. (Appendix 3) 
  The party has the option of working to resettle the 
  humanoid survivors.  
  Episode Sequence 
  Depending on your time constraints, and play style 
  and environment, this adventure will take 
  approximately two hours to play. 
  How Will You Play? 
  The duration of your session depends on how much 
  of this adventure you utilize. At the very least, your 
  session will last approximately 2 hours. 
   Main Story Objective. To complete the 
  adventure’s main objective, the characters 
  participate in Episodes 1 through 4. 
   Bonus Objectives. You can extend this adventure 
  by one or two hours by including opportunities for 
  the characters to pursue the bonus objectives. Both 
  Bonus Objective A and Bonus Objective B can be 
  included after completing Episode 3.  
  Adventure Flowchart 
   
  Episode 1:  
  The Helping Hand 
  (Call to Action) 
  Bonus Objective A:  
  Virtue or Greed? 
  Episode 2:  
  High or Low? 
  Episode 3:  
  Facing Your Fears 
  Bonus Objective B:  
  Resettlement 
  Episode 4:  
  Conclusion 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  7 
  Episode 1:  
  The Helping Hand 
  Expected Duration: 15 minutes 
   
  Either seeking adventure on their own, or by the 
  direction of their factions, the characters arrive at 
  the Helping Hand, a temple to Torm built from the 
  ruins of an old roadhouse. Here, Priestess Malana 
  Homwell and her acolytes offer respite to weary 
  travelers and spread the word of Torm. However, 
  with the recent attempted destruction of the Tenets 
  of Bane, the temple now looks more like a small 
  fortress, with mercenaries patrolling the area to 
  keep a watchful eye on anyone who approaches. 
  About the Helping Hand 
  The two-story stone temple to Torm is simple and austere in 
  comparison to many of those dedicated to the Hand of 
  Righteousness. When Malana arrived in the Moonsea many 
  decades ago, it was little more than a burnt-out shell, but 
  over time, the structure has seen several expansions. It now 
  includes separate wings for travelers and its permanent 
  clergy, gardens for raising vegetables, and three large barns 
  that serve as a dairy for a sizeable heard of milking goats. 
   
  The Helping Hand augments the income it generates from 
  lodging by making cheeses seasoned with herbs, which the 
  temple sells in Melvaunt and Thentia. Many of its specialty 
  products are prized by the nobility of both cities and 
  command a steep price. This success has enabled the temple 
  to prosper and expand over the years. 
   
  Temple Services. As long as the characters agree to assist 
  Malana, they may request one spell per day of 100 gp or less 
  from the Spellcasting Services table Adventurers League 
  Dungeon Master’s Guide for free. The only cost paid for the 
  spell is the base price for the consumed material 
  components, if any. 
   The characters need only mention Malana’s name 
  or their faction afflation to be allowed access to the 
  temple. Once inside, the Helping Hand’s acolytes 
  escort them promptly to a meeting room with a large 
  oaken table, where a bald, burly man with a full red 
  beard dressed in armor, an attractive woman 
  missing her right arm, and a dark-haired elf dressed 
  in blue robes await them. 
   When the party enters, those gathered rise from 
  their seats to greet the characters. Malana thanks 
  them for coming so quickly and introduces her 
  companions before asking the characters to sit. 
   If the characters have already met Malana in a 
  previous adventure, you can forego introductions 
  and skip to the Call to Action below. 
   DM tip. The accompanying sidebar contains 
  additional information about each of the individuals 
  present. If you are running the adventure in a 2-hour 
  timeslot, it is best to limit the amount of roleplaying 
  in this part of the adventure. 
  Roleplaying Malana Homwell 
  A native of Elturgard, Malana comes from a long line of 
  paladins and clerics dedicated to the worship of Torm. 
   
  She typically dresses in clean white robes and a pale-blue 
  shawl bearing the upraised hand of Torm. She keeps the right 
  sleeve of her garment rolled and pinned at her elbow, making 
  her missing appendage easily apparent. Light streaks of grey 
  grace her lustrous blond hair, and her bright blue eyes 
  convey both intelligence and authority. 
   
  When she was 18 years old, Malana left her homeland to 
  preach Torm’s word throughout the Sword Coast. She was 
  young and full of pride in her deity, and she traveled with a 
  party of adventurers for nearly a year before her piousness 
  caused rifts among the group. 
   
  Malana fell in battle while dealing with an ankheg 
  infestation north of Baldur’s Gate, losing her arm to one of 
  the creature’s powerful pincers. Only the quick actions of her 
  allies saved her life. She returned home to Elturel intent upon 
  reclaiming her missing appendage, but ultimately, no healing 
  could replace her missing limb. 
   
  Knowing she had failed her god, she returned to the 
  farmland where she had lost her arm and worked as a simple 
  farmhand for nearly three years. During that time, she came 
  to understand the aspects of Torm that she had cast aside. 
   
  With respect, kindness, and humility in her heart, she 
  traveled to the Moonsea, a land rife with Bane’s worship, to 
  serve as a counterpoint to his teachings of ambition and 
  strife. Since that time, her flock and her temple have grown. 
  Roleplaying Ontharr Frume 
  Ontharr Frume is a good-natured paladin of Torm, the god of 
  heroics and bravery. He is a man of action who loves jokes 
  and pranks, a stiff drink, and a friendly scuffle. 
   
  He typically wears a light-blue tabard bearing the 
  gauntleted hand of Torm over his armor. 
   
  While Ontharr is a member of the Order of the Gauntlet, 
  he is not only at the Helping Hand on his faction’s behalf. He 
  is assisting Malana because their families have been friends 
  for generations, and because he is secretly quite fond of her. 
  Roleplaying Rylan Elentaur 
  A high elf of noble birth, Rylan’s family acquired the collective 
  works of the archmage Rilitar Shadow-water after his death. 
  The wizard has spent the better part of his life studying 
  Rilitar’s journals, and in doing so, he found entries pertaining 
  to the Tenets of Bane. 
   
  While not a Harper, Rylan claims a loose affiliation with the 
  organization, and when Malana’s latest call for assistance 
  went out, he learned of it through his Harper affiliates. The 
  opportunity to lend his knowledge to locate the possessed 
  high clerics of Torm resonated strongly with Rylan, and he 
  left for the Helping Hand the very same day. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  8 
  Call to Action 
  Whether the characters arrive at the temple at the 
  behest of their factions or for their own reasons, 
  Malana is pleased to have capable adventurers to aid 
  her. If a character participated in any of the earlier 
  adventures in the Tenets of Bane series, she offers 
  her thanks for their previous assistance and is 
  pleased to see they have returned. If a character has 
  the Inspired by Torm story award from the previous 
  adventures, Malana speaks primarily to them, 
  confident her words will be taken with the utmost 
  urgency. 
   She tells the party that nearly a month ago she 
  acquired three palm-sized platinum discs called the 
  Tenets of Bane. Each disc had a word (fear, hatred, 
  or tyranny) on one side and a painted black hand on 
  the other. Three devout worshippers of Bane, known 
  as the Servants of Strife, once carried the discs. They 
  were defeated decades ago by a trio of Thentian 
  wizards, who took the items to study. 
   The wizards discovered the discs were divine in 
  nature, but they were unable to determine their true 
  purpose. Having the items near was disconcerting, 
  as they seemed to amplify the emotions that each 
  disc represented. 
   In an effort to rid the Moonsea of the discs, Malana 
  attempted to transport the items to her homeland of 
  Elturgard, which is now the shining center of Torm’s 
  faith. She was confident the high clerics there could 
  find a way to destroy them, thus eliminating at least 
  a small portion of Bane’s influence in the world. 
   Before she could depart Melvaunt, she was 
  abducted by Banite worshipers, who sought the 
  discs for themselves. With the help of brave 
  adventures, she was rescued, and the Tenets of Bane 
  were recovered. 
   Instead of trying again to transport the discs to 
  Elturel, Malana used her family connections in 
  Elturgard to bolster the defenses of her temple. She 
  then asked for aid from ONTHARR FRUME in 
  bringing three high clerics of Torm to the Moonsea. 
   Several days ago, the high clerics attempted a 
  divine ritual to destroy the discs, but it ended in 
  catastrophe. As the priests offered powerful prayers 
  to Torm, the protective magic of the discs weakened, 
  unknowingly releasing the souls of their original 
  owners, the Servants of Strife, which had been 
  trapped within each disc when they perished over a 
  century earlier. 
   The malignant souls easily overcame the shocked 
  clerics and possessed their bodies. A battle ensued, 
  but the newly returned Servants of Strife managed 
  to escape into the surrounding countryside. 
  RYLAN ELENTAUR, a Thentian wizard with loose 
  ties to the Harpers heard of the situation and arrived 
  two days ago to provide assistance. He has been 
  using scrying spells to locate the missing clerics. He 
  believes he has found one of them in the foothills of 
  the Galena Mountains, several days west of Glister. 
   From Rylan’s scrying, it appears the possessed 
  high cleric, ALITHANA SHIELDHEART, has taken 
  refuge in a bizarre tower, looking like an alien 
  melted candle, not found in any records of the 
  region. 
   Malana needs the characters to travel into the 
  mountains, rescue the high cleric, and, if possible, 
  retrieve the missing Tenet of Bane. Her attempt at 
  driving (with turn undead) the Servants of Strife 
  from the high clerics during the previous battle 
  failed, so subduing Alithana may be necessary. 
   Malana can provide the characters with a map to 
  the area and loan them horses to speed their journey 
  to Glister, but she doesn’t know how useful the 
  animals will be in the rolling, rocky foothills beyond. 
  As it is early morning, she suggests they leave 
  immediately. 
   She is willing to pay the characters a fair reward 
  for their service, and if any character in the party has 
  the Inspired by Torm story award, Malana gives 
  them a potion of greater healing from the temple’s 
  supplies before they depart. 
  Key Points 
  The bullets below exist to provide a quick summary for 
  Dungeon Masters who might be required to run the 
  adventure with little or no time to properly prepare. 
   Priestess Malana Homwell needs the characters to rescue 
  a half-orc high cleric of Torm named Alithana Shieldheart 
  from a tower in the foothills of the Galena Mountains. 
   The cleric has been possessed by the soul of a deceased 
  Banite radical. 
   Since she is possessed, the characters may need to subdue 
  the cleric. 
   Malana can provide the characters with a map to the area 
  and loan them horses for their journey to the foothills. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  9 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  10 
  Episode 2: High or Low? 
  Expected Duration: 45 minutes 
   
  To reach the western foothills of the Galena 
  Mountains the characters must travel the Sword 
  Trail west to Melvaunt then take the Glister road 
  north through Thar to Glister. Though the Glister 
  road is infamous for being infested by humanoid 
  raiding parties, the passage of the Tenets has either 
  drawn those forces elsewhere, or they’ve fled the 
  area. 
  Melvaunt and Glister 
  The Fear of the Fiends overlooks the party’s visit to the cities 
  of Melvaunt and Glister in favor of keeping the action 
  moving. If you are not running the adventure in a fixed 
  timeslot, feel free to allow the players time in Melvaunt to 
  explore. For more information about the city, see CCC-BMG 
  CORE-1 or the CORE-3 series on dmsguild.com. If the party 
  has not played CCC-WWC-07 yet, they should be hurried 
  through Glister by being made to feel unwelcome due to the 
  tensions in town. 
  Scene A: Ravaged Raiders 
  The party encounters no resistance during the 
  journey from the Helping Hand to Glister. They find 
  the fortified town of Glister tense and unwelcoming, 
  and its residents without knowledge of the tower 
  described by Rylan, prompting them to ride 
  westward with little delay. 
   After several days of riding the characters begin to 
  see the tracks of a variety of humanoids, mostly 
  heading west or south. Cresting a barren hill, the 
  stench of death rising up from the valley below 
  becomes unmistakable, and they find their trail 
  littered with the mauled bodies of dozens of gnolls. 
  While surveying the carnage, they are hailed by an 
  urbane, but gravelly voice from a mound of corpses. 
  “Please do not be alarmed. I take it you are here to do 
  something about this terrible situation?”  
   Looking towards the boulders the characters can 
  see two monstrous arms held up in a gesture of 
  peace. This is the ghost of the sage, Carella 
  Falconsflight (female ghost), who was murdered by 
  Sax in the Melted Tower.  
  Roleplaying Carella Falconsflight 
  In life, Carella was a human sage who pursued ancient 
  architectural mysteries. As a ghost, her recollection of life is 
  hazy. She is focused on getting revenge for her treacherous 
  murder by Sax and on freeing her old friend Alithana. She 
  despises the demon she possesses and wishes to see it 
  destroyed. 
  Carella had been studying the tower when Sax 
  arrived, having expected her old friend Alithantha 
  Shieldheart to arrive in response to her sending. 
  Tragically, Carella was no match for the treachery of 
  Sax posing as her friend. Finding herself risen as a 
  ghost, she possessed a demon to mask her presence 
  while observing Sax’s army building process. 
   While hiding in the demon, Carella has learned a 
  variety of facts about the situation. She is willing to 
  reveal the following to the party: 
   Carella had only just started studying the tower 
  after years of pursuing obscure old legends about 
  an ancient tower never found on any map. She is 
  certain that it has a multi-planar existence and has 
  not intersected this world for millennia. She dug 
  up a rune covered obelisk and performed the 
  ritual inscribed on it to pull it into partial 
  alignment with Toril. Only after entering it did she 
  discover that the tower is in both this world and 
  the Abyss, at which point she called upon her old 
  friend Alithana for help. 
   Sax Magnus entered the tower the next day (in the 
  body of Alithana) and killed her. Then Sax began 
  sacrificing humanoids to bring demons across and 
  used the Tenet to bind them under her control. 
   Demons surround the tower within a poisonous 
  fog, and groups are often sent out to capture more 
  humanoids. Captives are flown into the tower, 
  where they are sacrificed to bind more demons. 
   Sax is in the base of the tower, tending to the 
  portal and binding demons. 
   If the party has access to flight, one possible 
  approach to the tower would be from above. 
  However, there is generally at least one troop of 
  demons at the top of the tower at any given 
  moment. Furthermore, there are patrols of flying 
  demons (vrock are the most visible members), 
  which would have to be evaded. A stealthy 
  approach from high above, perhaps using feather 
  fall at the last second, is likely to be the only way 
  to make that work. (See Scene C: Higher Ground 
  if the characters choose this path.) 
   The second approach is from below. The remains 
  of the sacrificed creatures are pitched into a 
  charnel pit below the tower. Some demons feed 
  upon their decaying flesh, so the way is not 
  without risk. Carella can give them directions to 
  caves that lead into that area. She thinks this path 
  is safer, as they are well separated from possible 
  reinforcements. (See Scene B: Desecrated 
  Ground if the characters choose this path.) 
  
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  THE FEAR OF FIENDS  
  11 
   The tower is made of twisted dimensions that 
  block all teleportation magic. Carella believes it to 
  be some ancient arcane experiment in 
  dimensional magic. 
   The Tenet has bound all the demons to itself 
  somehow. It should be possible to use that 
  connection to send them all back through the 
  portal, if one can wrest control of it away from Sax. 
   Carella strongly discourages the party from 
  fighting the horde around the tower. There are 
  over two hundred strong demons in the horde. 
  The Howling Ravagers (a gnoll warband) tried, 
  and now their bodies strengthen the horde. 
   The demons are all from just beyond the open 
  portal, so banishment, or similar magics, will not 
  get rid of them for long. 
   Carella offers the characters the following spell 
  scrolls, which she was able to recover from her 
  body: feather fall and silence. She is willing to 
  accompany them, but fears she will lose control of 
  the demon in combat. Use the gnoll flesh gnawer 
  branded dybbuk statistics for Carella in combat. 
  Give the demon a save (Charisma DC 13) against her 
  possession each round of combat. If it succeeds, she 
  is ejected from it. The strain of possessing a demon 
  has weakened her such that, once ejected, she will 
  fade into the ethereal plane and be unable to 
  manifest again until the next day. She can be laid to 
  rest by saving Alithana from Sax. 
   Carella does not know exactly how Sax is 
  maintaining control over the demons, nor the effects 
  of the Brand of Fear upon them. She only knows the 
  demon she possesses fears Sax beyond all reason. 
  Facing a Horde of Demons 
  A vast horde of demons can be seen rampaging in 
  the poisonous mists that extend for 200 feet around 
  the Tower. Their numbers are such that it should be 
  clearly suicidal to fight through them.  
   No specific guidance is given for parties 
  attempting a foolhardy direct assault. Use your best 
  judgement with the demons presented in appendix 1 
  to provide a challenge that dissuades the players 
  from pursuing such a course of action. Try to leave 
  them a path of retreat, perhaps with a distraction 
  provided by Carella, so they can regroup and resume 
  the adventure using one of the viable approaches 
  described in this episode. 
   
   
   
   
   
   
   
  Branded Demons 
  In The Fear of Fiends Sax Magnus has branded demons using 
  the Tenet of Fear. The process requires that the Tenet be 
  empowered by with the life of a sacrifice that died in fear. 
  Sax then focuses and channels that power into a brand on 
  the face of a restrained demon pulled through by the act of 
  sacrifice. The branding process overcomes the immunity to 
  fear many demons possess. Branded demons live in fear of 
  Bane, Bane’s servant Sax Magnus, and Gorbash. They are 
  otherwise immune to the frightened condition, unless the 
  name of Bane is invoked when it is being imposed. They have 
  disadvantage to all saving throws imposed by spells of those 
  who invoke them in Bane’s name, and disadvantage on all 
  opposed skill checks against those who invoke the name of 
  Bane in the attempt. 
   
  A brand is effectively a Planar Binding cast at 8th level. 
  Treat anyone holding the Tenet of Fear as if they had cast 
  Planar Binding on all branded demons. A brand can be 
  destroyed by a dispel magic with an ability check of DC 18. A 
  failed check damages the brand, reducing the dispel DC by 1. 
  Once it falls below 10, it is destroyed. Once the brand is 
  disabled, or destroyed, the demon is free to return to its 
  usual murderous proclivities. 
   
  A branded demon can walk through the open portal, as the 
  soul sacrifice that permits it to pass is still in effect. However, 
  each crossing out of the Abyss drains the power of the brand, 
  reducing the dispel DC by 1. 
   
  Note: All the branded demons were collected from just 
  beyond this portal. They can easily return through the portal. 
  The timing of a banished branded demon’s return is up to the 
  DM, as it depends on how far from the portal one feels the 
  demon should arrive when banished.  
  Scene B: Desecrated Ground 
  The charnel pit is twenty feet across, in a room that 
  is sixty feet in diameter and thirty feet in height. The 
  edges around the pit are a slope of loose scree. The 
  pit is the site of a body recovery operation by a troop 
  of four dybbuks, sent down to claim strong bodies 
  from the fallen humanoids. The freshest corpses are 
  from the Howling Ravagers gnoll war band. They 
  have selected the strongest of the fallen. They are 
  guided by a pair of dybbuk in the bodies of gnoll 
  pack lords, while the remainder are in the bodies of 
  gnoll flesh gnawers. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Remove two gnoll pack lord branded 
  dybbuks. 
   Weak party: Remove one gnoll pack lord branded dybbuk. 
   Strong party: Replace one gnoll flesh gnawer branded 
  dybbuk with a gnoll fang of Yeenoghu branded dybbuk. 
   Very strong party: Replace all gnoll flesh gnawer branded 
  dybbuks with gnoll pack lord branded dybbuk, and add 
  one flind branded dybbuk. 
  
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  THE FEAR OF FIENDS  
  12 
  Area Information 
  The area has the following features. See Appendix 
  4: Charnel Pit for a map. 
   Light. Dim light from hole in ceiling. 
   Massacred Bodies. The area below is strewn with 
  hundreds of corpses that make it difficult terrain. 
   Scree. The loose scree makes the marked slopes 
  treacherous terrain. Moving over the scree at faster 
  than half speed requires a successful DC 10 Dexterity 
  (Acrobatics) check or fall prone and slide 2d10 feet 
  downwards.  
   Sounds. A hole in the ceiling at the top of the stairs 
  leads into the south side of the tower. The sounds of 
  screaming, the dim roaring of demons, and the 
  distant booming sounds of volcanic eruptions in the 
  Abyss can be easily heard. 
  Tactics 
  The dybbuk thrive on shock and disgust. They have 
  little concern for their own safety, but especially 
  relish the horror of victims being attacked by the 
  body of a former friend or ally. They gang up on 
  whoever seems weakest so they can be possessed to 
  horrify the rest of their new victims. They start the 
  fight by using fear, or violate corpse, to weaken the 
  opposition and then gang up on whoever is slowest 
  to flee. Disembodied dybbuk can use dimension door 
  at will, and they do so to close with vulnerable 
  ranged opponents or chase down those who flee. 
   Due to the temporary hit points of their host 
  bodies, mass fear effects, and desire to kill so they 
  can possess new bodies, this fight can be extremely 
  dangerous. If it is going badly for the party, note that 
  these demons revel in disgust and horror, and could 
  do so to the exclusion of tactical advantage. They 
  could easily waste actions making their bodies do 
  horrific things, like tearing their own arm off to use 
  as a club. Alternatively, they could use phantasmal 
  force to project horrific images into the minds of 
  their victims, (i.e., they have slid into the pit of 
  decaying body parts). 
   A dybbuk that has lost its host is not a very sturdy 
  melee opponent, and they seek to inhabit a new host 
  body as soon as possible. Revealed dybbuk use 
  dimension door to reach (possibly stronger) bodies, 
  within the heap of dead, achieving total cover if it 
  seems appropriate, and come back next round. Also, 
  note that a dybbuk can cast fear multiple times, and 
  other dybbuk are immune to the frightened 
  condition. The number of replacement bodies 
  available for the dybbuk should be restricted to 
  three if this is being run in a two-hour slot. The 
  bodies should be proportional to the strength of the 
  party, with gnoll flesh gnawers as the minimum. 
  Development 
  When they are exposed in their true form, the party 
  can easily see the brand mark where the Tenet of 
  Fear has been burnt into the head of each dybbuk. 
  Treasure 
  The dead gnolls carry miscellaneous coins and gems, 
  looted from the bodies. Carella’s partially eaten body 
  can be recovered from the pit with a successful DC 
  15 Intelligence (Investigation) check by someone 
  sturdy enough to brave the DC 10 Constitution 
  saving throw required for each round of searching. 
  Failing the Constitution save results in nausea (i.e., 
  the poisoned condition). Failing it twice results in 
  being overcome by revulsion, leaving the individual 
  shaken to the point of inducing a level of exhaustion. 
  Continuing the Adventure 
  If the party is victorious, they can proceed up to the 
  stone door at the top of the rocky slope. It is possible 
  to get a short rest, but delaying for a long rest (taken 
  elsewhere, as patrols are sent to investigate the 
  charnel pit if the dybbuk take more than an hour to 
  return) should make the last fight more difficult 
  (increase by the encounter adjustment by one 
  increment). Proceed to Episode 3: Facing Your 
  Fears. 
  Scene C: Higher Ground 
  The top of the tower is eighty feet across, with a hole 
  in the center leading to the west side of its base (see 
  Appendix 5: Top of Tower for a map of the area). It 
  is used as a perch for flying demons and is currently 
  occupied by one vrock and one chasme. 
   If the party obscures their approach by making a 
  successful DC 13 group Dexterity (Stealth) check, or 
  if they use feather fall from high up, they can land 
  atop the tower without alerting any additional flying 
  enemies. If they fail the check, or if they linger atop 
  the tower too long, they draw the notice of another 
  vrock flying in the area. It arrives six rounds after 
  the start of the fight atop the tower. 
   Carella advises the characters to approach rapidly 
  from high up and cast silence before landing. That 
  way, they should be able to limit the fight to the 
  guardians of the top chamber and proceed inside 
  without alerting more enemies. 
   DM Note. The high route is riskier and affords no 
  opportunity for a short rest, weaker parties should 
  be discouraged from considering it. 
  Tactics 
  These demons have little in the way of strategy. 
  Given an opportunity for mayhem, they will fight. If 
  the party uses their silence scroll wisely, this should 
  be a fairly straightforward fight. 
  
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  THE FEAR OF FIENDS  
  13 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Remove one branded vrock. 
   Weak party: Halve the hit points of each branded vrock. 
   Strong party: Add one branded vrock. 
   Very strong party: Replace the branded chasme with a 
  branded glabrezu, and add one branded vrock. 
  Area Information 
  The area has the following features. See Appendix 
  5: Top of Tower for a map. 
   Light. Appropriate for time of day 
   Dangerous Ground. The floor is made of folded 
  dimensions. Movement across it is difficult terrain 
  and damaging (as the spike growth spell; 5 (2d4) 
  piercing damage per 5 feet of movement).  
  Development 
  Each demon has a conspicuous brand mark where 
  the Tenet of Fear has been burnt into their face. A 
  dybbuk flies in after a minute or two, on its way to 
  report to Sax below for transport duty. Interfering 
  with it alerts Sax that something is amiss. A short 
  rest will be nearly impossible here. If the characters 
  alerted the horde, Sax sends forces from above and 
  below to destroy them. 
  The Melted Tower 
  The Melted Tower was built by some of the Phaerimm as an 
  experimental weapon in their war against Netheril and the 
  Sharn. Battle damage caused it to fall mostly out of phase 
  with Toril and be locked into a single planar destination. The 
  Phaerimm abandoned it when they concluded it was no 
  longer useful. Though it is stuck in place in Toril, and its gate 
  is locked onto the Shard of the Fall, its extrusion into the 
  Abyss can be piloted. However, as a Phaerimm device, the 
  controls are designed for a 10-foot creature with four arms 
  and control over wind and weaving magic. Four people can 
  attempt to cooperatively operate the four control ribbons 
  with a successful DC 13 land vehicle check every minute. On a 
  failed check, each creature in contact with the controls takes 
  3 (1d6) necrotic damage. 
   
  A successful DC 20 Intelligence (Arcana) check is required 
  to deduce its Phaerimm origin and learn a little about its 
  workings. Characters with knowledge of ancient Netheril 
  make that check with advantage. Having knowledge of its 
  origin also grants advantage on checks to manipulate the 
  tower and portal. 
  
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  THE FEAR OF FIENDS  
  14 
  Episode 3:  
  Facing Your Fears 
  Expected Duration: 45 minutes 
   
  The Melted Tower was created by some long lost 
  magical process that folds dimensions into a physical 
  substance. As the Phaerimm never walked 
  anywhere, they had no concern for smooth floors. 
  Sax has walled off a square area approximately 100 
  feet across within a much larger space. The ceiling is 
  60 feet above and comprised of the folded 
  dimensional material of the rest of the tower. A 10-
  foot-wide hole in the ceiling to the west leads to the 
  top of the tower, and a 10-foot-wide hole in the 
  south leads to the charnel pit below. 
   Sax has used wall of stone spell to create walls and 
  walkways across the uneven surface. A trail of blood 
  leads from the basalt block in the center to the 
  southern alcove. To the east, a rough pen of stone 
  blocks marks a cage for the humanoids. 
  Roleplaying Sax Magnus 
  Sax Magnus was an arrogant and powerful archmage in life. 
  Her death and return has done nothing to diminish her 
  overbearing self-confidence. She happily monologues about 
  how she has made demons kneel before the might of Bane. 
  She even offers the characters a chance to join her forces, for 
  she shall soon have the unending armies of the Abyss at her 
  feet. If they refuse, they will be subdued for sacrifice. 
  Area Information 
  A 120-foot-square area at the base of the Tower has 
  been customized by Sax. See Appendix 6: Base of 
  the Tower for a map. 
   Light. Bright light from the blue flames of the 
  Abyss beyond the portal. 
   Sound: The booming of volcanic activity and 
  screams of the damned can be heard coming from 
  the portal. 
   Dangerous Ground. The areas not marked as 
  stone are folded dimensions. Movement across those 
  areas is difficult terrain and damaging, (as the spike 
  growth spell; 5 (2d4) piercing damage per 5 feet of 
  movement). 
   Paths: Crude 10-foot-wide stone paths crisscross 
  between the points of interest. 
   Portal. The 20-foot-wide portal dominates the 
  north wall (see the “About the Portal” sidebar). 
   Altar. A black nimbus projects around Sax Magnus 
  from the black basalt altar. A gnoll is chained to the 
  altar as the next sacrifice. Sigils of Phaerimm magic 
  are carved into the altar. 
   Holding Pen: A crude holding pen, opposite the 
  portal, contains 9 orcs, 7 gnolls, 9 hobgoblins, 1 half-
  orc and 1 ogre, all too injured and exhausted to be 
  capable of impacting the combat. 
  Scene A. Sacrificial Rituals 
  Sax Magnus has discovered that a blood sacrifice will 
  permit demons to cross through the portal. She has 
  stationed a branded nalfeshnee on the Abyss side to 
  keep lesser demons away and keep worthwhile 
  demons near enough to send through when the 
  portal becomes clear. The branded nalfeshnee on the 
  Abyss side should not be involved in the fight, as it 
  has orders to maintain a pool of suitable demons in 
  The Shards of the Fall, and is not observing the 
  interior of the tower, unless the party does 
  something extraordinarily foolish. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Replace the glabrezu with a hezrou and 
  Sax’s 4th and 5th-level spells have already been cast. Also 
  no displacement effect is on Sax Magnus. 
   Weak party: Replace the glabrezu with a hezrou, and no 
  displacement effect is on Sax Magnus. 
   Strong party: Use the conjurer stat block for Sax, and add 
  two bulezau. 
   Very strong party: Replace the glabrezu with a 
  nalfeshnee, use the archmage stat block for Sax. 
  The main opposition in this room is Sax Magnus 
  (use the conjurer stat block) and her branded 
  glabrezu. Sax’s standard procedure here is that the 
  big demon selects a victim, hauls it to the altar, and 
  chains it down. Sax then sacrifices it and uses the 
  charge in the Tenet to pull a new demon with the 
  same challenge rating as the sacrifice (or 
  accumulated sacrifices) through. The big demon 
  then grabs it for Sax to brand. Every few minutes a 
  branded dybbuk comes for the new arrivals. 
   The portal presents several opportunities and 
  challenges. See the “About the Portal” sidebar for 
  details. 
  Developments 
  If the party does not interfere, Sax sacrifices the 
  gnoll on her turn. When she does, the portal flashes 
  clear, at which point a bulezau demon waiting 
  outside the gate crosses over on her turn. Roll 
  initiative for it as normal; it will have used a readied 
  action to cross over. Note that it has not been 
  branded yet, so its loyalty to Sax is only the wildly 
  unreliable gratitude of a freed demon. 
   If the party rejects Sax’s offer, she sends the 
  glabrezu to kill them. It starts by casting confusion on 
  the party, or focuses on whoever is providing the 
  greatest difficulty for Sax, such as counterspell users. 
  Sax supports the glabrezu by casting cloudkill, 
  fireball, and evards black tentacles on her turns. She 
  also defends herself with the shield spell when 
  
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  THE FEAR OF FIENDS  
  15 
  needed. The magic around her and the altar grants 
  her 40 temporary hit points, while she stays within 5 
  feet of the altar. The brooch of shielding she wears 
  grants her immunity to magic missile spells and 
  resistance to force damage. 
   If the portal is still operational after ten rounds, a 
  dybbuk arrives from above and provides transport 
  out. If left unmolested, it returns upward the next 
  round, alerting the horde to the new situation. Have 
  the dybbuk return with whichever members of the 
  horde you feel will present an interesting motivation 
  for the party to get busy closing the portal. If they 
  have achieved control over the Tenet of Fear, this 
  presents an opportunity to explore its power over 
  the demons. 
   Sax does not retreat, as she believes she cannot be 
  defeated. Her bond with the Tenet renders her 
  immune to fear, intimidation, and other mind 
  altering effects. Someone who has overcome the 
  intensified fear effect (see “Tenet of Fear” sidebar) 
  can attempt to wrest the Tenet of Fear from her 
  grasp. They succeed if she is grappled and then loses 
  a second opposed grapple attempt targeted at 
  wrenching the Tenet from her. 
   Any individual(s) crossing over that is unable to 
  present the Tenet of Fear will be regarded by the 
  branded nalfeshnee as an undamned soul, and as 
  such, currency suitable for capture and barter to 
  other demons. 
  The Tenet of Fear 
  Any character grabbing the Tenet of Fear during the 
  fight will experience a momentary intense need to 
  make everyone cower before them. That feeling will 
  gradually fade into a milder anxiety. See the “Tenet 
  of Fear” sidebar for additional information.  
  Treasure 
  Sax wears a brooch of shielding looted from Carella. 
  If Carella is still in play, she will encourage her 
  avengers to keep it as a reward. See Appendix 7: 
  Players Handouts for details. 
   
   
   
   
   
   
   
   
   
   
   
   
  Tenet of Fear 
  The Tenet of Fear is one of the three palm-sized discs that 
  make up the Tenets of Bane. It once belonged to the wizard, 
  Sax Magnus. The disc bears the word FEAR in black letters on 
  one side and a symbol of Bane (a painted black hand outlined 
  in red) on the opposite. In spite of its age, the disc’s paint 
  remains bright and flawless. Any attempt to deface or 
  damage the item has no discernable effect. 
   
  Creatures that touch the disc feel a sudden and intense 
  rush of fear, which quickly subsides to minor anxiety. The disc 
  radiates a less intense aura of fear in a 100-foot radius. While 
  the aura is faint, creatures that experience prolonged 
  exposure to it become anxious, distrustful, and prone to fits 
  of violence. That effect of the effect imposes no mechanical 
  disadvantages. It is for roleplaying purposes only. The effect 
  dissipates if the creature spends an equal amount of time out 
  of the disc’s aura. In addition, a calm emotions spell 
  suppresses the effect, and a lesser restoration spell removes 
  it completely. 
   
  While the disc is empowered by life energy it does 1 point 
  of necrotic damage per round to anyone within 1 foot of it 
  who is not a worshipper of Bane. Those who are not 
  worshippers of Bane must make a successful DC 17 Wisdom 
  saving throw against fear to touch the Tenet in its powered 
  up state. Once the save is made, it need not be attempted 
  again for 24 hours. 
  The Shards of the Fall 
  The history behind the name of this layer of the Abyss, 
  known only as The Shards of the Fall is long lost. It is not 
  known to have ever been ruled by any demon lord or evil 
  god. Its current ruler is Gorbash the Balor. The land itself is 
  unstable, given to frequent tremors and volcanic activity. 
   
  The following facts can be recalled or deduced via 
  successful Intelligence (Arcana, Religion, or History) checks. 
  History checks would be made at disadvantage due to 
  obscurity. 
   All flames, no matter the source, burn blue here, including 
  the lava. (DC 13 check) 
   The air itself is poisonous. Creatures who are not immune 
  to poison must succeed on a DC 10 Constitution save every 
  round they breathe or become poisoned until they breathe 
  fresh air again. (DC 15 check) 
   The only attraction of this place is in the brilliant blue 
  sapphires that may be collected from the cooled lava. (DC 
  18 check) 
   The difficulty of making it out is that none may leave until 
  a life debt is paid. That debt must be paid in undamned 
  souls equivalent to the power (hit dice equivalent to CR) of 
  the one who seeks to leave. Few undamned souls survive 
  long here against the depredations of the demons who 
  have had the misfortune to fall through a rift into this 
  place. The nature of the place leads some sages to believe 
  it was once a prison plane, perhaps fallen from Carceri in 
  the long lost past. (DC 20 check) 
  A successful DC 20 Intelligence (Arcana or Religion) check 
  reveals all of the information above. 
  
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  THE FEAR OF FIENDS  
  16 
  About the Portal 
  The portal is a 40-foot-by-40-foot passage from Toril to The 
  Shards of the Fall layer of the Abyss. It provides a clear view 
  in both directions between the tower and the abyssal rift 
  beyond. Nothing else can pass through the portal unless 
  driven by the expenditure of life force (see below). The sound 
  of volcanic activity and the roars of demons can be heard 
  very faintly, similarly sounds from inside the tower are only 
  barely audible. 
   
  The portal is being held open in stable form by the steady 
  stream of soul sacrifices. It can be held open by sacrificing a 
  sentient being, damning its soul to the Abyss. Or by the 
  willing sacrifice of life energy in the form of hit dice. The 
  sacrifice can be given at the portal itself (also subjecting a 
  creature to the draining field), or by pressing a hand to the 
  basalt altar. 
   
  The area within five feet of the portal is a cerulean 
  draining field that does 3 (1d6) necrotic damage to any 
  creature that ends their turn there. It also dispels anything 
  that ends it turn within the field as a dispel magic spell with 
  an ability check level of 13 (3rd level spells or below). 
   
  A sentient living creature native to Toril may cross through 
  the portal by moving adjacent to it and expending some of its 
  life force, in the form of a hit die. Doing so moves them, and 
  whatever they carry, into the The Shards of the Fall layer of 
  the Abyss. Demons can return to the Abyss through the 
  portal without any difficulty. Other creatures may only pass 
  when carried by one of the former. Getting back is 
  significantly more difficult, see the “The Shards of the Fall” 
  sidebar for details. 
   
  For every fifteen minutes without sacrifices, the necrotic 
  field expands in a 5-foot radius and intensifies by + 3 (1d6) 
  necrotic damage and +1 to its dispel check. This continues 
  until a soul is captured, or a hit die of life force is voluntarily 
  expended, then it reduces by 5 feet and 3 (1d6) for each CR 
  of the soul, or per hit die, (to a minimum of 5 feet and 3 
  (1d6). The timing of an expansion can be observed and 
  predicted by a round of observation accompanied by a 
  successful DC 10 Intelligence (Arcana) check. 
  Continuing the Adventure 
  There is no peaceful conclusion option. The party 
  can only survive by incapacitating their enemies. If 
  they are successful, proceed to Scene B: Disbanding 
  the Horde and then Scene C: Closing the Portal. 
   If you are utilizing Bonus Objective A or B, you 
  should direct the party to Appendix 2 or 3. 
  Scene B: Disbanding the Horde 
  The wielder of the Tenet of Fear can command 
  branded demons to return through the portal. They 
  can also be commanded to harvest gems, with the 
  same limitations as in the “Gems for Souls” section. 
  Finally, they can be commanded to destroy each 
  other. However, the latter move is somewhat risky, 
  as babau demons can cast dispel magic, which may 
  dispel the brands that control some foes or cause 
  other collateral damage. The portal itself destabilizes 
  without additional sacrifices, so there is insufficient 
  time to gain much using that strategy alone. 
   A wise party will command the demons to go back 
  through the portal before closing it. 
   Control over the Tenet of Fear allows the 
  possessor to command any branded demon. The 
  horde can be ordered to return through the portal. A 
  successful DC 13 Intelligence check reveals that they 
  should send dybbuk to recall any remote patrols. It 
  will take about an hour for them to be ferried back 
  by dybbuk using dimension door. 
  Scene C: Closing the Portal 
  The portal can be closed by holding the Tenet of Fear 
  in it and making three successful DC 15 Intelligence 
  (Arcana or Religion), Wisdom, or Charisma checks 
  (one per round) to cancel all life price bargains made 
  through it, thereby expelling its energy into the 
  portal. This can only be done by imposing one’s will 
  through the Tenet while in physical contact. Failing a 
  check intensifies the necrotic field (see the “About 
  the Portal” sidebar for details). 
   When the portal is closed, the wall returns to the 
  form of an inert 20-foot-by-20-foot obsidian bas 
  relief of the volcanic horizon beyond, and the 
  necrotic field collapses. This also discharges the 
  Tenet of Fear so that it is in the more dormant state 
  described in the “Tenet of Fear” sidebar. 
   The tower fades out of alignment with Toril, over 
  the next minute. Anyone remaining within after 1 
  minute is dropped into the pit, falling at least 30 feet 
  (see Appendix 4). 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  17 
  Episode 4: Conclusion 
  Expected Duration: 15 minutes 
   
  When the characters return to the Helping Hand 
  with the high cleric Alithana Shieldheart in tow, 
  Malana is relieved to see they were successful in 
  their mission and happily rewards them. If Alithana 
  somehow perished during the adventure, Malana 
  sends for another cleric of Torm to raise her from 
  the dead. If she remains alive, she vows to find a way 
  to drive the foul soul of Sax Magnus from her body 
  and save her. 
   Once retrieved, Malana turns the Tenet of Fear 
  over to Rylan Elentaur, who stores the disc in a 
  pocket of extradimensional space—accessible only 
  by him—at his tower in Thentia. She assures the 
  characters that the wizard is actively searching for a 
  way to finally destroy the discs once and for all. 
  Story Award 
  If the characters defeated Sax Magnus and closed the 
  portal without sacrificing any humanoids, and if they 
  managed to return Alithana to the Helping Hand 
  alive with the Tenet of Fear, they earn the Torm’s 
  Compassion story award, which is detailed under 
  Adventure Rewards. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  18 
  Adventure Rewards 
  Upon completing the adventure, the characters each 
  receive rewards based upon their accomplishments. 
  These rewards include advancement and treasure, 
  and may include special rewards, such as story 
  awards or new downtime activities, as follows: 
  Advancement and Treasure 
  Checkpoints 
  The characters receive 2 advancement checkpoints 
  and 2 treasure checkpoints for completing the story 
  objective below: 
   Story Objective: Rescue the high cleric, Alithana 
  Shieldheart, and return her to Malana Homwell at 
  the Helping Hand temple. 
  The characters receive 1 advancement checkpoint 
  and 1 treasure checkpoint for completing each of the 
  bonus objectives below: 
   Bonus Objective A: Either collect gemstones or 
  save souls by playing Appendix 2: Virtue or 
  Greed? 
   Bonus Objective B: Successfully resettle most of 
  the surviving humanoids in Appendix 3: 
  Resettlement. 
  Player Rewards 
  The characters earn downtime and renown as 
  outlined in the D&D Adventurers League Dungeon 
  Master's Guide for completing the adventure and any 
  bonus objectives. They also earn the following 
  player rewards: 
  Magic Item Unlock 
  Characters completing the adventure unlock this 
  magic item. 
   Brooch of Shielding This brooch depicts the white 
  raised hand of Torm. A full description of this item 
  can be found in Appendix 7: Player Handouts. 
  Consumables 
  During this adventure, the characters may find the 
  following consumable items: 
   Spell Scroll of Feather Fall. This item can be 
  found under Appendix 7: Player Handouts.  
   Spell Scroll of Silence. This item can be found in 
  Appendix 7: Player Handouts. 
  Story Awards 
  During this adventure, the characters may earn the 
  following story award: 
   Torm’s Compassion. You showed compassion by 
  not sacrificing any humanoids when closing the 
  portal to the Abyss. In addition, you managed to 
  retrieve the Tenet of Fear and deliver it to Malana 
  Homwell. The priestess is impressed by your 
  dedication to Torm’s ways. 
   Touched by Torm. Your dedication to Torm’s 
  ways has impressed Malana Homwell and others in 
  the church of Torm. As a result, you are invited for 
  an intense period of study, prayer, and reflection at 
  the Temple of Torm’s Coming in Tantras. If you 
  choose to attend, you emerged with a deep 
  connection to Torm and his beliefs. You feel as 
  though the deity has touched your very being, but 
  what this means for your future is still unclear. 
   Important: This story award is only available to 
  characters with the Torm’s Honor, Torm’s 
  Compassion, Torm’s Duty, and Inspired by Torm 
  story awards. While it may have benefits in future 
  adventures involving the Tenets of Bane, it is 
  intended primarily for roleplaying purposes. 
   A full description of each story award can also be 
  found in Appendix 7: Player Handouts. 
  DM Rewards 
  In exchange for running this adventure, you earn 
  advancement and treasure checkpoints and 
  downtime as though you played the adventure, but 
  none of the other rewards listed above. 
   However, this adventure may qualify for rewards 
  earned by completing DM Quests. See the 
  Adventurers League Dungeon Master’s Guide for more 
  information about DM Quests. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  19 
  Dramatis Personae 
  The following NPCs and locations feature 
  prominently in this adventure. 
   Glister. Glister is a small town that sits at the base 
  of the western Galena Mountains. Hills surround 
  the remote community, which serves as a trading 
  post, exchanging ore from the nearby mountains 
  for food and other supplies from cities and towns 
  of the Moonsea. 
   Malana Homwell. A native of Elturgard, Malana 
  comes from a long line of paladins and clerics 
  dedicated to the worship of Torm. She typically 
  dresses in clean white robes and a pale-blue shawl 
  bearing the upraised hand of Torm. She keeps the 
  right sleeve of her garment is rolled and pinned at 
  her elbow, making her missing appendage easily 
  apparent. Light streaks of grey grace her lustrous 
  blond hair, and her bright blue eyes convey both 
  intelligence and authority. 
  Personality: I believe everyone deserves 
  kindness, compassion, and dignity, and I do my 
  best to set this example through my actions. 
  Ideal: I believe that my purpose is to spread the 
  teachings of Torm. 
  Bond: I am dedicated to Torm with all of my being. 
  Flaw: My desire to please Torm sometimes blinds 
  my judgement. 
   Onthar Frume. Ontharr Frume is a good-natured 
  paladin of Torm, the god of heroics and bravery. 
  He is a man of action who loves jokes and pranks, 
  a stiff drink, and a friendly scuffle. He typically 
  wears a light-blue tabard bearing the gauntleted 
  hand of Torm over his armor. 
  Personality: I love a good laugh, and I’m quick to 
  help those in need. 
  Ideal: I strive to be an example of goodness to 
  everyone in my life. 
  Bond: I live to serve Torm. 
  Flaw: I sometimes look upon those without 
  conviction or purpose unfavorably. 
   Rylan Elentaur. A high elf of noble birth, Rylan’s 
  family acquired the collective works of the 
  archmage Rilitar Shadow-water after his death. 
  The wizard has spent the better part of his life 
  studying Rilitar’s journals. While not a Harper, 
  Rylan claims a loose affiliation with the 
  organization, and when Malana’s latest call for 
  assistance went out, he learned of it through his 
  Harper affiliates.  
  Personality: I'm used to helping out those who 
  aren't as smart as I am, and I patiently explain 
  anything and everything to others. 
  Ideal: History is only important if we learn from it 
  and do not make the same mistakes twice. 
  Bond: I want to use my knowledge to make the 
  world a better place for everyone. 
  Flaw: I sometimes risk too much in my quest for 
  forgotten lore. 
   Servants of Strife. Three of Bane’s devout 
  followers who originally carried the Tenets of 
  Bane. Collectively, they were known as the 
  Servants of Strife. 
   Tenets of Bane. Three palm-sized discs make up 
  the Tenets of Bane. These discs once belonged to 
  the Servants of Strife, three of Bane’s most devout 
  worshipers. Each discs bears a word (HATE, FEAR, 
  or TYRANNY) in black letters on one side and a 
  symbol of Bane, a painted black hand outlined in 
  red, on the opposite. Creatures that touch the disc 
  feel a sudden and intense rush of emotion related 
  to the word it bears. 
  The wizard, Sax Magnus, magically created each 
  of the three discs. Upon their completion, they 
  were bathed in the blood of the assassin, Cyran 
  Steel, and blessed by the blackguard, Mace Dred. 
  This process somehow bound the discs to the 
  souls of each Servant of Strife, but since the exact 
  nature of the joining is both arcane and divine, it is 
  unknown to all but their original owners. 
   Thar. Thar is a desolate, broken moor with a cold 
  and unforgiving climate. Orcs, ogres, and other 
  humanoids make their homes there and in the 
  nearby mountains. They sometimes threaten the 
  human cities of the northern Moonsea. 
   The Helping Hand. This two-story stone temple to 
  Torm is simple and austere in comparison to many 
  of those dedicated to the Hand of Righteousness. 
  When Malana arrived in the Moonsea many 
  decades ago, it was little more than a burnt-out 
  shell, but over time, the structure has seen several 
  expansions. It now includes separate wings for 
  travelers and its permanent clergy, gardens for 
  raising vegetables, and three large barns that 
  serve as a dairy for a sizeable heard of milking 
  goats. The Helping Hand augments the income it 
  generates from lodging by making cheeses 
  seasoned with herbs, which the temple sells in 
  Melvaunt and Thentia. Many of its specialty 
  products are prized by the nobility of both cities 
  and command a steep price. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  20 
  Appendix 1: 
  Monsters/NPCs 
   
  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 Resistance damage from spells; non-magical 
  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. 
  It’s 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 (2 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.  
   
  Armanite 
  Large fiend (demon), chaotic evil 
   
  Armor Class 16 (natural armor) 
  Hit Points 84 (8d10 + 40) 
  Speed 60 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  21 (+5) 18 (+4) 21 (+5) 
  8 (-1) 
  12 (+1) 13 (+1) 
   
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 7 (2,900 XP) 
   
  Magic Resistance. The armanite has advantage on 
  saving throws against spells and other magical effects. 
  Magic Weapons. The armanite's weapon attacks are 
  magical. 
  Actions 
  Multiattack. The armanite makes three attacks: one 
  with its hooves, one with its claws, and one with its 
  serrated tail. 
  Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) bludgeoning damage. 
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 10 (2d4 + 5) slashing damage. 
  Serrated Tail. Melee Weapon Attack: +8 to hit, reach 
  10 ft., one target. Hit: 16 (2d10 + 6) slashing damage. 
  Lightning Lance (Recharge 5-6). The armanite looses a 
  bolt of lightning in a line 60 feet long and 10 feet wide. 
  Each creature in the line must make a DC 15 Dexterity 
  saving throw, taking 27 (6d8) lightning damage on a 
  failed save, or half as much damage on a successful 
  one. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  21 
  Babau 
  Medium fiend (demon), chaotic evil 
   
  Armor Class 16 (natural armor) 
  Hit Points 82 (11d8 + 33) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 16 (+3) 16 (+3) 11 (+0) 12 (+1) 13 (+1) 
   
  Skills Perception +5, Stealth +5 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 15 
  Languages Abyssal 
  Challenge 4 (1,100 XP) 
   
  Innate Spellcasting. The babau's innate spellcasting 
  ability is Wisdom (spell save DC 11). The babau can 
  innately cast the following spells, requiring no material 
  components: 
  At will: darkness, dispel magic, fear, heat metal, 
  levitate 
  Actions 
  Multiattack. The babau makes two melee attacks. It 
  can also use Weakening Gaze before or after making 
  these attacks. 
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage. 
  Spear. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 
  4) piercing damage, or 8 (1d8 + 4) piercing damage 
  when used with two hands to make a melee attack. 
  Weakening Gaze. The babau targets one creature that 
  it can see within 20 feet of it. The target must make a 
  DC 13 Constitution saving throw. On a failed save, the 
  target deals only half damage with weapon attacks 
  that use Strength for l minute. The target can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. 
   
  Bulezau 
  Medium fiend (demon), chaotic evil 
   
  Armor Class 14 (natural armor) 
  Hit Points 52 (7d8 + 21) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 14 (+2) 17 (+3) 
  8 (-1) 
  9 (-1) 
  6 (-2) 
   
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses darkvision 120 ft., passive Perception 9 
  Languages Abyssal, telepathy 60 ft. 
  Challenge 3 (700 XP) 
   
  Rotting Presence. When any creature that isn't a 
  demon starts its turn within 30 feet one or more 
  bulezaus, that creature must succeed on a DC 13 
  Constitution saving throw or take 3 (1d6) necrotic 
  damage plus 1 necrotic damage for each bulezau 
  within 30 feet of it. 
  Standing Leap. The bulezau's long jump is up to 20 feet 
  and its high jump is up to 10 feet, with or without a 
  running start. Sure-Footed. The bulezau has advantage 
  on Strength and Dexterity saving throws made against 
  effects that would knock it prone. 
  Actions 
  Barbed Tail. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 8 (1d12 + 2) piercing damage. If the 
  target is a creature, it must succeed on a DC 13 
  Constitution saving throw against disease or become 
  poisoned until the disease ends. While poisoned in this 
  way, the target sports festering boils, coughs up flies, 
  and sheds rotting skin, and the target must repeat the 
  saving throw after every 24 hours that elapse. On a 
  successful save, the disease ends. On a failed save, the 
  target's hit point maximum is reduced by 4 (1d8). The 
  target dies if its hit point maximum is reduced to 0. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  22 
  Chasme 
  Large fiend (demon), chaotic evil 
   
  Armor Class 15 (natural armor) 
  Hit Points 84 (13d10 + 13) 
  Speed 20 ft., fly 60 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 15 (+2) 12 (+1) 11 (+0) 14 (+2) 10 (+0) 
   
  Saving Throws Dex +5, Wis +5 
  Skills Perception +5 
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses blindsight 10 ft., darkvision 120 ft., passive 
  Perception 15 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 6 (2,300 XP) 
   
  Drone. The chasme produces a horrid droning sound to 
  which demons are immune. Any other creature that 
  starts its turn within 30 feet of the chasme must 
  succeed on a DC 12 Constitution saving throw or fall 
  unconscious for 10 minutes. A creature that can't hear 
  the drone automatically succeeds on the save. The 
  effect on the creature ends if it takes damage or if 
  another creature takes an action to splash it with holy 
  water. If a creature's saving throw is successful or the 
  effect ends for it, it is immune to the drone for the 
  next 24 hours. 
  Magic Resistance. The chasme has advantage on 
  saving throws against spells and other magical effects. 
  Spider Climb. The chasme can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Actions 
  Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 16 (4d6 + 2) piercing damage plus 24 
  (7d6) necrotic damage, and the target's hit point 
  maximum is reduced by an amount equal to the 
  necrotic damage taken. If this effect reduces a 
  creature's hit point maximum to 0, the creature dies. 
  This reduction to a creature's hit point maximum lasts 
  until the creature finishes a long rest or until it is 
  affected by a spell like greater restoration. 
   
  Conjurer (Sax Magnus) 
  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 conjurer is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 14, +6 
  to hit with spell attacks). The conjurer has the 
  following wizard spells prepared: 
  Cantrips (at will): acid splash*, mage hand*, poison 
  spray*, prestidigitation 
  1st level (4 slot s): mage armor, magic missile, unseen 
  servant* 
  2nd level (3 slots): cloud of daggers*, misty step*, 
  web* 
  3rd level (3 slots): fireball, stinking cloud* 
  4th level (3 slots): Evard's black tentacles*, stoneskin 
  5th level (2 slots): cloudkill*, conjure elemental* 
  *Conjuration spell of 1st level or higher 
  Benign Transportation (Recharges after the Conjurer 
  Casts a Conjuration Spell of 1st Level or Higher). As a 
  bonus action, the conjurer teleports up to 30 feet to 
  an unoccupied space that it can see. lf it instead 
  chooses a space within range that is occupied by a 
  willing Small or Medium creature, they both teleport, 
  swapping places. 
  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. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  23 
  Dybbuk 
  Medium fiend (demon), chaotic evil 
   
  Armor Class 14 
  Hit Points 37 (5d8 + 15) 
  Speed 0 ft., 40 ft. (hover) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (-2) 
  19 (+4) 16 (+3) 16 (+3) 15 (+2) 14 (+2) 
   
  Skills Deception +6 , Intimidation +4, Perception +4 
  Damage Resistances acid, cold, fire , lightning, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, poisoned, 
  prone, restrained 
  Senses darkvision 120 ft., passive Perception 14 
  Languages Abyssal, Common , telepathy 120 ft. 
  Challenge 4 (1 , 100 XP) 
   
  Incorporeal Movement. The dybbuk can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its 
  turn inside an object. 
  Innate Spellcasting. The dybbuk's innate spellcasting 
  ability is Charisma (spell save DC 12). It can innately 
  cast the following spells, requiring no material 
  components: 
  At will: dimension door 
  3/day each: fear, phantasmal force 
  Magic Resistance. The dybbuk has advantage on saving 
  throws against spells and other magical effects. 
  Violate Corpse. The dybbuk can use a bonus action 
  while it is possessing a corpse to make it do something 
  unnatural, such as vomit blood, twist its head all the 
  way around, or cause a quadruped to move as a biped. 
  Any beast or humanoid that sees this behavior must 
  succeed on a DC 12 Wisdom saving throw or become 
  frightened of the dybbuk for 1 minute. The frightened 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success. A creature that succeeds on a saving throw 
  against this ability is immune to Violate Corpse for 24 
  hours. 
  Actions 
  Tendril. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 13 (2d8 + 4) necrotic damage. If the 
  target is a creature, its hit point maximum is also 
  reduced by 3 (1d6). This reduction lasts until the target 
  finishes a short or long rest. The target dies if this 
  effect reduces its hit point maximum to 0. 
  Possess Corpse (Recharge 6). The dybbuk disappears 
  into an intact corpse it can see within 5 fee t of it. The 
  corpse must be Large or smaller and be that of a beast 
  or a humanoid. The dybbuk is now effectively the 
  possessed creature. Its type becomes undead, though 
  it now looks alive, and it gains a number of temporary 
  hit points equal to the corpse's hit point maximum in 
  life. 
    While possessing the corpse, the dybbuk retains its 
  hit points, alignment, Intelligence, Wisdom, Charisma, 
  telepathy, and immunity to poison damage, 
  exhaustion, and being charmed and frightened. It 
  otherwise uses the possessed target's game statistics, 
  gaining access to its knowledge and proficiencies but 
  not its class features, if any. 
    The possession lasts until the temporary hit points 
  are lost (at which point the body becomes a corpse 
  once more) or the dybbuk ends its possession using a 
  bonus action. When the possession ends, the dybbuk 
  reappears in an unoccupied space within 5 feet of the 
  corpse. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  24 
  Flind 
  Medium humanoid (gnoll), chaotic evil 
   
  Armor Class 16 (chain mail) 
  Hit Points 127 (15d8 + 60) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 10 (+0) 19 (+4) 11 (+0) 13 (+1) 12 (+1) 
   
  Saving Throws Con +8, Wis +5 
  Skills Intimidate +5, Perception +5 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Gnoll, Abyssal 
  Challenge 9 (5,000 XP) 
   
  Aura of Blood Thirst. If the flind isn't incapacitated, any 
  creature with the Rampage trait can make a bite 
  attack as a bonus action while within 10 feet of the 
  flind. 
  Actions 
  Multiattack. The flind makes three attacks: one with 
  each of its different flail attacks or three with its 
  longbow. 
  Flail of Madness. Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning 
  damage, and the target must make a DC 16 Wisdom 
  saving throw. On a failed save, the target must make a 
  melee attack against a random target within its reach 
  on its next turn. If it has no targets within its reach 
  even after moving, it loses its action on that turn. 
  Flail of Pain. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage 
  plus 22 (4d10) psychic damage. 
  Flail of Paralysis. Melee Weapon Attack: +9 to hit, 
  reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning 
  damage, and the target must succeed on a DC 16 
  Constitution saving throw or be paralyzed until the 
  end of its next turn. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 4 (1d8) piercing damage. 
   
  Glabrezu 
  Large fiend (demon), chaotic evil 
   
  Armor Class 17 (natural armor) 
  Hit Points 157 (15d10 + 75) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  20 (+5) 15 (+2) 21 (+5) 19 (+4) 17 (+3) 16 (+3) 
   
  Saving Throws Str +9, Con +9, Wis +7, Cha +7 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 13 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 9 (5,000 XP) 
   
  Innate Spellcasting. The glabrezu's spellcasting ability 
  is Intelligence (spell save DC 16). The glabrezu can 
  innately cast the following spells, requiring no material 
  components: 
  At will: darkness, detect magic, dispel magic 
  1/day each: confusion, fly, power word stun 
  Magic Resistance. The glabrezu has advantage on 
  saving throws against spells and other magical effects. 
  Actions 
  Multiattack. The glabrezu makes four attacks: two with 
  its pincers and two with its fist s. Alternatively, it 
  makes two attacks with its pincers and casts one spell. 
  Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one target. Hit: 16 (2d10 + 5) bludgeoning damage. If 
  the target is a Medium or smaller creature, it is 
  grappled (escape DC 15). The glabrezu has two 
  pincers, each of which can grapple only one target. 
  Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) bludgeoning damage. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  25 
  Gnoll Fang of Yeenoghu 
  Medium humanoid (gnoll), chaotic evil 
   
  Armor Class 14 (hide armor) 
  Hit Points 65 (10d8 + 20) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 14 (+2) 12 (+1) 
  8 (-1) 
  10 (+0) 
  8 (-1) 
   
  Saving Throws Con +4, Wis +2, Cha +3 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Abyssal, Gnoll 
  Challenge 4 (1,100 XP) 
   
  Rampage. When the gnoll reduces a creature to 0 hit 
  points with a melee attack on its turn, the gnoll can 
  take a bonus action to move up to half its speed and 
  make a bite attack. 
  Actions 
  Multiattack. The gnoll makes three attacks: one with 
  its bite and two with its claws. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d6 + 3) piercing damage, and the 
  target must succeed on a DC 12 Constitution saving 
  throw or take 7 (2d6) poison damage. 
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage. 
   
  Gnoll Flesh Gnawer 
  Medium humanoid (gnoll), chaotic evil 
   
  Armor Class 14 (studded leather) 
  Hit Points 22 (4d8 + 4) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+1) 14 (+2) 12 (+1) 
  8 (-1) 
  10 (+0) 
  8 (-1) 
   
  Saving Throws Dex +4 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Gnoll 
  Challenge 1 (200 XP) 
   
  Rampage. When the gnoll reduces a creature to 0 hit 
  points with a melee attack on its turn, the gnoll can 
  take a bonus action to move up to half its speed and 
  make a bite attack. 
  Actions 
  Multiattack. The gnoll makes three attacks: one with 
  its bite and two with its shortsword. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) piercing damage. 
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  Sudden Rush. Until the end of the turn, the gnoll's 
  speed increases by 60 feet and it doesn't provoke 
  opportunity attacks. 
  Gnoll Pack Lord 
  Medium humanoid (gnoll), chaotic evil 
   
  Armor Class 15 (chain shirt) 
  Hit Points 49 (9d8 + 9) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 14 (+2) 13 (+1) 
  8 (-1) 
  11 (+0) 
  9 (-1) 
   
  Senses darkvision 60 ft., passive Perception 10 
  Languages Gnoll 
  Challenge 2 (450 XP) 
   
  Rampage. When the gnoll reduces a creature to 0 hit 
  points with a melee attack on its turn, the gnoll can 
  take a bonus action to move up to half its speed and 
  make a bite attack. 
  Actions 
  Multiattack. The gnoll makes two attacks, either with 
  its glaive or its longbow, and uses its Incite Rampage if 
  it can. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 5 (1d4 + 3) piercing damage. 
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., 
  one target. Hit: 8 (1d10 + 3) slashing damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage. 
  Incite Rampage (Recharge 5- 6). One creature the 
  gnoll can see within 30 feet of it can use its reaction to 
  make a melee attack if it can hear the gnoll and has 
  the Rampage trait. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  26 
  Hezrou 
  Large fiend (demon), chaotic evil 
   
  Armor Class 16 (natural armor) 
  Hit Points 136 (13d10 + 65) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 17 (+3) 20 (+5) 
  5 (-3) 
  12 (+1) 13 (+1) 
   
  Saving Throws Str +7, Con +8, Wis +4 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 8 (3,900 XP) 
   
  Magic Resistance. The hezrou has advantage on saving 
  throws against spells and other magical effects. 
  Stench. Any creature that starts its turn within 10 feet 
  of the hezrou must succeed on a DC 14 Constitution 
  saving throw or be poisoned until the start of its next 
  turn. On a successful saving throw, the creature is 
  immune to the hezrou's stench for 24 hours. 
  Actions 
  Multiattack. The hezrou makes three attacks: one with 
  its bite and two with its claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 15 (2d10 + 4) piercing damage. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. 
   
  Nalfeshnee 
  Large fiend (demon), chaotic evil 
   
  Armor Class 18 (natural armor) 
  Hit Points 184 (16d10 + 96) 
  Speed 20 ft., fly 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  21 (+5) 10 (+0) 22 (+6) 19 (+4) 12 (+1) 15 (+2) 
   
  Saving Throws Con +11, lnt +9, Wis +6, Cha +7 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 11 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 13 (10,000 XP) 
   
  Magic Resistance. The nalfeshnee has advantage on 
  saving throws against spells and other magical effects. 
  Actions 
  Multiattack. The nalfeshnee uses Horror Nimbus if it 
  can. It then makes three attacks: one with its bite and 
  two with its claws. 
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 32 (5d10 + 5) piercing damage. 
  Claw. Melee Weapon Attack: +10 to hit, reach 10ft., 
  one target. Hit: 15 (3d6 + 5) slashing damage. 
  Horror Nimbus (Recharge 5-6). The nalfeshnee 
  magically emits scintillating, multicolored light. Each 
  creature within 15 feet of the nalfeshnee that can see 
  the light must succeed on a DC 15 Wisdom saving 
  throw or be frightened for 1 minute. A creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature's 
  saving throw is successful or the effect ends for it, the 
  creature is immune to the nalfeshnee's Horror Nimbus 
  for the next 24 hours. 
  Teleport. The nalfeshnee magically teleports, along 
  with any equipment it is wearing or carrying, up to 120 
  feet to an unoccupied space it can see. 
   
  
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  THE FEAR OF FIENDS  
  27 
  Vrock 
  Large fiend (demon), chaotic evil 
   
  Armor Class 15 (natural armor) 
  Hit Points 104 (11d10 + 44) 
  Speed 40 ft. , fly 60 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 15 (+2) 18 (+4) 
  8 (-1) 
  13 (+1) 
  8 (-1) 
   
  Saving Throws Dex +5, Wis +4, Cha +2 
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 6 (2,300 XP) 
   
  Magic Resistance. The vrock has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Multiattack. The vrock makes two attacks: one with its 
  beak and one with its talons. 
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. 
  Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 14 (2d10 + 3) slashing damage. 
  Spores (Recharge 6). A 15-foot-radius cloud of toxic 
  spores extends out from the vrock. The spores spread 
  around corners. Each creature in that area must 
  succeed on a DC 14 Constitution saving throw or 
  become poisoned. While poisoned in this way, a target 
  takes 5 (1d10) poison damage at the start of each of 
  its turns. A target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. Emptying a vial of holy water on the target 
  also ends the effect on it. 
  Stunning Screech (1/Day). The vrock emits a horrific 
  screech. Each creature within 20 feet of it that can 
  hear it and that isn't a demon must succeed on a DC 
  14 Constitution saving throw or be stunned until the 
  end of the vrock's next turn. 
   
   
  
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  THE FEAR OF FIENDS  
  28 
  Appendix 2: Virtue or Greed? (Bonus Objective A) 
  Expected Duration: 20-40 minutes 
   
  The exchange of souls into the Abyss was paid to 
  bind demons into service. Sending them back and 
  negating their contract leaves a balance of souls in 
  the Abyss that it has no claim upon. However, the 
  Abyss is not concerned with legal niceties and does 
  not give up souls without a struggle. 
   Alternatively, while the portal is open, it is 
  possible to barter with the demons beyond. For a life 
  price of souls, demons trapped in The Shards of the 
  Fall will promise much. However, they are all chaotic 
  evil denizens of the Abyss, so unless someone casts 
  planar binding (or something similar), there is 
  nothing to compel them to keep any agreements. 
  Short term arrangements, such as gathering 
  sapphires, can be arranged. 
   The tower can be navigated through the Abyss in 
  pursuit of the lost souls, or for sapphires. Whichever 
  of these the party chooses to pursue, tower 
  navigation follows the rules described in the 
  “Driving the Tower” sidebar. 
  Saving Souls 
  Souls can be sought by using their connection to the 
  Tenet of Fear used in their sacrifice. It can be used to 
  cast locate object at will for the demons and souls 
  connected to it. With that as a bearing, the tower can 
  be piloted around the Abyss to seek out the souls 
  who have been imprisoned there. 
   Finding the souls via the Tenet of Fear is the easy 
  part. Following the directional path to each one 
  requires a successful vehicle check. Transit to each 
  soul requires 1d6 minutes. Freeing them from the 
  clutches of the Abyss can be difficult, as each of the 
  newly arrived souls is pinned to a magma pool. 
   The souls are wracked with agony as their 
  substance is gradually consumed by the Abyss and 
  slowly transformed into manes demons. To free 
  them, their bonds must be destroyed. The bonds of a 
  soul can be completely dissolved by one dose of holy 
  water. Otherwise, the chains have AC 15 and 10 hit 
  points, (immune to psychic, poison, fire) and each 
  soul is bound by four chains. However, a creature 
  must be in the field of the portal in order to interact 
  with the chains of a soul. 
  Gems for Souls 
  Though the sapphires are abundant, most are 
  flawed, or corrupted by the Abyss, so the actual yield 
  is only 20 gp worth of sapphires per demon per 
  hour. Each demon is only viable for 1 hour of such 
  work per CR level. Furthermore, demons lower than 
  CR 6 are not able to survive the lava strewn areas 
  that hold the most valuable gems, or to wrest them 
  from those that can survive in those areas. Branded 
  demons crossing back and forth to Toril to drop off 
  sapphires eventually have their brands dispelled.  
   The imprisoned humanoids can be indirectly 
  converted to sapphires by sacrificing their lives to 
  bargain with the demons. 
   Gems can be carried through by a demon (see 
  prior issues with bargains and/or the destruction of 
  their binding brands) or one of the pilots of the 
  tower can sacrifice a hit die to allow ten pounds of 
  non-living material to fall through the portal into the 
  tower. Ten pounds of the raw sapphires yields 20 gp 
  worth of salable sapphires. A successful DC 13 group 
  land vehicle check is required to gather one pound of 
  sapphires up against the portal. 
  Driving the Tower 
  Sax Magnus understood only how to misuse the altar as a 
  portal to the Abyss, to the detriment of the humanoids in the 
  surrounding area that she captured for sacrifice. The original 
  builders of the tower designed it as a vehicle of planar 
  exploration and war. The means to change the plane to 
  which it is attached has been destroyed. However, if the 
  controls are deciphered and unlocked, it is possible to 
  navigate the portal through the plane to which it is attached. 
   
  Sacrificing one hit die of life energy into the altar with the 
  express purpose of gaining control over the tower will cause 
  four dimensional ribbons to emerge from the perimeter of 
  the base of the dais the altar stands upon. The ribbons can be 
  pulled to move the tower and direct its motion. Using magic 
  (i.e., mage hand), or wind, to control the ribbons grants 
  advantage on the check and allows them to be controlled 
  using Arcana or Nature. Physical control can be done using 
  either Athletics or Acrobatics. All four ribbons must be 
  controlled. Since they are 10 feet apart, each navigation 
  change requires a group DC 13 check. Allow creativity to 
  grant advantage as appropriate. 
   
  The portal moves at 30 feet per round and can be 
  navigated over to the lava flows up to 500 feet away from its 
  starting location to harvest gems or hunt souls. When it 
  moves, the inhabitants of the tower see the view through the 
  portal moving across The Shards of the Fall. 
   
  From the side of The Shards of the Fall, the demons are 
  shoved aside by the motion of the Melted Tower moving 
  across the land. The movement of the tower eventually 
  attracts the attention of Gorbash the Balor. Once the party 
  has been moving the tower for an hour (or 12 souls), check 
  (unmodified d20 roll of 15 or higher) for the Balor every 
  minute. Gorbash becomes visible 100 feet away. If allowed to 
  reach the tower, it attacks the closest creature through the 
  portal. The DM should have the tower force the portal closed 
  to eject him before he destroys the entire party. 
   
  Note. Gorbash is a master of the plane and can move 
  freely through the portal. That information would have been 
  available from any branded demons they chose to question 
  about the area. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  29 
  Appendix 3: Resettlement (Bonus Objective B) 
  Expected Duration: 45 minutes 
   
  If time permits, the party can be presented with the 
  additional challenge of what to do with the surviving 
  humanoids. They have all been beaten and 
  terrorized to the point of presenting no threat. So 
  many of their tribes have been slaughtered that they 
  have little to no hope of surviving on their own in 
  the brutal wilderness of Thar. 
  A Roleplaying Encounter 
  This optional encounter focuses on roleplaying and skill 
  checks. Many players enjoy this type of scenario, but 
  extensive roleplaying can be intimidating to some and 
  tiresome for those who prefer combat to social interaction. 
  Keep an eye out for players that seem distant, and make an 
  effort to engage their characters in a way that allows them to 
  participate without feeling forced to roleplay. Simply asking 
  them what their character is doing while others engage in 
  negotiations, or how their character feels about the situation, 
  is often enough to keep them focused on the encounter. 
  Humanoid Survivors 
   The leader of the Razor Fist orc tribe, Krutchak, is 
  open to discussion. His mother Ovak was of the 
  Broken Fangs, so he has some familial connections 
  there and is not hostile to the Oaken Branch. The 
  eight surviving orcs look to him for leadership. 
   Gnoll pack lord, Gnash, of the Howling Ravagers is 
  delusional and thinks he and his six gnolls flesh 
  gnawers can make it on their own.  
   Hobgoblin Captain Norsin is traumatized and 
  having trouble coping. The seven surviving 
  hobgoblins of the Long Knives look to him, but he 
  is too shattered to lead them. 
   Half orc acolyte of the Oaken Branch, Zannith, will 
  plead on behalf of the humanoids for their lives. 
   Barraha the ogre has been maimed, missing her 
  left eye and left arm. Brutish and dim, she doesn’t 
  understand how bad her circumstances are. 
  What to do with them is open to various solutions. 
  The party could easily slaughter them all, in which 
  case they fail to accomplish this bonus objective. 
   Form a mixed tribe of the remaining survivors, 
  and find a place where they can reasonably make a 
  go of it.  
   Take them to Glister, or another outpost of 
  civilization, and work to integrate them into that 
  society. 
   Escort them to the Helping Hand and try to 
  convert them into dutiful servants of Torm. 
   Escort them to a grove of the Oaken Branch until 
  each group can work their way towards 
  acceptance into a new tribe. 
   Escort them to the Broken Fangs in the Galena 
  Mountains and work with the Oaken Branch to 
  integrate them there. 
   Some alternative idea of the party’s own 
  invention. 
  Regardless of which path is taken, the process 
  requires passing DC 15 skill checks in a complex 
  challenge. Success requires that four out of six 
  checks, using different skills, succeed. The DM 
  should integrate these into roleplaying moments and 
  grant advantage for creativity. 
  The recommended pattern is: 
  1. Start with saving the humanoids from their 
  current dire condition (Medicine). 
  2. Determine course of action and convincing the 
  survivors (Persuasion). 
  3. Proceed through getting them all to the 
  destination alive (Survival). 
  4. Check on arrival at the destination for initial 
  reaction (Insight). 
  5. Check for initial negotiations (Investigation). 
  6. Check to recover from contrary actions, or 
  infighting, by the savage humanoids. 
  Recommended skill checks: 
   Wisdom (Survival) or Intelligence (Nature). 
  These weakened and fractious creatures must be 
  escorted across the wilderness. 
   Charisma (Persuasion or Intimidation). The 
  survivors must be convinced of the merits of the 
  plan. 
   Charisma (Persuasion or Intimidation). The 
  hosts at any chosen destination must be convinced 
  to take them in. 
   Wisdom (Medicine). The survivors have a variety 
  of maladies due to the torture inflicted by demons 
  and proximity to the noxious vapors of the Abyss.  
   Strength (Athletics). Displays of skill may be 
  substituted for persuasion when dealing with 
  most savage humanoids.  
   Intelligence (Investigation). May be used to 
  learn about important resources, animal or 
  mineral, that could tip the balance of negotiations. 
   Wisdom (Insight). May be used to identify what 
  various sides truly require from a lasting 
  agreement. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  30 
  Appendix 4: Charnel Pit 
  Scale: 1 square = 10 feet 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  31 
  Appendix 5: Top of Tower 
  Scale: 1 square = 5 feet 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  32 
  Appendix 6: Base of Tower 
  Scale: 1 square = 5 feet 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  33 
  Appendix 7:  
  Player Handouts 
  During the course of the adventure, the characters 
  may unlock or acquire the rewards below. If you are 
  distributing these to your players, print and cut out 
  as many of each as you need to ensure all eligible 
  characters receive a copy. Alternatively, allow each 
  player to take a picture of the information with their 
  mobile device. 
  Magic Item Unlock 
  Brooch of Shielding 
  Wondrous item, uncommon (requires attunement), 
  table F 
  This white metal brooch depicts the white raised 
  hand of Torm. You have resistance to force damage, 
  and immunity to the magic missile spell, while you 
  wear it. 
   This item can be found in the Dungeon Master’s 
  Guide. 
   
  Consumables 
  Spell Scroll of Feather Fall 
  Scroll, common 
  This scroll contains a single feather fall spell. 
   A description of spell scrolls can be found in the 
  Dungeon Master’s Guide. 
   
   
  Spell Scroll of Silence 
  Scroll, uncommon 
  This scroll contains a single silence spell. 
   A description of spell scrolls can be found in the 
  Dungeon Master’s Guide. 
   
   
  Story Awards 
  Torm’s Compassion 
  You showed compassion by not sacrificing any 
  humanoids when closing the portal to the Abyss. In 
  addition, you managed to retrieve the Tenet of Fear 
  and deliver it to Malana Homwell. The priestess is 
  impressed by your dedication to Torm’s ways. 
   
   
  Touched by Torm 
  Your dedication to Torm’s ways has impressed 
  Malana Homwell and others in the church of Torm. 
  As a result, you are invited for an intense period of 
  study, prayer, and reflection at the Temple of Torm’s 
  Coming in Tantras. If you choose to attend, you 
  emerged with a deep connection to Torm and his 
  beliefs. You feel as though the deity has touched 
  your very being, but what this means for your future 
  is still unclear. 
   Important: This story award is only available to 
  characters with the Torm’s Honor, Torm’s 
  Compassion, Torm’s Duty, and Inspired by Torm 
  story awards. While it may have benefits in future 
  adventures involving the Tenets of Bane, it is 
  intended primarily for roleplaying purposes. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  THE FEAR OF FIENDS  
  34 
  Appendix 8:  
  Dungeon Master Tips 
  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. 
  New to D&D Adventurers League? 
  Welcome to the D&D Adventurers League! You can learn 
  more about this global organized play campaign on our 
  website. 
  New to Being the Dungeon Master? 
  A plethora of great Dungeon Master advice can be found all 
  across the internet. New DMs are urged to purchase a copy 
  of the Dungeon Master’s Guide and join our Facebook (player 
  group and DM group) and Twitter discussions. 
  To DM an adventure, you must have 3 to 7 players—
  each with their own character whose level is within 
  the adventure’s level range. Characters playing in a 
  hardcover adventure may continue to play to but if 
  they play a different hardcover adventure, they can’t 
  return to the first one if they’re outside its level 
  range. 
  Preparing the Adventure 
  Before you start play, consider the following: 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you’d like to portray an NPC or a tactic you’d like 
  to use in a combat. Familiar yourself with the 
  adventure’s appendices and handouts. 
   Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
   Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master, but may only 
  play it once with a given character. Ensure each 
  player has their character’s adventure logsheet (if 
  not, get one from the organizer). The players fill out 
  the adventure name, session number, date, and your 
  name and DCI number. In addition, the player also 
  fills in the starting values for advancement and 
  treasure checkpoints, downtime days, and renown. 
  These values are updated at the conclusion of the 
  session.  
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it’s the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters’ spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  Adjusting This Adventure 
  When combat is a possibility, the adventure 
  provides a sidebar to help you to determine the best 
  mix/number of opponents to provide characters 
  with to create an appropriate challenge. You are not 
  bound to these adjustments. They are presented for 
  your convenience and consideration. 
   To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  Party Composition  
   
  Party Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Winter War Con (WWC)/CCC-WWC-06 - The Fear of Fiends.pdf