TEXT: The Tomb  
           of Mercy
  Sersa Victory
  A 5th-Edition Adventure for Five Characters of 8th Level
  
  Credits
  Design: Sersa Victory 
  Editing: Thomas M. Reid
  Cover Artist: Michele Giorgi, Marcel Mercado, Damon Westenhofer
  Interior Artists: Marcel Mercado
  Art Director & Graphic Design: Marc Radle
  Publisher: Wolfgang Baur
  Midgard and Kobold Press are trademarks of Open Design. All rights reserved. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress. 
  (Elements that have previously been designated as Open Game Content are not included in this declaration.) 
  Open Game Content: The Open content in this adventure includes the new monsters and new magic items. All other 
  material is Product Identity, especially place names, character names, locations, story elements, and fiction. No other 
  portion of this work may be reproduced in any form without permission. 
  ISBN: 978-1-936781-95-9
  ©2018 Open Design. All rights reserved.
  www.koboldpress.com
  The Tomb  
  of Mercy
  A 5th-Edition Adventure for Five Characters of 8th Level
  
  22
  Introduction
  Welcome to the Tomb of Mercy! Within these pages is 
  a unique twist on the standard 5th-edition adventure. 
  Here, the players and the DM compete in a race against 
  time to see if all humanity can be saved, or if the 
  fiendish servants of the Hells can corrupt the world for 
  their own nefarious purposes. Special time-keeping 
  and resurrection mechanics are included to keep the 
  pace exciting and the plot moving.
  A couple of special handouts can be found at the 
  back of the book that include a set of pre-generated 
  characters and a deck of cards used during play. Feel 
  free to make copies of these pages for use during the 
  game.
  And now, prepare to delve into the long-forgotten 
  Tomb of Mercy!
  Adventure Background
  In the epoch before the Great Mage Wars rent apart 
  the world, the Empire of the Bladed Sun loomed over 
  the West, its shimmering towers and walled citadels a 
  testament to the prosperity of the humans who knelt in 
  their shadows.
  The reign of the Bladed Sun was not to last, however, 
  and as the generations marched onward, the oracles 
  of the Empire—led by the Voice of Omens—glimpsed 
  ever more clearly a prophecy:
  When the shadow of the solar eclipse falls upon the 
  Empire, the underworld shall rise to tear Humanity 
  asunder.
  Knowing they could not stand against the coming 
  hordes of the Hells, the Empress of the Bladed Sun 
  erected the Tomb of Mercy—a vault in which she could 
  house the Ark Colossi: three stone eidolons that would 
  carry the souls of Humanity away from Armageddon 
  and toward a new dawn elsewhere.
  Shepherded by half-celestial priestesses called the 
  Daughters of the Eclipse, thousands of Imperial subjects 
  were marched to the Tomb of Mercy. Though their 
  bodies would be destroyed and possessions discarded, 
  the spirits of these fortunate humans were entombed in 
  the soul gems of lawful demiliches, which would act as 
  Sacred Vessels to be carried by the Ark Colossi.
  Table of Contents
  Introduction .....................................................................2
  1. Crater of Mother Mercy ............................................4
  2. Nailing Wall ................................................................4
      Tomb of Mercy (map) ...............................................5
  3. Shepherd’s Clock ........................................................6
  4. Armillary Vaults ........................................................6
  5. Daughters of the Eclipse ...........................................6
  6. Shattered Temple of the Ark Colossus ....................7
  7. Firemace Shrine .........................................................7
  8. Crypts of the Sacred Vessels .....................................8
  9. Chapel of the Voice of Nightmares .........................9
  10. Pestilent Reliquary ................................................10
  11. Shepherd’s Cloister ................................................11
  12. Blighted Temple of the Ark Colossus .................11
  Ending the Adventure ...................................................12
  New Monsters ................................................................13
  New Magic Items ...........................................................18
  Pregenerated Characters ...............................................20
  Sacred Augury Cards ....................................................24
  As prophesized by the Voice of Omens, the solar 
  eclipse came, its shadow bringing the infernal host and 
  heralding the onset of the Mage Wars. The Tomb of 
  Mercy was overrun by the denizens of the Hells, and 
  no living human knows the fate of the Ark Colossi—if 
  they remember the Empire of the Bladed Sun at all.
  Centuries have passed, and the Hells’ maw threatens 
  once more to swallow the whole of Humanity. You—
  the far-flung descendants of the First Queen of the 
  Bladed Sun—must march into the Wasted West, unseal 
  the blighted Tomb of Mercy, and set the last remaining 
  Ark Colossus safely on its blessed pilgrimage.
  Fail, and Humanity will surely face extinction.
  Famine Mist
  The presence of the Horned Daughter of Famine has 
  caused every chamber of the Tomb of Mercy to be 
  permeated with famine mist, an acrid haze the color of 
  dried blood that reeks of spoiled meat and rotten crops. 
  The famine mist presents two dangers to the characters:
  • Once exposed to the famine mist, the characters 
  have 3 hours of real time to slay the Horned 
  Daughter of Famine and send the Ark Colossus on 
  its path. If the characters cannot do so within the 
  time limit, they each wither like parchment thrown 
  into a bonfire and the game ends in defeat.
  • Whenever a character spends a hit die to regain lost 
  hit points, he only regains half the normal amount 
  of hit points.
  
  33
  Sacred Auguries
  This adventure comes with three printable sets of cards: 
  six Gates, six Monuments, and six Wardens. These 
  cards represent the potential paths taken by the third 
  and final Ark Colossus. Throughout the game, as the 
  characters rescue Sacred Vessel Skulls and uncover 
  forgotten prophecies, they receive Sacred Auguries to 
  aid them in deducing the Ark Colossus’ true path.
   “The Ark Colossus shall carry the Sacred Vessels through 
  the [GATE], seeking to forge Civilization anew in the 
  shadow of the [MONUMENT]. [WARDEN] shall ward 
  the Ark Colossus as it carries out its blessed pilgrimage.”
  However, as the Horned Daughter of Famine and her 
  undead guardians corrupt the Tomb and defeat the 
  characters, the GM likewise earns Sacred Auguries for 
  her own nefarious purposes.
  At the start of the game, separate the three types of 
  cards—Gates, Monuments, and Wardens—that are part 
  of the set of cards you photocopied and cut out. Shuffle 
  each stack and, without looking, take the top card from 
  each stack and place all three into an envelope.
  Reshuffle the remaining cards into a single deck, 
  which becomes the Sacred Augury deck. Throughout 
  the game, the players (and the GM) are prompted to 
  draw cards from the Sacred Augury deck. The players 
  should not share their cards with the GM, and vice 
  versa, unless a game effect instructs otherwise.
  If the players successfully complete the adventure and 
  send the Ark Colossus on its pilgrimage, they have 1 
  minute to privately write down as a group which Path, 
  Monument, and Guardian cards they believe are sealed 
  in the envelope. The GM likewise must write her guess 
  as to which cards are sealed in the envelope. Both the 
  players and the GM are permitted to review the list of 
  possible Gates, Monuments, and Wardens (see page 24).
  When both the players and the GM have written 
  down their guesses, have the players read their guess 
  as a group, followed by the GM. Finally, dramatically 
  unseal the envelope and reveal the cards within—
  these cards represent the path to be taken by the Ark 
  Colossus as laid down by the Daughters of the Eclipse.
  • If the players correctly guessed more cards than the 
  GM, they win the game. The Ark Colossus makes 
  its pilgrimage safely, as the characters have used the 
  auguries of the Sacred Vessels to dispatch legions to 
  escort the Colossus.
  • If the players correctly guessed fewer cards than the 
  GM or had no correct guesses, they lose the game. 
  The Horned Daughter of Famine in her malice 
  coerced enough auguries from the Sacred Vessels to 
  outwit the characters and allow her infernal patron 
  to intercept the Ark Colossus along its pilgrimage.
  • In the case of a tie, the players win the game. The 
  gods shine their countenance down upon Humanity, 
  moved by their efforts to persevere in their faith.
  Resting
  The characters are permitted to take short rests while 
  exploring the Tomb of Mercy.
  Long rests are not possible.
  Death and Respawning
  When a character dies in the Tomb of Mercy, she 
  respawns at the start of her next turn adjacent to an 
  ally. If the character was slain outside of an encounter, 
  she respawns immediately. That player may re-enter 
  the game with the same character or choose a new one.
  A character respawns with her full complement of hit 
  points, hit dice, and spells. However, there are some 
  effects that persist between characters:
  • Diseases
  • Mutations
  • Curses
  Slaughter Rule
  Each time a character dies in the Tomb of Mercy, the 
  GM draws a Sacred Augury card. If there are no Sacred 
  Augury cards left to draw, the GM steals one at random 
  from the players.
  If six characters die during the course of this 
  adventure, the Horned Daughter of Famine absorbs 
  their souls and becomes too powerful for the characters 
  to slay. The game ends in defeat. Make sure the number 
  of slain characters is visible to the players at all times.
  
  44
  1. CRATER OF MOTHER MERCY
  Roiling storm clouds weep acid rain down upon this 
  wide crater, the corrosive drops gouging deep tears into 
  the face of a colossal angel statue. The twisted cage-like 
  bones of slain eldritch titans lie scattered in the shadow 
  of the mournful angel. A misshapen figure draped in 
  a tattered cloak petitions the angel statue, gesturing 
  through the hissing air with clawed hands above a 
  crude altar at the angel’s feet.
  Monsters
  A conjoined bonewraith dust goblin spirit caller 
  carries out a ritual at the base of the colossal angel 
  statue, casting willing dust goblin sacrifices into 
  the hissing pools of acid flooding the crater. The 
  bonewraith goblins believe the ancient angel statue is a 
  goddess who will grant their tribe dominance over the 
  others should the bonewraith offer enough sacrifices.
  The spirit caller attacks the characters immediately. 
  When the battle turns against the spirit caller, it calls 
  down from the storm clouds a living cloudkill tornado.
  Hazards
  The crater is flooded with pools of eldritch titan bile 
  10 feet deep and choked with warped goblin skeletons. 
  A character entering or starting its turn in the bile 
  takes 11 (2d10) acid damage.
  In addition, there is a 10% chance the character 
  develops a random mutation (d6) that lasts until the 
  character completes his next short rest:
  1. Fragile Third Arm. Disadvantage on all 
  Strength checks and saving throws.
  2. Mismatched Beetle Wings. Disadvantage on all 
  Dexterity checks and saving throws.
  3. Exposed Second Heart. Disadvantage on all 
  Constitution checks and saving throws.
  4. Maddened Second Brain. Disadvantage on all 
  Intelligence checks and saving throws.
  5. Hallucinating Third Eye. Disadvantage on all 
  Wisdom checks and saving throws.
  6. Babbling Second Mouth. Disadvantage on all 
  Charisma checks and saving throws.
  Monuments
  The colossal angel statue depicts Mother Mercy, a 
  goddess worshipped by the civilization that erected the 
  Tomb of Mercy. She raises a stone trumpet to the sky 
  with her right hand; a stone urn is tucked under her left 
  arm, its surface embossed with the icon of a sun-disk 
  eclipsed by two moons.
  Terrain
  The eldritch titan bones provide total cover from 
  ranged attacks.
  There are two sealed marble doorways at the base of 
  the colossal angel statue. Each leads into the wall of 
  the crater and bears the image of hundreds of wailing 
  corpses being pulled off pikes and into the sky by the 
  gravity of a sun eclipsed by two moons.
  Treasure
  When slain, the bonewraith goblin drops an eclipse 
  talisman, which can be used to open the sealed doors 
  leading into the Tomb.
  Development
  The eclipse talisman has no power in the hands of the 
  bonewraith goblin. However, once possessed by a 
  human, it radiates dim light akin to a candle. A human 
  touching the sealed doors while carrying the talisman 
  causes the doors to split open, allowing access into the 
  Tomb of Mercy:
  Thunder rumbles in the distance, and the monstrous 
  stone doors grind open, sending splintered goblin bones 
  and rivulets of acid tumbling down the walls of the crater. 
  Like mouths, the doors swallow the light, revealing a pair 
  of curved passageways inlaid with the sacred glyphs of 
  an extinct civilization. Cloying mist the color and odor 
  of spoiled meat wafts from the passageways, obscuring 
  vision further into the Tomb.
  2. NAILING WALL
  Melted vigil candles and finger-length nails litter the 
  floor of this crumbling shrine. A pile of swollen wooden 
  masks lies heaped in the center of the shrine, with an 
  urn filled with nails standing nearby. Hundreds of 
  masks have been nailed to the walls, each with a name 
  scrawled across its forehead. The stench of burning crops 
  and the sound of faint weeping lingers in the fetid air.
  Masks and Nails
  When the characters investigate the piles of masks and 
  nails, they are suddenly reminded of someone they 
  lost before their journey into the Wasted West, as well 
  as what claimed the life of that loved one: pestilence, 
  famine, or war. Each individual feels a gentle urge 
  to inscribe the name of the loved one upon a blank 
  mask and nail it to the wall. They are not, however, 
  compelled to do so.
  
  5
  
  66
  After each character has nailed a mask to the wall 
  (or passed on the opportunity), each of the hundreds 
  of masks begins to sing a mournful hymn. Inform 
  the characters they may pray for one of the following: 
  light, warmth, or iron. Give the players 1 minute to 
  decide. When the characters have chosen, announce 
  the effect of their prayers as written below:
  • Light. Mother Mercy illuminates for her children 
  the path towards divine wisdom. You may kneel and 
  petition the Voice of Triumph for guidance a second 
  time.
  • Warmth. Mother Mercy kindles the courage of 
  her children in the face of Death’s frigid grasp. 
  Your spirit cannot be claimed by the cursed sword 
  Kadavergehorsam.
  • Iron. Mother Mercy makes the skin of her children 
  like the armor of the sacred Valkyries. Your flesh 
  cannot be broken by pestilent grubs.
  Secret Door to the North
  If the cold-iron mask worn by the impaled eclipse 
  knight in the alcove east of area 7 and south of area 
  10 is nailed to the wall, a section of the northern wall 
  grinds open, allowing the characters to enter area 4A.
  3. SHEPHERD’S CLOCK
  Dozens of skeletons lie huddled in each others’ arms in 
  this alcove, their moldering bones draped in shredded 
  cloaks and tarnished talismans. An iron obelisk rises 
  from the tangle of skeletons, a rusted armillary clock 
  riveted into its face. The hiss and pop of eldritch titan 
  bile can be heard through a fissure in the eastern wall.
  Armillary Clock
  The armillary clock has two iron hands, each ending on 
  a crescent moon. At the center of the clock is a sun-disk, 
  and at the top of the clock is a planet bearing the distinct 
  topography of Midgard. The mechanism of the armillary 
  clock prevents manual movement of the hands. A 
  character can attempt a DC 25 Strength or Dexterity 
  check to force or release the locking mechanism; failure 
  breaks the hands of the clock entirely.
  A sufficiently-strong character can push the colossal 
  iron gears in the Armillary Vaults (areas 4A and 
  4B), which moves the moons on the clock. If both 
  moons are rotated so that they sit between the Sun 
  in the center and the world at the top (as if forming 
  an eclipse), the clock lets out a resonant chime. The 
  characters then hear the secret stairwell open to the 
  south of area 5, allowing the characters to ascend into 
  the colossal statue of Mother Mercy (area 11).
  Graffiti on the back of the obelisk reads, in ancient 
  Common: “Though we shall perish, praise Mother 
  Mercy that we shall not perish alone.”
  Fissure
  The PCs can squeeze through the fissure in the eastern 
  wall, which leads to the Firemace Shrine (area 7).
  Open Secret Door to the North
  A section of the northern wall has rotated open, 
  allowing the characters to enter area 4B.
  4. ARMILLARY VAULTS (4A WEST, 4B EAST)
  Faded paint peels from tiefling-skin tapestries depicting 
  a lone angel silhouetted by an eclipse. The winged 
  woman holds up a single resolute hand, as if to turn 
  away the looming eclipse. An iron gear the size of a 
  water wheel collects cobwebs at the head of the vault, 
  its surface marred with bloody handprints.
  Colossal Iron Gears
  A character making a DC 25 Strength check can rotate 
  a gear in either vault, as can a character affected by the 
  potion of death giant strength found in the Pestilent 
  Reliquary (area 10). Rotating the water-wheel-sized 
  gears causes a metallic grinding sound to emit from 
  the armillary clock in area 3; characters observing 
  the clock while the gears are being rotated notice 
  they control the position of the hands displaying the 
  crescent moons.
  Treasure (4B. Eastern Vault)
  The withered corpse of a tiefling priest clutches the 
  hand of the plague bearer (see New Magic Items).
  5. DAUGHTERS OF THE ECLIPSE
  Hissing droplets of eldritch titan bile drip from the 
  vaulted ceiling onto piles of offerings laid at the feet 
  of four hooded statues. Though their eyes are covered, 
  each statue leers down from a raised alcove upon the 
  offerings, long-expired lanterns clutched in their right 
  hands, shepherd’s crooks in their left. A cobbled path of 
  sun-disk-shaped coins winds toward a double iron door 
  strangled by roots.
  Statues
  A character making a DC 13 Intelligence (History or 
  Religion) check identifies the statues as the Daughters 
  
  77
  of the Eclipse, four priestesses of great resolve who 
  shepherded the fearful people of the Empire of the 
  Bladed Sun into the Sacred Vessels.
  Offerings
  There is little of value among the offerings—most are 
  personal effects or sentimental trinkets.
  If any players have successfully completed the 
  Kobold Press adventure Last Gasp, there is a 
  scarab-shaped talisman among the offerings 
  bearing the symbol of Menet-Ka. A character can 
  identify the symbol with a DC 10 Intelligence 
  (History or Religion) check. The talisman functions 
  as a scarab of protection with 2d4 charges.
  Double Iron Door to the North
  Though thorny, the roots covering the double iron 
  door to the north can be pulled down. The door is not 
  sealed—the characters can push it open, allowing egress 
  into the Shattered Temple of the Ark Colossus (area 6).
  6. SHATTERED TEMPLE OF THE ARK COLOSSUS
  Moss-covered skeletons in hooded robes sway from 
  gibbets of swollen oak, the groaning of frayed nooses 
  reverberating through this otherwise silent temple. 
  Dead trees burst from the broken stone floor like 
  arms from a grave, their gnarled limbs obscuring 
  a crumbling pavilion in the center of the temple. A 
  standing colossus looms beyond the pavilion, its chest 
  inlaid with skull-shaped indentations.
  Ark Colossus
  The third and only remaining Ark Colossus is wrought 
  from blessed rune-scribed stone and stands five 
  times the height of a human. Dozens of skull-shaped 
  indentations are hewn into the body of the colossus—
  all but three are filled with blasted, cracked, and 
  scorched demiliches that cannot be removed by any 
  force or magic.
  Fitting a freed Sacred Vessel skull from area 8 into one 
  of the three remaining slots awakens the souls within. 
  They speak in unison: “Praise Mother Mercy, for we 
  have been chosen to raise Humanity anew.” The souls 
  within the Sacred Vessel then grant one character their 
  blessing (see New Magic Items) and bestow upon the 
  group of characters their memories and premonitions—
  the players draw 3 Sacred Augury cards.
  Once fit into the Ark Colossus, a Sacred Vessel skull 
  cannot be removed.
  Once all three vacant slots in the Ark Colossus 
  have been filled, turn to area 12 and begin the final 
  battle with the Horned Daughter of Famine.
  Crumbling Pavilion
  Inside the pavilion is a moss-covered statue of an 
  armored angel with long flowing hair and pupils 
  carved in the likeness of an eclipse. A character 
  carefully studying the statue’s face or making a DC 10 
  Intelligence (Investigation) or Wisdom (Perception) 
  check notices the eyes can be pushed like buttons. 
  Doing so raises the portcullis barring entry to area 8.
  When the characters push the angel statue’s 
  eclipse-eyes, announce: “The crypts of the Sacred 
  Vessels have opened!”
  Treasure
  A character making a DC 15 Intelligence 
  (Investigation) or Wisdom (Perception) check spots a 
  panel high in the back of the Ark Colossus’ neck that, 
  when pried open, reveals a niche containing desiccated 
  maps, withered historical documents, faded works of 
  art, and rotten seeds. However, a character carefully 
  sifting through the refuse discovers a skull seed (see 
  New Magic Items).
  One of the four hanged corpses is not a human 
  pilgrim, but rather a tiefling knight. Though its cudgel 
  and spiked pit-fiend scale mail are badly rusted, the 
  devouring shield strapped to its arm is unblemished and 
  can be taken without incident (see New Magic Items).
  7. FIREMACE SHRINE
  A fountain the size of a city square dominates this 
  domed chamber, the figure at its center hewn in the 
  likeness of a winged knight. The symbol of a sun-disk 
  eclipsed by two moons is emblazoned onto the statue’s 
  shield, and a spiked nimbus frames her horned helm. A 
  sun-disk-shaped hole bored into the apex of the domed 
  ceiling casts a cone of overcast daylight down upon the 
  statue’s stern upward gaze. 
      Dozens of charred and twisted corpses ring the 
  fountain, most lying half-submerged in pools of hissing 
  slime that have collected in the sunken recesses of the 
  uneven stone floor.
  Eclipse Knight Fountain
  A character making a DC 13 Intelligence (History or 
  Religion) check recognizes the figure depicted by the 
  statue as an eclipse knight: a member of a small but 
  
  88
  sacred order tasked with protecting the Daughters of the 
  Eclipse as they prepared the three Ark Colossi.
  The statue raises in its gauntleted right hand a cold-
  iron mace inlaid with divine glyphs and patterns of 
  swirling sacred fire. A character making a DC 20 
  Intelligence (Arcana or History) or DC 15 Intelligence 
  (Religion) check recognizes the weapon as the firemace 
  of judgment, an intelligent artifact weapon that tests 
  those who might wield its divine might (see New 
  Magic Items).
  If a character takes the firemace, several burning 
  wraiths rise from the scorched corpses and bellow in 
  unison:
  “What you now possess is the Firemace of Judgment, 
  one of six artifact weapons passed down from the gods 
  to the most zealous and merciless clerics in the mortal 
  realm. This weapon might be yours, if you can match the 
  brutality of these ancient inquisitors.”
  After the wraiths speak, each character is presented 
  with the fiery apparition of a random fallen mortal 
  (d6). The apparition asks the question listed in the 
  table below:
   1. Mage. “I have mastered forbidden rituals. How   
  would you defeat me?”
   2. Priest. “I am protected by the will of the gods. 
  How would you defeat me?”
   3. Assassin. “I make no sound and leave no trace. 
  How would you defeat me?”
   4. Paladin. “Thousands heed my word as holy writ. 
  How would you defeat me?”
   5. Bard. “I have heard tell of your weaknesses long 
  before we meet in battle. How would you defeat 
  me?”
   6. Druid. “I command the forces of nature itself. 
  How would you defeat me?”
  There are no incorrect answers, though a character 
  should keep her response to one or two sentences. 
  When she answers, consult the table below to find the 
  choice that most closely matches hers and determine 
  which firemace edict she receives. A firemace edict 
  persists between all her characters and lasts until the 
  end of the game.
  Brute Force. Deal 25 damage to a single monster in 
  one turn.
  Trickery. Disable a trap or make a successful 
  Charisma (Deception) check.
  Endurance. Make a successful saving throw.
  Cunning. Make a successful Strength or Dexterity 
  check.
  Followers. Deal damage to a monster already in 
  melee with an ally.
  Demagoguery. Make a successful Charisma check.
  Study. Make a successful Intelligence or Wisdom 
  check.
  Protection. Spend a hit die to recover lost hit points.
  Artifact. Use a limited-use power of a magic item 
  other than the firemace of judgment.
  Scorched Corpses
  Half the corpses ringing the fountain are fallen pilgrims, 
  their cold-iron daggers reduced to ash. The remaining 
  corpses are tieflings, their rune-etched armor molten 
  and twisted like a sword withdrawn too soon from a 
  forge. Many corpses bear human bite marks.
  Eldritch Titan Bile
  The pools of eldritch titan bile in this shrine pose a 
  hazard identical to those in area 1.
  Impaled Eclipse Knight to the East
  The corpse of an eclipse knight is visible in an alcove 
  to the east, the broken-off arm of a large statue driven 
  through its breastplate like a spear. A pool of eldritch 
  titan bile prevents the characters from reaching the 
  corpse, unless by some magic they are able to fly, 
  teleport, or part water. The eclipse knight wears a 
  cold-iron mask that glows through the famine mist 
  with azure radiance.
  A mage hand spell can reach the slain eclipse 
  knight from across the pool of eldritch titan bile 
  but does not have enough strength to pry the 
  cold-iron mask from its face.
  Portcullis to the South
  The cold-iron portcullis to the south is magically 
  reinforced and is opened by pressing the statue’s eyes in 
  area 6.
  Alternatively, the portcullis can be forced open with a 
  DC 25 Strength check.
  8. CRYPTS OF THE SACRED VESSELS
  Hundreds of sun-disk-shaped compartments line the 
  walls of this moss-choked catacomb, each overflowing 
  with piles of salt and tarnished wedding bands that 
  glow with dim candlelight. Cold-iron sarcophagi lie in 
  alcoves ringing the catacomb, their lids covered with 
  cracked scroll tubes. 
       An idol hewn in the likeness of a four-armed 
  angel kneels in the center of the catacomb, his hands 
  
  99
  thrusting a two-headed pegasus skeleton toward a 
  sun-disk-shaped aperture in the ceiling.
  Monsters
  When the characters enter the crypts, a possessed 
  eclipse knight blade of drought rises from the 
  southernmost sarcophagus and attacks. The possessed 
  eclipse knight lumbers into melee without hesitation 
  and fights until destroyed.
  Traps
  Each round on initiative count 0, the four-armed angel 
  idol in the center of the crypt rotates to face a random 
  cardinal direction (1—North; 2—East; 3—South; 
  4—West). The pegasus skeleton held aloft by the idol 
  breathes a volley of superheated iron nails at every 
  character in its line of sight. Characters in the area who 
  fail a DC 16 Dexterity saving throw take 33 (6d10) 
  fire damage, or half as much on a success. A character 
  reduced to 0 hit points by this trap transforms into 
  molten iron that collects into sword-shaped molds 
  embossed into the floor tiles. Ask that player what 
  message is engraved on his character’s sword.
  A character adjacent to the idol can disable it for 
  1 round as an action with a DC 15 Dexterity check. 
  Failure by 5 or more causes the trap to act twice on its 
  next activation.
  The possessed eclipse knight is immune to this trap.
  Hazards
  The pools of eldritch titan bile in these crypts pose a 
  hazard identical to those in area 1.
  Basin of Salt
  A cold-iron basin engraved with angels carrying a 
  sun-disk stands in the northeast corner of the crypts. 
  The basin is filled with salt stained red with long-dried 
  blood. A character making a DC 20 Intelligence 
  (Medicine) or Wisdom (Nature or Survival) check 
  identifies the dried blood as that of several pegasi.
  If the blood of a living sacrificial newborn pegasus 
  taken from the Pestilent Reliquary (area 10) is spilled 
  into the basin, the tolling of a church bell reverberates 
  through the crypt. The magic of the ritual consecrates 
  the Tomb, reducing the potency of the famine mist. 
  Add 30 minutes to the time the players have remaining 
  to complete the adventure.
  Treasure
  When the eclipse knight is slain, an eclipse talisman 
  materializes in the knight’s open sarcophagus against 
  the south wall.
  9. CHAPEL OF THE VOICE OF NIGHTMARES
  The double iron door leading into this area is magically 
  sealed and bears the image of a skull with two 
  cannonball-sized emeralds for eyes. An inscription 
  across the teeth of the skull reads:
  “Should this sacred chapel be defiled, your spirits shall be 
  forfeit as penance.”
  To open the sealed door, two characters must each 
  touch one of the skull’s emerald eyes. Doing so causes 
  an apparition of those characters to be sucked into the 
  emerald eyes like demilich soul gems. The spirits of 
  these characters have been offered as collateral and are 
  forfeit if the pit fiend wraith is summoned (see Traps, 
  below). The sealed doors then open into the chapel:
  A cross-shaped bridge of eroded stone rises above a 
  chasm filled with cracked church bells and splintered 
  bones. Four carillons rise from the pit, skulls with gems 
  for eyes and teeth swinging on spiked chains where bells 
  once hung. The colossal face of a horned devil gazes upon 
  the bridge from the head of the chapel, its brimstone maw 
  slowly grinding open.
  The encounter begins as soon as the doors to the 
  chapel open.
  Cold-iron Sarcophagi
  There are six cold-iron sarcophagi in these crypts. 
  If the broken scroll tubes are cleared from its 
  surface, each bears the emblem and name of one 
  of the Empire of the Bladed Sun’s strongholds:
  A. Citadel of the Shield Maidens
  B. Tower of the Astronomers
  C. Fortress of the Solar Knights
  D. City of Sacred Fountains
  E. Cloister of the Chosen
  F. Scriptorium of the Testament Bearers
  If an eclipse talisman is touched to one of the 
  cold-iron sarcophagi, the divinely-sealed cover 
  stone is shattered, as is the eclipse talisman. Within 
  each sarcophagus is the corresponding sacred 
  vessel skull (see New Magic Items).
  When the third sacred vessel skull is freed, the 
  double iron door sealing the entrance to the 
  Pestilent Reliquary (area 10) opens.
  
  10
  10
  Monsters
  An exalted mummified angel of pestilence stands 
  at the head of the chapel, silhouetted by the opening 
  mouth of the great devil face. She does not advance 
  across the bridge, preferring to brand advancing 
  enemies with her symbol of the plague scarab and 
  breathe apocalyptic locust swarms.
  Traps
  Gears. Four monstrous cold-iron gears churn in the 
  walls of the chapel, their turning causing the mouth of 
  the great devil face to slowly grind open. A character 
  adjacent to one of the gears can disable it as an action 
  with a DC 13 Strength, Dexterity, or Intelligence check.
  As long as at least one gear remains active, the mouth 
  continues to open and is fully wide at the end of the 
  5th round of battle. If the characters are unable to 
  disable all four gears in 5 rounds, a pit fiend wraith 
  emerges from the maw and lets out a nightmarish roar.
  Announce to the players: “The chapel has been 
  defiled!” Both characters who offered their souls as 
  collateral, if still alive, die instantly. The pit fiend wraith 
  disappears afterward in a cloud of ashes, cackling.
  The gears continue to turn even after the exalted 
  mummified angel of pestilence is slain.
  Swinging Demiliches. Blighted, hollowed-out Sacred 
  Vessel skulls swing across the bridge on chains attached 
  to the empty carillons. A character moving through 
  the 3×2-square space between the carillons must make 
  a DC 16 Dexterity saving throw or be struck by one 
  of the swinging demiliches for 11 (2d10) bludgeoning 
  damage and 11 (2d10) necrotic damage.
   A character struck by a swinging demilich cannot 
  benefit from a Sacred Vessel boon until the end of its 
  next turn.
  Terrain
  Four church bells lie scattered across the nave (marked 
  as a, b, c, and d), each taken from the carillons flanking 
  the bridge. The fallen bells provide three-quarters 
  cover (+5 to AC and Dexterity saving throws) against 
  the exalted mummified angel of pestilence’s attacks to 
  characters standing behind them.
  However, the shaking of the chapel from the colossal 
  gears causes one bell at random to fall into the pit each 
  turn on initiative count 0.
  Hazards
  A character falling into the pit of cracked church bells 
  takes 11 (2d10) bludgeoning damage and 11 (2d10) 
  thunder damage. Climbing out of the pit requires a DC 
  10 Strength check.
  Treasure
  An eclipse talisman can be found among the smoldering 
  remains of the exalted mummified angel of pestilence.
  10. PESTILENT RELIQUARY
  The iron door blocking this vault is magically sealed 
  (DC 35 Strength check) and opens only after the 
  characters liberate their third Sacred Vessel skull from 
  area 8.
  Cold-iron urns and the husks of thousands of dead 
  centipedes litter the ground at the feet of a hooded angelic 
  idol. Four lithe arms stretch from underneath the idol’s 
  stone cloak, three clutching with six-fingered hands motes 
  of flowering earth unspoiled by the surrounding rot. The 
  idol’s fourth arm has broken off at the shoulder.
  Treasure
  Scattered among the urns are the following treasure 
  (see New Magic Items):
  • a potion of death giant strength
  • a mewling sacrificial newborn pegasus preserved 
  inside an urn enchanted with the gentle repose spell
  • a prophetic scroll—the players draw a Sacred 
  Augury card
  Petitioning the Voice of Triumph
  After the exalted mummified angel of pestilence 
  is slain and the gear trap is either disabled or 
  resolved, the great devil face at the head of the 
  chapel reverts to its original form—the angelic 
  visage of the Voice of Triumph.
  The Voice of Triumph beckons the characters to 
  approach and asks for the wisest among them to 
  kneel and render an offering. Should one character 
  make an offering, such as a magic item, two hit dice, 
  or a spell slot of 3rd level or higher, the Voice of 
  Triumph reveals a celestial truth—the players steal 
  a Sacred Augury card held by the GM (or draw a 
  Sacred Augury card if the GM’s hand is empty).
  If the exalted mummified angel of pestilence 
  corrupted the memories of the Voice of Triumph, 
  roll percentile dice. If the result is equal to or less 
  than the percent chance for a misleading answer, the 
  GM instead steals or draws a Sacred Augury card.
  Unless the characters prayed at the Nailing Wall 
  for light (area 2), they may petition the Voice of 
  Triumph but once.
  
  1111
  Atop the head of the four-armed angel statue is an 
  iron nimbus.
  If the skull seed from area 6 is planted in one of the 
  motes of dirt held by the four-armed angel statue and 
  then watered with blood, a potion, or similar magical 
  liquid, the seed immediately sprouts into a tall gnarled 
  plant. The plant grows the height of two humans 
  before flowering outward to reveal a moss-covered 
  skull. The skull speaks in a voice like wind rustling 
  through dead leaves:
  “Praise the hands of Mother Mercy, and blessed are Her 
  children who seek Her guidance.”
  Tell the players the moss-covered skull is that of the 
  Voice of Omens, advisor to the First Empress of the 
  Bladed Sun. The Voice of Omens reveals to the players 
  (and only the players) either the Gate, Monument, 
  or Warden card sealed in the envelope—they have 1 
  minute to decide.
  Double Iron Doors to the South
  Beyond these iron doors is a narrow precipice allowing 
  a character to shimmy toward the impaled eclipse 
  knight and pry the cold-iron mask from its face. The 
  eclipse knight has been impaled by the idol’s missing 
  fourth arm and is pinned against the easternmost wall.
  11. SHEPHERD’S CLOISTER
  The stairs leading up to the interior of the colossal 
  statue of Mother Mercy open only if the characters 
  have solved the Shepherd’s Clock puzzle in area 3.
  The heretofore-hidden stairwell coils upward several 
  stories before opening into a shrine lit with overcast 
  daylight. A statue hewn in the likeness of a hooded angel 
  motions toward the source of the light: the open eyes and 
  mouth of the Mother Mercy, which gazes down upon the 
  crater from which you first entered the hallowed Tomb. 
   Four undead women, each carrying dilapidated 
  lanterns and shepherd’s crooks, rise from stone benches 
  and bow their heads.
  Daughters of the Eclipse
  The characters can recognize the four women as the 
  Daughters of the Eclipse depicted in area 5. 
  Once the undead Daughters of the Eclipse are aware 
  of the characters, they rise to their feet and begin 
  singing a hymn in hoarse, dissonant tones. The entire 
  Tomb then rumbles. Outside, in area 1, the characters 
  can see the bones of the eldritch titan rise and 
  reassemble with great calamity. Once risen, the eldritch 
  titan skeleton hoists itself out of the crater and out of 
  the characters’ sight.
  Afterward, the Daughters of the Eclipse fold their 
  hands in prayer. Announce to the players: “The fallen 
  titan now serves the Mother Mercy and her children!”
  Unbeknownst to the players, the eldritch titan will 
  return to aid them in the final battle against the 
  Horned Daughter of Famine in area 12.
  12. BLIGHTED TEMPLE OF THE ARK COLOSSUS
  Tremors wrack the shattered temple, the rumbling 
  knocking the angelic statues that flank the chamber from 
  their daises. The shattering of the statues’ folded hands 
  and veiled faces is drowned out by the rushing of eldritch 
  titan blood cascading into the temple from fissures. The 
  dead trees and gibbets fuse into grotesque statues of 
  petrified wood, each in the likeness of a wailing pilgrim. 
  
  12
  12
       Two straining columns of locusts fill 
  the temple. The first column rises from the 
  pavilion, and out from the column steps a 
  horned woman jangling with pestilent totems. 
  The second column engulfs one of the open 
  sun-disk platforms, and when the curtain 
  of vermin parts, a twisted ark colossus 
  lumbers forth, wailing skulls set into its 
  brimstone frame.
  Monsters
  In this final encounter, the characters face the 
  source of the Tomb’s blight: the Horned Daughter 
  of Famine. She is accompanied by her familiar: 
  a corrupted ark colossus carrying the Sacred 
  Vessel skulls left behind by the characters. All 
  fight without mercy until destroyed.
  Hazards
  Eldritch titan blood. As 
  eldritch titan bile (see area 
  1), except the damage dealt is 
  doubled and creatures exposed 
  to the hazard always suffer a 
  random mutation.
  Terrain
  The petrified wood statues provide half-cover 
  (+2 AC and Dexterity saving throws) to 
  creatures hiding behind them.
  Ending the Adventure
  When both the Horned Daughter of Famine and the 
  corrupted ark colossus are destroyed, the cyclopean 
  doors to the north tumble open. The final ark colossus 
  takes its first ponderous steps out into the wastes—the 
  players and the GM must now make their final guess as 
  to the path of the ark colossus (see page 3).
   
   
  Eldritch Titan Skeleton
  When the battle begins, the skeleton of the 
  eldritch titan from area 1 smashes through the 
  walls and roof.
  If the characters reached the Shepherd’s Cloister 
  (area 11), the eldritch titan grabs the corrupted 
  ark colossus, wrenches it in half, and carries the 
  pieces away toward the horizon.
  If the characters did not reach the Shepherd’s 
  Cloister, the eldritch titan skeleton claws and bites 
  at the characters. When a character is reduced to 0 
  hit points, the eldritch titan skeleton immediately 
  scoops up the unconscious character and devours 
  it, offering no chance at death saving throws.
  
  1313
  New Monsters
  The following creatures are specifically created for 
  and geared toward this adventure. Certain mechanics 
  unique to the play style of this adventure are not 
  suitable for a standard 5th-edition campaign, so care 
  should be taken to make adjustments before any of 
  these creatures are used elsewhere.
  CONJOINED BONEWRAITH GOBLIN 
  SPIRIT CALLER
  Small undead, chaotic evil
  Armor ClAss: 15
  Hit Points: 175 (50d6)
  sPeed: 20 ft.
  str 
  deX 
  Con 
  int 
  Wis 
  CHA
  8 (–1) 
  14 (+2) 
  10 (+0) 
  10 (+0) 
  8 (–1) 
  14 (+2)
  sAving tHroWs: Dex +5, Cha +5
  dAmAge resistAnCes: necrotic
  dAmAge immunities: poison
  Condition immunities: charmed, exhaustion, poisoned
  senses: passive Perception 9
  lAnguAges: the languages it knew in life
  CHAllenge: 8 (3,900 XP)
  Nimble Escape: The bonewraith goblin can take the 
  Disengage action as a bonus action on each of its turns.
  Two-Headed: The bonewraith goblin has advantage 
  on Wisdom (Perception) checks and on saving throws 
  against being blinded, deafened, stunned, or knocked 
  unconscious.
  ACTIONS
  Multiattack: The bonewraith goblin makes two chattering 
  goblin-skull staff or howling acid spear attacks.
  Chattering Goblin-Skull Staff: Melee Weapon Attack: +6 
  to hit, reach 5 ft., one target. Hit: 22 (5d8) bludgeoning 
  damage, and the bonewraith goblin may push the target  
  5 ft. toward an acid pool.
  Howling Acid Spear: Ranged Spell Attack: +6 to hit, range 
  60 ft., one target. Hit: 35 (10d6) acid damage, and the 
  target’s AC is reduced by 1 until the bonewraith goblin is 
  destroyed.
  REACTIONS
  Acid Adept: Each time the bonewraith goblin slays a living 
  creature, its two heads utter a discordant incantation, and 
  the acid pools begin to roil. Announce to the players that 
  the damage dealt by acid pools anywhere in the adventure 
  permanently increases by 3 (1d6) and contact with the 
  acid pools permanently increases the chance of inflicting a 
  harmful mutation by 10%.
  Call Noxious Storm: The first time the goblin slays a 
  living creature or is reduced to 75 hit points or fewer, it 
  calls down from the sky a living cloudkill tornado with an 
  initiative 1 lower than itself. The gusts of noxious wind 
  from the cloudkill tornado blows through the cloak of the 
  goblin, revealing that it has carved its own bones into a 
  variant of pipes of haunting. Each living creature present 
  that can hear the pipes must make a decision:
  • Give in to the terror of the pipes and cast itself into the 
  nearest acid pool.
  • Attempt to stand in defiance of the pipes’ haunting 
  dirge. The creature must make a DC 15 Wisdom saving 
  throw. On a success, the creature resists the effect and 
  has advantage on its next attack against the bonewraith 
  goblin. On a failure, the creature plunges itself into 
  the nearest acid pool, suffering double damage and 
  automatically contracting a mutation.
  LIVING CLOUDKILL TORNADO
  Large elemental, chaotic evil
  Armor ClAss: 15
  Hit Points: 117 (18d8 + 36)
  sPeed: 30 ft.
  str 
  deX 
  Con 
  int 
  Wis 
  CHA
  14 (+2) 
  20 (+5) 
  14 (+2) 
  6 (–2) 
  10 (+0) 
  6 (–2)
  dAmAge resistAnCes: lightning, thunder; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  dAmAge immunities: poison
  Condition immunities: exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious
  lAnguAges: Auran
  senses: passive Perception 10
  CHAllenge: 5 (1,800 XP)
  Buffeting Winds: Nonmagical ranged attacks against the 
  living cloudkill tornado have disadvantage.
  Noxious Vortex: Living creatures engaged in melee with 
  the living cloudkill tornado suffer the poisoned condition.
  ACTIONS
  Whirling Debris: Melee Weapon Attack: +5 to hit, reach 
  10 ft., one target. Hit: The living cloudkill tornado sucks 
  debris up from the crater and into its funnel; roll 1d6 to 
  determine what debris is absorbed and used in this attack.
  1  
  The living cloudkill tornado sucks into its funnel 
  a wayward sword of sharpness left behind by an 
  ancient battle. The target of the attack must make a 
  DC 14 Dexterity saving throw or be decapitated.
  
  14
  14
  of wildfire. It chooses a point it can see within 60 feet of 
  itself; each creature in a 20-foot-radius centered on that 
  point must make a DC 16 Dexterity saving throw. The 
  pillar spreads around corners. A creature takes 70 (20d6) 
  fire damage on a failed save or half as much damage on 
  2  
  Acid plumes. As the hazard.
  3–4  Bonewraith sacrificial pikes. 26 (4d12) piercing 
  damage and the target is 
  restrained until the start 
  of the living cloudkill 
  tornado’s next turn.
  5–6 Chattering cracked goblin 
  skulls. 26 (4d12) bludgeoning 
  damage and the target is 
  knocked prone.
  POSSESSED ECLIPSE KNIGHT BLADE 
  OF DROUGHT
  Medium undead, lawful evil
  Armor ClAss: 20 (plate, shield)
  Hit Points: 119 (14d8 + 56)
  sPeed: 25 ft.
  str 
  deX 
  Con 
  int 
  Wis 
  CHA
  18 (+4) 
  11 (+0) 
  18 (+4) 
  12 (+1) 
  14 (+2) 10 (+0)
  sAving tHroWs: Str +7, Con +7
  dAmAge resistAnCes: fire, necrotic
  dAmAge immunities: necrotic, poison
  Condition immunities: exhaustion, frightened, poisoned
  senses: passive Perception 12
  lAnguAges: Celestial
  CHAllenge: 11 (7,200 XP)
  Aura of Drought: Creatures within 5 feet of the possessed 
  eclipse knight cannot drink potions or elixirs.
  ACTIONS
  Multiattack. The possessed eclipse knight makes two 
  Kadavergehorsam attacks.
  Kadavergehorsam (Soul-Draining Fiery Longsword): 
  Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  13 (2d8 + 4) fire and 13 (2d8 + 4) necrotic damage, and 
  the target loses one hit die. A creature slain or reduced 
  to 0 hit dice by this attack has its spirit imprisoned within 
  the longsword—it must call out to one ally to be rescued 
  from imprisonment. With a bonus action and a DC 16 
  Intelligence (Religion) check, the named ally can attempt 
  to free the imprisoned spirit if within 5 ft. of the possessed 
  eclipse knight. If the check is successful, the trapped spirit 
  returns to the body, restoring that character to one-quarter 
  its total hit points. If the check fails, or if no attempt is 
  made to free the trapped spirit before the start of the 
  possessed eclipse knight’s next turn, both the trapped 
  spirit and the named ally are destroyed.
  Drought Wildfire Pillar (1/Day): The possessed eclipse 
  knight ignites the drought dust in the air, creating a pillar 
  
  1515
  a successful one. The first time a creature is slain with this 
  attack, it bursts into flame and runs its speed in a random 
  direction, exploding into another drought wildfire sphere 
  at the end of its frenzied movement.
  REACTIONS
  Summon Drought Wraiths (1/Game): The first time the 
  possessed eclipse knight is reduced to 60 hit points or 
  fewer, it summons three drought wraiths (as specters listed 
  in the 5th edition rules), each with a different appearance:
    1. A skeletal warrior with a bashed-in helmet 
  (bludgeoning)
    2. A skeletal warrior with holes skewered into its splint 
  mail (piercing)
    3. A decapitated skeletal warrior (slashing)
     A drought wraith is immune to damage other than its 
  corresponding type. The possessed eclipse knight suffers no 
  damage as long as at least one drought wraith is present.
  Burnt Offering (1/Day): The first time the possessed 
  eclipse knight slays a creature while it has 90 hit points or 
  fewer remaining, the possessed eclipse knight calls upon 
  a specter of the Horned Daughter of Famine and begins a 
  pyre offering of the spirit. If the possessed eclipse knight’s 
  ritual is not disrupted by dealing 20 or more points of 
  damage to it before the end of its next turn, the Horned 
  Daughter of Famine accepts the burnt offering and grants 
  the possessed eclipse knight the slain creature’s most 
  powerful class feature or spell, which the possessed eclipse 
  knight can use once as a bonus action.
  EXALTED MUMMIFIED ANGEL  
  OF PESTILENCE
  Medium undead, chaotic evil
  Armor ClAss: 17 (natural armor)
  Hit Points: 175 (27d8 + 54)
  sPeed: 30 ft., fly 60 ft.
  str 
  deX 
  Con 
  int 
  Wis 
  CHA
  12 (+1) 
  10 (+0) 
  14 (+2) 
  18 (+4) 
  11 (+0) 18 (+4)
  sAving tHroWs: Int +7, Wis +3, Cha +7
  dAmAge resistAnCes: radiant; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  dAmAge immunities: necrotic, poison
  Condition immunities: charmed, exhausted, frightened, 
  poisoned
  senses: passive Perception 10
  lAnguAges: Celestial
  CHAllenge: 12 (8,400 XP)
  Aura of Disease: Creatures within 5 feet of the angel of 
  pestilence cannot gain advantage on attack rolls against it.
  Exalted Wrappings: The angel of pestilence is embalmed in 
  pages torn from the Book of Exalted Deeds. Whenever the 
  angel of pestilence scores a critical hit, the runes on the 
  wrappings glow, granting the angel of pestilence an extra 
  action she may take immediately.
  ACTIONS
  Multiattack: The angel of pestilence makes two 
  sarcophagus fist attacks or two symbol of the plague 
  scarab attacks.
  Sarcophagus Fist: Melee Weapon Attack: +7 to hit, reach 5 
  ft., one target. Hit: 26 (4d12) bludgeoning damage.
  Symbol of the Plague Scarab: Ranged Spell Attack: +7 to 
  hit, range 30 ft., one target. Hit: 26 (4d12) poison damage, 
  and the target’s forehead is branded with a scabbed-over 
  sigil. At the end of each branded creature’s turn, increase 
  by 5% the chance the Voice of Triumph gives a misleading 
  answer if the branded creature did not make an attack 
  during its turn that included the angel of pestilence. 
  Announce to the players that “The Voice of Triumph 
  becomes further corrupted!”
  Pestilent Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one branded target. Hit: 26 (4d12) piercing damage, and 
  the target must choose one of the following options below 
  (read the options to the target).
  •  Make a DC 13 Constitution saving throw or become 
  blighted with pestilent grubs. At the end of each of the 
  blighted creature’s turns, the pestilent grubs burrow 
  deeper toward the target’s heart—that creature takes 
  26 (4d12) fire damage and is treated as if it had just 
  failed a death saving throw.
  •  Hastily amputate its own arm or leg (roll randomly to 
  determine which limb is infected), stopping the spread 
  of the pestilent grubs. (The rules for losing limbs can 
  be found in the 5th-edition rulebooks under Lingering 
  Injuries.).
  Apocalyptic Locust Swarm (Recharge 6): The angel of 
  pestilence breathes a 30-foot cone of two-headed locusts. 
  Each creature in that area must make a DC 16 Dexterity 
  saving throw or take 70 (20d6) poison damage. The 
  first time a creature is slain by the angel of pestilence’s 
  breath weapon, that creature’s body melts into a pool of 
  eldritch titan bile that burns through the floor, revealing a 
  previously-hidden tomb beneath.
      The tomb displays a powerful relic—the khopesh of 
  extinction—but those in the tomb when the False Relic 
  is taken are entombed unless they succeed on a DC 16 
  Dexterity saving throw to escape.
  REACTIONS
  Hymn of the Consumed (Recharge 5–6 while at least one 
  creature is branded): When the angel of pestilence slays a 
  creature, she begins reciting a guttural, gurgling hymn and 
  weeps tears of pestilent grubs, as if suffering a moment 
  
  16
  16
  of remorse. Tell the players the grubs might escape the 
  chamber and blight the relics in the Sealed Reliquary (there 
  is a 4-in-6 chance) unless a living creature offers itself as a 
  host for the teeming grubs (see Pestilent Bite). Roll the die 
  in the open if no creature offers itself as a host.
  CORRUPTED ARK COLOSSUS
  Huge construct, neutral evil
  Armor ClAss: 17 (natural armor)
  Hit Points: 180 (20d8 +100)
  sPeed: 30 ft.
  str 
  deX 
  Con 
  int 
  Wis 
  CHA
  23 (+6) 
  15 (+2) 
  20 (+5) 
  10 (+0) 
  10 (+0) 6 (–2)
  sAving tHroWs: Str +9, Con +8
  dAmAge immunities: poison
  Condition immunities: exhaustion, grappled, 
  paralyzed, petrified, poisoned, restrained, 
  unconscious
  senses: passive Perception 10
  lAnguAges: —
  CHAllenge: 11 (7,200 XP)
  Abandoned Souls: The corrupted ark colossus carries 
  the three Sacred Vessels not chosen by the characters. 
  As long as the corrupted ark colossus has at least 1 hit 
  point, the Horned Daughter of Famine it serves gains the 
  blessings of those three Sacred Vessels.
  ACTIONS
  Multiattack: The corrupted ark colossus makes two slam 
  attacks.
  Slam: Melee Weapon Attack: +9 to hit, reach 10 ft., one 
  target. Hit: 38 (4d12 + 4) bludgeoning damage and the 
  target is knocked prone.
  REACTIONS
  Profane Augury: When the corrupted ark colossus slays 
  a character, the GM may peek at one random Sacred 
  Augury card held by the players.
  HORNED DAUGHTER OF FAMINE
  Medium fiend (devil), lawful evil
  Armor ClAss: 17 (natural armor)
  Hit Points: 204 (24d8 + 96)
  sPeed: 30 ft., fly 60 ft.
  str 
  deX 
  Con 
  int 
  Wis 
  CHA
  15 (+2) 
  16 (+3) 
  18 (+4) 
  14 (+2) 
  14 (+2) 20 (+5)
  sAving tHroWs: Dex +7, Con +8, Int +6, Wis +6, Cha +9
  dAmAge resistAnCes: cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks not made with silvered weapons
  dAmAge immunities: acid, poison
  
  1717
  dAmAge vulnerAbilities: fire
  Condition immunities: poisoned
  senses: passive Perception 12
  lAnguAges: Infernal
  CHAllenge: 13 (10,000 XP)
  ACTIONS
  Multiattack: The Horned Daughter of Famine makes two 
  beetle-wing claw or two wand of the locust caller attacks.
  Beetle-Wing Claws: Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 29 (6d8 + 2) slashing damage, and 
  the target must make a DC 11 Strength saving throw or be 
  pushed into the nearest pool of eldritch titan bile.
  Wand of the Locust Caller: Ranged Spell Attack: +7 to hit, 
  range 30 ft., one target. Hit: 27 (6d8) poison damage, and 
  the target must make a DC 16 Constitution saving throw or 
  gain one level of exhaustion.
  Strangling Roots of Minauros: The Horned Daughter 
  of Famine speaks an infernal power word, summoning 
  a tangle of malevolent black roots from the Hells. The 
  Horned Daughter chooses a point she can see within 30 
  feet of her; each creature in a 10-foot-radius centered 
  on that point must make a DC 16 Strength saving throw. 
  Creatures that fail their saving throw take 27 (6d8) 
  bludgeoning damage and are restrained for 1 minute, 
  while creatures that succeed take half as much damage 
  and are not restrained. A restrained creature is entitled to a 
  saving throw at the end of each of its turns to break free.
  Hail of Mutated Livestock Corpses (Recharge 6 while 
  at least one character has levels of exhaustion): The 
  Horned Daughter of Famine chooses a point she can see 
  within 30 feet of her; each character in a 20-foot-radius 
  centered on that point must make a DC 16 Dexterity 
  saving throw or be pummeled by falling mutated livestock 
  corpses for 36 (8d8) bludgeoning damage and 36 (8d8) 
  poison damage. Creatures that succeed on their saving 
  throw take half as much damage.
  Summon Nail Wraiths (1/Day): The first time the Horned 
  Daughter of Famine is reduced to 100 hit points or fewer, 
  she summons one nail wraith (use statistics for swarm of 
  insects from the 5th edition rules) for each memorial mask 
  the characters displayed on the Nailing Wall (Area 2). The 
  memorial masks hover in front of each nail wraith where 
  its face would be. On a nail wraith’s melee attack, its target 
  must succeed on a saving throw (as listed below) or suffer 
  an additional condition, depending on the cause of death 
  carved onto the mask:
  Famine: Restrained (DC 16 Dexterity saving throw)
  Pestilence: Poisoned (DC 16 Constitution saving throw)
  War: Frightened (DC 16 Wisdom saving throw)
  REACTIONS
  Glyph of Contagion (1/Day): When a creature the Horned 
  Daughter of Famine can see suffers an eldritch titan bile 
  mutation, she brands that mutated creature with an 
  infernal glyph. If that creature’s mutation is not cured by 
  the end of its next turn, the mutated creature explodes as 
  the cloudkill spell.
  Seed the Cursed Grove (2/Day): When the Horned 
  Daughter of Famine slays a creature with her Strangling 
  Roots of Minauros attack, that creature is transformed 
  into a statue carved from aphid-blighted petrified wood. 
  The affected creature must choose the pose in which it 
  is petrified: defiant, submissive, or mournful. The Horned 
  Daughter of Famine gains a boon, depending on the 
  chosen pose:
  Defiant pose. Advantage on her next saving throw.
  Submissive pose. Steal one Sacred Augury card from the 
  players.
  Mournful pose. Advantage on her next attack roll.
  Ritual Chant of the Wailing Lepers (1/Day): When the 
  Horned Daughter of Famine is first reduced to 100 
  hit points in an encounter, she begins a ritual chant, 
  attempting to deny the characters their victory. The 
  characters then have one minute to collectively sacrifice 
  10 levels’ worth of spell slots to act as a counterspell. Spell 
  slots sacrificed by characters with levels of exhaustion or 
  mutations count for half (rounded down). For each level 
  the characters fall short, the GM steals one random Sacred 
  Augury card from the players.
  New Magic Items
  These items are specifically created for and geared 
  toward this adventure and are not suitable to be used in 
  a larger campaign without modification.
  Eclipse Talisman
  Wondrous Item
  Any character touching one of these items to a 
  magically sealed door or container (as noted in the 
  descriptions of the encounters) unseals it.
  Hand of the Plague Bearer
  Wondrous Item (requires attunement)
  When you attune yourself to the hand of the plague 
  bearer, you cannot get rid of it.
  On your turn as a bonus action, you may reach out 
  and touch an adjacent ally with the hand. If you do, 
  name one curse, disease, or condition affecting that ally 
  and make a DC 10 Charisma saving throw.
  On a success, one finger of the hand absorbs the 
  curse, disease, or condition, curing that ally. Write the 
  
  18
  18
  name of the absorbed affliction down. On a failure, 
  the hand still absorbs the curse, disease, or condition 
  as above. However, the hand animates immediately 
  afterward and strangles you for one round, inflicting 4 
  (1d8) points of bludgeoning damage and inflicting any 
  afflictions upon you it has already absorbed. You suffer 
  each affliction borne by it until you finish a short rest.
  When the hand has absorbed five afflictions, it 
  withers away to dried maggots (but not before it chokes 
  the attuned character and inflicts all five afflictions if 
  the Charisma saving throw was failed).
  Devouring Shield
  Shield (requires attunement)
  Once per game, you may feed the bones of a slain 
  monster to the pit fiend skull engraved onto this 
  wrought-iron tower shield. The shield gains a breath 
  weapon that you may use once per game as an action. 
  The breath weapon extends from the shield in a 30-foot 
  cone. Creatures in the cone take 32 (9d6) damage and 
  suffer an affliction thematic to the devoured monster. 
  The GM will tell you what affliction is imposed. 
  Creatures in the cone are entitled to a DC 15 Dexterity 
  saving throw to take half damage and avoid the 
  affliction.
  Skull Seed
  Wondrous Item (seed)
  An occult seed in the shape of a grinning skull.
  Potion of Death Giant Strength
  Potion
  This potion functions as a potion of cloud giant 
  strength (Strength 27). However, if the potion was 
  blighted by the pestilent grubs from the exalted 
  mummified angel of pestilence, the character 
  drinking the potion loses 1d4 hit dice.
  Sacrificial Newborn Pegasus
  Wondrous Item
  This mewling newborn pegasus is sticky with 
  membrane. If the sacrificial newborn pegasus was 
  blighted by the pestilent grubs from the exalted 
  mummified angel of pestilence, the pegasus is dead and 
  cannot be sacrificed.
  Iron Nimbus
  Wondrous Item (requires attunement)
  When you attune yourself to this nimbus worn by the 
  Valkyrie Queen of the Celestial Legion, peek at one 
  random Sacred Augury card held by the GM.
  When you score a critical hit while wearing the iron 
  nimbus, you may peek at one random Sacred Augury 
  card held by the GM.
  Firemace of Judgment
  Weapon (mace; requires attunement)
  When you roll initiative, remove all flame notations 
  from the firemace of judgment. The first time in each 
  encounter any character completes a firemace edict, 
  put a flame notation on the firemace.
  Once per battle as a bonus action, you may shout a 
  hymn of retribution and ignite the firemace. Remove all 
  flame notations from the firemace. The next time you hit 
  
  1919
  a monster during this battle with a melee attack using 
  the firemace, deal 10 (2d8 + 1) extra fire damage for 
  each flame notation removed. If the monster is a demon 
  or undead, it also must make a DC 15 Wisdom saving 
  throw or be frightened until the end of your next turn.
  Sacred Vessel Skulls
  When you fit a sacred vessel skull into one of the three 
  open slots in the Ark Colossus, name one player that 
  has not yet received a sacred vessel blessing. Until the 
  end of the game, any of that player’s characters have 
  the following blessing. A sacred vessel can’t be removed 
  once fit into the Ark Colossus.
  Sacred Vessel—Citadel of the Shield Maidens
  Wondrous Item (demilich—1,000 souls)
  Blessing of the Shield Maidens. When you take damage 
  from a single attack, you may reduce that damage to 
  0. Once you use this blessing, you can’t use it again 
  until you finish a short rest.
  Sacred Vessel—Tower of the Astronomers
  Wondrous Item (demilich—1,000 souls)
  Blessing of the Astronomers. You have advantage on 
  saving throws against spells and other magical effects.
  Sacred Vessel—Fortress of the Solar Knights
  Wondrous Item (demilich—1,000 souls)
  Blessing of the Solar Knights. When you miss with a 
  melee weapon attack, you can choose to hit instead. 
  Once you use this blessing, you can’t use it again 
  until you finish a short rest.
  Sacred Vessel—City of Sacred Fountains
  Wondrous Item (demilich—1,000 souls)
  Blessing of the Sacred Fountain Keepers. Your current 
  hit points and hit-point maximum increase by 30.
  Sacred Vessel—Cloister of the Chosen
  Wondrous Item (demilich—1,000 souls)
  Blessing of the Chosen. You can add a 2d8 roll to any 
  ability check, attack roll, or saving throw you make. 
  Once you use this boon, you can’t use it again until 
  you finish a short rest.
  Sacred Vessel—Scriptorium of the  
  Testament Bearers
  Wondrous Item (demilich—1,000 souls)
  Blessing of the Testament Bearers. You can cast any 
  spell you know or have prepared without expending 
  a spell slot. Once you do so, you can’t use this boon 
  again until you finish a short rest.
  
  20
  20
  Permission is granted to make copies of this page for personal use only. All rights reserved.
  Sister of Ashes
  Level 8 Warlock
  Otherworldly Patron: The Demon
  Motivation: To atone.
  Talisman: A polished demon’s horn.
  Armor ClAss 14 (demonskin leather armor)
  Hit Points 52 (HD 8d8 +16)
  sPeed 30 ft.
  str 
  deX  
  Con  
  int  
  Wis  
  CHA 
  8 (–1) 
  15 (+2) 
  14 (+2) 
  13 (+1) 
  10 (0) 
  20 (+5)
  sAving tHroWs Wis +3, Cha +8
  skills Arcana +4, Medicine +3, Religion +4
  dAmAge resistAnCes Fire
  PAssive PerCePtion 10
  Agonizing Blast: When you cast occult blast, add 5 to the 
  damage dealt on a hit (this has already been applied in the 
  stat block).
  Ashen Form: When you are in an area of dim light or 
  darkness, you can use your action to become invisible until 
  you move or take an action or reaction.
  Eyes of the Rune Keeper: You can read all writing.
  Infernal Blessing: When you reduce a hostile creature to 0 
  hit points, you gain 13 temporary hit points.
  Occult Luck: You can call on your patron to alter fate in 
  your favor. When you make an ability check or a saving 
  throw, you can use this feature to add 1d10 to your roll. 
  You can do so after seeing the initial roll but before any of 
  the roll’s effects are revealed. Once you use this feature, 
  you can’t use it again until you finish a short rest.
  Spellcasting. Your spell save is DC 16, and you have a +8 to 
  hit with spell attacks. You have two (2) 4th-level spell slots 
  and you regain your spell slots after a short rest:
  Cantrips: occult blast (as eldritch blast), fire bolt, poison 
  spray, mage hand, minor illusion, true strike
  1st-level spells: hellish rebuke, hex
  2nd-level spells: ashen step (as misty step), scorching ray
  3rd-level spells: fireball, vampiric touch
  4th-level spells: blight, fire shield, wall of fire
  Voice of the Succubus: Once per game, you can speak with 
  the voice of the succubus (as the spell hypnotic pattern) 
  using a warlock spell slot.
  ACTIONS
  Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one 
  target. Hit: 11 (2d10) fire damage.
  Occult Blast. Ranged Spell Attack: +8 to hit, range 120 ft., 
  two attacks, one or two targets. Hit: 10 (1d10 + 5) force 
  damage.
  Obsidian Sacrificial Dagger. Melee Weapon Attack: +6 to 
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage.
  Equipment. Demon-bone wand, obsidian sacrificial dagger, 
  demon-skin leather armor, herbalism kit, explorer’s pack, 
  potion of superior healing (8d4 + 8).
  Sister of Fury
  Level 8 Barbarian
  Motivation: To exact revenge.
  Talisman: A fragment of fortress wall.
  Armor ClAss 15 (bone-trim cloak)
  Hit Points 76 (HD 8d12 + 24)
  sPeed 40 ft.
  str 
  deX 
  Con 
  int 
  Wis 
  CHA
  18 (+4*) 14 (+2*) 
  16 (+3*) 
  9 (–1*) 
  14 (+2*) 11 (+0*)
  sAving tHroWs Str +8, Con +7
  skills Athletics +8, Intimidation +5, Perception +6, Survival 
  +6 (see idol of the war god)
  PAssive PerCePtion 16
  Furious Haste. You have advantage on Dexterity saving 
  throws against effects that you can see. To gain this 
  benefit, you can’t be blinded, deafened, or incapacitated.
  Rage (4/game). You can enter a rage as a bonus action. 
  When raging, the following parameters apply:
  •  You have advantage on Strength checks and saving 
  throws.
  •  When you make a melee weapon attack using Strength, 
  you gain a +2 bonus to the damage roll.
  pregenerated characters
  The following pregenerated characters have been specifically designed to work with this adventure and are not 
  suitable for standard gameplay elsewhere without some rules adjustments. Feel free to copy these pages and have the 
  players choose from among them.
  
  2121
  Permission is granted to make copies of this page for personal use only. All rights reserved.
  •  You have resistance to bludgeoning, piercing, and 
  slashing damage.
  •  You can’t be frightened or charmed. If you are already 
  frightened or charmed, you ignore those conditions 
  while you rage.
  •  You can make a single melee weapon attack as a bonus 
  action. If you do so, when your rage ends, you suffer 
  one level of exhaustion.
     Your rage lasts for 1 minute. It ends early if you are 
  knocked unconscious or if your turn ends and you haven’t 
  attacked a hostile creature or taken damage since your last 
  turn. You can also end your rage as a bonus action.
  Unleash Fury. When you make your first attack on your 
  turn, you can decide to unleash your fury. Doing so 
  gives you advantage on melee weapon attack rolls using 
  Strength during this turn, but attack rolls against you have 
  advantage until your next turn.
  Unrestrained. You have advantage on initiative rolls.
  ACTIONS
  Multiattack. You make two attacks with your serrated 
  voulge or your bladed sun disks.
  Serrated Voulge. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage (13 [2d6 + 6] 
  while raging).
  Bladed Sun Disk. Melee or Ranged Weapon Attack: +7 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 11 (1d6 + 4) 
  slashing damage (13 [1d6 + 6] if raging and used in melee).
  *Idol of the War God: While carrying this bloodstone idol, 
  you gain a +1 bonus to ability checks and saving throws 
  (already included in your Saving Throws and Skills).
  Equipment. Serrated voulge, bladed sun disks (3), 
  bone-trim cloak, dungeoneer’s pack, idol of the war god, 
  potion of superior healing (8d4 + 8)
  Sister of Judgment
  Level 8 Paladin
  Motivation: To enforce.
  Talisman: The edicts of her goddess, etched into a ring.
  Armor ClAss 19 (rune-scribed splint mail, scales shield)
  Hit Points 59 (HD 8d10 + 15)
  sPeed 30 ft.
  str 
  deX 
  Con 
  int 
  Wis 
  CHA
  16 (+3) 
  9 (–1) 
  14 (+2) 
  11 (+1) 
  14 (+2) 
  18 (+4)
  sAving tHroWs Wis +5, Cha +7
  skills History +4, Medicine +5, Persuasion +7, Religion +4
  immunities Disease
  PAssive PerCePtion 12
  Aura of Devotion. You and friendly creatures within 10 feet 
  of you can’t be charmed while you are conscious.
  Force of Judgment. When you hit a creature with a melee 
  weapon attack, you can expend one spell slot to deal 
  an extra 2d8 radiant damage to the target (3d8 radiant 
  damage if it is an undead or a fiend).
  Lay on Hands. You have a pool of healing power, with which 
  you can restore up to 40 points per game. As an action, 
  you can touch a creature and draw power from the pool to 
  restore a number of hit points to that creature, up to the 
  maximum amount remaining in your pool.
  Sacred Weapon (Recharges after a Short Rest). As an 
  action, you can imbue one weapon that you are holding 
  with positive energy. For 1 minute, you add a +4 bonus 
  to attack rolls made with that weapon. The weapon also 
  emits bright light in a 20-foot radius and dim light 10 
  feet beyond that. If the weapon is not already magical, 
  it becomes magical for the duration. You can end this 
  effect on your turn as part of any other action. If you are 
  no longer holding or carrying this weapon, or if you fall 
  unconscious, this effect ends.
  Spare the Righteous. Whenever you or a friendly creature 
  within 10 feet of you must make a saving throw, the 
  creature gains a +4 bonus to the saving throw. You must 
  be conscious to grant this bonus.
  Ward the Faithful. When a creature you can see attacks a 
  target other than you that is within 5 feet of you, you can 
  use your reaction to impose disadvantage on the attack roll.
  Spellcasting. Your spell save is DC 15, and you have a +7 to 
  hit with spell attacks:
  1st-level spells (4 slots): bless, heroism, protection from 
  evil, searing smite, sanctuary, wrathful smite
  2nd-level spells (3 slots): branding smite, lesser 
  restoration, magic weapon, protection from poison
  ACTIONS
  Multiattack. You make two melee weapon attacks.
  Executioner’s Cold Iron Longsword. Melee Weapon Attack: 
  +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing 
  damage.
  Equipment. Executioner’s cold iron longsword, rune-scribed 
  splint mail, scales shield, explorer’s pack, holy signet ring, 
  potion of superior healing (8d4 + 8).
  
  22
  22
  Permission is granted to make copies of this page for personal use only. All rights reserved.
  Sister of Malice
  Level 8 Fighter
  Motivation: To reclaim.
  Talisman: Polished skull of a rival.
  Armor ClAss 18 (splint mail and shield)
  Hit Points 68 (HD 8d10 + 24)
  sPeed 30 ft.
  str 
  deX 
  Con 
  int 
  Wis 
  CHA
  20 (+5) 
  9 (–1) 
  16 (+3) 
  13 (+1) 
  12 (+1) 
  14 
  (+2)
  sAving tHroWs Str +8, Con +6
  skills Athletics +8, History +4, Intimidation +5, Perception+4
  PAssive PerCePtion 14
  Cruelty. Your weapon attacks score a critical hit on a roll of 
  19 or 20.
  Merciless. On your turn, you can take one additional action 
  on top of your regular action and a possible bonus action. 
  Once you use this feature, you must finish a short rest 
  before you can use it again.
  Might of Malice. You can add +2 to any Strength, Dexterity, 
  or Constitution check you make that doesn’t already use 
  your proficiency bonus. In addition, when you make a 
  running long jump, the distance you can cover increases 
  by 5 ft.
  Unbreakable. On your turn, you can use a bonus action to 
  regain 1d10 + 8 hit points. Once you use this feature, you 
  must finish a short rest before you can use it again.
  Ward the Weak. When a creature you can see attacks a 
  target other than you that is within 5 feet of you, you can 
  use your reaction to impose disadvantage on the attack 
  roll.
  ACTIONS
  Multiattack. You make two melee or ranged weapon 
  attacks.
  Serrated Sickle. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 10 (1d10 + 5) slashing damage.
  Cold Iron Stake. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 9 (1d8 + 5) piercing damage.
  Wailing Javelin. Ranged Weapon Attack: +8 to hit, range 
  30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
  Equipment. Serrated sickle, cold iron stake, wailing javelin, 
  bloodstained splint mail, skull-disk shield, dungeoneer’s 
  pack, potion of superior healing (8d4 + 8).
  Sister of Mercy
  Level 8 Bard
  Motivation: To soothe.
  Talisman: A salve tin wrought in the likeness of an angel.
  Armor ClAss 16 (silver-reinforced cloak)
  Hit Points 52 (HD 8d8 + 16)
  sPeed 30 ft.
  str 
  deX 
  Con 
  int 
  Wis 
  CHA
  8 (–1) 
  18 (+4) 
  14 (+2) 
  12 (+1) 
  10 (0) 
  18 (+4)
  sAving tHroWs Dex +7, Cha +7 (advantage on saves against 
  being charmed)
  skills Arcana +4, Athletics +2, Acrobatics +7, Deception 
  +10, History +4, Insight +6, Perception +3, Performance 
  +7, Persuasion +7, Sleight of Hand +7
  PAssive PerCePtion 13
  Celestial Ancestry. You have advantage on saving throws 
  against being charmed, and magic can’t put you to sleep.
  Hymn of Refuge. When a creature that you can see within 
  60 feet of you makes an attack roll, an ability check, or a 
  damage roll, you can use your reaction to expend one of 
  your uses of Words of Faith, rolling a Faith die (d8) and 
  subtracting the number rolled from the creature’s roll. You 
  can choose to use this feature after the creature makes its 
  roll, but before the DM determines whether the attack roll 
  or ability check succeeds or fails, or before the creature 
  deals its damage. The creature is immune if it can’t hear 
  you or if it’s immune to being charmed.
  Hymn of Rest. You can use soothing music or oration to 
  help revitalize your wounded allies. If you or any friendly 
  creatures who can hear your song regain hit points at the 
  end of a short rest, each of those creatures regains an 
  extra 1d6 hit points.
  Spellcasting. Your spell save is DC 15, and you have a +7 to 
  hit with spell attacks:
  Cantrips: mending, minor illusion true strike
  1st-level (4 slots): cure wounds, faerie fire, feather fall, 
  healing word
  2nd-level (3 slots): hold person, might through faith (as 
  enhance ability), lesser restoration
  3rd-level (3 slots): major image, mass healing word, speak 
  with dead, speak with plants
  4th-level spells (2 slots): dimension door, greater 
  invisibility
  Wanderer of the Plague Lands. You can add +1 to any 
  ability check you make that doesn’t already include your 
  proficiency bonus.
  
  2323
  Permission is granted to make copies of this page for personal use only. All rights reserved.
  Words of Faith (4/short rest). You may use a bonus action 
  on your turn to choose one creature other than yourself 
  within 60 feet of you who can hear you. That creature 
  gains one Faith die, a d8. Once within the next 10 minutes, 
  the creature can roll the die and add the number rolled 
  to one ability check, attack roll, or saving throw it makes. 
  The creature can wait until after it rolls the d20 before 
  deciding to use the Faith die, but must decide before the 
  DM says whether the roll succeeds or fails. Once the Faith 
  die is rolled, it is lost. A creature can have only one Faith 
  die at a time. 
       You can use this feature 4 times. You regain any 
  expended uses when you finish a short rest.
  ACTIONS
  Ivory Khopesh. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage.
  Silvered Crossbow. Ranged Weapon Attack: +7 to hit, 
  range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing 
  damage.
  Equipment. Ivory khopesh, silvered crossbow, 
  silver-reinforced cloak, songbook, healer’s kit, potion of 
  superior healing (8d4 + 8).
  Sister of Wrath
  Level 8 Cleric
  Motivation: To cleanse.
  Talisman: A candle rendered from the fat of a heretic.
  Armor ClAss 16 (rune-scribed splint mail, 18 with shield)
  Hit Points 44 (HD 8d8 + 8)
  sPeed 30 ft.
  str 
  deX 
  Con 
  int 
  Wis 
  CHA
  16 (+3) 
  8 (–1) 
  13 (+1) 
  10 (+0) 
  20 (+5) 12 (+1)
  sAving tHroWs Wis +8, Cha +4
  skills Athletics +6, Insight +8, Medicine +8, Perception +8
  PAssive PerCePtion 18
  Destroy Undead. When an undead fails its saving throw 
  against your Turn Undead feature, the creature is instantly 
  destroyed if its challenge rating is at or below CR 1.
  Destructive Wrath. When you roll lightning or thunder 
  damage, you can expend a use of your Turn Undead 
  feature to deal maximum damage instead of rolling.
  Spellcasting. Your spell save is DC 16, and you have a +8 to 
  hit with spell attacks:
  Cantrips: guidance, resistance, sacred flame, spare the 
  dying
  1st-level spells (4 slots): bane, healing word, inflict 
  wounds, protection from evil, shield of faith, shout of the 
  goddess (as thunderwave)
  2nd-level spells (3 slots): holy might (as enhance ability), 
  lesser restoration, spiritual weapon, shatter
  3rd-level spells (3 slots): bestow curse, smiting bolts (as 
  call lightning), mass healing word, protection from energy, 
  remove curse, revivify
  4th-level spells (2 slots): control water, death ward, 
  divination, ice storm
  Turn Undead (2/short rest). As an action, you present your 
  holy symbol. Each undead that can see or hear you within 
  30 feet of you must make a Wisdom saving throw. If the 
  creature fails its saving throw, it is turned for 1 minute or 
  until it takes any damage. A turned creature must spend its 
  turns trying to move as far away from you as it can, and it 
  can’t willingly move to a space within 30 feet of you. It also 
  can’t take reactions. For its action, it can use only the Dash 
  action or try to escape from an effect that prevents it from 
  moving. If there’s nowhere to move, the creature can use 
  the Dodge action.
  Thunderbolt Strike. When you deal lightning damage to 
  a Large or smaller creature, you can also push it up to 10 
  feet away from you.
  Voice of the Goddess. Once on each of your turns when 
  you hit a creature with a weapon attack, you can cause 
  the attack to deal an extra 4 (1d8) thunder damage to the 
  target.
  Wrath of the Chosen (5/game). When a creature within 5 
  feet of you that you can see hits you with an attack, you 
  can use your reaction to cause the creature to make a 
  Dexterity saving throw. The creature takes 9 (2d8) lightning 
  or thunder damage (your choice) on a failed saving throw, 
  and half as much damage on a successful one. 
  ACTIONS
  Blessed Skull-Mace. Melee Weapon Attack: +6 to hit, reach 
  5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
  Equipment. Blessed skull-mace, rune-scribed splint mail, 
  shield, holy amulet, explorer’s pack, flask of holy water, 
  potion of superior healing (8d4 + 8)
  
  Permission is granted to make copies of this page for personal use only. All rights reserved.
  Gate
  Tor of the  
  Necropolis-Builders
  Gate
  Maw of the  
  Sacred Crater
  Gate 
  Seven Portals  
  of the Heretics
  Gate
  Archway of  
  the Fallen Titans
  Gate
  Iron Gates  
  of the Endless 
  Phalanx
  Gate
  Seal of the 
  Covenant-Keepers
  Monument
  Obelisk of the  
  Time-Prophet
  Monument
  Bridge of  
  Broken Truces
  Monument
  Shattered Tower  
  of the North Wind
  Monument
  Hanging Tree of a 
  Thousand Traitors
  Monument
  Idol of the  
  Wyvern Queen
  Monument
  Columns of the  
  Exiled Oracles
  Warden
  Cassiel, the  
  Shield of Dawn
  Warden
  Ashliel, the  
  Torch-Bearer
  Warden
  Mihr, the  
  Radiant Sword
  Warden
  Esme, the  
  Veiled Spear
  Warden
  Sachael, the  
  Speaker of Omens
  Warden
  Irin, the Hand  
  of Mercy
  
  Instructions: Photocopy this page twice, once for the players and once for the DM. Refer to the list of Gates, 
  Monuments, and Wardens during play. When the adventure is completed and the Ark Colossus begins its journey, both 
  the players and the DM have 1 minute to write down their guesses for which Gate, Monument, and Warden are in the 
  sealed envelope. Beginning with the Players and followed by the DM, each group reads its guesses aloud as part of the 
  prophesy. Then consult the special rules on page 3 to determine the winner of the adventure.
  The Ark Colossus shall carry the Sacred 
  Vessels through the     GATE    , seeking to 
  forge Civilization anew in the shadow of 
  the     MONUMENT    .     WARDEN     shall 
  ward the Ark Colossus as it carries out its 
  blessed pilgrimage.
  Gates
  1. Tor of the Necropolis-Builders
  2. Maw of the Sacred Crater
  3. Seven Portals of the Heretics
  4. Archway of the Fallen Titans
  5. Iron Gates of the Endless 
  Phalanx
  6. Seal of the Covenant-Keepers
   Monuments
  1. Obelisk of the Time-Prophet
  2. Bridge of Broken Truces
  3. Shattered Tower of the North 
  Wind
  4. Hanging Tree of a Thousand  
  Traitors
  5. Idol of the Wyvern Queen
  6. Columns of the Exiled Oracles
  Wardens
  1. Cassiel, the Shield of Dawn
  2. Ashliel, the Torch-Bearer
  3. Mihr, the Radiant Sword
  4. Esme, the Veiled Spear
  5. Sachael, the Speaker of Omens
  6. Irin, the Hand of Mercy
  Permission is granted to make copies of this page for personal use only. All rights reserved.
  
  Midgard and the Kobold Press logo are trademarks of Open Design. 
  BY DAN DILLON, RICHARD GREEN, AND CHRIS HARRIS
  TM
  HEROES HANDBOOK
  Venture Forth in a  
  Dark World of Deep Magic
  The Midgard Campaign Setting is here! Now all it needs is heroes—to discover its wonders, battle its horrors, 
  and forge new legends in a dark world of deep magic for 5th Edition Fantasy. 
  MIDGARD WORLDBOOK 
  Inspired by the myths and folklore of Eastern and 
  Central Europe! In the north the giants prepare for 
  Ragnarok, while the goblins in the west grow restless and 
  the shadow of the vampire princes falls across the east. 
  The World Serpent is stirring, and not even all-knowing 
  Baba Yaga can say what will happen next…
  MIDGARD HEROES HANDBOOK 
  Everything you need to create a hero ready for 
  adventure in Midgard, with details on races, 
  variants, archetypes, and backgrounds—plus new 
  cleric domains, weapons and equipment, and 
  Deep Magic spells and traditions.
  BY WOLFGANG BAUR AND RICHARD GREEN
  TM
  TM
  TM
  WORLDBOOK
  MIDGARD WORLDBOOK
   slowly gives way to 
  nce-mighty empires  
   magic and the warmth  
   dread things prowl,  
   demonic rage.
  the shadow realm  
  turned to claim their 
  ants prepare for 
  west grow restless.  
  e vampire princes falls 
  is stirring—and not 
   what will happen next.
  heroes to stand against 
  eel, and cunning!
  PO Box 2811  |  Kirkland WA 98083
  www.koboldpress.com
  SRP $49.99
   978-1-936781-82-9
  nted in the USA
  nture in  
  rk world 
   deep magic!
  TM
  
  AN ADVENTURE 
  ON EVERY PAGE
  Tome of Beasts brings more than 400 new foes  
  to 5th Edition, from vicious dungeon vermin  
  to earth-shaking personifications of evil!
  Every entry comes with full-color art by  
  some of the top talent in the industry.  
  Here, Game Masters will find:
  • Clockwork creatures
  • Drakes and dragons
  • Devils and arch-devils
  • Dangerous flavors of the fey
  ...and much more! These monsters are ready to  
  wreak havoc in any fantasy setting, from  
  fan-favorite realms to worlds of your own creation.
  Flip to any page in the Tome of Beasts and you’ll  
  find an encounter that players won’t soon forget...
  Available now from www.KoboldPress.com  
  and better game stores everywhere!
  ©2016 Open Design. Kobold Press logo is a trademark 
  of Open Design. 5E bullet is used by kind permission 
  of Sasquatch Game Studio.
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or 
  trade¬mark owners who have contributed Open Game Content; 
  (b)”Deriva¬tive Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form 
  in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, li¬cense, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an 
  enhance¬ment over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, and 
  means any work covered by this License, including translations 
  and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) “Product Identity” means product 
  and product line names, logos and identifying marks including 
  trade dress; artifacts; creatures characters; stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, 
  sym¬bols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, 
  spells, enchantments, personali¬ties, teams, personas, likenesses 
  and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identified as Product identity by the owner of the 
  Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its 
  products or the associated products contributed to the Open Game 
  License by the Contributor (g) “Use”, “Used” or “Using” means to 
  use, Distribute, copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content 
  may only be Used under and in terms of this License. You must 
  affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this 
  License. 
  3. Offer and Acceptance: By Using the Open Game Content You 
  indi¬cate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, You 
  represent that Your Con-tributions are Your original creation and/ 
  or You have sufficient rights to grant the rights conveyed by this 
  License. 
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPY¬RIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright 
  date, and the copyright holder’s name to the COPYRIGHT NOTICE 
  of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product 
  Identi¬ty, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not 
  to indicate compatibility or co-adaptability with any Trademark 
  or Registered Trademark in con¬junction with a work containing 
  Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open 
  Game Content does not constitute a challenge to the ownership of 
  that Product Identity. 
  The owner of any Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to that Product 
  Identity. 
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version of 
  this License. 
  10. Copy of this License: You MUST include a copy of this License 
  with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise 
  the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected. 
  13. Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be 
  unen¬forceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  System Reference Document Copyright 2000. Wizards of the 
  Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson. 
  The Tomb of Mercy (C) 2016 Open Design. Author: James Haeck.
  
  PO Box 2811  |  Kirkland WA 98083
  www.koboldpress.com
  ISBN 978-1-936781-95-9
  Humanity’s 
  Last Hope, 
  Corrupted!
  he Tomb of Mercy was built centuries ago to house 
  arks that would preserve the souls of humanity from an 
  infernal invasion. Now you must travel to the Wasted West, 
  unseal the Tomb, and send the last ark safely on its journey. 
  Fail, and humanity faces extinction!
  In Tomb of Mercy, players compete with the GM in a race against  
  time to see if humanity can be saved, or if the fiendish servants of the 
  Hells corrupt the world. The adventure includes:
  • Special time-keeping and resurrection mechanics to keep
  the pace exciting and the plot moving
  • Three printable sets of cards for use during play: six Gates,
  six Monuments, and six Wardens
  • Six new monsters and 9 new magic items, created specifically
  for this adventure
  • Six pre-generated level 8 characters
  Prepare to delve into the Tomb of Mercy, where the  
  Horned Daughter of Famine and her minions await!
  T
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/The Tomb of Mercy.pdf