TEXT: 5/13/2019
  Copy of - Bowl of Sin: Hope | GM Binder
  https://www.gmbinder.com/documents/print/-LcQTxsBVF__oCucx2XC
  1/11
  Bowl of Sin: Love
  Bowl of Sin: Love
  Bowl of Sin: Love
  Bowl of Sin: Love
  Bowl of Sin: Love
  
  5/13/2019
  Copy of - Bowl of Sin: Hope | GM Binder
  https://www.gmbinder.com/documents/print/-LcQTxsBVF__oCucx2XC
  2/11
  1. Overview
  Then. The Bowl of Sin is a massive volcano caldera, long
  since dormant. In ancient times, the goodly gods sent their
  angels to this caldera and prepare trials for their mortal
  champions. The trials were designed to help prepare heroes
  for the evils they’d face in the world. The trials were difficult,
  and as the years wore on the angels created increasingly more
  impossible tasks for the faithful to face. The caldera became a
  place of suffering, where men and women went to die in the
  name of their gods.
  Now. Eventually the goodly gods realized the error of their
  ways and put a stop to the trials. The angels that oversaw the
  place had their divinity taken away, and the land was shrouded
  in shadow so the gods would not have to look upon their
  greatest failure. The Bowl of Sin now lies in perpetual night,
  roamed by the broken remnants of its caretakers. Legends
  swirl around the caldera, and every year the desperate, the
  faithful and the sinful make journeys to the Bowl of Sin. None
  ever return.
  Why Would Anyone Go Here?
  Absolution. Legends say that those seeking absolution for
  past crimes could find it in the caldera by overcoming a trial.
  Perhaps the heroes have a deed that needs atoning for, or a
  sin from their past that hounds them. Perhaps they’re being
  paid handsomely to escort the elderly Grand-Priest Varonius,
  a rich elven priest, who wishes to atone for his many sins
  before old age claims him.
  Divine ingredients. The horrors that lurk in the bowl of sin
  were once divine. Fundamental components from their body
  still contain magic essential for potions of youth, philosopher’s
  stones, cure-all for magical disease or the like. Maybe the
  heroes need such an ingredient for their quests. Perhaps the
  archmage Shaol-Dun is hiring them to find such an
  ingredient.
  Treasure. Legends say that emperors, dragons and heroes
  all made sojourns to the caldera and left their gold hoards
  there as tribute. Those greedy for gold and with a strong
  enough sword arm could claim a fortune for themselves, if
  they survive.
  2
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  5/13/2019
  Copy of - Bowl of Sin: Hope | GM Binder
  https://www.gmbinder.com/documents/print/-LcQTxsBVF__oCucx2XC
  3/11
  2. Mouth of Sin
  The jagged, broken peaks that make up the slopes of the
  caldera are practically impossible to scale. There is only one
  commonly known entrance: a daunting mountain pass known
  as the mouth of sin.
  When the heroes are approaching from the outside world,
  read the following:
  The mountains have been visible for days – great gray
  monoliths rising out of the earth as though rejected by the
  world. Their black peaks are wreathed with storm clouds day
  and night, and as you approach the Mouth of Sin vegetation
  grows sparser until its only loose gravel crunches underfoot.
   
  You spot a break in the jagged and impassable peaks - a
  mountain pass sloping downwards into the bowl of sin. The
  sun is unable to penetrate the thick mantles of cloud that cover
  the land before you. It becomes as twilight past this point.
  A small squat hut rests along the side of the road, its interior
  lit by flickering firelight. Closer to you, a standing stone rests,
  tilted to one side. On the surface its scrawled some text,
  though its hard to make out at this distance.
  Etched into the stone's surface with crude tools is the
  following:
  beyond are the black lands  
  hopeless realms where night holds sway 
  turn back now fools  
  to these dark gods you cannot pray
  The Hermit
  A mad nameless hermit lives in the hut, a former adventurer
  broken in his attempts to raid the Bowl.
  Purpose. He keeps a record of all who enter the Bowl and
  their reason for coming scrawled on the wooden walls of his
  hut. If the heroes enter his hut he will eagerly offer his fire,
  hoping to find out their names and reasons for coming. In
  truth, he is filled with the feeling that salvation waits for him
  in the bowl, but he too scared to venture forth and too filled
  with guilt to retreat. He doesn’t remember why.
  What happened to him. The hermit is afflicted by a
  permanent madness, and any probing questions about the
  contents of the bowl send him into a hysterics. A greater
  restoration will restore a measure of his sanity. If this
  happens, he can speak somewhat lucidly about his
  experience. Him and his friends were sell-swords, and
  decided to raid the Bowl hoping to find enough treasure to
  retire. They had a map to a place called Hope’s Fall, and the
  djinn who sold them the map claimed there was a vault of
  treasure there. All the hermit can remember from those black
  days was endless nighttime, a forest of stone and tentacles in
  the mist. He fled, leaving his friends to die.
  Hut's origin. Another hermit possessed the hut before the
  current occupant. The hut was empty when the current
  hermit managed to crawl out. In truth, the hut has passed
  hands, been destroyed and rebuilt several times.
  Searching the hut. The hut contains a scant 3 days of food
  and water and near-useless odds and ends. Creatures making
  a DC15 investigation check can find some loose floorboards
  where a scroll tube was buried long ago. Inside is a scroll of
  raise dead, left long ago before the current occupant.
  3
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  5/13/2019
  Copy of - Bowl of Sin: Hope | GM Binder
  https://www.gmbinder.com/documents/print/-LcQTxsBVF__oCucx2XC
  4/11
  3. Trial Road
  The lands between trials are known as the Trial Road. There
  are traces of a road, but the constant tectonic shifts have
  ruined any contiguous path. Markers left by past penitents can
  be found, pointing in confusing and misleading directions. The
  caldera itself its 24 miles in radius, meaning that it takes a
  week of marching on uneven, rough terrain to cross. Due to
  the constant and radical tectonic shifts, distances are always
  varying and adventure sites are in motion in the bowl. One
  never knows for sure where they will end up.
  Look. Darkness, gravel, mist, decaying waymarkers, and
  cyclopean standing stones. 
  Sound. Distant thunder strikes, occasional earth rumbling. 
  Smell. Brimstone, cold sweat, chalky 
  Feel. Blowing, cold winds. Scalding patches of earth. Tremors. 
  Weather. Occasional freezing rainfall. Mist on still days.
  Blowing gravel that stings the eyes on windy days.
  Read the following:
  Darkness envelopes you descend into the bowl. Soon the
  mountains on either side fade into twilight, and all you can see
  is the ring of light you’ve created in these nightlands.
   
  The temperature dips until you can see your breath. The ground
  is loose gravel that slides in and shifts under your feet, making
  each step treacherous and tiring. You find no vegetation, no
  sign of game. The pools of water you come across are black
  and stink of brimstone. The land is hilly and uneven and
  occasionally you must go around cyclopean shards of stone
  that jut from the earth as though the ground heaved them
  forth.
   
  It smells of cold sweat when the air is still. Sometimes the wind
  picks up fiercely, blowing shards of the gravel underfoot into
  your face and hands, stinging exposed flesh. The Bowl is a
  treacherous place, one that threatens to exhaust and destroy
  you.
  4
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  5/13/2019
  Copy of - Bowl of Sin: Hope | GM Binder
  https://www.gmbinder.com/documents/print/-LcQTxsBVF__oCucx2XC
  5/11
  Journey In The Bowl
  For each journey into the Bowl of Sin, have players take up
  journey roles and make a corresponding check: one navigator,
  one lookout, one forager. Then resolve an journey encounter.
  Then arrive at your destination.
  One navigator: Make a Wisdom (survival) check to not get
  turned around. The outcome of this roll really determines how
  many supplies are consumed.
  DC
  Result
  1-14
  Get lost, arrive at desired location in 2d6*10 days.
  15-19 Arrive at desired location in 1d4*10 days.
  20
  Arrive at desired location in 10 days.
  One lookout: Wisdom (perception) check to spot danger.
  DC
  Result
  1-14
  Don’t spot danger.
  15-19 Spot danger at the same time it happens.
  20
  Spot danger up ahead, can choose to circumvent.
  One forager: Can find supplies while traveling.
  DC
  Results
  1-14
  Find nothing.
  15-19 Find enough for 1 person for the journey.
  20
  Find enough for +Wis people for the journey.
  Foraged rations are: scattered supplies amongst a
  ruined campsite, a dead flock of birds, emaciated
  game limping in the darkness or rotten smelling
  fruit that grows off thorny bushes.
  Journey Encounters
  The players always encounter something on their way into the
  bowl. Roll a d6 and have the heroes encounter one of the
  following, adjusting the introduction whether or not the
  lookout has spotted the encounter beforehand:
  1. Angels in the Outfield
  Read the following:
  You come upon what can only be a battlefield. Bones are
  scattered everywhere in the loose gravel, rusted and ruined
  swords, shields and armor lying in piles. Tattered banners flap
  from rotten pole sticking from the earth. Here and there, great
  craters mar the terrain. This place stinks of death, and the only
  sound is bones occasional rattling together when a strong wind
  blows through.
  A DC15 Intelligence (Investigation) yields the narrative behind
  the battlefield: a force of a dozen mounted humans did battle
  with one or more giant-sized winged humanoids. Casting
  Speak with Dead gives nothing - the human remains have had
  their souls taken.
  2. Mirror Darkly
  Four adventurers, lost and starving.
  If spotted, they are huddled around a pitiful fire of glowing
  coals bickering in the dark about what possessions to burn . 
  If spotted at the same time, they stumble wild eyed into the
  players firelight, cautious but hopeful of help. 
  If not spotted, they lie in ambush between two cyclopean
  stones to kill or capture the heroes.
  The party consists of Celi and Deli the half-elf archer siblings,
  the human gladiator Pontius, and their halfling enchanter
  Zimer. They want: food and water, then to leave the bowl and
  have no desire to venture deeper. In their possession is a map
  to Hope's Fall. It is hopelessly incorrect.
  If they travel with the party, after 1d4+1 days Pontius becomes
  convinced one of the party is trying to kill him.
  Tactics
  Archers fall back and focus fire on the least armored held
  targets, using archer’s eye to damage. Try and stay at 150ft
  feet. Flee if Gladiator dies. 
  Gladiator uses shield bash to prone someone then attacks
  with spear. 
  Enchanter If 2 or more heroes are being affected by hold
  person, cast fireball. If less, cast hold person at level 5 to affect
  as many targets as possible. If all allies dead, cast invisibility
  and flee.
  3. Tectonic Action
  Read the following:
  The earth around you starts to shift and crack, with great
  geysers of heated gas pouring out, blinding and choking. From
  the cracks, red-hot glowing magma starts to ooze forth as the
  ground shifts, quickly cutting off safe avenues of escape. What
  do you do?
  Skill Challenge. Players must pass a DC15 skill check to
  overcome each danger. Spells can grant advantage or a free
  success (DM determines). Appropriately sacrificing gear
  grants advantage. The players get advantage on the first check
  if their lookout succeeded, and disadvantage if they failed.
  Blinding and choking gas. Failure incurs 4d10 poison
  damage and blindness for a minute.
  Roiling magma cutting off escape. Failure incurs 4d10 fire
  damage.
  Thorn-covered cliff blocking progress. Failure causes an
  important supply (rations, potions, scrolls) to become
  snagged and tumble back down the cliff into lava.
  [Flyers only] Sprays of lava lancing into air. Failure
  incurs 4d10 fire damage.
  5
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  5/13/2019
  Copy of - Bowl of Sin: Hope | GM Binder
  https://www.gmbinder.com/documents/print/-LcQTxsBVF__oCucx2XC
  6/11
  4. Dust Bowl
  Read the following:
  Over an hour period you notice the wind speed picking up.
  More and more dust and gravel is being picked up, stinging
  your lungs and slapping against exposed skin. A duststorm is
  coming.
  Nearly hurricane speed winds and loose gravel form what is
  known as a razorstorm. One is coming. Have the heroes make
  a Wisdom (Survival) ability checks, to identify an incoming
  razorstorm, the result determining how far out it is when they
  notice it.
  Roll
  Time to Razorstorm
  25
  20 minutes
  20
  5 minutes
  15
  2 minutes
  1-14
  Number of rounds equal to roll
  Read the following:
  The wind is howling, so strong you have to lean low and heavily
  against it to avoid being blown away. The nightlands around
  you are filled with loose dirt, reducing visibility down to 30ft.
  The loose gravel is picked up and flung at you like your being
  pelted by an angry mob, stinging any exposed flesh, irritating
  your eyes and filling your lungs with dust. Traveling any further
  while this storm is raging will be slow, dangerous business.
  During the razorstorm. Winds reach 60 mph and visibility is
  reduced to 30ft. Gases immediately disperse and unprotected
  flames are extinguished. The storm will last 2d6 days. 
  Traveling. One day’s march yields ½ days progress to their
  destination during the storm. For each hour that a character is
  exposed to a sandstorm it must make a DC 15 Constitution
  check and a DC 15 Dexterity check. (8 checks total per
  character for marching a full day.)
  If a creature fails the Constitution check it suffers 1d10
  slashing damage, mostly to its respiratory system and
  lungs, and if it fails on a roll of 1 then it also acquires one
  level of exhaustion and must make another DC 15 saving
  throw to avoid contracting a random disease.
  If the creature fails its Dexterity check then it is blinded
  until such time as this condition is reversed by appropriate
  magic (e.g., Lesser Restoration) or it subjected to three
  successful daily DC 15 Wisdom (Medicine) checks. It three
  of these daily checks are successful the creature will have
  its sight restored and if three fail before this happens then
  it will remain blinded until this condition can be reversed
  magically.
  Combat. Within unsheltered areas, all ranged weapon attacks
  are at disadvantage. Anyone engaging in combat must make
  an DC15 Athletics check at the start of the round or be
  knocked prone. Small creatures are also blown 1d4x10 feet in
  the direction of prevailing wind. Flying creatures are also
  blown back 2d6x10 feet in the direction of prevailing wind. 
  Hunkering Down. Finding a suitable shelter, perhaps in a
  shallow cave or amongst some standing stones requires a
  DC20 Wisdom (Survival) check. Failure yields an hour of
  fruitless searching and another round of saves. Creating a
  shelter magically is the easiest option.
  With the right materials the players may be able to build a
  shelter, such a shack would require 3 successful checks to
  build and there are scant resources in the Trial Road to do so.
  5. Monument
  Read the following:
  A giant sized winged humanoid figure slowly emerges from the
  darkness up ahead, still and waiting.
  A passive perception 15 realizes that this is merely a 20 foot
  tall statue, otherwise have players roll initiative.
  It soon becomes clear this is a finely carved statue of a regal
  angelic figure with broad chest, flowing hair. The angel has a
  greatbow on its back and a greatsword in one hand, planted
  into the earth.
  Scattered around the base of the monument are offerings:
  2d12 gold worth of coins, bone necklaces, bowls of food long
  turned to dust, withered and browned flowers. The inscription
  on the statue base is in an ancient language, but a DC15
  Intelligence check reveals the following: “Mannion, angel of
  strength. Foremost of the trial builders. Only those of true
  heart and conviction should proceed past this point. All
  others, turn back.”
  6
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  5/13/2019
  Copy of - Bowl of Sin: Hope | GM Binder
  https://www.gmbinder.com/documents/print/-LcQTxsBVF__oCucx2XC
  7/11
  6. Mannion’s Black Fury
  The solar Mannion patrols the Trial Road from 500ft in the
  air, looking for light sources. He is regal and terrible to behold,
  his red skin flawless but his tunic dirt smeared, his wings
  black and tipped blood red. His equipment is rusted and
  dented.
  If the lookout spots Mannion, it’s because a glint of light
  reflects off the horn on his belt or they hear the faint flapping
  of his wings. The heroes can attempt a DC 24 Stealth check
  to avoid his notice. 
  If Mannion spots the heroes or the heroes are just unaware
  of the solar, he will engage. 
  If Mannion slays someone, he will produce his horn of dawn
  let loose a mournful, horrible blast that shakes the earth and
  is nearly deafening to those close to it. He then flees the area,
  tearfully wailing that he must be punished.
  Mannion will not use his legendary/paragon actions
  Tactics
  First Round. If the players are using light Mannion fires his
  slaying longbow from 500ft in the air. He attacks from 120ft in
  the air if they travel in darkness. A passive perception of 24 is
  required to not be surprised. 
  Second Round. Mannion lets loose another arrow before
  stowing his bow and landing before the group. His face is
  twisted in a wrathful snarl. He demands that the heroes tell
  him why they’ve come to his realm. He knows if he hears a lie,
  and any insolence from the party will make him demand a
  sacrifice to allow them to continue. 
  Third Round. If the heroes managed to placate Mannion with
  a DC20 Persuasion check, the solar will warn them that the
  trials are for the worthy, and the party is better of leaving his
  realm. He then will fly off. Otherwise he produces his rusted
  greatsword and wades into them, attacking whoever hit him
  last or has made him angry. If reduced to half hp, he will
  disengage and fly away, returning to his roost to recover.
  4. Trial of Love
  Appearance. The trial of love is a stone prison, gargantuan in
  scale and surrounded by an equally gargantuan wall. It's
  approximately the size of the chrysler building in real life,
  1,000 feet tall square structure with small adamantine barred
  windows placed irregularly on its surface. There is one main
  entrance that leads to its courtyard. 
  Occupants. The building is a maze, and its mad prisoners are
  refugees and pilgrims from old times. They are kept alive
  magically by the Paragon Of Scorn, the master of this trial. At
  the center of the prison is a panopticon where the paragon
  lairs. 
  Hook. When the players enter the prison, they will have the
  feeling that the one they love most has been trapped at the
  center of the prison.
  Appproaching the Prison
  Read the following:
  A stone wall looms out of the darkness, stretching off in either
  direction and looming taller than your light can reach. It's made
  of dark gray stone, and feels solid to the touch. Proceeding
  around the outside of the building, you see no windows or
  openings except for one arched entryway leading to a
  courtyard.
  Scaling the walls are difficult, they rise 300ft in the air. The
  walls are smooth and require a DC20 Athletics check to
  climb. At the top, one will see very little, thought they could
  scale down the other side and into the courtyard.
  Entrance
  A large circular archway leads into the courtyard of the
  structure. Someone has drawn TURN BACK in soot on the
  wall next to the entrance. A standing stone, mostly smashed
  to pieces, stands near the entrance. A DC15 intelligence
  check could re-assemble the pieces so that it reads:
  The Trial of Love. 
  Prove that no matter what, love is your beacon through
  hardships. 
  You will not abandon love, and will keep faith in it. 
  And find that holding love heals all wounds.
  Courtyard
  Well. A well in the courtyard stretches down 50ft and ends in
  shallow, brackish water. A DC15 Perception check spots a set
  of bones down in the water. Contact with the poisonous water
  inflicts 2d4 poison damage but amongst the bones are a
  potion of climbing in a stoppered clay pot.
  Bell. A rotten wooden platform sits in the courtyard, fifty feet
  from the entrance to the prison. A frayed and dangling rope
  swings here, attached to a brass bell drunkenly tilted to one
  side. Ringing the bell or pulling it down causes deep sonorous
  rings to echo throught the area. By magic, torches will spring
  to life all along the inside of the courtyard and remain
  illuminated for 8 hours.
  Campfire There are signs that someone camped here in the
  past. Tattered bedrolls, old burned logs show it was months
  and months ago.
  Door. A large adamantine door blocks the entrance to the
  structure. The doorway has four disk set into its surface, each
  one covered in the common alphabet. Each disk has a ring
  with an indicator that can be rotated with some effort. The
  selected letters currently say STOP.
  There is also an inscription on the adamantine door:
  A fortress of stone and steel presents the prisoner a challenge,
  one they can seek to overcome. The perfect prison is the one
  you build yourself. The one you don't want to escape from.
  Rotating the indicators to say 'LOVE' will cause the doors to
  swing open. A knock spell causes one of the dial's to properly
  align. A dispel magic spell will also cause the doors to open
  for ten minutes.
  7
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  5/13/2019
  Copy of - Bowl of Sin: Hope | GM Binder
  https://www.gmbinder.com/documents/print/-LcQTxsBVF__oCucx2XC
  8/11
  Entrance
  Read the following:
  You enter a circular stone chamber. The walls and floors are
  made of gray stone, and chains hang from the ceiling in
  dangling lengths, rusted in splotches from dry blood. Empty
  cells line the bare spaces of the wall, doors hanging open.
  Inside the cells are bones, rags or dried blood. A fountain
  stands in the center of the room, dry and caked with dust. Eight
  corridors run deeper into the building in every direction.
  As you enter, a humanoid shaped creature shifts at the base
  of the fountain, sitting against its rim. The creature raises its
  head and you can see they are garbed head to foot in black
  leathers and tunic, with a raven-headed mask on his face. The
  eyes of the mask are red glass. A voice floats from it "They
  never listen..."
  Have everyone make a Wisdom saving throw. Whoever rolls
  lowest has been 'targetted' by the Paragon of Scorn. They
  have the feeling that one of their loved ones is inside this
  structure.
  The Raven Man is a human blackguard that came to the
  prison many years ago. The horror of the prison broke him,
  and he believes the one he loves has been destroyed by the
  Paragon of Scorn. He stays here, perserved by the magic of
  the prison. He is morose, and will give basic information
  about the prison. If asked what he means by "They never
  listen", he will explain:
  Now that you've entered the prison, you've doomed the one
  you love most. Somewhere at the heart of this cursed
  structure, the master of this place has read your mind and
  pulled the one you love most to her side. She feeds on their
  soul, and every moment you tarry here the closer they draw to
  oblivion. I tried to warn you. If you fail to defeat the master of
  the trial as I have, your loved one will killed. If you take too
  long, they will be killed. The only way to save your greatest love
  is to die now. She will release their soul if you do not anger her.
  Once he's said enough, his immaciated warhorse will appear
  and he'll ride his mount into the prison. If attacked, he'll use
  his dreadful aspect before fleeing into the fortress.
  Prison of Love
  The prison is a labrynthine structure. As you begin walking its
  darkened halls, you come across the occasional cell. (Generate
  a sample cell for them to encounter). The hallways drunkenly
  wander and split. Sometimes you come across staircases rising
  up or down many floors, other times you find dead ends and
  forced to double back.
  Random Cells
  1d8 Room
  1d8 Feature
  1
  Tiny
  crawlspace 1
  Empty except for few bones
  2
  Narrow
  oubliette
  2
  Contains 1d8 horses, pigs or mules
  3
  Square
  room
  3
  Contains 1d8 sobbing prisoners
  4
  spherical
  chamber
  4
  Contains 2d8 laughing prisoners
  5
  Octagonal
  chamber
  5
  Chains, manacles and torture
  instruments filled with screaming
  1d8 prisoners
  6
  Gargantuan
  chamber
  6
  1d8 burnt, mutilated corpses of
  prisoners
  7
  Square
  room, floor
  100ft
  below
  7
  Contains 3d8 prisoners who sit
  smilling but otherwise unresponsive.
  8
  Rectangular
  room, back
  wall 50ft
  back.
  8
  Open cell, contains a new prisoner
  who will not leave. Any creature
  entering the cell must make DC15
  wisdom or remain inside until the
  Paragon of Scorn comes to
  investigate.
  The prison is a skill challenge. Ask the players how they
  propose to assist the party moving through the structure. The
  players need 3 DC15 successes out of 5 skill checks. Each
  check represents 4 hours of travel.
  If they amass 3 failures, the Raven Man has found them. Out
  of the darkness his warhorse will come charging, him
  swinging his glaive before riding on and circling back for
  another charge. If given time, he'll explain that he's doing the
  players a favor, and saving their loved one before their pride
  kills the one they love.
  Paragon of Scorn
  You enter a circular chamber with 60ft radius and 50 feet high.
  Along the walls there are 4 seperate levels. Every wall in this
  chamber is covered in cells that are packed with prisoners. As
  you enter the chamber their voices cry out, jeering, pleading,
  screaming. Their arms grasp hungrily from between the bars,
  their faces dirty and mad.
  8
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  5/13/2019
  Copy of - Bowl of Sin: Hope | GM Binder
  https://www.gmbinder.com/documents/print/-LcQTxsBVF__oCucx2XC
  9/11 9
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Paragon of Scorn:
  Lonely/ Hateful/ Scorn
  medium paragon monstrosity, lawful evil
  Armor Class AC 16
  Hit Points 112 / 85/ 85 Harpoon Arm 56
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  +4
  +2
  +4
  -2
  +1
  +2
  Saves. Con +7, Wis +4, Cha +5
  Damage Res. bludgeoning, piercing, slashing while in
  dim light or darkness
  Damage Imm. acid, poison; poisoned condition
  Senses darkvision 60ft, passive Perception 11
  Languages Telepathy 1 mile, Common, Infernal
  Challenge 9
  Paragon Abilities
  Thrives on Company.[Lonely Only] The paragon has
  advantage on attack rolls while it is within 30 feet of at
  least two other creatures. It otherwise has disadvantage
  on attack rolls. 
   
  Psychic Leech.[Lonely Only] At the start of each of the
  paragon's turns, each creature within 5 feet of it must
  succeed on a DC 15 Wisdom saving throw or take 10
  (3d6) psychic damage. 
   
  Magic Resistance The Paragon of Scorn rolls advantage
  on all checks versus magical effects.
  Actions
  Shake It Off. The Paragon of Scorn can spend their
  action to end any conditions affecting it, taking 5
  damage per condition. 
   
  Multiattack. The paragon makes one harpoon arm attack
  and uses Sorrowful Embrace or two harpoon arm
  attacks. 
   
  Harpoon Arm. Melee Weapon Attack: +7 to hit, reach 60
  ft., one target. Hit: 21 (4d8 + 3) piercing damage, and
  the target is grappled (escape DC 15) if it is a Large or
  smaller creature. The paragon has two harpoon arms and
  can grapple up to two creatures at once. 
   
  Sorrowful Embrace. Each creature grappled by the
  paragon must make a DC 15 Wisdom saving throw. A
  creature takes 18 (4d8) psychic damage on a failed
  save, or half as much damage on a successful one. In
  either case, the paragon pulls each creature grappled by
  it up to 30 feet straight toward it. 
   
  Nothing Before or After[Hateful Only] The paragon targets
  one creature it can see within 60 feet of it. The target
  takes 4d6 psychic damage, and must make a DC 15
  Intelligence saving throw. On a successful save, the
  target becomes immune to this ability for 24 hours. On
  a failed save, the target loses all proficiencies, it can't
  cast spells, it can't understand language, and its
  Intelligence and Charisma scores become 5. A greater
  restoration or remove curse spell cast on the target
  ends this effect.
  Animate Chains[Scorn Only] Up to four chains the
  Paragon can see within 60 feet of it magically sprout
  razor-edged barbs and animate under the Paragon's
  control, provided that the chains aren't being worn or
  carried. Each animated chain is an object with AC 20,
  20 hit points, resistance to piercing damage, and
  immunity to psychic and thunder damage. When the
  Paragon uses Multiattack on its turn, it can use each
  animated chain to make one additional chain attack at
  +7 to hit, reach 10 ft. dealing 11 (2d8 + 2) slashing
  damage. The target is grappled (escape DC 15). Until
  this grapple ends, the target is restrained and takes 9
  (2d8) piercing damage at the start of each of its turns.
  An animated chain can grapple one creature of its own
  but can't make attacks while grappling. An animated
  chain reverts to its inanimate state if reduced to 0 hit
  points or if the paragon is incapacitated or dies.
  Paragon Traits
  Paragon Fortitude. The Paragon of Scorn has multiple
  pools of hit points, each which is tracked separately.
  Damage and healing only applies to the current hit point
  pool. When a pool is depleted of all hit points, it
  becomes inactive. When this happens, the Paragon of
  Scorn immediately saves against all ongoing conditions
  and effects. If all hit point pools are inactive, the
  Paragon of Scorn dies. 
  Paragon Fury. The Paragon of Scorn rolls initiative with
  advantage. The Paragon of Scorn starts with zero
  paragon actions. If a hit point pool is depleted, the
  Paragon of Scorn gains an additional turn including
  action, bonus action, their movement and a reaction.
  These additional turns occur on initiative count 10 and
  5 respectively. 
  Multipart Monstrosity. The paragon has 2 harpoon arms,
  each of which has its own pool of hit points, as shown
  in the hit points entry above. When a creature makes a
  melee or ranged attack against the paragon that creature
  may choose to target a specific body part by suffering
  disadvantage on the attack roll. When a body part
  suffers damage, paragon suffers the same amount of
  damage. Conditions and effects inflicted on the body
  part apply to the whole creature unless the body part is
  immune to such conditions. When a body part is
  reduced to 0 hit points, that body part is destroyed.
  Reactions
  Unnerving Domain. [Scorn only] When a creature the
  paragon can see starts its turn within 30 feet of the
  paragon, the paragon can create the illusion that it loved
  ones is trapped amongst the prisoners in the room. If
  the creature can see the paragon, it must succeed on a
  DC 15 Wisdom saving throw or be frightened until the
  end of its turn. Any creature that makes this save is
  immune to Unnerving Domain for 24 hours.
  
  5/13/2019
  Copy of - Bowl of Sin: Hope | GM Binder
  https://www.gmbinder.com/documents/print/-LcQTxsBVF__oCucx2XC
  10/11
  Paragon of Scorn
  History. When the night fell on the caldera, Jiraska
  called to faithful to seek refuge in her fortress. She
  cared for all equally for years, but her heart grew at
  times covetous and at times hateful of the
  creatures that depended on her. Eventually she
  became more and more wretched until her refugees
  grew to hate her in return. The fortress was slowly
  remodeled into a prison, to ensure the subjects of
  her hateful love could never escape. She seeks to
  trap anyone who approaches her prison by tricking
  them into believing she has captured their loved
  ones. 
  Appearance. Jiraska appears as a naked, pale
  humanoid leaking black tears from an eyless face.
  Once enraged, she begins snarling, smoking and
  weeping madly. Finally, her sobbings cease as
  chains awaken and hold her guts in. All that can be
  seen is blood, pale skin and furious eyes.
  Approaching the Paragon
  Paragon’s Perception. Paragon has a passive perception of
  15 with the assistance of her prisoners. She will likely notice
  the players as they enter, but otherwise she is patrolling the
  3rd floor of her panopticon. 
  Default Position. The Paragon's default position is directly
  above the entrance door three floors up. 
  Arena Effects. Anyone within 5 feet of a wall has to make a
  DC15 Athletics check to avoid being grappled by the
  prisoners. There are no stairs between levels, creatures must
  crawl up the dangling chains and leap to a level or fly.
  First Stage Tactics
  The paragon basically is guaranteed through this fight to get
  thrives on company unless the players force her to the center
  of the arena. She will try and harpoon twice the first round,
  then harpoon and embrace after that, moving to maximize
  Psychic Leech. During this portion of the battle, if not already
  defeated, the Raven Man will ride into the battle chamber to
  assist the players.
  Second Stage Tactics
  The paragon gets two actions a round now. Her first action is
  always Nothing Before Or After. The second one will continue
  round 1 tactics.
  Third Stage Tactics
  The paragon gets three actions a round now, she'll animate
  chains right away and try to move to the center of the
  chamber, taking falling damage if needed. This makes the
  center of the chamber extremely deadly. She'll also use her
  Unnerving Domain reaction between each paragon turn.
  Mannion’s Witness
  When the battle reaches the second stage, Mannion the solar
  will fly into the room invisibly then roost on the top floor to
  observe the battle (a passive perception of 20 spots signs of
  his arrival). If he’s attacked, he will flee. If Mannion witnesses
  the Paragon of Scorn destroyed, he’ll let loose a mournful
  horn blast before flying off into a tunnel.
  After the Battle
  After the battle is complete, all of the prisoner cages will open.
  The prisoners in the panopticon throw themselves forward in
  a frenzy. The occupants of level 5, 4 and 3 fall to their doom.
  Those in levels 1 and 2 will throw themselves first on the
  Paragon, ripping the body to shreds. After 5 minutes of this,
  they will turn on the players to destroy them (mob has stats as
  a hill giant, except at half hp they deal half damage.)
  All throughout the prison, the mad cries of the prisoners
  can be heard. They are all free. If the Raven Man yet lives, he
  will lead the players out, cleaving and terrifying the prisoners.
  Otherwise the players enter a skill challenge DC15. For each
  failure the party takes 2d10 bludgeoning damage from
  prisoner fists as they're forced to slay a pack of them.
  10
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  5/13/2019
  Copy of - Bowl of Sin: Hope | GM Binder
  https://www.gmbinder.com/documents/print/-LcQTxsBVF__oCucx2XC
  11/11
  Other stuff
  Once outside, the Raven Man will thank them for helping him
  before falling dead, the magic that perserved his life gone.
  Likewise, all the prisoners in the fortress keel over and die
  after a few hours, leaving the place a stinking mausoleum. In
  the Raven Man's possession are 420 pp, a wedding ring (50
  gp), Courtiers Plate, Corvid Glaive , and the Mask of the
  Raven.
  Legal:
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
  Forgotten Realms, the dragon ampersand, Player’s Handbook,
  Monster Manual, Dungeon Master’s Guide, D&D Adventurers
  League, all other Wizards of the Coast product names, and
  their respective logos are trademarks of Wizards of the Coast
  in the USA and other countries. All characters and their
  distinctive likenesses are property of Wizards of the Coast.
  This material is protected under the copyright laws of the
  United States of America. Any reproduction or unauthorized
  use of the material or artwork contained herein is prohibited
  without the express written permission of Wizards of the
  Coast.
  Credits
  Adventure Design by Taylor Seely-Wright 
  Paragon monsters Inspired from Angry GM 
  Cover Art Paradise Lost by Gustave Dore 
  Overview Art The Enigma by Gustave Dore 
  Hermit Art Inferno Canto 7 lines 8-9 by Gustave Dore 
  Trial Road Art A Celestial Light by Gustave Dore 
  Mounement Art Gates of Paradise by Gustave Dore
  Empty Bowl
  This adventure will only present one destination in
  the Bowl, Love’s Prison, but future versions will
  include additional locations to reach including a
  church set in a lava cauldron, something to do with
  a lake and a climactic battle with an angel at his
  altar-perch.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Mask of the Raven. 
  Wondrous Item, Major, Very Rare 
  This mask fits over a creatures face, and appears like
  a raven with glass-red eyes. While wearing the mask,
  you gain the following benefits:
  You have advantage on Intelligence (Investigation)
  checks that rely on sight while searching an area
  or studying an object up close.
  You have advantage on Wisdom (Perception)
  checks that rely on sight. In clear conditions, you
  can make out the details of extremely distant
  objects.
  You gain darkvision out to 60 feet or the range of
  your darkvision increases by 60 feet.
  Once per day recharging at dusk, the first time you
  would drop to 0 hit points as a result of taking
  damage, you instead drops to 1 hit points; or if a
  spell or effect would kill you instantly without
  dealing damage, that effect is instead negated.
  Courtiers Plate. Armor (plate armor), Uncommon This
  suit of full plate is lighter and quieter than most, and
  at will appears like plain clothes, dark traveling
  leather or any other clothing that you desire. The
  plates are magically pliable and do not impose
  disadvantage on stealth checks and weigh 1/8th less
  than normal.
  Corvid Glaive Weapon (glaive), Rare, requires
  attunement 
  This lithe glaive is made of one continouos peice of
  dark iron. While wielding this +2 glaive, crows within
  a 1 mile radius are drawn to you, and roost on nearby
  branches, buildings and the like; waiting for you to
  leave behind bodies for them to feast on.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Bowl of Sin - Love.pdf