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  Liar’s Night 
  A Baldur’s Gate EPIC for Tier 1 & 2 Characters 
   
   
   
   
   
   
   
   
  Your presence is hereby requested  
  at the Bloodmire Masque  
  on the eve of Liar’s Night  
  for an exclusive one-night only reopening  
  of Bloodmire Manor in Baldur’s Gate. 
   
  Your finest costumes and masks are required  
  as we celebrate this momentous occasion.  
  Forget not a Gourd of Light, 
  lest all your secrets be revealed! 
   
   
   
  
  DDEP09-03 Liar’s Night 
  Not for resale. Permission granted to print or photocopy for personal use only. 
  2 
  CREDITS 
  Adventure Design: Elisa Teague, Chris Lindsay 
  Development/Editing: Chris Lindsay 
  Cartography: Chris Lindsay (Initial), Travis Woodall 
  (Final) 
  D&D Adventurers League Guildmaster: Chris Lindsay 
  D&D Adventurers League Administrators: Alan Patrick, 
  Amy Lynn-Dzura, Travis Woodall, Lysa Penrose, Claire 
  Hoffman, Greg Marks 
  Playtesters: Paul Clinkingbeard, Justin Donie, Peter 
  Orrestad, Allison Samowitz, John Tynes, Jesse Wood 
  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. 
  ©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. 
  Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
  DDEP09-03 Liar’s Night 
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  3 
  Introduction 
  When she was alive, Luvia Bloodmire was the lady 
  of Bloodmire Manor. She used to experiment on 
  creatures that she would get from black market 
  resources to create hellish beasts. 
   Luvia was promised a place of power in the Nine 
  Hells after her death in exchange for creating 
  monsters for Bel. When Luvia died, Zariel had 
  replaced Bel as ruler of Avernus, and as she didn’t 
  sign the deal with Luvia, she refused to honor it. 
  Due to her dealings on the Material Plane, Luvia 
  was rejected from the Fugue Plane as well, and 
  has been cursed to dwell in ghostly form in 
  Bloodmire Manor for eternity. 
   It comes as no surprise that Luvia’s ghost wants 
  revenge on Zariel, and she’s plotted to open a 
  portal to Avernus and send her Bloodmire 
  maulers into hell to kill the archfiend and wreak 
  havoc on all who betrayed their deal with her. 
   To this end, Luvia Bloodmire has broken the 
  magical seal to a portal beneath her manor, 
  splitting it into shards and entrusting each shard 
  to one of her Bloodmire maulers. The last step to 
  opening the way is to shed the blood of the 
  ‘warriors’ onto the portal disc. This is where the 
  adventurers can ‘help’ Luvia. 
  Running the Adventure 
  To run this adventure, you need the D&D fifth 
  edition core rulebooks: Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual. All 
  the necessary stat blocks for this adventure are 
  included in Appendix 2. When a creature’s name 
  appears in bold type, that’s a visual cue for you to 
  look up the creature’s stat block in the appendix of 
  this adventure.  
   Spells and equipment mentioned in the 
  adventure are described in the Player’s Handbook. 
  Magic items are described in the Dungeon Master’s 
  Guide. 
  At various places, the adventure presents descriptive 
  text that’s meant to be read or paraphrased aloud to 
  the players. This read-aloud text is offset in boxes 
  like this one. Boxed text is most commonly used to 
  describe locations or present bits of scripted 
  dialogue. 
  Adjusting Encounters 
  This adventure contains advice for adjusting 
  encounters based on the number of characters in 
  the party. You are empowered to modify the 
  number of enemies in an encounter and their hit 
  point totals as you see fit. If you need to adjust the 
  difficulty of an encounter during combat, you can 
  alter hit point totals without the player characters 
  ever knowing and have enemies retreat or 
  reinforcements arrive as needed. 
   
   
   
  
   
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  4 
  The Adventure Begins 
  “Come, you spirits 
  That tend on mortal thoughts! unsex me here, 
  And fill me from the crown to the toe top full 
  Of direst cruelty; make thick my blood, 
  Stop up the access and passage to remorse, 
  That no compunctious visitings of nature 
  Shake my fell purpose, nor keep peace between 
  The effect and it!” 
  Adventure Background 
  As the information regarding the holiday of Liar’s 
  Night is common knowledge, you may want to 
  read or paraphrase the information below to the 
  players, in the interest of insuring their familiarity 
  with the occasion. 
  Marpenoth 30: Liar’s Night 
  This holy day pays tribute to Leira and Mask. To placate 
  those deities and ward away their attention, folk of all 
  walks of life don masks and costumes (magical or 
  mundane) to disguise themselves and play at being other 
  than what they are. Commonly seen mask styles include 
  the black mask symbol of Mask and the mirror face of the 
  priests of Leira. But there are no bounds on the disguise 
  you don, and the more elaborate and outlandish it is, the 
  more celebrated the wearer. 
   The festivities begin in the evening, when people place 
  candles in hollowed-out gourds or pumpkins carved with 
  faces. Each pumpkin represents a person donning a mask, 
  while the light inside represents the truth of the soul. For 
  as long as the candle remains lit, lies told and 
  embarrassing things done don’t sully a person’s 
  reputation, so celebrations often descend briefly into 
  anarchic hedonism. 
   Misfortune is said to come to anyone who returns to 
  their pumpkin after celebrating to find it unlit, so buy a 
  candle of good quality and put your gourd beyond reach 
  of the wind. Intentionally blowing out someone else’s 
  candle or smashing someone else’s pumpkin is taboo and 
  risks the wrath of both gods—yet it does occur. 
   Tricks and pranks of all kinds are common on this night, 
  and folk expect lies and foolishness. Pickpockets are rife 
  on this day, so few carry much coin with them, having 
  secreted it away somewhere the previous evening. 
  Instead, people fill their pockets and belt pouches with 
  candies. Traditionally, a pickpocket is meant to take the 
  candy and leave a token in return (a tiny toy, a colorful 
  paper folded into a shape, or the like), but this has 
  changed over the years into adults exchanging candies 
  among themselves and simply giving candy to children 
  who ask for it. 
   By custom, no deals are made, nor contracts signed on 
  Liar’s Night, because no one trusts that parties will abide 
  by them. Illusionists and stage magicians (whether 
  through magical or practical abilities) make the rounds to 
  entertain private parties (having been paid in advance the 
  previous day) or to perform in public spaces, in the hopes 
  that a good show will earn them a meal, and perhaps a 
  place at a private party in the future. 
  Episodes 
  The adventure is spread over three story episodes 
  that take approximately four hours combined to 
  play. 
   Episode 1: Strange Invitation. An invitation to 
  an exclusive Liar’s Night Masque has mysteriously 
  appeared in each character’s possession. Only 
  adventurers have been invited. Even the nobility 
  that shows up, once had adventuring careers. To 
  attend, each adventurer is required to obtain and 
  wear a costume, plus a Gourd of Light to honor the 
  tradition of the holiday. 
   Episode 2: The Masque. The characters attend 
  the party and not long after they arrive, are 
  attacked by strange creatures. During the fight (or 
  shortly thereafter), there is a terrible shift, and all 
  groups are left alone to discover who the host of 
  the party is, and what they’re up to. 
   Episode 3: Portal to Avernus. Using clues found 
  in their exploration of the manor, the characters 
  find their way to the basement, where a portal to 
  the Nine Hells in in the process of being opened by 
  none other than the ghost of Luvia Bloodmire. 
  They must stop the portal from opening and find a 
  way to seal it for good. 
  Episode Sequence 
  During Episode 1, Liar’s Night celebrants will be 
  circulating among the tables, distributing scrip, 
  playing pranks, and granting boons. More 
  information is available in the Liar’s Night 
  Encounters sidebar, shown below. Once each 
  party enters their own Shard of Reality, these 
  intrusions end. The characters can still be affected 
  by being unmasked or having their gourd’s light 
  extinguished, however. 
   
   
  
   
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  5 
  Adventure Flowchart 
  This section provides a basic understanding of the flow of the adventure. 
   
   
   
   
   
   
   
   
  
   
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  6 
  Liar’s Night Encounters 
  Liar’s Night celebrants will be circulating throughout the 
  area, doing all the things that folks do on Liar’s night. 
  Props (notes mostly) will need to be prepared for such 
  mischief. They can be as inexpensive as post-it notes or as 
  expensive is hand crafted notes on parchment. The 
  celebrants will circulate throughout their area, “gifting” 
  characters with these notes, some of which will be in 
  envelopes to keep a result hidden until the object in 
  question is used.  
   When a celebrant approaches a table, anyone at the 
  table can give them one “REROLL TICKET” and direct them 
  to another table of their choice. Likewise, they can give 
  the celebrant THREE tickets and direct them to a specific 
  player at a table. A celebrant can only be directed in this 
  manner ONCE per occurrence. “REROLL TICKETS” are sold 
  at HQ before the event begins, with all proceeds going to 
  Extra Life and Children’s Hospitals.  
   Below are things that might happen to the characters at 
  your table. 
  • Ghostly Breeze. The next check made to see if the 
  candle in this character’s gourd is blown out is made at 
  DC 5. 
  • The “Kernel”. A cranium rat with a collar and name tag 
  that reads “The Kernel”, goes running past this 
  character. The rat is wearing candy-wrapper armor and 
  clutching a giant candy corn in its teeth, and it causes 
  them to be distracted. They receive disadvantage on 
  their next attack roll, ability check, or saving throw 
  (whichever happens first). 
  • Mysterious Scrip. This character finds a slip of paper in 
  their pocket or pouch. It bears a strange symbol, next to 
  which is a letter. 
  • Death Threats. This character sees the image of a 
  chattering skull out of the corner of their eye. When 
  they look straight at it, nothing is there, but a chill runs 
  down their spine. The character has disadvantage on 
  their next attack roll, ability check, or saving throw. 
  • Healing Hands. This character finds a strange potion in 
  their pocket or pouch. For all intents and purposes, it 
  appears to be a potion of healing. When consumed the 
  character regains 2d4+2 hit points and must succeed a 
  DC 15 Constitution saving throw versus a poison effect 
  or gain the poisoned condition for the next minute. The 
  character can call over a celebrant and give them a 
  “REROLL TICKET” to deliver this back-handed boon to 
  another table. 
  • Discrete Draw. The next time this character draws a 
  weapon, a loud screeching sound that can be heard for 
  300 feet emanates from it, drawing any opponents that 
  might have been unaware of their presence, to their 
  location. If this occurs in Episode 3, this character 
  becomes the target of the next opponent’s attack. 
  • Chocolate is LIFE. The character finds a small, paper-
  wrapped treat in their pocket. Consuming the treat will 
  restore 2d4+2 hit points and grant Inspiration to that 
  character. The character can call over a celebrant and 
  give them a “REROLL TICKET” to deliver this boon to 
  another table. 
  • THIS flame is STRONG. The next check made to see if 
  the candle in this character’s gourd is blown out is 
  made at DC 15. The character can call over a celebrant 
  and give them a “REROLL TICKET” to deliver this boon 
  to another table. 
   
   
   
   
  Happy Liar’s Night! 
  [Happy Liar’s Night!] 
   
   
  
   
  DDEP09-03 Liar’s Night 
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  7 
  Episode 1: Strange Invitation 
  Estimated Duration: 45 minutes 
  Meeting of Scrolls 
  Bloodmire Manor has been shuttered for many 
  years, so when word started spreading that an 
  extravagant Masquerade Ball was going to be 
  thrown there on Liar’s Night, all of Baldur’s Gate’s 
  noteworthy citizens began clamoring for an 
  invitation. EVERYONE who’s ANYONE would kill to 
  attend the masque. 
   Unexpectedly, you received one. Evidently it was 
  hand-delivered, though you don’t recall how you 
  came to be in its possession. If there was any doubt 
  it was meant for you however, that’s dispelled by 
  the appearance of your name, scribed eloquently on 
  the envelope. 
  Have each player describe how their character 
  mysteriously discovered the invitation in their 
  possession. It’s up to them to determine the 
  circumstances of their bewilderment. Once 
  they’ve each done this, read or paraphrase the 
  following read-aloud text. 
  When opened and read, the invitation states… 
   
  Your presence is hereby requested at the Bloodmire 
  Masque on the eve of Liar’s Night for an exclusive 
  one-night only reopening of Bloodmire Manor in 
  Baldur’s Gate. 
  Your finest costumes and masks are required as we 
  celebrate this momentous occasion. Forget not a 
  Gourd of Light, lest all your secrets be revealed! 
   
  For whatever reason, you found yourself making a 
  beeline toward Elfsong Tavern, where a gathering of 
  adventurers, do-gooders, and ne’er-do-wells, all of 
  whom seem to have received one, have gathered to 
  discuss the mysterious appearance of their 
  respective invites. The idea of strange objects and 
  treats simply showing up in one’s pockets on Liar’s 
  Night is not so unusual, but this was an uncanny 
  coincidence to be certain. 
  Elfsong Tavern 
  Elfsong Tavern is a well-known establishment, 
  famous for its dark and intimate first-floor 
  taproom in which guests often hear a ghostlike 
  elven song wafting in and out as the evening 
  progresses. Many believe that the tavern is 
  haunted, and so close to Liar’s Night, when the veil 
  between the Material and Ethereal Planes is 
  thinnest, perhaps it really is. 
   This is a great time for the players to introduce 
  and describe their respective characters. 
  You may not have known each other when you 
  arrived at Elfsong Tavern, but you’ve since bonded 
  over the shared experience of having received the 
  strange invitation. The tavern’s proprietor, Alan 
  Alyth, ushers you upstairs to one of the 
  establishment’s private meeting rooms to make 
  room for MORE adventurers entering the tavern. 
  Here, you may discuss the mysterious scrolls you 
  received earlier that day. 
  The tavern, owned by Alan Alyth, boasts several 
  private rooms on the second floor, generally used 
  for meetings and other business dealings, not for 
  lodging. Rooms are usually rented with a candle, 
  and patrons could stay for the length it burns 
  before having to pay again. 
   Alan Alyth is the owner/bartender of Elfsong 
  Tavern. He pours a tasty ale and makes the best 
  melted cheese sandwich in Baldur’s Gate. He’s 
  owned the tavern since his mother died and is 
  strict about its rules and traditions. 
   Objectives/Goals. Alan Alyth wants to keep his 
  tavern a peaceful place of business. He is helpful 
  but blunt, and he knows the ins and outs of the 
  city, as he’s lived here his whole life. 
   What Does He Know? Alan knows a brief 
  history of Bloodmire Manor. 
  • It’s owner, Luvia Bloodmire fancied herself a 
  ‘Practical Scholar’ of sorts and was rumored to 
  have experimented with all manner of strange 
  creatures. 
  
   
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  8 
  • Alan recalls the rumor that Luvia was killed by 
  one of her own experiments.  
  • Alan also recalls, that on the very evening of 
  Luvia’s demise, the Manor was overrun by 
  monsters that seemingly came out of nowhere.  
  • Bloodmire Manor was abandoned shortly 
  thereafter, and the manse has been shuttered 
  ever since.  
  Alan also has heard rumors that some of the city’s 
  elite (also adventuers) have been invited to an 
  event there. He is irritated that he was not 
  included on the list, despite owning one of the 
  longest-running businesses in town. Nevertheless, 
  he (or anyone in town) will point out that the 
  characters can acquire costumes from Jerkin & 
  Kirtle in The Wide. 
  Party Dress 
  The characters’ objective is to procure a gourd or 
  pumpkin (2sp), a candle (1gp) and costume (see 
  below) for each character respectively to wear to 
  the party. Pre-carved gourds and pumpkins are 
  available for 5 gp (10 gp at Tier 2) and are 
  beautiful to behold. While wandering about town, 
  astute characters might learn something about the 
  Masque and Bloodmire Manor. 
  The Wide 
  The Wide is Baldur’s Gate’s famous open-air 
  marketplace, where merchants including fish 
  mongers, blacksmiths, alchemists, bakers, tailors, 
  and all other sorts sell their wares. There are many 
  farmers selling gourds and pumpkins here for Liar’s 
  Night. Some are pre-carved in monstrous shapes, 
  “guaranteed” to protect those who buy them for the 
  evening. The townsfolk of Baldur’s Gate are out and 
  about the city, getting ready for Liar’s Night.  
  Whether in Elfsong Tavern, in The Wide, or just 
  walking around town, these are the facts and 
  rumors that can be collected prior to the 
  characters arrival at Bloodmire Manor. Only one 
  piece of information can be revealed by any given 
  NPC they approach. Feel free to get creative and 
  fanciful with these interactions, as Liar’s Night has 
  already begun for some. 
  • On Liar’s Night, people wear costumes to 
  disguise who they really are and to pay tribute 
  to the gods Leira and Mask. 
  • Carved gourds or pumpkins are an important 
  superstition on Liar’s Night. Everyone carries or 
  has a gourd (with a lit candle inside it) on the 
  premises to represent themselves. While the 
  candle stays lit, all secrets about the person 
  stays hidden. It is considered very bad luck if 
  your candle goes out. 
  • Gourds can be purchased in The Wide, and there 
  are tables set up to one side of the open market 
  there where celebrants can gut and carve their 
  gourds. 
  • Rumors around town say a mad woman used to 
  live in the manor and was killed there before it 
  shut down. 
  • Some believe that Bloodmire Manor is haunted 
  and would never go there, especially on Liar’s 
  Night. 
  • One townsperson claims they saw a flying 
  creature circling Bloodmire Manor late at night, 
  but nobody ever believed him. 
  Jerkin & Kirtle 
  Nedwin “Needles” Sherman is one of Baldur’s Gate’s 
  finest tailors. He runs Jerkin & Kirtle, a clothing shop 
  with a wide-ranging clientele. He is known to be able 
  to mend the finest of silks and make gowns fit for a 
  queen, and on Liar’s Night, he has a wonderful 
  selection of fantastical costumes and masks to 
  choose from. 
  Needles wants to sell his costumes for the highest 
  price he can get and will haggle with customers if 
  they try to talk him down. He knows that once 
  Liar’s Night passes, he won’t be able to sell them 
  until next year. The list price is given below, as is 
  the lowest price that Needles will accept. Both 
  differ by Tier. A successful Charisma (Persuasion) 
  check will convince him to drop to his lowest 
  acceptable price, though Needles believes himself 
  to be friend of the “Beloved Ranger” Minsc, and so 
  cannot be intimidated. 
   
   
  
   
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  9 
   What Does He Know? Needles is aware of the 
  Masque at Bloodmire Manor and has been selling 
  costumes for it all week. Many well-known 
  adventurers and heroes of Faerun have come in to 
  purchase something to wear to the party, which is 
  curious to him, as he would like to believe the 
  event was just for the high society citizens. He has 
  a quickly diminishing selection of costumes 
  remaining when the characters enter his store.  
   When the characters arrive to purchase their 
  costumes, they may select from any of the options 
  listed in Appendix 4. He will warn them, however 
  that each costume will completely and magically 
  mask their identity and add other magical “tricks” 
  as well. HAPPY LIAR’S NIGHT! 
  COSTUME PRICING 
  Tier 
  List /Low 
  Check 
  1 
  10gp/3gp 
  DC 10 
  2 
  30gp/10gp 
  DC 15 
   
  The Road to Bloodmire Manor 
  The main path to Bloodmire Manor is a cobblestone 
  road that leads from The Wide, deeper into the 
  Upper District. On this evening of the Masque, many 
  of the city’s lords and ladies are headed up to the 
  Manor dressed in elaborate costumes and riding 
  fancifully decorated carriages. 
  How the characters arrive at the masque is up to 
  them. If they have mounts of the their own, they 
  can certainly ride them. If they wish to rent a 
  fanciful carriage, this is certainly possible, costing 
  them each 10gp for their ride to and from 
  Bloodmire manor, with a minimum spend of 40gp 
  for a single carriage. If they don’t want to spend 
  their coin, and don’t have a mount they can 
  certainly walk it. It starts out as a pleasant enough 
  evening for such a stroll. 
   
   
  
   
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  10 
  Episode 2: The Masque 
  Estimated Duration: 2 hours 
  The characters arrive at the party and discover that something is amiss. It’s up to them to explore Bloodmire 
  Manor and discover who assembled them there and why. Prior to being allowed on the premises however 
  each character must have a Gourd of Light and be wearing a costume. Entry is otherwise denied. 
  Order of the Evening 
  First Impressions… 
  As each guest arrives, waitstaff offers to take coats 
  and cloaks, as well as Gourds of Light which are 
  being placed on display in a colossal, festive 
  arrangement in Area 2, The Grand Foyer. The 
  waitstaff at the door will ensure all who place a 
  gourd, that it shall not be trifled with by any living 
  creature. 
  Sudden, But Inevitable Betrayal 
  A short while into the party, strange creatures 
  emerge from the second-floor balcony to attack 
  the guests. These flying creatures have the body of 
  a hellhound, dragon wings, horns, and large 
  talons. At tier 2 they’re accompanied by undead as 
  described below. 
   Tier 1. Four Bloodmire marauders attack the 
  characters. It quickly becomes clear that the other 
  groups at the party are also fighting these 
  creatures, and that there are hundreds of them. 
  Adjusting the Scene (Tier 1) 
  Very Weak/Weak Remove one Bloodmire marauder 
  Strong/Very Strong Add one Bloodmire marauder 
   Tier 2. Four Bloodmire marauders attack the 
  characters, accompanied by a pair of allips. The 
  allips allow the Bloodmire marauders to take the 
  front line in the assault while they slip in to attack 
  from the flank. 
  Adjusting the Scene (Tier 2) 
  Very Weak/Weak Remove two Bloodmire marauders 
  Strong/Very Strong Add one allip 
   Objectives/Goals. The Bloodmire marauders 
  attack any guest that they observe to be a strong 
  warrior first. This assumes that a character’s 
  identity has been revealed through an unmasking, 
  or if their gourd’s flame has been extinguished. In 
  any case, if the marauders can successfully 
  grapple a guest, they will attempt to fly their catch 
  upstairs to a hidden area. However, they will stop 
  to fight off anyone who attempts to stop them 
  from leaving. For each round that a Bloodmire 
  marauder does not take damage, it attempts to 
  grab a character and fly away with them, 
  returning two rounds later. 
  Shards of Reality 
  As combat is ending, or at the end of the third 
  round of combat (whichever comes first), read or 
  paraphrase the following read-aloud text. 
  The horrific screech of breaking glass echoes 
  throughout the Great Hall. For a moment only, the 
  room spins and a disorienting sensation spins you 
  into a blur of sensate dysfunction. 
  All characters must make a DC 10 Constitution 
  saving throw. Failure means they’re stunned until 
  the beginning of their next turn (if they’re still in 
  combat), or for a few brief moments otherwise. 
   When the disorienting sensation passes, the 
  characters notice they’re now alone in the 
  mansion. Each party of adventurers has been 
  consigned to their own SHARD OF REALITY, and 
  they must now find their way back to the 
  basement before joining one another once more 
  for Episode 3. At this point in the adventure, each 
  adventuring party has been essentially thrust, 
  with their own version of Bloodmire Manor, into a 
  pocket of the Deep Ethereal plane. 
   From this point in the adventure, anyone 
  attempting to leave Bloodmire Manor is thrust 
  into the Deep Ethereal, where they’re lost for 30 
  downtime days. They may not continue playing in 
  the adventure if this happens. Anyone that simply 
  looks outside, can’t see anything past five feet, as 
  it is shrouded in a deeply obscuring mist. 
   
   
  
   
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  11 
   
  
   
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  12 
  Bloodmire Manor (Ground Floor) 
  1. Coach Gate 
  As the characters approach Bloodmire Manor, 
  read or paraphrase the following read-aloud text. 
  Bloodmire manor is a tall, gothic structure, 
  constructed of dark gray stone. The windows are lit 
  up with all manner of fancifully carved gourds that 
  grin, glare, gaze, guffaw, and grimace out upon the 
  gloaming, challenging it with their collective 
  unwavering countenance. 
  2. The Grand Foyer 
  As the characters enter Bloodmire Manor, read or 
  paraphrase the following read-aloud text. 
  Each guest has deposited their Gourd of Light in the 
  grand foyer to “guard” their presence in the house, 
  as they would if they were home for the evening, 
  creating a spectacular display. As you enter, a tall, 
  thin man approaches, “Please. Allow me to arrange 
  your gourd among those of the other guests. They 
  WILL be returned to you when you leave.” 
  The gentleman is an artist, though if the 
  characters have preference on how their gourd is 
  to be placed, he’s happy to take that into 
  consideration. 
  Gourds of Light and Secrets 
  • Each character has a gourd that is carved and lit as part 
  of the Liar’s Night observance is told placed in the main 
  entryway as they enter the party. If the gourd remains 
  lit, all secrets remain hidden about the character. Each 
  time a character enters this room, a new scene, or 
  enters combat, a DC 10 check is made to see if their 
  candle is inexplicably blown out. 
  • Each character’s true self is disguised by their mask, and 
  any other secrets/motives/knowledge of what is 
  happening is hidden by their Gourd of Light. This gives 
  all Insight checks about the character an automatic 
  failure and Deception checks by the character to 
  disguise themselves 100% success. Once the candle 
  goes out, the magical effects are undone, and all 
  secrets of the character can be seen/known. 
  3. Front Suite 
  These chambers are locked and require a 
  successful DC 20 Dexterity check to be made by a 
  character proficient with thieves’ tools in order to 
  enter them. Inside, the chambers are covered in a 
  thick layer of dust and cobwebs. Furniture 
  normally found is covered with voluminous white 
  sheets. 
   3a. Bath/Toilet. Dusty, plus the plumbing here 
  has been disconnected. 
  4. Powder Room/Toilet 
  This chamber is sparkling clean, and available for 
  the guests to use as needed throughout the event. 
  The waitstaff continue to maintain the supplies 
  here, as well as the cleanliness of the facilities. 
  Someone stands by to assist guests as required. If 
  not distracted with assisting another guest, the 
  same individual will discourage nosy adventurers 
  (i.e. the guests) from attempting to enter the front 
  suite, or from tarrying too long near the tapestry 
  covering the secret entrance to the study. If 
  characters pause to look, read or paraphrase the 
  following read-aloud text. 
  A floor to ceiling tapestry hands against the wall 
  here. It depicts a red fiendish creature with a tail, 
  snake eyes and tongue, and a lion’s claws. 
  5. Luvia’s Study  
  The secret door to this chamber is behind a floor 
  to ceiling tapestry depicting a red fiendish 
  creature with a tail, snake eyes and tongue, and a 
  lion’s claws.  
   Any character inspecting the tapestry that 
  succeeds at a DC 15 Intelligence (Investigation) 
  check OR any character passing nearby that has a 
  passive Perception of 20 or greater, notices the 
  door hidden behind it. 
   It’s important to note that characters won’t be 
  allowed to pass through this door, or even inspect 
  the tapestry too closely until after the initial attack 
  on ALL the guests, shortly after their arrival. 
  
   
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  13 
   If this door is found, unlocking it requires a 
  successful DC 15 Dexterity ability check made by a 
  character proficient with thieves’ tools. If 
  successful the door is unlocked, and if it is opened, 
  it leads to stairs that go up to Luvia’s Study. 
  This chamber has a 20-foot vaulted ceiling. It’s 40-
  feet wide and stretches forward 50 feet into an 
  alarming abundance of dark shadows. One skylight 
  window allows light in to cast a dim radiance across 
  the doorway you’ve entered. Cobwebs choke the 
  entire area, and a thick layer of dust tells a tale of 
  long abandonment. 
  When the characters enter the room, the creatures 
  that dwell within attack. If the characters bring 
  sufficient light to illuminate the entire area, or if at 
  least half the party has darkvision, they’re not 
  surprised. Otherwise, the creatures gain surprise 
  over the adventurers. 
   Tier1: Three giant spiders emerge from the 
  webbing and attack the party. 
  Adjusting the Scene (Tier 1) 
  Very Weak/Weak Remove one giant spider  
  Strong/Very Strong Add one giant spider 
   Tier 2: Four phase spiders emerge from the 
  webbing and attack the party, then phase into the 
  Ethereal. They continue to bounce between the 
  Material and Ethereal Planes as they attack the 
  characters. 
  Adjusting the Scene (Tier 2) 
  Very Weak/Weak Remove one phase spider 
  Strong/Very Strong Add one phase spider 
   Desk. A wooden desk is covered in dust at the 
  back of the room. Upon investigation, the diary of 
  Luvia Bloodmire is found in the top drawer. The 
  last entry in the diary reads as follows. 
  It seems that Zariel’s promotion to rule Avernus will 
  be my undoing, despite the provisions I have sent to 
  Bel and years of dedicated service. My time on this 
  plane is nearing its end, and I only hope that I will 
  still be accepted in the afterlife on the Fugue, since 
  my seat at Bel’s side has now been stolen from me. 
   Books. There are numerous books on various 
  off-putting subjects on the shelves in the office: 
  • Negotiating the Nine Hells: How to Win Friends 
  and Ruin Relationships 
  • Perceiving and Preparing Planar Portals 
  • Tentacular Dissection of Far Realm Residents 
  • Recycle, Reuse, Reanimate: A Treatise on 
  Necromancy 
   Upon further investigation, and a successful DC 
  15 Intelligence (Arcana) check, a parchment is 
  discovered neatly folded inside Luvia’s diary. It 
  contains a ritual for opening a portal. Along the 
  margins of the parchment are a few runic 
  symbols and notations (Appendix 3).  
   While the ritual described is extremely cryptic, 
  it appears to be useful for breaking into an 
  existing portal, dismantling its protections into 
  “shards” and opening it. 
   
  Luvia’s Diary 
  When a character has read the diary entry, the ghost of 
  Luvia Bloodmire appears and shrieks before screaming, 
  “we must open the portal now! Come get these… 
  HEROES!” 
   Objectives/Goals. The ghost of Luvia Bloodmire 
  wants to prevent the characters from leaving her 
  office too quickly, while she adjourns to the portal 
  in the basement of the Manor. She doesn’t want to 
  be attacked before her mission is complete, nor 
  does she want to kill the adventurers here, as she 
  needs them for her blood sacrifice to open the 
  portal, so she will summon a paltry number of 
  Bloodmire marauders before disappearing into 
  the Border Ethereal. If the characters aren’t 
  already in combat, have them roll initiative against 
  the approaching creatures to see what they might 
  have an opportunity to do prior to marauders 
  arrival. 
   A round later, two Bloodmire marauders 
  arrive on their initiative (four at Tier 2). They 
  complete their move just inside the doorway, and 
  have actions remaining. Depending on how things 
  play out, the characters may still be in a fight 
  against the spiders. 
   
   
  
   
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   5a. Walk-In Closet (Luvia’s Study). This rather 
  large closet was at one time, filled with all manor 
  of writing implements, inks, and other supplies 
  typically associated with a well-stocked office 
  space. It is now empty, dusty, and filled with 
  cobwebs. 
  6. Dining Room 
  If the characters enter this chamber, read or 
  paraphrase the following read-aloud text. 
  This chamber, adjoining the Great Hall, is well lit and 
  elegantly decorated with candles and incense that 
  give off a pleasant, if heady scent. A massive table in 
  the center is adorned with all manner of foodstuffs 
  and beverages for the guests to enjoy. 
  There is, otherwise, nothing of interest to see here. 
  The food is decadent and the drink effervescent. 
  Nothing here has been poisoned or polluted. 
  7. The Great Hall 
  As the characters enter this chamber, read or 
  paraphrase the following read-aloud text. 
  The Great Hall is the central room of Bloodmire 
  Manor, now decorated for Liar’s Night and laden 
  with dozens of tables, each set for six guests. The 
  ceiling here is two stories high, with a large 
  crystalline chandelier hanging in the center.  
   The second floor can be seen from the lower 
  room, with wooden banisters forming the perimeter 
  of the open area. A series of dilapidated oil paintings 
  of Luvia Bloodmire and her family adorn the walls. A 
  tapestry hangs from floor to ceiling on one wall, with 
  an image depicting a wolf with griffon’s talons, deer 
  antlers, and what appears to be dragon wings.  
   A stringed quartet plays a haunting selection of 
  classical pieces, only pausing momentarily between 
  each arrangement to tune or change out their 
  instruments.  
  Any character inspecting the tapestry that 
  succeeds at a DC 15 Intelligence (Investigation) 
  check OR any character passing nearby that has a 
  passive Perception of 20 or greater, notices the 
  door hidden behind it. 
   It’s important to note that characters won’t be 
  allowed to pass through this door, or even inspect 
  the tapestry too closely until after the initial attack 
  on ALL the guests, shortly after their arrival. 
   If this door is found, unlocking it requires a 
  successful DC 15 Dexterity ability check made by a 
  character proficient with thieves’ tools. If 
  successful the door is unlocked, and if it is opened, 
  it leads to Area 8, Servant’s Quarters. 
   Allow the characters some time to settle in, get a 
  glass of wine, sample a few hor d'oeuvres, take in 
  the sights, engage in small talk, or perhaps simply 
  sit quietly and listen to the stringed quartet 
  playing in the corner of the chamber. 
   Anyone approaching the door in the north wall 
  or attempting to somehow gain entrance to the 
  floor above this one, are politely, but firmly asked 
  to desist. The servants will inform them that 
  “guests are to remain in the great hall where the 
  masque is taking place.” 
  Area Information (Great Hall) 
   Locked Door. There is a large locked, wooden double 
  door on the north wall of the great hall. Behind it are 
  stairs down that lead to Luvia’s Laboratory. 
   Absent Host and Missing Guests. Whispers among the 
  guests and a general confusion about the evening make it 
  apparent that the host of the party is missing. Likewise, 
  several of the guests seem to be missing from the party. A 
  woman in a peacock mask and green silk gown is 
  wandering around the party, calling for her husband, 
  telling everyone that she turned her back on him for “just 
  a moment to pour some wine,” and he disappeared. 
   7a. Hearth/Fireplace. A cozy fire crackles 
  behind a hanging chainmail curtain. One of the 
  waitstaff nearby is responsible for attending to it, 
  and politely but firmly asks guests not to interfere 
  with the fire. 
   7b. Musician’s Stand. This area is raised up a 
  step and plenty large for the stringed quartet and 
  their instruments. It is otherwise unremarkable. 
  8. Servant’s Quarters 
  If this door is found, unlocking it requires a 
  successful DC 15 Dexterity ability check made by a 
  character proficient with thieves’ tools. If 
  successful the door is unlocked, and if it is opened, 
  it leads down a long, dark hallway to the Servant’s 
  Quarters. 
  
   
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   Opening the door to this chamber reveals a 
  pitch-black room. Characters with darkvision, or 
  using light, will note the following. 
  This sparse 20-foot by 30-foot chamber has a 10-foot 
  high ceiling. Two plain cots sit against the walls, and 
  a water bowl with a dusty pitcher rest upon a simple 
  vanity. Against one wall is a dresser with a stack of 
  handwritten notes on the top. The sounds of hushed 
  and frightened weeping can be heard coming from 
  the darkness. 
  If the characters examine the notes, they discover 
  one with some strange runic symbols (Appendix 
  3). 
   When the room is lit by any light source, two 
  ghosts appear. They appear as frail halflings in 
  servant’s clothes, and they seem frightened and 
  non-threatening. 
   These ghosts are former servants of Luvia 
  Bloodmire, murdered by her ghost in a rage when 
  she realized that after they died, they’d take their 
  place in the Fugue Plane with their god and leave 
  her with nobody to wait on her needs. They want 
  to rid the house of Luvia but don’t know how. The 
  two ghosts leave if they are attacked, without 
  giving any of the information they have. 
   The two ghosts plead with the characters to rid 
  the house of Luvia, appearing terrified of their 
  master. If the characters won’t promise to do this, 
  they will attempt to possess characters to force 
  them. That said, they are otherwise nonviolent, 
  and if their attempts at possession fail, they will 
  beg the characters to help, promising information 
  in exchange for action.  
  What Do They Know?  
  • Because of their traumatic deaths, they, like their 
  mistress, are now bound to Bloodmire Manor forever. 
  • Luvia Bloodmire is the host of the party and has 
  gathered the heroes with the strongest blood on Liar’s 
  Night to be sacrifices to open a portal in the basement.  
  • Luvia had a deal with Bel, former ruler of Avernus, that 
  if she provided him with ungodly creatures for his army, 
  she’d have a place in Avernus after her death. 
  • When Zariel took over for Bel, she refused to honor the 
  deal, sending Luvia into a fit of revenge. 
  If asked, the ghosts can translate the strange runes 
  on the notes on the dresser. They spell out 
  “AVERNUS.” 
  9. Powder Room/Toilet 
  This chamber is sparkling clean, and available for 
  the guests to use as needed throughout the event. 
  The waitstaff continue to maintain the supplies 
  here, as well as the cleanliness of the facilities. 
  Someone stands by to assist guests as required. If 
  not distracted with assisting another guest, the 
  same individual will discourage nosy adventurers 
  (i.e. the guests) from traversing the stairs to the 
  upper floor of the manor. The stair has a elegantly 
  knotted cord with a sign that reads, “No 
  Admittance” in fine calligraphy. 
  10. Sitting Room 
  Guests can sit in here and socialize during the 
  masque. There is a sideboard with an assortment 
  of dainties to indulge in, as well as a constant 
  stream of waitstaff circulating through with other 
  delights and drinks. 
   10a. Hearth/Fireplace. A cozy fire crackles 
  behind a hanging chainmail curtain. One of the 
  waitstaff nearby is responsible for attending to it, 
  and politely but firmly asks guests not to interfere 
  with the fire. 
  11. Kitchen 
  A contingent of chefs and waitstaff move in and 
  out of this chamber, which is absolutely packed 
  with foodstuffs as they’re being prepared and 
  served to the guests at the masque. Guests are not 
  allowed in the kitchen, and will be politely, but 
  firmly asked to leave (escorted if necessary), from 
  this room. 
   11a. Pantry. All the foodstuffs being used to 
  created delicious edibles for the masque are being 
  stored here. They are neatly organized and 
  tracked. 
  12. Breakfast Nook 
  Normally used for casual dining, this area has 
  been commandeered by the kitchen staff to be 
  used as a staging area for food preparation. Guests 
  are likewise not allowed into this area. 
  
   
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  13. Lower Verandas 
  These areas, while covered, are outside the house. 
  The doors leading to them are locked and require 
  a successful DC 20 Dexterity ability check to be 
  made by someone proficient with thieves’ tools in 
  order to open them. Prior to the house shifting 
  into the Ethereal Plane, the kitchen and waitstaff 
  will kindly ask the characters not to leave through 
  these doors, and to please exit the house via the 
  front doors only. Afterwards, they staff isn’t 
  present, so hopefully the realities of getting lost in 
  the Ethereal Plane prevent characters from 
  leaving. 
  14 Back Deck 
  This area is likewise off limits, and the doors 
  leading out the back of the house are locked. See 
  Area 13, Lower Verandas for more information. 
  15. Stables and Yard Shed 
  When characters arrive, if they have a mount the 
  animal is taken here to be cared for while their 
  owner is at the masque. 
   
   
  
   
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  18 
  Bloodmire Manor (Upper Floor) 
  16. Top Suite 
  These chambers are locked and require a 
  successful DC 20 Dexterity check to be made by a 
  character proficient with thieves’ tools in order to 
  enter them. Inside, the chambers are covered in a 
  thick layer of dust and cobwebs. Furniture 
  normally found is covered with voluminous white 
  sheets. 
   16a. Bath/Toilet. Dusty, plus the plumbing here 
  has been disconnected. 
  17. Back Suite 
  These chambers are locked and require a 
  successful DC 20 Dexterity check to be made by a 
  character proficient with thieves’ tools in order to 
  enter them. Inside, the chambers are covered in a 
  thick layer of dust and cobwebs. Furniture 
  normally found is covered with voluminous white 
  sheets. 
   17a. Bath/Toilet. Dusty, plus the plumbing here 
  has been disconnected. 
  18. Secret Passage 
  The secret doors on either side of this chamber 
  require a character to make a successful DC 15 
  Intelligence (Investigation) check OR a DC 15 
  Wisdom (Perception) check to notice. When 
  originally constructed they were more difficult to 
  find, but in their present state of disrepair and 
  dustiness they’re somewhat easier to notice. No 
  check is required to see the secret doors from 
  inside the secret hallway. There is a rusty iron 
  spiral staircase that leads up to the ceiling here. It 
  used to lead to a second spire, but that was 
  destroyed in a fight several centuries ago, and 
  Luvia had it removed altogether in a remodel. At 
  this point, the ceiling has been sealed and the stair 
  leads nowhere. 
  19. Gallery 
  Anyone standing up in the gallery can look down 
  upon the grand hall from the bannister. This area 
  is off limits during the masque. 
   19a. Fireplace Vent. This is a vent for heat from 
  the fireplace to pass and warm up this upper floor. 
  It’s covered with an iron grate that requires either 
  tinker tools (no check) or a successful DC 15 
  Strength (Athletics) check to pry open. During the 
  masque, anyone grabbing these without wearing 
  thick leather gloves, will take 1d4 fire damage, 
  since they’ve had an opportunity to heat up. 
   19b. Upper Musicians Stand. This area is raised 
  up a step and plenty large for small ensemble and 
  their instruments. It is currently unoccupied. 
  20. Smoking Room 
  This chamber is locked and requires a successful 
  DC 20 Dexterity check to be made by a character 
  proficient with thieves’ tools in order to enter 
  them. Inside, the chambers are covered in a thick 
  layer of dust and cobwebs. Furniture normally 
  found is covered with voluminous white sheets. 
  21. Laundry 
  This chamber is locked and requires a successful 
  DC 20 Dexterity check to be made by a character 
  proficient with thieves’ tools in order to enter 
  them. Inside, the chambers are covered in a thick 
  layer of dust and cobwebs. The plumbing here has 
  been disconnected. All washing required for the 
  masque takes place in the kitchen. 
  22. Upper Foyer 
  This small pass-through resides at the top of the 
  stair. At one point in time-long-past, Luvia 
  employed an attendant to post here and assist 
  anyone that might need assistance with traversing 
  the stairs. Now its old and dusty with a pair of 
  ornate (now decrepit) iron benches pushed up 
  against the walls. They’ve become a haven for all 
  manner of small, harmless spiders. 
  23. Butler’s Apartment 
  This chamber is locked and requires a successful 
  DC 20 Dexterity check to be made by a character 
  proficient with thieves’ tools in order to enter 
  them. Inside, the chambers are covered in a thick 
  layer of dust and cobwebs. Furniture normally 
  found is covered with voluminous white sheets. 
  
   
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  24. Library 
  Once home to numerous volumes, most of which 
  would have been considered subjects for casual 
  reading or works of fiction, this chamber is now 
  locked and requires a successful DC 20 Dexterity 
  check to be made by a character proficient with 
  thieves’ tools in order to enter them. Inside, the 
  chambers are covered in a thick layer of dust and 
  cobwebs. Furniture normally found is covered 
  with voluminous white sheets. All of the tomes 
  and scrolls that many have once lined the shelves 
  are long gone. 
   24a. Fireplace Vent. This is a vent for heat from 
  the fireplace to pass and warm up this upper floor. 
  It’s covered with an iron grate that requires either 
  tinker tools (no check) or a successful DC 15 
  Strength (Athletics) check to pry open. During the 
  masque, anyone grabbing these without wearing 
  thick leather gloves, will take 1d4 fire damage, 
  since they’ve had an opportunity to heat up. 
  25. Secret Portal 
  The secret door here requires a character to make 
  a successful DC 15 Intelligence (Investigation) 
  check OR a DC 15 Wisdom (Perception) check to 
  notice. When originally constructed it was more 
  difficult to find, but in its present state of disrepair 
  and dustiness the door is somewhat easier to 
  notice. No check is required to see the secret door 
  from inside the secret hallway. There is a rusty 
  iron spiral staircase that leads down to another 
  small chamber that houses a nonfunctional 
  teleportation circle.  
  26. Master Suite 
  These chambers are locked and require a 
  successful DC 20 Dexterity check to be made by a 
  character proficient with thieves’ tools in order to 
  enter them. Inside, the chambers are covered in a 
  thick layer of dust and cobwebs. Furniture 
  normally found is covered with voluminous white 
  sheets. 
   26a. Foyer (Master Suite). This is a formal 
  entry space and meeting area, usable by 
  whomever occupied the master suite. The 
  furniture here is elaborately constructed of iron 
  and covered with white sheets. 
   26b. Bath/Toilet (Master Suite). Dusty, plus 
  the plumbing here has been disconnected. 
  27. Hidden Passage 
  The secret doors on the side of the master suite 
  requires a character to make a successful DC 15 
  Intelligence (Investigation) check OR a DC 15 
  Wisdom (Perception) check to notice. When 
  originally constructed it was more difficult to find, 
  but in its present state of disrepair and dustiness 
  it is somewhat easier to notice. 
   The secret door from Luvia’s laboratory, 
  however, requires a successful DC 18 Intelligence 
  (Investigation) check OR a DC 18 Wisdom 
  (Perception) check to notice. No check is required 
  to see the secret doors from inside the secret 
  chamber. There is a rusty iron spiral staircase that 
  leads up to the ceiling here. It leads to the lower 
  spire. 
  28. Upper Verandas 
  These areas, while covered with a pergola on 
  either side of the manor, are outside the house. 
  The doors leading to them are locked and require 
  a successful DC 20 Dexterity ability check to be 
  made by someone proficient with thieves’ tools in 
  order to open them. Prior to the house shifting 
  into the Ethereal Plane, assuming the characters 
  have gotten past the waitstaff and upstairs, these 
  lead to the back of the estate. After the shift, 
  hopefully the realities of getting lost in the 
  Ethereal Plane prevent characters from 
  attempting to leave this way. It it’s a 20-foot drop 
  to the ground below. 
  29. Exterior Balcony 
  This area, while covered with a pergola, is outside 
  the house. The doors leading to the balcony are 
  locked and require a successful DC 20 Dexterity 
  ability check to be made by someone proficient 
  with thieves’ tools in order to open them. Prior to 
  the house shifting into the Ethereal Plane, 
  assuming the characters have gotten past the 
  waitstaff and upstairs, this leads to the back of the 
  estate. After the shift, hopefully the realities of 
  getting lost in the Ethereal Plane prevent 
  characters from attempting to leave this way. It 
  it’s a 20-foot drop to the ground below. 
   
   
  
   
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  20 
  30. Luvia’s Laboratory  
  While closed, the doors to this room are unlocked. 
  They are trapped, however.  
   Trap. If a creature attempts to open these doors 
  without speaking the words “Zariel’s Bane” they 
  set off a glyph of warding. Details are provided 
  here by Tier. 
   Tier 1. A successful DC 14 Intelligence 
  (Investigation) check is required to notice the 
  glyph before it goes off. A successful DC 14 
  Intelligence (Arcana) check is required to disarm 
  the trap. Dispel magic would work as well, though 
  at this tier, the characters aren’t likely to have 
  access to that spell. 
   If triggered, the glyph casts hold person, 
  targeting whomever opened the door, and the 
  next closest creature within 30 feet. A successful 
  DC 14 Wisdom saving throw is required to resist 
  the spell.  
   Setting the glyph off also summons a Bloodmire 
  marauder to investigate. The creature arrives in 
  two rounds. 
   Tier 2. A successful DC 16 Intelligence 
  (Investigation) check is required to notice the 
  glyph before it goes off. A successful DC 16 
  Intelligence (Arcana) check is required to disarm 
  the trap. Dispel magic cast successfully on a 5th 
  level spell would work as well. 
   If triggered, the glyph casts hold person, 
  targeting whomever opened the door, and the 
  next three closest creatures within 30 feet. A 
  successful DC 16 Wisdom saving throw is required 
  to resist the spell. 
   Setting the glyph off also summons two 
  Bloodmire marauders to investigate. The 
  creatures arrive in two rounds. 
  This oddly shaped chamber is roughly 60-feet by 80-
  feet and has a long table with a smooth stone 
  surface that’s been stained with dried blood. An 
  array of rusty operating tools and macabre collection 
  of body parts, evidently from a variety of creatures, 
  are stacked neatly on the table.  
   Four zombies, oblivious to your presence, are busy 
  sewing body parts together, while occasionally 
  glancing at a parchment at the end of the table 
  opposite your entrance. 
   Framed diagrams of strange beasts line the walls 
  of this room, and a stack of parchment, yellowed 
  from age, is piled haphazardly on a small table in the 
  far corner. 
  The parchment at the end of the table contains 
  detailed surgical plans for creating Bloodmire 
  marauders. Any character that succeeds on a DC 
  10 Intelligence (Investigation) check while 
  observing the zombies work, or that simply 
  studies the parchment at the end of the table for 
  one minute, easily determines that the zombies 
  have been set to the task of assembling the same 
  monstrous constructs that attacked them in the 
  ballroom earlier. 
   Notes. The stack of yellowed parchment piled on 
  the table in the corner of the room contains a list 
  of monstrous constructs created for Bel, with 
  notes on varying types and delivery dates. All of 
  these are dated from before Luvia Bloodmire’s 
  death. Scribbled on the notes are some strange 
  runic symbols (Appendix 3). 
   The four zombies steadfastly sewing together 
  Bloodmire marauders have been instructed to do 
  so by the ghost of Luvia Bloodmire. They will not 
  stop unless they are attacked or otherwise 
  disturbed. 
   30a. Bath/Toilet (Luvia’s Laboratory). Dusty, 
  plus the plumbing here has been disconnected. 
   30b. Storage (Luvia’s Laboratory). All supplies 
  needed to stitch together Luvia’s creations 
  (besides the relevant body parts) are kept in this 
  storage closet.  
   In the back of the closet there’s a secret door 
  that leads to Luria’s apartment, which is where 
  she kept her coffin and other personal effects 
  when she was a corporeal vampire. There’s a 
  second secret door that leads directly from the 
  laboratory to 30c as well. In both cases the secret 
  door requires a character to make a successful DC 
  20 Intelligence (Investigation) check OR a DC 20 
  Wisdom (Perception) check to notice. 
   
   
  
   
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  21 
   30c. Luvia’s Apartment (Luvia’s Laboratory). 
  In the middle of this chamber is a large 
  rectangular coffin where Luvia Bloodmire once 
  rested during the day as a corporeal vampire. Tiny 
  holes are drilled into the bottom of the casket. 
  These were Luvia’s means of entering and leaving 
  the box (using gaseous form) which is otherwise 
  sealed with no other way to open it outside of 
  destroying one or more of the exterior panels. The 
  panels are reinforced, making one difficult to 
  destroy (AC 20, 100 hp; immune to necrotic, 
  poison, psychic, and radiant damage; resistant to 
  damage from nonmagical weapons). 
  31. Lower Spire 
  Taking the spiral stairs up to this level reveals a 
  mostly empty chamber with a glowing 
  teleportation circle. Stepping into this circle, 
  teleports the characters directly to one of the 
  teleportation circles in the basement. Feel free to 
  select one or determine randomly where they turn 
  up. In any case, they should all turn up at the same 
  one. 
  31a. Upper Spire 
  Taking the spiral stairs up to this level reveals a 
  mostly empty chamber with a glowing 
  teleportation circle. Stepping into this circle, 
  teleports the characters the characters nowhere. 
  At the end of the adventure, when the characters 
  return, this is the teleportation circle they arrive 
  at. Both teleportation circles are only one way. 
   
   
  
   
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  22 
  Episode 3: Portal to Avernus 
  Estimated Duration: 45 minutes
  In this episode, the characters attempt to rescue 
  the captive partygoers and stop the ghost of Luvia 
  Bloodmire from opening the portal to Avernus. 
   To do this, the collective parties of adventures 
  must discover that the shards of the portal’s 
  protection need to be reassembled to prevent 
  Luvia’s army from descending into Avernus. 
   If they cannot completely reassemble these 
  protections, their alternative is to destroy Luvia 
  Bloodmire’s army before it passes through the 
  gate, and consequently allows whatever is waiting 
  on the other side to pass back into the Material 
  Plane and exact their collective revenge for this 
  transgression.  
  The Basement  
  Once the characters enter the basement, read or 
  paraphrase the following read-aloud text. 
  The basement is a massive180-foot by 180-foot 
  chamber. Light emanates from four teleportation 
  circles arrayed about the room, creating a moderate 
  amount of light, and casting coruscating shadows 
  across the floor. An iron barred cell is in each corner 
  of the basement, the missing party goers are 
  trapped inside, ready to be sacrificed.  
   In the center of the room, a 40-foot diameter 
  portal is set into the floor. The remains of an iron-
  locked puzzle covers the floor there, and the locking 
  mechanisms can be seen outside the circle. The 
  portal itself is stone, carved with magical runes that 
  are slowly being filled with blood. 
  Many Bloodmire maulers encircle the portal, 
  chanting indecipherably. One of them is holding a 
  dead elf over the runes draining blood onto the 
  portal. The creatures look like a crudely stitched 
  together amalgam of a troll with giant snake’s 
  head and tail, lion claws, and one beholder eye in 
  the right socket and a different beholder eye in the 
  left. 
   Any character with a passive Perception of 15+, 
  or any character that succeeds at an active DC 15 
  Wisdom (Perception) check notices that the 
  Bloodmire mauler performing the sacrifice has a 
  shard of the portal’s seal hidden in its cloak. 
   Objectives/Goals. The Bloodmire maulers must 
  quickly fill the portal with enough blood to open it, 
  and only the blood of the strongest will do the job. 
  They start by targeting any adventurers with a 
  higher physical strength in the room. Of course, 
  this all depends on whether the character’s gourd 
  is still lit or not, otherwise their identity is still 
  hidden, and the Bloodmire maulers are left to 
  selecting characters at random. Once they have 
  gotten enough blood, the portal opens and they 
  can enter Avernus to exact Luvia’s revenge. 
   Tier 1: One Bloodmire mauler attacks the 
  party. 
  Adjusting the Scene (Tier 1) 
  Very Weak/Weak None, this will be a very tough fight.  
  Strong Add one Bloodmire marauder 
  Very Strong Add two Bloodmire marauders 
   Tier 2: Two Bloodmire maulers and two 
  Bloodmire marauders attack the party. 
  Adjusting the Scene (Tier 2) 
  Very Weak Remove two Bloodmire marauders  
  Weak Remove one Bloodmire marauder 
  Strong Add two Bloodmire marauders 
  Very Strong Add one Bloodmire mauler 
  The Bloodmire maulers and marauders will try to 
  sense and attack the strongest ‘warriors’ first, as 
  originally directed by Luvia. Otherwise, they 
  attack the closest non-allied creature. 
  Luvia Bloodmire 
  As the battle rages on the ghost of Luvia 
  Bloodmire circulates among the tables causing all 
  manner of mischief and doing her best to throw 
  the characters off in combat. For more 
  information on Luvia’s tactics, refer to her stat 
  block and information in Appendix 1. 
   
   
  
   
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  23 
  Wandering Moon 
  Inside the cell, there are about 50 party attendees, 
  huddled and wounded. One is Raylene 
  Whiteheart, a cleric wearing a moon mask who 
  has seen the runes on the portal before. Shortly 
  into the fight, Raylene manages to slip out of her 
  cage, and begins circulating throughout the room. 
   Raylene Whiteheart approaches tables that have 
  defeated the attacking Bloodmire maulers (she’s 
  not as afraid of the Bloodmire marauders) and 
  provides a hint on how to solve the shards, if the 
  players haven’t managed to accomplish this yet. 
  HINT: She will say that she saw a shard of the portal seal 
  hidden within the cloak of the Bloodmire mauler 
  completing the sacrifice’s and that she recognizes the 
  rune on it as part of a mystical language. 
   The Seal is Closed. Once this occurs, Raylene 
  Whiteheart will announce that she recognizes the 
  runes as part of a mystical language that must be 
  decoded into a spell. When chanted by 500 voices, 
  it will send one creature through the portal when 
  combined with the casting of a banishment spell.  
   If no one in the room is capable of casting the 
  spell, or has the slot available to do so, Raylene 
  will volunteer to do that part. 
  Disaster Averted? 
  Once each piece of the portal cover has been 
  recovered, it is added to the portal disc. As the last 
  piece is placed, a bright glow emits from the portal 
  and then quickly fades. The portal is now sealed, 
  revealing a series of runes (Appendix 3). 
   When the banishment spell is chanted by 500 
  voices (the players led by Raylene Whiteheart), 
  the ghost of Luvia Bloodmire is sucked through 
  the portal, to be forever tormented in Avernus, 
  with no Bloodmire maulers to protect her. 
   
   
  
   
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  24 
  Liar’s Night Rewards 
  The characters receive rewards based upon their accomplishments. Aside from advancement, these 
  rewards are earned during the session. 
   
  Character Rewards 
  The characters earn the following rewards: 
   Advancement. Upon completing this 
  adventure, each character gains a level. At their 
  discretion, they may choose to decline 
  advancement. Remind those that express an 
  interest in this that they have a limit to how much 
  gold they can earn per level; declining 
  advancement means that they may reach a point 
  where they earn no gold. 
   Gold. Award each character gold for each hour 
  of the session. While monetary rewards weren’t 
  discovered within Bloodmire Manor, word gets 
  out, thanks to the nobles among you, and you soon 
  find yourself rewarded, nonetheless.  
   The maximum gold that you can award a 
  character per hour is determined by their tier, as 
  follows: 
  Tier 
  Hourly GP Award  
  GP Limit per Level 
  1 
  20 gp 
   
   
  80 gp 
  2 
  30 gp 
   
   
  120 gp 
   
   Magic Item(s). In addition to the gold 
  mentioned above, the characters may keep one of 
  these two magic items. Which one they gain access 
  to is based on the Tier they played the adventure 
  at. These items are described in Appendix 5. 
  • Hat of Disguise (Tier 1) 
  • Cloak of the Bat (Tier 2) 
  Dungeon Master Rewards 
  For running this adventure, you gain a DM 
  Reward. This reward can be redeemed for levels, 
  magic items, and other season-themed things. See 
  the Adventurers League DM Rewards document 
  for more info. 
   
   
  
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  �� 
  Appendix 1: Luvia Bloodmire (LOO vee-ah Blood-MIRE) 
  Luvia Bloodmire, Vampiric Ghost 
  Medium undead, lawful evil 
  Armor Class 17 (mage armor) 
  Hit Points 145 (17d8 + 68) 
  Speed 0 ft., fly 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  � ��2� 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4) 
  Saving Throws DEX +8, WIS +6, CHA +8 
  Skills Perception +6, Stealth +8 
  Damage Resistances acid, fire, lightning, necrotic, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained 
  Senses darkvision 120 ft., passive Perception 16 
  Languages Common, Elvish, Infernal 
  Challenge 10 (5,900 XP) 
  Ethereal Sight. Luvia can see 60 feet into the Ethereal 
  Plane when it is on the Material Plane, and vice versa. 
  Incorporeal Movement. The ghost can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Spellcasting. Luvia is a 9th-level spellcaster. Her 
  spellcasting ability is Intelligence (spell save DC 15, +7 to 
  hit with spell attacks). Luvia has the following wizard 
  spells prepared: 
  Cantrips (at will): mage hand, prestidigitation, ray of frost 
  1st level (4 slots): charm person, mage armor, shield 
  2nd level (3 slots): blur, detect thoughts, gust of wind 
  3rd level (3 slots): animate dead, bestow curse, lightning 
  bolt 
  4th level (3 slots): blight, greater invisibility 
  5th level (1 slot): dominate person 
  Actions 
  Vampiric Touch. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 18 (4d6 + 4) necrotic damage. 
  Etherealness. Luvia enters the Ethereal Plane from the 
  Material Plane, or vice versa. She is visible on the Material 
  Plane while she is in the Border Ethereal, and vice versa, 
  yet she can’t affect or be affected by anything on the 
  other plane. 
  Horrifying Visage. Each non-undead, non-construct 
  creature within 60 feet of Luvia that can see her must 
  succeed on a DC 16 Wisdom saving throw or be frightened 
  for 1 minute. If the save fails by 5 or more, the target also 
  ages 1d4 × 10 years. A frightened target can repeat the 
  saving throw at the end of each of its turns, ending the 
  frightened condition on itself on a success. If a target’s 
  saving throw is successful or the effect ends for it, the 
  target is immune to this ghost’s Horrifying Visage for the 
  next 24 hours. The aging effect can be reversed with a 
  greater restoration spell, but only within 24 hours of it 
  occurring. 
  Luvia’s Tactics 
  Luvia prefers to allow her creations destroy the 
  characters, and all attacks directed at her, leave her 
  unharmed and unaffected. Knowing this, she’ll do her 
  best to trip up each table she visits. Here are several 
  things she might do. Feel free to be creative without being 
  overwhelming. 
  • Vampiric Touch. Attack up to three characters
  • Horrifying Visage. Attack the entire party
  • Cast a spell. Tier 1 – level 1 and 2 spells only; Tier 2 – All
  available spell levels are good.
  Roleplaying Luvia 
   Personality. I had little regard for the lives of others 
  when I was alive, and now that I am dead, I have none. 
   Ideal. Revenge. Those who betray me should pay for 
  their insolence. 
   Bond. I will do everything in my power to escape this 
  ghostly prison. 
   Flaw. I have too much faith in my creatures to realize 
  that they can be compromised. 
  
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  Appendix 2: Creature Statistics 
  Allip 
  Medium undead, neutral evil 
  Armor Class 13 
  Hit Points 40 (9d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  6 (-2) 
  17 (+3) 10 (+0) 17 (+3) 15 (+2) 16 (+3) 
  Saving Throws INT +6, WIS +4 
  Skills Perception +5, Stealth +6 
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Common, Infernal 
  Challenge 5 (1,800 XP) 
  Incorporeal Movement. The allip can move through other 
  creatures and objects as if they were difficult terrain. It 
  takes 5 (1d10) force damage if it ends its turn inside an 
  object. 
  Actions 
  Maddening Touch. Melee Spell Attack: +6 to hit, reach 5 
  ft., one target. Hit: 17 (4d6 + 3) psychic damage. 
  Whispers of Madness. The allip chooses up to three 
  creatures it can see within 60 feet of it. Each target must 
  succeed on a DC 14 Wisdom saving throw, or it takes 7 
  (1d8 + 3) psychic damage and must use its reaction to 
  make a melee weapon attack against one creature of the 
  allip’s choice that the allip can see. Constructs and undead 
  are immune to this effect. 
  Howling Babble (Recharge 6). Each creature within 30 
  feet of the allip that can hear it must make a DC 14 
  Wisdom saving throw. On a failed save, a target takes 12 
  (2d8 + 3) psychic damage, and it is stunned until the end 
  of its next turn. On a successful save, it takes half as much 
  damage and isn’t stunned. Constructs and undead are 
  immune to this effect. 
  Bloodmire Marauder 
  Medium construct, lawful evil  
  Armor Class 13 (natural armor) 
  Hit Points 45 (7d8 + 14) 
  Speed 30 ft., fly 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 12 (+1) 15 (+2) 
  6 (-2) 
  13 (+1) 
  6 (-2) 
  Skills Perception +2 
  Damage Immunities fire 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 12  
  Languages -- 
  Challenge 1 (200 XP) 
  Pack Tactics. The bloodmire marauder has advantage on 
  an attack roll against a creature if at least one of the 
  bloodmire marauder's allies is within 5 ft. of the creature 
  and the ally isn't incapacitated. 
  Follows Orders. The bloodmire marauder will unerringly 
  follow the orders of its creator, or someone whom its 
  creator designates. 
  Actions 
  Multiattack. The bloodmire marauder makes two attacks 
  from the following options. It may choose the same 
  option twice, or two different attacks. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) necrotic damage. 
  Poison Spit. Ranged Weapon Attack: +3 to hit, range 
  20/60 ft., one target. Hit: 4 (1d6 + 1) poison damage. 
  
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  Bloodmire Mauler 
  Large construct, lawful evil 
  Armor Class 15 (natural armor) 
  Hit Points 114 (12d10 + 48) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 13 (+1) 19 (+4) 
  6 (-2) 
  8 (-1) 
   7 (-2) 
  Skills Perception +2 
  Damage Immunities necrotic 
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 12  
  Languages understands Common but can’t speak, Deep 
  Speech 
  Challenge 5 (1,800 XP) 
  Sure-Footed. The Bloodmire Mauler has advantage on 
  Strength and Dexterity saving throws made against effects 
  that would knock it prone. 
  Actions 
  Multiattack. The Bloodmire Mauler makes two attacks: 
  one with its bite and one with its claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage + 6 (1d4 + 4) 
  poison damage. 
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit:11 (2d6 + 4) slashing damage. 
  Constrict. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one creature. Hit: 11 (2d6 + 4) bludgeoning damage, and 
  the target is grappled (escape DC 14). Until this grapple 
  ends, the creature is restrained, and the Bloodmire 
  Mauler can't constrict another target. 
  Eye Ray. The Bloodmire Mauler uses a random magical 
  eye ray (d4), choosing a target that it can see within 60 
  feet of it. 
  1-2. Paralyzing Ray (right eye). The targeted creature
  must succeed on a DC 14 Constitution saving throw or be
  paralyzed for 1 minute. The target can repeat the saving
  throw at the end of each of its turns, ending the effect on
  a success.
  3-4. Fear Ray (left eye). The targeted creature must
  succeed on a DC 14 Wisdom saving throw or be frightened
  for 1 minute. The target can repeat the saving throw at
  the end of each of its turns, ending the effect on itself on
  a success.
  Zombie 
  Medium undead, neutral evil 
  Armor Class 8 
  Hit Points 22 (3d8 + 9) 
  Speed 20 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 (+1) � ��2� 
  16 (+3) 
  3 ��4� 
  � ��2� 
  � ��3� 
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands the languages it knew in life but 
  can’t speak 
  Challenge 1/4 (50 XP) 
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a 
  DC of 5 + the damage taken, unless the damage is radiant 
  or from a critical hit. On a success, the zombie drops to 1 
  hit point instead. 
  Actions 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage. 
  
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  Ghost 
  Medium undead, any alignment 
  Armor Class 11 
  Hit Points 45 (10d8) 
  Speed 0 ft., fly 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  � ��2� 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) 
  Damage Resistances acid, fire, lightning, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, frightened, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained 
  Senses darkvision 60 ft., passive Perception 11 
  Languages any languages it knew in life 
  Challenge 4 (1,100 XP) 
  Ethereal Sight. The ghost can see 60 feet into the Ethereal 
  Plane when it is on the Material Plane, and vice versa. 
  Incorporeal Movement. The ghost can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Actions 
  Withering Touch. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. 
  Etherealness. The ghost enters the Ethereal Plane from 
  the Material Plane, or vice versa. It is visible on the 
  Material Plane while it is in the Border Ethereal, and vice 
  versa, yet it can’t affect or be affected by anything on the 
  other plane. 
  Horrifying Visage. Each non-undead creature within 60 
  feet of the ghost that can see it must succeed on a DC 13 
  Wisdom saving throw or be frightened for 1 minute. If the 
  save fails by 5 or more, the target also ages 1d4 × 10 
  years. A frightened target can repeat the saving throw at 
  the end of each of its turns, ending the frightened 
  condition on itself on a success. If a target’s saving throw 
  is successful or the effect ends for it, the target is immune 
  to this ghost’s Horrifying Visage for the next 24 hours. The 
  aging effect can be reversed with a greater restoration 
  spell, but only within 24 hours of it occurring. 
  Possession (Recharge 6). One humanoid that the ghost 
  can see within 5 feet of it must succeed on a DC 13 
  Charisma saving throw or be possessed by the ghost; the 
  ghost then disappears, and the target is incapacitated and 
  loses control of its body. The ghost now controls the body 
  but doesn’t deprive the target of awareness. The ghost 
  can’t be targeted by any attack, spell, or other effect, 
  except ones that turn undead, and it retains its alignment, 
  Intelligence, Wisdom, Charisma, and immunity to being 
  charmed and frightened. It otherwise uses the possessed 
  target’s statistics, but doesn’t gain access to the target’s 
  knowledge, class features, or proficiencies. 
  The possession lasts until the body drops to 0 hit points, 
  the ghost ends it as a bonus action, or the ghost is turned 
  or forced out by an effect like the dispel evil and good 
  spell. When the possession ends, the ghost reappears in 
  an unoccupied space within 5 feet of the body. The target 
  is immune to this ghost’s Possession for 24 hours after 
  succeeding on the saving throw or after the possession 
  ends. 
  
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  Giant Spider 
  Large beast, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 26 (4d10 + 4) 
  Speed 30 ft., climb 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  14 (+2) 16 (+3) 12 (+1) 
  2 ��4� 11 (+0) 
  4 ��3� 
  Skills Stealth +7 
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 10 
  Languages — 
  Challenge 1 (200 XP) 
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Web Sense. While in contact with a web, the spider 
  knows the exact location of any other creature in contact 
  with the same web. 
  Web Walker. The spider ignores movement restrictions 
  caused by webbing. 
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d8 + 3) piercing damage, and the target 
  must make a DC 11 Constitution saving throw, taking 9 
  (2d8) poison damage on a failed save, or half as much 
  damage on a successful one. If the poison damage 
  reduces the target to 0 hit points, the target is stable but 
  poisoned for 1 hour, even after regaining hit points, and is 
  paralyzed while poisoned in this way. 
  Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, 
  range 30/60 ft., one creature. Hit: The target is restrained 
  by webbing. As an action, the restrained target can make 
  a DC 12 Strength check, bursting the webbing on a 
  success. The webbing can also be attacked and destroyed 
  (AC 10; hp 5; vulnerability to fire damage; immunity to 
  bludgeoning, poison, and psychic damage). 
  Phase Spider 
  Large monstrosity, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 32 (5d10 + 5) 
  Speed 30 ft., climb 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 15 (+2) 12 (+1) 
  � ��2� 10 (+0) 
  6 ��2� 
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 10 
  Languages — 
  Challenge 3 (700 XP) 
  Ethereal Jaunt. As a bonus action, the spider can 
  magically shift from the Material Plane to the Ethereal 
  Plane, or vice versa. 
  Spider Climb. The spider can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Web Walker. The spider ignores movement restrictions 
  caused by webbing. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d10 + 2) piercing damage, and the target 
  must make a DC 11 Constitution saving throw, taking 18 
  (4d8) poison damage on a failed save, or half as much 
  damage on a successful one. If the poison damage 
  reduces the target to 0 hit points, the target is stable but 
  poisoned for 1 hour, even after regaining hit points, and is 
  paralyzed while poisoned in this way. 
  
  DDEP09-03 Liar’s Night 
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  �� 
  Appendix 3: Mystical Runes 
  Runes found on parchment in Luvia’s Study. 
  m o n s t e r 
  “MONSTER” (with Luvia’s handwritten translation) 
  Runes found in a stack of notes in the Servant’s Quarters. 
  a v e r n u s 
  “AVERNUS” (translated by the ghost servants) 
  Runes found in the notes piled up within the Laboratory. 
  m a u l e r 
  “MAULER” (with Luvia’s handwritten translation) 
  
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  Appendix 4: Mask Choices 
  If at any time, a character removes their mask, they lose all mask modifications and their identity is 
  revealed. The wearer is only aware of the information given in bold type. The other information is 
  something they might guess at, but really, it’s for the Dungeon Master only. 
  BAT: The wearer of this mask gains darkvision 60 feet. 
  • Other creatures have Advantage on Dexterity (Stealth) checks where this character is concerned.
  BEAR: The wearer of this mask has Advantage on all Strength ability checks. 
  • Attacks against this character are made at Advantage.
  DEVIL: The wearer of this mask can cast the Friends cantrip once every 10 minutes. 
  • When not using the Friends cantrip, all Wisdom (Insight) checks to discern that this character isn’t being
  honest are made at Advantage.
  JESTER: The wearer of this mask has Advantage on all Charisma (Performance) checks. 
  • Wisdom (Insight) checks made to avoid being persuaded or deceived by this character are made at
  Advantage.
  MOUSE: The wearer of this mask has Advantage on all Dexterity (Stealth) checks. 
  • All Charisma (Intimidation) checks made against the wearer of this mask have Advantage.
  SUN: Once every 10 minutes the wearer of this mask can cause it to flash with bright light. Anyone 
  within 10 feet of the wearer must succeed at a DC 10 Constitution saving throw or be blinded until 
  the beginning of their next turn.  
  • All Wisdom (Perception) checks made to notice the wearer of this mask are made at Advantage.
  UNICORN: The wearer of this mask can cast the Druidcraft cantrip once every 10 minutes. 
  • All Wisdom (Perception) checks made to hear the wearer of this mask while they’re moving, are made at
  Advantage [clop, clop, clop…]
  
  Characters who complete this adventure’s objectives 
  unlock the following magic items. 
  Wondrous item, uncommon (requires attunement) 
  While wearing this hat, you can use an action to cast 
  the disguise spell from it at will. The spell ends if the 
  hat is removed. 
  Wondrous item, rare (requires attunement) 
  While wearing this cloak, you have advantage on 
  Dexterity (Stealth) checks. In an area of dim light or 
  darkness, you can grip the edges of the cloak with 
  both hands and use it to fly at a speed of 40 feet. If 
  you ever fail to grip the cloak’s edges while flying in 
  this way, or if you are no longer in dim light or 
  darkness, you lose this flying speed. 
   While wearing this cloak in an area of dim light or 
  darkness, you can use your action to cast polymorph 
  on yourself, transforming into a bat. While you are in 
  the form of the bat, you retain your Intelligence, 
  Wisdom, and Charisma scores. The cloak can’t be 
  used this way again until the next dawn. 
  DDEP09-03 Liar’s Night 
  Not for resale. Permission granted to print or photocopy for personal use only. 
  �� 
  
  DDEP09-03 Liar’s Night 
  Not for resale. Permission granted to print or photocopy for personal use only. 
  �� 
  Player’s Handouts: Mystical Runes 
  Cut out along the lines for individual distribution to your players. 
  Runes found on parchment in Luvia’s Study. 
  m o n s t e r 
  Runes found in a stack of notes in the Servant’s Quarters. 
  a v e r n u s 
  Runes found in the notes piled up within the Laboratory. 
  m a u l e r 
  
  DDEP09-03 Liar’s Night 
  Not for resale. Permission granted to print or photocopy for personal use only. 
  �� 
  w a r r i o r   b l o o d   a s   r e d   a s   f i r e 
  h e l l s   g a t e   s h a l l   b e   r e v e a l e d 
  p o w e r   o f   f i v e   h u n d r e d   h e r o e s   c h o i r 
  t h i s   p o r t a l   w i l l   b e   r e s e a l e d 
  
  DDEP09-03 Liar’s Night 
  Not for resale. Permission granted to print or photocopy for personal use only. 
  �� 
  FINAL PUZZLE SOLUTION 
  TO BE READ AT THE END BY ALL CHARACTERS, AT ALL TABLES, IN UNISON 
  w a r r i o r   b l o o d   a s   r e d   a s   f i r e 
  WARRIOR BLOOD AS RED AS FIRE 
  h e l l s   g a t e   s h a l l   b e   r e v e a l e d 
  HELLS GATE SHALL BE REVEALED 
  p o w e r   o f   f i v e   h u n d r e d   h e r o e s   c h o i r 
  POWER OF FIVE HUNDRED HEROES CHOIR 
  t h i s   p o r t a l   w i l l   b e   r e s e a l e d 
  THIS PORTAL WILL BE RESEALED 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/DDEP09-03 - Liars Night v1.2.pdf