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  VESTIGES OF 
  DARKNESS
  M. SEAN MOLLEY, BEN HEISLER, AND PAIGE LEITMAN
  Adventure Designer
  Adventure Code: ELMW2-3
  Optimized For: APL 8
  Legends say that the fall of Northkeep was orchestrated by one man, who sought 
  ultimate power but was cursed to remain forever within the sunken ruins of the 
  Bell in the Deep as his only reward. Now the great betrayer might himself have 
  been betrayed, with dire consequences for the entire Moonsea region.
  A four-hour adventure for 5th-10th level characters
  
  2
  Adjusting This Adventure                 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters of 
  higher or lower levels, and characters that are otherwise 
  a bit more powerful than the adventure is optimized for. 
  You’re not bound to these adjustments; they’re here for 
  your convenience.
   
  To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less down). 
  This is the group’s APL. To approximate the party 
  strength for the adventure, consult the following table. 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a particular 
  recommendation is not offered or appropriate for your 
  group, you don’t have to make adjustments. 
  Before Play at the Table                   
  Before you start play, consider the following:
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  of while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use 
  in a combat. Become familiar with the adventure’s 
  appendices and handouts. 
  • Gather any resources you’d like to use to aid you in 
  running this adventure--such as notecards, a DM 
  screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, and 
  level; passive Wisdom (Perception), and anything 
  specified as notable by the adventure (such as 
  backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life. To facilitate this, keep in mind the following:    
   
  You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain the 
  adventure’s spirit. This doesn’t allow you to implement 
  house rules or change those of the Adventurers League, 
  however; they should be consistent in this regard. 
   
  Challenge Your Players. Gauge the experience level 
  of your players (not the characters), try to feel out (or 
  ask) what they like in a game, and attempt to deliver 
  the experience they’re after. Everyone should have the 
  opportunity to shine. 
   
  Keep the Adventure Moving. When the game starts 
  to get bogged down, feel free to provide hints and clues 
  to your players so they can attempt to solve puzzles, 
  engage in combat, and roleplay interactions without 
  getting too frustrated over a lack of information. This 
  gives players “little victories” for figuring out good 
  choices from clues.  Watch for stalling--play loses 
  momentum when this happens. At the same time, make 
  sure that players don’t finish too early; provide them 
  with a full play experience.
  ELMW2-3 / Vestiges of Darkness:  
  INTRODUCTION
  INTRODUCTION
  Welcome to Vestiges of Darkness, a Convention Created Content 
  D&D Adventurers League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and the Baldman 
  Games Elmwood adventures.
  This adventure is designed for three to seven 5th-10th level characters, and is optimized for 
  five characters with an average party level (APL) of 8. Characters outside this level range 
  cannot participate in this adventure.
  Determining Party Strength
  Party Composition Party
  Party Strength 
  3-4 characters, APL less than
  Very weak
  3-4 characters, APL equivalent
  Weak
  3-4 characters, APL greater than
  Average
  5 characters, APL less than
  Weak
  5 characters, APL equivalent
  Average
  5 characters, APL greater than 
  Strong
  6-7 characters, APL less than
  Average
  6-7 characters, APL equivalent
  Strong
  6-7 characters, APL greater than
  Very strong
  
  3
  ELMW2-3 / Vestiges of Darkness:  
  INTRODUCTION
  100% of the author share of the profits from these 
  adventures will be given to the following as a charitable 
  donation: 
   
  American Civil Liberties Union
   
  https://www.aclu.org/
   
  For almost 100 years, the ACLU has worked to 
  defend and preserve the individual rights and liberties 
  guaranteed by the Constitution and laws of the United 
  States.
   
   
  Adventure Primer
  Adventure Background                  
  In the last year or so, the realm of Ravenloft has been 
  oddly cotangent to the Moonsea. During that time, 
  a band of seven adventurers slipped through the 
  mists of Ravenloft. This group found themselves the 
  unlikely heroes of the downtrodden people of Barovia. 
  A vampire, Strahd Von Zarovich, ruled the land with 
  cruelty and bloodshed, and the good adventurers could 
  not refuse that challenge. After exploring the land 
  and finding artifacts that would help them against the 
  master vampire, the adventurers heard a rumor of a 
  mystical place of power called the Amber Temple. The 
  Amber Temple was founded by an order of paranoid 
  and reclusive wizards who were stewards of the 
  vestiges of dead gods. When a being as powerful as an 
  evil god is slain, it still retains a shard of power and 
  becomes a vestige of its prior self. After being defeated 
  by Strahd once, the adventurers went to the Amber 
  Temple because they had heard that the vampire had 
  acquired his own formidable powers there. They knew 
  that in order to have a chance against the ancient evil, 
  they would need every advantage in the fight. They 
  accepted gifts of power from the vestiges.
  • Nesbit Gath (NEZ-bit Gath) is a gnome transmutation 
  wizard. He’s younger, nervous, and all he cares about 
  is acquiring new magic and arcane knowledge. One of 
  the dead gods gave him the secret to becoming a lich 
  if only he had stronger command of magic.
  • Olwain Jorudel (ALL-wane JŌ-ru-del) was an elven 
  forest warden. His experiences in the Amber Temple 
  transformed his loyal cooshees into hell hounds.
  • Skamos (SKAY-mōs) is a tiefling warlock with dark 
  purple skin and large black freckles. She is a big, buff 
  woman with a jovial temper, but who is a berserker in 
  a fight. She was gifted with great strength and likes to 
  bully others and make them feel inferior.
  • Alfred the Boneater is a human man dressed in simple 
  clothes, with skeletal wings growing out of his back, 
  and a crossbow in his hand.
  • Lathai the Heartseeker (LATH-eye) is a drow ranger. 
  She has assumed the power to walk on walls and 
  ceilings like a spider
  • Patrin (PĀTE-rin) is a silver colored dragonborn 
  paladin. While he used to be exceedingly polite, he’s 
  gotten to the point where he won’t take no for an 
  answer. 
  • The dowager countess Constance Trentham 
  (TRENTH-um) is a very old, very proper, very 
  cultured half-elf woman who seeks political power. 
  The magic of the dead gods gave her the power of 
  storms. 
  However, the powers granted by the Amber Temple 
  of Barovia changed the adventurers. They became 
  paranoid, untrusting, merciless, and cruel as the 
  vestiges of the dead gods slowly took them over. They 
  fought the vampire and banished him for a while, but 
  they were sure he would return. The adventurers 
  returned to the Moonsea with new goals: to loot and 
  pillage whatever they chose, and to gain power for 
  their own glory and benefit. Nesbit Gath is the putative 
  leader of the group, having enforced his will upon 
  them with his magical prowess. Since they came to 
  the Moonsea, they tangled with a local necromancer 
  named Tyranne Epaline in a fight that ended in a draw. 
  Nesbit Gath has decided instead to apprentice to the 
  lich Akempus, who rules the sunken city of Northkeep. 
  While he does so, the rest of his team has run amok. 
  Nesbit Gath and Akempus have sealed Northkeep in a 
  barrier of magical energy so that they can be left alone 
  while they work.
   
  In the first part of the story (ELMW 2-1 Tendrils in 
  the Fog) the heroes discover that two evil adventurers 
  have been raiding farms and homesteads near 
  Elmwood. Aliana Mathnir, the Constable of Elmwood, 
  hires the characters to investigate and put an end 
  to the attacks. The heroes discover that this isn’t an 
  isolated incident, and that the evil adventurers are 
  part of a larger group that is being called to Northkeep. 
  Aliana Mathnir has worked to get a ship and captain 
  to help adventurers to find a way in to Northkeep. 
  Unfortunately, Northkeep has been sealed off behind a 
  protective magical barrier.
  
  4
  ELMW2-3 / Vestiges of Darkness:  
  INTRODUCTION
   
  In the second part of the story (ELMW 2-2 Mists of 
  the Moonsea) Aliana Mathnir requested that the heroes 
  recover an artifact that will help them penetrate the 
  barrier of magical energy around Northkeep and to 
  secure the portal leading to the Bell in the Deep. The 
  adventurers reached the sunken wreck of the Eye of 
  Akempus, the flagship of Northkeep, whose ship’s bell 
  is a key that opens a portal to Northkeep on Yarralumla 
  Island. The characters were attacked by both the 
  undead crew of the wreck and more of the corrupted 
  adventurers. Upon reaching Yarralumla Island the 
  heroes prepared to enter the portal, which can only be 
  opened at spring tide.
   
  In this adventure, the heroes have everything that 
  they need to open the portal and enter the ruins of 
  Northkeep. Their mission is to locate Nesbit Gath and 
  the remaining members of the corrupted adventuring 
  company, and deal with them before they can form an 
  alliance with Akempus, the lich ruler of Northkeep. 
  What the adventurers find on the other side of the 
  portal, however, is a bit different than anyone had 
  bargained for.
  The Alhoon and the Periapt of Mind Trapping
  The portal to Northkeep is a trap set by an ancient 
  mind-flayer lich, an alhoon. The alhoon has been using 
  this portal to capture people and consume their souls 
  in order to extend its unlife. The trap is a Periapt of 
  Mind Trapping. The portal brings a traveler’s body to 
  the ruins of Northkeep, and their soul directly into the 
  Periapt where it can be investigated and consumed at 
  leisure by the alhoon. To the victim, being inside the 
  Periapt of Mind Trapping feels like whatever fantasy 
  landscape the alhoon chooses. For this purpose, this 
  alhoon chose the Periapt of Mind Trapping to be like the 
  airless ruins of Northkeep to confuse victims and let 
  them think that it was reality.
   
  Nesbit Gath used the portal with the intention of 
  finding Akempus and he, Patrin, and the Countess were 
  caught within the Periapt of Mind Trapping. The alhoon 
  introduced itself as Akempus, and it was thrilled with 
  the vestiges of dead gods from the Amber Temple of 
  Ravenloft now also caught within the Periapt – this 
  was a potential route to incredible power and true 
  immortality! It set out to consume the souls of the 
  adventurers and found that the vestiges of the dead 
  gods empowered the possessed adventurers enough 
  to fight back. Nesbit Gath has walled himself off in a 
  portion of the Periapt of Mind Trapping. The Countess 
  believes Akempus is a normal lich and is looking for 
  its phylactery. Patrin, finally free of the corrupting 
  influence of Nesbit Gath and the Countess, is having a 
  crisis of faith and is trying to reconnect with Bahamut. 
   
  When the adventurers arrive, their bodies are 
  transported to Northkeep, and their minds are trapped 
  within the Periapt of Mind Trapping. Normally, this 
  would be a death sentence, but the alhoon has far too 
  many problems to immediately consume them. It tries 
  to enlist their aid against the evil adventurers. The 
  characters have an opportunity to explore the mental 
  construct of the Periapt of Mind Trapping, interact with 
  the possessed adventurers, and perhaps escape the 
  psychic prison and take the others with them.
   
  This adventure takes place in mere moments. The 
  adventurers arrive through the portal, spend heartbeats 
  fighting off the alhoon’s mental influence, and then 
  break free to do battle with the alhoon itself. However, 
  to the adventurers, the seconds spent fighting off the 
  alhoon’s mental influence feel like several hours of 
  looking around through the ruins and interacting with 
  them and the possessed adventurers.
   
  Because the characters are within the Periapt of 
  Mind Trapping, this adventure has special rules for 
  death and dying for Encounters 1-6. See the “Death 
  and Dying in the Periapt of Mind Trapping” sidebar 
  in Encounter 1. The alhoon revivifies dead characters 
  one minute after combat and brings them back to life 
  with 1 hp and another level of exhaustion. Characters 
  that die during Encounter 7 have died in the real 
  world and do not benefit from free revivification.
   
  Note that this is a low-oxygen, low-temperature 
  environment, and the characters will need to make 
  saving throws after significant exertion and short rests 
  or take levels of exhaustion. See General Conditions 
  sidebar in Encounter 1.
  Adventure Overview                            
  This adventure is divided into 7 main scenes, along with 
  a brief introduction and a conclusion. It is designed to 
  be run in 4 hours.
   
  Introduction. Have each player fill out Handout 
  1, whose details will be used in the adventure when 
  Akempus is attempting to prey on the characters’ 
  minds. Give the players Handout 2 for the story hooks 
  that are appropriate to their characters. The characters 
  meet each other and are transported to Yarralumla 
  Island by Captain Mariam Wrathborne on the ship the 
  Wave Queen.
   
  Encounter 1: Through the Portal. The crew 
  of the Wave Queen rings the bell. The portal opens 
  and the characters step through. They think they are 
  
  5
  ELMW2-3 / Vestiges of Darkness:  
  INTRODUCTION
  Location and NPC Summary
  The following NPCs and locations feature prominently 
  in this adventure.
   
  Akempus (A-KEMP-us). A lich said to have 
  betrayed Northkeep as it fell over a thousand years ago, 
  only to be trapped in the ruins. The alhoon (mind flayer 
  lich) calls itself Akempus, but it’s unclear if the alhoon 
  is really Akempus, or is insane and believes itself to be 
  Akempus, or has adopted the persona of the ancient 
  lich for another reason.
   
  Nesbit Gath (NEZ-bit Gath). A gnome 
  transmutation wizard who is seeking the power to 
  become a lich.
   
  Countess Constance Trentham (TRENTH-um). An 
  elderly half-elf woman with the power of storms.
   
  Patrin (PĀTE-rin). A silver dragonborn paladin 
  who won’t accept no for an answer, and who has fallen 
  out of faith with Bahamut.
   
  Northkeep or the Bell in the Deep. An ancient 
  fortress sunk beneath the Moonsea. It’s said that on 
  some nights, the sounds of the bells can be heard from 
  Elventree to Elmwood. 
   
  Aliana Mathnir (Al-EE-ahn-ah MATH-near). The 
  Constable of Elmwood.
   
  Captain Mariam Wrathborne (MAR-ee-am 
  WRATH-born). The captain of the Wave Queen is a 
  tough shipping captain, and reformed cultist of the 
  Crushing Wave.
   
  Encounter 5: The Crypts. Patrin’s holy symbol 
  of Bahamut is one of the two keys needed to unlock 
  Nesbit’s ward. Unfortunately, the paladin sundered the 
  item in a fit of despair, and Akempus caused the shards 
  to be whisked away by undead servitors (which Patrin 
  mistakenly concluded are dark avatars representing his 
  loss of faith in Bahamut). If the characters destroyed 
  Patrin in the chapel, then in this encounter they only 
  need to search the crypts for the shattered pieces of 
  Patrin’s holy symbol. If the adventurers convinced 
  Patrin to accompany them, then they must first destroy 
  the bodaks and other servants of evil so that Patrin 
  can break free of Zantras and return to the service of 
  Bahamut. In either case, restoring the holy symbol takes 
  the form of a puzzle.
   
  Encounter 6. The Garden. Countess Trentham’s 
  location isn’t known. Characters must follow the trail of 
  her wormlike servitors to find her. A maze of burrowed 
  tunnels (from small to large) runs through various 
  areas of the keep (stables, barracks, gates). Following 
  the trail, the characters eventually return to the central 
  courtyard, where they discover that the Countess 
  has made a few changes, including summoning and 
  torturing “spirit animals” that represent each character. 
  In reality, these totems are just another manifestation 
  of the power of Akempus as the alhoon seeks to slowly 
  drain away the adventurers’ will to resist it. The 
  adventurers must rescue their own totems to prevent 
  their minds from being stolen, while also fighting the 
  Countess and her minions. Once she has been defeated, 
  the adventurers can recover her medallion, which is 
  one of the two items needed to dispel Nesbit Gath’s 
  protective ward.
   
  Encounter 7. The Bell in the Deep. The door to 
  this area is sealed by magic that can only be undone 
  using the tokens possessed by Constance Trentham 
  and Patrin. When the adventurers tear down his ward, 
  Nesbit tells them what is really going on, and the alhoon 
  kills him. The alhoon is distracted enough that this 
  allows the characters to wake and see the Bell in the 
  Deep as it truly is. Akempus is a formidable foe, and the 
  adventurers must defeat the alhoon and its minions. 
   
  Concluding the Adventure: There are three 
  possible conclusions to this adventure. If the characters 
  were slain by the alhoon in the final battle, it claims 
  their souls and they are once again imprisoned in 
  its Periapt of Mind Trapping. If the characters defeat 
  Akempus it offers them a truce, gratefully loads them 
  down with treasure, and allows them to leave through 
  the portal back to the surface. Otherwise, the characters 
  may destroy Akempus and must flee to the portal, 
  grabbing what treasure they can as they go.
  in a wrecked wine cellar in the sunken fortress of 
  Northkeep. They are actually trapped in the alhoon’s 
  Periapt of Mind Trapping. 
   
  Encounter 2: First Contact. The characters have 
  mental contact with the disembodied voice of the 
  alhoon that claims to be the lich Akempus. It says that 
  Nesbit Gath destroyed its physical form and tries to 
  enlist the adventurers to help it. It tells the characters 
  that the only way to get through the ward that Nesbit 
  Gath has created to hide himself is to get talismans 
  carried by Patrin, the dragonborn paladin and 
  Constance Trentham, the half-elf warlock. 
   
  Encounter 3: Exploring the Keep. This is a 
  description of the various areas inside the keep. 
   
  Encounter 4: The Chapel. The dragonborn 
  paladin Patrin has lost his faith and his courage and is 
  wallowing in suicidal despair. He asks the characters to 
  kill him. The adventurers can either help him restore 
  his faith and cast off the power of Zantras (roleplaying) 
  or give him a heroic death to draw Bahamut’s attention 
  (combat).
  
  6
  CELMW2-3 / Vestiges of Darkness:  
  INTRODUCTION
  Adventure Hooks                                      
   
  On the Trail of Nesbit Gath. If the characters have 
  played ELMW2-1 Tendrils in the Fog and/or ELMW2-2 
  Mists of the Moonsea, give them Handout 2A. They are 
  continuing to seek out the trail of Nesbit Gath and bring 
  him to justice.
   
  Elmwood Needs Help. If the characters have 
  played other Baldman Games Elmwood adventures 
  (ELMW1-1 The Sage of Cormanthor, ELMW1-2 The Lost 
  Sanctum, or ELMW1-3 The Battle of Elmwood), give 
  them Handout 2B. They have been personally asked 
  by Constable Aliana Mathnir to help her face another 
  threat to Elmwood.
   
  Asked to Help. If the characters have played none 
  of the Baldman Games Elmwood adventures, they have 
  been asked by their faction to lend a hand. Give them 
  Handouts 2C-2G as appropriate.
   
  All characters will get Handout 2H Dossier from 
  Aliana Mathnir. This is included with correspondence 
  from her or the faction contacts and contains general 
  history about Northkeep and Akempus.
  Introduction and Setup                         
  The goal of this encounter is to establish the current 
  situation and perform character introductions. Have 
  each player fill out Handout 1, whose details will be 
  used in the various scenes during the adventure when 
  Akempus is attempting to prey on the characters’ minds.
  What about Drake Holmstrumph?
  If characters are wondering why the ship’s captain from 
  the previous adventure isn’t helping here, it’s because 
  the Red Lock is in desperate need of repairs after it’s 
  encounter with the undead ship, The Eye of Akempus.
  The Wave Queen is a large, vicious-looking 
  ship. While ostensibly a merchant vessel she’s 
  got lines like she can move fast, maneuver 
  quickly, and is bristling with ballistae. The 
  captain, Mariam Wrathborne, is a tall, lean 
  woman, her dark skin covered in elaborate 
  tattoos, with a nasty-looking shark-tooth 
  sword hanging at her waist. The crew works 
  oars and sails to rapidly get from the docks out 
  to the deeper waters, where the violet waves 
  of the Moonsea are dark and clear. Once 
  you’re in the deeps, Captain Wrathborne 
  goes belowdecks to retrieve a small, heavy 
  chest, which she unceremoniously dumps 
  overboard. There are several others here 
  who don’t look like crewmembers.
   
  A character may make a DC 12 Intelligence 
  (Religion) check to recognize Captain Wrathborne’s 
  behavior as a typical sacrifice to Umberlee, goddess of 
  storms and the sea, and is meant to ward off her wrath.
  This is what Captain Wrathborne knows:
  • Constable Aliana Mathnir has hired her to take this 
  group of people to Yarralumla island and wait there 
  for them for four days. It will take most of a day to get 
  there.
  • Yarralumla island is in the middle of nowhere. 
  It’s a tiny island sometimes used by various small 
  independent semi-legal shipping businesses to 
  transfer cargo. It’s little more than a rock pinnacle 
  with a good mooring point that is sheltered from 
  storms.
  • Word in town is that some good adventurers have 
  killed or driven off some evil adventurers. The evil 
  adventurers were killing people up and down the 
  coast. 
  • The evil adventurers are holed up in Northkeep. 
  Northkeep is an ancient sunken castle. The sea elves 
  say that Northkeep has been hidden behind a magical 
  energy barrier. Adventurers hired by the Constable 
  found a portal through the barrier on Yarralumla 
  island. It only opens on spring tide, that’s tomorrow.
  • Captain Wrathborne knows the information in 
  Handout 2H Dossier from Aliana Mathnir.
  • The characters have little to do until the Wave Queen 
  reaches the site.
  Roleplaying Captain Mariam Wrathborne
  Captain Wrathborne is a reformed cultist of the 
  Crushing Wave, who left Mulmaster after elemental 
  cultists nearly destroyed Mulmaster and Elmwood a 
  couple of years ago. Her arms are covered in tattoos 
  that glorify the Cult of the Crushing Wave and Olhydra. 
  (“The tide rises! Embrace the cold sea! The Crushing 
  Wave devours all!). Those have been covered up and 
  enhanced with tattoos that revere Umberlee, the chaotic 
  evil goddess of storms at sea. Captain Wrathborne is 
  tough, to the point, and has little patience for anyone. 
  However, her crew knows she’s also scrupulously fair, 
  and an extremely skilled pilot, navigator, and sailor. 
  Plus, she’s rumored to be one of Umberlee’s favorites, 
  so sailing with her is lucky. While she makes most of 
  her living through honest cargo, the Wave Queen has 
  also been known to pick off a poorly guarded merchant 
  vessel and pirate the spoils.
  Quote: “Row faster, sea-rat, or I’ll come down there and 
  whip you til you bleed! I’d throw you overboard, but 
  even the sharks ain’t hungry enough to eat something 
  that smells like you do. I don’t want to pollute 
  Umberlee’s waters.”
  Have the characters introduce themselves and allow 
  them to chat in character if they wish.
  
  7
  ENCOUNTER 1. THROUGH THE PORTAL
  ELMW2-3 / Vestiges of DarknessPART 1
  Estimated Duration: 10 minutes
  The Wave Queen arrives at Yarralumla island without 
  incident. 
  • Yarralumla island is a rocky island about 150’ x 80’ 
  with a 25’ channel that bisects the island. There are 
  a couple of moldy rope bridges that bridge the island 
  over the channel. A few scrubby patches of vegetation 
  cling to the weathered rock.
  • The far south end of the island is where the bell must 
  be rung. The bell is a rune-carved golden bell about 
  the size of a chair. Miriam Wrathborne has the crew 
  set up a tripod on the deck to ring the bell. Aliana 
  Mathnir has told her the sound of the bell will open 
  the portal – one just needs to be near the right area. 
  As long as the bell is rung today, it will be the right 
  time.
  • When the bell is rung, there is a bright flash of 
  light and a silvery portal opens. Odd, evil-looking 
  mists pour out of the portal. Looking through it the 
  characters can see nothing but silvery swirls.
  for centuries, and the air still carries traces of dust 
  and acrid smoke from the fall of Northkeep. To make 
  matters worse, there were thousands of corpses sealed 
  in during the siege of Northkeep, and these make the 
  air even fouler. The temperature hovers near freezing 
  (as it is hundreds of feet below the Moonsea), and the 
  humidity makes the place seem even colder. The chill 
  inflicts cold damage each hour. The depleted air in the 
  complex poses even more danger, as living visitors 
  suffer slow suffocation.
  General Features
  The following information applies to all locations in 
  Northkeep, as well as the alhoon’s psychic analog of 
  Northkeep in the Periapt of Mind Trapping, unless 
  otherwise specified in an individual encounter. 
  The environmental conditions (extreme cold and 
  dangerously bad air) are a constant threat throughout 
  the adventure.
   
  Light and Vision. There are no sources of external 
  light in the keep, except as detailed in specific 
  encounters. The characters must rely on their own light 
  sources and/or darkvision.
   
  Walls and Ceilings. Walls are made of stone and 
  ceilings are 10 feet high unless otherwise indicated.
   
  Air. The air is incredibly stale and barely breathable. 
  For each hour of normal activity, or at the end of 
  any encounter involving strenuous activity (such 
  as combat), a character must succeed on a DC 10 
  Constitution save or gain one level of exhaustion (see 
  the Player’s Handbook page 291). Creatures that do not 
  need to breathe automatically succeed on these saves.
   
  Temperature. The keep is clammy and cold. 
  Characters who do not have protection against the 
  elements must begin making Constitution saves 
  after a number of minutes of non-activity equal to 
  their Constitution score (DC 10 or gain one level of 
  exhaustion). This only applies when the characters are 
  trying to take a rest; normal activity generates enough 
  body heat to ward off the chill. Characters wearing 
  cold-weather gear have advantage on these saves. 
  Creatures with resistance or immunity to cold damage 
  automatically succeed on these saves.
   
  No extradimensional travel. Spells and other 
  effects that require the target to go to a different plane 
  (banishment, contact other plane, blink, Leomund’s 
  Secret Chest, and others) do not work.
  As you step through the portal the chilly mist 
  flows up your body and completely obscures 
  your vision. You have a brief impression of 
  flickering lights, and a crushing pain envelops 
  your skull as if it were being compressed 
  in a vise and the mist slithering and twining 
  around your body seems nearly solid for just 
  a moment. When your vision clears, you find 
  yourself in an ordinary, if very ancient, wine 
  cellar full of broken bottles, tumbled racks, 
  and thick tree roots that very nearly seem 
  to writhe in the uncertain light. The portal 
  remains in place for a while, it’s silvery light is 
  slowly fading. That is the only light in the room.
  The characters emerge from the portal in the cellars, 
  below the staircase marked as Area 1 on DMs Map 
  Keep Overview. 
   
  What the characters do not know is that their minds 
  and souls have been sucked into an alhoon’s Periapt of 
  Mind Trapping, which is a psionic and magical construct 
  that exactly approximates an ancient, ruined, undersea 
  castle. This area of Northkeep includes a large, castle-
  sized underground vault and a series of ancient tombs. 
  The complex isn’t very inviting to living visitors. 
  Though air-filled, the atmosphere in the place is 
  barely breathable. The complex has been unventilated 
  
  8
  ELMW2-3 / Vestiges of Darkness: PART 1
  Death and Dying in the Mind Trap
  When a character dies within the Periapt of Mind 
  Trapping, their soul is available for the alhoon to 
  consume. As it consumes the soul, its undeath is 
  extended by the number of years that the consumed 
  soul would have lived. These souls are not destroyed. 
  They remain within the Periapt of Mind Trapping and 
  are available for the alhoon to study. It constantly goes 
  back to old victims, searching through their minds for 
  new memories and interesting things that it hasn’t seen 
  before. The alhoon has a lot of time on its hands, and 
  only a few hundred souls in its periapt – it watches a lot 
  of reruns.
   
  The alhoon isn’t ready to consume the adventurer’s 
  souls immediately. They are new and interesting, 
  and it expects to have plenty of souls to choose from 
  (Nesbit Gath, the Countess, and Patrin just to name 
  three; not to mention anybody else who happens to 
  come through the Northkeep portal looking for them 
  or the adventurers). The alhoon wants to see how the 
  characters think and perform under stress. It wants to 
  have more time to probe their memories while they 
  still think they are alive. Minds that are trapped in 
  the periapt for very long have a strong tendency to go 
  completely insane, and this makes their thoughts and 
  memories fragmented and harder to follow. The alhoon 
  wants to enjoy its new thralls before they inevitably go 
  bad.
   
  As a result, when a character dies during the main 
  portion of the adventure (any time after the characters 
  enter the portal in Encounter 1 and before they break 
  free of the pendant’s control in Encounter 7), the 
  alhoon chooses to send that character back. It waits 
  for about a minute after combat is over to do this. 
  This allows the characters to use other restorative 
  magic first if they choose so. The alhoon’s restoration 
  has similar effects as a revivify spell being cast on the 
  character with the exceptions that it can restore missing 
  body parts – for instance if the intellect devourer 
  eats someone’s brain – and that it is not limited to 
  characters that have died in the last minute. However, 
  the transition is not seamless. The character feels his 
  or her moment of death and then becomes aware of 
  the sensation of being trapped inside the tight confines 
  of a small chamber. The character feels leathery, dry 
  skin rub across his or her face (the alhoon’s tentacles). 
  There is a sharp pain in the character’s neck or jaw (the 
  alhoon’s tentacles burrowing into the character’s brain 
  to reset the memories and return them to the moment 
  before they died). Then everything vanishes, and the 
  character wakes up back in the keep a minute after 
  combat ends, with one hit point, and an additional level 
  of exhaustion. If this would be the character’s sixth level 
  of exhaustion, then the character unfortunately dies and 
  the alhoon must go ahead and consume their soul. Such 
  characters are freed if the rest of the party succeeds at 
  destroying the pendant in Encounter 7.
   
  The alhoon attempts to wipe the character’s 
  memory of having experienced the brief flash of being 
  outside the mind trap (since all of the adventurers’ 
  stunned bodies are actually inside the Bell in the Deep, 
  with the alhoon). You should pick a fragment of the 
  memory as noted above (different characters who 
  die would have slightly different experiences, might 
  overhear the alhoon muttering to itself, etc.) and 
  describe it to the players, because it is a clue to what is 
  really going on, but the alhoon does attempt to erase 
  the character’s memory. This character must attempt a 
  DC 17 Intelligence saving throw to try and remember 
  even a brief instant of the memory fragment, and even 
  then, it just seems like something that happened in a 
  bad dream.
   
  If all of the characters die, the alhoon decides that 
  it’s not worth the trouble and simply devours them all. 
  Proceed to the Conclusion: Akempus Victorious.
  
  9
  ENCOUNTER 2. FIRST CONTACT
  ELMW2-3 / Vestiges of Darkness: PART 2
  Expected Duration: 10 minutes
  The adventurers find themselves in the cellars beneath 
  (what they believe to be) the Bell in the Deep. They 
  are contacted by “Akempus”, who claims to be under 
  threat by Nesbit Gath, who the lich says is attempting 
  to destroy its phylactery. Akempus promises the 
  adventurers great rewards for dealing with the gnome 
  and his allies. Since this dovetails with their main 
  mission, there is every chance that the adventurers 
  agree, but they are free to ignore Akempus if they don’t 
  want to work with a lich. Either way, Akempus tells the 
  adventurers that Nesbit is protected by a ward linked to 
  two talismans carried by the gnome’s allies: the warlock 
  Constance Trentham serves as the gnome’s eyes and 
  ears in the keep, tearing the place apart in search of 
  the phylactery, while the fallen paladin Patrin has gone 
  insane and is barricaded in the chapel.
  Assuming the adventurers at least play along with 
  Akempus (whether they trust it or not), they need to 
  track down Nesbit’s two allies within the keep to obtain 
  the talismans needed to dispel the gnome’s protective 
  ward. The next few encounters can be pursued in 
  whatever order the players choose, leading up to 
  the final confrontation with Akempus (and the other 
  prisoners).
  enough to be able to decide which character is more 
  likely to be willing to work with it. It makes that 
  character its “primary contact.” Other characters 
  can join in the telepathic conversation at any time, 
  but for the rest of the adventure Akempus always 
  starts by contacting the primary contact. At some 
  point, this could be potentially used to try and split 
  the party or sow dissention, at the DM’s discretion.
  • Assuming the characters admit that they recognize 
  its name, Akempus is cheerfully honest that “he” is a 
  lich and the fact that it is trapped here (it never says 
  that it is a mind flayer or an alhoon!). It says the 
  isolation gives it plenty of time for its experiments in 
  creating new types of undead, so every cloud has a 
  necrotic lining after all.
  • Nesbit Gath and his companions came here claiming 
  that they wanted the secrets of immortality. Akempus 
  was initially intrigued by the gnome transmuter and 
  agreed to an information exchange. Nesbit tricked 
  Akempus and tried to seize control of the keep. Nesbit 
  destroyed Akempus’s physical form, so the lich is now 
  waiting for its body to regenerate via its phylactery. 
  However, Akempus is worried: Nesbit is attempting to 
  discover and either destroy the phylactery or corrupt 
  it with some strange power. Akempus has observed 
  that all three of the intruders seem to be under the 
  influence of some outside force (that Akempus does 
  not know about but the adventurers do, i.e. the dark 
  powers)
  • Nesbit managed to barricade himself in Akempus’ 
  personal library, sealing the entrance with magical 
  wards. This sanctum is sealed by talismans that are 
  held by Gath’s two lieutenants: the half elf Countess 
  Trentham and the dragonborn paladin Patrin
  • The Countess roams the keep searching for the 
  phylactery. She seems to be borderline insane.
  • Patrin has barricaded himself in the chapel and seems 
  to be having a hard time dealing with the situation.
  • Akempus is willing to cut a deal with the adventurers. 
  It doesn’t think its own survival is really in doubt 
  (yet) but would surely like to be rid of these 
  interlopers. There’s a lot of treasure in the vault…
  • If the characters don’t want to work with/for 
  Akempus, that’s totally fine. They can explore the 
  keep on their own. The lich cheerfully lets them know 
  that it’s still going to “check in with them from time to 
  time, you know, just to see if anything’s changed.”
  As you emerge from the cellars, you hear 
  a disembodied voice. It’s unclear if you’re 
  hearing it with your ears, or if it’s directly 
  talking into your mind.
  “Aha, more guests. I hope you’re easier to 
  work with than the last batch. There I was, 
  minding my own business, being the Overlord 
  of what remains of Northkeep, when a group 
  of adventurers plop down in the middle of 
  my castle, and then the smiting started…
  • Remember that Akempus lies about virtually 
  everything. It is communicating telepathically and 
  is a thousand-year-old mind flayer lich so there is 
  not really any way for the characters to definitively 
  determine when Akempus is lying.  Any insight check 
  is inconclusive.
  • Akempus has already done a basic mental scan of all 
  the characters using its periapt. It knows their basic 
  strengths and weaknesses, alignments and loyalties, 
  etc. It doesn’t know their deepest darkest secrets and 
  has not plumbed their memories yet, but it knows 
  
  10
  ELMW2-3 / Vestiges of Darkness: PART 2
  Roleplaying the alhoon “Akempus”
  It is nearly impossible to describe the mental processes 
  of a creature as alien as a thousand-year-old undead 
  mind flayer. It lies constantly, and there is no way for 
  the characters to determine one lie from another. It 
  is extremely intelligent and knows way more about 
  what’s going on than the characters, and will use this to 
  expertly manipulate them. It starts off being cheerfully 
  honest and wanting to work with the characters to 
  destroy the evil adventurers, and adapting the best sort 
  of collaborative lawful evil personality. The alhoon will 
  adapt its projected persona to be the most believable to 
  whomever it is talking to. 
   
  Quote: “Ah yes, before the fall of Northkeep, this 
  castle was a beautiful home for my family.”
  Developments
  After concluding their conversation with Akempus, the 
  adventurers are free to explore the keep. Their primary 
  objective should probably be to find Nesbit Gath 
  regardless of whether they cut a deal with Akempus 
  at this point or not; as a result, they are likely to 
  choose either to go looking for the dragonborn paladin 
  Patrin or the Dowager Countess Trentham. Proceed to 
  Encounter 3.
  
  11
  ENCOUNTER 3. 
  EXPLORING THE KEEP
  ELMW2-3 / Vestiges of Darkness: PART 3
  Expected Duration: 15 minutes
  This is not a specific encounter, but rather a description 
  of the various areas inside the keep. As they explore the 
  keep the adventurers discover clues that they are not 
  experiencing reality as it truly is. They are prisoners 
  in Akempus’s Periapt of Mind Trapping, a magical 
  construct augmented by the massive telepathic powers 
  of the alhoon’s greatest creation, a creature known as 
  a mindwitness. There is a constant theme of tentacles, 
  roots, vines, and writhing worms, as each character’s 
  subconscious tries to warn them.
  Area 1- Wine Cellar
  Stairs lead down to the cellar where the characters 
  arrived, and where as far as they know the portal exit 
  is also located. There are tumbled over wine racks and 
  broken bottles, and thick tree roots are visible in the 
  earthen walls.
  Area 2 - Main Courtyard
  There are four dead trees that must have once provided 
  shade for a graceful courtyard. They are covered with 
  dead vines with razor edged thorns. A dry well is 
  stuffed full of rotted corpses that are little more than 
  gristle and bones. This courtyard changes when the 
  characters come here during Encounter 6.
  Area 3 - Stables
  The stables are full of skeletonized horses that look like 
  they’ve been undisturbed for decades. However, there 
  are small holes burrowed through their bones and 
  dusty rotting innards that are a few inches in diameter 
  that look fresh. The Countess had her minions burrow 
  through here to look for the phylactery.
  Area 4 - Office
  This is a well-appointed, if dusty, office. There is a 
  confusing welter of bodies piled up in the northern half 
  of the room. It appears that they were all undead at 
  some point that were animated and made to fight each 
  other to death.
  Area 5 - Watch Tower
  There are bodies here with battle damage from arrows 
  and ballistae. The area is thick with the smell of old rot, 
  sulfur, and fire from the sacking of the city. This watch 
  tower is broken off about a story above the ground.
  Area 6 - Watch Captain’s Duty Office
  A neatly organized desk still has patrol rosters and 
  other paperwork that is splattered with bloodstains. 
  There are no bodies, but a truly startling amount of 
  blood is dried onto the carpet.
  Area 7 – Barracks
  There are soldiers dead in their beds, their bodies 
  riddled with worms. Worms still wriggle if anything is 
  disturbed (like maggots). There are holes as big as an 
  orc’s outspread fingers in the walls and through the 
  furniture. There are long shallow tracks on the floor like 
  massive snakes a foot or more across moved through 
  here. The Countess had more of her minions burrow 
  through here to look for the phylactery.
  Area 8 – Armory
  This armory has the relatively fresh remains of twelve 
  sea elves. Their bodies have been torn apart no more 
  than a month or two ago.
  Area 9 – Chapel
  See Encounter 4.
  Area 10 - Priest’s Quarters
  There is a single body here of a priestess of Deneir. It 
  appears that her skull has been prized open and her 
  brain removed. There are long wounds all over her 
  face. A crashed open secret door between area 9 and 10 
  leads to the Crypts (see Encounter 5).
  Area 11 - Tall Watch Tower
  The west side of this watch tower is mostly collapsed, 
  but the east side is intact about three stories tall.
  Area 12 – Gatehouse
  The gates have been sundered and there are signs of 
  recent battle. There are sections of dead gargantuan 
  wormlike creatures stinking and rotting here, leaving 
  acidic pools of slimy mucus everywhere. It appears 
  that they were trying to break out but were killed by 
  something even more savage and fierce. Past the gates 
  there is a silvery mist that is thick and unbreathable. 
  Characters who end their turn in the mists gain a level 
  of exhaustion.
  
  12
  ELMW2-3 / Vestiges of Darkness: PART 3
  Area 13 - Overlord’s Chambers
  A ward of rainbow hued magical energy seals this door. 
  Anyone who touches it takes 15 psychic damage. It 
  cannot be dispelled. 
  Note, tracking the Countess
  The way the characters track down the Countess 
  in Encounter 6 is by following a specific trail of 
  burrowing creatures from smallest to largest. 
  • The stables (Area 3), where the corpses and floor are 
  riddled with small, worm-sized holes;
  • The barracks (Area 7), where the walls show larger, 
  snake-sized holes;
  • The entrance to the keep (Area 12), where the 
  battlements and front gates have been unsuccessfully 
  attacked by huge slimy worms.
  
  13
  ELMW2-3 / Vestiges of Darkness: PART 4
  ENCOUNTER 4. THE 
  CHAPEL
  Expected Duration: 20 minutes, 60 minutes with the 
  fight
  The chapel is where the fallen dragonborn paladin 
  Patrin is wallowing in despair. His holy symbol is one 
  of the two keys that the adventurers need to bypass the 
  ward to reach Nesbit Gath. Patrin destroyed his own 
  holy symbol in a fit of despair and must redeem himself 
  in the sight of Bahamut before it can be restored. The 
  adventurers can either give Patrin an honorable death 
  or convince him to join them for his redemption.
  and paintings overlook the altar, but they 
  have been smashed and shredded beyond 
  recognition. Kneeling before the altar with 
  his back to you is a silver-scaled dragonborn 
  in heavy armor. 
  General Features
  There is no tactical map for this encounter, but the 
  dimensions and features of the chapel are found in 
  sufficient detail on DM Overview Map: The Keep.
   
  Light and Vision. Patrin, like all dragonborn, does 
  not have darkvision. He’s lit a few torches in the wall 
  sconces.
   
  Ceiling. 15 feet tall in the main chapel; 20 feet above 
  the dais.
   
  Obstacles. The broken pews, broken statues, altar, 
  and lectern are difficult terrain and can provide cover 
  for a Small character or a prone Medium character.
  The doors to the chapel are not locked. When the 
  adventurers decide to enter the chapel, Akempus sends 
  a telepathic message to its primary contact.
  You hear the now-familiar voice of Akempus 
  in your mind. “Be careful, friends. The paladin 
  Patrin is corrupted by the same sort of dark 
  power that drives Nesbit Gath and his other 
  servants. Since he entered the chapel, my 
  ability to scry within that room has been 
  blocked.”
  Akempus’s statement about being unable to scry into 
  the chapel is a lie: it wants to see how the characters act 
  when they believe themselves to be unobserved.
  When the adventurers enter the room:
  The ancient chapel is roughly forty feet 
  square and filled with wide benches. On 
  the far side of the room, stairs lead to a 
  dais, where the altar stands. Several statues 
  Patrin says nothing until addressed. When he turns 
  around, the adventurers can see the dark scorch mark 
  in the center of his breastplate where his holy symbol of 
  Bahamut was located.
  When the adventurers first arrive, Patrin has lost all 
  hope. He wants to die and suggests repeatedly that 
  the adventurers must destroy him to expunge his evil 
  deeds. Patrin believes as long as he lives, the shattered 
  holy symbol will be powerless to open the wards to 
  Nesbit Gath because it has been defiled. This is not 
  true, nor is destroying Patrin the only option. The 
  adventurers can persuade Patrin that he should pursue 
  redemption.
  Patrin freely shares what he knows with the characters:
  • Nesbit Gath, Constance Trentham, and Patrin came to 
  the Northkeep portal together several days ago. The 
  other members of their adventuring company had 
  different missions and goals to pursue. Patrin does 
  not know what happened to the others.
  • Nesbit Gath gained the secret to transform into a lich 
  but needed more power. Nesbit learned that power 
  was to be had in the Bell in the Deep. He went to the 
  library to learn more.
  • The lich Akempus seemed eager to share its 
  knowledge with Nesbit, and Nesbit sealed himself 
  behind the wards.
  • Free of Nesbit and the Countess’s influence, Patrin 
  realized that he had given in to the evil influence of 
  the vestige. Patrin sequestered himself in the chapel 
  and fell into a deep despair. 
  • Patrin destroyed the statues, paintings, and other 
  icons in the chapel in a fit of anger.
  • Patrin sundered his holy symbol hoping that the 
  Platinum Dragon would strike him dead.
  • Instead, dark shapes emerged from the shadows 
  around the chapel, took the shards of the holy symbol, 
  and spirited them away to the crypts beneath the 
  keep. Patrin is afraid to go into the crypts and face the 
  
  14
  ELMW2-3 / Vestiges of Darkness: PART 4
  dark shapes. (This is a clue that the adventurers can 
  try to redeem Patrin by convincing him to go to the 
  crypts with them and face his demons.)
  • The entrance to the crypts is down a small hallway 
  but hidden behind a secret door that Patrin can show 
  to them if they convince him to seek redemption. 
  There are two paths for dealing with Patrin: the 
  adventurers can destroy him to release the “curse” on 
  his holy symbol, or they can persuade the dragonborn 
  to try and redeem himself.
   
  If the adventurers fight Patrin here, run the 
  section entitled “The Path of Courage.” In this case 
  they do not fight the monsters in the Crypts, but they 
  still must go there to retrieve the holy symbol. 
   
  If the adventurers persuade Patrin to accompany 
  them to the Crypts and try to redeem himself, skip to 
  “The Path of Faith.”
  4A. Path of Courage                        
  If the adventurers agree to destroy Patrin, he smiles 
  and thanks them. He asks them to let him see the 
  killing blow coming. He refuses to leave the chapel. The 
  characters can kill Patrin with one melee attack if it is 
  done face to face. When the characters strike Patrin 
  down:
  can sense that fighting this spirit will not anger the 
  Platinum Dragon; it is a manifestation of Patrin’s 
  courage and defeating it in honorable combat is a fitting 
  testament to the fallen servant of Bahamut. The half-
  silver dragon veteran is a manifestation of Zantras 
  the Kingmaker, one of the Dark Powers of Ravenloft; 
  destroying it is clearly the right thing to do and may 
  help release the paladin’s soul.
  The dragonborn gasps and stumbles to one 
  knee. He smiles grimly at you as his eyes 
  begin to glaze over. “I go now to Bahamut. I 
  hope my holy symbol serves you better than 
  it did I.” With a final shudder, Patrin slumps to 
  the floor.
   
  Moments later, the paladin’s body begins 
  to flare with silver light. A glowing spirit in the 
  shape of a dragon emerges from the corpse 
  and roars with anger. “This insult shall not 
  stand! Who dares to defame the courage 
  of a servant of Bahamut with ignoble death! 
  Face me properly and prove your honor!”
   
  As the gleaming dragon moves to attack, 
  Patrin’s armor crackles with dark energy, 
  jolting him back to consciousness. His eyes 
  snap open and the paladin lurches to his 
  feet, drawing his weapons. “You thought you 
  could deprive Zantras of one of his pawns? 
  Fools!”
  The characters must now defeat the paladin’s spirit, 
  manifested by the power of Bahamut as a young 
  silver dragon. Any character that worships Bahamut 
  Adjusting this Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
  • Very Weak: Remove the young silver dragon and 
  the half-silver dragon veteran (remember to leave 
  out the last paragraph of the box text). Add a young 
  bronze dragon with the appearance of a silver 
  dragon.
  • Weak: Remove the young silver dragon. Add a young 
  bronze dragon with the appearance of a silver dragon.
  • Strong: The young silver dragon automatically 
  recharges its breath weapon after the first round.
  • Very Strong: Remove the young silver dragon. Add 
  an adult silver dragon.
  Visions of Courage and Cowardice
  Use the information provided by the players on 
  Handout 1 about times when their characters 
  demonstrated great bravery or fear. In the real world, 
  the alhoon is going through the adventurers’ memories 
  while they struggle to overcome the monsters in 
  this battle. These memories spontaneously manifest 
  when the alhoon triggers them. This is a clue that the 
  environment of the keep is more than it appears to be.
   
  When a character rolls a natural 20 or a natural 
  1 for the first time during this encounter, Akempus 
  discovers that character’s memory. Describe the 
  memory as a flash of light coming from the affected 
  character, carrying images and sounds that everyone 
  can perceive — but change it so that it is the opposite 
  of what the player wrote. For example, if the character’s 
  memory is of having done something courageous, that 
  becomes a memory of the same situation, but with the 
  character acting in a cowardly or fearful manner, or vice 
  versa (fear turning to courage).
  Tricks of the Trade
  Consider the following guidance:
  Young silver dragon. The dragon uses Paralyzing 
  Breath to try and take enemies out of the fight right 
  away, and Cold Breath when it can catch multiple 
  enemies in the area of effect. The silver dragon 
  
  15
  ELMW2-3 / Vestiges of Darkness: PART 4
  challenges the mightiest foe. It will not attack downed 
  characters or commit other dishonorable acts. The 
  dragon fights to the death.
  Half-silver dragon veteran. If present, the veteran 
  attempts to stay out of the silver dragon’s way. The 
  dragon spirit and this spirit are not allies, but both 
  are focused on the adventurers. This spirit is a 
  manifestation of the power of Zantras, the Kingmaker; 
  as such, it goes after any character that seems like a 
  leader, followed by spellcasting characters or other 
  characters who are trying to avoid melee combat. It will 
  happily massacre helpless foes. The half-silver dragon 
  veteran fights to the death.
  Developments
  After the fight, the energy of Bahamut (and Zantras) 
  dissipates, leaving Patrin’s dead body. 
   
  The adventurers must make saving throws against 
  the environment, since they exerted themselves during 
  the battle (see the Air under General Features in 
  Encounter 1). 
   
  They can now proceed to the crypts to recover 
  Patrin’s holy symbol. The characters Proceed to 
  Encounter 5. Remember that if they rest, they must 
  make saving throws against the environment.
   
  If the adventurers are forced to retreat from battle, 
  the monsters pursue them into the courtyard, but the 
  characters can escape by hiding elsewhere in the keep. 
  If left alone, the essences of Bahamut and Zantras 
  eventually destroy each other, leaving Patrin’s dead 
  body in the crypts. The characters don’t get experience 
  for any foes they fail to defeat, but the adventure can 
  continue.
   
  If the adventurers are completely wiped out in this 
  encounter, then Akempus’s attempt to turn them into 
  thralls and absorb their essence proceeds to its final 
  phase: go directly to Encounter 7.
  4B. Path of Faith                                      
  If the adventurers convince Patrin to accompany them 
  to the crypts to confront his demons and recover his 
  holy symbol (and his faith), read the following:
  The 
  dragonborn considers 
  your 
  words 
  carefully. “You make a compelling point. 
  Perhaps there is hope for my redemption. I 
  betrayed Bahamut in the most despicable 
  way imaginable; therefore, my redemption 
  must be the most humble and sincere act of 
  contrition ever performed. Let us go to the 
  crypts! The entrance is this way.” The paladin 
  strides towards the small hallway leaving the 
  chapel.
  Developments
  Go to the crypts, Encounter 5.
    
    
  
  16
  ENCOUNTER 5. THE 
  CRYPTS
  Expected Duration: 20 minutes, 60 minutes with the 
  fight
   
  Patrin’s holy symbol has been shattered and spirited 
  to the crypts. The adventurers must search the area for 
  the pieces of a puzzle that, when solved, allows them 
  to restore Patrin’s holy symbol, one of the two items 
  needed to break Nesbit Gath’s protective ward. They 
  soon find they are not alone in the crypts!
   
  This encounter consists of three sections: exploring 
  the crypts to find the pieces of the holy symbol of 
  Bahamut; battling the crypt guardians (if necessary) 
  which represent the paladin Patrin’s loss of faith; finally, 
  restoring the power of Patrin’s holy symbol in a puzzle 
  that the characters must solve. If the adventurers fought 
  the silver dragon in the chapel, then skip the combat, 
  but run the exploration and puzzle sections of this 
  encounter.
   
  Once the characters leave the main chapel, the 
  alhoon telepathically communicates with its primary 
  contact. To maintain the fiction that it cannot scry 
  on the chapel, Akempus asks what happened and 
  accepts whatever description the adventurers give. 
  If the characters ask Akempus about the secret door 
  leading to the crypts, the lich can of course tell them 
  where to look. If Patrin finds out that the characters 
  are communicating with Akempus, he unhappily insists 
  that they break off the conversation.
  Akempus has the following information:
  • The crypts: The lich simply laughs and says “Let’s 
  just say that I’ve done a lot of experimentation down 
  there. You’ll want to be careful… I don’t have control 
  in my current state.” 
  • As for the holy symbol: Akempus scoffs, “it’s a holy 
  symbol of Bahamut. You think I keep track of things 
  like that? I’m sure you can find it and fix it.”
  ELMW2-3 / Vestiges of Darkness: PART 5
   
  Rubble. The shaded areas of rubble (mostly around 
  areas 3 and 4) marked on the tactical map are difficult 
  terrain.
   
  Necromantic Sludge. For very weak and weak 
  parties, these squares are difficult terrain filled with 
  broken bones. For average, strong, and very strong 
  groups of adventurers, they are also coated with 
  necromantic sludge. Any living creature that starts its 
  turn in a square of active necromantic sludge takes 5 
  necrotic damage.
   
  Sarcophagi and Altar. These can provide cover 
  to Medium and smaller creatures. A character can 
  climb on top (no check needed) by spending 5 feet of 
  movement.
   
  Mausoleums. The two marble mausoleums are 10 
  feet square. They can be entered (the walls are solid) 
  or climbed (DC 10). The gates are destroyed. One 
  mausoleum is filled with broken bones and body parts, 
  while the other (Akempus’s crypt) is completely bare. 
  The entrance to the crypts is a secret door in the 
  hallway between area 9 (main chapel) and 10 (priest’s 
  quarters) on the overview map. The secret door has 
  been broken in, so is immediately visible.
  The stairs descend some fifty feet, making 
  several sharp turns, before opening into a 
  wide hallway that leads to a long room filled 
  with stone sarcophagi. Rubble and debris 
  are scattered everywhere: many of the 
  coffins are broken open, and you see what 
  must be the bones of dozens if not hundreds 
  of humanoids strewn amidst the wreckage. 
  An altar stands nearby, covered in filth and 
  bone shards. At the far side of the room stand 
  two taller mausoleums made of marble.
  5A Exploring the Crypts                       
  The following areas are marked on the DMs Map of the 
  Crypts. 
   
  Area 1: This 10-foot-wide hallway leads back to the 
  staircase. This is the only way into or out of the crypts.
  General Features
  The Crypts have the following general features. 
   
  Light and Vision. The crypts are dark with no 
  source of illumination.
   
  Ceiling. Dead roots poke through the cracked 
  stone ceiling, which is uncomfortably low (8 feet high). 
  The roots hang down and brush against the faces of 
  characters moving around the room, but do not impede 
  movement or vision.
  
  17
  ELMW2-3 / Vestiges of Darkness: PART 5
   
  Area 2: A stone altar that was used to perform 
  rites. It is covered with filth and broken bones. A DC 10 
  Intelligence (Arcana) check suggests that the materials 
  on the altar could be the remnants of necromantic 
  rituals.
   
  Area 3: A small side room with a partially collapsed 
  wall. Several tables have bodies on them in their grave 
  wrappings. Shelves hold ruined tools and alchemical 
  components which would have been used for 
  embalming.
   
  Area 4: Beyond the shattered door is a room 
  containing pieces of marble of the same type used to 
  make the sarcophagi, chisels and stoneworking tools, 
  and blank brass plates that match the etched plates 
  upon which are written the names of the dead in the 
  main crypt.
   
  Area 5: Filled with medium-sized sarcophagi 
  with worn brass nameplates that are illegible. Most 
  of the sarcophagi are damaged and several have been 
  broken completely open. The stone floor is cracked 
  and uneven throughout this section of the room, bones 
  litter the area, and there is some sort of black ooze (see 
  Necromantic Sludge in the general features).
   
  Area 6: Larger mausoleums, one of which is 
  broken open and filled with bones and dirt. The 
  other is empty, but has a readable plaque, which says 
  AKEMPUS: ETERNAL OVERLORD OF NORTHKEEP. If 
  the adventurers think to check, Akempus’s phylactery is 
  not here, nor is there any sign that this mausoleum has 
  ever been used at all.
  5B Crisis of Faith (Combat)               
  This combat ONLY happens if the characters DID NOT 
  fight Patrin in Encounter 4.
   
  The dragonborn screams and falls to the 
  ground, whimpering in terror as the cloaked 
  figures slowly advance.
  Patrin examines the altar. “I am not proud to 
  admit I caused the damaged in the chapel, 
  but I am not responsible for this. And yet… I 
  feel that there is power here - we must find 
  the pieces of my symbol of Bahamut!”
   
  A chill mist begins to rise from the rubble. 
  The shadows coalesce into tall, thin, hunched 
  figures wearing tattered grave rags. Their 
  faces are stretched and elongated, mouths 
  locked in an unnatural, silent scream. Each 
  of the figures raises a single spindly arm and 
  points directly at the paladin. Patrin recoils in 
  horror and clutches at his head. “No… no! I 
  have nothing left for you to take. You already 
  have my faith! THERE IS NOTHING LEFT!”
  The characters are attacked by three bodaks, which 
  appear at the locations marked 3, 5, and 6 on the DMs 
  map of the Crypts. Patrin lies prone and helpless at the 
  position marked 2. The adventurers are positioned in 
  the areas they were exploring or searching. 
   
  There is also an intellect devourer hidden inside one 
  of the sarcophagi in the middle row. It does not reveal 
  its presence until there is a helpless character other 
  than Patrin. 
  Adjusting this Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
  • Very Weak: Remove two bodaks.
  • Weak: Remove one bodak.
  • Strong: Add one intellect devourer.
  • Very Strong: Add two bodaks and one intellect 
  devourer. The two extra bodaks materialize out of 
  nothing at the start of round two.
  Tricks of the Trade
  Consider the following guidance.
   
  Bodaks. The bodaks activate their Aura of 
  Annihilation. The intellect devourer is considered an 
  extension of Akempus, so it counts as an undead for 
  purposes of this aura. The bodaks advance on Patrin 
  but stop to deal with any characters who interpose 
  themselves. The bodaks always end their movement 
  within 30 feet of at least one adventurer so that their 
  Death Gaze is available. They use Withering Gaze as 
  their primary attack action. If a character fails the save 
  against Withering Gaze but still takes no damage, the 
  bodaks are cunning enough to switch targets.
   
  Intellect devourer. This creature bides its time, 
  using Detect Sentience to monitor the adventurers. It 
  waits for a character to become incapacitated due to the 
  Death Gaze of a bodak or simply from combat damage. 
  When that happens, the devourer crawls out of the 
  sarcophagus in which it is hiding (assume that there are 
  enough cracks and holes for the Tiny aberration to fit 
  through) and then makes its way stealthily across the 
  battlefield so that it can use Body Thief. If none of the 
  characters have been incapacitated by the time there is 
  only a single bodak remaining, the devourer attempts to 
  use Body Thief on Patrin instead, who fights as a half-
  silver dragon veteran from Encounter 4.
  
  18
  ELMW2-3 / Vestiges of Darkness: PART 5
  Visions of Faith and Faithlessness
  During this encounter, use the information provided 
  by the players on Handout 1 about times when 
  their characters had their faith in a higher power 
  strengthened or weakened. In the real world, the 
  alhoon is going through the adventurers’ memories 
  while they struggle to overcome the monsters in 
  this battle. These memories spontaneously manifest 
  when the alhoon triggers them. This is a clue that the 
  environment of the keep is more than it appears to be.
  5C Fragments of the Faithful                  
  When the characters are ready to conduct a thorough 
  search of the crypts, have each character make an 
  Intelligence (Investigation) or a Wisdom (Perception) 
  check. Whoever gets the highest result notices 
  something unusual about the sarcophagi. 
  When a character rolls a natural 20 or a natural 1 for 
  the first time during this encounter, Akempus discovers 
  that character’s memory. Describe the memory as 
  a flash of light coming from the affected character, 
  projecting images and sounds that everyone can 
  perceive — but change it so that it is the opposite of 
  what the player wrote. If the character’s memory is of 
  something that affirmed or strengthened his or her 
  faith, that becomes a memory of the same situation, 
  but with the opposite result: the character’s faith is 
  weakened or betrayed. Likewise, a memory of doubt 
  instead becomes one of belief.
  Developments
  The adventurers must make saving throws against the 
  environment, since they exerted themselves during 
  the battle (see the Air under General Features in 
  Encounter 1).
   
  Once the characters have destroyed the bodaks, 
  Patrin regains consciousness and gives thanks to 
  Bahamut, and then pauses, as if he was surprised 
  by what he just said. His speech patterns become 
  less grandiose, and the adventurers may reasonably 
  conclude that the influence of the Dark Powers on 
  Patrin is waning. Now they just need to find his holy 
  symbol and restore it. Continue with “Fragments of the 
  Faithful.”
   
  If a character is killed by the intellect devourer 
  using Body Thief, that character falls under the control 
  of Akempus. During the combat, the character fights 
  against the other adventurers as described in the 
  intellect devourer’s stat block. When the devourer is 
  (presumably) killed, the character returns to life at 1 
  hit point (getting a brief vision of Akempus’s true form 
  in the Bell in the Deep, as described in the adventure 
  introduction). The character’s return to life might make 
  some of his or her fellow party members suspicious, 
  since an intellect devourer destroys the brain, which 
  makes those victims ineligible for normal resurrection 
  magic (raise dead, for example, does not regenerate 
  destroyed body parts). Let them ponder their 
  suspicions as they see fit.
  The stone sarcophagi appeared featureless 
  and blank when you first entered this area. 
  The brass name plates were all weathered 
  and unreadable. But now that you look 
  closer, there seems to be something there… 
  For the rest of this scene, the sarcophagi take on a 
  disturbing aspect. Whenever any character examines 
  a coffin closely, that character finds that the relief on 
  its lid is carved to look like them, or the name plate is 
  etched with their own name! Each character sees his 
  or her own grave represented repeatedly amongst the 
  rows of silent stone coffins. This is another weird hint 
  from their subconscious that may alert them that not all 
  is as it seems.
   
  If Patrin is with the party, the only way to find 
  the fragments of his holy symbol is for the characters 
  to convince him that he needs to look inside the graves 
  that are marked with his name and image. This should 
  provide a good roleplaying moment as the paladin is 
  still shaken from the experience of seeing his lack of 
  faith made manifest, but the characters can persuade 
  him to lead the search. If guided by roleplaying a DC 15 
  Charisma check, Patrin seeks out the only one inscribed 
  with his name and image.
   
  If Patrin is not with the party, the characters must 
  search for sarcophagi that have his name and likeness 
  instead of their own. Any character who specifically 
  says that they are searching for Patrin’s coffin can find 
  a sarcophagus bearing the paladin’s likeness with a 
  successful DC 10 Wisdom saving throw to see through 
  the illusions.
   
  Once the adventurers have figured out how to locate 
  Patrin’s sarcophagus, a DC 12 Strength (Athletics) 
  check opens it, revealing an inscription and a pile of 
  broken holy symbols, but none of them are a symbol 
  of Bahamut. Give the players the inscription and the 
  broken holy symbols from Handout 3. 
   
  The solution to the puzzle is described in DM 
  Appendix Solution to the Holy Symbols Puzzle The 
  puzzle should take between 5 and 15 minutes to solve.
  
  19
  I Love/Hate Puzzles!
  If you have a group of players who hate puzzles, it’s 
  not worth making them grind it out. Feel free to give 
  hints as generously as needed, or even simply narrate 
  the solution if that’s what the players want. The 
  adventurers need to recover Patrin’s holy symbol to 
  reach Nesbit Gath, so the characters must solve the 
  puzzle even if the players don’t.
   
  Some players love puzzles but hate taking hints. 
  After 15 minutes, you should begin moving things along 
  to make sure that you don’t run out of time for the 
  session.
  Suddenly Patrin begins choking and gasping 
  for breath. Purple energy ripples across his 
  body. A voice hisses from everywhere and 
  nowhere: “So you spurn the Kingmaker’s gift, 
  do you? Ungrateful worm!”
  Patrin clenches his fists and through gritted 
  teeth he says: “I… serve… only… Bahamut!” 
  The white light from the holy symbol flares 
  more brightly with each word, burning 
  away the purple energy of the Kingmaker. 
  However, the paladin’s body is burned 
  away as well. The restored paladin turns to 
  ash before your eyes, and nothing remains 
  except for the silver holy symbol. You feel a 
  sense of peace, as if the paladin’s tormented 
  soul is finally at rest.
  Developments
  Once the adventurers solve the puzzle, speaking the 
  word DEVOTION causes all the holy symbol fragments 
  to be drawn to the altar. 
  If (and only if) Patrin is with the party:
  The different holy symbols glow with a 
  brilliant white light. They melt, liquid metal 
  flowing together to form a new shape… the 
  Platinum Dragon of Bahamut is restored!
  Patrin’s holy symbol is one of the two talismans needed 
  to remove the ward from the library and reach Nesbit 
  Gath. From here, if the adventurers have not yet found 
  Countess Trentham, they can return to the keep and 
  begin searching for her (proceed to Encounter 6). If the 
  adventurers now have both talismans, they can attempt 
  to break the magical barrier (proceed to Encounter 7).
  Treasure
  Patrin’s holy symbol is worth 300 gold pieces at the end 
  of the adventure.
    
  The dragonborn’s eyes fill with tears as he 
  gently touches the restored holy symbol to 
  the scorch mark on his breastplate. In an 
  instant, the damage is wiped away and the 
  paladin’s armor becomes brilliant and new 
  once more. “My friends! I am restored to the 
  service of Bahamut. Thank you…”
  ELMW2-3 / Vestiges of Darkness: PART 5
  
  20
  ENCOUNTER 6. THE 
  GARDEN
  Expected Duration: 60 minutes
  If the characters seek the Countess Trentham, they find 
  a trail of destruction throughout the keep in her quest 
  for Akempus’s phylactery. Following that, the characters 
  eventually return to the large central courtyard, where 
  they discover the Countess along with imprisoned 
  “spirit animals” that represent each character. They 
  must face the mad Countess before their spirit animals 
  are destroyed (and the alhoon gains more power over 
  them)!
   
  The characters may search for the Countess or 
  explore the church (Encounters 4 and 5) in either 
  order.
   
  The characters may have seen signs of the 
  Countess’s servants if they spent much time exploring 
  the keep (as detailed in Encounter 3). The magic of the 
  Periapt of Mind Trapping means the adventurers can 
  only find her if they go looking for her specifically.
   
  When the characters begin searching the keep with 
  the intent of finding the Countess, the alhoon reaches 
  out telepathically. 
  ELMW2-3 / Vestiges of Darkness: PART 6
  The characters are likely to pass through the main 
  courtyard (Area 2) as they move, but the courtyard is 
  unchanged from the description in Encounter 3 until 
  after the characters have completed the full circuit, 
  including the gatehouse.
   
  When the characters leave the front gates (Area 
  12) and reenter the main courtyard (Area 2), the 
  terrain has changed dramatically. Refer to DM Map 
  of the Courtyard, which shows a detailed view of the 
  courtyard, and read:
  The raspy voice of Akempus fills your mind. 
  “Such destructive urges the Countess has. 
  She is tearing my home apart in search of 
  my phylactery so that she and Nesbit Gath 
  can steal my power and secrets. At this rate, 
  I won’t have anything left but a pile of worm-
  eaten rocks. Still, her activities do leave a 
  clear trail for you to follow. Happy hunting!” 
  To find the Countess, the characters must trace a path 
  through the areas of the keep where her servitors have 
  been. This trail of burrowing creatures leads them 
  through following three locations marked on DM’s Map 
  Keep Overview, in this order:
  • The stables (Area 3), where the corpses and floor are 
  riddled with small, worm-sized holes;
  • The barracks (Area 7), where the walls show larger, 
  snake-sized holes;
  • The entrance to the keep (Area 12), where the 
  battlements and front gates have been unsuccessfully 
  attacked by huge slimy worms.
  The chill mist surrounding the gatehouse 
  blocks your sight for a moment as you pass 
  through it. On the other side, the keep’s large 
  courtyard is very different. The dead, vine-
  covered trees have fallen and been pulled 
  apart to form a barrier around the central 
  area. The vines themselves now sprout large, 
  sharp thorns.
  Through the wall of thorns, you see a series of 
  cages. Inside each of the cages is a creature 
  that seems familiar to you. 
  [Describe each of the spirit totem animals that the 
  players listed on Handout 1.]
  Levitating above the well is a half-elven 
  woman with graying hair. Her clothes are 
  expensively tailored. She peers haughtily at 
  you and you can see madness in her eyes.
   
  “So, my little pets! Your owners have 
  come home to play.” She gestures, and the 
  caged animals howl in obvious pain. “Isn’t 
  that sweet of them? Mommy loves to play, 
  doesn’t she? DOESN’T SHE! Oh yes, she does. 
  But my big pets want to play too! I hope they 
  don’t HURT anyone… that would be such a 
  SHAME!”
   
  She gestures theatrically, and gray-
  skinned creatures burst out of the ground 
  all around the courtyard. They look like 
  little more than writhing bundles of rubbery 
  muscles covered in sharp teeth. As they 
  slither toward you, the Countess howls with 
  insane glee.
  
  21
  ELMW2-3 / Vestiges of Darkness: PART 6
  Countess Trentham is quite mad. She was the first to 
  succumb to the alhoon’s mental assault, but it keeps 
  her mind in the Periapt of Mind Trapping to test the 
  characters.
   
  The characters now face Countess Trentham, a 
  warlock of the great old one. Her servitors are five 
  gricks and one grick alpha.
   
  The Countess is levitating above the well (the dark 
  circle in the center of the courtyard map). The gricks 
  and grick alpha should be evenly divided amongst the 
  locations marked 1-4 on the map. The adventurers 
  begin the fight in the location marked 5 (having just 
  returned from the gatehouse).
   
  Well. The old dried-up well is 20 feet deep and filled 
  with dusty bones.
   
  Razorvine. The dead trees and vines in this 
  area have been shaped into a wall of thorns made 
  of razorvine. Although the plant is no longer alive, it 
  remains dangerous. Each square of razorvine is 10 
  feet high and 5 feet thick, and has AC 11, 12 hit points, 
  and immunity to bludgeoning, piercing, and psychic 
  damage. When a character comes into direct contact 
  with razorvine for the first time on a turn, the creature 
  must succeed on a DC 14 Dexterity saving throw or 
  take 11 (2d10) slashing damage from the razorvine’s 
  bladelike thorns.
  Adjusting this Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
  • Very Weak: Remove the grick alpha. There is one 
  grick per character.
  • Weak: Remove three gricks.
  • Strong: Add a grick alpha.
  • Very Strong: Add three grick alphas. Two of them 
  burrow up from the soil in the second round.
  General Features
  The Courtyard has the following general features. 
   
  Light and Vision. There are no sources of 
  illumination in the courtyard.
   
  Spirit Animals. Each of the individual characters’ 
  spirit animals is trapped in a different cage (labeled 
  A through E on DM Map of the Courtyard; assigned 
  randomly). The totem spirits are all size small and are 
  restrained in the cages. During the fight, any attack that 
  targets a character’s spirit animal (or includes the spirit 
  animal in its area of effect) is considered to also be 
  targeting the character. The attack uses the character’s 
  defenses, saves, and other game statistics, and any 
  damage that would be dealt to the spirit animal is 
  instead dealt to the character. Remember that the spirit 
  animals are restrained, so attacks against them gain 
  advantage and they suffer disadvantage on dexterity 
  saving throws.
   
  The first time a character is reduced to 0 hit 
  points in this battle, his or her spirit animal “dies” 
  and the cage disappears. This comes back into play 
  during the final battle with Akempus in Encounter 7; 
  for now, just treat it as ominous foreshadowing and 
  make the players sweat. 
  If a character “rescues” his or her spirit animal by 
  reaching the cage and using an action to open it, the 
  animal leaps into the character’s forehead and passes 
  into his or her body. The character feels invigorated, 
  either gaining 2 temporary hit points per level or 
  removing one level of exhaustion.
   
  Height Limit. The magic of the keep limits creatures 
  to an altitude of 20 feet, whether flying or climbing. 
  Note that Countess Trentham has already activated her 
  at-will ability to levitate when the encounter begins.
  Tricks of the Trade
  Consider the following guidance:
   
  Countess. The Countess prefers to stay within the 
  area of razorvine, directing attacks at the characters’ 
  spirit animals. Whichever character seems to be the 
  greatest threat, the Countess will stand next to the 
  cage containing that character’s spirit totem so that the 
  character is subjected to the effect of her Whispering 
  Aura (if the spirit animal is in the aura, the character is 
  affected by it). If she is threatened directly, the Countess 
  uses dimension door to move to a safer vantage point, 
  but she does not leave the courtyard. The Countess will 
  not hesitate to use lightning bolt on the restrained spirit 
  animals.
   
  Gricks. The gricks and grick alphas are 
  straightforward brutes. They ignore the effects of the 
  razorvine. They swarm the nearest enemy and fight 
  mindlessly to the death.
  Treasure
  After she is defeated, the characters may claim Countess 
  Trentham’s medallion, which has the symbol of Zrin-
  Hala the Howling Storm. In addition to being one of 
  the two talismans needed to bring down Nesbit Gath’s 
  ward, the amulet is worth 300 gp at the end of the 
  adventure.
  
  22
  ELMW2-3 / Vestiges of Darkness: PART 6
  Developments
  The adventurers must make saving throws against the 
  environment, since they exerted themselves during the 
  battle.
   
  If the adventurers have not yet found Patrin the 
  dragonborn paladin, they can head to the chapel 
  (proceed to Encounter 4). 
  If the adventurers now have both talismans, they 
  can attempt to break the magical barrier (proceed to 
  Encounter 7). 
   
  Any spirit animals that are still alive at the end of 
  the battle and have not already been rescued can be 
  freed, which heals the character for 2 hp per level or 
  removes a level of exhaustion.
  
  23
  ELMW2-3 / Vestiges of Darkness: PART 7
  ENCOUNTER 7. THE BELL 
  IN THE DEEP
  Estimated Duration: 60 minutes
  The characters use the tokens possessed by Countess 
  Constance Trentham and Patrin to undo the wards to 
  reach Nesbit Gath – only for the gnome to reveal the 
  horrible truth: the entire time the adventurers thought 
  they were exploring the keep, they were trapped in a 
  prison of the mind while Akempus has been taking an 
  inventory of their brains! Will the characters break free 
  and face the alhoon and end the threat that it poses to 
  the Moonsea region, or will they merely become food 
  for Akempus like so many before? 
  Mind Games                                           
  The door to the Overlord’s chambers is indicated on the 
  DM’s Map: Keep Overview. Now in possession of both 
  talismans, they can break the ward and reach Nesbit 
  Gath’s hiding place.
  going to come along quietly? We can do 
  this the hard way… or we can do it the VERY 
  hard way.”
   
  Nesbit’s quartz stone drops to the ground 
  with a THUD, as the gnome is paralyzed with 
  fear.
  As you approach the warded door, the two 
  talismans begin to glow. The holy symbol 
  of Bahamut and the strange medallion 
  resonate in tune with the magic sealing the 
  chamber, and the entire wall disappears in 
  a flash of light. 
   
  What you see is a small, featureless stone 
  room. Huddling in the corner on the opposite 
  side of the room is a gnome clad in the 
  robes of a wizard. He holds a quartz stone in 
  his hands, which he tosses back and forth. 
  His head snaps up as the magic ward fades 
  away. “Constance? Patrin? Is that you? Oh, 
  thank Azuth… I had nearly given up…”
   
  The look of hope on the gnome’s face 
  quickly turns to one of horror when he realizes 
  that you are not his companions. “Oh no… 
  oh no… who are you? What have you done? 
  Get in here, quickly, before IT finds us! We 
  have to put the seal back! We have to…”
   
  The all-too-familiar voice of Akempus 
  echoes mirthfully through the chamber. “Oh, 
  but it HAS found you, Nesbit Gath. You’ve 
  given me quite a bit of trouble, but as you 
  see, I make new friends easily. Now, are you 
  At this point, Akempus and Nesbit are focused on each 
  other. This is the moment to check with the players and 
  see if any of them have figured out what is really going 
  on. Simply ask what they want to do. The answer you 
  are looking for is any form of “wake up,” “disbelieve the 
  illusion,” “shatter the glass,” or anything similar. These 
  characters may now attempt a DC 15 Intelligence saving 
  throw. Anyone who succeeds on this saving throw sees 
  that the stone walls of the room are actually made of 
  glass.
   
  Those who try to attack the gnome, protect the 
  gnome, look for the lich, or do anything else that 
  indicates they still believe that everything in the keep is 
  real, do not get to make a saving throw yet.
   
  After everyone has had a chance to take an action, 
  continue: 
  The gnome screams in agony and his eyes 
  begin to fill with blood. He falls to the ground, 
  twitching uncontrollably. His body spasms 
  and then he lies still. 
  “Well, I’m so pleased to be finished with all 
  that unpleasantness,” says the disembodied 
  voice of the lich. “Now, won’t you come and 
  join me for dessert? After all, you ARE the 
  guests of honor at my feast this evening…”
  Once again, ask the players what their characters 
  wish to do. Anyone who already made a saving throw 
  does not need to save again. This time the DC of the 
  Intelligence saving throw is 13. Characters who have 
  already broken free can attempt to aid someone else, 
  granting them advantage. Those who succeed perceive 
  reality more clearly: the stone walls are completely 
  gone, replaced by a thin glass jar, as if the characters 
  are trapped inside some sort of specimen bottle. Those 
  who fail the second save still see the keep as being 
  substantial and real.
  
  24
  ELMW2-3 / Vestiges of Darkness: PART 7
  Welcome to the Desert of the Real
  Following the second saving throw attempt, regardless 
  of success or failure, Akempus pulls the characters out 
  of the Periapt of Mind Trapping and back into reality 
  in the Bell in the Deep. If any of the characters are 
  feeling dramatic, they might beat you to the punch 
  by trying to shatter the glass walls. Picking up Nesbit 
  Gath’s transmuter stone and throwing it like a baseball 
  through a window would be one example of a cool 
  way for a character to trigger the final event instead of 
  waiting for boxed text.
  All around you there are more jars, each 
  glowing with a faint blue light. Most of 
  these containers are filled with desiccated 
  corpses, but a few of the bodies still seem 
  to have some life, twitching and jerking 
  spasmodically. Other glass vessels nearby 
  hold 
  your 
  adventuring 
  companions. 
  Cabinets hold various curiosities: a purplish-
  silver set of chain mail that seems as light as 
  lace, dragon’s teeth, various potions and 
  scrolls.
   
  Dead bodies lie on the ground at your 
  feet: a gnome in the robes of a transmuter, 
  a half elf woman clad in tattered finery, and 
  a dragonborn in heavy armor. Their skulls are 
  torn open, bits of brain matter and blood 
  mingling on the floor. 
   
  Across the room you see a tall, thin figure. 
  This must be Akempus. It stands about six 
  feet tall and is clad in the robes of a scholar, 
  with a brilliant blue pendant around its neck. 
  Its face, however, is all wrong. Empty eye 
  sockets gleam with cold pinpricks of light. 
  What flesh you can see is withered and 
  desiccated. And where its mouth should be, 
  you see a row of tentacles. It is an undead 
  mind flayer.
   
  Floating near Akempus is a bizarre creature 
  that looks like it might once have been a 
  beholder, but some of its eye stalks seem 
  to have been replaced with tentacles like 
  those of the mind flayer. So much telepathic 
  energy radiates from this creature that as 
  it passes by, you can hear the babbling of 
  thousands of voices in dozens of languages.
   
  An impassive sentinel stands guard over 
  Akempus: a creature of metal fused with 
  flesh. It wears an amulet that looks akin to 
  the pendant worn by the lich. The guardian 
  clearly stands ready to leap to its master’s 
  defense.
   
  The silvery portal that provided you entry 
  is still visible on the far side of the room on the 
  other side of the enemies arrayed before 
  you.
  A bolt of pure pain passes through your 
  skull. The world shimmers, and everything 
  changes.
   
  All around you, the stone walls of the 
  keep begin to splinter, cracking and falling 
  away like broken glass. Through the holes in 
  the world you can see an entirely different 
  place.
   
  Where moments ago, you stood within a 
  ruined keep, now you find yourself trapped 
  inside a large jar, like a biological specimen. 
  Your head is pounding, you have a row of 
  small, bloody holes along your jawline, and 
  you can’t move a muscle… or can you?
  IMPORTANT NOTE – Mind Trap vs Reality
  While in the Periapt of Mind Trapping, the characters 
  have been using spells, charges of magic items, and 
  other resources. They have also been accruing levels 
  of exhaustion. However, this is mostly just in the mind. 
  When the characters wake up back in reality, the only 
  thing about them that has actually changed are their 
  levels of exhaustion. By realizing it was all in the mind, 
  they can reset to the state that they entered the portal 
  in and lose one level of exhaustion. 
  Those characters who made the Intelligence saving 
  throw (either the first or the second) find that the 
  feeling is returning to their bodies. They are no longer 
  under the effects of Mind Blast. Those who failed both 
  saves will have to try again at the start of their first 
  turn, but the DC decreases further each round, from 13 
  to 11 to 9, and so forth.
   
  Refer to DM Map Bell in the Deep for this 
  encounter. The adventurers are initially standing on 
  the squares numbered 1-8 (roll randomly to determine 
  where each character starts). The bodies of Nesbit, 
  Patrin, and the Countess lie in the indicated squares. 
  Akempus stands next to its throne on the dais, flanked 
  by the shield guardian and the mindwitness (if present).
  
  25
  ELMW2-3 / Vestiges of Darkness: PART 7
  [Choose a character who made his or her saving throw.] 
  Fate of the Spirit Animals
  During Encounter 6, the alhoon drew on the 
  adventurers’ memories and thoughts to create spirit 
  animals representing each of their true natures. Some 
  of these animals may have been killed by Countess 
  Trentham and her gricks, while others were rescued 
  (or at least not destroyed during the battle). The fate 
  of each character’s spirit animal gives that character a 
  bonus or a penalty during this encounter, as follows.
   
  If the character’s spirit animal was rescued 
  by the character during the combat, the character 
  feels the full strength of his or her spirit as a mental 
  and emotional shield. The character may reroll a 
  failed saving throw or missed attack roll one time 
  during the encounter, and this stacks with inspiration. 
  Alternatively, if the character would be reduced to 0 hit 
  points or below by an attack that hits and deals damage, 
  the character may spend this benefit to be at 1 hit point 
  instead.
   
  If the character’s spirit animal was rescued 
  by a different character, or was not rescued until 
  after the fight, the character still feels empowered 
  and emboldened by the presence of his or her spirit. 
  The character starts the final battle with inspiration. 
  If the character already has inspiration, then he or she 
  instead starts the final battle with two temporary hit 
  points per level.
   
  If the character’s spirit animal was killed (either 
  directly or because the character was dropped to 0 hit 
  points during Encounter 6) then Akempus has gained 
  valuable insight from stealing the character’s deepest 
  memories and hopes. One time during the encounter, 
  Akempus may give the character disadvantage on a 
  saving throw or attack roll (or cancel advantage / 
  inspiration if the character has it). This does not require 
  an action.
  Akempus seems to really look at you for the 
  first time. “Well, well! You are not so weak-
  willed as I thought. A pity… I was looking 
  forward to spending some more quality time 
  with your delicious brain. Ah well, business 
  before pleasure!” 
  Having escaped from the control of the Periapt of 
  Mind Trapping, the characters now face Akempus who 
  is an alhoon, a mindwitness, and Akempus’s shield 
  guardian. Drained by having just overcome the last of 
  Nesbit Gath’s defenses, Akempus cannot use its 5th- or 
  6th-level spells or its Mind Blast in this battle, and the 
  shield guardian begins the encounter damaged, with 
  98 hit points. There is no spell stored in the shield 
  guardian.
  General Features
  The Bell in the Deep has the following general features.
   
  Light and Vision. The Bell in the Deep is lit by 
  hundreds upon hundreds of glowing humanoid-sized 
  bell jars, each of which contains the desiccated corpse 
  of one of Akempus’s previous victims. The area is 
  brightly lit, although the blue tint of the light makes 
  everything appear eerie, as if underwater.
   
  Ceiling and Walls. Inside the area bounded by the 
  walls, the ceiling is 20 feet high. Outside of the area 
  bounded by the walls shown on the map and more 
  than 30 feet above the floor is a choking miasma that 
  surrounds the cavern, preventing anyone from going 
  any farther. 
   
  Dais and Dome. The dais upon which Akempus’s 
  throne sits is 10 feet above floor level, accessible by a 
  staircase (or by climbing or jumping up the sides). The 
  dome above Akempus’s throne is a further 20 feet high. 
  If a flying creature ascends into the dome, that creature 
  can neither see nor be seen by creatures who are not 
  inside the area of the dashed lines indicated on the 
  map.
   
  Glass Jars. A character trapped within one of 
  the  
  specimen jars can break the glass as part of a 
  move action. A character can shatter the jar holding 
  someone else with any attack action that targets the jar. 
  If the creature inside the jar is still stunned, then the 
  act of someone else breaking the jar allows the stunned 
  creature to make an immediate saving throw against 
  the stunning effect.
   
  Portal. As the characters just came through the 
  portal a few minutes ago in real time, it’s still open. 
  However, the alhoon is using its magic to render 
  it inoperable. The characters will have to kill it or 
  convince it to allow them to exit.
  Adjusting this Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
  • Very Weak: The alhoon cannot use any spells of 4th 
  level or higher, nor can it use Mind Blast. Remove 
  the mindwitness. The shield guardian begins the 
  encounter badly damaged, with 71 hit points. There 
  is no spell stored in the shield guardian, and it cannot 
  use Regeneration.
  • Weak: The alhoon cannot use any spells of 4th level 
  or higher, nor can it use Mind Blast. The mindwitness 
  cannot use Stunning Ray and its Psychic Ray deals 
  only 18 (4d8) damage. The shield guardian begins 
  the encounter with 71 hit points. There is no spell 
  
  26
  ELMW2-3 / Vestiges of Darkness: PART 7
  stored in the shield guardian, and it cannot use 
  Regeneration.
  • Strong: The alhoon can use all its listed spells and 
  abilities, except for Mind Blast. The mindwitness 
  and the shield guardian have their normal game 
  statistics. The bodies of Nesbit, Patrin, and the 
  Countess rise as doppelgangers on the second round 
  of combat.
  • Very Strong: The alhoon can use all its listed spells 
  and abilities, and gains one extra 6th-level spell slot. 
  The mindwitness has 120 hit points and the alhoon 
  can use the mindwitness when casting spells to 
  determine line of sight and line of effect as if it were 
  in the mind witness’s square. The shield guardian’s 
  stored spell is lightning bolt cast at 5th level. Three 
  previous victims of the alhoon animate on the second 
  round of combat to defend their master. They have 
  statistics equivalent to deep scions in their hybrid 
  forms.
  Developments
  The characters must defeat the alhoon to have any 
  chance of escaping the Bell in the Deep alive. When 
  a character hits with an attack that would reduce 
  Akempus to 0 hit points or below, pause the combat and 
  read or paraphrase the following:
  Tricks of the Trade
  Consider the following guidance:
   
  Mindwitness. The mindwitness serves as artillery, 
  taking cover where it can and coming out to unleash its 
  devastating eye rays.
   
  Shield Guardian. The shield guardian serves to 
  both give Akempus additional hit points and to occupy 
  melee characters while Akempus and the mindwitness 
  barrage them with spells and eye rays.
   
  Deep Scion. The deep scions are there to deliver 
  psychic screeches to stun characters if possible, and to 
  block melee fighters from getting to the alhoon.
   
  Alhoon. The alhoon is concerned above all else with 
  self-preservation, but it begins the encounter extremely 
  overconfident. The adventurers have done it the great 
  favor of breaking Nesbit Gath’s final defenses. Although 
  the alhoon is annoyed that the characters themselves have 
  temporarily broken free of its mental control, Akempus is 
  confident that it will have them as thralls soon enough. It 
  begins the encounter by casting a defensive spell (globe 
  of invulnerability at higher tiers, or mirror image at lower 
  tiers). It will move forward to engage the adventurers if 
  necessary, but it keeps the shield guardian within 60 feet 
  so that the guardian can take damage for it. If it thinks it 
  has the upper hand, Akempus is aggressive, preferring 
  to incapacitate rather than outright kill characters so 
  that it can resume experimenting on them later. If it feels 
  threatened, however, Akempus goes into a full defensive 
  mode, using all its available protective spells and abilities 
  and sacrificing its guardian and other minions to protect 
  itself.
  For the first time, you hear genuine fear in 
  Akempus’s voice. “Wait, wait. Perhaps I was 
  hasty. You are clearly powerful – powerful 
  enough that we could work together. If 
  you slay me, the magic holding Northkeep 
  together will come apart. You will all die. 
  Hundreds of souls in this” – it indicates its 
  glowing amulet – “will die. Is that really what 
  you want? Let me unbar the portal, and we 
  can part as allies. There are many treasures 
  in the vaults below our feet that could be 
  yours.”
  Ask the player of the character who is about to strike 
  the killing blow whether he or she wishes to complete 
  the strike and destroy Akempus or pull the punch and 
  allow the alhoon to live. 
   
  If the characters choose to spare the alhoon and 
  accept its offer of an alliance, proceed to the Conclusion: 
  Akempus Magnanimous. 
   
  If the characters choose to destroy Akempus, 
  proceed to the Conclusion: Akempus Interruptus. After 
  the alhoon falls, it’s minions will disintegrate.
   
  If the characters are defeated, go to the conclusion 
  Akempus Victorious.
  Conclusion
  Estimated Duration: 10 minutes
  There are three possible conclusions.
   
  Akempus Victorious: If the characters were slain by 
  the alhoon in the final battle, it claims their souls and 
  they are once again imprisoned in its Periapt of Mind 
  Trapping. 
   
  Akempus Magnanimous: If the characters accepted 
  Akempus’s offer of a truce, it gratefully loads them 
  down with treasure and allows them to leave through 
  the portal back to the surface.
   
  Akempus Interruptus: The characters decide to 
  destroy Akempus and must flee Northkeep, grabbing 
  what treasure they can as they go.
  
  27
  Conclusion: Akempus Victorious                  
  The Akempus Victorious conclusion occurs if the 
  entire party is defeated, either inside the Periapt of 
  Mind Trapping (Encounter 2 through Encounter 
  6) or during the final battle in the Bell in the Deep 
  (Encounter 7).
  Later on, you hear a rumor that the lich has 
  started to supply undead to certain power 
  groups within the Moonsea and has name-
  dropped you as a reference. 
  The last thing you remember is the feeling 
  of tentacles boring into your face and the 
  bitterly cold air blowing directly on your 
  brain. Wait, can brains even feel?
   
  Eventually the Council of Elmwood sends 
  another group of adventurers to retrieve 
  your brainless bodies.
  Each character must spend 50 Downtime Days and 
  3,500 gold pieces to pay for an expedition to Northkeep 
  to find their body and to have Resurrection cast on 
  them. Raise Dead won’t work because the body is 
  missing the brain. Give the characters the story award 
  “The good news is…”
  Conclusion: Akempus Magnanimous  
  The Akempus Magnanimous conclusion occurs if the 
  characters strike a bargain with Akempus during 
  Encounter 7. This can happen when they are about to 
  kill it and they accept its surrender instead, or if they 
  attempt to surrender to it and are able to convince 
  it that letting them go back to the surface is the best 
  course of action. “They’ll just send more after us…” is 
  a pretty good starting point for the negotiations, since 
  Akempus has no way to leave Northkeep on its own and 
  is unwilling to destroy the portal as it still hopes that 
  someday it will find a way to escape.
  Constable Mathnir is not entirely enthusiastic 
  to hear that you struck a bargain with 
  Akempus, but it’s better than having to 
  send a rescue team in to dig out a bunch 
  of brainless, soulless bodies. Probably. At 
  least you were able to secure the body and 
  soul of Nesbit Gath as part of the deal. If 
  someone wants to pay enough to resurrect 
  him, he could even stand trial for his crimes. 
  You can’t help but feel like the spirit of the 
  dragonborn paladin Patrin is out there 
  somewhere, and he can’t be happy about 
  the way things ended up. The folk of Elmwood 
  are grateful that you finally defeated the evil 
  adventurers and provide your group with a 
  thousand gold and their thanks.
  Conclusion: Akempus Interruptus         
  The Akempus Interruptus conclusion occurs if 
  the characters defeat Akempus in battle and make 
  the decision to destroy it rather than accepting its 
  surrender.
  You ignore Akempus’s offer to negotiate and 
  strike the killing blow. The alhoon dies and its 
  desiccated corpse withers in on itself in a 
  grotesque display of rot. Dark vapors start to 
  flow from Nesbit Gath, Countess Trentham, 
  and Patrin’s corpses. The dark curse, the 
  vestiges of dead gods that had driven the 
  former adventurers, has moved on.
  Northkeep shudders and starts to quake. The 
  silvery portal beckons…
  The folk of Elmwood are grateful that you 
  finally defeated the evil adventurers and 
  provide your group with a thousand gold 
  and their thanks.
  Treasure
  Nesbit Gath’s transmuter stone (which is nonmagical 
  except when carried by him) is a beautiful chunk of 
  quartz crystal about the size of a man’s fist. It is worth 
  300 gold pieces.
   
  If the adventurers destroyed Akempus, they may 
  claim the remains of its periapt of mind trapping. The 
  item no longer has any magical power, but it is still 
  a beautiful piece of jewelry with an extraordinary 
  provenance worth 1,000 gold pieces. 
   
  If the adventurers cut a deal with Akempus, it gives 
  them ancient coins and art objects from the vaults of 
  Northkeep with the same value (1,000 gold pieces) 
  instead of the amulet. 
   
  In either case, the characters also receive an 
  exquisite set of elven chain armor that Akempus kept as 
  a trophy, a Spell Scroll of Reincarnate that it can’t use, a 
  Potion of Psychic Resistance that it brewed itself, and a 
  Potion of Growth. These are easy enough to grab as the 
  characters are running towards the portal. The shield 
  guardian is destroyed.
   
  Finally, for bringing Nesbit Gath and the rest of 
  his crew to justice, the Elmwood Council gives the 
  adventurers a reward of 1,000 gold pieces.
  ELMW2-3 / Vestiges of Darkness: PART 7
  
  28
  ELMW2-3 / Vestiges of Darkness: 
  REWARDS
  Rewards
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI number 
  (if applicable) so players can record who ran the 
  session.
  Experience (Min/Max XP: 4500/6000)
  Total up all combat experience earned for defeated foes, 
  and divide by the number of characters present in the 
  combat. For non-combat experience, the rewards are 
  listed per character.
  Combat Awards
  Name of Foe   
   
   
  XP Per Foe
  Adult Silver Dragon 
   
   
  15,000
  Alhoon  
   
   
   
  5,900
  Bodak  
   
   
   
  2,300
  Deep Scion 
   
   
   
  700
  Grick Alpha 
   
   
   
  2,900
  Grick 
   
   
   
   
  450
  Half-Silver Dragon Veteran 
   
  1,800
  Intellect Devourer 
   
   
  450
  Mindwitness 
   
   
   
  1,800
  Shield Guardian  
   
   
  2,900
  Warlock of the Great Old One 
   
  2,300
  Young Bronze Dragon 
   
   
  3,900
  Young Silver Dragon 
   
   
  5,000
  Non-Combat Awards
  Task or Accomplishment  
   
  XP Per Char
  Recovering Patrin’s Holy Symbol 
  (solving the puzzle) 
   
   
  7500
  Redeeming Patrin without 
  defeating him in combat 
   
  750
  Treasure                                            
  The characters receive the following treasure, divided 
  up amongst the party. Treasure is divided as evenly 
  as possible. Gold piece values listed for sellable gear 
  are calculated at their selling price, not their purchase 
  price.
  Treasure Awards
  Item Name  
   
   
   
  GP Value
  Patrin’s Holy Symbol 
   
   
  300
  Countess Trentham’s Amulet 
   
  300
  Nesbit Gath’s Transmuter Stone  
  300
  Akempus’s Amulet 
   
   
  1,000
  Elmwood Council Reward 
   
  1,000
  Consumable magic items should be divided up however 
  the group sees fit. If more than one character is 
  interested in a specific consumable magic item, the DM 
  can determine who gets it randomly should the group 
  be unable to decide.
   
  Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide.
  Elven Chain
  Armor (chain shirt), rare
  This weird silvery-purple chain shirt is as thin and light 
  as a linen shirt. It has a muted wave symbol of Istishia, 
  the neutral god known as the Water Lord, patterned 
  into the links. This must have once belonged to a sea elf.
   
  You gain a +1 bonus to AC while you wear this 
  armor. You are considered proficient with this armor 
  even if you lack proficiency with medium armor. This 
  item can be found in Handout 4 and is detailed in the 
  Dungeon Master’s Guide page 168.
  Spell Scroll of Reincarnate
  Scroll, rare
  This scroll contains the spell Reincarnate. This item can 
  be found in Handout 4 and is detailed in the Dungeon 
  Master’s Guide page 200 and the Player’s Handbook 
  page 271. 
  Potion of Psychic Resistance
  Potion, uncommon
  When you drink this potion, you gain resistance to 
  psychic damage for 1 hour. It tastes entirely too much 
  like a mind flayer smells. This item can be found in 
  Handout 4 and is detailed in the Dungeon Master’s 
  Guide page 188.
  Potion of Growth
  Potion, uncommon
  When you drink this potion, you gain the “enlarge” 
  effect of the enlarge/reduce spell for 1d4 hours (no 
  concentration required). The red in the potion’s liquid 
  continuously expands from a tiny bead to color the 
  clear liquid around it and then contracts. Shaking the 
  bottle fails to interrupt this process. This item can be 
  found in Handout 4 and is detailed in the Dungeon 
  Master’s Guide page 187 and the Player’s Handbook 
  page 237.
  
  29
  ELMW2-3 / Vestiges of Darkness: 
  REWARDS
  Player Rewards                                
  For completing this mission, the characters earn 
  downtime and renown as described in the D&D 
  Adventurers League Dungeon Master’s Guide (ALDMG).
  Story Award                                       
  The characters have the opportunity to earn the 
  following story award:
   
  The good news is… that you’re not dead. Constable 
  Mathnir had to send a rescue team to Northkeep to 
  recover your brainless body and have the chief cleric 
  of the Temple of Bane in Elmwood cast Resurrection. 
  The cost for the process is 50 downtime days and 3,500 
  gold. If you do not have 3,500 gold, the Temple of Bane 
  takes whatever gold you have. Not your finest hour. 
  More information can be found in Handout 5.
  DM Rewards                                     
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers League 
  Dungeon Master’s Guide (ALDMG).
  
  30
  ELMW2-3 / Vestiges of Darkness: 
  APPENDIX
  Appendix:
  NPC / Monster Statistics  
   
  Chapel Monster/NPC Statistics       
  Patrin’s Spirit, Young Silver Dragon
  Large dragon, lawful good
  Armor Class 18 (natural armor)
  Hit Points 168 (16d10 + 80)
  Speed 40 ft., fly 80 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  23 (+6) 
  10 (+0) 
  21 (+5) 
  14 (+2) 
  11 (+0) 
  19 (+4)
   
  Saving Throws Dex +4, Con +9, Wis +4, Cha +8
  Skills Arcana +6, History +6, Perception +8, Stealth +4
  Damage immunities cold
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 18
  Languages Common, Draconic
  Challenge 9 (5,000 XP)
  Actions                                                                             
  Multiattack. The dragon makes three attacks: one with 
  its bite and two with its claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 17 (2d10 + 6) piercing damage. 
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 13 (2d6 + 6) slashing damage.
  Breath Weapons (Recharge 5-6). The dragon uses one 
  of the following breath weapons: 
  Cold Breath. The dragon exhales an icy blast in a 30-
  foot cone. Each creature in that area must make a DC 
  17 Constitution saving throw, taking 54 (12d8) cold 
  damage on a failed save, or half as much damage on a 
  successful on.
  Paralyzing Breath. The dragon exhales paralyzing 
  gas in a 30-foot cone. Each creature in that area must 
  succeed on a D 17 Constitution saving throw or be 
  paralyzed for 1 minute. A creature can repeat the 
  saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
  Patrin’s Spirit, Adult Silver Dragon
  Huge dragon, lawful good
  Armor Class 19 (natural armor)
  Hit Points 243 (18d12 + 126)
  Speed 40ft., fly 80ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  27 (+8) 
  10 (+0) 
  25 (+7) 
  16 (+3) 
  13 (+1) 
  21 (+5)
  Saving Throws Dex +S, Con +12, Wis +6, Cha +10
  Skills Arcana +8, History +8, Perception +11, Stealth +5
  Damage Immunities cold
  Senses blindsight 60ft., darkvision 120ft., passive 
  Perception 21
  Languages Common, Draconic
  Challenge 16 (15,000 XP)
  Legendary Resistance (3fDay). If the dragon fails a 
  saving throw, it can choose to succeed instead.
  Actions                                                                             
  Multiattack. The dragon can use its Frightful Presence. 
  It then makes three attacks: one with its bite and two 
  with its claws.
  Bite. Melee Weapon Attack: +13 to hit, reach 10ft., one 
  target. Hit: 19 (2d10 + 8) piercing damage.
  Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one 
  target. Hit: 15 (2d6 + 8) slashing damage.
  Tail. Melee Weapon Attack: +13 to hit, reach 15ft., one 
  target. Hit: 17 (2d8 + 8) bludgeoning damage.
  Frightful Presence. Each creature of the dragon’s 
  choice that is within 120 feet of the dragon and aware 
  of it must succeed on a DC 18 Wisdom saving throw or 
  become frightened for 1 minute. A creature can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If a creature’s saving 
  throw is successful or the effect ends for it, the creature 
  is immune to the dragon’s Frightful Presence for the 
  next 24 hours.
  Breath Weapons (Recharge 5-6). The dragon uses one 
  of the following breath weapons.
  Cold Breath. The dragon exhales an icy blast in a 60-
  foot cone. Each creature in that area must make a DC 
  20 Constitution saving throw, taking 58 (13d8) cold 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Paralyzing Breath. The dragon exhales paralyzing 
  gas in a 60-foot cone. Each creature in that area must 
  succeed on a DC 20 Constitution saving throw or be 
  paralyzed for 1 minute. A creature can repeat the 
  saving throw at the end of each of its turns, ending 
  the effect on itself on a success.
  Change Shape. The dragon magically polymorphs into 
  a humanoid or beast that has a challenge rating no 
  higher than its own, or back into its true form. It reverts 
  to its true form if it dies. Any equipment it is wearing 
  or carrying is absorbed or borne by the new form (the 
  dragon’s choice). In a new form, the dragon retains 
  
  31
  ELMW2-3 / Vestiges of Darkness: 
  APPENDIX
  its alignment, hit points, Hit Dice, ability to speak, 
  proficiencies, Legendary Resistance, lair actions, and 
  Intelligence, Wisdom, and Charisma scores, as well as 
  this action. Its statistics and capabilities are otherwise 
  replaced by those of the new form, except any class 
  features or legendary actions of that form.
  Legendary Actions                                                                             
  The dragon can take 3 legendary actions, choosing from 
  the options below. Only one legendary action option 
  can be used at a time and only at the end of another 
  creature’s turn. The dragon regains spent legendary 
  actions at the start of its turn. 
  Detect. The dragon makes a Wisdom (Perception) check. 
  Tail Attack. The dragon makes a tail attack. 
  Wing Attack (Costs 2 Actions). The dragon beats its 
  wings. Each creature within 10 feet of the dragon 
  must succeed on a DC 21 Dexterity saving throw 
  or take 15 (2d6 + 8) bludgeoning damage and be 
  knocked prone. The dragon can then fly up to half its 
  flying speed.
  Patrin’s Spirit, Young Bronze Dragon
  Large dragon, lawful good
  Armor Class 18 (natural armor)
  Hit Points 142 (15d1 0 + 60)
  Speed 40ft., fly 80ft., swim 40ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  21 (+5) 
  10 (+0) 
  19 (+4) 
  14 (+2) 
  13 (+1) 
  17 (+3)
  Saving Throws Dex +3, Con +7, Wis +4, Cha +6
  Skills Insight +4, Perception +7, Stealth +3
  Damage Immunities lightning
  Senses blindsight 30ft., darkvision 120ft., passive 
  Perception 17
  Languages Common, Draconic
  Challenge 8 (3,900 XP)
  Amphibious. The dragon can breathe air and water.
  Actions                                                                             
  Multiattack. The dragon makes three attacks: one with 
  its bite and two with its claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one 
  target. Hit: 16 (2d1 0 + 5) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) slashing damage.
  Breath Weapons (Recharge 5-6). The dragon uses one 
  of the following breath weapons.
  Lightning Breath. The dragon exhales lightning in 
  a 60-foot line that is 5 feet wide. Each creature in 
  that line must make a DC 15 Dexterity saving throw, 
  taking 55 (10d10) lightning damage on a failed save, 
  or half as much damage on a successful one.
  Repulsion Breath. The dragon exhales repulsion 
  energy in a 30-foot cone. Each creature in that area 
  must succeed on a DC 15 Strength saving throw. On a 
  failed save, the creature is pushed 40 feet away from 
  the dragon.
  Patrin, Half-Silver Dragon Veteran
  Medium humanoid (dragonborn), lawful good
  Armor Class 18 (plate)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3)13 (+1) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  10 (+0)
  Saving Throws Str +5, Con +4
  Skills Athletics +5, Perception +2
  Damage Resistances cold
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 12
  Languages Common, Draconic
  Challenge 5 (1,800 XP)
  Actions                                                                             
  Multiattack. The veteran makes two longsword 
  attacks. If it has a shortsword drawn, it can also make a 
  shortsword attack.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 
  + 3) slashing damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 
  100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
  Cold Breath (Recharge 5-6). The veteran exhales cold 
  in a 15-foot cone. Each creature in that area must make 
  a DC 15 Dexterity saving throw, taking 24 (7d6) cold 
  damage on a failed save, or half as much damage on a 
  successful one.
  Reactions                                                                             
  Parry. The veteran adds 3 to its AC against one melee 
  attack that would hit it. To do so, the veteran must see 
  the attacker and be wielding a melee weapon.
  Notes                                                                             
  Half-Red Dragon Veteran, Monster Manual page 180. 
  Change from half-red to half-silver. (This is not a reskin; 
  the half-dragon template is in the MM.) The only things 
  that change in the stat block are: damage resistance 
  changes from fire to cold, and breath weapon damage 
  changes from fire to cold.
  
  32
  ELMW2-3 / Vestiges of Darkness: APPENDIX
   Crypt Monster/NPC Statistics              
  Bodak
  Medium undead, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  15 (+2) 
  16 (+3) 
  15 (+2) 
  7 (-2) 
  12 (+1) 
  12 (+1)
  Skills Perception +4, Stealth +6
  Damage Resistances cold, fire, necrotic; bludgeoning, 
  piercing, and slashing from nonmagical attacks
  Damage Immunities lightning, poison
  Condition Immunities charmed, frightened, poisoned
  Senses darkvision 120 ft., passive Perception 14
  Languages Abyssal, the languages it knew in life
  Challenge 6 (2,300 XP)
  Aura of Annihilation. The bodak can activate or 
  deactivate this feature as a bonus action. While active, 
  the aura deals 5 necrotic damage to any creature that 
  ends its turn within 30 feet of the bodak. Undead and 
  fiends ignore this effect.
  Death Gaze. When a creature that can see the bodak’s 
  eyes starts its turn within 30 feet of the bodak, the 
  bodak can force it to make a DC 13 Constitution saving 
  throw if the bodak isn’t incapacitated and can see the 
  creature. If the saving throw fails by 5 or more, the 
  creature is reduced to 0 hit points, unless it is immune 
  to the frightened condition. Otherwise, a creature takes 
  16 (3d10) psychic damage on a failed save.
      Unless surprised, a creature can avert its eyes to 
  avoid the saving throw at the start of its turn. If the 
  creature does so, it has disadvantage on attack rolls 
  against the bodak until the start of its next turn. If the 
  creature looks at the bodak in the meantime, it must 
  immediately make the saving throw.
  Sunlight Hypersensitivity. The bodak takes 5 radiant 
  damage when it starts its turn in sunlight. While in 
  sunlight, it has disadvantage on attack rolls and ability 
  checks.
  Actions                                                                             
  Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 4 (1d4 + 2) bludgeoning damage plus 9 
  (2d8) necrotic damage. 
  Withering Gaze. One creature that the bodak can see 
  within 60 feet of it must make a DC 13 Constitution 
  saving throw, taking 22 (4d10) necrotic damage on a 
  failed save, or half as much damage on a successful save.
  Intellect Devourer
  Tiny aberration, lawful evil
  Armor Class 12
  Hit Points 21 (6d4 + 6)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  6 (-2) 
  14 (+2) 
  13 (+1) 
  12 (+1) 
  11 (+0) 
  10 (+0)
  Skills Perception +2, Stealth +4
  Damage Resistances bludgeoning, piercing, and slashing 
  from nonmagical weapons that aren’t made of adamantine
  Damage Immunities poison
  Condition Immunities blinded
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 12
  Languages Understands Deep Speech but can’t speak, 
  telepathy 60 ft.
  Challenge 2 (450 XP)
  Detect Sentience. The intellect devourer can sense the 
  presence and location of any creature within 300 feet 
  of it that has an intelligence of 3 or higher, regardless of 
  interposing barriers, unless the creature is protected by a 
  mind blank spell.
  Actions                                                                             
  Multiattack. The intellect devourer makes one attack with 
  its claws and uses Devour Intellect.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage.
  Devour Intellect. The intellect devourer targets one creature 
  it can see within 10 feet of it that has a brain. The target 
  must succeed on a DC 12 Intelligence saving throw against 
  this magic or take 11 (2d10) psychic damage. Also, on a 
  failure roll 3d6: if the total equals or exceeds the target’s 
  Intelligence score, that score is reduced to 0. The target is 
  stunned until it regains at least one point of Intelligence.
  Body Thief. The intellect devourer initiates an Intelligence 
  contest with an incapacitated humanoid within 5 feet of 
  it. If it wins the contest, the intellect devourer magically 
  consumes the target’s brain, teleports into the target’s 
  skull, and takes control of the target’s body. While inside 
  a creature, the intellect devourer has total cover against 
  attacks and other effects originating outside its host. The 
  intellect devourer retains its Intelligence, Wisdom, and 
  Charisma scores, as well as its understanding of Deep 
  Speech, its telepathy, and its traits. It otherwise adopts the 
  target’s statistics. It knows everything the creature knew, 
  including spells and languages.
      If the host body drops to 0 hit points, the intellect 
  devourer must leave it. A protection from evil and good 
  spell cast on the body drives the intellect devourer out. The 
  intellect devourer is also forced out if the target regains 
  its devoured brain by means of a wish. By spending 5 feet 
  of its movement, the intellect devourer can voluntarily 
  leave the body, teleporting to the nearest unoccupied space 
  within 5 feet of it. The body then dies, unless its brain is 
  restored within 1 round.  
  
  33
  ELMW2-3 / Vestiges of Darkness: APPENDIX
  Courtyard Monster/NPC Statistics        
  Grick
  Medium monstrosity, neutral
  Armor Class 14 (natural armor)
  Hit Points 27 (6d8)
  Speed 30 ft., climb 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2) 
  14 (+2) 
  11 (+0) 
  3 (-4) 
  14 (+2) 
  5 (-3)
  Damage Resistances bludgeoning, piercing, and 
  slashing damage from nonmagical weapons that aren’t 
  made of adamantine
  Senses darkvision 60 ft., passive Perception 12
  Languages --
  Challenge 2 (450 XP)
  Stone Camouflage. The grick has advantage on 
  Dexterity (Stealth) checks made to hide in rocky terrain.
  Actions                                                                             
  Multiattack. The grick makes one attack with its 
  tentacles. If that attack hits, the grick can make one 
  beak attack against the same target.
  Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 9 (2d6 + 2) slashing damage.
  Beak. Melee Weapon Attack: +4 to hit, range 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Grick Alpha
  Large monstrosity, neutral
  Armor Class 18 (natural armor)
  Hit Points 75 (10d10 + 20)
  Speed 30 ft., climb 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 
  16 (+3) 
  15 (+2) 
  4 (-3) 
  14 (+2) 
  9 (-1)
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t made of 
  adamantine
  Senses darkvision 60 ft., passive Perception 12
  Languages --
  Challenge 7 (2,900 XP)
  Stone Camouflage. The grick has advantage on 
  Dexterity (Stealth) checks made to hide in rocky terrain.
  Actions                                                                             
  Multiattack. The grick makes two attacks: one with 
  its tail and one with its tentacles. If it hits with its 
  tentacles, the grick can make one beak attack against 
  the same target.
  Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 11 (2d6 + 4) bludgeoning damage.
  Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 22 (4d8 + 4) slashing damage.
  Beak. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 13 (2d8 + 4) piercing damage.
  Countess Trentham, Warlock of the Great Old One
  Medium humanoid (half elf), chaotic evil
  Armor Class 12 (15 with mage armor)
  Hit Points 91 (14d8 + 28)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  9 (-1) 
  15 (+2) 
  16 (+3) 
  12 (+1) 
  12 (+1) 
  20 (+4)
  Saving Throws Wis +4, Cha +8
  Skills Arcana +4, History +4
  Damage Resistances psychic
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Elvish, telepathy 30 ft.
  Challenge 6 (2,300 XP)
  Innate Spellcasting. The warlock’s innate spellcasting 
  ability is Charisma. It can innately cast the following 
  spells (spell save DC 16), requiring no material 
  components.
  At will: detect magic, jump, levitate, mage armor (self 
  only), speak with dead
  1/day each: arcane gate, true seeing
  Fey Ancestry. The Countess has advantage on saving 
  throws against being charmed, and magic can’t put you 
  to sleep.
  Spellcasting. The warlock is a 14th-level spellcaster. 
  Its spellcasting ability is Charisma (spell save DC 16, +8 
  to hit with spell attacks). It regains its expended spell 
  slots when it finishes a short or long rest. It knows the 
  following warlock spells:
  Cantrips (at will): chill touch, eldritch blast, guidance, 
  mage hand, minor illusion, prestidigitation, shocking 
  grasp
   1st-5th level (3 5th-level slots): armor of Agathys, 
  arms of Hadar, crown of madness, clairvoyance, 
  detect thoughts, dimension door, dissonant whispers, 
  dominate beast, lightning bolt, telekinesis, vampiric 
  touch
  Whispering Aura. At the start of each of the warlock’s 
  turns, each creature of its choice within 5 feet of it must 
  succeed on a DC 15 Wisdom saving throw or take 10 
  (3d6) psychic damage, provided that the warlock isn’t 
  incapacitated.
  Actions                                                                             
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage.
  Notes                                                                             
  Volo’s Guide to Monsters, page 220. Added lightning 
  bolt to spell list to match narrative vestige.
  
  34
  ELMW2-3 / Vestiges of Darkness: 
  APPENDIX
  Final Encounter Monster/NPC Statistics
  Akempus
  Medium undead, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 120 (16d8 + 48)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  11 (+0) 
  12 (+1) 
  16 (+3) 
  19 (+4) 
  17 (+4) 
  17 (+3)
  Saving Throws Con +7, Int +8, Wis +7, Cha +7
  Skills Arcana +8, Deception +7, History +8, Insight +7, 
  Perception +7, Stealth +5
  Damage Resistances cold, lightning, necrotic
  Damage Immunities poison; bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned
  Senses truesight 120 ft., passive Perception 17
  Languages Deep Speech, Undercommon, telepathy 120 
  ft.
  Challenge 10 (5,900 XP)
  Magic Resistance. Akempus has advantage on saving 
  throws against spells and other magical effects.
  Innate Spellcasting (Psionics). Akempus’s innate 
  spellcasting ability is Intelligence (spell save DC 16). 
  It can innately cast the following spells, requiring no 
  components:
  At will: detect thoughts, levitate
   1/day: dominate monster, plane shift (self only; 
  however, Akempus cannot use plane shift due to the 
  curse that binds it to the Bell in the Deep. This curse 
  also makes Akempus immune to banishment and any 
  other spell or effect that would send it to another 
  plane of existence or otherwise move it outside the 
  Bell in the Deep.)
  Spellcasting. Akempus is a 12th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 16, +8 
  to hit with spell attacks). Akempus has the following 
  wizard spells prepared:
  Cantrips (at will): chill touch, dancing lights, mage 
  hand, prestidigitation, shocking grasp
  1st level (4 slots): detect magic, disguise self, magic 
  missile, shield
  2nd level (3 slots): invisibility, mirror image, 
  scorching ray
  3rd level (3 slots): counterspell, fly, lightning bolt
  4th level (3 slots): confusion, Evard’s black tentacles, 
  greater invisibility, phantasmal killer
  5th level (2 slots): modify memory, wall of force
  6th level (1 slot): disintegrate, globe of invulnerability
  Turn Resistance. Akempus cannot be turned within 
  the Bell in the Deep. Outside its lair, Akempus has 
  advantage on saving throws against any effect that 
  turns undead.
  Actions                                                                             
  Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 10 (3d6) cold damage.
  Mind Blast (Recharge 5-6). Akempus magically emits 
  psychic energy in a 60-foot cone. Each creature in that 
  area must succeed on a DC 16 Intelligence saving throw 
  or take 22 (4d8 + 4) psychic damage and be stunned for 
  1 minute. A target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success.
  Notes                                                                             
  Volo’s Guide to Monsters, page 172. Standard alhoon 
  stats, except for the removal of the ability to plane shift 
  1/day (Akempus is unable to leave the Bell in the Deep 
  by any means due to the curse), addition of greater 
  invisibility to spell list, and upgrading the alhoon’s 
  existing turn resistance to turn immunity while within 
  the Bell in the Deep.
  
  35
  ELMW2-3 / Vestiges of Darkness: 
  APPENDIX
  Mindwitness
  Large aberration, lawful evil
  Armor Class 15 (natural armor)
  Hit Points 75 (10d10 + 20)
  Speed 0 ft., fly 20 ft. (hover)
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0) 
  14 (+2) 
  14 (+2) 
  15 (+2) 
  15 (+2) 
  10 (+0)
  Saving Throws Int +5, Wis +5
  Skills Perception +8
  Condition Immunities prone
  Senses darkvision 120 ft., passive Perception 18
  Languages Deep Speech, Undercommon, telepathy 600 
  ft.
  Challenge 5 (1,800 XP)
  Telepathic Hub. When the mindwitness receives a 
  telepathic message, it can telepathically share that 
  message with up to seven other creatures within 600 
  feet of it that it can see.
  Actions                                                                             
  Multiattack. The mindwitness makes two attacks: one 
  with its tentacles and one with its bite.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 16 (4d6 + 2) piercing damage.
  Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 20 (4d8 + 2) psychic damage. If the 
  target is Large or smaller, it is grappled (escape DC 13) 
  and must succeed on a DC 13 Intelligence saving throw 
  or be stunned until this grapple ends.
  Eye Rays. The mindwitness shoots three of the 
  following magical eye rays at random (reroll 
  duplicates), choosing one to three targets it can see 
  within 120 feet of it.
  1. Aversion Ray. The targeted creature must make 
  a DC 13 Charisma saving throw. On a failed save, the 
  target has disadvantage on attack rolls 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.
  2. Fear Ray. The targeted creature must succeed on 
  a DC 13 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.
  3. Psychic Ray. The target must succeed on a DC 13 
  Intelligence saving throw or take 27 (6d8) psychic 
  damage.
  4. Slowing Ray. The targeted creature must make a 
  DC 13 Dexterity saving throw. On a failed save, the 
  target’s speed is halved for 1 minute. In addition, the 
  creature can’t take reactions, and it can take either 
  an action or a bonus action on its turn but not both. 
  The creature can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a 
  success.
  5. Stunning Ray. The targeted creature must succeed 
  on a DC 13 Constitution saving throw or be stunned 
  for 1 minute. The target can repeat the saving throw 
  at the start of each of its turns, ending the effect on 
  itself on a success.
  6. Telekinetic Ray. If the target is a creature, it must 
  make a DC 13 Strength saving throw. On a failed 
  save, the mindwitness moves it up to 30 feet in any 
  direction, and it is restrained by the ray’s telekinetic 
  grip until the start of the mindwitness’s next turn or 
  until the mindwitness is incapacitated. If the target 
  is an object weighing 300 pounds or less that isn’t 
  being worn or carried, it is telekinetically moved 
  up to 30 feet in any direction. The mindwitness can 
  also exert fine control on objects with this ray, such 
  as manipulating a simple tool or opening a door or a 
  container.
  
  36
  ELMW2-3 / Vestiges of Darkness: 
  APPENDIX
  Shield Guardian
  Large construct, unaligned
  Armor Class 17 (natural armor)
  Hit Points 142 (15d10 + 60)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 
  8 (-1) 
  18 (+4) 
  7 (-2) 
  10 (+0) 
  3 (-4)
  Senses blindsight 10 ft., darkvision 60 ft., passive 
  Perception 10
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned
  Languages understands commands given in any 
  language but can’t speak
  Challenge 7 (2,900 XP)
  Bound. The shield guardian is magically bound to an 
  amulet. As long as the guardian and its amulet are 
  on the same plane of existence, the amulet’s wearer 
  can telepathically call the guardian to travel to it, and 
  the guardian knows the distance and direction to the 
  amulet. If the guardian is within 60 feet of the amulet’s 
  wearer, half of any damage the wearer takes (rounded 
  up) is transferred to the guardian.
  Regeneration. The shield guardian regains 10 hit 
  points at the start of its turn if it has at least 1 hit point.
  Spell Storing. A spellcaster who wears the shield 
  guardian’s amulet can cause the guardian to store one 
  spell of 4th level or lower. To do so, the wearer must 
  cast the spell on the guardian. The spell has no effect 
  but is stored within the guardian. When commanded 
  to do so by the wearer or when a situation arises that 
  was predefined by the spellcaster, the guardian casts 
  the stored spell with any parameters set by the original 
  caster, requiring no components. When the spell is cast 
  or a new spell is stored, any previously stored spell 
  is lost. The spell currently stored in the guardian is 
  counterspell at 4th level.
  Actions                                                                             
  Multiattack. The shield guardian makes two fist 
  attacks.
  Fist. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) bludgeoning damage.
  Reactions                                                                             
  Shield. When a creature makes an attack against the 
  wearer of the guardian’s amulet, the guardian grants a 
  +2 bonus to the wearer’s AC if the guardian is within 5 
  feet of the wearer.
  Deep Scion
  Medium humanoid (shapechanger), neutral evil
  Armor Class 11
  Hit Points 67 (9d8 + 27)
  Speed 30 ft. (20 ft. and swim 40 ft. in hybrid form)
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  14 (+2)
  Saving Throws Wis +3, Cha +4
  Skills Deception +6, Insight +3, Sleight of Hand +3, 
  Stealth +3
  Senses darkvision 120 ft., passive Perception 11
  Languages Aquan, Common, thieves’ cant
  Challenge 3 (700 XP)
  Shapechanger. The deep scion can use its action to 
  polymorph into a humanoid-piscine hybrid form, or 
  back into its true form. Its statistics, other than its 
  speed, are the same in each form. Any equipment it is 
  wearing or carrying isn’t transformed. The deep scion 
  reverts to its true form if it dies.
  Amphibious (Hybrid Form Only). The deep scion can 
  breathe air and water.
  Actions                                                                             
  Multiattack. In humanoid form, the deep scion makes 
  two melee attacks. In hybrid form, the deep scion makes 
  three attacks: one with its bite and two with its claws.
  Battleaxe (Humanoid Form Only). Melee Weapon 
  Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) 
  slashing damage, or 9 (1d10 + 4) slashing damage if 
  used with two hands. 
  Bite (Hybrid Form Only). Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing 
  damage. 
  Claw (Hybrid Form Only). Melee Weapon Attack: +6 
  to hit, reach S ft., one target. Hit: 7 (1d6 + 4) slashing 
  damage.
  Psychic Screech (Hybrid Form Only; Recharges after 
  a Short or Long Rest). The deep scion emits a terrible 
  scream audible within 300 feet. Creatures within 30 
  feet of the deep scion must succeed on a DC 13 Wisdom 
  saving throw or be stunned until the end of the deep 
  scion’s next turn. In water, the psychic screech also 
  telepathically transmits the deep scion’s memories of 
  the last 24 hours to its master, regardless of distance, so 
  long as it and its master are in the same body of water.
  
  37
  ELMW2-3 / Vestiges of Darkness: 
  APPENDIX
  
  38
  ELMW2-3 / Vestiges of Darkness: 
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  39
  ELMW2-3 / Vestiges of Darkness: 
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  40
  ELMW2-3 / Vestiges of Darkness: 
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  41
  ELMW2-3 / Vestiges of Darkness: 
  APPENDIX
  DM Appendix: Solution to the Holy Symbols Puzzle
  DO NOT GIVE THIS PAGE TO THE PLAYERS!
  If possible, please pre-cut and mix up the 16 pieces on Handout 3 and give them to the players as a jumbled pile. 
  Please note that the edges do NOT need to be precise! Just cut the shapes out as rough outlines. 
  For your reference, the following table contains information about each symbol, the deity it represents, the 
  particular piece of that deity’s portfolio as described in the puzzle inscription, the letters inscribed on each symbol, 
  and the missing letter from the deity’s name. That should be all the information you need to resolve skill checks and 
  give out hints if the players need any help while solving the puzzle.
  The players should
  1) Match the broken halves of the holy symbols.
  2) ID the god/goddess that goes with each holy symbol with a DC 10 Intelligence (Religion) check.
  3) Figure out which letter is missing from the name of the god/goddess on each holy symbol.
  4) ID the domain that goes with that god/goddess with a DC 10 Intelligence (Religion) check.
  5) Put the missing letters (“what you have not found”) in the order suggested by the inscription. That gives them 
  the word DEMOTION.
  6) Figure what “upend the third of your new eight splitting it in half as you turn it over” means. M is the third letter 
  of DEMOTION. Cut the M in half and turn it over and it looks like a V, which forms the answer DEVOTION.
  Deity
  Portfolio Reference
  Holy Symbol
  Letters on Symbol
  Missing Letter
  Auril
  Winter
  Snowflake diamond
  A U R L
  I
  Bane
  Tyranny
  Hand on Shield
  B A N
  E
  Eldath
  Peace
  Waterfall
  E L A T H
  D
  Gond
  Craft
  Gear
  G N D
  O
  Ilmater
  Suffering
  Bound hands
  I L M A E R
  T
  Mask
  Trickery
  Mask
  A S K
  M
  Oghma
  Knowledge
  Scroll
  G H M A
  O
  Silvanus
  Nature
  Leaf
  S I L V A U S
  N
  
  42
  ELMW2-3 / Vestiges of Darkness: 
  APPENDIX
  Handout 1. This is Your Life (1 copy per player)
  Player’s Name:
  Character’s Name:
  Please describe a few incidents in your character’s background. These do not have to be extremely detailed but give 
  enough information for the DM to understand the basics of what happened. 2-3 sentences should be sufficient to 
  convey the level of detail needed. (You will not be reading these out loud to the other players, just to be clear, and 
  neither will the DM, but the information is important at various points during the adventure.)
  Describe an incident in which your character showed either great bravery or great cowardice.
  Describe an incident in which your faith in a higher power was strengthened (and please name the power/deity in 
  question), or an incident in which your faith was weakened or even lost completely.
  If you had to choose a single animal, magical beast, or similar creature as your character’s spirit totem, what would 
  it be?
  
  43
  ELMW2-3 / Vestiges of Darkness: 
  APPENDIX
  Handout 2. Adventure Hooks
  2A On the Trail of Nesbit Gath                                                                           
  (For characters who have played ELMW2-1 Tendrils in the Fog and/or ELMW2-2 Mists of the Moonsea.)
  Constable Mathnir met with you to go over what you’d learned previously – a band of adventurers had run afoul of 
  some dark magic in a place called Ravenloft. They carry within them the evil vestiges of dead gods from that land of 
  dread. The possessed adventurers had been raiding up and down the coast of the Moonsea. You had tracked some 
  of them down, but three remain who have fled to the sunken fortress of Northkeep:
  • Nesbit Gath, gnome transmutation wizard
  • Countess Constance Trentham, half elven dilettante
  • Patrin, Dragonborn Paladin of Bahamut
  The speculation was that the wizard wanted to ally with a lich there and become one himself. Northkeep has been 
  sealed by a barrier of magical energy which has prevented anyone from entering. Adventurers have found a portal 
  that would penetrate that barrier, and now Constable Mathnir calls upon brave souls to track the three remaining 
  marauders in Northkeep. Mariam Wrathborne, Captain of the Wave Queen, has been contracted to take you to 
  Yarralumla Island to use this portal and chase down the possessed adventurers.
  2B Elmwood Needs Help                                                                                
  (For characters that have played other Baldman Games Elmwood adventures - ELMW1-1 The Sage of Cormanthor, ELMW1-2 The 
  Lost Sanctum, or ELMW1-3 The Battle of Elmwood)
  Due to your past service to Elmwood, Constable Aliana Mathnir has turned to you for help. There is a group of 
  evil adventurers (under some sort of curse or possession) who have been razing some of the outlying towns near 
  Elmwood. Constable Mathnir wants these evil adventurers killed so they can’t hurt anyone else. Some of them have 
  already been taken down by local heroes. The ones left who have fled to the sunken fortress of Northkeep are:
  • Nesbit Gath, gnome transmutation wizard
  • Countess Constance Trentham, half elven dilettante
  • Patrin, Dragonborn Paladin of Bahamut
  The speculation was that the wizard wanted to ally with a lich there and become one himself. Northkeep has been 
  sealed by a barrier of magical energy which has prevented anyone from entering. Adventurers have found a portal 
  that would penetrate that barrier, and now Constable Mathnir calls upon brave souls to track the three remaining 
  marauders in Northkeep. Mariam Wrathborne, Captain of the Wave Queen, has been contracted to take you to 
  Yarralumla Island to use this portal and chase down the possessed adventurers.
   2C Asked to Help: Harpers                                                                              
  (For characters that have not played other Baldman Games Elmwood adventures and who are members of the Harpers.)
  Help is needed. There is a roving band of evil adventurers loose in the Moonsea. Other agents have killed or 
  captured four of them, but there are three left and they’ve holed up in the sunken fortress of Northkeep. These 
  people have hurt a lot of innocent folk in the area and must be stopped. You’re looking for:
  • Nesbit Gath, gnome transmutation wizard
  • Constance Trentham, half elven dilettante
  • Patrin, Dragonborn paladin
  On the one hand, no one would shed a tear if these monsters all died. On the other hand, the Harpers are concerned 
  about what caused them to turn evil. There’s some indication that they’re under the effects of a curse. Be careful – 
  that kind of thing could happen to any adventurer, right?
  Meet Captain Mariam Wrathborne at the Elmwood docks. She has been contracted to take you to Yarralumla Island 
  on her ship, the Wave Queen. You will arrive on the island at spring tide to open the portal to Northkeep where the 
  possessed adventurers are hiding.
     
   
   
   
   
   
   
   
  Ragnir Nejit
  
  44
  2D Asked to Help: Order of the Gauntlet                                                         
  (For characters that have not played other Baldman Games Elmwood adventures and who are members of the Order of the 
  Gauntlet.)
  Thank you for responding to this emergency – and may Tempus ward your soul. There are three murderers hiding 
  in a wrecked underwater ruin. I hear they were good once, but a gnome wizard (named Nesbit Gath) has led them 
  to ruin. Typical wizard, right? There’s a half-elf woman with them named Constance Trentham. Some kind of 
  nobility I think, but I have no idea where from.
   
  The third concerns me the most. His name is Patrin, and he’s a dragonborn who was a paladin of Bahamut. 
  My understanding is that he’s fallen from the faith. Please go to the sunken citadel of Northkeep and find these 
  murderers. It would be a good thing if you can save Patrin’s soul and restore his faith instead of killing him. Of 
  course, if he’s fallen to irredeemable evil, there’s only so much mere mortals can do. You’ll make the right choice, 
  I’m sure.
   
  Leave from the Elmwood docks on the Wave Queen. Her captain is Mariam Wrathborne. She’ll take you to 
  Yarralumla Island in the Moonsea where you can open the portal to Northkeep.
     
   
   
   
   
   
   
   
  Granthar Copperhelm
   
   
   
   
   
   
   
   
   
   
  Priestess of Tempus
   PS – Supposed to be a lich involved in this somewhere. You know what they say – smite early and smite often!
  2E Asked to Help: Emerald Enclave                                                                
  (For characters that have not played other Baldman Games Elmwood adventures and who are members of the Emerald Enclave.)
  A group of evil adventurers has destroyed a few small towns along the south coast of the Moonsea – that’s not a 
  large disturbance to the greater ecosystem, and not a terrible cause for concern (though it’s certainly regrettable). 
  Adventurers were called to deal with it, and we thought the matter was settled. However, we’ve become aware that 
  another one of the adventurers is still at large and is seeking the patronage of the lich of Northkeep with the idea to 
  also become a lich.
  Unacceptable. Undeath is a perversion of the cycle of life and death, and the damage a lich or two could do to the 
  local area is unthinkable. We’re still recovering from the magic fire that burned the whole area to the ground a 
  couple of years ago.
  Please go to the Elmwood docks. We’ve arranged for Captain Mariam Wrathborne to take you to Yarralumla Island. 
  There’s a portal there than will penetrate the magical barrier around Northkeep. Enter Northkeep and slay these 
  threats to the natural order.
     
   
   
   
   
   
   
   
  Rogon Stragoth
   
   
   
   
   
   
   
   
   
   
  In service to the Circle of Druids at the Grove   
   
   
   
   
   
   
   
   
   
   
  of Eldath
  ELMW2-3 / Vestiges of Darkness: 
  APPENDIX
  
  45
  2F Asked to Help: Lords’ Alliance                                                                   
  (For characters that have not played other Baldman Games Elmwood adventures and who are members of the Lords’ 
  Alliance.)
  The Lords’ Alliance has significant interest in seeing that Elmwood remains peaceful and secure as it rebuilds 
  from being burned down a couple of years ago. Mulmaster is a mess of intrigue and destroyed infrastructure, so 
  Elmwood is a center of local stability. Accordingly, the Alliance was extremely concerned when a small group of 
  powerful cursed adventurers started burning down small towns in the vicinity. Of course, we orchestrated events 
  to have them killed, but three remain. They’ve left the area (thank the Golden Lady Waukeen!) and have, according 
  to my intelligence, gone to the sunken city of Northkeep. There’s a magical energy barrier around Northkeep. The 
  local town Constable in Elmwood, Aliana Mathnir, sent adventurers to find a way through the barrier. There’s a 
  portal on a tiny island nearby that goes directly into Northkeep. The Constable is sending some adventurers to this 
  island and we want you to go with them. SEER says that you can be relied upon to utterly destroy any threats to 
  local peace and security. Meet Captain Mariam Wrathborne at the Elmwood docks. Her ship, the Wave Queen, has 
  been discretely hired to take you to the island to open the portal.
  Your targets are:
  Nesbit Gath, gnome transmutation wizard, Constance Trentham, half elven dilettante, Patrin, Dragonborn 
  paladin
  Good hunting,
     
   
   
   
   
   
   
   
  Norin Steelstrike
   
   
   
   
   
   
   
   
   
   
  Shield Trading Company
   
  2G Asked to Help: Zhentarim                                                                                  
  (For characters that have not played other Baldman Games Elmwood adventures and who are members of the 
  Zhentarim.)
  Look, I know you’re busy, but we have bigger problems. Most of the mortgages in Elmwood are held by Semyon and 
  Daughters bank, which is a wholly-owned subsidiary of the Black Network. We have a large financial investment 
  here and we need help. YOUR help, in specific.
   
  There have been a few crazed adventurers raiding up and down the coast. I would have been ruined if they’d 
  made it to Elmwood! Fortunately, some do-gooders stopped them. There are three of these nutjobs left. Apparently, 
  they went to the sunken city of Northkeep to find a lich there and get friendly with it. On the one hand, ew. On the 
  other hand, a network of liches – that isn’t OUR network of liches – is a threat to us. So, go to Northkeep and kill ‘em 
  all.
   
  There’s an energy barrier around Northkeep. Totally impenetrable. However, a little gold in the right places, and 
  I’ve found out the Constable of Elmwood’s hired thugs found a way in. A little more gold in the right places, and I’ve 
  gotten you in on the expedition to Northkeep. I’m sure the people the Constable hired are in this to smite evil, yadda 
  yadda, you know how it goes. Go with them and make sure that none of these whacko adventurers or this lich is 
  around to threaten our sovereignty in the area. Here’s the hit list:
  Nesbit Gath, gnome transmutation wizard, Constance Trentham, half elven dilettante. Patrin, Dragonborn 
  paladin, Akempus, lich of Northkeep (ha ha, good luck!)
  Meet Captain Mariam Wrathborne at the Elmwood docks. Her ship, the Wave Queen, will take you to the island to 
  open the portal into Northkeep.
     
   
   
   
   
   
   
   
  Fiorei Semyon
    
   
   
   
   
   
   
   
   
  Semyon and Daughters Bank
  ELMW2-3 / Vestiges of Darkness: 
  APPENDIX
  
  46
   2H Dossier from Aliana Mathnir                                                                           
  The Bell in the Deep (sometimes called the Bell in the Depths) is one of the great mysterious sites in the Moonsea 
  area. It related to legendary Northkeep, an island kingdom that was the first human citadel on the Moonsea. 
  Northkeep was a great and magical city, and it was while under the protection of those magics that humanity began 
  to press back the orc hordes and take command of the sea.
   
  The power of Northkeep made it an obvious target for orcs, giants, and other evil races. However, these 
  creatures were not inclined toward sea action, until the day when (according to legend) 40,000 inhuman mages, 
  shamans, witch doctors, and priests of all foul races gathered on the northern shore of the Moonsea, and began to 
  chant, bringing the vengeance of their gods down upon the human interlopers. Their gods (at least some of them) 
  came and destroyed their priests for disturbing them, but they also sank Northkeep beneath the waves.
   
  The upper reaches of Northkeep — its slender, now-broken spires — can be seen beneath the water by boats 
  that sailed nearby. This is not attempted often, as the region is said to be haunted by the original defenders of 
  Northkeep, seeking company in their watch over the Cold Lands.
  Sailors claim that on foggy nights the ghostly bells of Northkeep can be heard as far away as Hillsfar.
   
  The legends say that Akempus was once a citizen of Northkeep. Akempus betrayed Northkeep to its enemies in 
  return for the title and privileges of overlord of the city. However, Akempus’s allies double-crossed him, destroying 
  the city instead of merely conquering it, though they kept the letter of their word to Akempus. They left him the 
  undisputed master of the city… though it became entombed deep below the ground. Akempus purportedly survived 
  by becoming a lich (a plan he already had set into motion before the city’s fall). However, he is cursed to remain 
  within the Bell in the Deep, unable to leave the site of his betrayal.
   
  In order to enter the portal to Northkeep, go to the far south side of Yarralumla island, and ring the bell of the 
  Eye of Akempus. Leave the bell on the Wave Queen and have the crew ring the bell – it’s too bulky to cart around 
  easily. The sound of the bell will open the portal through the energy barrier that is surrounding Northkeep. We’ve 
  consulted a few sages and they indicate that once you get into Northkeep, getting out should be as easy as turning 
  around and walking the other way. After all the portal was designed to keep things out – not keep things in. The 
  Wave Queen will wait on you for four days. I’ll send someone out every few days after that to look for you. 
  ELMW2-3 / Vestiges of Darkness: 
  APPENDIX
  
  47
   Handout 3. Inscription and Broken Holy Symbols
  ELMW2-3 / Vestiges of Darkness: 
  APPENDIX
  
  48
  ELMW2-3 / Vestiges of Darkness: 
  APPENDIX
  
  49
  ELMW2-3 / Vestiges of Darkness: 
  APPENDIX
  
  50
  Handout 4. Treasure
  Elven Chain
  Armor (chain shirt), rare
  This weird silvery-purple chain shirt is as thin and light as a linen shirt. It has a muted wave symbol of Istishia, the 
  neutral god known as the Water Lord, patterned into the links. This must have once belonged to a sea elf.
   
  You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you 
  lack proficiency with medium armor. This item is detailed in the Dungeon Master’s Guide page 168.
  Spell Scroll of Reincarnate
  Scroll, rare
  This scroll contains the spell Reincarnate. This item is detailed in the Dungeon Master’s Guide page 200 and the 
  Player’s Handbook page 271. 
  Potion of Psychic Resistance
  Potion, uncommon
  When you drink this potion, you gain resistance to psychic damage for 1 hour. It tastes entirely too much like a 
  mind flayer smells. This item can be found detailed in the Dungeon Master’s Guide page 188.
  Potion of Growth
  Potion, uncommon
  When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no 
  concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear 
  liquid around it and then contracts. Shaking the bottle fails to interrupt this process. This item can be found in 
  Handout 6 and is detailed in the Dungeon Master’s Guide page 187 and the Player’s Handbook page 237
  ELMW2-3 / Vestiges of Darkness: 
  APPENDIX
  
  51
  Handout 5. Story Award
  During the course of this adventure, the characters may earn the following story award. If you are printing these 
  out for your characters, print as many as you may need to ensure that any eligible character receives a copy:
  The good news is…                                                                                            
  … that you’re not still dead. Constable Mathnir had to send a rescue team to Northkeep to recover your brainless 
  body and have the chief cleric of the Temple of Bane in Elmwood cast Resurrection. The cost for the process is 50 
  downtime days and 3,500 gold. If you do not have 3,500 gold, the Temple of Bane takes whatever gold you have. Not 
  your finest hour
  ELMW2-3 / Vestiges of Darkness: 
  APPENDIX
  
  52
  Appendix
  Elmwood at a Glance
  DMs can use this information as needed to help flesh 
  out encounters in Elmwood proper.
  Population. Approximately 1,500 and growing.
  Races. Humans are the most numerous demographic 
  (50%). Elves (15%) and half-elves (25%) are the most 
  common nonhumans. 
  Alignment. Elmwood tends toward lawful (as 
  influenced by Mulmaster) and towards neutral.
   
  LAW
  NEUTRAL
  CHAOS
  GOOD
  8%
  31%
  8%
  NEUTRAL
  18%
  18%
  0%
  EVIL
  10%
  7%
  0%
  History of Elmwood - Elmwood is an old town which 
  was founded 1,300 years ago. It has no valuable 
  natural resources worth stealing (like gems or precious 
  metals). The long history of the town is both peaceful 
  and boring. They have been exporting fish and fine elm 
  wood to Mulmaster for centuries. As Mulmaster grew 
  in size and might, Elmwood became a vassal of the “City 
  of Danger”. The nobility of Mulmaster (particularly the 
  Culkin family) bought some of the land and began to 
  manage it directly. About two years ago. The Cult of 
  the Eternal Flame accidentally detonated a devastation 
  orb in Elmwood. When the orb detonated, it created 
  a 1-mile-wide area of intense, extreme dry heat for a 
  full day. Wildfires started within the first hour. Anyone 
  who didn’t flee was caught in the fires. For the next 
  hellish day, people tried to save what they could from 
  the burning. Most of the population was killed, and the 
  vegetation and buildings were burned. 
  Elmwood Today - In the wake of “The Burning,” 
  Elmwood was destroyed, but the survivors decided to 
  rebuild. Since then, houses and inns and industries have 
  been rebuilt, and the land cleared by the Burning has 
  been turned into a patchwork of farms. The area is alive 
  with the sound of hammering all day as new buildings 
  are built. 
  The various disasters happening around the Moonsea 
  in Phlan, Hillsfar, Mulmaster, and the Underdark have 
  led to a refugee crisis in the area – but Elmwood needs 
  people! The unstated policy is that anyone is welcome, 
  as long as they are willing to keep the peace and work 
  the land. 
  Culture - Crime is relatively rare, due, to the Order 
  of the Gauntlet and the Lords’ Alliance lending their 
  influence and manpower to peacekeeping in Elmwood. 
  There is also a strong social pressure for everyone to do 
  their part for the common good because the memories 
  of the Burning are still fresh. 
   
  There is friction between the survivors and the 
  refugees. The survivors are having to process their 
  whole social order changing. While the survivors are 
  sometimes not good hosts, the refugees are sometimes 
  not good guests. 
  Climate - Like the rest of the Moonsea region, Elmwood 
  is quite cool (consider the climate to be similar to 
  Montreal, Canada). Elmwood is cool in the summer 
  (highs about 70°F, 20°C) and cold in the winter (highs 
  around 20°F, -6°C). 
  Economy - Elmwood exports timber and fish and there 
  is a small merchant fleet that calls Elmwood home. 
  While Elmwood now produces some crops, meat, and 
  dairy, they still must import food until agricultural 
  production becomes self-sustaining. Goats and sheep do 
  well in Elmwood, as they are small enough to be herded 
  into barns during the long cold winter. Industry in 
  Elmwood is starting to grow given the need to rebuild. 
  Any complex specialty items must be purchased in 
  Mulmaster. 
  Government - Elmwood has never been big enough 
  to have much of a formal system of government. In the 
  past, a constable was chosen by popular assent. Given 
  that the rebuilding is a much larger effort, Elmwood 
  has expanded its government services. The constable 
  has appointed six deputies. These officials can arrest 
  lawbreakers, as well as assemble and lead a militia. 
  Organizations
  Refugee Groups - There are semi-organized groups of 
  Phlan, Hillsfar, and Drow refugees.
  Survivors - The Elmwood survivors tend to stick together.
  Elmwood Council - The Council meets every week or 
  so. The Elmwood council consists of: Aliana Mathnir 
  (Constable), Alksuth Cork (Head of Sailfollowers), 
  Aranda Fletcher (Head of Greenstriders), Drake 
  Holmstrumph (Leader of the Survivors), Kala Namak 
  (Deputy, Leader of Hillsfar Refugees), Larissa Aerasumé 
  (Priestess of Selûne), Nils Sankt (Priest of Bane), Shayad 
  (Priestess of Chauntea), Thyra Stoneshoulders (Leader 
  of Phlan Refugees), and Yao Seiju (Head of the Shield 
  Trading Company). 
  Greenstriders - The Greenstriders are a semi-official 
  professional organization of foresters and scouts that 
  cooperate with each other to bring in timber. 
  ELMW2-3 / Vestiges of Darkness: 
  APPENDIX
  
  53
  Sailfollowers - The Sailfollowers are a tightly organized 
  group of shipping captains, fishers and sailors. They 
  bargain as a group to make sure shipping deals are handled 
  fairly and to prevent arguments over fishing grounds. 
  Semyon and Daughters Bank – This bank has underwritten 
  most of the loans in Elmwood, so it’s in their best interest 
  to see that the town is protected, well managed, and 
  prosperous so people can pay back those loans. 
  Shield Trading Company – This is a small merchant 
  house that has opened up a warehouse, an inn, and a 
  trade office in Elmwood to capitalize on trade in the area. 
  The Factions
  The Harpers - want to make sure the refugees are not 
  abused and are not cultists of the dragon or elemental 
  evil, or mad. The contact for the Harpers is Ragnir Nejit, 
  the innkeep of the Silvery Gem.
  The Order of the Gauntlet - has two major goals. The 
  first is to check the influence of the Church of Bane 
  and to promote justice and peace in Elmwood during 
  the rebuilding. The faction contact for the Order of the 
  Gauntlet is Granthar Copperhelm who runs the local 
  shrine to Tempus.
  The Emerald Enclave - is making sure that the farms are 
  set up appropriately, and that people aren’t taking too 
  much timber from the forest for rebuilding. Rogon Stragoth 
  is the official faction contact. The druids circle in the Grove 
  of Eldath is very friendly with the Emerald Enclave.
  The Lords’ Alliance - want to boost trade and security 
  so that the area is peaceful and prosperous. Norin 
  Steelstrike is the faction contact for the Lords’ Alliance. 
  She works at the Shield Trading Company.
  The Zhentarim - are making money and gaining 
  influence over important people in the area. The banker 
  from Semyon and Daughters – Fiorei Semyon – is the 
  faction contact for the Zhentarim.
  Important Locations
  Elmwood Hall – is a new, sturdy two-story building 
  made out of elmwood. The downstairs hosts the offices 
  for the city officials. The upstairs is the Constable’s 
  office and home.
  The Grove of Eldath - was a shelter during the 
  Burning, and the survivors are grateful to the druids 
  there. The grove itself was mostly burned to the ground, 
  except for thirteen giant elm trees.
  Karsure’s Axelworks and Smithy – produces fine 
  elmwood: wagons, carriages, wheels, and various 
  metalwork (but not weapons). The smith can silver 
  weapons for normal costs.
  The Last Book Boardinghouse (poor 2 sp/day) - is a 
  ramshackle mansion that was not burned entirely to the 
  ground, and has been partially repaired. The rooms are 
  very basic, but they’re clean. The boardinghouse does 
  not serve food.
  Moline’s Sundries and Equipment – sells adventuring 
  gear, weapons and armor in the Players Handbook 
  worth less than 100 GP. A variety of goods is displayed 
  through the front windows.
  Oghma’s Ointments and Unguents – is run by the only 
  apothecary in town. It sells alchemist’s supplies and 
  other reasonable alchemy and herbalism items.
  The Phoenix House (wealthy 4 gp/day) - is a large 
  public house and inn that is elaborately and expensively 
  furnished. It caters to adventurers. There are a few 
  conference rooms as well as a well-stocked wine cellar 
  and extensive hot baths. 
  The Phoenix Monument - is a memorial marker for 
  all of the people who died in the Burning. It is a large 
  fountain with a golden phoenix rising from ashes lit by 
  continual flame spells. 
  The Refugee Barracks (squalid, 1 sp/day) -  is where 
  refugees can live for free. The cost is paid by taxes on 
  the other citizens of Elmwood. 
  The Shield Trading Company – is a trading house 
  along the docks. 
  The Shrine to Tempus – is a small military field camp 
  and open pavilion.
  The Sign of the Shield (aristocratic, 10 gp/day) - is the 
  finest inn in Elmwood. It is owned by Shield Trading 
  Company and is mainly used for their business.
  The Silvery Gem Inn (modest 1 gp/day) - is 
  comfortable, friendly, and has really delicious cabbage 
  soup. It is the official central meeting place for the 
  Phlan refugees.
  Stone’s Dwarf Inn (comfortable 2 gp/day) - is a 
  whimsical inn run by a gnome illusionist. Children go 
  to school there in the mornings. There is a very lifelike 
  stone dwarf in the front yard.
  The Temple of Chauntea “The Bounty of the Goddess” 
  - contains a large structure and elaborate gardens. 
  Many farmers and ranchers are adherents of Chauntea.
  The Temple of Selûne “The Path of Silver Light” - is the 
  center of faith in Elmwood, and the oldest religious faith 
  in town. The prior temple was destroyed in the burning, 
  and rebuilt with help from the elves. Many survivors 
  and elves pay their respects here.
  ELMW2-3 / Vestiges of Darkness: 
  APPENDIX
  
  54
  The Temple of Bane “The Black Lord’s Fist” - is newly 
  built by philanthropists from Mulmaster. Given that 
  this is the official faith of Mulmaster, the Temple is very 
  important in Elmwood.
  The Wayfarer’s Rest Tavern (modest 1 gp/day) - is 
  a modestly priced inn that caters to the docks area in 
  specific. Ship captains and officers stay here.
  Elmwood Council
  Aliana Mathnir, Constable – LN female human 
  Veteran. Brown hair, blue eyes, brown skin. Aliana is 
  more interested in the greater good than in penalizing 
  every small infraction. She likes to keep a neat and 
  efficiently running town. She is friendly and honest. 
  Likely at Elmwood Hall.
  Alksuth Cork, Head of Sailfollowers – CG male 
  human Bandit Captain. Bald head, gray eyes, brown 
  skin. Alksuth has a sharp wit and a booming voice. He’s 
  gregarious, if somewhat ill-tempered. He likes to ask a 
  lot of questions and see what makes people tick. Likely 
  at the docks.
  Aranda Fletcher, Head of the Greenstriders – NG 
  female half elf Scout. Blond hair, brown eyes, golden 
  skin. Aranda looks out for others but only if they are 
  willing to help themselves. Likely at Wayfarer’s Rest Inn.
  Drake Holmstrumph, Leader of the Survivors – NE 
  male human Guard. Gray hair, dark eyes, brown skin. 
  Drake is suspicious of anyone who’s not a survivor of 
  the Burning, and comes off as rather cold until you get 
  to know him. Likely at the docks.
  Kala Namak, Deputy, Leader of Hillsfar Refugees – 
  LE female dragonborn Knight. Purple eyes, black scales. 
  She is patient, thoughtful, and cunning. She uses her 
  reputation and position as a shield and is more likely to 
  threaten her way into finding what she wants/needs. 
  Likely at Elmwood Hall.
  Larissa Aerasumé, Cleric of Selûne – NG female half 
  elf Cleric 9. Black hair, blue eyes, black skin. Larissa is 
  a calm and thoughtful woman. She has a penchant for 
  seeing all parts of life, the good and the bad, as part of 
  Selûne’s divine plan. Likely at The Path of Silver Light 
  temple to Selûne.
  Nils Sankt, Cleric of Bane – LE male human Cleric 9. 
  Bald head, blue eyes, white skin. Nils is quite cranky about 
  being old. He remembers better days and likes to tell 
  people about how it used to be. He will argue about almost 
  anything. Likely at The Black Lord’s Fist temple to Bane.
  Shayad, Cleric of Chauntea – NG female half orc Cleric -9. 
  Brown hair, green eyes, gray skin. Shayad is calm and peaceful 
  woman. She reacts poorly to those who make comments 
  disrespectful of her heritage. She is a pacifist at heart and will 
  try to dissuade others from violence if possible. Likely at The 
  Bounty of the Goddess temple to Chauntea.
  Thyra Stoneshoulders, Leader of Phlan Refugees 
  – LN female dwarf Guard. Red hair, brown eyes, rosy 
  skin. Thyra is professional and warm as a barkeep, and 
  enjoys getting drawn into philosophical conversations. 
  Likely at the Silvery Gem Inn.
  Yao Seiju, Local Leader of the Shield Trading 
  Company – LE male half elf Noble. Black hair, brown 
  eyes, golden skin. Yao Seiju is a calculating man that 
  likes to live the luxurious life. He is willing to make a 
  deal on most anything as long as he can get the better 
  end of it. Likely at the Shield Trading Company.
  Faction Contacts
  Ragnir Nejit, Harpers – NG male dragonborn Knight. 
  White eyes and white scales. He is extremely secretive 
  and serious about Harper business. He owes his life to the 
  Harpers for rescuing him from the Hillsfar arena. Ragnir 
  is a no nonsense kind of guy. He knows the lay of the land 
  and so he expects to get what he deserves. He doesn’t 
  want to see anyone hurt, but a little cut or bruise is just a 
  learning experience. Likely at the Silvery Gem Inn.
  Granthar Copperhelm, Priestess of Tempus, Order 
  of the Gauntlet – N female dwarf Priest. Black hair, 
  brown eyes, brown skin. She’s a gruff soldier, formerly 
  from Phlan, but has taken well to being a leader and 
  protector in Elmwood. Likely at the Shrine to Tempus.
  Rogon Stragoth, Emerald Enclave – N male half orc 
  Scout. Brown hair, brown eyes, gray skin. He works 
  closely with Shevarra Dyernina and the other druids 
  in Eldath’s grove as well. Rogon is very secretive with 
  his association with the Emerald Enclave. Rogon does 
  not put up with racial hatred – he got enough of that in 
  Hillsfar to last him his whole life. Likely at his ranch or 
  out in the forest.
  Norin Steelstrike, Lord’s Alliance – LN female 
  dwarf Spy. Brown hair, black eyes, copper skin. She 
  keeps this work completely separate from the Shield 
  Trading Company and takes her responsibilities deadly 
  seriously. Norin is inquisitive and asks questions 
  whenever she thinks it is appropriate. Likely at the 
  Shield Trading Company.
  Fiorei Semyon, Zhentarim – LE female human Noble. 
  Black hair, dark eyes, mahogany skin. The rest of 
  Semyon and Daughters doesn’t know that she’s in bed 
  with the Black Network, so she’s extremely circumspect 
  with her dealings for faction business. Fiorei thinks 
  before she speaks, and has a “can do” attitude. Of 
  course, she always makes sure that the things that get 
  done benefit Semyon and Daughters. Likely at the Sign 
  of the Shield.
  ELMW2-3 / Vestiges of Darkness: 
  APPENDIX
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Baldman Games (BMG)/CCC-BMG-36 ELM2-3 - Vestiges of Darkness.pdf