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  Something Sinister 
  DC-PoA-CONMAR-01 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A group of kobold miners have uncovered something very unusual at the bottom of their mine. They need 
  a band of brave adventurers to make sure that what they have found is not a risk to their health. 
  Are you brave enough to heed the call? 
   
  A two to four hour Plague of Ancients Dungeon Craft module for level 1-4 characters.
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  2
  Credits 
   
  Designer: Casper Kirketerp-Helenius 
   
  Guest Writers: Casper Akto Kanstrup, Martine 
  Brandt Lassen, Rasmus Møller 
  Creative Advisor: Jesper Bach, Casper Akto 
  Kanstrup 
   
  Editor: Martine Brandt Lassen 
  Proof-reading: Casper Akto Kanstrup, Martine 
  Brandt Lassen, Rasmus Møller 
   
  Cover Illustration: Dante's Divine Comedy: Hell 
  - Purgatory – Paradise (Plate 14). Illustrations by 
  Gustave Doré, Translation by Henry W. 
  Longfellow, Published by Arcturus Books, 2007.  
   
  Cartography: Dyson Logos, Casper Akto 
  Kanstrup, Fernando Dolande 
  Other Illustrations: Anna Holmgren, DMsGuild 
  Art Resources 
   
  Special Thanks: My wife, Sara, D&D 
  Adventurers League Denmark and Adventurers 
  League Nordic and everyone who helped making 
  this story come to life. 
   
  Playtesters: Martin Lethan Bugge, Nicolai Frost 
  Kolborg Jacobsen, Andreas Michagin, René 
  Aaslyng Petersen , Nicklas Sjøner
  DungeonCraft Details 
   
  Adventure Seed Title: In Too Deep 
  Adventure Seed Hook: Kobold miners at the 
  gem mine near Termalaine have uncovered 
  dangerous artifacts on the mine’s third level, 
  affecting their judgement and reasoning. 
   
  Adventure Seed Reward (Two-hour): potion of 
  climbing, lantern of tracking (aberrations) 
  Adventure Seed Reward (Four-hour): psi 
  crystal 
    
   
   
  
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  Adventure Primer 
  This adventure is designed for three to seven 
  1st to 4th level characters and is optimized for 
  five characters with an average party level 
  (APL) of 3. Characters outside this level range 
  cannot participate in this adventure. 
   
  This adventure occurs in Termalaine and deep 
  within a kobold driven gemstone mine northeast 
  of the town.  
  Background 
  Thousands of years ago during the AGE OF 
  DISCOVERY, a NETHERESE archmagi named 
  OXIUM DARKCALLER, led a team of explorers 
  into the icy reaches of ICEWIND DALE in search 
  of a magical relic, discovered by his powerful 
  scryers. 
   
  Not far from the city now known as 
  TERMALAINE, named by its geological 
  counterpart of which the ground around the city 
  is riddled with, the Netherese explorers started 
  digging far into the ground. After weeks of 
  digging, the excavators breached the ceiling to a 
  huge subterranean cave.  
   
  10 feet under the cave floor, they found what 
  OXIUM had come here for. A purple stone, 
  possibly fallen from the sky eons ago, radiating 
  purple light as well as strong magic. Thus, 
  OXIUM named it the SKY STONE. The goddess 
  SHAR saw what OXIUM had found, and in envy 
  she immediately manipulated OXIUM to build a 
  temple, unknown to OXIUM that he controlled 
  by SHAR. The temple was to be constructed from 
  CHARDALYN and OXIUM to leave the stone 
  behind to sanctify the place. OXIUM was also 
  ordered to keep the temple safe for eternity 
  while the rest of his crew was banished for just 
  as long, as SHAR needed ensure that only 
  OXIUM knew of the SKY STONE’s existence. To 
  hide the SKY STONE from the prying eyes of the 
  magistrates of Illusk, he inserted the stone into a 
  lantern to make it more mundane. This lantern 
  now goes by the name the LANTERN OF SHAR. 
   
  Millenia have passed, and both the temple and 
  OXIUM have been long forgotten, until a 
  haphazard team of KOBOLD MINERS dug 
  through the cavern wall and discovered the 
  sinister, black temple. 
   
  Now, a group of KOBOLD MESSENGERS have 
  been sent to Termalaine, asking for aid, ensuring 
  that nothing evil lurks in the temple. 
  Theme 
  Some elements of the adventure carry a distinct horror 
  theme. As a DM you are encouraged to regulate the 
  suspense, based on your player’s maturity. 
  Remember, every player is supposed to have fun. 
  Overview 
  The story of the adventure is spread across six 
  parts and takes approximately four hours to 
  play. In the module, you will also find guidance 
  on running the module in two hours. 
   Prologue: What Happens in Termalaine. 
  There is a festival in the city and the party dive 
  into the local customs and cuisine, eventually 
  meeting Travelling M’agh who takes them to 
  The Eastside Inn. 
   Call to Action: The Eastside. At the Eastside, 
  the party is introduced to Rinna who offers the 
  characters their quest. This is the Call to 
  Action. 
   Part 1: Across the Ice. The party is presented 
  with one to three random encounters as they 
  make way across the icy landscape north of 
  Termalaine, making way to the mining camp. 
   Part 2: Into the Temple of Darkness. The 
  party is taken to the newly dug section of the 
  mine. Make sure the temple does not present 
  any danger to the kobold mining operation. 
  This is Story Objective A. 
   Part 3: On the Run! As the party uncovers the 
  temple’s sinister origin, finds the stone in the 
  lantern and as the cavern collapses, they must 
  escape. 
   Part 4: Home, sweet home. As the party 
  returns to Termalaine, Rinna and Travelling 
  
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  M’agh are startled by their findings. Rinna 
  offers to take the lantern to a local magistrate 
  to have it examined thoroughly, possibly sent 
  to Waterdeep or Candlekeep. This is Story 
  Objective B. 
  Running on a time budget? 
  The following guidance allows you to cut the module 
  short by 90 to 120 minutes: 
   
  The Prologue can be condensed into just the last part, 
  where the characters meet each other in The Eastside 
  and are given the quest from Rinna, M’agh and the 
  kobolds. 
   
  Part 1 can also be - either in part or entirely - cut short 
  or removed by limiting or omitting the encounter table 
  rolls during the trip to the kobold mine. 
   
  Remember to check up on the available rewards when 
  playing as a 2-hour adventure instead of a 4-hour 
  adventure. 
  Adventure Hooks 
  The characters can be in Termalaine for various 
  reasons.  The following are suggestions. 
   
   Looking for M’agh in all the right places. 
  Characters familiar with the gray orc tribe, The 
  Graylings, may at some point have heard about 
  the legendary Travelling M’agh, explorer 
  extraordinaire! Rumour has it he is currently 
  visiting Termalaine, perhaps you can catch a 
  glimpse? 
   I’m hunting books! If the characters are 
  familiar with Oar’s Rest, they might have heard 
  about Theren Natacia and his love for books. 
  Maybe this far-off place has something you can 
  treat him with? 
   Newcomers to Frozenfar. The characters have 
  arrived at Termalaine as their final destination 
  from the south and are looking to make a little 
  coin. 
   
   
  
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  Prologue: What Happens in 
  Termalaine 
  Call to Action: The Eastside 
  Part 1: Across the Ice 
  Part 2: Into the Temple of 
  Darkness (Story Objective A) 
  Part 3: On the Run! 
  Part 4: Home, sweet home (Story 
  Objective B) 
  Adventure Flowchart 
  This section provides a basic understanding of not only the flow of the adventure, but also the outline of 
  the different paths that your players may take in reaching their stated objectives. When running the 2-
  hour version of the adventure, leave out the boxes with the dotted frame. 
   
   
   
   
  
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  Prologue: What Happens in Termalaine 
  Estimated duration: 30-45 minutes 
   
  The characters have arrived in Termalaine 
  during a festival and spend some time exploring 
  the fairground. They end up at The Eastside 
  where they meet RINNA and TRAVELLING 
  M’AGH who introduces them to the kobolds and 
  their immediate problem.  
  Running on a time budget? 
  If you are playing this adventure with less than 4 hours 
  available, you can start with the Call to Action and save 
  some time. Remember to leave out the 4-hour magic 
  items reward if you skip the Prologue. 
  Scene A: Bright Lights, Big 
  City 
  As the characters arrive in Termalaine, there is 
  as a celebratory festival is taking place in the 
  city. There are plenty of stalls to visit and things 
  to see. Read or paraphrase the following to the 
  players:
   
  Due north of Bryn Shandar, you find another one of 
  the larger settlements in Ten Towns. Perched on 
  the eastern shores of Maer Dualdon, the town of 
  Termalaine constantly reminds you, why this 
  region is also known as Frozenfar. The wind, 
  blowing in from the west across the lake, is as 
  biting as the snowy owl bear’s beak and as cold as 
  the banshee’s wail. 
   
  In true Termalanian style, this does not seem to 
  bother the locals. As you make it through the town, 
  you see people busy having up colorful decorations 
  in bright color, muttering things like ‘Hurry up, it’s 
  almost time’ and ‘When does the procession 
  start?’. 
   
  Following the stream of people, you end up at the 
  city square where bright lights accentuate the buzz 
  of the locals. A celebration is on the way, and 
  everyone is invited! 
   
   
  
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  The celebratory festival area is divided into 
  several smaller locations found below. Let the 
  characters walk around, perhaps let them have a 
  great role-playing segment with each other, 
  while they stop by 2 or 3 locations along the 
  way. This segment should end with the 
  procession through the streets as the last event, 
  see Developments. 
   
  Termalaine is – like the rest of Icewind Dale – 
  engulfed in a magical darkness, imposed by 
  Auril.  
   
  Feel free to award the players with minor 
  bonusses during the festival for excellent 
  roleplaying, but do not let them carry over to the 
  remaining adventure. 
  Location 1: Northern Drinks 
  A stall selling various hot beverages. Mulled 
  wine (4 cp per cup), mead made from honey 
  imported from Goldenfields (8 cp per cup), 
  warm gooseberry wine (4 cp per cup), hot cocoa 
  (2 cp per cup) and hot kaeth (3 cp per cup) for 
  the parents. The beverages have no mechanical 
  effect. Northern Drinks is located across multiple 
  locations in the town square. 
  Location 2: Mothers Meats 
  Various cured and cooked meats traditional to 
  the north. Yak (tender and juicy), elk (tough and 
  leathery), bear (wild taste), boar (soft and juicy) 
  or how about a slice of cured, smoked yeti (beef 
  jerky)? All slices and cuts are priced at 5 cp 
  apiece and have no mechanical effect. Mothers 
  Meats has three stalls across the town square. 
  Location 3: Greens Beans 
  Vegetables and the likes are not easy to find in 
  the cold north. This stall is a wagon, insulated 
  with thick layers of fur both outside and in, 
  making sure the temperature inside the wagon 
  does not shrink below 32 degrees. A small wood 
  stove is also doing its best to keep up the 
  temperature. Mr. Green, who owns the wagon, 
  and his assistant Filch take orders from the 
  menu, and Filch fetches the produce inside while 
  the customer waits. All the produce is imported 
  from Goldenfields or Triboar. One can buy corn 
  on the cob (4 cp), a bag of potatoes (12 cp), 
  salads (6 cp) and today’s specialty: Chultan  
   
  plantain (20 cp for 3). Every produce is wrapped 
  in paper to preserve it against the cold. 
   
  Location 4: Dance Off 
  (Dexterity/Charisma based event) 
  In a rather large, heated tent not far from the 
  harbor, a hardwood floor has been laid out. The 
  characters can dance-off against one or more of 
  the NPC mentioned below or other characters.  
   
  The participating player chose a relevant skill to 
  use for the dance off. Dexterity (Acrobatics), 
  Charisma (Performance) or any skill they can 
  justify based on their dance moves. DM's can 
  grant a bonus to the skill roll for impressive feats 
  such as incorporating a direct insult into your 
  dance or similar. Roll against the opponents DC 
  (see below). 
   
  If they fail the skill check, the round is lost.  
   
  Each dance-off is best of three. The winners get a 
  flacon of yeti’s breath – an sweet, alcoholic 
  beverage with a taste of ginger and menthol - to 
  enjoy during the night. This beverage is 
  otherwise not purchasable in Termalaine at the 
  moment and evaporated no later than by the end 
  of the adventure. 
   
  Failure indicates the player has had enough of 
  being taunted and mocked by the opponent and 
  audience and loses his temper / runs away 
  crying or similar. 
  Dance-off NPCs 
   Timmy Toesmasher (male dwarf, DC 11) 
   Brigitte Jahn (female human, DC 13) 
   Johnny Lightfoot (male elf, DC 15) 
   
   
   
  
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  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
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  Developments 
  As the party has been through a few of the 
  events, point their attention to the music that 
  suddenly fills the air from the edge of the town 
  square. Read or paraphrase the following: 
  Termalaine is buzzing with life, as delicate, almost 
  ethereal music start to fill the air from somewhere 
  nearby. The sun is in zenith, which does not say 
  much up here in the north, currently embraced in a 
  perpetual darkness, so the lanterns along the 
  streets in Termalaine have been lit, so everybody 
  can enjoy the ceremonial procession about to take 
  place. 
   
  Lines along the streets are hundreds of the town’s 
  citizens as well as travelers and adventurers. 
  Everyone, young and old, is squeezing their way in 
  front of one another, to get as close to the street 
  as possible, and still stay out of the way of the 
  coming floats. 
   
  The first float is decorated in white wool, sprinkled 
  with shiny pieces of rock, mocked up to look like a 
  snow-covered landscape. Tiny huts, with even 
  tinier lights in them, line the fabricated snowy 
  hillsides, and up-beat seasonal music of magical 
  origin fills the air around the float. In the center, a 
  young woman, a human clad in a snowy white, 
  long-haired fur, repeats a small trick, where she 
  unfolds her arms and her coat turns a bright 
  orange, not unlike the warm sun from the spring. 
  As she does so, the tiny huts cast tiny shadows on 
  the hillsides, and tiny cheers are audible from 
  inside the huts. 
  As the first float passes by, the bystanders gasp in 
  awe of the beauty and marvel of the tiny magical 
  huts. 
   
  You can hear from the locals around you, that all 
  the floats have a similar theme, celebrating the 
  sun’s return. They are paid for by the town’s 
  businesses and donations from travelers. 
   
  The second float slides eerily by, not making a 
  sound as it moves across the muddy snow laced 
  road. On this float, a massive battle-scene is 
  created. Tiny figures, about half of them 
  humanoid, while the other half is a mix of polar 
  bears, a strange sahuagin-like fish people, and 
  yetis. 
   
  On top of the float are two people. One of them is 
  covered in white furs, sprayed with a maroon-
  colored liquid, resembling an injured creature fight 
  for its life. The other is looking victorious, 
  brandishing a golden sword with a that emits rays 
  of light. As the float passes by, sounds from battle, 
  people yelling and beasts screaming in a multitude 
  of animal-like growls and yells, can be heard from 
  the battlefield.  
   
  The bystanders cheer and boo while a fight 
  between the human and the 'yeti' rolls back and 
  forth, always leading to the yeti’s demise. 
   
  Listening to the other people around you, you 
  learn that this float tells the story of a great fight 
  between the local wildlife and the settler in the 
  area where Termalaine was founded. The sword, 
  wielded by the fighter, symbolized the sword used 
  by the heroic Broth Hearthlight, as he slayed the 
  final yeti leading to peace in the area, thus laying 
  the first brick in the Termalaine foundation. 
   
  Finally, the third and last float approaches. More 
  beautiful and breathtaking than the first two. This 
  float is decorated resembling Kelvin’s Cairn. The 
  glistening snow reflects the timid rays of the winter 
  moon in the sky, only to be slowly lit up by an 
  orange, warm sun, rising from behind the 
  mountain. The sun's light, as well as its warmth, 
  easily reaches the first few rows of people on each 
  side of the road, before setting again behind the 
  Cairn. 
   
  The party learns that this final float is the solemn 
  reminder to the sun that it needs to rise again in 
  the spring, to grant us warmth and light, so we can 
  continue to cherish and celebrate its glory. 
  
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  9
  As the procession disappears down the street, the 
  group of spectators disperse and soon the party is 
  only in the company of a tall, male orc, dressed in 
  expensively looking winter clothes, brandishing a 
  monocle on his right eye. He spots the group and 
  approaches. He is very upfront and greets the 
  party. 
   
  ‘Ah, fellow adventurers! This far up here in the cold 
  north!? How peculiar! I am M’agh of the Graylings, 
  but you can call me Travelling M’agh, as that is 
  indeed what I am! If you have not planned for 
  accommodations for your stay in Termalaine, allow 
  me to take you to the Eastside, the most luxurious 
  guest house north of the Spine of the World! Come 
  on then, you’ll freeze to death out here!’ 
  The very friendly orc insists on leading the 
  group through town to the Eastside inn. A DC 10 
  Wisdom (Insight) check reveals that he is 
  genuinely friendly in every way possible. The 
  Eastside is the only inn with sleeping 
  accommodations, so TRAVELLING M’AGH 
  speaks truthfully in every way. 
  Roleplaying Travelling M’agh 
  The friendliest grey orc north of Chult! A charming, 
  good-spirited, heart warm explorer from Damara, 
  having crossed western Faerûn in search of cultural 
  knowledge. His jolly spirit cannot be bend, even by the 
  harshest of moody adventurers, and he insists on taking 
  the party to the Eastside.  
   
   
   
  
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  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  10 
  Call to Action: The Eastside 
  Estimated duration: 15 minutes 
   
  Inside the Eastside inn, the characters meet 
  RINNA, who introduces the characters to the 
  kobolds and their predicament in the mine a few 
  hours northeast of Termalaine. Helping the 
  kobolds, is the call to action. 
  Area Information 
  On the eastern edge of town, the Eastside opens 
  it doors to most of the travelers to Termalaine. 
  And they seem to heed the call. The common 
  room is filled, almost to the brim, with other 
  travelers, and quite understandably why. There 
  is a wonderful smell of cooked food coming from 
  the kitchen, the fire in the hearth is inviting as is 
  the smile on the innkeeper’s face, a young 
  woman that despite her age, seems very versed 
  in serving the customers. 
   
  Whether the party arrives with TRAVELLING 
  M’AGH or not, the characters find a rare empty 
  booth in the inn, as another party get up and 
  leaves while they wait. They can order food and 
  drinks if needed. Shortly after, they are 
  approached by RINNA, who is here to meet the 
  other party of adventurers (who just left) but 
  she works with what she gets. 
   
  If the party arrive with TRAVELLING M’AGH, 
  they see RINNA and M’AGH hug briefly before 
  M’AGH points towards their table, sending 
  RINNA in their direction. 
   
  RINNA introduces herself to the party and offers 
  them a task. It is a simple, easy way of making 
  both a little coin and a little fame. Behind RINNA, 
  three nervous-looking KOBOLDS try to blend in 
  with the inn’s patrons, while keeping an eager 
  yet anxious stare at the party. 
   
  RINNA will share the following with the 
  adventurers. 
   
  RINNA is in Termalaine to visit an old friend, but 
  she happened upon a group of distraught 
  kobolds outside the Eastside. They are running a 
  gem mine not far to the north-east of Termalaine 
  and while digging out a new section of the mine’s 
  third level, the kobold broke down a wall to a 
  huge chamber with a sinister building in its 
  center 
  Now the kobolds are afraid the building is cursed 
  and needs a group of adventurers to make sure it 
  is safe. If the party shows a positive attention 
  towards the kobolds, they come closer and 
  confirm RINNA’s description 
   
  As they have not started digging out any gems 
  yet, the kobolds are not able to pay much. But 
  the party is free to keep what they find. 
  Wasn’t Rinna lost in Avernus? 
  If either of the characters have met Rinna before, she 
  dismisses them quickly, excusing them for mistaking her 
  for someone else. Rinna can skip back and forth in time, 
  due to the chronomagic weaved into her DNA, and she 
  does not always know what will happen later in her life 
  and she cannot recall what has passed so far. 
  The kobolds’ promise of both riches and fame, at 
  least in their ranks, should lead the party on the 
  track of the main objective: Visiting the gem 
  mine to assess the situation. This is the Call to 
  Action. 
  Development 
  When the characters are ready to take off in the 
  direction of the kobold gem mine, proceed to 
  Part 1: Across the Ice. While staying at the 
  Eastside, the characters can spend a little time 
  preparing for the trip across the cold wilderness 
  by shopping for any non-magical equipment 
  according to the Equipment list in Player’s 
  Handbook, chapter 5. 
  This is also an excellent time to remind them to 
  stock up on cold weather clothing if they do not 
  already own this. These are sold for 10gp. 
   
   
   
  
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  Part 1: Across the Ice 
  Estimated duration: 40-60 minutes 
   
  Running on a time budget? 
  If you are playing this adventure with less than 4 hours 
  available, you can skip Part 1: Across the Ice and save 
  some time. If you do, remember to leave out the 4-hour 
  magic item reward. 
  The trip across the snow- and ice-covered 
  wilderness is rough and tough and takes around 
  2-3 hours for the characters. Below you will find 
  a selection of various small encounters. Each 
  encounter is estimated for 20 minutes. Roll or 
  choose 2-3 encounters from the table below to 
  make the trip more eventful. Once they are at the 
  mine, proceed to Scene A. 
  Cold Weather Travel 
  As the party is travelling under very hard conditions. On 
  top of the encounters, the party is also struggling with 
  the environment, given the rules described in Dungeon 
  Master’s Guide, chapter 5 or for a more challenging 
  experience refer to Knuckleheads & Other Such 
  Curiosities, chapter 4, by Greg Marks. 
  Table of encounters 
  Roll 
  Encounter 
  Type 
  1 
  A Hole in the Lake 
  Trap/Social 
  2 
  Knock Knock 
  Puzzle 
  3 
  Lurker in the Deep 
  Trap/Combat 
  4 
  Ice Jumping 
  Trap 
  5 
  Snow and Ice 
  Combat 
  6 
  Let it Snow 
  Trap 
  7 
  Mist-chievous 
  Combat 
  8 
  A dwarf without manners 
  Social 
   
  Scene A – The kobold mine 
  Once the party has made it to the kobold mining 
  camp, read or paraphrase the following: 
   
  Dots of orange light start to show up further ahead 
  through the falling snow. Out of Icewind Dales 
  perpetual darkness, a palisade with an opening for 
  easy entry, suddenly startles you, when a high-
  pitched voice yells something (‘They’re here!’ in 
  draconic) in a foreign language and suddenly you 
  hear a dozen feet clickity-clacking across the icy 
  ground. A group of 4 kobolds, clad in big furry 
  coats, are coming towards you, and signal to you 
  that you should follow along. 
  They lead you across the makeshift kobold camp to 
  a small wooden construction, made to keep the 
  snow out of the entrance to the mine. As you 
  descend into the darkness, you only take a few 
  steps before you feel the wooden floor under your 
  feet and your footsteps start to echo through the 
  tunnel. 
   
  Shortly after you descend the kobolds stop you 
  with a jolt, and chains start to rattle. You find 
  yourself in a rectangular space and notice a 
  wooden sign with crude letters saying in Common: 
  Welcome to Hell. 
  Scene B – Approaching the 
  cavern 
  The tunnels stretch deep under the frozen 
  ground above. Signs of digging are clear as you 
  follow the kobolds through the network of 
  tunnels, but no diggers are working. 
  As the party passes through the tunnels, 
  eventually they are brought to a halt by the 
  kobolds. They anxiously peek around the corner 
  and point in that exact direction. 
   
  If the party looks around the corner, read or 
  paraphrase the following: 
  The tunnels open into a large, almost cathedral-like 
  cavern, at least 120 feet tall and double as wide. In 
  the center of the cavern rises a plateau with a 
  magnificent building. 
   
  
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  Made from the blackest stones you have ever seen; 
  it still somehow reflects itself in the darkness and 
  lights up a single spire reaching for the ceiling at 
  the back of the temple.  
   
  A wide ramp leads from the tunnel path across the 
  cavern floor to the front wall's tremendous (12 feet 
  tall) double-doors. 
  Area information 
  The building is a temple to Shar, though this is 
  not immediately apparent to the characters. 
  Investigating the stone requires the Stone 
  cunning skill and a successful DC 16 Intelligence 
  (History). Characters local to Icewind Dale 
  makes this check with advantage. A successful 
  check reveals that the temple is built from 
  chardalyn, the fabled stone of the north. 
   
  A character, who uses Divine Sense or similar 
  divination, will sense a strong sense of evil 
  emanating from the building itself. 
   
  It is possible to walk around the temple, yet 
  there is only one entrance, the double doors. 
  The stone is sleek and polished, creating slightly 
  twisted reflections of the characters when they 
  get within 3 feet of the building. This is a 
  harmless yet unsettling feature. 
  Story Objective A 
  Clearly, the kobolds are afraid of the building 
  and could use some help making sure that it is 
  indeed benign. Investigating the temple is Story 
  Objective A. 
  Development 
  Once the characters are ready to enter the 
  temple, lead the party straight to Part 2: Into 
  the Temple of Darkness. 
   
   
  
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  Part 2: Into the Temple of Darkness 
  Estimated duration: 90 minutes 
   
  Area Information 
  The temple has the following general features. 
   Walls and ceiling. The ceiling is 8 feet tall and 
  both walls and ceilings are adorned with 
  carvings on bone and grinning, snarling, twisted 
  skulls, carved out of the black chardalyn. The 
  chardalyn inside is as reflective as the outside of 
  the temple, so the walls and ceiling are reflecting 
  the party as they walk around, creating sensory 
  disturbances. 
   Light. No light is lit inside the temple except 
  what the characters bring. 
   Smells and sounds. The air inside the temple 
  is stale. The inside of the temple is completely 
  silent. Only the sounds the characters or any 
  creatures make are audible. 
  Note to the DM 
  Make sure to use the lack of background sounds and the 
  reflective surface of the chardalyn to your advantage 
  and create an eerie feeling within your players. 
  Movement caught out the corner of one character’s eye 
  could easily just be another character reflected in the 
  chardalyn. Or is it? Play on these sensory disturbances. 
  Area 1 - Entrance 
  The door, leading into the temple, is a 12 feet tall 
  double door. It is not locked and opens 
  outwards. It is created from chardalyn, has a 
  circular iron handle on each of the door. It is 
  heavy but open surprisingly easy. 
  As the door is opened, the insides of the temple 
  let out a breath of stale, heavy air, revealing that 
  the door has been closed for a very long time. A 
  DC 14 Intelligence (Investigation) check reveals 
  a dust-covered, double-edged circle - the symbol 
  of Shar, identified by a DC 15 Intelligence 
  (History) or Intelligence (Religion) check - 
  carved across the two doors. 
   
  Once the party has moved further into the 
  temple - Area 2 or further - the door closes and 
  locks. 
   
  Area 2 - Hall of Ascension 
  Behind the double doors, a hallway arcs left and 
  right. In the wall opposite the door, an alcove holds 
  a 3-foot tall, square pedestal with a bowl carved 
  into the top. An empty sconce is located 2 feet 
  above the pedestal in the alcove. The hallway is 
  little more than 5 feet wide and 8 feet tall. 
  The pedestal is a part of the mechanism to get 
  out of the temple. In the alcove, above the 
  pedestal only visible by darkvision or if a torch is 
  placed in the sconce, a short sentence is written 
  in Netherese: 
   
  ‘Give life to Shar’ 
   
  To open the doors from the inside, liquid needs 
  to be poured into the bowls on each of the three 
  pedestals in Area 2. This could be water from a 
  waterskin, a potion or something similar 
   
  Investigating the bowl, a DC 15 Intelligence 
  (Investigation) or DC 15 Wisdom (Medicine) 
  check will reveal old specks of dried out color-
  less liquid on the rim of the bowl. 
   
  Two more alcoves like this are in the hallway, 
  one in front of Area 3 and one 20 feet in the 
  other direction down the hallway. They all make 
  up the mechanism to open the door. 
  Area 3 - Common Room 
  The hallway opens into a grand room, the ceiling 
  reaches up at least 25 feet above the slick 
  chardalyn floor of this common room. Pieces of 
  furniture, chairs, tables, cabinets, are placed 
  meticulously in the room, creating an obstacle free 
  path leading through to the next room. Across 
  from the entrance to this common room is another 
  alcove with a pedestal like the one across the 
  entrance to the temple. A sconce with an old torch 
  is located above the pedestal in this alcove. 
  
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  Lighting the torch will cast a light on the 
  common room, making the above description 
  visible to everyone. 
   
  The pedestal in the alcove is similar in 
  description and function as the pedestal in Area 
  2 and is a part of the puzzle to get the main door 
  to open when escaping the temple. 
   
  If the characters search the room, allow them to 
  find the following using an Intelligence 
  (Investigation) check. The descriptions below 
  are cumulative (Read as far down as the check 
  calls for): 
  DC 
  Result 
  < 11 
  The room seems mundane. Tables are 
  clean, cabinets are empty. 
  11-16 
  Searching the cabinets and tables, you find 
  evidence of an old civilization. Old pieces 
  of parchment with Netherese scriptures, 
  mostly educating in the differences 
  between the light and the dark side, Selûne 
  and Shar. A single container with stale 
  water is positioned on a stool next to a 
  small table. 
  17+ 
  Investigating the writings, you keep finding 
  the same symbol repeatedly amongst the 
  writing, a double-edged circle with a black 
  center. A DC 15 Intelligence (History) or 
  Intelligence (Religion) check will reveal this 
  to be the symbol of Shar. 
   
  Area 4 - Prayer Room 
  Across from the Common room is the Prayer 
  Room. Wooden benches are lined up on rows, all 
  facing the northeastern end of the room, where a 
  simple altar is located. On the wall above the altar 
  a double-edged circle, made from the purest 
  chardalyn, hangs from chains affixed to the ceiling. 
  This room is as dark as the rest of the temple, 
  and no visible sources of light are available. 
  Searching the pews will reveal nothing of 
  interest, and the altar holds little but a cloth, a 
  couple of pewter cups and a censer, only worth a 
  little gold. 
   
  As in area 3, no echo is returned despite the tall 
  ceiling in this part of the temple. 
  Area 5 - Acolytes 
  Antechamber 
  On the way through the hallway to this chamber, 
  the characters pass the third alcove with a 
  pedestal and sconce. It is similar in description 
  and function to the pedestal in Area 2 and is a 
  part of the puzzle to get the main door to open 
  when escaping the temple. 
  This small open chamber holds a door leading 
  west. The chamber itself holds a small wooden 
  chair and table, both cleaned and put aside.  
  The door, leading west, is made from wood yet 
  very well preserved and closed tightly in the door 
  opening. 
  Not a sound can be heard from behind the door. 
  It is stuck, so it needs a little nudge to open. 
   
  The table and chair were a notary’s spot but 
  have now been put away. It hides nothing of 
  interest. 
  Area 6 - Acolytes Study Room 
  Behind the door, the acolyte’s study room lies 
  untouched for ages. Rows of tables with chairs 
  fills the room in pairs of two next to each other 
  and tall cabinets are placed along the walls. 
  This room looks like a teaching room. Tables and 
  chairs are set up in rows and cabinets cover the 
  western wall. Behind the glass doors on the 
  cabinets, you can see books and scrolls and things 
  in jars. 
  A wooden door in the south wall leads further into 
  this part of the temple. 
  Investigating the tables leaves nothing of 
  interest. However, if a character decides to 
  investigate the cabinets, the books and the jarred 
  items, a passive Perception of 13 will have that 
  character notice a little movement out of the 
  corner of their eye. As they turn towards the 
  
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  movement, a BRAIN IN A JAR starts turning in 
  its jar to “look” back at the character. 
   
  Give the character a few seconds to react, and 
  then roll for initiative as the BRAIN IN A JAR 
  lashes out with its chill touch. 
  Note to the DM 
  As it has been dormant for so long, all attacks the BRAIN 
  IN A JAR makes, are made with disadvantage, while all 
  saves against its spells by the players are made with 
  advantage. 
  The BRAIN IN A JAR is only capable of fighting 
  for three rounds before it exhausts itself, goes 
  into a fit of spasms and eventually dies in its jar. 
  It has forgotten how to talk, so it is only sound is 
  its death rattle. 
   
  If the cabinets are searched further, a DC 13 
  Intelligence (Investigation) check will dig out an 
  old, dusty Potion of Climbing. 
  Area 7 - Acolytes Library 
  Behind the door is what seems to be some sort of 
  library. Glass doored cabinets line the eastern 
  walls, old books line every shelf from left to right. 
  Another wooden door leads further south. 
  The books are basic and uninteresting. Treatises, 
  notes from some ancient historian, etc. All 
  written in Netherese. If a character decides to 
  bring back a few, they amount to a little gold as a 
  part of the reward. 
  Area 8 - Acolytes Living 
  Quarters 
  Bunk beds are placed evenly spaced in this room. 
  This seems to have been the living quarters of a 
  group of acolytes. Robes, tattered and ripped, hang 
  on the bunk beds, while straw mats provide a 
  somewhat comfortable place to sleep. 
  At the end of each bunk bed is a chest. Most of 
  them are left open and empty, while one is still 
  closed and locked. It requires a DC 13 Dexterity 
  with Thieves’ Tools check to unlock the chest. If 
  no one is proficient, a DC 15 Strength (Athletics) 
  check can break open the lock. The check has AC 
  15 and 6 hit points. As the chest is opened, a 
  POLTERGEIST manifests and bolts through the 
  room, targeting the one opening the chest. 
  ‘LEAVE MY BELONGS ALONE!’ a high-pitched 
  scream echoes through the chamber as the ghostly 
  image of a male human bolts out of the blue across 
  the room, aiming for the opened chest! 
  The POLTERGEIST, a former acolyte named 
  THAURUS, uses its telekinetic thrust to throw 
  the character 10 feet away from the chest.  
  
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  Roleplaying Thaurus 
  Thaurus is not keen on fighting but will attack and try to 
  kill the characters if they do not heed his warning. He 
  was left behind when the temple was emptied. It all 
  happened so fast he did not get a chance to collect his 
  things. An energy wave swept through the temple, and 
  that is the last thing he remember. 
  He insists that the characters should leave his 
  belongings in the chest. They are of no value to them, 
  and since he is bound to this place, he loved to have his 
  earthly leftovers close by. 
  What does he want? His belonging to be left alone. 
  If the characters decide to defeat the 
  POLTERGEIST and search the chest, it holds 
  nothing but a few letters in Netherese, some 
  partly dissolved clothes and a holy symbol of 
  Shar – a black disc with a purple rim. 
  Area 9 - Preparation Chamber 
  The door leading to this chamber, a wooden 
  door, is slightly ajar. 
  The wooden door leading into this chamber is left 
  slightly ajar. The small crack between the door and 
  the wall reveals an almost barren chamber with 
  nothing but a chair and a small, tall table. On the 
  northern wall, a single large double-edged circle is 
  painted in faded, dark colors. 
  If investigated, the tall table holds a small piece 
  of parchment. Written in Netherese, it takes a 
  little effort to understand, but if a character can 
  read it, it is a list of steps to go through for 
  “Preparation”. If no one is capable of reading 
  Netherese, all that can be concluded is that it is 
  probably a list of something. 
   
  A DC 15 Wisdom (Perception) or DC 13 
  Intelligence (Investigation) will reveal the secret 
  door in the east wall leading into area 13. 
  Area 10 - Oxium’s Chamber 
  A wooden door, adorned with a silvery, double-
  edged circle, blocks your way. 
  It requires a DC 15 Dexterity (Thieves’ Tools) 
  check to unlock the door. However, a mechanical 
  trap is hidden; a poison needle trap that can be 
  found with DC 20 Intelligence (Investigation) 
  and disarmed with a DC 15 Dexterity check using 
  Thieves’ Tools. An unsuccessful try at disarming 
  the trap will trigger it. Triggering the trap 
  extends a poisoned needle 3 inches out from the 
  lock, and the character triggering the trap takes 
  1 piercing damage and 11 (2d10) poison damage 
  and must succeed on a DC 15 Constitution saving 
  throw or be poisoned for 1 hour. If the trap is 
  triggered, the door opens. 
   
  Once the trap is sprung or disarmed and the lock 
  is picked, the door can be opened. 
  Behind the door, a lush and decadent chamber is 
  revealed. Thick carpets cover the chardalyn floor, 
  soft, pillowed chairs and a chaise lounge is placed 
  around a small coffee table. A desk is located along 
  the northern wall, and next to it is an opening 
  leading into another chamber. On the southern 
  wall is an old painting of a self-confident and 
  slightly arrogant looking human male, dressed in a 
  dark robe lined with fur stands against a lavish 
  green background, an open landscape from 
  someplace far away from here. Also on the 
  southern wall is an opening leading to a smaller 
  chamber. 
  These are the living quarters of OXIUM 
  DARKCALLER, the archmagi who found the sky 
  stone and ordered the building of the temple. 
  This chamber holds mostly mundane items that 
  would make life more than bearable to most. On 
  the desk are writings, letters, and a diary, all 
  with texts written in Netherese that circulate 
  around life in the temple. The diary in particular 
  details everything that is mentioned in the 
  “Background” section of the module. This can be 
  conveyed to the characters if they can read the 
  diary. 
  
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  Area 11 - Oxium’s Study 
  This is clearly some sort of study. Books and scrolls 
  line the shelves on the walls, while parchments and 
  notebooks are sprawled on a desk in the center of 
  the room. 
  The scrolls and parchments, written in 
  Netherese, all revolve around the SKY STONE, 
  OXIUMs thoughts on its perceived origin (outer 
  space), its purpose (to convey messages from the 
  gods) and how best to use it (try to get insights 
  on godly matters to impress the court in Illusk, 
  Saharelgard and even Oxium’s hometown, 
  Sepulcher). 
   
  Other papers disclose experimentation with the 
  sky stone and its effects on living things, such as 
  local animals and even humanoids and 
  eventually some of the acolytes. 
   
   OXIUM notes that the sky stone seems to 
  enhance the power of chardalyn. 
   Another page states, that OXIUM gets a 
  message from Shar, directing him to wipe all 
  living life from the temple to please Shar – this 
  is in fact a lie fabricated in OXIUM’s chardalyn 
  and sky stone twisted mind. 
   On one page, there is a mention of a writing in 
  Common, though OXIUM is not happy he has 
  to bow to the “visitors from Illusk”. The actual 
  writing in Common is not mentioned. 
  Area 12 - Oxium’s Chamber 
  The frame of a huge bed takes up most of the 
  space in this small chamber. What is left of the bed 
  linen is in disarray. This must have been Oxium’s 
  private chamber. A large wardrobe is pushed 
  against the wall opposite of the bed. A wooden 
  chest is located at the foot of the bed. 
  As soon as a character steps into the chamber, 
  the ethereal remains of OXIUM, in the form of a 
  GHAST, manifest in Area 10 and immediately 
  surprise-attacks the closest character, aiming at 
  magic users over melee fighters. On the second 
  round, two ZOMBIEs manifest, both former 
  acolytes under OXIUM, coming out through the 
  chardalyn walls. 
  OXIUMs remains fight till death and cannot be 
  reasoned with. 
  Adjusting the encounter 
  Suggestions for scaling this encounter. These are not 
  cumulative. 
   Very Weak: Remove the two ZOMBIEs. 
   Weak: Remove one ZOMBIEs. 
   Strong: Replace the GHAST with a DEATHLOCK 
  WIGHT 
   Very Strong: Replace the GHAST with a DEATHLOCK  
  
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  Area 13 - The Reliquarium 
  Note to the DM 
  It is imperative that the players do not know about the 
  three possible outcomes of the riddle on the pedestal, 
  and thus they should not be able to notice the three 
  rooms behind the tapestries. To the characters, this is a 
  round room with seven tapestries. 
  This room is truly the center piece in the temple. 
  30 feet vaulted ceiling; huge tapestries dress the 
  wall all around the sides of this chamber. In the 
  center of the circular room, you find the only light-
  giving object in the temple so far: a gilded lantern 
  floating above a triangular chardalyn slab, 
  illuminating the middle of the room in bright 
  purple colors, emanating from a piece of glowing 
  rock inside the lantern. 
  This is the relic of the temple: The Lantern of 
  Shar. The item was assembled by OXIUM to be 
  presentable as a relic to those above him. In 
  detail, it is a lantern with the truly magnificent 
  piece inside, the SKY STONE. 
   
  The tapestries show various imagery from life 
  2500 years ago. 
  - One shows the building of the temple 
  - One where people are gathering around a 
  gigantic tower in an icy setting 
  - One with mages displaying great magical skills 
  - One with a strange humanoid figure, wielding a 
  gigantic hammer, looking down upon a village in 
  a snowy setting 
  - One with an image of Toril with a Nautiloid 
  (Illithid star ship) in the background 
  - One with brave Netherese adventurers fighting 
  a beholder 
  - One with a group of adventurers running 
  through mining tunnels, fear across their faces 
  Getting the lantern 
  The characters should feel enticed to get the 
  lantern. After all, TRAVELLING M’AGH 
  mentioned this as something of potentially grand 
  historical value. 
   
  To get the lantern, the characters need to 
  examine the three-sided chardalyn slab over 
  which the lantern floats.  
  The stone slab 
  On each of the three sides, three sentences are 
  written in Common. Under each sentence is a 
  hole bored into the stone. To choose a side on 
  the stone slab, a drop of any type of liquid must 
  be poured into the hole under the desired 
  sentence. This could be water from a waterskin, 
  a potion or something similar. 
   
  The three sentences are as follow: 
  - ‘We are the ones who have watched you for all 
  of time’ 
  - ‘I have eyes everywhere and I remember 
  everything’ 
  - ‘I am ever present, in life as in death’ 
  Developments 
  Depending on what side the characters choose, 
  the following happens. 
   
  ‘We are the ones who have watched you for 
  all of time’ 
  A 9-foot tall ULITHARID tears through the 
  tapestry with the Nautiloid and steps into the 
  chamber. Make sure to describe the sheer size 
  and the horror the creature presents itself with. 
  The six tentacles twirl and swirl around the 
  creature’s body and tries to reach for the 
  characters. It should be apparent to the 
  characters that this is an immensely dangerous 
  creature, a very powerful Illithid, whom is very 
  much to strong for them to take on. 
   
  ‘I have eyes everywhere and I remember 
  everything’ 
  A GAUTH light the tapestry showing the 
  beholder on fire, gives the characters a moment 
  to consume its horrific description - there is no 
  fault in letting the players believe it is a 
  beholder. Make sure to stress that this is a fight 
  that cannot be won. If the characters at some 
  point believe they can take the fight, have the 
  GAUTH use its Pushing Ray on one of the 
  characters to convince them otherwise. 
   
  
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  ‘I am ever present, in life as in death’ 
  The tapestry with the hammer-wielding strange 
  humanoid figure falls and reveals a 2-foot-tall 
  humanoid with a hammer just as long, a gaping 
  mouth where the belly should be and a head 
  without a face. This is a TOMB TAPPER. Let the 
  characters gaze on the terror for a moment, but 
  make sure they understand that this is an 
  impossible fight. 
   
  Once the monster, the watchers of the relic, has 
  been revealed, the lantern drops to the stone 
  slab and can be grabbed by a character. Once the 
  lantern is release, continue to Part 3: On the 
  Run! 
   
   
   
   
  
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  Part 3: On the Run! 
  Estimated duration: 30 minutes 
   
  As the massive monster, triggered by releasing 
  the Lantern of Shar, is unleashed, the party 
  should do the wise thing and start running for 
  their lives. 
  Stage 1: Escaping the temple 
  Releasing the lantern makes OXIUM’s ghostly 
  image appear in the center of Area 13 to warn 
  the characters of things to come for disturbing 
  this holy place. Read or paraphrase the 
  following: 
  As the monstrous guardian, you inadvertently 
  released, briefly regard you with hungry interest, 
  as if pondering if you taste well, a translucent 
  image of a robed man appears in the middle of the 
  room. 
  ‘Ah, faithless rats! You dare to disturb the most 
  holy of places? Shar will not be pleased! Run. Run 
  for your lives as the many years of solitude have 
  made my watchman... Hungry.’ 
  Screams and wails make it through the tunnels 
  as the summoned creature begins to approach 
  the party, forcing them on the run. 
  Note to the DM 
  These monsters cannot be reasoned with, and they have 
  only one goal in mind, killing the disturbance. 
  As the characters start making it through the tunnels of 
  the temple, make sure to note the tightness of the 
  hallway, the wicked imagery - the twisted reflections 
  and the snarling skulls - and the eerie screams and wails, 
  that sounds like they’re coming out of the walls. 
  Remember to keep up the speed, make this a stressed 
  section where the players feel that they need to act 
  quickly. If possible, add a ticking clock as an audible 
  sound effect, to stress the need for speed. 
  Unlocking the double door 
  To exit the temple, the characters need to open 
  the double door in Area 2. There are no handles 
  on the inside, so the characters have two 
  options. A DC 24 group Strength check to force 
  the door open, or to use the mechanism designed 
  to open the door: pour liquid into the three 
  pedestals in the alcoves in the hallway (Area 2). 
  This could be water from a waterskin, a potion 
  or something similar. (Remember the container 
  with stale water in Area 3). Once liquid is 
  poured into all three pedestals, the double doors 
  open. 
   
  If the characters take too long to decide how to 
  approach the door, remind them of the sound of 
  the creature slowly closing in from down the 
  hallway. If the players take more than 10 
  minutes to discuss a solution, the creature is 
  now so close an encounter is inevitable. 
  Stage 2: Escaping the cavern 
  The cavern outside the temple is shaking, 
  causing severe jerks and jolts to the temple and 
  the players. Near the entrance to the cave, the 
  kobolds are gesturing for the characters to move 
  quickly. Stones and rocks are falling from the 
  roof of the cavern, making the cavern a 
  dangerous hazard. 
   
  To cross from the temple entrance to the tunnel 
  entrance, each character must make a DC 14 
  Dexterity saving throw or take a blow to the 
  head from a falling rock, causing 1d6 
  bludgeoning damage for each failed save. 
  Development 
  As the characters reach the ascending tunnel 
  path, undead acolytes – once followers of OXIUM 
  and wiped out by SHAR and now turned to 
  ZOMBIES - start breaching through the wall of 
  the mine. The characters and kobolds must bolt 
  single file through the mines, trying to avoid the 
  collapsing tunnels as well as the emerging 
  ZOMBIES. 
  Stage 3: Escaping the mine 
  To escape the collapsing mine, have the 
  characters roll for initiative. While in this 
  initiative, they must take turns making DC 12 
  
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  Dexterity (Acrobatics) checks to make it out 
  alive. It takes three checks to escape the tunnel. 
  If a character fails a check, a ZOMBIE punches an 
  arm through the tunnel wall or rubble behind 
  the party and makes a slam attack on the 
  character. This can be a deadly attack, so 
  unconscious characters can be picked up in the 
  flight by another character spending a bonus 
  action to pull them along. 
   
  A character who carries an unconscious 
  character, makes the Dexterity (Acrobatics) 
  check with disadvantage. 
  Development 
  As soon as the characters make it out of the 
  mining tunnel and into the makeshift lift, the 
  third level of the mine collapses entirely, closing 
  it off for any future endeavors. The kobolds take 
  the characters to the top level, thank them 
  profusely in kobold and point them in the 
  directions of Termalaine, repeating RINNAs 
  name. 
   
  Going back to Termalaine, progresses the 
  characters onwards to Part 4: Home, sweet 
  home. 
   
   
   
  
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  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  22 
  Part 4: Home, sweet home 
  Estimated duration: 10 minutes 
   
  The journey back to Termalaine is remarkably 
  uneventful, as if someone or something is 
  keeping watch over the party. Clear skies, fresh 
  snow, even the temperature seems above its 
  usual deadly level of freezing. This rise in 
  temperature is closely related to the events in 
  DC-PoA-CONMAR-03 Unfrozen. 
   
  As the characters arrive in Termalaine, the 
  citizens are avoiding them like the plague. 
  Meeting RINNA and TRAVELLING M’AGH 
  reveals that the lantern is of evil origin. 
  Scene A: Back in Termalaine 
  As the party makes way through Termalaine, a 
  DC 12 Wisdom (Insight) will notice that the 
  shoves and pushes from the busy Termalaians 
  have subsided, as the local citizens and travelers 
  alike seem to avoid the party; they can sense the 
  evil radius of the LANTERN OF SHAR – 
  something the characters cannot sense while 
  being so close to the lantern. 
   
  A DC 12 passive Perception check will disclose 
  the same, as the party makes way towards the 
  Eastside.  
  Scene B: Inside the Eastside 
  Back at the inn, the patrons almost fall over each 
  other as they try to get out of the way of the 
  party. A group of other guests get up and leave 
  their table as the party passes by. When they sit 
  down, guests located on the nearby tables slowly 
  inches away. 
   
  They are greeted wholeheartedly by RINNA and 
  M’AGH, who are excited to see them back in 
  Termalaine, yet they both quickly draw away 
  with a disgusted expression on their faces. 
  Read or paraphrase the following: 
  ‘What on Toril are you carrying around?’ Rinna 
  exclaims, ‘what did you find down there?’, she 
  continues, clearly knowing that you found 
  something down there in the deep. She casts a 
  wary glance in M’aghs direction who responds with 
  a slow, anxious shake of his head. 
  Development 
  RINNA is expecting the characters to hand over 
  the LANTERN OF SHAR. Be very insisting on 
  having the lantern handed over to RINNA, but 
  allow the party to decide otherwise, and leave 
  RINNA slightly distrustful towards them. 
   
  The characters can choose between the 
  following outcomes. 
  - Hand over the lantern to Rinna. 
  As you hand over the lantern to RINNA and 
  M’AGH, they quickly hide it in a linen bag, lined 
  with a shiny material. A DC 12 Wisdom 
  (Perception) check, passive Perception or 
  passive Wisdom score will reveal that the 
  material had a strange glimmering effect rippling 
  across it, with twirly bright colors not unlike a 
  spinning celestial body. RINNA quickly closes 
  the bag, tells M’AGH to pay the party and rushes 
  out the door. If any of the characters decides to 
  bolt after RINNA, she is quickly lost in the crowd. 
  Or time and space. 
   
  - Ignore Rinna’s request and talk their way 
  out of it. 
  If any character passes a DC 18 Charisma 
  (Deception) check, RINNA and M’AGH sighs and 
  gives up trying to get the object. Instead, RINNA 
  thanks the characters and asks M’AGH to pay the 
  party, then she turns around and disappears into 
  the crowd of the inn. Or into time and space. 
   
  M’AGH hastily casts a spell, excusing himself 
  explaining that he really does not want to do 
  this, and with a flash emanating from where the 
  party keeps the lantern, the lantern disappears 
  into another dimension, M’AGH excusing with a 
  shrug. 
  
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  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  23 
  Conclusion 
  M’AGH then procures a lantern of tracking 
  (aberrations) from his many-pocketed coat and 
  hands it to the characters along with a pouch of 
  gold pieces (appropriate for their play time). 
   
  If playing the 4-hour version of the module: 
  M’AGH pulls out another object from a different 
  pocket, a small shiny stone, and places it next to 
  the lantern of tracking (aberrations). It is a psi 
  crystal which he also hands the characters. 
   
  If the characters have no further questions or 
  comments, M’AGH thanks the characters for 
  their service, bows politely and disappears into 
  the crowd, following RINNA. 
   
  Finishing business with RINNA and M’AGH is 
  Story Objective B. 
   
  
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  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  24 
  Character Rewards 
  If found during the adventure, the characters can keep the following magic items; it’s suggested that you 
  print off enough copies of this page to be able to give one to each of your players (crossing out rewards 
  they didn’t receive during the session):
   
  Two- or Four-Hour Adventure: 
   
  Lantern of Tracking 
  (Aberrations) 
  Wondrous Item, common 
   
  This hooded lantern burns for 6 hours on 1 pint 
  of oil, shedding bright light in a 30-foot radius 
  and dim light for an additional 30 feet. 
   
  While the lantern is within 300 feet of any 
  creature of the Aberration type, its flame turns 
  bright green. The lantern doesn’t pinpoint the 
  creature’s exact location, however. 
   
   
  Potion of Climbing 
  Potion, common, consumable 
   
  When you drink this potion, you gain a climbing 
  speed equal to your walking speed for 1 hour. 
  During this time, you have advantage on 
  Strength (Athletics) checks you make to climb.  
   
  The potion is separated into brown, silver, and 
  gray layers resembling bands of stone. Shaking 
  the bottle fails to mix the colors. 
   
  Only as Four-Hour Adventure: 
   
  Psi Crystal 
  Wondrous Item, uncommon (requires attunement 
  by a creature with an Intelligence score of 3 or 
  higher) 
   
  This crystal grants you telepathy for as long as 
  you remain attuned to it. See the introduction of 
  the Monster Manual for rules on how this 
  telepathy works. 
   
  The crystal also glows with a purplish inner light 
  while you are attuned to it. 
   
  The higher your intelligence, the greater the 
  light’s intensity and the greater the range of the 
  telepathy (see the Psi Crystal Properties table). 
  Psi Crystal Properties 
  Intelligence 
  Score 
  Range of 
  Telepathy 
  Light Intensity 
  3-7 
  15 feet 
  Dim light out to a 
  range of 5 feet 
  8-11 
  30 feet 
  Bright light in a 5-
  foot radius and 
  dim light for an 
  additional 5 feet 
  12-15 
  60 feet 
  Bright light in a 10-
  foot radius and 
  dim light for an 
  addition 10 feet 
  16 or 
  higher 
  120 feet 
  Bright light in a 15-
  foot radius and 
  dim light for an 
  additional 15 feet 
   
   
   
  
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  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  25 
  Dramatis Personae 
  The following NPCs feature prominently in this adventure. 
   
  Rinna (Ree-nuh) 
  (Female half-orc plane traveler, chaotic good) 
  Rinna was born with a drop of chronomagic in 
  her DNA, granting her the ability to skate across 
  time and space. She is always looking for 
  something fun to do, yet she is abundantly aware 
  that some things should best be left buried in the 
  dark. 
  What does she want? Make sure that everybody 
  is having the best time! 
   
  Oxium Darkcaller (Oxy-um) 
  (Male human warlock, lawful evil) 
  Archmagi of the Netherese empire, philanthropic 
  explorer of the cold north, hunter of the sky 
  stone. Dead set on proving he was right about 
  the stone that fell from the skies, he set out to 
  locate the sky stone. He found it, was spellbound 
  by Shars temptations, and eventually found his 
  doom inside the temple when Shar discovered 
  his meager plan to rise in power within Netheril 
  rather than submit to her will. 
  What does he want? For the Lantern of Shar to 
  remain within the temple where it belongs. 
   
  Thaurus the Acolyte (Thah-rus) 
  (Male human poltergeist, lawful neutral) 
  The ethereal remains of an acolyte who suffered 
  a terrible fate inside the temple when Shar 
  unleashed her anger on Oxium. 
  What does he want? For nosy adventurers to 
  leave his earthly belonging alone. 
   
   
  Travelling M’agh (Mak) 
  (Male gray orc noble, lawful good) 
  A distinguished orc of the Greylings-tribe, 6’2” 
  tall. Well-versed in the customs of humans but 
  still very curious, almost childishly, towards the 
  other humanoid races. Left his tribe, the 
  Graylings, in the mountains of Damara more 
  than a decade ago, desiring to chronicle as much 
  of the people of the Western Faerûn as possible. 
  What does he want? He wants to learn as much 
  of the customs and values of the humanoids of 
  the Sword Coast and extended areas. 
   
   
  
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  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  26 
  Creature Statistics 
  Brain in a Jar 
  Small undead, any alignment 
  Armor Class 11 (Natural Armor) 
  Hit Points 55 (10d6 + 20) 
  Speed 0 ft., fly 10 ft. (hover) 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (-5) 
  3 (-4) 
  15 (+2) 19 (+4) 10 (+0) 15 (+2) 
  Saving Throws INT +6, CHA +4 
  Damage Immunities Poison 
  Condition Immunities Exhaustion, Paralyzed, Poisoned, 
  Prone 
  Senses Blindsight 120 ft. (blind beyond this radius); see 
  also “Detect Sentience” below, Passive Perception 10 
  Languages the languages it knew in life (Netherese) 
  Challenge 3 (700 XP)  
   
  Detect Sentience. The brain 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. 
  Innate Spellcasting (Psionics). The brain’s innate 
  spellcasting ability is Intelligence (spell save DC 14, +6 to 
  hit with spell attacks). It can innately cast the following 
  spells, requiring no components: 
  At will: chill touch (see “Actions” below), detect 
  thoughts, mage hand, zone of truth 
  3/day each: charm person, hold person 
  1/day each: compulsion, hold monster, sleep (3rd-level 
  version), Tasha’s hideous laughter 
  Magic Resistance. The brain has advantage on saving 
  throws against spells and other magic effects. 
  Unusual Nature. The brain doesn’t require air, food, 
  drink, or sleep.
   
  Actions 
  Chill Touch (Cantrip). Ranged Spell Attack: +6 to hit, 
  range 120 ft., one creature. Hit: 12 (3d8) necrotic 
  damage, and the target can’t regain hit points until the 
  start of the brain’s next turn. If the target is undead, it 
  also has disadvantage on attack rolls against the brain 
  until the end of the brain’s next turn. 
  Mind Blast (Recharge 5-6). The brain magically emits 
  psychic energy in a 60-foot cone. Each creature in that 
  area must succeed on a DC 14 Intelligence saving throw 
  or take 17 (3d8 + 4) psychic damage and be stunned 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. 
   
   
  
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  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  27 
  Deathlock 
  Medium undead, neutral evil 
  Armor Class 12 (15 with Mage Armor) 
  Hit Points 36 (8d8) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 15 (+2) 10 (+0) 14 (+2) 12 (+1) 16 (+3) 
  Saving Throws INT +4, CHA +5 
  Skills Arcana +4, History +4 
  Damage Resistances Necrotic; Bludgeoning, Piercing, 
  and Slashing from Nonmagical Attacks that aren’t 
  Silvered 
  Damage Immunities Poison 
  Condition Immunities Exhaustion, Poisoned 
  Senses Darkvision 60 ft., Passive Perception 11 
  Languages the languages it knew in life (Netherese) 
  Challenge 4 (1,100 XP) 
   
  Innate Spellcasting. The deathlock’s innate spellcasting 
  ability is Charisma (spell save DC 13). It can innately cast 
  the following spells, requiring no material components: 
   
  At will: detect magic, disguise self, mage armor 
   
  Spellcasting. The deathlock is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 13, +5 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, mage hand 
   
  1st-3rd level (2 3rd-level slots): arms of Hadar, dispel 
  magic, hold person, hunger of Hadar, invisibility, spider 
  climb 
   
  Turn Resistance. The deathlock has advantage on saving 
  throws against any effect that turns undead. 
  Actions 
  Deathly Claw. Melee Weapon Attack: +4 to hit, reach 
  5ft., one target. Hit: 9 (2d6 + 2) necrotic damage. 
   
  Deathlock Wight 
  Medium undead, neutral evil 
  Armor Class 12 (15 with Mage Armor) 
  Hit Points 37 (5d8 + 15) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   11 (+0) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 16 (+3) 
  Innate Spellcasting. The wight’s innate spellcasting 
  ability is Charisma (spell save DC 13). It can innately cast 
  the following spells, requiring no material components: 
   
  At will: detect magic, disguise self, mage armor 
   
  1/day each: fear, hold person, misty step 
   
  Sunlight Sensitivity. While in sunlight, the wight has 
  disadvantage on attack rolls, as well as on Wisdom  
  (Perception) checks that rely on sight. 
  Actions 
  Multiattack. The wight attacks twice with Grave Bolt. 
   
  Grave Bolt. Ranged Spell Attack: +5 to hit, range 120 ft.,  
  one target. Hit: 7 (1d8 + 3) necrotic damage. 
   
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,  
  one creature. Hit: 9 (2d6 + 2) necrotic damage. The  
  target must succeed on a DC 13 Constitution saving  
  throw or its hit point maximum is reduced by an amount  
  equal to the damage taken. This reduction lasts until the  
  target finishes a long rest. The target dies if this effect  
  reduces its hit point maximum to 0. 
   
  A humanoid slain by this attack rises 24 hours later as a  
  zombie under the wight’s control, unless the humanoid  
  is restored to life or its body is destroyed. The wight can  
  have no more than twelve zombies under its control at  
  one time. 
   
   
   
   
   
   
  
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  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  28 
  Flameskull 
  Tiny undead, neutral evil 
  Armor Class 13 
  Hit Points 40 (9d4 + 18) 
  Speed 0 ft., fly 40 ft. (hover) 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (-5) 
  17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 
  Skills Arcana +5, Perception +2 
  Damage Resistances Lightning, Necrotic, Piercing 
  Damage Immunities Cold, Fire, Poison 
  Condition Immunities Charmed, Frightened, Paralyzed, 
  Poisoned, Prone 
  Senses Darkvision 60 ft., Passive Perception 12 
  Languages Common 
  Challenge 4 (1,100 XP) 
   
  Illumination. The flameskull sheds either dim light in a  
  15-foot radius, or bright light in a 15-foot radius and dim  
  light for an addition 15 feet. It can switch between the  
  options as an action. 
   
  Magic Resistance. The flameskull has advantage on  
  saving throws against spells and other magical effects. 
   
  Rejuvenation. If the flameskull is destroyed, it regains all  
  its hit points in 1 hour unless holy water is sprinkled on  
  its remains or a dispel magic or remove curse spell is  
  cast on them. 
   
  Spellcasting. The flameskull is a 5th-level spellcaster. Its  
  spellcasting ability is Intelligence (spell save DC 13, +5 to  
  hit with spell attacks). It requires no somatic or material  
  components to cast its spells. The flameskull has the  
  following wizard spells prepared: 
   
  Cantrip (at will): mage hand 
   
  1st level (3 slots): magic missile, shield 
   
  2nd level (2 slots): blur, flaming sphere 
   
  3rd level (1 slot): fireball 
  Actions 
  Multiattack. The flameskull uses Fire Ray twice. 
   
  Fire Ray. Ranged Spell Attack. +5 to hit, range 30 ft., one  
  target. Hit: 10 (3d6) fire damage. 
  
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  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  29 
  Gauth 
  Medium aberration, lawful evil 
  Armor Class 15 (Natural Armor) 
  Hit Points 67 (9d8 + 27) 
  Speed 0 ft., fly 20 ft. (hover) 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 14 (+2) 16 (+3) 15 (+2) 15 (+2) 13 (+1) 
  Saving Throws INT +5, WIS +5, CHA +5 
  Skills Perception +5 
  Condition Immunities Prone 
  Senses Darkvision 120 ft., Passive Perception 15 
  Languages Deep Speech, Undercommon 
  Challenge 6 (2,300 XP) 
   
  Stunning Gaze. When a creature that can see the  
  gauth’s central eye starts its turn within 30 feet of the  
  gauth, the gauth can force it to make a DC 14 Wisdom  
  saving throw if the gauth isn’t incapacitated and can see  
  the creature. A creature that fails the save is stunned  
  until the start of its next turn. 
   
  Unless surprised, a creature can avert its eyes at the  
  start of its turn to avoid the saving throw. If the creature  
  does so, it can’t see the gauth until the start of its next  
  turn, when it can avert its eyes again. If the creature  
  looks at the gauth in the meantime, it must immediately  
  make the save. 
   
  Death Throes. When the gauth dies, the magical energy  
  within it explodes, and each creature within 10 feet of it  
  must make a DC 14 Dexterity saving throw, taking 13  
  (3d8) force damage on a failed save, or half as much  
  damage on a successful one. 
  Actions 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
   target. Hit: 9 (2d8) piercing damage. 
   
  Eye Rays. The gauth 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. Devour Magic Ray. The targeted creature must 
  succeed on a DC 14 Dexterity saving throw or have one  
  of its magic items lose all magical properties until the  
  start of the gauth’s next turn. If the object is a charged  
  item, it also loses 1d4 charges. Determine the affected  
  item randomly, ignoring single-use items such as potions  
  and scrolls. 
   
  2. Enervation Ray. The targeted creature must make a 
   DC 14 Constitution saving throw, taking 18 (4d8)  
  necrotic damage on a failed save, or half as much  
  damage on a successful one. 
   
  3. Pushing Ray. The targeted creature must succeed on  
  a DC 14 Strength saving throw or be pushed up to 15  
  feet directly away from the gauth and have its speed  
  halved until the start of the gauth’s next turn. 
   
  4. Fire Ray. The targeted creature must succeed on a DC  
  14 Dexterity saving throw or take 22 (4d10) fire damage. 
   
  5. Paralyzing Ray. The targeted creature must succeed  
  on a DC 14 Constitution saving throw or be paralyzed for  
  1 minute. The target can repeat the saving throw at the  
  end of each of its turns, ending the effect on itself on a  
  success. 
   
  6. Sleep Ray. The targeted creature must succeed on a  
  DC 14 Wisdom saving throw or fall asleep and remain  
  unconscious for 1 minute. The target awakens if it takes  
  damage or another creature takes an action to wake it.  
  This ray has no effect on constructs and undead. 
   
   
  
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  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  30 
  Ghast 
  Medium undead, chaotic evil 
  Armor Class 13 
  Hit Points 36 (8d8) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 
  8 (-1) 
  Damage Resistances Necrotic 
  Damage Immunities Poison 
  Condition Immunities Charmed, Exhaustion, Poisoned 
  Senses Darkvision 60 ft., Passive Perception 10 
  Languages Common 
  Challenge 2 (450 XP) 
  Stench. Any creature that starts its turn within 5 feet of 
  the ghast must succeed on a DC 10 Constitution saving 
  throw or be poisoned until the start of its next turn. On 
  a successful saving throw, the creature is immune to the 
  ghast's Stench for 24 hours. 
  Turning Defiance. The ghast and any ghouls within 30 
  feet of it have advantage on saving throws against 
  effects that turn undead. 
  Actions 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 12 (2d8 + 3) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. If the target is 
  a creature other than an undead, it must succeed on a 
  DC 10 Constitution saving throw or be paralyzed for 1 
  minute. The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. 
  Ice Mephit 
  Small elemental, neutral evil 
  Armor Class 11 
  Hit Points 21 (6d6) 
  Speed 30 ft., fly 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   7 (-2) 
  13 (+1) 10 (+0) 
  9 (-1) 
  11 (+0) 12 (+1) 
  Skills Perception +2, Stealth +3 
  Damage Vulnerabilities Bludgeoning, Fire 
  Damage Immunities Cold, Poison 
  Condition Immunities Poisoned 
  Senses Darkvision 60 ft., Passive Perception 12 
  Languages Aquan, Auran 
  Challenge 1/2 (100 XP) 
   
  Death Burst. When the mephit dies, it explodes in a  
  burst of jagged ice. Each creature within 5 feet of it  
  must make a DC 10 Dexterity saving throw, taking 4  
  (1d8) slashing damage on a failed save, or half as much  
  damage on a successful one. 
   
  False Appearance. While the mephit remains  
  motionless, it is indistinguishable from an ordinary shard  
  of ice. 
   
  Innate Spellcasting. (1/Day). The mephit can innately  
  cast fog cloud, requiring no material components. Its  
  innate spellcasting ability is Charisma. 
  Actions 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one  
  creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4)  
  cold damage. 
   
  Frost Breath (Recharge 6). The mephit exhales a 15-  
  foot cone of cold air. Each creature in that area must  
  succeed on a DC 10 Dexterity saving throw, taking 5  
  (2d4) cold damage on a failed save, or half as much  
  damage on a successful one. 
   
   
   
  
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  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  31 
  Poltergeist 
  Medium undead, chaotic evil 
  Armor Class 12 
  Hit Points 22 (5d8) 
  Speed 0 ft., fly 50 ft. (hover) 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (-5) 
  14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0) 
  Damage Resistances Acid, Cold, Fire, Lightning,  
  Thunder; Bludgeoning, Piercing, and Slashing from  
  Nonmagical Attacks 
  Damage Immunities Necrotic, Poison 
  Condition Immunities Charmed, Exhaustion, Grappled,  
  Paralyzed, Petrified, Poisoned, Prone, Restrained,  
  Unconscious 
  Senses Darkvision 60 ft., Passive Perception 10 
  Languages Understands all languages it knew in life but  
  can’t speak 
  Challenge 2 (450 XP) 
   
  Incorporeal Movement. The poltergeist can move  
  through other creatures and objects as if they were  
  difficult terrain. It takes 5 (1d10) force damage if it ends  
  its turn inside an object. 
   
  Sunlight Sensitivity. While in sunlight, the poltergeist  
  has disadvantage on attack rolls, as well as on Wisdom  
  (Perception) checks that rely on sight. 
   
  Invisibility. The poltergeist is invisible. 
  Actions 
  Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5  
  ft., one creature. Hit: 10 (3d6) force damage. 
   
  Telekinetic Thrust. The poltergeist targets a creature or  
  unattended object within 30 feet of it. A creature must  
  be Medium or smaller to be affected by this magic, and  
  an object can weigh up to 150 pounds. 
   
  If the target is a creature, the poltergeist makes a  
  Charisma check contested by the target’s Strength  
  check. If the poltergeist wins the contest, the poltergeist  
  hurls the target up to 30 feet in any direction, including  
  upward. If the target then comes into contact with a  
  hard surface or heavy object, the target takes 1d6  
  damage per 10 feet moved. 
   
  If the target is an object that isn’t being worn or carried,  
  the poltergeist hurls it up to 30 feet in any direction. The  
  poltergeist can use the object as a ranged weapon,  
  attacking one creature along the object’s path (+4 to hit)  
  and dealing 5 (2d4) bludgeoning damage on a hit. 
   
   
  Snow Golem 
  Medium construct, unaligned 
  Armor Class 8 
  Hit Points 39 (6d8 + 12) 
  Speed 10 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  6 (-2) 
  14 (+2) 
  1 (-5) 
  6 (-2) 
  1 (-5) 
  Damage Vulnerabilities Fire 
  Damage Immunities Cold, Poison; Bludgeoning,  
  Piercing, and Slashing from Nonmagical Attacks 
  Condition Immunities Charmed, Exhaustion, Frightened,  
  Paralyzed, Petrified, Poisoned 
  Senses Blindsight 60 ft. (blind beyond this radius),  
  Passive Perception 8 
  Languages -- 
  Challenge 3 (700 XP) 
   
  Cold Absorption. Whenever the golem is subjected to  
  cold damage, it takes no damage and instead regains a  
  number of hit points equal to the cold damage dealt. 
   
  Immutable Form. The golem is immune to any spell or  
  effect that would alter its form. 
   
  Melt. While in an area of extreme heat, the golem loses  
  1d6 hit points at the start of each of its turns. 
   
  Unusual Nature. The golem doesn’t require air, food,  
  drink, or sleep. 
  Actions 
  Multiattack. The golem makes three melee attacks. 
   
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one  
  target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6)  
  cold damage. 
   
  Snowball. Ranged Weapon Attack: +0 to hit, range 60  
  ft., one target. Hit: 9 (2d6 + 2) cold damage. 
   
   
   
  
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  32 
  Tomb Tapper 
  Huge construct, lawful neutral 
  Armor Class 17 (Natural Armor) 
  Hit Points 207 (18d12 + 90) 
  Speed 30 ft., burrow 10 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22 (+6) 10 (+0) 21 (+5) 14 (+2) 14 (+2) 11 (+0) 
  Skills Perception +6 
  Damage Resistances Lightning 
  Damage Immunities Cold, Fire 
  Condition Immunities Charmed, Frightened 
  Senses Blindsight 240 ft. (blind beyond this radius), 
  Passive Perception 16 
  Languages understands Common and Undercommon 
  but doesn’t speak, telepathy 60 ft. 
  Challenge 10 (5,900 XP) 
   
  Petrified Death. A tomb tapper reduced to 0 hit points  
  turns into a lifeless stone statue. Anything it’s wearing  
  or carrying is not transformed. 
   
  Sense Magic. The tomb tapper senses magic within 30  
  feet of it and can use an action to pinpoint the location  
  of any creature, object, or area in that range that bears  
  magic. This sense penetrates barriers but is blocked by a  
  thin sheet of lead. 
   
  Tunneler. The tomb tapper can burrow through solid  
  rock at half its burrowing speed and leaves a 10-foot- 
  wide, 20-foot-tall tunnel in its wake. 
   
  Unusual Nature. The tomb tapper doesn’t require air or  
  sleep. 
  Actions 
  Multiattack. The tomb tapper makes two melee attacks  
  with its sledgehammer or with its claws. If it hits the  
  same creature with both claws, it can pull that creature  
  within 5 feet of its mouth and make a bite attack against  
  it. 
   
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one  
  target. Hit: 22 (3d10 + 6) slashing damage. 
   
  Claw. Melee Weapon Attack: +10 to hit, reach 10 ft.,  
  one target. Hit: 16 (3d6 + 6) slashing damage. 
   
  Sledgehammer. Melee or Ranged Weapon Attack: +10  
  to hit, reach 15 ft. or range 30/120 ft., one target. Hit:  
  27 (6d6 + 6) bludgeoning or force damage (tomb  
  tapper’s choice). If thrown, the hammer returns to the  
  tomb tapper at the end of its turn, landing at the tomb  
  tapper’s feet if it doesn’t have a hand free to catch the  
  weapon. 
   
   
   
  
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  33 
  Ulitharid 
  Large aberration, lawful evil 
  Armor Class 15 (Breastplate) 
  Hit Points 127 (17d10 + 34) 
  Speed 30 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 12 (+1) 15 (+2) 21 (+5) 19 (+4) 21 (+5) 
  Saving Throws INT +9, WIS +8, CHA +9 
  Skills Arcana +9, Insight +8, Perception +8, Stealth +5 
  Senses Darkvision 120 ft., Passive Perception 18 
  Languages Deep Speech, Telepathy 2 miles, 
  Undercommon 
  Challenge 9 (5,000 XP) 
   
  Creature Sense. The ulitharid is aware of the presence 
  of creatures within 2 miles of it that have an 
  Intelligence score of 4 or higher. It knows the distance 
  and direction to each creature, as well as each 
  creature’s Intelligence score, but can’t sense anything 
  else about it. A creature protected by a mind blank 
  spell, a nondetection spell, or similar magic can’t be 
  perceived in this manner. 
   
  Magic Resistance. The ulitharid has advantage on saving 
  throws against spells and other magical effects. 
   
  Psionic Hub. If an elder brain establishes a psychic link 
  with the ulitharid, the elder brain can form a psychic 
  link with any other creature the ulitharid can detect 
  using its Creature Sense. Any such link ends if the 
  creature falls outside the telepathy ranges of both the 
  ulitharid and the elder brain. The ulitharid can 
  maintain its psychic link with the elder brain 
  regardless of the distance between them, so long as 
  they are both on the same plane of existence. If the 
  ulitharid is more than 5 miles away from the elder 
  brain, it can end the psychic link at any time (no 
  action required). 
   
  Innate Spellcasting (Psionics). The ulitharid’s innate 
  spellcasting ability is Intelligence (spell save DC 17). It 
  can innately cast the following spells, requiring no 
  components: 
  At will: detect thoughts, levitate 
   
  1/day each: confusion, dominate monster, eyebite, 
  feeblemind, mass suggestion, plane shift (self only), 
  project image, scrying, telekinesis 
  Actions 
  Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., 
  one creature. Hit: 27 (4d10 + 5) psychic damage. If the 
  target is Large or smaller, it is grappled (escape DC 14) 
  and must succeed on a DC 17 Intelligence saving 
  throw or be stunned until this grapple ends. 
   
  Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one incapacitated humanoid grappled by the 
  ulitharid. Hit: 55 (10d10) piercing damage. If this 
  damage reduces the target to 0 hit points, the 
  ulitharid kills the target by extracting and devouring 
  its brain. 
   
  Mind Blast (Recharge 5–6). The ulitharid magically 
  emits psychic energy in a 60-foot cone. Each creature 
  in that area must succeed on a DC 17 Intelligence 
  saving throw or take 31 (4d12 + 5) 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. 
   
  
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  34 
  Vampiric Mist 
  Medium undead, chaotic evil 
  Armor Class 13 
  Hit Points 30 (4d8 + 12) 
  Speed 0 ft., fly 30 ft. (hover) 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  16 (+3) 16 (+3) 
  6 (-2) 
  12 (+1) 
  7 (-2) 
  Saving Throws WIS +3 
  Damage Resistances Acid, Cold, Lightning, Necrotic, 
   Thunder; Bludgeoning, Piercing, and Slashing from  
  Nonmagical Attacks 
  Damage Immunities Poison 
  Condition Immunities Charmed, Exhaustion, Grappled,  
  Paralyzed, Petrified, Poisoned, Prone, Restrained 
  Senses Passive Perception 11 
  Languages -- 
  Challenge 3 (700 XP) 
  Life Sense. The mist can sense the location of any  
  creature within 60 feet of it, unless that creature’s type  
  is construct or undead. 
   
  Forbiddance. The mist can’t enter a residence without  
  an invitation from one of the occupants. 
   
  Misty Form. The mist can occupy another creature’s  
  space and vice versa. In addition, if air can pass through  
  a space, the mist can pass through it without squeezing.  
  Each foot of movement in water costs it 2 extra feet,  
  rather than 1 extra foot. The mist can’t manipulate  
  objects in any way that requires fingers or manual  
  dexterity. 
   
  Sunlight Hypersensitivity. The mist takes 10 radiant  
  damage whenever it starts its turn in sunlight. While in  
  sunlight, the mist has disadvantage on attack rolls and  
  ability checks. 
  Actions 
  Life Drain. The mist touches one creature in its space.  
  The target must succeed on a DC 13 Constitution saving  
  throw (undead and constructs automatically succeed),  
  or it takes 10 (2d6 + 3) necrotic damage, the mist  
  regains 10 hit points, and the target’s hit point  
  maximum is reduced by an amount equal to the necrotic  
  damage taken. This reduction lasts until the target  
  finishes a long rest. The target dies if its hit point  
  maximum is reduced to 0. 
   
   
  Zombie 
  Medium undead, neutral evil 
  Armor Class 8 
  Hit Points 22 (3d8 + 9) 
  Speed 20 ft. 
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  6 (-2) 
  16 (+3) 
  3 (-4) 
  6 (-2) 
  5 (-3) 
  Saving Throws WIS +0 
  Damage Immunities Poison 
  Condition Immunities Poisoned 
  Senses Darkvision 60 ft., Passive Perception 8 
  Languages understands the languages it knew in life but 
  can't speak 
  Challenge 1/4 (50 XP) 
   
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the 
  zombie drops to 1 hit point instead. 
  Actions 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage. 
   
   
   
   
   
   
  
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  35 
  Appendix A - Encounters 
   
  Encounter: A Hole in the Lake 
  By Martine Brandt Lassen 
   
  Estimated duration: 20 minutes 
  Area Information 
  The party is arriving upon a lake, 200 feet in 
  diameter. It is part of a river, and has not frozen 
  solid, however there are thin pieces of ice 
  floating occasionally.  
   Edge: Roll a d6, 1-2 the edge is frozen, 3-4 the 
  edge is soft snow. A roll of 5-6: the edge is secure 
  and stable. When stepping on the edge, a DC 10 
  Intelligence (Investigation) check will reveal 
  which one it is. The frozen edge is slippery and 
  falling prone will make the character fall into the 
  water. The soft edge is treacherous and stepping 
  here will make the character fall through 
  directly. Using a stick will reveal each area 
  correctly. 
   More information: To read more about lakes, 
  see Icewind Dale: Rime of the Frostmaiden, 
  Bremen, Unsafe waters. 
  Creature Information 
  THARKOR (a male neutral good veteran dwarf) 
  is sitting in a rowboat, waving his arms, hollering 
  for help, almost tipping the boat over in the 
  process. He has been out on the lake, in the cold, 
  for almost a whole day (this amount of time can 
  be changed to reflect time passing through the 
  rest of the adventure) and have three levels of 
  exhaustion (less/more as time goes by). 
   How Did He End Up Here? While looking for 
  recipes, Tharkor rented a boat and had it 
  brought here, as he heard there was a very rare 
  fish in this lake, the mythical Axebill, to see if it 
  would taste any good. He has not witnessed any 
  jumping fish when sitting on the lake. The locals 
  that brought him here left shortly after and have 
  been scheduled to pick up the boat in a tenday. 
   When Saved. If Tharkor is saved he will need 
  warmth around a campfire, where he wants to 
  hear the character’s favorite recipes (these can 
  be entered by sending the following information 
  to tharkor.oar@gmail.com, please include the 
  recipe with measurements, and the story of how 
  the character met Tharkor and a description of 
  the character – disclaimer: Tharkor might adjust 
  the recipe and description or might not be able 
  to publish it at all). Afterwards Tharkor will turn 
  back to Termalaine.  
  Encounter Information 
   Boat. The boat is moving about in the middle 
  of the lake, 80-100 feet out. The oars have fallen 
  into the water and been taken down the river. 
  The boat is moving slowly down the river too, 
  but not fast enough to affect the encounter. 
   Saving Tharkor. Allow the characters to be 
  creative when saving Tharkor and make checks 
  when needed. An example is throwing a 
  grappling hook would need a Strength 
  (Athletics) check with DC 20, and two ropes tied 
  together. Pulling the boat back to shore would 
  require navigating the ice flakes. 
  The Myth of the Axebill 
  The axebill was said to be a fish living far north. 
  Its mouth was shaped as an axe, to allow them to 
  cut through the ice and jump up from the water 
  to collect insects. In reality, this was a story a 
  local fisherman told a girl to impress her, but the 
  story stuck and have attracted tourists ever 
  since. 
  Dramatis Personae 
  Tharkor. A male dwarf and possibly the worst 
  chef possible. Tharkor is also present in CCC-
  ARCON01-01 Forest Song and CCC-CONMAR01-02 
  Finding Linric. 
  • What They Want: To improve his cooking 
  skills and open a restaurant with food from all 
  over Faerun. 
  • A chef at heart: Tharkor puts in his best effort 
  at cooking, though the food does not reflect this. 
  
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  36 
  Rules compendium 
  Rowboat Statistics 
  A rowboat has a speed of 1½ miles per hour and 
  can hold up to four Medium creatures and their 
  gear. An undamaged rowboat has AC 11 and 50 
  hit points. A rowboat reduced to 0 hit points in 
  the water sinks over the course of 1d4 rounds. 
  Unsafe Waters 
  The lake is covered in ice floes, which make 
  travel dangerous. As the characters row out from 
  Bremen, their boats must steer around 1d4 + 1 
  ice floes. Any character who tries to steer a boat 
  around an ice floe must succeed on a DC 14 
  Wisdom check, adding their proficiency bonus to 
  the roll if they’re proficient with water vehicles. 
  On a failed check, the boat hits the ice floe and 
  takes 1d6 bludgeoning damage. 
  Slippery Ice 
  Slippery ice is difficult terrain. When a creature 
  moves onto slippery ice for the first time on a 
  turn, it must succeed on a DC 10 Dexterity 
  (Acrobatics) check or fall prone. 
  Thin Ice 
  Thin ice has a weight tolerance of 3d10 × 10 
  pounds per 10-foot-square area. Whenever the 
  total weight on an area of thin ice exceeds its 
  tolerance, the ice in that area breaks. All 
  creatures on broken ice fall through. 
  Frigid Water 
  A creature can be immersed in frigid water for a 
  number of minutes equal to its Constitution 
  score before suffering any ill effects. Each 
  additional minute spent in frigid water requires 
  the creature to succeed on a DC 10 Constitution 
  saving throw or gain one level of exhaustion. 
  Creatures with resistance or immunity to cold 
  damage automatically succeed on the saving 
  throw, as do creatures that are naturally adapted 
  to living in ice-cold water. 
   
   
  
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  37 
  Encounter: Knock, Knock 
  By Martine Brandt Lassen 
   
  Estimated duration: 10-20 minutes 
   
  The characters see a purple glow behind a pile of 
  snow. Turning the corner, they find a 4-foot-tall 
  stone door, which is the source of the glow. The 
  edge is 4 inches thick and inscribed with runes. 
  Walking around the door will reveal that the 
  back is blank and featureless. On the upper part 
  there is a text in Sylvan above the picture of the 
  smiling face of a pointy-eared female with a 
  bird’s nest hat (see handout in Appendix B).  
   
  In the middle of the stone panel there is a stone 
  panel with 4x4 square windows, most have 
  circles in them, some have crosses. Each column 
  and row have been labeled. On the ground, there 
  are eight round, flat rocks. The rocks can only be 
  placed in the windows with circles, not crosses. 
   
   Solution. The numbers on the rows and 
  columns denote how many rocks belong within. 
  Finally, the face needs to be pushed. There are 
  several correct combinations. 
   Correct response. If the rocks are placed 
  correctly and the face is pushed, the characters 
  hear distant cheering and the door swings open. 
  Behind it is a small 5-foot extra-dimensional 
  chamber with a pedestal. On top there is a piece 
  of blank parchment. The character who carries 
  the parchment will be able to cast faerie fire (DC 
  12) at will until their next short or long rest or 
  the end of the adventure. 
   Incorrect response. If the rocks are placed 
  incorrectly and the face is pushed, the characters 
  will hear a giggle and the one pushing will be 
  outlined by a purple glow, as if affected by faerie 
  fire until they take a short or a long rest.  
   Background. Barda and Muzzgrin are two 
  gnomes who like to challenge each other’s wits 
  by leaving puzzle-doors in random locations. 
  They also appear in CCC-ARCON01-01 Forest 
  Song. 
   
   
  
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  38 
  Encounter: Lurkers in the Deep 
  By Martine Brandt Lassen 
   
  Estimated duration: 20 minutes 
  Area Information 
  As the party is moving across the ice, it suddenly 
  cracks open and they slide in along the walls. 
  The crack then closes above, so there’s no escape 
  in that direction. They are now 300 feet below 
  the surface.  
  There are two paths, east and north. The eastern 
  path looks very circular. A DC 15 Wisdom 
  (Survival) check or a ranger with favored enemy 
  monstrosity will know that it was made by a 
  large, heated monster with a burrow speed. 
   
  The northern path looks natural. A DC 15 
  Intelligence (Nature) check or a ranger with 
  favored terrain arctic will know that there will be 
  environmental hazards by heading this route.  
  Trying to burrow their way out, they will trigger 
  drops in the ice for every 30 feet dug, which each 
  trigger a 10 feet fall and they will hit the cave on 
  the northern path on the way. 
  Eastern path 
  This path leads straight back out, but a 
  REMORHAZ is blocking the path.  
   What do they want: To eat the adventurers. 
  Adjusting the Encounter 
  These are suggestions for scaling the encounter. These 
  are not cumulative. 
   Very Weak or Weak party: Replace the REMORHAZ 
  with a YOUNG REMORHAZ 
  Northern path 
  The first obstacle along this route is a 15 feet 
  wide crack, the second obstacle is a 19 feet high 
  jump to relocate the path. 
   
  When the characters are 100 feet from the 
  surface, 5 ICE MEPHITs are hiding in a small 
  cave like structure. 
   What do they know/want: The ICE MEPHITS 
  are happy and content living in their little cave, 
  and do not want to be disturbed. They remain 
  hidden until the characters are close, then attack 
  by surprise to chase them. They will leave the 
  characters alone if they run out of the tunnel. 
  They know a REMORHAZ has made a tunnel to 
  the east and keep their distance.  
  Adjusting the Encounter 
  These are suggestions for scaling the encounter. These 
  are not cumulative. 
   Very weak party: use 2 ICE MEPHITS 
   weak party: use 3 ICE MEPHITS 
   strong party: use 7 ICE MEPHITS 
   very strong party: use 10 ICE MEPHITS 
  Rules compendium 
   Long Jump. When you make a long jump, you 
  cover a number of feet up to your Strength score 
  if you move at least 10 feet on foot immediately 
  before the jump. When you make a standing long 
  jump, you can leap only half that distance. Either 
  way, each foot you clear on the jump costs a foot 
  of movement. 
  This rule assumes that the height of your jump 
  does not matter, such as a jump across a stream 
  or chasm. At your DM’s option, you must succeed 
  on a DC 10 Strength (Athletics) check to clear a 
  low obstacle (no taller than a quarter of the 
  jump’s distance), such as a hedge or low wall. 
  Otherwise, you hit it. 
  When you land in Difficult Terrain, you must 
  succeed on a DC 10 Dexterity (Acrobatics) check 
  to land on your feet. Otherwise, you land prone. 
   High Jump⁠. When you make a high jump, you 
  leap into the air a number of feet equal to 3 + 
  your Strength modifier (minimum of 0 feet) if 
  you move at least 10 feet on foot immediately 
  before the jump. When you make a standing high 
  jump, you can jump only half that distance. 
  Either way, each foot you clear on the jump costs 
  a foot of movement. In some circumstances, your 
  DM might allow you to make a Strength 
  (Athletics) check to jump higher than you 
  normally can. 
  You can extend your arms half your height above 
  yourself during the jump. Thus, you can reach 
  above you a distance equal to the height of the 
  jump plus 1½ times your height. 
  
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  39 
  Encounter: Ice Jumping 
  By Casper Akto Kanstrup 
   
  Estimated duration: 20 minutes 
  A river that transports large chunks of iceberg 
  down to the sea, stands between the adventurers 
  and the Kobold mine. After a long travel, the 
  adventurers have found a potential crossing point.  
   
  This crossing point features 3 long narrow islands 
  with 10-15 feet between them, which they should 
  be able to cross. Both sides of the river show no 
  other signs of crossing points as far as the eye can 
  see. A few dead trees, some fallen others holding 
  out in the wind, line the riverbank. 
  The party is standing in front of the only feasible 
  crossing point of the river, which features 3 long 
  narrow islands. They should be able to cross the 
  river here. Normally this would not be a big 
  problem to cross, but the harsh cold water and 
  the ice chunks makes this a harder than usual 
  assignment. This prompts the characters to 
  make skill checks to succeed.  
   
  For this encounter, use the map in Appendix C 
  named ‘Ice Jumping’. 
  Note to the DM 
  Allow the players to use different skills and smart 
  gameplay to gain advantage on rolls or lower DC’s as 
  you see fit. 
  An example could be a player having managed to get to 
  the North Main Land, using a log (18 feet) as a bridge to 
  the third island. 
   
   
   Jumping. To jump across, in addition to having 
  the strength check to do this, you are also 
  required to succeed on a DC 13 Strength 
  (Athletics) check or fall in the water. 
   
   Swimming. Swimming across to the small 
  islands is possible, but difficult. To successfully 
  swim across a DC 15 Strength (Athletics) check 
  is required. Now they are wet, see Falling in the 
  Water. 
   
   Falling in the Water. If a character falls in the 
  water, they take 2d6 bludgeoning damage from 
  hitting the drifting ice, also their clothes get 
  drenched in cold water. Allow the player to 
  decide what side to climb up on afterwards. 
   
   Cold clothes. A character with cold clothes 
  needs to spend an hour in a sheltered area, 
  drying their clothes by a campfire or similar heat 
  source. While doing this, they can’t benefit from 
  a short rest. If a character decides to walk on in 
  their cold, wet clothes, they take 1d6 cold 
  damage for every hour they spend in these 
  clothes, because of hypothermia. 
  Important distances 
   South Main Land to first Island:  10 Feet 
   First island to Second:   
  12 Feet 
   Second Island to Third:  
  14 Feet 
   Third Island to North Main Land: 15 Feet 
   
   
   
  
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  40 
  Encounter: Snow and Ice 
  By Casper Akto Kanstrup 
   
  Estimated duration: 20 minutes 
  Traveling through the snow gets rather tedious and 
  the constant white view offers little in terms of 
  variety, so the emergence of a small mountainside 
  is a nice change of pace. As the adventurers 
  approach, they suddenly hear a loud manic 
  laughter and a flaming skull bursts out of a cave in 
  the mountainside. 
  The FLAMESKULL and its two ICE MEPHIT 
  allies have been bound to this area to guard a 
  treasure chest in the cave, containing an 
  important relic. Therefore, they move to attack 
  anyone getting within 50 ft. of the cave and will 
  keep attacking until the intruders are at least 
  100 ft. away from the cave. 
   
  For this encounter, use the map in Appendix C 
  named ‘Snow and ice’. 
  Adjusting the encounter 
  These are suggesting to scaling the encounter. These are 
  not cumulative. 
   Very Weak: Remove the 2 ICE MEPHITs 
   Weak: Remove 1 ICE MEPHIT 
   Strong: Add 1 ICE MEPHIT 
   Very Strong: Add 2 ICE MEPHITs 
   
   The Flameskull: As the FLAMESKULL have 
  been guarding this area for many years it knows 
  that often, its mere presence is enough to scare 
  people away and therefore it will hold off using 
  its fireball spell for the first round. If the party is 
  weak or very weak, it will hold off for the first 2 
  rounds, unless brought below half hp. 
   
   The Ice Mephits: The ICE MEPHITS knows 
  that often the presence of the FLAMESKULL will 
  scare people away and therefore wait with 
  attacking until the second round, preferring to 
  stay hidden in the snow until then 
   
   The Treasure chest: If the adventurers defeat 
  the FLAMESKULL and its allies they are 
  unfortunately in for a surprise, as the chest is 
  empty except for a single note (See Appendix B- 
  Handouts). 
   
   
  
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  41 
  Encounter: Let it Snow 
  By Casper Akto Kanstrup 
   
  Estimated duration: 20 minutes 
  As the party keeps traveling, the wind suddenly 
  picks up and it starts to snow, landing the party in a 
  small blizzard, after traveling in these conditions 
  for around an hour they come to a canyon cliff, 
  though it may not give peace from the constant 
  snow, it can give shelter from the blistering cold 
  winds. 
  A snow obsessed bard once roamed this area but 
  was killed while in the process of a magic ritual. 
  This has cursed the area and caused the snow to 
  take form and rain snowballs on anyone trying 
  to pass through the canyon.  
  Area Information 
  The area has the following feature: 
   Light. Though daytime, the absence of any sun 
  and the constant falling snow makes it difficult 
  to see things up ahead. Imposing disadvantage 
  on all ranged attacks and on all Wisdom 
  (Perception) checks relaying on sight and 
  reducing visibility to 60 ft. 
   Sound. The falling snow absorbs a lot of sound, 
  so besides the adventurers themselves, not much 
  can be heard. Though now and then what sounds 
  like a clear bell sound can be heard. A successful 
  DC 15 Wisdom (Perception) check allows a 
  character to discern, that it sounds like a melody. 
   The Canyon. The canyon is rather narrow 
  standing only 15 feet wide, it is 300 ft. long. The 
  sides of the canyon are extremely steep, and they 
  are 50 ft. tall. Because of the slippery weather 
  and the steepness of the walls, they are 
  impossible to climb. 
   The Bard. A successful DC 12 Intelligence 
  (History) check will let the character have heard 
  rumors of a canyon where a clear bell seems to 
  ring and recall that the death of a bard in the 
  middle of a magical ritual is to blame. 
   
  When the adventurers enter the canyon, they 
  have some peace from the blistering cold winds 
  of the blizzard. As soon as they are 30 ft. in, a 
  giant snowball hit next to them. Looking up they 
  see multiple lumbering figures on the edge of the 
  cliffs hurling what looks like giant snowballs at 
  them. The players are to get through the canyon 
  as fast as possible, while avoiding the snowballs. 
  Let the party roll initiative. The SNOW GOLEMS 
  act on Initiative count 0. 
   
   The Snow Golems. Each cliffside has 30 SNOW 
  GOLEMS spread out over the area. Just like the 
  players, the SNOW GOLEMS have disadvantage 
  on ranged attacks. Even though there are 
  multiple SNOW GOLEMS, only make one attack 
  on each character. The edge of the cliffs makes it 
  harder to hit the SNOW GOLEMS as it provides 
  them with half cover 
   Hiding. The players can take an action to press 
  their bodies against the cliffside, providing them 
  with three-quarters cover for the round. 
   Fire. A player can ready an action to throw a 
  fire spell at an incoming snowball, this disrupts 
  the attack, and they are safe for the round. If a 
  fire spell with an area of effect is used, it also 
  saves allies in a 10 ft. radius from being attacked 
  that round. 
   Music. A player who has discovered that the 
  bell-like sound is in fact a melody, can attempt a 
  DC 15 Charisma (Performance) check, to 
  replicate the melody. If this check succeeds the 
  SNOW GOLEMS stop their attacks for a round. 
  Note to the DM 
  This is NOT intended to be a combat encounter, if the 
  party has some way to go up the cliffs and engage the 
  Snow Golems directly, it will become deadly very soon. 
   
  When the party gets out of the canyon, the wind 
  picks up again, but they are safe from the Snow 
  Golems attacks, as the curse only makes them 
  attack people in the canyon. 
   
   
  
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  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  42 
  Encounter: Mist-chievous 
  By Rasmus Møller 
   
  Estimated duration: 20 minutes 
   
  A storm swiftly approaches, and the characters 
  are forced to find shelter until the next morning. 
  Wolves are howling in the far distance under the 
  moonlight and a dense ground fog moves across 
  the land while a VAMPIRIC MIST deviates and 
  finds its way into the cave. 
   
  The characters may wish to investigate the cave, 
  before deciding whether they want to take 
  shelter in it or not. The cave is harmless and can 
  belong to a bear or just be a small crevice in the 
  rocks.  If the characters decide to leave the 
  opportunity for shelter and challenge the 
  approaching storm, they automatically take  up 
  to 2 points of Exhaustion at the DMs discretion 
  before finding a crevice in the rocks and another 
  opportunity for shelter. 
   
  You can begin this encounter as the first-night 
  watch begins. Another option would be to trigger 
  the encounter if you feel like you need to keep 
  the adventure moving. The kobolds 
  accompanying the party are too frightened to 
  take part in the encounter. 
   
  Read of paraphrase the following text: 
  Outside the cave, you hear wolves howling in the 
  far distance as the night approaches and the dim 
  moonlight navigates its way into the cave. A light 
  breeze follows, slowly leading a mysterious ground 
  fog into the cave. You start to feel goosebumps all 
  over the body, as you notice the fog starts to 
  compress into a humanoid silhouette with faint red 
  veins. It looks at you, somehow smiling before it 
  aggressively wraps itself around (choose a 
  character). 
   Special. The VAMPIRIC MIST sneaks up on 
  the party. It attacks the (sleeping) character with 
  full hit points. Every time VAMPIRIC MIST 
  succeeds its action draining blood, it grows in 
  size and becomes progressively redder, and after 
  3 successful actions, it starts dripping blood 
  when hit by an attack (cosmetic effect). 
   
  Adjusting the Encounter 
  Here are suggestions for scaling the encounter. These 
  are not cumulative. 
   Very weak: The VAMPIRIC MIST only has 15 hp and 
  the healing from its Life Drain action is only 5 hp. 
   Weak: The VAMPIRIC MIST’s healing from its Life 
  Drain action is only 5 hp. 
   Strong: Add one VAMPIRIC MIST 
   Very strong: Add a VAMPIRIC MIST and give them 
  both 40hp 
  General Features 
  The area has the following features. 
   Cave/Crevice. The cave is relatively clean and 
  could easily be an active inhabitant for a bear. 
   Temperature. As the night approaches so do 
  even colder temperatures. Finding shelter is 
  essential and traveling during the night is fatal. 
  Light. A dim light from the moon. 
  Tactics 
  Following the surprise round, the VAMPIRIC 
  MIST attacks each character once before 
  returning to its first victim. 
  Note to the DM 
  Taking turns on characters avoid a TPK, but still makes it 
  a deadly encounter for characters with low hit points. If 
  a character is about to die, let a cloud obscure the 
  moonlight forcing the Vampiric Mist to disengage/flee 
  the scene, insinuating the creature’s powers are fueled 
  by the moon. 
  Development 
  All the characters have to survive this encounter 
  but get the impression of they are far away from 
  home and safety. The characters can take a long 
  night’s rest before continuing the adventure the 
  following morning. 
   
   
  
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  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  43 
  Encounter: A dwarf without manners 
  By Rasmus Møller 
   
  Estimated duration: 20 minutes 
  As the characters continue north-east, the 
  landscape expands into a majestic area with 
  snow-covered hills. Fresh footprints emerge on 
  the snowy path as foul words are carried by the 
  howling wind, and a dwarf without manners 
  (JACK FROST) appears in the distance. Read or 
  paraphrase the following: 
  It has only been an hour since you started the 
  journey north-east, and the constant wind in your 
  eyes and trudging through the snow has started to 
  test your determination. The path ahead of you 
  curves its way through the snow-covered hills as 
  small canyons begin to form on either side. 
   A sudden and unexpected: ‘BUGGER OFF!’ 
  echoes from the distance. Emerging on the path in 
  front of you is a tipped-over sleigh, a small ordinary 
  grey bag, and further away is a short humanoid 
  dressed in deep red garments and black boots.  
   As you get closer you can identify the humanoid 
  as a male dwarf, and catch a short glimpse of his 
  mighty white beard being pulled by a glimmering 
  entity before it disappears much to his frustration: 
  ‘SHOW YOURSELF YOUR LITTLE DEVIL! I’M GONNA 
  BREAK YE LIKE AN ICICLE!’. 
   While straightening his beard he notices your 
  approach and shouts: ”AND BY MORADINS BEARD, 
  WHO ARE YOU?” 
  Roleplaying Jack Frost 
  Jack Frost (SCOUT statistics) is an experienced dwarf 
  who works as a cartographer saving up money to leave 
  Icewind Dale for good. He has a magical (miniature) 
  sleigh and his leather armor is covered by multiple 
  layers of deep red-colored winter cloth. His face and 
  hands are dry because of the climate and small ice 
  shards dangle from his white beard. He is short-
  tempered and pessimistic about his current life, which 
  reflects his attitude and aggressive vocabulary. 
   What does he want? To complete his very last map of 
  the area, get paid, and take all his hard-earned savings 
  to buy passage on the ship heading south. 
   What is holding him back? His map has been taken, 
  and thus his opportunity to travel south. 
  He tells them the following: 
   He is a cartographer and has been working on 
  a map for days 
   A small creature suddenly appeared and 
  bullied him by pulling his mighty beard and 
  disappeared with his parchment 
   Rumor has it that kobolds have been sighted 
  on the surface in temperatures that should be 
  too cold for creatures like them (he points 
  them towards the gem mine) 
  Development 
  After the party gets acquainted with the dwarf, a 
  hoarse giggle interrupts the conversation. Read 
  of paraphrase: 
  “HUSH!” Jack suddenly snarls while a hoarse giggle 
  echoes around you. With a calm gesture, he puts 
  his index finger on his lips and slowly draws a 
  dagger from under his cloak and points it towards 
  (choose a character). 
   He suddenly turns towards (choose another 
  character) as the air next to your shoulder starts to 
  freeze with a light cracking sound. The air 
  compresses into thousands of glimmering ice 
  shards, reflecting the light and creating a small 
  entity with a pair of wings, an elongated nose, and 
  arms clinging on to a piece of parchment.  
   The hoarse giggle continues as the creature 
  snaps its humanlike fingers and magically tears the 
  parchment into pieces. Jack leaps through the air, 
  but with another snap, the creature disappears 
  right in front of him as he and the many pieces fall 
  to the ground: “JUST LEAVE ME... GET OUT OF MY 
  SIGHT” 
  If the characters pity Jack Frost and offer a total 
  minimum of 30 gp for his travels, or successfully 
  mends his map using mending, he becomes full 
  of appreciation and apologizes for his behavior 
  and tells them kindness is a rare gift. “Farewell 
  adventures!” He tips over the sleigh, and with a 
  warm “Ho-ho-ho” the sleigh magically becomes 
  alive and sets course towards Termalaine.  
  
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  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  44 
  Appendix B - Handouts 
   
  Handout A for Encounter: Knock Knock 
   
  My sister dear, a riddle face 
  Solving circles opens case 
  Rows and columns neatly stacked 
  Waiting for the problem cracked 
   
   
   
   
   
  I 
  II 
  III 
  II 
   
  X 
  O 
  O 
  O 
  II 
  O 
  X 
  O 
  O 
  II 
  O 
  O 
  X 
  O 
  I 
  O 
  O 
  O 
  X 
  III 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  45 
  Handout B for Encounter: Snow and Ice 
   
   
   
   
  I am sorry, but it appears I already have what you seek. 
  Next time, just luring away the monster would have spares you a fight. 
  - 
  J. 
   
   
   
  
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  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  46 
  Appendix C – Maps 
   
  Map for The Temple of Darkness – Players version 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  47 
  Map for The Temple of Darkness – DMs version 
   
   
   
   
  2 
  3 
  4 
  5
  6 
  7 
  8 
  1 
  9
  10 
  11 
  12 
  13 
  
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  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  48 
  Map for Encounter: Ice Jumping 
   
   
   
   
  
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  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  49 
  Map for Encounter: Snow and Ice 
   
   
   
   
  
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  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  50 
  Appendix D: Notes from the Author 
   
  Running a D&D Adventurers League module can 
  be extremely rewarding. From the opening 
  scene, with the players presenting their 
  characters, to the conclusion, coming home, back 
  to safety and celebrating another tale told with 
  success. 
   
  Something Sinister is a story with some complex 
  elements. Indeed, the prologue is very 
  straightforward, close to feeling “railroady” and 
  is intended to make the players feel safe in each 
  other’s company. 
   
  From there, things get complicated. The 
  wilderness encounters in part 1, kindly 
  contributed by upcoming writers like myself, can 
  be very tricky, as will the dungeon run in part 2. 
  Finally, the escape from the mine in part 3 is also 
  a little complicated in the mechanics, so over all 
  make sure to read and prepare for playing the 
  module by reading the module from beginning to 
  end to make sure you note down what you find 
  tricky. 
   
  Something Sinister can be very rewarding in both 
  setting the theme – horror, not unlike what we 
  know from the “Alien” movie franchise – is the 
  primary mood that needs to be catered for, 
  particularly in part 2 but also the stress of 
  escaping in part 3. 
   
  I am always very open towards suggestions that 
  will make the module an easier read, so feel free 
  to reach out to me through DMsGuild with any 
  feedback. It will be greatly appreciated. 
   
  Enjoy the game! 
   
  Casper Kirketerp-Helenius 
  Author of Something Sinister
   
   
   
  
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  DC-POA-CONMAR-01 Something Sinister (Version 1.1) 
   
   
   
   
  51 
  Appendix E: Dungeon Master Tips 
   
  To DM an adventure, you should have 3 to 7 
  Players — each with their own character within 
  the adventure’s level range (see Adventure 
  Primer). Characters playing in a hardcover 
  adventure may continue to play to but if they 
  play a different hardcover adventure, they can’t 
  return to the first if outside its level range. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
  Preparing the Adventure 
  Before you start play, consider the following: 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind 
  yourself of while running the adventure, such 
  as a way you’d like to portray an NPC or a 
  tactic you’d like to use in a combat. Familiar 
  yourself with the adventure’s appendices and 
  handouts. 
   Gather any resources you’d like to use to aid 
  you in running this adventure -- such as 
  notecards, a DM screen, miniatures, and 
  battlemaps. 
    Ask the players to provide you with relevant 
  character information, such as name, race, 
  class, and level; passive Perception score, and 
  anything the adventures specifies as notable 
  (such as backgrounds, traits, flaws, etc.) 
   Players can play an adventure they previously 
  played as a Player or Dungeon Master but may 
  only play it once with a given character. Ensure 
  each player has their character’s adventure 
  logsheet (if not, get one from the organizer) with 
  their starting values for level, magic items, gold 
  and downtime days. These are updated at the 
  conclusion of the session. The adventure 
  information and your information are added at 
  the end of the adventure session — whether the 
  completed the adventure or not.  
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player’s character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of 
  ability scores, you can ask players to provide 
  documentation for the irregularities. If they 
  cannot, feel free to restrict item use or ask them 
  to use a standard ability score array. 
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to 
  spend downtime days and it’s the beginning of 
  an adventure or episode, they can declare their 
  activity and spend the days now, or they can do 
  so at the end of the adventure or episode. 
  Players should select their characters’ spells and 
  other daily options prior to the start of the 
  adventure, unless the adventure specifies 
  otherwise. Feel free to reread the adventure 
  description to help give players hints about what 
  they might face. 
  Adjusting This Adventure 
  To determine whether you should consider 
  adjusting the adventure, add up the total levels 
  of all the characters and divide the result by the 
  number of characters (rounding .5 or greater 
  up; .4 or less down). This is the group’s average 
  party level (APL). To approximate the party 
  strength for the adventure, consult the table 
  below. 
  Determining Party Strength 
  Party Composition 
  Party Strength 
  3-4 characters, APL less than 
  Very weak 
  3-4 characters, APL equivalent 
  Weak 
  3-4 characters, APL greater than 
  Average 
  5 characters, APL less than 
  Weak 
  5 characters, APL equivalent 
  Average 
  5 characters, APL greater than 
  Strong 
  6-7 characters, APL less than 
  Average 
  6-7 characters, APL equivalent 
  Strong 
  6-7 characters, APL greater than 
  Very strong 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Plague of the Ancients (PoA)/DC-PoA-CONMAR-01 Something Sinister v1.1.pdf