TEXT:  
   
  Iam Pace, William Beers, & William Murakami-Brundage  
   
   
  
   
   
  Citadel of Vlaakith 
   
  The	adventurers	are	tasked	with	rescuing	a	group	of	heroes	who	vanished	in	the	pearlescent	
  fortress	that	manifested	on	the	border	between	the	Kroth	Magg	kingdom	and	the	Varkonin	empire	
  in	the	Steppes	of	Thar.	
  Tier	1	CCC-GLIP-01-XX can be played in any order.	
   
  A	Four-Hour	Adventure	for	1st-4th	Level	Characters	
  	
  	
  	
  	
  IAM PACE, WILLIAM BEERS, & WILLIAM MURAKAMI-BRUNDAGE 
  Authors	
   
  Adventure Code: CCC-GLIP-01-03 
  Optimized For: APL 3 
  Version: 1.0 
  	
  	
  Art	&	Cartography:	Andrea	Alemanno,	Dean	Spencer,	Dyson	Logos	
  Development	and	Editing:	Iam	Pace,	William	Beers,	William	Murakami-Brundage	
  Organized	Play:	Chris	Lindsay	
  D&D	Adventurers	League	Wizards	Team:	Adam	Lee,	Chris	Lindsay,	Mike	Mearls,	Matt	Sernett	
  D&D	Adventurers	League	Administrators:	Bill	Benham,	Travis	Woodall,	Claire	Hoffman,	Greg	Marks,		
  Alan	Patrick,	Lysa	Chen	
  	
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The 
  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  2 
  Introduction 
  Welcome	to	Citadel	of	Vlaakith,	a	D&D	Adventurers	
  League™	adventure,	part	of	the	official	D&D	
  Adventurers	League™	organized	play	system	and	the	
  Tomb	of	Annihilation™	storyline	season.	
  	 This	adventure	takes	place	in	the	swamp	near	the	
  ruins	of	Yûlash,	on	the	Moonsea	coast.	A	Githyanki	
  citadel	teleported	into	the	Material	Plane,	and	the	
  adventurers	are	sent	to	recover	a	failed	expedition.	
  	 This	adventure	is	designed	for	three	to	seven	1st-
  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.	
  Adjusting This Adventure 
  This	adventure	provides	suggestions	in	making	
  adjustments	for	smaller	or	larger	groups,	characters	
  of	higher	or	lower	levels,	and	characters	that	are	
  otherwise	a	bit	more	powerful	than	the	adventure	is	
  optimized	for.	You’re	not	bound	to	these	
  adjustments;	they’re	here	for	your	convenience.	
  	 To	figure	out	whether	you	should	consider	
  adjusting	the	adventure,	add	up	the	total	levels	of	all	
  the	characters	and	divide	the	total	by	the	number	of	
  characters	(rounding	.5	or	greater	up;	.4	or	less	
  down).	This	is	the	group’s	APL.	To	approximate	the	
  party	strength	for	the	adventure,	consult	the	
  following	table.	
  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 
  Some	encounters	may	include	a	sidebar	that	offers	
  suggestions	for	certain	party	strengths.	If	a	
  particular	recommendation	is	not	offered	or	
  appropriate	for	your	group,	you	don’t	have	to	make	
  adjustments.	
  Before Play at the Table 
  Before	you	start	play,	consider	the	following:	
  • Read	through	the	adventure,	taking	notes	of	
  anything	you’d	like	to	highlight	or	remind	yourself	
  of	while	running	the	adventure,	such	as	a	way	
  you’d	like	to	portray	an	NPC	or	a	tactic	you’d	like	
  to	use	in	a	combat.	Familiarize	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	Wisdom	(Perception),	and	
  anything	specified	as	notable	by	the	adventure	
  (such	as	backgrounds,	traits,	flaws,	etc.)	
  Playing the Dungeon Master 
  You	have	the	most	important	role—facilitating	the	
  enjoyment	of	the	game	for	the	players.	You	provide	
  the	narrative	and	bring	the	words	on	these	pages	to	
  life.		
  	 To	facilitate	this,	keep	in	mind	the	following:	
  	 You’re	Empowered.	Make	decisions	about	how	
  the	group	interacts	with	the	adventure;	adjusting	or	
  improvising	is	encouraged,	so	long	as	you	maintain	
  the	adventure’s	spirit.	This	doesn’t	allow	you	to	
  implement	house	rules	or	change	those	of	the	
  Adventurers	League,	however;	they	should	be	
  consistent	in	this	regard.	
  	 Challenge	Your	Players.	Gauge	the	experience	
  level	of	your	players	(not	the	characters),	try	to	feel	
  out	(or	ask)	what	they	like	in	a	game,	and	attempt	to	
  deliver	the	experience	they’re	after.	Everyone	should	
  have	the	opportunity	to	shine.	
  	 Keep	the	Adventure	Moving.	When	the	game	
  starts	to	get	bogged	down,	feel	free	to	provide	hints	
  and	clues	to	your	players	so	they	can	attempt	to	
  solve	puzzles,	engage	in	combat,	and	roleplay	
  interactions	without	getting	too	frustrated	over	a	
  lack	of	information.	This	gives	players	“little	
  victories”	for	figuring	out	good	choices	from	clues.	
  Watch	for	stalling—play	loses	momentum	when	this	
  happens.	At	the	same	time,	make	sure	that	the	
  players	don’t	finish	too	early;	provide	them	with	a	
  full	play	experience.	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  3 
  Adventure Primer 
  “The	silver	swords	are	a	reflection	of	the	Githyanki—
  deathly	sharp,	frighteningly	quick,	alien	yet	eerily	
  familiar.”	
  –	Idris	bryn	Danin,	How	I	Became	an	Adventurer	
  Adventure Background 
  The	Kroth	Magg	have	many	rivals	in	Thar.	Chief	
  amongst	them	are	the	Varkonin,	a	would-be	
  hobgoblin	empire	controlling	large	swaths	of	the	
  eastern	steppes	and	sections	of	the	resource-rich	
  Galena	Mountains,	where	their	numerous	slaves	
  mine	bloodstone,	silver,	and	even	adamantine.	
  	 The	Kroth	Magg	and	Varkonin	have	been	locked	in	
  a	cold	war,	fighting	through	mercenary	proxies	
  while	both	clans	prepare	for	all	out	conflict,	
  consolidating	their	forces,	stockpiling	supplies,	and	
  seeking	allies.	However,	something	has	occurred	
  that	may	expedient	the	brutal	war	to	come—a	
  mysterious	fortress	wrought	of	smooth	opalescent	
  stone	has	suddenly	appeared	in	a	bog	along	their	
  border,	right	inside	Varkonin	territory.	Few	things	
  are	known	about	the	edifice,	but	one	thing	is	
  certain—the	structure	is	of	another	plane.						
  	 	The	Kroth	Magg,	unwilling	to	forfeit	the	fortress	
  to	the	Varkonin,	have	reached	out	to	the	Harpers	
  and	the	Order	of	the	Gauntlet,	offering	to	share	the	
  fortress’	secrets	with	them	if	they	help	secure	it	from	
  the	Varkonin	as	the	Kroth	Magg	can’t	afford	to	
  openly	antagonize	the	larger	kingdom	by	sending	
  their	own	troops.	The	Kroth	Magg	will	finance	and	
  supply	agents	during	the	window	of	the	operation.	
  	 The	Harpers	and	Order,	while	hesitant	to	work	
  with	the	hobgoblins,	view	the	Kroth	Magg	as	the	
  lesser	of	two	evils,	and	the	enigmatic	white	fortress	
  is	an	intriguing	find,	one	they	prefer	not	to	fall	into	
  the	hands	of	the	Varkonin.	After	all,	the	enemy	of	my	
  enemy	.	.	.	makes	for	strange	allies.	
  	 The	Harpers	and	Order	immediately	dispatched	
  agents	supported	in	secret	by	the	Kroth	Magg.	It	has	
  been	several	days,	and	they	are	overdue	in	reporting	
  in.	Fearing	the	worst,	the	Harpers	and	Order	prepare	
  to	send	a	second	force	to	the	mysterious	complex.	
  	 Unbeknownst	to	those	seeking	the	fortress	is	its	
  true	origins—it	is	a	Gith	citadel,	and	like	most	Gith	
  structures,	it	was	made	with	war	in	mind.	The	whole	
  of	it	is	carved	from	a	titanic	molar	from	a	long-
  forgotten	creature	of	the	Far	Realm.	The	material	of	
  this	tooth	is	psionically	conductive	and	the	Gith	
  formed	a	network	of	control	crystals	throughout	the	
  interior	allowing	them	to	shift	the	whole	complex	
  between	the	planes,	delivering	Gith	warriors	with	
  surgical	precision.	During	the	citadel’s	last	raid,	the	
  Gith	seized	a	relic	from	an	abandoned	temple	
  dedicated	to	an	unknown	entity.	As	the	Gith	
  prepared	to	leave,	the	relic	awoke	and	corrupted	the	
  psionic	network,	forcing	the	temple	into	the	Abyss.	
  The	citadel	was	soon	besieged	by	demons.	The	last	
  of	the	Gith	managed	to	wrest	control	from	the	relic	
  and	shift	back	to	their	home	realm	where	they	died	
  throwing	the	artifact	into	the	Astral	Sea.	
  	 The	citadel	has	drifted	quietly	between	the	planes	
  for	centuries	until	it	was	recently	caught	in	an	astral	
  storm	and	sent	hurtling	into	the	Prime	material,	
  crashing	into	Thar.		
  	 There	the	citadel	quietly	waits.	In	all	this	time,	the	
  Gith	have	not	ceased	searching	for	it	and	will	claim	
  what	is	theirs	as	they	have	always	done.		
  Who are the Kroth Magg? 
  A decade ago, six hobgoblins adventurers discovered a 
  Netherese ruin in the tip of the northern Troll Hills. What 
  they found within caused a schism in the band. A brief battle 
  ensued, resulting in the victors exiling two of their former 
  comrades. The remaining four turned to the worship of the 
  true hobgoblin deities. From there, they used treasure 
  obtained through their explorations and sellswording to 
  begin constructing a fort above the massive complex below.  
   This activity attracted Maelizarra, a curious blue dragon, 
  who sought the secrets the ruins held. She saw potential in 
  these hobgoblin adventurers and offered her wealth to back 
  their endeavors if they swore fealty to her before their gods. 
  They accepted and together they formed the Kroth Magg and 
  built the fortress of Glip Dak to guard the ruins. 
   The Kroth Magg rose to prominence quickly, attracting 
  many hobgoblins to their banner. With the dragon’s 
  clandestine guidance, they secured local resources and began 
  to guard and tax the trade roads of the northern Moonsea.  
   Glip Dak is controlled by Maelizarra through her overlords, 
  the remaining adventurers: Supreme General Korgoth Bayn, 
  Iron Shadow Grand Master Kahl, Devastator Lord Balroth 
  Sicar, and High Priestess Drakkla the Red. There are rumors 
  of a fifth overlord, but such stories are refuted. 
   While powerful, the Kroth Magg have much to hide. They 
  are apostates who have freed themselves from the leash of 
  Maglubiyet and returned to the worship of Nomog-Geaya, 
  their god of stoicism and conquest, and Bargrivyek, their god 
  of duty and discipline. This they keep secret as such 
  information would unite the goblinoids against them in a holy 
  war, for Maglubiyet is ruthless and cruel and demands the 
  same of his followers. 
   While the upper levels of the ruins have been opened to 
  Glip Dak to serve as sewers and prisons, Maelizarra and her 
  overlords continue to jealously guard the mysteries held 
  deeper below, sealed by both gate and magic to all but 
  themselves. 
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  4 
  Location and NPC Summary 
  The following NPCs and locations feature prominently in this 
  adventure.  
   Varkonin (VAR-cone-in). A powerful hobgoblin kingdom in 
  eastern Thar who controls rare and valuable resources within 
  the Galena Mountains. 
   Kroth Magg (KAH-roth MA-gag). A relatively new 
  hobgoblin kingdom risen to power within the northern Troll 
  Hills. They control the valuable trade city of Glip Dak, the 
  center of trade within Thar. 
   Citadel of Vlaakith (SIT-a-dell of VAH-lah-kith). A mobile 
  barracks and temple of the Gith that can fly and shift through 
  reality. It was thought lost many hundreds of years ago. 
  Adventure Overview 
  This	adventure	is	part	of	a	set	of	adventures	located	
  in	the	trade	city	of	Glip	Dak	in	the	steppes	of	Thar.	
  The	Tier	1	GLIP	adventures	(CCC-GLIP-01-XX)	are	
  not	part	of	a	sequential	storyline	and	can	be	played	
  in	any	order.	
  	 Your	players	may	recognize	some	of	the	NPCs	or	
  places	from	the	other	adventures.	While	that	can	
  give	them	a	sense	of	familiarity	with	the	locale,	it	
  won’t	spoil	any	surprises!	
  	 The	adventure	is	broken	down	into	four	parts:	
  	 Part	1.	The	adventurers	are	recruited	either	by	
  Kroth	Magg	or	a	representative	of	the	Harpers	and	
  Order	of	the	Gauntlet.	
  	 Part	2.	The	adventurers	reach	the	strange	
  complex	and	enter	it,	finding	the	bodies	of	the	
  missing	adventurers	and	uncovering	the	alien	nature	
  of	the	citadel.	
  	 Part	3.	The	adventurers	move	to	recover	the	last	
  bodies	of	the	fallen	heroes	and	battle	the	Varkonin	
  vanguard	when	the	Githyanki	masters	of	the	citadel	
  appear.	
  	 Part	4.	Conclusion.	
  Adventure Hooks 
  The	Tier	1	GLIP	adventures	(CCC-GLIP-01-XX)	are	
  not	part	of	a	sequential	storyline	and	can	be	played	
  in	any	order.	
  	 Investigate	the	Citadel.	The	adventurers	hear	
  rumor	of	hobgoblin	scouts	and	a	magical	temple	that	
  appeared	out	of	thin	air.	The	adventurers	choose	(or	
  are	asked)	to	investigate.	
  	 Hired	by	the	Harpers	and	Order	of	the	Gauntlet	
  (Faction	Assignment).	The	Harpers	and	the	Order	
  of	the	Gauntlet	have	been	contacted	by	the	Kroth	
  Magg,	asking	for	assistance	in	searching	a	recently	
  arrived	planar	structure	that	has	“crashed”	on	the	
  border	between	the	Kroth	Magg	and	the	Varkonin	
  kingdom	on	the	Varkonin	side.	The	Kroth	Magg	
  cannot	risk	antagonizing	the	larger	kingdom	by	
  sending	their	troops	so	are	asking	the	Harpers	and	
  the	Order	to	search	the	strange	complex.	In	return	
  for	sharing	the	discoveries,	the	Kroth	Magg	are	
  supplying	and	financing	the	expedition.	
  	 Monstrosity	Hunt	(Faction	Assignment).	The	
  local	Emerald	Enclave	contact	has	spotted	a	nest	of	
  manticores.	Preventing	some	or	all	of	these	
  monstrosities	from	establishing	hunting	domains	
  will	help	preserve	the	natural	order	in	the	forest.	
  	 Zhentarim	Spies	(Faction	Assignment).	
  Zhentarim	spies	within	Thar	have	uncovered	
  information	pertaining	to	the	sudden	arrival	of	a	
  mysterious	building.	The	Zhentarim	are	asking	the	
  adventurer	to	travel	to	this	building	by	any	means	
  and	gather	information	on	it.	
  	 The	Kroth	Magg.	If	adventurers	have	been	
  working	for	the	Kroth	Magg,	this	may	be	another	
  mission	offered	to	them	by	the	hobgoblins.	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  5 
  Part 1. The Request 
  Story Beat 
  Here the adventurers are recruited and informed of the 
  mission. After which, assuming the adventurers accepted, 
  they are to travel deeper into Thar to the more untamed 
  areas of the infamous steppes and cross the heavily patrolled 
  border into Varkonin territory to the mysterious temple. 
  Estimated	Duration:	15	minutes	
  Tip: Where to start 
  Depending on which (if any) Glip Dak story awards have been 
  earned, this adventure can start in a number of ways; 
  • If any of the party have the story award The Bronze, go to 
  Part A. 
  • If any of the party have the story award Glip Dak 
  Lawbreaker, go to Part B. 
  • If any of the party is a member of the Harpers or Order of 
  the Gauntlet, go to Part C. 
  • If the party is newly arrived at Glip Dak, Part A or C may be 
  chosen. 
  • If none of the above fits your party, try to develop a 
  narrative that will motivate them to take this work from 
  the Kroth Magg. 
  	
  General Features 
  Eastern Thar has the following general features.  
   Terrain. The land is cold, windswept steppes and 
  grasslands that stretch to the horizon. To the east are the 
  peaks of the Galena Mountains.  
   Weather. Clear but cold. 
   Light. Bright during the day. Dark during the night with 
  Selûne’s stars casting faint light. 
   Smells and Sounds. The howls and stretches of strange 
  creatures can be heard across the steppes, hidden in the tall 
  grass. 
  A. Recruited by the Kroth Magg 
  If	any	of	the	adventurers	have	The	Bronze	Story	
  Award,	this	introduction	may	be	used.	
  	 Hrogar,	a	captain	of	the	city	guard,	and	Valrath	
  Kahn,	a	hobgoblin	devastator	captain,	meet	with	the	
  adventurers	to	explain	the	mission.	
  The Kroth Magg make a show of practicality and Spartan 
  living. This chamber is no different. While sparingly furnished 
  and only decorated with the Kroth Magg’s banner and coat-
  of-arms—the silhouette of a dragon—what objects furnish 
  the chamber are of high quality. The desk and chairs are 
  imported blueleaf wood and the banners are woven from 
  exotic silk and colored in expensive cobalt dye.     
   Hrogar sits behind the desk, which is clean and well-
  organized, waiting for you to seat yourselves in chairs before 
  him. Beside the desk stands a second hobgoblin officer who 
  wears a different uniform. He carries a metal-shod staff and 
  an armored book swings from his belt by a heavy chain. 
   “Greetings, mercenaries and adventurers, I have a 
  sensitive matter to discuss with you, a matter of security for 
  the Kroth Magg and potentially the balance of power in Thar. 
  Recently a curious fortress has ‘crashed’ just outside our 
  borders but, unfortunately, within the lands of the Varkonin, 
  our chief adversaries here in Thar. They are a rival kingdom 
  controlled by my own kind. Tensions between us have been 
  on the rise and open conflict is inevitable, but that is an issue 
  for another day.  
   “This is Valrath Kahn, a devastator captain and practitioner 
  of arcane magic. He will tell you of what we know of this 
  strange structure, and why it is important.”  
   Valrath nods at Hrogar and steps forward.  
  Hrogar	offers	two	potions	of	healing	to	the	party,	and	
  cold-weather	gear	for	each	adventurer,	to	assist	
  them	on	their	journey.	
  	 Proceed	to	D.	The	Mission	Details.	
  B. Lawbreakers 
  If	any	of	the	adventurers	have	the	Lawbreaker	Glip	
  Dak	Story	Award,	this	introduction	should	be	used.	
  You have spent the last several days assigned to hard labor, 
  breaking stone and hauling rocks. After an exhausting day, 
  you are woken in the dark and called to the city watch 
  barracks to stand before Captain Hrogar.   
  Adventurers	with	the	Lawbreaker	Story	Award	must	
  make	a	DC	11	Constitution	save	or	suffer	a	level	of	
  exhaustion	that	he	or	she	starts	the	adventure	with.	
  This	is	from	being	forced	into	hard	labor	as	part	of	
  the	sentence	for	breaking	the	laws	of	the	Kroth	
  Magg.		
  	 Go	to	A.	Recruited	by	the	Kroth	Magg	but	don’t	
  award	the	healing	potions	or	the	cold	weather	gear.	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  6 
  C. Recruited by Randyll Blackalbuck, 
  Harper Liaison  
  Randyll	Blackalbuck	comes	from	a	family	of	Harper	
  agents	who	work	out	of	the	family’s	store,	
  Blackalbuck’s	Swap	Shop,	in	Melvaunt.	The	shop	is	a	
  cover	for	buying	and	selling	gear	and	resources	to	
  Harper	agents	throughout	the	Moonsea.	
  “Time is short, and the situation is urgent. A joint venture 
  among the Kroth Magg hobgoblins, the Harpers, and the 
  Order of the Gauntlet is underway to secure a planar 
  structure from a mutual enemy, the Varkonin. While the 
  Harpers aren’t overly thrilled at the prospect of working with 
  hobgoblins, the Varkonin pose a much greater threat to the 
  Moonsea region.” Randyll signs. “I am sure the Moonstars 
  would laugh at us now for doing this, agreeing to work with 
  hobgoblins, but the Kroth Magg have been surprisingly 
  forthcoming. I would guess this is out of necessity as they are 
  desperate to make sure the secrets of this strange complex 
  do not fall into the hands of their chief opposition in Thar, 
  the Varkonin hobgoblin kingdom.” 
  The	Harper	liaison	offers	the	adventurers	a	potion	of	
  healing	and	cold-weather	gear	to	assist	them	on	
  their	journey.	The	cold-weather	gear	is	for	each	
  adventurer.	
  	 Proceed	to	D.	The	Mission	Details.	
  D. The Mission Details 
  No	matter	the	method	the	adventurers	are	recruited	
  by,	both	Valrath	Kahn,	the	Kroth	Magg	devastator	
  mage,	and	Randyll	Blackalbuck,	the	Harpers’	envoy,	
  provide	the	following	information.	
  “What we have gathered through long-range reconnaissance 
  suggests this structure is a fortress of some kind made from a 
  material unlike anything we’ve encountered. The entire 
  complex radiates an unknown magic and is powerfully 
  guarded against divinations. 
   From what we can ascertain, the fortress fell from the sky 
  after shifting from an unknown plane. It crashed into a bog 
  where it partially sunk. Despite the great distance it fell, it 
  appears completely undamaged. Whatever this structure is, 
  whatever it represents, or the power behind it, what is 
  certain is that we can’t allow it to be controlled by the 
  Varkonin. And that is where you come in. 
   As the temple landed within Varkonin territory, the Kroth 
  Magg can’t send troops without risking immediate war with 
  them, a war the Kroth Magg are not yet fully prepared for, so 
  we would ask that you go and secure the structure. 
   “We’ve already sent one group of agents comprised of 
  Harper and Order members. They have failed to report in and 
  we fear the worse.” 
   “Each of you will be paid 25 gold coins for each missing 
  agent you bring back, living or dead, plus 75 gold for 
  information on this structure. There is a bonus in it for you if 
  you keep this fortress out of the hands of the Varkonin, even 
  if you have to destroy it.” 
  Allow	the	adventurers	to	ask	questions	or	purchase	
  supplies,	including	potions	of	healing	for	50	gp	each.	
  	
  Can	we	get	more	money?	
  A	successful	DC	15	Charisma	(Persuasion)	check—
  those	with	Kroth	Magg	accolades	have	advantage	on	
  this	check—can	increase	the	award	amount	to	50	gp	
  for	each	missing	adventurer.	
  	
  Who	are	the	Varkonin?	
  “The	Varkonin	are	a	hobgoblin	clan	who	controls	a	
  section	of	eastern	Thar	and	the	western	Galena	
  Mountains.	They	are	the	Kroth	Magg’s	chief	rival	and	
  greatest	threat.	Both	groups	have	been	preparing	for	
  open	war	for	months.	The	Varkonin	remain	one	of	
  the	mightiest	kingdoms	in	Thar,	if	not	all	of	the	
  northern	Moonsea.”	
  	
  What	is	our	mission?	
  “Our	goal	is	to	learn	its	secrets,	recover	what	items	
  we	can,	and	make	contact	with	those	who	built	the	
  temple	before	the	Varkonin	do.	Additionally,	there	is	
  evidence	that	this	structure	is	capable	of	moving	
  itself,	as	fantastic	as	that	sounds.	Or	maybe	not	if	
  you’re	familiar	with	Netheril.	
  	 “Of	secondary	importance	is	finding	the	find	of	the	
  first	expedition.”			
  	
  If	the	structure	is	in	enemy	territory,	won’t	the	
  enemy	simply	take	it	back?	
  “The	shallowest	part	of	the	bog	faces	us,	which	
  allows	swifter	and	safer	travel	from	Kroth	Magg	
  lands.	The	Varkonin	must	traverse	the	bog	proper,	a	
  dreadful	place	of	swallowing	ground	and	hungry	
  beasts.”	
  	
  What	is	this	structure?	
  “We	are	uncertain,	but	it	doesn’t	shed	abyssal	or	
  infernal	corruption,	as	far	as	we	can	tell.	We	fear	it	
  
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  7 
  may	be	from	the	Far	Realm,	and	if	that	is	true,	we	
  have	no	idea	of	what	to	expect,	but	none	of	it	is	
  good.”	
  	
  Who	is	the	other	group	sent	before	us?	
  “The	group	we	lost	contact	with	included	Order	
  members	Yowen	Kar	and	Darius	Dawnguard	and	the	
  Harper	agents	Vellona	the	Orphan	and	Lalitha	
  Dae’Danin.	They	weren’t	chosen	for	their	experience	
  or	skills,	but	simply	for	their	proximity	to	the	target	
  as	speed	was	our	advantage.	
  	 “Should	you	find	their	bodies,	bring	them	back	to	
  us	and	we	can	raise	them.	I	am	sure	they	would	be	
  indebted	to	you,	which	might	be	useful.	You	never	
  know.”	
  	 Additional	details	about	this	doomed	adventuring	
  group:	
  • Yowen	Kar	of	Clan	Vallahir	is	a	hill	dwarf	
  warpriest	who	acts	suspicious	of	elves.	He	hides	
  his	care	for	others	behind	a	hard	demeanor.	His	
  current	companions	complain	of	his	surliness.	
  • Darius	Dawnguard	is	a	squire	of	the	reborn	Order	
  of	Dawnfire,	a	sect	of	Lathandar.	He	has	made	an	
  oath	to	search	for	dangerous	artifacts	and	dispose	
  of	them.	
  • Vellona	the	Orphan	made	a	pact	with	a	mysterious	
  entity	after	she	fled	into	a	forest	after	the	
  destruction	of	her	village.	She	seeks	to	unlock	the	
  magic	in	her	blood	to	sunder	this	bargain.	
  • Lalitha	Dae’Danin	is	an	elf	noble	and	druid	who	
  dresses	as	a	man	to	hide	from	an	arranged	
  marriage	with	a	tyrannical	and	powerful	high	elf	
  aristocrat.	
  The	NPC	providing	the	mission	warns	the	
  adventurers	that	Thar	can	be	quite	cold	this	time	of	
  year,	and	to	make	sure	to	purchase	cold-weather	
  gear	if	they	don’t	already	have	some	or	if	it	hasn’t	
  already	been	provided	(see	the	Extreme	Cold	
  sidebar).	
  Extreme Cold 
  Whenever the temperature is at or below 0 degrees 
  Fahrenheit, a creature exposed to the cold must succeed on a 
  DC 10 Constitution saving throw at the end of each hour or 
  gain one level or exhaustion. Creatures with resistance or 
  immunity to cold damage automatically succeed on the 
  saving throw, as do creatures wearing cold weather gear 
  (thick coats, gloves, and the like), and creatures naturally 
  adapted to cold climates. 
  Travel	to	the	citadel	is	not	covered	in	this	module	
  because	of	the	adventurer’s	time	restraints.	
  Tricks of the Trade 
  Travel: If handwaving travel runs against the style of game 
  being played, travel may be a series of random encounters 
  presented in Xanathar’s Guide to Everything in addition to 
  dealing with the challenges of cold weather (see Extreme 
  Cold sidebar). 
  	
  	
  
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  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  8 
  Part 2. Citadel of Vlaakith 
  Story Beat 
  Here the adventurers come to the mysterious citadel and 
  discover the fate of those who came before them. During 
  their exploration, they face the Varkonin vanguard as well as 
  the secrets and traps of the citadel. Within are fragments of 
  the citadel’s origins and the history of those who created it.  
  Estimated	Duration:	150	minutes	
  General Features 
  The Githyanki citadel has the following features. 
   Terrain. The citadel is sunken into the bog, tilting the 
  entire structure. It is carved from a single, massive tooth. A 
  DC 18 Intelligence (Arcana) check identifies that this molar-
  like tooth came from a titanic creature belonging to the Far 
  Realm. Detect magic reveals that the tooth was shaped using 
  immense psionic powers. 
   Weather. The inside of the citadel is dry and cold.  
   Light. All rooms (A-U) are brightly lit by red-hued orbs set 
  into the ceiling. Occasionally the orbs flicker in unison, 
  plunging the citadel into brief spasms of abject darkness and 
  bright light. 
   Smells and Sounds. It smells like death throughout the 
  citadel. Unless prevented, everyone within the citadel hears 
  continuous telepathic whispering in Gith. The whispers are 
  repeatedly telling the story of the citadel’s final days (see the 
  Adventure Background).  
   Tracks: There are numerous tracks, both humanoid and 
  animal, throughout the area. They are fresh, within the last 
  day or so (see Tracks below for more details). 
  A. The Mouth of Vlaakith 
  Traveling through the bog, you see a great white structure at 
  least several stories, lodged in the mud. Muck is splattered 
  high on the exterior. 
   The whole structure is made from a flawless, seamless 
  alabaster material. All along the outside are circular, looping 
  whorls. It is difficult to tell what they are, but certain patterns 
  repeat, as though it were a language. Interspersed among the 
  round sigils are engraved runes and carved striations. 
   The mud all around the building shows signs of heavy 
  travel. Yet the structure, and all around it, is motionless and 
  silent. 
   On the south-facing side of the structure is a circular 
  entranceway. The doorway sits on the tip of a spiked 
  protrusion from the otherwise smooth exterior. A door like a 
  nautilus shell is open, giving a glimpse of the interior. 
  Tracks 
  If	the	areas	south	or	west	of	the	temple	are	searched,	
  a	successful	DC	12	Wisdom	(Survival)	check	finds	
  four	tracks	of	footprints	leading	four	horses	and	two	
  mules	heading	from	the	direction	of	Kroth	Magg	land	
  towards	the	entrance	of	the	temple.		
  	 If	the	north	or	eastern	side	of	the	temple	are	
  searched,	anyone	proficient	in	Survival	or	
  Investigation	finds	tracks	of	numerous	humanoids	
  coming	from	Varkonin	territory	heading	into	the	
  temple.	A	successful	DC	15	Wisdom	(Survival)	check	
  reveals	at	least	two	dozen	humanoids,	maybe	more.	
  	 The	circular	whorls	are	Gith	tir'su	(runic	writing)	
  that	tell	the	story	of	Vlaakith	the	Gith	Queen	and	the	
  history	of	the	Gith’s	enslavement	to	the	illithid	and	
  subsequent	liberation.	Along	with	the	story	are	
  warnings	and	threats	to	all	who	would	interfere	with	
  the	Gith’s	crusades	against	the	illithid.	The	engraved	
  runes	are	Draconic	mirroring	the	Gith	writing	for	
  less	erudite	readers.		
  	 Read	or	paraphrase	the	following	once	the	
  adventurers	find	the	entrance:	
  
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  9 
  The great entrance hall is littered with corpses. There are 
  seven dead hobgoblins as well as the bodies of four horses. 
  Two mules stand huddled and terrified against a wall. Muddy 
  tracks and blood coat the smooth, white floor.  
   At the center of this chamber is a statue of a strange 
  humanoid. The statue is kneeling with its arms raised before 
  it, offering a glowing orb. There is a muddy handprint on the 
  orb.  
   The interior is the same as the exterior—faultless, smooth 
  surfaces covered with circular, looping whorls. Interspersed 
  among the round sigils are the same engraved runes. 
  The	statue	is	marked	with	a	star	on	the	map.	A	closer	
  inspection	of	the	statue	reveals	the	following:	The	
  statue	is	depicted	wearing	a	robe.	Its	hair	is	tied	in	a	
  topknot	and	its	face	is	flat.	It	has	a	larger	head	and	
  longer	arms	than	that	of	a	human.	On	a	successful	DC	
  13	Intelligence	(Arcana)	check,	the	statue	is	
  identified	as	a	Githyanki	gish.	
  	 If	the	adventurers	choose	to	open	the	great	doors	
  manually,	they	require	a	combined	Strength	of	25	
  and	1	minute	to	wedge	open.	In	this	case,	the	
  manticore	in	Area	D	is	alerted	to	the	adventurers’	
  presence,	and	attacks	with	surprise	(using	its	tail	
  spikes)	once	the	doors	are	opened.	
  	 A	successful	DC	13	Wisdom	(Medicine)	check	
  reveals	the	following:	
  • The	hobgoblins	died	from	a	collection	of	severe	
  burns	and	stab	wounds.	Their	uniforms	are	bloody	
  and	burnt	but	in	passable	condition.	
  • The	horses	are	partially	eaten	by	some	large	
  predator,	their	throats	torn	out.	
  Anyone	inspecting	the	animals	who	is	proficient	in	
  Medicine	or	Survival	sees	they	were	killed	by	tooth	
  and	claw.	One	of	the	horses	has	been	partially	eaten	
  by	some	beast.	Bloody	pawprints	nearby	are	like	
  those	of	a	large	lion.	
  	 A	successful	DC	13	Wisdom	(Perception)	or	
  Intelligence	(Investigation)	check	discovers	a	
  campsite.	If	searched,	the	adventurers	find	the	
  contents	of	two	explorer’s	packs	spread	around	the	
  camp,	and	a	diary	belonging	to	Vellona	detailing	her	
  joining	the	Harpers	and	being	sent	into	Thar.	She	
  talks	about	her	excitement	to	meet	her	traveling	
  companions.	The	rest	is	soaked	with	blood	and	
  illegible.	
  	 A	successful	DC	13	Wisdom	(Survival)	check	
  discovers	that	the	four	missing	adventurers	were	
  camping	in	this	chamber	when	they	were	attacked.	
  Blood	and	mud	indicate	a	fighting	retreat	deeper	
  into	the	complex.	The	four	were	still	alive	and	on	
  their	feet	during	this	battle.	
  Treasure 
  The	adventurers	can	gather	content	equivalent	to	
  two	explorer’s	packs	if	they	search	the	camp.	
  The Mouth of Vlaakith 
  While	attuned	and	touching	the	statue’s	crystal,	the	
  controller	can	use	an	action	to	mentally	command	
  the	crystal	to	shed	light.	A	60-foot-radius	sphere	of	
  red	light	spreads	out	from	the	crystal.	The	sphere	is	
  bright	light	and	sheds	dim	light	for	an	additional	60	
  feet.	The	light	effect	stops	if	the	controller	moves	
  more	than	5	feet	from	the	crystal.	
  Gith Crystals 
  The Githyanki citadel has numerous control crystals located 
  throughout the structure. These crystals appear as clear, 
  spherical orbs held by a statue of a Githyanki sage. They shed 
  dim light in a 5-foot radius. 
   Anyone within 5 feet of a crystal sphere can touch it and 
  attune to the crystal as an action. While touching a Gith 
  crystal, the attuned creature can use an action to psychically 
  strike one creature that they can see within 120 feet. The 
  target must succeed on an DC 14 Intelligence saving throw or 
  take 2d8 psychic damage, half as much on a successful save. 
   As well, each crystal has one or more specific functions 
  that are also available while attuned and touching the crystal. 
  Also, the repetitive telepathic Gith message (see General 
  Features above), becomes obtrusive and loud. 
   The crystals require a successful DC 18 Strength (Athletics) 
  check to remove. If removed, the crystal discharges a psionic 
  pulse that does 9 (2d8) psychic damage to every creature 
  within 10 feet and then crumbles to dust. 
   
  Adjusting the Crystals 
  These are not cumulative. 
  • Very Weak: DC is 12, damage is 4 (1d8) psychic. 
  • Weak: DC is 14, damage is 4 (1d8) psychic. 
  • Average: Use default. 
  • Strong: DC is 15, damage is 13 (3d8) psychic. 
  • Very Strong: DC is 16, damage is 13 (3d8) psychic. 
  B. Outside the Great Doors 
  There is a statue flanking a wide, circular doorway sealed by 
  what appears to be a giant nautilus shell. The statue is of a 
  tall, gaunt figure in robes. Its face is flat, and its head is larger 
  than that of a human. It is unlike anything you’ve seen in 
  Thar. 
  
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  10 
   The statue holds a dimly glowing spherical crystal, which 
  sheds a red light and has muddy handprints on it. 
  Outside the Great Door’s Gith Crystal 
  The	statue	is	marked	with	a	star	on	the	map.	While	
  attuned	and	touching	the	statue’s	crystal,	the	great	
  doors	at	Area	B	can	be	mentally	commanded	to	
  open	or	shut	as	an	action.	
  C. Within the Great Doors 
  On the other side of the carved great doors is another statue. 
  This statue also kneels in supplication and holds a crystal 
  sphere. The interior of this space is brightly lit with a scarlet 
  glow. The red light comes from dozens of orbs embedded in 
  the ceiling. 
  Within the Great Door’s Gith Crystal 
  This	statue	is	also	marked	with	a	star	on	the	map.	
  While	attuned	and	touching	the	statue’s	crystal,	the	
  great	doors	at	Area	B	can	be	mentally	commanded	
  to	open	or	shut	as	an	action.	
  D. The Hall of Thought 
  Read	or	paraphrase	the	following:	
  This chamber is a massive octagon with eight circular 
  doorways along the eight walls, including the one you’ve 
  entered by. In each of the corner sections near a door stands 
  a robed statue holding a crystal orb.  
   In the center of the grand hall is a tall plinth. The base of 
  this altar holds dozens of empty alcoves. A few contain 
  crystal spheres humming with some resonance. Atop the 
  altar is a large sculpture made of intertwined stone filaments. 
  At certain points the filaments form hands holding the same 
  crystal spheres that are resting in the plinth’s alcoves. Several 
  of the hands are empty. 
   You suddenly hear a growl. A large beast with the body of 
  a lion, dragon-like wings, and a humanoid head is perched in 
  the central sculpture. Its long tail had a cluster of deadly 
  spikes. Clenched in the monstrosity’s mouth is the body of a 
  half-elf woman. 
  The	hobgoblin’s	ally,	a	manticore,	is	perched	20	feet	
  up	in	the	filament	sculpture.	The	manticore	only	has	
  six	tail	spikes	left	and	refuses	to	drop	the	body	of	
  Vellona	the	Orphan,	which	it	is	planning	to	eat.	The	
  manticore	speaks	Common,	and	growls	threats.	It	
  can	be	conversed	with	but	knows	little	of	the	temple.	
  It	knows	the	following:	
  • The	Varkonin	main	force	is	only	two	days	out.	The	
  force	currently	holding	the	complex	is	a	vanguard	
  led	by	Captain	Garkin.	
  • The	manticore	became	separated	from	the	
  hobgoblins	when	it	grew	board	with	the	
  exploration	of	the	citadel.	
  • The	hobgoblins	killed	the	four	adventurers	who	
  were	exploring	the	citadel.	This	one	looks	the	
  tastiest.	
  • It	doesn’t	know	what	this	chamber	is	for,	but	
  hobgoblins	showed	much	interest	in	it.	
  It	becomes	quickly	apparent	that	the	dim-witted	
  creature	thinks	the	adventurers	want	the	corpse	for	
  eating.	Quick-thinking	parties	can	speak	with	the	
  monster	(see	Tricks	of	the	Trade,	below).	
  Otherwise,	the	manticore	will	fire	its	tail	spikes	
  while	perched	in	the	sculpture.	
  	 After	attacking	with	its	tail	spikes,	the	manticore	
  attempts	to	fly	out	of	the	entrance	doors	carrying	the	
  body.	If	prevented,	it	will	fight	until	an	escape	route	
  is	visible,	and	then	flees.	If	cornered,	it	becomes	a	
  fearsome	foe.	
  Adjusting the Fight 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  Very Weak: The manticore only has only three tail spikes 
  remaining, has 45 hit points, and does not use its bite attack 
  if forced into melee (it is holding the body in its maw). 
  Weak: The manticore only has six tail spikes remaining and 
  does not use its bite attack if forced into melee. 
  Average: The manticore has all its tail spikes, and drops the 
  corpse to engage with all melee attacks. 
  Strong or Very Strong: Add a manticore. Both have all their 
  tail spikes, and the first manticore drops the corpse to 
  engage with all melee attacks. 
  Tricks of the Trade 
  Battling the Manticore. The manticore will use its tail spikes 
  and attempt to fly out of the chamber. If forced into 
  combat, it can be a deadly opponent for weaker parties. 
  Feeding the Monster. The manticore speaks Common. If 
  spoken with and given a decent quantity of meat (either 
  dried or fresh), the monstrosity is willing to drop the 
  corpse and leave the citadel without a fight. Award combat 
  experience points as if the manticore was defeated. 
  Understanding the Map. The statues are marked in this 
  specific chamber as circles while the plinth is the square at 
  the room’s center. 
  
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  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  11 
  All War is Deception. If the adventurers took the uniforms 
  from dead hobgoblins, they can deceive the manticore 
  with a successful DC 16 Charisma (Deception) check. Only 
  one adventurer need make the Deception check, but all 
  the adventurers seen must be wearing a uniform unless 
  they are acting as prisoners. If the adventurers resolve the 
  encounter this way, award full combat experience. 
  The Psionic Library 
  Read	after	the	manticore	is	dealt	with: 
  With the manticore dealt with, you can take a moment to 
  survey the chamber. The octagonal chamber has eight sealed 
  doors, each with a station of a robed figure holding a red-lit 
  glob. These human-sized statues depict the now-familiar 
  skeletal, large-skulled figures you’ve seen elsewhere. 
   In the center of the hall is a large skein of stone threads. 
  They weave in and out of each other, forming a dense mesh. 
  The alabaster sculpture stands twenty feet tall and is holding 
  a half-dozen orbs at different heights, including the top. 
   A dozen or so of the sculpture’s arms have empty orb 
  rests. 
  A	DC	12	Intelligence	(Arcana)	check	identifies	the	
  stone-skein	sculpture	as	a	stylized	depiction	of	the	
  Astral	winds.	
  	 This	chamber	serves	as	a	library	and	psionic	
  training	room.	It	is	the	heart	of	the	citadel	where	the	
  psionic	network	gains	its	power	from	the	woven	
  sculpture	and	imbued	orbs.	Each	Gith	is	tasked	with	
  charging	these	orbs	with	psionic	energy	to	work	as	
  batteries.	This	method	also	instills	the	orbs	with	
  thoughts,	memories,	and	emotions,	most	related	to	
  the	history	and	triumphs	of	the	Gith.	
  	 Any	sentient	creature	touching	an	orb	must	make	
  a	DC	12	Intelligence	save	or	suffer	4	(1d8)	psionic	
  damage,	taking	no	damage	on	a	successful	save.	A	
  successful	save	also	reveals	fragments	of	Gith	
  culture.	The	orbs	were	attuned	to	the	Gith	who	
  charged	it,	so	the	images	and	emotions	contained	
  within	are	distorted	and	disordered	for	others.	The	
  save	need	only	be	succeeded	once	to	handle	all	the	
  orbs.		
  	 The	history	and	fate	of	the	citadel	may	be	gleaned	
  from	the	orbs	held	by	the	Astral	wind	sculpture:	
  • The	structure	is	carved	from	a	massive	tooth	from	
  a	Far	Realms	void	leviathan,	a	legendary	creature	
  who	swallows	whole	worlds.	
  • This	place	was	forged	on	the	Astral	Plane	by	
  psionic	power.	The	natural	psionic	conductivity	of	
  the	material	makes	it	ideal	for	Gith	purposes.	The	
  material	can	be	made	to	fly	or	teleport	by	an	
  psionically	capable	mind.		
  • The	Gith	discovered	a	strange	temple	sealed	and	
  floating	in	the	Astral	Sea.	They	broke	in	and	looted	
  several	relics,	including	a	bizarre	cylinder	of	
  melted	glass	containing	a	broken	amethyst	blade	
  impaling	a	preserved	hand.	
  • This	relic	awoke	and	forced	the	citadel	into	the	
  Abyss,	where	the	Gith	were	beset	by	demons.	The	
  siege	lasted	days	until	the	Gith	wrested	control	of	
  the	citadel	and	shifted	back	to	the	Astral	where	
  the	few	remaining	Gith	sacrificed	themselves	to	
  hurl	the	relic	from	the	temple.	
  • The	Gith	learned	that	the	demons	sought	not	to	
  kill	the	Gith	but	destroy	the	relic.	The	relic	knew	
  this	and	used	the	demons	to	weaken	the	Gith	so	it	
  could	take	the	citadel.	The	relic	belongs	to	an	
  ancient	entity	known	as	the	Harrowed	King,	a	
  powerful	titan	who	was	betrayed	by	a	god	of	the	
  Upper	Planes	before	being	skinned,	sealed	in	
  molten	armor,	and	crucified	to	a	throne,	all	the	
  while	being	kept	alive	by	his	cursed	prison.	
  Removing or Placings Orbs 
  When	the	adventurers	remove	orbs	from	the	skein,	
  the	ceiling	lights	dim,	flicker,	and	then	wink	out.	If	
  any	orbs	are	removed,	none	of	the	lights,	doors,	or	
  psychic	effects	of	the	citadel	work.	The	whole	
  complex	is	sunk	into	pitch	blackness.	In	this	case,	
  doors	must	be	manually	opened	with	a	combined	
  Strength	of	25	and	1	minute	of	effort.	Replacing	the	
  orbs	restores	the	ceiling	light	function.	
  Faction Assignments and Secret Mission 
  Taking	any	of	these	orbs	counts	as	the	faction	
  assignment	for	the	Harpers,	Order	of	the	Gauntlet	
  and	Zhentarim.	
  E. Empty Room 
  Read	or	paraphrase	the	following:	
  This chamber is empty save for large shelves, possibly bunks, 
  carved into the walls. There is an unusual amount of dust. 
  Red ceiling orbs illuminate this empty room.  
  Rooms	marked	as	Area	E	are	empty.	They	appear	
  completely	empty,	dusty,	or	filled	with	debris	or	
  rubbish.	Roll	or	choose	from	the	table	below:	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  12 
  Room Use 
  d6 
  Room Use 
  1-3 
  Dormitory 
  4 
  Cleansing chamber 
  (bathroom/shower) 
  5 
  Training or study hall 
  6 
  Kitchen or larder 
  Tricks of the Trade 
  Nothing is Empty. Exploring empty chambers can be 
  unsatisfactory, but because of time constraints, not all the 
  rooms can contain interesting items. If time isn’t an issue, 
  objects telling of the Gith or evidence of the hobgoblins’ 
  ambush may be placed. 
  F. The Chamber of Time 
  Read	or	paraphrase	the	following:	
  Yellow-skinned, tusked goblinoids are exploring this room. In 
  the far corner of the chamber is a gaunt, human-sized statue 
  clenching a crystal sphere. The walls of the chamber are 
  covered with a mural depicting cities drifting in a colorful 
  expanse, as well as more circular runic whorls and straight-
  cut sigils. 
   A hobgoblin soldier is touching the statue’s crystal sphere, 
  which pulses under her touch. 
  There	are	four	hobgoblins	in	the	chamber.	One	
  hobgoblin	has	attuned	to	the	crystal	held	by	the	
  statue.	While	the	hobgoblin	touches	the	crystal,	she	
  can	use	an	action	to	psychically	strike	one	creature	
  that	they	can	see	within	120	feet.	The	target	must	
  succeed	on	an	DC	14	Intelligence	saving	throw	or	
  take	2d8	psychic	damage.	
  Adjusting the Crystals 
  These are not cumulative. 
  • Very Weak: DC is 12, damage is 1d8 psychic. 
  • Weak: DC is 14, damage is 1d8 psychic. 
  • Average: Use default. 
  • Strong: DC is 15, damage is 3d8 psychic. 
  • Very Strong: DC is 16, damage is 3d8 psychic. 
  The Chamber of Time’s Gith Crystal 
  While	attuned	and	touching	the	statue’s	crystal,	the	
  crystal’s	controller	knows	the	number	of	hours	left	
  before	the	next	sunrise	or	sunset,	and	the	exact	
  number	of	days	until	the	next	solstice	or	equinox.	
  	 This	chamber	serves	as	a	sundial	and	calendar	for	
  orientation	to	the	Material	plane.	If	any	adventurer	
  reads	Gith	or	Draconic,	this	can	be	deduced	by	taking	
  10	minutes	to	study	the	circular	runes	and	mural	or	
  1	minute	with	a	DC	14	Intelligence	check.	
  Adjusting the Fight 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  Very Weak: There are two hobgoblins. One is touching the 
  orb. 
  Weak: There are three hobgoblins. One is touching the orb. 
  Strong: There are five hobgoblins. One is touching the orb. 
  Very Strong: There are four hobgoblins and a hobgoblin 
  captain (touching the crystal orb). 
  Interrogating the Hobgoblins 
  If	sufficiently	hurt,	a	successful	DC	12	Charisma	
  (Deception,	Intimidation,	or	Persuasion)	check	may	
  reveal	the	following:	
  • They	are	Varkonin	soldiers	sent	here	to	secure	
  and	loot	the	structure.	They	are	the	vanguard	of	a	
  much	larger	force	due	to	arrive	in	a	day	or	two.	It	
  numbers	more	than	a	hundred.	
  • Their	scouting	troop	consisted	of	twenty	
  hobgoblin	soldiers,	five	Iron	Shadow	warriors,	two	
  captains,	a	devastator	mage,	and	two	manticores.		
  • They	encountered	four	adventurers	trespassing	
  and	meddling	with	Varkonin	property.	They	were	
  justly	executed,	but	they	gave	quite	a	fight	and	
  slew	half	the	hobgoblins,	including	the	hobgoblin	
  leader,	the	devastator	mage.	
  • This	structure	is	clearly	magical,	made	from	some	
  kind	of	ivory,	as	far	as	the	hobgoblins	can	tell.	
  Based	on	the	shape	of	the	stairs	and	rooms,	it	was	
  made	and	occupied	by	something	human	sized.	
  Treasure 
  The	hobgoblin	touching	the	statue’s	crystal	wears	a	
  bloodstone	pendant	worth	50	gp.	
  Tricks of the Trade 
  All War is Deception. If the adventurers took the uniforms 
  from dead hobgoblins, they can deceive these hobgoblins 
  with a successful DC 16 Charisma (Deception) check. Only 
  one adventurer need make the Deception check, but all 
  the adventurers seen must be wearing a uniform unless 
  they are acting as prisoners. If the adventurers resolve the 
  encounter this way, award full combat experience. 
  G. The Hall of Cutting Swords 
  This	is	a	Gith	training	hall.	Read	the	following:	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  13 
  This hall is lit by the same red ceiling orbs. Ascending stairs fill 
  the mid-point of the chamber, and the eastern half of the hall 
  is ten feet higher than the western half. At the east end of 
  the hall stands an ornate, gaunt statue holding a crystal orb. 
   All along the walls are statues of these gaunt warriors in 
  different martial poses. Most of the effigies hold silvered 
  greatswords while others have missing weapons. Several of 
  the statues are bowing to each other. The swords are 
  beautifully crafted with elegant looping sigils.  Each is 
  uniquely decorated. 
   There are two hobgoblin bodies near the orb, neatly split 
  in half. Gore coats the floor. Beside one is a shattered and 
  bloodied greatsword. The weapon resembles the blades held 
  by the statues. 
  When	a	non-Gith	touches	the	statue’s	orb,	or	if	the	
  swords	are	disturbed,	three	flying	swords	launch	
  from	the	hands	of	the	statues.	These	swords	use	the	
  standard	flying	sword	stat	block,	even	though	they	
  are	flying	greatswords.	
  Adjusting the Fight 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  Very Weak: The flying swords do only 4 (1d6+1) slashing 
  damage and have disadvantage on attacks. 
  Weak: The flying swords have disadvantage on attacks. 
  Average: No changes. 
  Strong: Add two flying swords. They have advantage on 
  attacks. 
  Very Strong: Add three flying swords. They have advantage 
  on attacks. 
  The Hall of Cutting Swords Gith Crystal 
  While	attuned	and	touching	the	statue’s	crystal,	the	
  crystal’s	controller	can	use	an	action	to	make	a	DC	
  15	Charisma	ability	check.	On	a	success,	the	flying	
  swords	become	inanimate	and	clatter	to	the	ground.	
  Award	full	combat	experience	in	this	case.	
  	 This	hall	is	where	Gith	warriors	practiced	their	
  combat	skills	(both	physical	and	psionic).	The	
  adventurers	do	not	have	the	training	to	safely	
  animate	the	weapons.	
  Treasure 
  The	statues	hold	two	non-magical	silver	
  greatswords.	The	silver	greatswords	are	worth	75	
  gp	each.	
  H. Armory 
  Read	or	paraphrase	the	following:	
  This chamber also contains gaunt statues lining the walls save 
  that they possess no weapons. These statues are much more 
  rigid and many of them have tattered and rusted armor 
  hanging from their alabaster frames, time having reduced the 
  cloth and leather to scraps. One statue, however, bears a suit 
  of gleaming silver-hued armor. 
  This	was	once	a	Githyanki	armory.	Time	has	turned	
  most	of	the	contents	to	dust.	The	Gith	have	a	deep	
  reverence	for	their	weapons	and	armor,	decorating	
  them	with	fetishes	symbolizing	their	victories.	A	
  successful	DC	16	Wisdom	(Perception)	or	DC	13	
  Intelligence	(Investigation)	check	finds	a	number	of	
  valuable	beads	once	decorating	the	armor	within	
  this	chamber	worth	100	gp.	
  Treasure 
  The	armory	contains	a	suit	of	mithral	half-plate	and	
  100	gp	worth	of	baubles.		
  I. Healing Hall 
  The	circular,	shell-like	door	to	this	chamber	is	
  locked.	It	can	be	opened	with	a	successful	DC	15	
  thieves’	tools	check	or	forced	open	with	a	combined	
  Strength	of	25	and	1	minute	of	effort.	Forcing	it	open	
  alerts	the	hobgoblins	in	Area	G,	as	well	as	other	
  nearby	sentient	creatures.	
  	 Read	or	paraphrase	the	following:	
  This hall has shelves along the west wall. To the north is 
  another statue. This tall, thin figure holds a dim-glowing 
  crystal sphere above its head. 
  The Shelves 
  The	shelves	are	labeled	in	circular	Gith	sigils	
  indicating	this	was	a	place	for	mending	and	
  recovery.	However,	the	centuries	have	rotten	and	
  spoiled	the	once	impressive	array	of	alchemical	
  unguents	and	bandages.	A	successful	DC	16	Wisdom	
  (Perception)	or	DC	13	Intelligence	(Investigation)	
  check	finds	enough	fragments	to	put	together	two	
  healer’s	kits.	It	takes	10	minutes	to	assemble	the	two	
  healer’s	kits	from	the	contents	of	the	room.	
  Healing Hall’s Gith Crystal 
  The	crystal	has	10	charges.	While	attuned	to	and	
  touching	the	statue’s	crystal,	the	controller	can	use	
  an	action	to	expend	1	or	more	of	its	charges	to	cast	
  one	of	the	following	spells	from	it:	cure	wounds	(1	
  charge)	or	prayer	of	healing	(3	charges).	The	crystal	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  14 
  regains	1d6+4	expended	charges	daily	at	dawn.	If	
  the	controller	expends	the	last	charge,	roll	a	d20.	On	
  a	1,	the	Gith	crystal	blackens,	crumbles	into	dust,	and	
  is	destroyed.	
  Treasure 
  The	rest	hall	contains	enough	materials	to	form	two	
  healer’s	kits.	
  J. The Moving Hall 
  Read	or	paraphrase	the	following:	
  The walls of this chamber are ornately carved, appearing as 
  woven stone. It displays a similar design to the filament 
  statue in the central hall. 
   Against the west wall is a chair made from woven stone. In 
  front of the chair kneels another gaunt statue holding a 
  crystal sphere. 
   Across the middle of the floor is a massive, silver mirror. 
  However, the mirror does not reflect the room or it 
  occupants. It looks to be depicting a strange ship sailing 
  through a star-lit void. Islands float in the distance.  
  Anyone	with	a	passive	Perception	of	12	or	higher	
  notices	the	ship	shifts	and	twists,	and	purple	
  lightning	flashes	in	the	distance.	On	a	successful	DC	
  15	Intelligence	(Arcana)	check,	the	mural’s	function	
  is	identified:	it	is	an	arcane	eye	showing	an	actual	
  Githyanki	ship	sailing	the	Astral	Plane.		
  	 The	statue	is	marked	with	a	star	on	the	map.	
  	 The	chair	in	this	room	overlooks	the	silver	mirror	
  and	is	the	helmsman’s	station,	moving	the	citadel	
  through	the	void	of	the	Astral	Plane.	Anyone	sitting	
  in	the	chair	and	attuned	to	the	room’s	crystal	(which	
  is	trapped,	see	below)	hears	a	constant	telepathic	
  Gith	message,	which	increases	in	intensity	and	
  fervor	the	longer	one	sits.	The	message	is	a	
  repeating	distress	signal,	telling	of	the	citadel’s	fate	
  and	its	location.	
  The Moving Hall’s Gith Crystal 
  Attuning	to	this	crystal	also	attunes	a	creature	to	the	
  chair.	While	attuned	and	touching	the	statue’s	
  crystal	or	sitting	in	the	chair,	the	crystal’s	controller	
  can	mentally	command	the	second	set	of	doors	at	
  Area	P	to	open.	If	this	is	done,	the	doors	stay	open	
  until	commanded	to	shut	using	this	crystal.	
  	 The	controller	of	the	crystal	becomes	aware	of	
  another	ability:	as	a	reaction,	they	can	create	a	force	
  bubble	with	a	successful	DC	12	Intelligence	check.	A	
  sphere	of	transparent	force	encloses	a	10-foot	
  sphere	centered	on	the	chair	for	10	minutes.	Only	
  breathable	air	can	pass	through	the	sphere's	wall.	
  The	psychic	wind	can	be	felt,	but	creatures	are	
  immune	to	the	psychic	wind’s	effects	while	within	
  the	force	bubble.	
  Psychic Wind 
  The	Gith	aren’t	foolish	and	have	safeguarded	the	
  citadel’s	helm	controls	from	being	taken	by	non-Gith.	
  Any	non-Githyanki	attuning	to	the	crystal	activates	a	
  defense	mechanism,	which	unleashes	a	psychic	wind	
  throughout	all	of	Area	J.	The	psychic	wind	is	brief,	
  but	terrifyingly	powerful.	
  The citadel is plunged into momentary darkness as all the 
  ceiling orbs flicker off in unison. The area becomes as black as 
  a moonless night. In the darkness, you feel buffeting and 
  shaking, as if the chamber itself was rebelling against your 
  presence. At the same time, the entire chamber is filled with 
  a storm of thought that batters your minds. 
  Psychic Wind 
  Magical trap (level 1-4, dangerous threat) 
  The Githyanki protected the crystal sphere against non-
  Githyanki attempting to take command of the citadel. 
   Trigger. When a non-Githyanki touches the crystal sphere, 
  a psychic wind spills out and fills all of Area J, then dissipates 
  after 3 rounds. 
   Effect. Any creature in Area J and not protected by the 
  crystal’s force bubble must make an DC 14 Intelligence saving 
  throw or take 11 (2d10) psychic damage and be knocked 
  unconscious for 5 (1d10) minutes. On a successful save, the 
  creature takes half as much damage and isn’t rendered 
  unconscious. Even though the psychic wind lasts for 3 
  rounds, the effect occurs only the first time a creature enters 
  the affected area or starts its turn there. 
   Countermeasures. A creature attuned to the crystal can 
  generate a protective force bubble. 
  Adjusting this Encounter 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: DC is 12, damage is 5 (1d10) psychic. 
  • Weak: DC is 13, damage is 5 (1d10) psychic. 
  • Average: Use default. 
  • Strong: DC is 15, damage is 17 (3d10) psychic. 
  • Very Strong: DC is 16, damage is 22 (4d10) psychic. 
  The Helm’s Controls 
  Once	attuned	to	the	crystal	and	sitting	in	the	chair,	
  an	adventurer	may	control	the	arcane	eye	to	look	
  outside	the	citadel	or	within	it,	spying	on	the	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  15 
  hobgoblins	or	locating	the	missing	adventurers’	
  bodies.	
  	 The	distress	signal	may	also	be	changed	or	the	
  Gith	ship	in	the	mirror	contacted.	The	Gith	will	be	
  quite	surprised.	A	Githyanki	gish	aboard	the	Astral	
  ship	will	cast	tongues	and	converse	with	the	
  adventurer,	inquiring	why	they	are	in	a	Gith	citadel.	
  The	Githyanki	would	very	much	like	their	property	
  back.	
  Roleplay Opportunity 
  The	Githyanki	are	by	no	means	a	friendly	or	
  hospitable	race.	They	are	vicious	Astral	raiders.	
  However,	they	are	not	stupid	nor	rude.	They	pride	
  themselves	on	their	strict	self-discipline	and	
  etiquette.	The	Gith	would	be	willing	to	ally	with	the	
  adventurers	to	fight	the	hobgoblins	and	liberate	the	
  citadel.	Remind	the	adventurers	that	a	Varkonin	
  army	is	enroute	if	they	have	uncovered	that	
  information.	They	could	also	learn	it	with	the	arcane	
  eye.	
  	 If	an	adventurer	asks	for	a	reward	for	returning	
  the	citadel,	the	Gith	flatly	states	that	the	adventurers	
  won’t	be	hunted	into	oblivion.	That	is	reward	
  enough.	However,	the	Gith	will	make	a	deal	to	
  provide	enough	information	to	fulfill	faction	
  assignment	requirements.	
  K. Commander’s Chamber 
  Read	or	paraphrase	the	following:	
  This chamber has several large alcoves carved into the wall 
  with statues standing adjacent to them. 
   Along the east wall are smaller alcoves holding a half-
  dozen crystal orbs like those from the entrance chamber’s 
  sculpture. 
  This	was	the	Githyanki	commander’s	quarters.		
  	 The	commander	kept	the	batteries	for	the	control	
  chair	in	this	room.	The	six	crystal	orbs	are	the	same	
  psionic	batteries	charged	and	used	by	the	Gith	(see	
  Area	D	for	details).	They	may	be	taken	for	faction	
  assignment	requirements.	
  L. The Hall of Perception 
  Read	or	paraphrase	the	following:	
  This grand hall is filled with bodies and rubble, chunks torn or 
  blasted from the walls are scattered across the floor. The 
  once smooth, white walls are marred with burns and cracks.  
   At the center of the chamber lies a dwarf in battered plate 
  armor amid a circle of ten slain hobgoblins. In the dwarf’s 
  hand is a broken axe, the blade stuck in the head of a foe. 
   Against the western wall are four more bodies collapsed in 
  an ashen pile, burnt beyond recognition. 
   For the room itself, numerous silver mirrors of different 
  shapes and sizes dot the walls. Between them are faintly 
  glowing letters. 
  The	dwarf	body	clearly	belongs	to	that	of	Yowen	Kar,	
  the	dwarf	warpriest.	A	successful	DC	12	Wisdom	
  (Medicine)	check	reveals	the	following:	
  • The	dwarf	died	of	numerous	wounds,	including	
  some	caused	by	a	large	beast	or	monstrosity.	
  There	is	a	spike	stuck	in	him.	A	successful	DC	15	
  Intelligence	(Nature	or	Arcana)	check	identifies	
  this	spike	as	belonging	to	a	manticore.	His	axe	and	
  plate	armor	are	too	damaged	to	be	salvaged.	
  • The	ten	hobgoblins	around	the	dwarf	died	from	
  deep	slashing	wounds.	
  • The	four	burnt	bodies	are	hobgoblins.	
  Anyone	proficient	in	Arcana	recognizes	the	signs	of	a	
  magical	battle	while	a	successful	DC	16	Intelligence	
  (Arcana)	check	discovers	the	writing	acts	as	a	scroll	
  for	the	spell	comprehend	languages,	which	may	be	
  scribed	into	a	spell	book.	If	the	writing	is	chiseled	
  loose	or	removed,	the	spells	are	destroyed.	Scribing	
  the	spells	causes	the	stored	magic	to	fade.	
  	 A	statue	marked	with	a	star	on	the	map	opens	and	
  closes	the	doors	for	this	chamber.	
  	 A	successful	DC	16	Wisdom	(Perception)	or	DC	13	
  Intelligence	(Investigation)	check	finds	that	the	
  bodies	have	already	been	looted	of	most	valuables	
  save	for	a	backup	coin	purse	Yowen	Kar	keeps	
  hidden	on	his	person	holding	10	gp	of	emergency	
  drinking	funds.	
  The Hall of Perception’s Gith Crystal 
  The	crystal	has	10	charges.	While	attuned	to	and	
  touching	the	statue’s	crystal,	the	controller	can	use	
  an	action	to	expend	1	or	more	of	its	charges	to	cast	
  one	of	the	following	spells	from	it:	comprehend	
  languages	(1	charge),	detect	thoughts	(2	charges),	or	
  tongues	(3	charges).	Detect	thoughts	from	the	crystal,	
  when	used	to	detect	the	presence	of	thinking	
  creatures,	has	a	range	of	300	feet	(the	entire	citadel),	
  and	is	not	blocked	by	rock	or	metal.	
  	 The	crystal	regains	1d6+4	expended	charges	daily	
  at	dawn.	If	the	controller	expends	the	last	charge,	
  roll	a	d20.	On	a	1,	the	Gith	crystal	blackens,	crumbles	
  into	dust,	and	is	destroyed.	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  16 
  Treasure 
  The	comprehend	languages	spell	can	be	scribed	from	
  the	wall,	and	10	gp	is	found	in	the	dwarf’s	pouch.	
  M. The Master of Travel’s Chamber 
  Read	or	paraphrase	the	following:	
  In an alcove set into the north wall is another gaunt statue-
  figure. It is kneeling and holding forth a crystal orb. Standing 
  before the orb are several hobgoblins, talking to each other. 
   Amongst the goblinoids is a hobgoblin wearing a dark steel 
  helmet inset with curled horns. This goblinoid has glowing 
  red eyes. 
  There	are	five	hobgoblins	in	the	chamber.	One	
  hobgoblin	(wearing	a	dread	helm)	has	attuned	to	the	
  crystal	held	by	the	statue.	While	the	hobgoblin	
  touches	the	crystal,	they	can	use	an	action	to	
  psychically	strike	one	creature	that	they	can	see	
  within	120	feet.	The	target	must	succeed	on	an	DC	
  14	Intelligence	saving	throw	or	take	9	(2d8)	psychic	
  damage.	
  Adjusting the Fight 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  Very Weak: There are two hobgoblins. 
  Weak: There are three hobgoblins. 
  Strong: There are four hobgoblins and a hobgoblin captain 
  (touching the crystal). 
  Very Strong: There are five hobgoblins and a hobgoblin 
  captain (touching the crystal). 
   
  Adjusting the Crystals 
  These are not cumulative. 
  • Very Weak: DC is 12, damage is 1d8 psychic. 
  • Weak: DC is 14, damage is 1d8 psychic. 
  • Average: Use default. 
  • Strong: DC is 15, damage is 3d8 psychic. 
  • Very Strong: DC is 16, damage is 3d8 psychic. 
  Interrogating the Hobgoblins 
  If	a	hobgoblin	is	captured	and	interrogated,	a	
  successful	DC	12	Charisma	(Deception,	Intimidation,	
  or	Persuasion)	check	may	reveal	the	following:	
  • They	are	Varkonin	soldiers	sent	here	to	secure	
  and	loot	the	structure.	They	are	the	vanguard	of	a	
  much	larger	force	due	to	arrive	in	one	or	two	days.	
  It	numbers	more	than	a	hundred.	
  • There	force	consisted	of	twenty	hobgoblin	
  soldiers,	five	Iron	Shadow	warriors,	two	captains,	
  a	devastator	mage,	and	two	manticores.		
  • They	encountered	four	adventurers	trespassing	
  and	meddling	with	Varkonin	property.	They	were	
  justly	executed,	but	they	gave	quite	a	fight	and	
  slew	half	the	hobgoblins’	numbers	including	their	
  leader,	a	devastator	mage.	
  • This	structure	is	clearly	magical,	made	from	some	
  kind	of	ivory,	as	far	as	the	hobgoblins	can	tell.	
  Based	on	the	shape	of	the	stairs	and	rooms,	it	was	
  made	and	occupied	by	something	human	sized.	
  The Master of Travel’s Gith Crystal 
  While	attuned	and	touching	the	statue’s	crystal,	the	
  crystal’s	controller	can	mentally	command	the	first	
  set	of	doors	at	Area	P	to	open.	If	this	is	done,	the	
  doors	stay	open	until	commanded	to	shut	using	this	
  crystal.	
  	 On	a	DC	15	Intelligence	(Arcana)	check,	the	
  adventurers	realize	this	Gith	crystal	should	allow	a	
  Githyanki	to	control	the	interior	of	the	citadel,	but	
  it’s	mostly	useless	after	the	citadel’s	plane	shift.	
  	 The	hobgoblins	have	been	stationed	here	to	
  ensure	that	the	hobgoblin	strike	force	retains	
  control	of	the	citadel’s	shrine	(Area	Q)	while	they	
  await	reinforcements.		
  Treasure 
  The	hobgoblin	touching	the	statue’s	crystal	wears	a	
  necklace	with	a	bloodstone	pendant	worth	50	gp.	
  This	hobgoblin	also	wears	a	dread	helm.	This	
  hobgoblin	appears	to	have	glowing	red	eyes	because	
  of	the	helm’s	power.	
  Tricks of the Trade 
  All War is Deception. If the adventurers took the uniforms 
  from dead hobgoblins, they can deceive these hobgoblins 
  with a successful DC 16 Charisma (Deception) check. Only 
  one adventurer need make the Deception check, but all 
  the adventurers seen must be wearing a uniform unless 
  they are acting as prisoners. If the adventurers resolve the 
  encounter this way, award full combat experience. 
  N. Chamber of Learning 
  Read	or	paraphrase	the	following:	
  The far wall is completely covered in the same spirals and 
  whorls as the whole complex, but these are colored. Several 
  of the symbols gently glow. 
  
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  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  17 
  The Lessons 
  The	wall’s	Gith	writing	contains	instructions	on	how	
  the	citadel	functions.	This	knowledge	is	guarded	by	a	
  a	psychic	trap,	the	Lesson	of	Madness.	
  	 The	true	instructions	are	psionically	imprinted	
  within	the	writing,	and	not	the	words	themselves,	
  which	are	a	decoy.	
  Lesson of Madness 
  Magical trap (level 1-4, setback) 
  The lessons carved into the wall bear dangerous fruit for non-
  Gith. 
   Trigger. When a non-Gith attempts to read the wall or 
  scribe the spell carved into the chamber wall, they risk 
  madness. 
   Effect. When a non-Gith examines the Gith writing or 
  scribes a spell from the wall, they must make a DC 13 
  Intelligence saving throw. On a failure, they suffer a bout of 
  long-term madness (“The character experiences vivid 
  hallucinations and has disadvantage on ability checks”) for 
  1d10x10 hours. 
   Countermeasures. A remove curse spell will remove the 
  madness. A calm emotions spell can suppress the effects of 
  madness, while a lesser restoration spell can rid a character 
  of a short-term or long-term madness. 
  What is Learned 
  When	examined	closely,	the	psychic	power	of	the	
  Chamber	of	Learning	activates,	transferring	
  knowledge	into	the	reader’s	mind.	The	full	
  knowledge	is	unavailable,	but	information	can	be	
  gleaned.	
  • The	Githyanki	have	a	rigid	society.	The	Githyanki	
  gish	are	psionic	adepts	who	can	shape	psionically	
  conductive	material.	
  • Such	material	of	this	nature	can	be	made	with	
  great	effort	and	resources.	These	materials	then	
  can	be	empowered	to	perform	various	functions,	
  such	as	flight,	teleportation,	or	shifting	between	
  the	planes.	
  • The	Githyanki	use	crystal	spheres	capable	of	
  holding	psionic	energy	as	batteries.	A	consequence	
  of	the	Gith’s	psionics	charging	these	spheres	
  results	in	the	memories	and	emotions	of	the	Gith	
  doing	the	charging	to	be	imbedded	in	the	sphere.		
  • The	Githyanki’s	techniques	are	primitive	
  compared	to	the	powers	of	the	illithid,	who	
  created	and	enslaved	the	Gith.	
  	 This	information	counts	as	fulfilling	faction	
  assignment	requirements.	
  The Chamber’s Magical Secret 
  The	chamber’s	wall	also	acts	as	a	scroll	that	contains	
  the	mind	spike	spell.	If	the	whorls	are	chiseled	loose	
  or	removed,	the	spell	is	destroyed.	Scribing	the	spell	
  causes	the	stored	magic	to	fade,	and	triggers	the	
  Lesson	of	Madness	trap,	above.	
  Treasure 
  The	mind	spike	spell	can	be	scribed	from	the	wall.	
   
  O. The Destroyed Chamber 
  Read	or	paraphrase	the	following:	
  This chamber is another battlefield. Blood and scorch marks 
  are splashed across the whole room. There are four and a 
  half hobgoblin bodies strewn around the floor.  
   The statue of a gaunt figure holding an orb was caught in 
  the fighting and is now toppled and broken in two. 
   The orb no longer glows.  
   Whatever purpose this room served has been lost. There 
  are several smashed and exploded alabaster objects, but they 
  are too fragmented to make sense of. 
  
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  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  18 
  The	doors	leading	from	this	room	to	chamber	D.	The	
  Hall	of	Thought	are	now	stuck	closed.	A	combined	
  Strength	of	25	and	1	minute	of	effort	open	it.	
  	 The	equipment	of	the	hobgoblins	has	been	too	
  damaged	to	be	used	or	salvaged.	
  P. Doors to the Shrine of Vlaakith 
  If	both	sets	of	the	shrine’s	doors	haven’t	been	
  opened	using	the	crystals	in	Area	F	and	Area	M,	
  read	or	paraphrase	the	following:	
  This door is unlike any in the citadel you have seen so far. 
  While it is still circular, it is smooth and the whole surface is 
  engraved with a fierce warrior the same species of that of the 
  statues. However, this figure is clearly female. 
  Otherwise,	if	both	doors	have	been	commanded	to	
  open,	read	or	paraphrase	the	following:	
  These doors are wide open, and you see within the chamber 
  an altar and an ornate sculpture of a gaunt, female warrior. 
  Beyond	the	doors	is	Area	Q,	the	shrine	of	the	
  Githyanki	Queen.	
   
   
  
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  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  19 
  Part 3. The Showdown 
  Story Beat 
  Here the adventurers can recover the last two bodies of the 
  missing adventurers as well as confront the leadership of the 
  Varkonin vanguard. Also, a third faction comes into play as 
  the Githyanki finally return to their wayward citadel. 
  Estimated	Duration:	60	minutes	
  Q. Shrine of Queen Vlaakith 
  Read	or	paraphrase	the	following:	
  The view into this chamber is partially blocked by a massive 
  gleaming white altar in the center of the hall. Upon the stone 
  altar is a giant crystal sphere, ten times the size of any other 
  orb you’ve seen here. 
   On a low dais to the south is a giant-sized statue of a 
  fearsome, gaunt female warrior. The sculpture holds a two-
  handed sword aloft. 
   In the northwest and northeast corners stand human-sized 
  ornate statues holding glowing orbs. These statues are in the 
  likeness of the same strange humanoids. 
   Hobgoblins stand on the dais next to the pulsing orb. At 
  the stairs ascending the dais are the bodies of an elf in green 
  leather and a half-elf in chainmail. Beside them are half-a-
  dozen dead hobgoblins, including two in ornamental 
  uniforms denoting higher-ranking soldiers. 
  When	the	adventurers	open	this	chamber’s	doors,	it	
  alerts	the	current	occupants,	three	hobgoblins	and	
  their	hobgoblin	Iron	Shadow	leader.	
  Adjusting the Fight (Hobgoblins) 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  Very Weak: Remove one hobgoblin, and remove the 
  hobgoblin Iron Shadow 
  Weak: Remove the hobgoblin Iron Shadow 
  Strong: Add one hobgoblin 
  Very Strong: Add one hobgoblin Iron Shadow 
  The Portal 
  The	Iron	Shadow	is	attuned	to	the	shrine’s	queen	
  crystal	(the	altar	orb).	Unfortunately,	during	her	
  attempts	to	control	the	shrine’s	queen	crystal,	the	
  Iron	Shadow	activated	the	shrine’s	Astral	portal.	
  	 On	initiative	20	on	round	two,	the	center	of	the	
  room	is	engulfed	by	an	iridescent	mist,	and	several	
  Githyanki	warriors	step	out	of	the	yawning	Astral	
  portal.	They	immediately	shout	“For	the	glory	of	
  slaying	the	defilers	of	the	citadel	of	Vlaakith”	in	
  Draconic	and	Gith	and	begin	combat	against	the	
  nearest	targets.	
  	 If	the	adventurers	made	a	pact	with	the	Githyanki	
  with	the	helmsman’s	chair,	the	Githyanki	battle	on	
  the	side	of	the	adventurers.	In	this	case,	double	the	
  number	of	hobgoblins.	
  Adjusting the Fight (Githyanki) 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  Very Weak: The adventurers have to fight one Githyanki 
  warrior, who flees back through the Astral portal after three 
  rounds of combat 
  Weak: The adventurers have to fight one Githyanki warrior, 
  who flees back through the Astral portal after four rounds of 
  combat 
  Average: The adventurers have to fight two Githyanki 
  warriors 
  Strong or Very Strong: The adventurers have to fight three 
  Githyanki warriors 
   
  The Githyanki Recall the Shrine 
  The	first	action	at	least	one	Githyanki	warrior	takes	
  is	to	activate	the	shrine’s	return	sequence.	This	
  requires	a	Githyanki	warrior	to	touch	the	altar	orb	
  and	use	their	action	activating	the	shrine’s	Astral	
  plane	shift.	
  As the strange, gaunt warrior touches the altar orb, the 
  sphere shifts color and begins glowing a bright cerulean. The 
  ceiling orbs also shift from red to blue. 
  
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  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  20 
   In your mind, you hear a chanting sequence begin. It is 
  reminiscent of a crowd’s count-down before the hangman 
  pulls the lever. 
  Within	5	minutes	of	the	return	sequence	activating,	
  the	shrine	is	affected	by	plane	shift.	The	entire	shrine	
  is	transported	to	the	Astral	Plane,	near	a	Githyanki	
  fortress.	
  	 If	any	adventurer	is	still	inside	the	shrine	when	it	
  shifts	into	the	Astral	Plane,	they	receive	the	Lost	in	
  Space	Story	Award.	
  Siding with the Githyanki 
  Siding	with	the	Githyanki	at	this	point	should	be	
  difficult.	The	Gith	don’t	differentiate	among	non-Gith	
  except	for	elves,	who	they	have	encountered	in	
  Astral	space	in	elvish	ships	and	who	they	view	with	
  annoyance	instead	of	abject	disdain.	
  	 A	successful	DC	18	Charisma	(Deception,	
  Intimidation,	or	Persuasion)	check	can	make	a	case	
  for	a	temporary	alliance.	Good	roleplaying	may	grant	
  advantage	to	this	check.	
  Siding with the Varkonin Hobgoblins 
  This	citadel	is	now	Varkonin	property	and	they	will	
  do	nearly	anything	to	keep	it,	including	siding	with	
  the	adventurers.	
  	 A	successful	DC	14	Charisma	(Deception,	
  Intimidation,	or	Persuasion)	check	can	make	a	case	
  for	a	temporary	alliance.	Good	roleplaying	may	grant	
  advantage	to	this	check.	
  Delaying the Countdown Sequence 
  An	adventurer	must	touch	and	attune	to	the	control	
  orb	and	succeed	on	a	DC	18	Intelligence	check	as	an	
  action	to	increase	the	countdown	sequence	by	5	
  minutes.	This	check	may	be	attempted	once	per	
  adventurer.	The	countdown	cannot	be	stopped,	only	
  delayed.	
  After the Battle 
  If	a	truce	was	proposed,	a	few	allies	survive	the	
  battle.	They	either	flee	or	congratulate	the	
  adventurers	on	their	valor	(depending	on	the	ally,	
  combat	events,	and	party	play	style).	
  	 If	a	truce	wasn’t	forged,	the	enemies	are	deceased	
  after	the	adventurers	defeat	the	Githyanki	and/or	
  hobgoblins.	
  	 The	citadel’s	return	sequence	cannot	be	stopped.	
  All	that	remains	after	the	citadel	vanishes	in	a	
  glowing	mist	are	scars	and	memories	of	the	bizarre,	
  alien	structure.	
  Treasure 
  If	the	adventurers	haven’t	already	found	the	mithral	
  half	plate	and	dread	helm,	they	can	be	found	on	the	
  enemies	defeated	in	this	room.	These	treasures	can	
  only	be	awarded	once,	so	if	the	mithral	half	plate	or	
  dread	helm	is	found	elsewhere	in	the	citadel,	it	isn’t	
  found	here.	
  	 The	adventurers	also	find	55	gp	in	various	
  coinage.	
  	
  	
   
   
  
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  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  21 
  Part 4. Conclusion 
  The	citadel	is	out	of	the	hands	of	the	Varkonin,	and	
  whatever	mysteries	or	power	the	strange	complex	
  held,	are	now	gone	to	all	but	the	Githyanki,	that	
  enigmatic	race	of	zealot	warriors.	
  	 If	the	adventurers	managed	to	retrieve	the	bodies	
  of	the	adventurers,	they	can	be	brought	back	and	
  raised	from	the	dead	by	the	factions.	If	all	four	
  adventurers	are	rescued,	give	the	Story	Award	in	
  Your	Debt.	
  	 The	Harpers	and	Order	of	the	Gauntlet:	Randyll	
  Blackalbuck	is	sad	to	hear	of	the	structure’s	
  disappearance,	but	such	couldn’t	be	helped.	The	
  Varkonin	had	a	massive	force	arriving	to	secure	it.	
  As	a	Harper,	he	seeks	to	safeguard	the	Realms,	
  gather	knowledge,	and	make	inroads	to	any	and	all	
  cultures.	When	such	an	opportunity	is	lost,	he	can’t	
  help	but	feel	melancholy.		
  	 The	Kroth	Magg:	Hrogar	and	Valrath	Kahn	are	
  not	disappointed	with	the	outcome.	The	Varkonin	do	
  not	hold	the	citadel	and	what	power	it	might	have	
  possessed.	They	consider	the	mission	a	fine	success	
  and	congratulate	the	heroes.	Award	each	adventurer	
  the	hobgoblin	accolade	Vadd	Narkoz	(see	
  Decorations	in	Hobgoblin	Society	below	for	details).	
  	 If	an	adventurer	already	possesses	Vadd	Narkoz,	
  they	are	awarded	Lozz	Nying.	Lozz	Nying	may	be	
  earned	multiple	times.	
  	 The	adventurers	earn	75	gp	for	recovering	
  information	on	the	citadel	as	well	as	25	gp	for	
  missing	adventurer	recovered,	50	per	missing	
  adventurer	if	the	adventurers	successfully	haggled.			
  Decorations in Hobgoblin Society 
  • Vadd	Narkoz,	“Strong	Warrior”.	In	this	public	
  proclamation,	the	hobgoblins	of	Glip	Dak	
  acknowledge	outsiders	as	worthy	allies.	
  • Lozz	Nying,	“Pony	Gift”.	In	this	public	ceremony,	a	
  pony,	bridle,	and	riding	saddle	are	bestowed	upon	
  those	that	earned	Lozz	Nying.	
  • Fezik	Melko,	“Worthy	Accord”.	A	parade	occurs,	
  and	those	given	the	Fezik	Melko	are	rewarded	
  with	a	silver	dagger.	
  • Pakk	Vit,	“Shield	Bearer”.	Saving	the	life	of	a	
  hobgoblin	creates	a	blood	debt.	Until	that	debt	is	
  repaid,	the	hobgoblin	that	owes	the	debt	is	known	
  as	the	Pakk	Vit	(shield	bearer)	to	their	rescuer.	
  	
  	
    
  	
  	
  
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  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  22 
  Rewards 
  Make	sure	players	note	their	rewards	on	their	
  adventure	log	sheets.	Give	your	name	and	DCI	
  number	(if	applicable)	so	players	can	record	who	
  ran	the	session.	
  Experience 
  Total	up	all	combat	experience	earned	for	defeated	
  foes,	and	divide	by	the	number	of	characters	present	
  in	the	combat.	For	non-combat	experience,	the	
  rewards	are	listed	per	character.	
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Flying Sword 
   
   
  50 
  Githyanki Warrior 
   
  700 
  Hobgoblin 
   
   
  100 
  Hobgoblin Captain 
   
  700 
  Hobgoblin Iron Shadow 
   
  450 
  Manticore 
   
   
  700 
  	 The	minimum	total	award	for	each	character	
  participating	in	this	adventure	is	450	experience	
  points.	
  	 The	maximum	total	award	for	each	character	
  participating	in	this	adventure	is	600	experience	
  points.	
  Treasure 
  The	characters	receive	the	following	treasure,	
  divided	up	amongst	the	party.	Treasure	is	divided	as	
  evenly	as	possible.	Gold	piece	values	listed	for	
  sellable	gear	are	calculated	at	their	selling	price,	not	
  their	purchase	price.		
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  F. Bloodstone pendant 
   
  50 
  G. Silver greatswords (2)  
  150 
  H. Baubles 
   
   
  100 
  L. Dwarf’s drinking money  
  10  
  M. Bloodstone pendant 
   
  50 
  Q. Coinage 
   
   
  55 
  Discovering Gith lore 
   
  75 
  Rescuing the adventurers (4) 
  25 (50) per body 
   
  	 Consumable	magic	items	should	be	divided	up	
  however	the	group	sees	fit.	If	more	than	one	
  character	is	interested	in	a	specific	consumable	
  magic	item,	the	DM	can	determine	who	gets	it	
  randomly	should	the	group	be	unable	to	decide.		
  	 Permanent	magic	items	are	divided	according	to	
  a	system	detailed	in	the	D&D	Adventurers	League	
  Dungeon	Master’s	Guide.	
  Dread Helm 
  Wondrous	Item,	common	
  This	fearsome	steel	helm	makes	your	eyes	glow	red	
  while	you	wear	it.	This	item	can	be	found	in	Player	
  Handout	3.	
  Mithral Half-Plate 
  Armor	(half-plate),	uncommon	
  This	armor	is	obviously	Githyanki	in	design.	It	is	
  ornamented	with	tassels,	ribbons,	and	bone	
  fragments.	
  	 Mithral	is	a	light,	flexible	metal.	If	the	armor	
  normally	imposes	disadvantage	on	Dexterity	
  (Stealth)	checks	or	has	a	Strength	requirement,	the	
  mithral	version	of	the	armor	doesn’t.	
  	 This	item	can	be	found	in	Player	Handout	4.	
  Potion of Healing 
  Potion,	common	
  This	item	can	be	found	in	the	Player’s	Handbook.	
  Story Awards 
  During	the	course	of	this	adventure,	the	characters	
  may	earn	the	following	story	award:	
  	 Lost	in	Space.	You	were	inside	when	the	Shrine	of	
  Vlaakith	shifted	into	the	Astral	Plane.	More	
  information	can	be	found	in	Player	Handout	1.	
  	 In	Your	Debt.	You	have	successfully	brought	back	
  the	entire	missing	adventuring	party.	All	four	swear	
  to	repay	their	debt	to	you.	More	information	can	be	
  found	in	Player	Handout	2.	
  Renown 
  Each	character	receives	one	renown	at	the	
  conclusion	of	this	adventure.	
  	 Members	of	the	Emerald	Enclave	that	defeat	or	
  drive	off	the	manticore	earn	one	additional	
  renown.	
  	 Members	of	the	Harpers	or	Order	of	the	
  Gauntlet	that	succeed	in	recovering	Githyanki	lore	
  earn	one	additional	renown.	.	
  DM Reward 
  
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  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  23 
  In	exchange	for	running	this	adventure,	you	earn	DM	
  Rewards	as	described	in	the	D&D	Adventurers	
  League	Dungeon	Master’s	Guide	(ALDMG).	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  24 
  Appendix. Monster/NPC 
  Statistics 
  	
  Flying Sword 
  Small construct, unaligned 
  Armor Class 17 (natural armor) 
  Hit Points 17 (5d6) 
  Speed 0 ft., fly 50 ft. (hover) 
   
   
  STR  
  DEX  
  CON  
  INT  
  WIS  
  CHA 
   12 (+1) 
  15 (+2) 
  11 (+0) 
  1 (-5) 
  5 (-3) 
  1 (-5) 
   
  Saving Throws Dex +4 
  Damage Immunities poison, psychic 
  Condition Immunities blinded, charmed, deafened, 
  frightened, paralyzed, petrified, poisoned 
  Senses blindsight 60 ft. (blind beyond this radius),  
   passive Perception 7 
  Languages — 
  Challenge 1/4 (50 XP) 
  False Appearance. While the sword remains 
  motionless and isn't flying, it is indistinguishable from a 
  normal sword. 
  Antimagic Susceptibility. The sword is incapacitated 
  while in the area of an antimagic field. If targeted by 
  dispel magic, the sword must succeed on a 
  Constitution saving throw against the caster's spell 
  save DC or fall unconscious for 1 minute. 
  Actions 
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 5 (1d8 + 1) slashing damage. 
   
  Githyanki Warrior 
  Medium humanoid, lawful evil 
  Armor Class 17 (half plate)  
  Hit Points 49 (9d8 + 9) 
  Speed 30 ft.  
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  12 (+1) 
  13 (+1) 
  13 (+1) 
  10 (+0) 
   
  Saving Throws Con +4, Int +3, Wis +3 
  Senses passive Perception 11 
  Languages Gith 
  Challenge 3 (700 XP) 
  Innate Spellcasting (Psionics). The githyanki’s innate 
  spellcasting ability is Intelligence. It can innately cast 
  the following spells, requiring no components: 
  At will: mage hand (the hand is invisible) 
  3/day each: jump, misty step, nondetection (self only) 
  Actions 
  Multiattack. The githyanki makes two greatsword 
  attacks. 
  Greatsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 
  (2d6) psychic damage. 
  
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  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  25 
  Hobgoblin  
  Medium humanoid (goblinoid), lawful evil  
  Armor Class 18 (chain mail, shield) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  10 (-1) 
   
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Goblin 
  Challenge 1/2 (100 XP) � 
  Martial Advantage. Once per turn, the hobgoblin can 
  deal an extra 7 (2d6) damage to a creature it hits with a 
  weapon attack if that creature is within 5 feet of an ally 
  of the hobgoblin that isn’t incapacitated.  
  Actions  
  Longsword. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 
  (1d10 + 1) slashing damage if used with two hands.  
  Longbow. Ranged Weapon Attack: +3 to hit, range 
  150/600 ft., one target. Hit: 5 (1d8 + 1) piercing 
  damage. 
  Hobgoblin Captain 
  Medium humanoid (goblinoid), lawful evil  
  Armor Class 17 (half plate) 
  Hit Points 39 (6d8 + 12) 
  Speed 30 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  14 (+2) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  13 (+1) 
   
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Goblin 
  Challenge 3 (700 XP) 
  Martial Advantage. Once per turn, the hobgoblin can 
  deal an extra 7 (2d6) damage to a creature it hits with a 
  weapon attack if that creature is within 5 feet of an ally 
  of the hobgoblin that isn’t incapacitated.  
  Actions  
  Multiattack. The hobgoblin makes two greatsword 
  attacks. 
  Greatsword. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 9 (2d6 + 2) piercing damage. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 
  2) piercing damage. 
  Leadership (Recharges after a Short or Long Rest). For 
  1 minute, the hobgoblin can utter a special command 
  or warning whenever a nonhostile creature that it can 
  see within 30 feet of it makes an attack roll or a saving 
  throw. The creature can add a d4 to its roll provided it 
  can hear and understand the hobgoblin. A creature can 
  benefit from only one Leadership die at a time. This 
  effect ends if the hobgoblin is incapacitated. 
  
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  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  26 
  Hobgoblin Iron Shadow 
  Medium humanoid (goblinoid), lawful evil  
  Armor Class 15 
  Hit Points 32 (5d8 + 10) 
  Speed 40 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  16 (+3) 
  15 (+2) 
  14 (+2) 
  15 (+2) 
  10 (+0) 
   
  Skills Acrobatics +5, Athletics +4, Stealth +5 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common, Goblin 
  Challenge 2 (450 XP) � 
  Spellcasting. The hobgoblin is a 2nd-level spellcaster. 
  Its spellcasting ability is Intelligence (spell save DC 12, 
  +4 to hit with spell attacks). It has the following wizard 
  spells prepared: 
  Cantrips (at will): minor illusion, prestidigitation, true 
  strike 
  1st level (3 slots): charm person, disguise 
  self, expeditious retreat, silent image 
  Unarmored Defense. While the hobgoblin is wearing 
  no armor and wielding no shield, its AC includes its 
  Wisdom modifier. 
  Actions  
  Multiattack. The hobgoblin makes four attacks, each of 
  which can be an unarmed strike or a dart attack. It can 
  also use Shadow Jaunt once, either before or after one 
  of the attacks. 
  Unarmed Strike. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning 
  damage. 
  Dart. Ranged Weapon Attack: +5 to hit, range 20/60 
  ft., one target. Hit: 5 (1d4 + 3) piercing damage. 
  Shadow Jaunt. The hobgoblin magically teleports, 
  along with any equipment it is wearing or carrying, up 
  to 30 feet to an unoccupied space it can see. Both the 
  space it is leaving and its destination must be in dim 
  light or darkness. 
  Manticore 
  Large monstrosity, lawful evil 
  Armor Class 14 (natural armor)  
  Hit Points 68 (8d10 + 24) 
  Speed 30 ft., fly 50 ft. 
   
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   17 (+3) 
  16 (+3) 
  17 (+3) 
  7 (-2) 
  12 (+1) 
  8 (-1) 
   
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common 
  Challenge 3 (700 XP) 
  Tail Spike Regrowth. The manticore has twenty-four 
  tail spikes. Used spikes regrow when the manticore 
  finishes a long rest. 
  Actions 
  Multiattack. The manticore makes three attacks: one 
  with its bite and two with its claws or three with its tail 
  spikes. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) piercing damage. 
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage. 
  Tail Spike. Ranged Weapon Attack: +5 to hit, range 
  100/200 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage. 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  27 
  Appendix. Citadel Map 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  28 
  Player Handout 1. Story 
  Award 
  During	the	course	of	this	adventure,	the	characters	
  may	earn	the	following	story	award.	If	you	are	
  printing	these	out	for	your	characters,	print	as	many	
  as	you	may	need	to	ensure	that	any	eligible	
  character	receives	a	copy:	
  Lost in Space 
  You	were	inside	when	the	Citadel	of	Vlaakith	shifted	
  into	the	Astral	Plane.	The	Astral	Plane	is	a	bizarre	
  realm,	timeless	and	devoid	of	gravity	and	direction.	
  	 You	wander	randomly	throughout	this	surreal	
  place,	experiencing	life	beyond	the	Material	Plane.	
  Finally,	you’re	able	to	find	a	way	back	to	Faerûn—
  but	you’re	required	to	spend	50	downtime	days	in	
  the	process.	
  	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  29 
  Player Handout 2. Story 
  Award 
  In Your Debt 
  You	have	successfully	rescued	the	bodies	of	four	
  unfortunate	adventurers:		
  • Yowen	Kar	of	Clan	Vallahir	is	a	hill	dwarf	
  warpriest	who	acts	suspicious	of	elves.	He	hides	
  his	care	for	others	behind	a	hard	demeanor.	His	
  current	companions	complain	of	his	surliness.	
  • Darius	Dawnguard	is	a	squire	of	the	reborn	Order	
  of	Dawnfire,	a	sect	of	Lathandar.	He	has	made	an	
  oath	to	search	for	dangerous	artifacts	and	dispose	
  of	them.	
  • Vellona	the	Orphan	made	a	pact	with	a	mysterious	
  entity	after	she	fled	into	a	forest	after	the	
  destruction	of	her	village.	She	seeks	to	unlock	the	
  magic	in	her	blood	to	sunder	this	bargain.	
  • Lalitha	Dae’Danin	is	an	elf	noble	and	druid	who	
  dresses	as	a	man	to	hide	from	an	arranged	
  marriage	with	a	tyrannical	and	powerful	high	elf	
  aristocrat.	
  They	express	their	enduring	gratitude	to	you,	some	
  with	tears	and	hugs,	others	(the	grumpy	dwarf)	with	
  a	practical,	gruff	thank	you	of	a	job	well	done.	
  	 Should	you	die	during	any	Glip	Dak	adventure,	
  these	heroes	will	tirelessly	search	for	you	and	have	
  raise	dead	cast	upon	your	body.	You	pay	only	the	
  material	component	cost	(as	per	the	acolyte	
  background).	Once	you	are	rescued	once,	the	debt	is	
  paid,	but	the	friendship	remains.	
  	
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  CCC-GLIP-01-03 Citadel of Vlaakith 
   
   
  30 
  Player Handout 3. Magic 
  Item 
  During	the	course	of	this	adventure,	the	characters	
  may	find	the	following	permanent	magic	item:	
  Dread Helm 
  Wondrous	Item,	common	
  This	fearsome	steel	helm	makes	your	eyes	glow	red	
  while	you	wear	it.	
  	 This	item	can	be	found	in	Xanathar’s	Guide	to	
  Everything.	
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  CCC-GLIP-01-03 Citadel of Vlaakith
  31
  Player Handout 4. Magic 
  Item 
  During	the	course	of	this	adventure,	the	characters	
  may	find	the	following	permanent	magic	item:	
  Mithral Half-Plate 
  Armor	(half-plate),	uncommon	
  This	armor	is	obviously	Githyanki	in	design.	It	is	
  ornamented	with	tassels,	ribbons,	and	bone	
  fragments.	
  	 Mithral	is	a	light,	flexible	metal.	If	the	armor	
  normally	imposes	disadvantage	on	Dexterity	
  (Stealth)	checks	or	has	a	Strength	requirement,	the	
  mithral	version	of	the	armor	doesn’t.	
  	 This	item	can	be	found	in	the	Dungeon	Masters	
  Guide.	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-GLIP-01-03 - Citadel of Vlaakith.pdf