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  T
  
  BACKGROUND	
  • Bertrand	Gilliard	is	a	young,	talented	
  playwright	sponsored	by	the	Monveau	
  Theater.	The	Monveau	was	once	the	most	
  famous	stage	in	the	city,	but	over	the	last	few	
  decades,	it’s	fallen	into	disfavor	and	disrepair.	
  • Bertrand’s	debut	play,	The	Threads	of	Fate,	
  was	a	dazzling	success,	propelling	him	to	
  instant	fame.	Following	that,	he	spent	a	year	
  failing	to	.ind	an	idea	for	his	next	play.	
  • Bertrand	took	to	wandering	the	ancient	halls	
  beneath	the	decrepit	theater,	hoping	to	
  stumble	upon	inspiration.	There,	he	found	a	
  tome	that	held	promises	of	cosmic	insights.		
  • Bertrand	devoured	the	tome’s	secrets	until	
  his	mind	snapped	at	the	horri.ic	knowledge	
  within.	The	tome’s	true	purpose	was	
  revealed	to	him	—	it	was	a	ritual	to	pull	an	
  Old	One	into	the	Prime	Material	world.	
  • Inspired	by	madness,	Bertrand	wrote	his	
  next	play	in	a	week.	It	was	a	reenactment	of	
  the	ritual	to	summon	the	Old	One.	The	Horror	
  Within’s	debut	was	a	smashing	success	—	
  and	everyone	who	witnessed	the	Old	One’s	
  summoning	is	now	completely	mad.	
  SYNOPSIS	
  • The	adventure	begins	with	the	PCs	meeting	
  with	the	wife	of	a	friend	who	attended	the	
  opening	night	of	The	Horror	Within	and	went	
  mad.	The	wife	asks	the	group	to	uncover	
  what	happened	and	.ind	if	there’s	any	way	to	
  reverse	the	NPC’s	insanity.	
  • The	PCs	go	to	the	theater	and	explore	it,	
  .inding	hints	at	what	happened.	They	may	
  .ind	several	NPCs,	including	a	missing	
  investigator	sent	by	the	city	watch.	These	
  encounter	test	PCs’	sanity.	
  • The	characters	descend	into	the	halls	
  beneath	the	theater	and	encounter	Bertrand	
  and	the	troupe	of	actors,	all	driven	insane.	
  They’re	worshipping	the	Old	One,	Sh’golgg,	a	
  lesser	entity	of	madness	and	devouring.		
  • The	group	must	defeat	Sh’golgg	and	its	
  servants	to	end	the	maddening	effects	
  Sh’golgg	has	on	its	victims.	
  A	WORD	TO	THE	GM	
  This	adventure	is	meant	to	be	run	at	a	glance	
  with	minimal	preparation	and	a	natural	
  delivery.	This	required	re-thinking	the	normal	
  adventure	presentation	a	bit.	Here’s	what	you’ll	
  .ind	included:	
  • Each	encounter	contained	on	one	page.	
  • Bulleted	lists.	Bolded	keywords.	
  • Hyperlinks	to	monsters	and	rules	online	for	
  quick	reference.	
  • Printable	cards	for	each	monster	and	PC	so	
  you	can	run	encounters	using	a	card	stack.	A	
  short	video	walkthrough	of	this	method	can	
  be	found	here.	
  • Printable	cards	for	special	treasure	handouts.	
  • Short	room	and	area	descriptions.	No	
  paragraphs	of	droning	.lavor	text	—	set	the	
  scene	naturally	and	embellish	as	desired.		
  • Brie.ly	explained	non-encounter	rooms.	
  Again,	embellish	as	desired!	
  • GM	maps	and	player-safe	digital	maps	for	use	
  with	virtual	tabletops.	
  • A	short	video	walkthrough	of	the	adventure	
  that	can	be	found	here.	
  PACING/TRANSITIONS	
  A	dramatic	question	is	presented	with	most	
  scenes.	Once	that	question	has	been	answered,	
  the	tension	of	the	scene	is	resolved.	That’s	your	
  cue	to	work	toward	the	transition	provided	at	
  the	end	the	scene	—	even	if	that	means	
  summarizing	the	end	of	a	clearly	decided	
  combat,	or	in	the	case	of	clever	players,	
  skipping	combat	altogether.	Keep	the	game	
  moving	toward	the	next	challenge!		
  	 Room	descriptions	that	are	usually	long	
  blocks	of	literary	read-aloud	text	have	been	left	
  short	and	informational	in	this	adventure.	
  Many	Game	Masters	prefer	to	paraphrase	read-
  aloud	text	and	set	the	scene	based	on	what	
  tone	and	level	of	detail	the	group	.inds	
  engaging.	Anything	listed	before	a	
  Development	section	is	safe	to	share	however	
  you	prefer	to	do	so.	
  THE	HORROR	WITHIN
  3
  
  TEA	AND	TERROR	
  The	adventure	begins	in	a	large	city	with	a	
  university.	The	characters	sit	in	the	book-.illed	
  parlor	of	Professor	Hiroshi	Leng’s	home.	The	
  professor	is	an	esteemed	occult	expert	
  (substitute	a	suitable	NPC,	if	needed).	
  Professor	Leng’s	wife,	Olivia,	offers	each	
  character	tea	and	biscuits	before	breaking	into	
  tears.	She	tells	them	her	husband	went	to	the	
  opening	performance	of	The	Horror	Within	
  three	days	ago	at	the	Monveau	Theater,	but	the	
  man	who	came	home	that	night	was	an	
  unrecognizable	shell.	
  Ask	the	players	how	their	characters	know	
  Professor	Leng.	Then,	present	some	or	all	of	the	
  following	adventure	hooks:	
  APPEAL	TO	REWARD	
  Olivia	is	the	university’s	chancellor	and	says	
  she’ll	award	the	PCs	honorary	professorships	
  if	they	.ind	out	what	happened	to	her	husband	
  at	the	theater	and	whether	he	can	be	cured.	
  The	PCs	would	gain	esteemed	titles	and	
  unfettered	access	to	the	faculty-only	books	and	
  artifacts	in	the	the	university’s	library.	
  APPEAL	TO	HEROISM	
  Professor	Leng	is	a	critical	resource	in	stopping	
  nefarious	cult	activity	in	the	city.	Without	his	
  expertise	and	consultation	with	the	city	watch,	
  depraved	cults	grow	that	much	closer	to	
  enacting	their	sadistic	plans.	If	the	PCs	help	
  Professor	Leng,	the	whole	city	bene.its.	
  APPEAL	TO	DISCOVERY	
  The	professor	is	not	the	only	victim	from	the	
  Monveau	Theater	who	needs	help.	Dozens	of	
  people	in	the	audience	at	The	Horror	Within’s	
  opening	night	went	utterly	mad.	Some	are	still	
  missing.	The	city	watch	is	unsure	what	to	do	
  and	has	declared	the	theater	a	“forbidden	
  zone”	after	one	of	their	investigative	teams	
  went	inside	and	never	returned.	
  Olivia	Leng,	LG	human	noble	
  “That	man	is	not	my	Hiroshi.	What	happened	to	
  my	poor	husband?”	
  •
  Appearance.	Red-rimmed	eyes	from	crying.	
  Black	and	silver	hair.	Pearl	necklace.	
  •
  Does.	Pats	her	eyes	with	a	handkerchief.	
  •
  Secret.	Was	once	a	member	of	a	demonic	
  cult.	Professor	Leng	saved	her	from	it.	
  Sidebar:	Sanity	Points	
  • The	maddening	presence	of	the	Old	One	in	
  the	city	induces	insanity.	The	PCs	begin	the	
  adventure	with	a	number	of	sanity	points	
  equal	to	their	Wisdom	scores.		
  • Throughout	the	adventure,	horrifying	events	
  chip	away	at	the	characters’	sanity	points.	
  Refer	to	Appendix	C:	Sanity	Points	for	rules	
  and	the	effects	of	losing	sanity	points.	
  VISITING	THE	PROFESSOR	
  • Professor	Leng’s	muf.led	shouts	can	be	
  heard	through	the	stone	door	to	the	cellar.		
  • Olivia	says	the	damp	cellar	is	the	only	room	
  that	mutes	Hiroshi’s	screaming.	
  • Beyond	the	door,	the	professor	is	wrapped	in	
  a	sheet.	Leather	belts	bind	his	limbs.	He	sits	
  in	a	corner,	eyes	distant,	and	shrieks	and	
  gibbers	in	a	guttural	language.	
  DEVELOPMENT	
  • Hiroshi	is	insane	and	can't	communicate	by	
  any	means.	Magic	can't	cure	his	madness.		
  • The	language	he	speaks	in	is	unrecognizable.	
  If	the	PCs	cast	comprehend	languages,	they	
  understand	he’s	saying,	“The	writhing	clot	
  that	blackens	the	stars,	the	inky	tide	that	
  swallows	the	light!”	over	and	over	again.	Any	
  PC	who	hears	this	phrase	in	a	language	they	
  speak	loses	1	sanity	point	(limit	once).	
  TRANSITION	
  Once	the	group	is	ready	to	go	to	the	Monveau	
  Theater,	go	to	Closed	IndeNinitely.		
  THE	HORROR	WITHIN
  4
  
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  CURTAINS	RISE	
  Sidebar:	Inside	The	Theater	
  • Wall	sconces	enchanted	with	continual	Nlame	
  spells	provide	light	inside	the	theater.	
  • The	ceilings	are	20	feet	high	and	all	doors	are	
  unlocked	unless	otherwise	noted.	
  AREA	1:	ENTRY	HALL	
  • Glowing	chandeliers	re.lect	in	the	polished	
  .loor	of	the	entry	hall.	Marble	statues	of	
  actors	in	dramatic	poses	line	the	walls.	
  • Two	staircases	lead	up	to	the	left	and	right.	
  AREA	2:	RIGHT	BOXES	
  • A	marble	hall	leads	to	a	row	of	private	boxes	
  on	the	right	balcony,	each	with	a	gilt	number	
  on	the	door	denoting	boxes	1-6.	
  • Box	6	at	the	end	of	the	balcony	has	a	plaque	
  that	says	“Monveau	Family”	in	ornate	script.	
  DEVELOPMENT	
  • The	red	velvet-lined	boxes	are	8	feet	high	
  inside	and	overlook	the	stage	(Area	4).	
  • Inside	each	box,	roll	or	choose	one	detail	
  from	the	Box	Clues	table	for	the	PCs	to	.ind.	
  • Inside	box	6	is	a	body	(see	#4	from	table).	
  AREA	3:	LEFT	BOXES	
  • Golden	sconces	light	the	row	of	private	boxes	
  on	the	left	balcony,	each	with	a	gilt	number	
  on	the	door	denoting	boxes	7-12.	
  • Box	12	at	the	end	of	the	balcony	has	a	plaque	
  that	says	“Playwright”	in	.lourished	script.	
  DEVELOPMENT	
  • The	red	velvet-lined	boxes	are	8	feet	high	
  inside	and	overlook	the	stage	(Area	4).	
  • Inside	each	box,	roll	or	choose	one	detail	
  from	the	Box	Clues	table	for	the	PCs	to	.ind.	
  • Inside	box	12	is	a	playbill	(see	#8	from	
  table).	An	unlocked	trapdoor	in	the	ceiling	
  leads	to	the	theater’s	roof.	
  DRAMATIC	QUESTION	
  Can	the	PCs	.ind	clues	about	what	
  happened	inside	the	theater?	
  TRANSITION	
  If	the	PCs	enter	the	auditorium,	go	to	Encore.	
  BOX	CLUES
  2D8
  Detail
  2
  A	gold	ring	with	an	emerald	worth	80	gp.
  3
  A	potion	of	invisibility	hidden	in	a	corner.
  4
  The	body	of	a	male	half-elf	who	gouged	
  his	own	eyes	out.	Succeed	on	a	DC	15	
  Wisdom	save	or	lose	1d4	sanity	points.
  5
  A	folding	paper	fan	with	a	peacock	on	one	
  side	and	the	words	“the	writhing	clot”	
  written	in	blood	on	the	other.	
  6
  A	half-empty	bottle	of	absinthe.
  7
  A	.ine	layer	of	white	ash	on	everything.
  8
  A	playbill	outlining	the	three	acts	of	the	
  play:	1.	The	Drawing,	2.	The	Sacri.ice,	3.	
  The	Summoning.
  9
  The	body	of	a	female	human	with	a	
  disturbing	grin.	Succeed	on	a	DC	15	
  Wisdom	save	or	lose	1d4	sanity	points.
  10
  Viewing	binoculars	with	cracked	lenses.
  11
  A	case	of	premium	cigars	worth	50	gp.
  12
  A	silver	locket	with	a	small	painting	of	
  Olivia	Leng	inside.
  13
  A	white	mask	that	covers	half	the	face.
  14
  A	severed	.inger	bearing	a	signet	ring.
  15
  A	brooch	of	shielding	under	a	seat.
  16
  A	hideous	symbol	scratched	on	the	wall	
  that	burns	the	mind.	Succeed	on	a	DC	15	
  Wisdom	save	or	lose	1d4	sanity	points.
  THE	HORROR	WITHIN
  6
  
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  !"#$.(!K$'*!."$
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  )3(1!9"63)!(9[+$5(!)3("+!%(7!.0$7#:!
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  $%&!"%,-+9$)"-%!3(0&!"%!)3(!*%"'(+#")18#!
  ,$5*0)14-%01!#(5)"-%:!X3$)!0-#)!$%&!,-+6-))(%!
  >01@02>!9"63)!)3(1!*%5-'(+j!
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  &(#)+*5)"-%!&"&%8)!6-!*%%-)"5(&:!H3(!QJ#!%-7!
  $//($+!"%!)3(!9$&!:@07J>!-,!)3(!@0*9[(+"%6!
  >0&(+#W!$%&!9-%#)+-#")"(#!)3$)!/+-70!)3(!
  #)$+#!9$1![(6"%!0--F"%6!,-+!)3(9i!!
  Z Q+-,(##-+!?(%6!F%-7#!)3(!53$+$5)(+#!3$'(!
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  5")18#!*%&(+[(001W!3(!)*+%#!)-!)3(!QJ#!,-+!3(0/:!
  Z B,!)3(!QJ#!#)"00!3$'(!!"#$#%&'()*+,-"W!('"0!
  ,$5)"-%#!9$1!0($+%!$[-*)!")!$%&![(6"%!3*%)"%6!
  )3(9:!H3(!QJ#!9"63)!&(5"&(!)-!&(#)+-1!)3(!
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  $!)"%1!#3$+&!-,!@386-0668#!"99-+)$0!(##(%5(i!
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  )3(!-*)(+!+($53(#!-,!+($0")1:!H3(!(^$5)!%$)*+(!
  -,!)3(!+")*$0!"#!*/!)-!)3(!cO!)-!&(."%(:!
  W!)3(!5")1!7$)53!
  &+-/#!$%1!53$+6(#!$6$"%#)!)3(9!+(#*0)"%6!
  ,+-9!)3(!$&'(%)*+(:!H3(1!$0#-!(^/*%6(!)3(!
  +(5-+&#!-,!-%(!/$#)!5+"9(!",!)3(!QJ#!3$'(!$!
  W!)*+%#!
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  $0+($&1![((%!$++(#)(&:!Y(8#!('(%)*$001!
  (^-%(+$)(&!73(%!)3(!5"+5*9#)$%5(#!-,!
  )3(!/0$1!5-9(!)-!0"63)W![*)!3(!5$++"(#!)3(!
  $!)"%1!#3$+&!-,!@386-0668#!"99-+)$0!(##(%5(i!
  #*99-%!$[-9"%$)"-%#!73-!5+$70!)3+-*63!
  )3(!-*)(+!+($53(#!-,!+($0")1:!H3(!(^$5)!%$)*+(!
  W!)3(!5")1!7$)53!
  &+-/#!$%1!53$+6(#!$6$"%#)!)3(9!+(#*0)"%6!
  ,+-9!)3(!$&'(%)*+(:!H3(1!$0#-!(^/*%6(!)3(!
  +(5-+&#!-,!-%(!/$#)!5+"9(!",!)3(!QJ#!3$'(!$!
  3"9#(0,!"%)-!)3(!5")1!7$)53!",!3(!3$#%8)!
  $0+($&1![((%!$++(#)(&:!Y(8#!('(%)*$001!
  (^-%(+$)(&!73(%!)3(!5"+5*9#)$%5(#!-,!
  )3(!/0$1!5-9(!)-!0"63)W![*)!3(!5$++"(#!)3(!
  $!)"%1!#3$+&!-,!@386-0668#!"99-+)$0!(##(%5(i!
  
  APPENDIX	A:	MAPS	
  MONVEAU	THEATER	
  THE	HORROR	WITHIN
  12
  
  UNDERGROUND	CATHEDRAL	
  	
  THE	HORROR	WITHIN
  13
  
  *66#)E(V$+<$)#'$=%)/!#&/$
  O43:$/97?5$
  ]-*+!#51)3(40"F(!$//(%&$6(#!l*)!,+-9!$!9-))0(&W!
  /*+/0(![*0[!)3(!#"\(!-,!$%!-6+(:!H3(!5+($)*+(!+-00#!
  ,-+7$+&!-%!#`*"+9"%6!)(%)$50(!0(6#W!&+$7"%6!")#!
  $+9#![$5F!)-!#0$#3!1-*!"%)-!/*0/:!
  /9710$.@7?F0@c$V-"&!#/$7%!&+",)![()7((%!)3(!5-0&!
  +-5F#!-,!&((/!#/$5(W!3*%)"%6!,-+!9"%(+$0!&(/-#")#!-+!
  0(##(+![("%6#!)-!#"/3-%!,-+!%*)+"(%)#:!H3("+!,-*+!
  #51)3(40"F(!$//(%&$6(#!$%&!/-7(+,*0!)(%)$50(#!3(0/!
  )3(9!50"%6!)-!#/"%%"%6!$#)(+-"&#!73"0(!"%6(#)"%6!$%1!
  #*#)(%$%5(!)3(1!5$%!."%&:!
  *F305$(520FF380510c$V-"&!#/$7%!$+(!#*+/+"#"%601!
  "%)(00"6(%)!$%&!-//-+)*%"#)"5:!H3(1!#-9()"9(#!$001!
  7")3!-)3(+!'-"&!#/$7%!-,!(`*$0!#)+(%6)3!$%&!#"\(!_!
  )3$)!7$1!%-%(!-,!)3(9!5$%!($#"01!&('-*+!($53!-)3(+:!
  O%(E$/6*')$
  >1'?#$1G#''1*)&+A$<"1&*)<$#C)9$
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  /05>0>$&$+F'"#"-%!ETR!,):W!/$##"'(!Q(+5(/)"-%!EE!
  ,758H780>$)(0(/$)31!ETR!,):!
  .L7FF0580$I!dEWERR!oQe!
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  *.!(%)/$
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  $))$5F#:!
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  -%(!)$+6():!%)*E$ET!dT&2!n!Ge!#0$#3"%6!&$9$6(:!
  +"&$%5/")2$U#9##$(#18&+$6**1<7E$nK!)-!3")W!+($53!ER!,):W!
  -%(!)$+6():!%)*E$EI!dT&ER!n!Ge![0*&6(-%"%6!&$9$6(:!H3(!
  )$+6()!9*#)!#*55((&!-%!$!AJ!EG!J-%#)")*)"-%!#$'"%6!)3+-7!
  -+![(5-9(!/$+$01\(&!*%)"0!)3(!(%&!-,!")#!%(^)!)*+%:!
  &#*.!(%)/$
  :";/"<0="*>4$2$H3(!."+#)!)"9(!$%!$))$5F!+(&*5(#!$!'-"&!
  #/$7%!)-!GP!-+!,(7(+!3")!/-"%)#W!")!9$1!9$F(!-%(!S+9!
  @51)3(!$))$5F:!
  /!&
  E#V
  .%)
  ()!
  '(/
  ."*
  EM!dnGe
  EG!dnEe
  EM!dnGe
  2!d4Ee
  ET!dnEe
  2!d4Ee
  !%,$%-..-.$(/!%/0
  EI
  #51)3(40"F(!$//(%&$6(#!$%&!/-7(+,*0!)(%)$50(#!3(0/!
  )3(9!50"%6!)-!#/"%%"%6!$#)(+-"&#!73"0(!"%6(#)"%6!$%1!
  V-"&!#/$7%!$+(!#*+/+"#"%601!
  "%)(00"6(%)!$%&!-//-+)*%"#)"5:!H3(1!#-9()"9(#!$001!
  7")3!-)3(+!'-"&!#/$7%!-,!(`*$0!#)+(%6)3!$%&!#"\(!_!
  )3$)!7$1!%-%(!-,!)3(9!5$%!($#"01!&('-*+!($53!-)3(+:!
  &$+F'"#"-%!ETR!,):W!/$##"'(!Q(+5(/)"-%!EE!
  V-"&!#/$7%!&-!%-)!%((&!)-![+($)3(:!
  H3(!'-"&!#/$7%!9$F(#!)7-!S+9!@51)3(!
  nK!)-!3")W!+($53!K!,):W!
  '(/
  ."*
  ET!dnEe
  2!d4Ee
  
  Sh’golgg,	The	Writhing	Clot	
  A	.loating	mass	of	black,	churning	sludge	seems	to	
  absorb	all	light	into	its	inky	center.	The	clot	shivers,	
  compresses,	and	then	bursts	into	a	nest	of	whipping	
  tendrils	glowing	with	stolen	starlight.			
  Unfathomable.	Sh’golgg	is	horrifying	to	behold	
  and	inscrutable	in	its	will.	Its	millennia-long	plots	
  are	not	for	mortal	minds	to	comprehend.	Still,	
  Sh’golgg	is	intelligent	enough	to	court	and	harness	
  other	intelligent	beings,	breaking	their	minds	
  enough	to	guarantee	their	obedience.	Once	Sh’golgg	
  is	done	using	its	worshippers	for	its	immediate	
  goals,	it	coverts	them	into	its	hideous	children	—	
  gibbering	puddles	of	eyes	and	mouths	that	babble	
  litanies	to	Sh’golgg	while	devouring	its	enemies.	
  Stardrinker.	Sh’golgg	absorbs	power	from	
  sources	of	light,	blackening	the	night	sky	as	it	drifts	
  across	the	outer	realms.	Its	goal	is	to	consume	all	
  furnaces	of	creation	in	the	universe	so	that	the	
  cosmos	returns	to	its	inert,	darkened	state	when	the	
  Old	Ones	.irst	dreamed.	Sh'golgg	will	have	ascended	
  to	the	court	of	the	Slumbering	Elders	then	and	will	
  shape	the	universe	anew	in	its	image.		
  SH’GOLGG,	THE	WRITHING	CLOT	
  Huge	aberration,	chaotic	evil	
  Armor	Class	16	(natural	armor)	
  Hit	Points	147	(14d12	+	56)	
  Speed	40	ft.,	.ly	80	ft.	(hover)	
  Saving	Throws	Con	+8	
  Skills	Arcana	+9,	Persuasion	+8	
  Damage	Resistances	bludgeoning,	piercing,	and	slashing	
  from	nonmagical	weapons	
  Damage	Immunities	cold,	.ire,	lightning,	poison,	psychic	
  Condition	Immunities	charmed,	exhaustion,	frightened,	
  grappled,	paralyzed,	petri.ied,	poisoned,	prone,	restrained	
  Senses	blindsight	120	ft.,	passive	Perception	13	
  Languages	telepathy	120	ft.	
  Challenge	11	(7,200	XP)	
  Immortal	Form.	Sh’golgg	does	not	need	to	breathe,	eat,	
  drink,	or	sleep.	
  Maddening	Presence.	When	a	creature	sees	Sh’golgg,	it	
  must	succeed	on	a	DC	15	Wisdom	saving	throw	or	lose	
  1d6	sanity	points.	Whether	the	creature	succeeds	or	fails,	
  it	becomes	immune	to	this	ability	for	24	hours.		
  Legendary	Resistance	(3/Day).	If	Sh’golgg	fails	a	saving	
  throw,	it	can	choose	to	succeed	instead.	
  ACTIONS	
  Multiattack.	Sh’golgg	makes	one	Void	Tendril	attack	and	
  one	Starblast	attack.	
  Void	Tendril.	Melee	Weapon	Attack:	+8	to	hit,	reach	15	ft.,	
  one	target.	Hit:	13	(2d8	+	4)	cold	damage.	
  Starblast.	Ranged	Spell	Attack:	+8	to	hit,	range	120	ft.,	
  one	target.	Hit:	21	(5d6)	radiant	damage.	The	target	must	
  succeed	on	a	DC	16	Dexterity	saving	throw	or	be	blinded	
  until	the	end	of	its	next	turn.	
  Liquify.	As	a	Bonus	action,	Sh’golgg	targets	one	of	its	
  worshippers	it	can	see	within	120	feet	of	it	that	has	a	CR	
  of	2	or	lower	and	is	not	a	gibbering	mouther.	The	creature	
  explodes,	dying	instantly.	The	ichor	reforms	into	a	
  gibbering	mouther	that	acts	on	Sh’golgg’s	turn.	Sh’golgg	
  can	have	up	to	5	gibbering	mouthers	created	in	this	way	
  at	any	one	time	and	can	replace	those	that	die.	
  LEGENDARY	ACTIONS	
  Sh’golgg	can	take	3	Legendary	actions,	choosing	from	
  among	the	options	below.	Only	one	Legendary	action	can	
  be	used	at	a	time	and	only	at	the	end	of	another	creature’s	
  turn.	Sh’golgg	regains	spent	Legendary	actions	at	the	start	
  of	its	turn.	
  Absorb	Light.	All	sources	of	light	both	magical	and	
  mundane	within	a	60	foot	radius	of	Sh’golgg	are	
  extinguished.	Sh’golgg's	next	Starblast	attack	does	an	
  additional	7	(2d6)	radiant	damage.	Sh’golgg	can	use	this	
  ability	even	if	there	is	no	light	to	absorb	—	it	absorbs	
  ambient	heat,	instead.	
  Void	Tendril.	Sh’golgg	makes	one	Void	Tendril	attack.	
  Liquify	(Costs	2	Actions).	Sh’golgg	uses	Liquify	as	a	
  Legendary	action	instead	of	a	Bonus	action.	
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18	(+4)
  16	(+3)
  18	(+4)
  20	(+5)
  16	(+3)
  19	(+4)
  THE	HORROR	WITHIN
  15
  
  APPENDIX	C:	SANITY	POINTS	
  LOSING	SANITY	POINTS	
  • PCs	begin	with	a	number	of	sanity	points	
  equal	to	their	Wisdom	scores	(they	can	
  never	have	more	than	their	Wisdom	scores).	
  • Any	time	a	PC	sees	something	horri.ic	or	
  supernatural,	they	must	make	a	DC	15	
  Wisdom	saving	throw.	On	a	success,	nothing	
  happens.	On	a	failure,	they	lose	1d4	sanity	
  points.	The	GM	determines	whether	
  something	triggers	a	saving	throw.	
  • Different	effects	happen	to	PCs	based	on	the	
  number	of	sanity	points	they've	lost	from	
  their	total.	These	effects	are	cumulative.	See	
  the	Effects	of	Sanity	Loss	table.	
  • Some	incidents	cause	an	automatic	loss	of	
  sanity	points	without	a	saving	throw.	
  • Some	incidents	call	for	a	character	to	roll	on	
  the	Creeping	Madness	table.	The	resulting	
  effects	are	cumulative.	They	can	each	be	
  removed	by	a	lesser	restoration	spell.	
  • Characters	regain	1d6	sanity	points	for	each	
  long	rest	they	complete	in	safety.	Regaining	
  sanity	points	does	not	remove	prior	effects	
  gained	from	sanity	point	loss.	
  EFFECTS	OF	SANITY	LOSS
  Points	Lost
  Detail
  3
  Roll	on	the	Creeping	Madness	table.
  6
  You	gain	one	form	of	short-term	
  madness.	Reroll	a	result	that	
  causes	you	to	become	
  incapacitated,	stunned,	or	
  unconscious.
  9
  Roll	on	the	Creeping	Madness	table.
  12
  You	gain	one	form	of	long-term	
  madness.	Reroll	a	result	of	96-100.
  15
  You	gain	one	form	of	long-term	
  madness.	Reroll	a	result	of	96-100.	
  Roll	on	the	Creeping	Madness	table.
  All
  You	gain	one	form	of	inde.inite	
  madness.
  CREEPING	MADNESS
  D10
  Detail
  1
  You	can	no	longer	perceive	the	next	
  portal	you	pass	through	by	any	means	
  —	not	even	magical.
  2
  You	hear	a	voice	that	endlessly	
  whispers,	“The	writhing	clot	that	
  blackens	the	stars,	the	inky	tide	that	
  swallows	the	light!”
  3
  You	sense	something	standing	right	
  behind	you.	When	you	turn	around,	
  nothing	is	there.	The	feeling	always	
  returns	after	a	moment.
  4
  The	room	you’re	in	seems	to	stretch	
  in.initely	in	all	directions.	You	can	only	
  navigate	it	by	closing	your	eyes.
  5
  Every	time	you	go	near	a	wood	wall,	
  you	hear	something	scratching	behind	
  it.	Nobody	else	hears	it.	Each	time	this	
  happens,	there’s	a	10%	chance	a	
  diseased	giant	rat	bursts	through	the	
  wall	and	attacks.	
  6
  You	can	no	longer	remember	your	
  name.	You	keep	feeling	you’ve	
  forgotten	something	important.
  7
  You	become	convinced	that	the	next	
  person	you	see	is	actually	a	hideous	
  creature	wearing	that	person’s	skin.	If	
  the	creature	.inds	out	you	know	this,	it	
  will	steal	your	skin	next.
  8
  You	can’t	stop	laughing,	even	if	it’s	just	
  a	quiet	chuckle.
  9
  You	can’t	stomach	food	or	drink.	Each	
  time	you	try	to	consume	something,	
  you	must	succeed	on	a	DC	12	
  Constitution	saving	throw	or	you	can’t	
  eat	or	drink	for	the	next	10	minutes.
  10
  You	instantly	develop	another	persona	
  who	is	different	in	name,	age,	and	
  other	qualities	of	your	choosing.	You	
  retreat	into	this	persona	whenever	
  you’re	scared.
  THE	HORROR	WITHIN
  16
  
  THE	ARCANE	LIBRARY	
  If	you	join	The	Arcane	Library's	newsletter,	you’ll	get	a	FREE	copy	of	Temple	of	the	Basilisk	
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  THE	HORROR	WITHIN
  17
  
  Acknowledgements	
  Special	thanks	to	John	from	www.5thsrd.org	for	permission	to	link	to	his	site.	Major	
  appreciation	to	Hank	at	Runehammer	for	being	a	tremendous	creative	inspiration.	Very	
  many	thanks	to	The	Angry	GM	for	wisdom,	especially	about	pacing	and	structure.	Finally,	
  my	most	heartfelt	gratitude	to	Jessee	Egan	for	phenomenal	art	direction	and	design.	
  This	adventure	is	dedicated	to	everyone	grappling	with	the	dif.iculties	of	COVID-19.	Even	
  though	this	adventure	is	meant	to	be	creepy,	I	hope	it	helps	you	escape	from	the	real-world	
  fears	we're	all	facing	together.	
  Art	Credits	
  Logos,	trade	dress,	and	art	direction:	Jessee	Egan	/	jesseeegan.com		
  Cartography:	OneDayGM	/	.iverr.com	
  Cover:	breakermaximus	and	KeremGogus	/	shutterstock.com	
  Cthulhu	Statue,	HalNling	With	Dagger,	Magic	Tome,	Tentacles	In	Hallway,	Mage	Reading:	©	
  2015	Dean	Spencer,	used	with	permission.	All	rights	reserved.	
  Void	Spawn:	camilkuo	/	shutterstock.com		
  Half	Orc:	©	Gary	Dupuis	/	Purple	Duck	Games.	Used	with	permission.	
  Cloaked	Figure	Before	Tentacles:	Tithi	Luadthong	/	shutterstock.com	
  THE	HORROR	WITHIN
  18
  
  ©	2020	The	Arcane	Library,	LLC.	All	rights	reserved.	Not	for	resale	or	
  redistribution.	Permission	given	to	print	or	copy	for	personal	use	only.	
  Notice	of	Open	Game	Content:	This	product	contains	Open	Game	
  Content,	as	de.ined	in	the	Open	Game	License	Version	1.0a,	below.	Open	
  Game	Content	may	only	be	Used	under	and	in	terms	of	the	Open	Game	
  License	version	1.0a.	No	portion	of	this	work	other	than	previously	
  designated	Open	Game	Content	may	be	reproduced	in	any	form	without	
  written	permission.	
  Designation	of	Open	Game	Content:	Subject	to	the	Product	Identity	
  Designation	herein,	the	following	material	is	designated	as	Open	Game	
  Content.	(1)	all	monster	statistics,	descriptions	of	special	abilities,	and	
  sentences	including	game	mechanics	such	as	die	rolls,	probabilities,	and/	
  or	other	material	required	to	be	Open	Game	Content	as	part	of	the	game	
  rules,	or	previously	released	as	Open	Game	Content,	(2)	all	portions	of	
  spell	descriptions	that	include	rules-speci.ic	de.initions	of	the	effect	of	the	
  spells,	and	all	material	previously	released	as	Open	Game	Content,	(3)	all	
  other	descriptions	of	game-rule	effects	specifying	die	rolls	or	other	
  mechanic	features	of	the	game,	whether	in	traps,	magic	items,	hazards,	or	
  anywhere	else	in	the	text,	(4)	all	previously	released	Open	Game	Content,	
  material	required	to	be	Open	Game	Content	under	the	terms	of	the	Open	
  Game	License,	and	public	domain	material	anywhere	in	the	text.		
  Product	Identity	Designation:	This	Product	Identity	Designation	
  includes,	but	is	not	limited	to,	the	following	items	that	are	hereby	
  identi.ied	as	Product	Identity,	as	de.ined	in	the	Open	Game	License	
  version	1.0a,	Section	1(e):	All	trademarks,	registered	trademarks,	proper	
  names	(characters,	artifacts,	place	names,	new	deities,	monsters,	
  organizations,	etc.),	dialogue,	plots,	story	elements,	locations,	characters,	
  artwork,	sidebars,	logos,	and	trade	dress.	These	items	are	not	Open	Game	
  Content.	Elements	that	have	previously	been	designated	as	Open	Game	
  Content	are	not	included	in	this	declaration.	
  OPEN	GAME	LICENSE	Version	1.0a		
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	
  Copyright	2000	Wizards	of	the	Coast,	Inc	("Wizards").	All	Rights	Reserved.	
  	
  	
  	
  	
  	
  	
  1.	De^initions:	(a)"Contributors"	means	the	copyright	and/or	trademark	
  owners	who	have	contributed	Open	Game	Content;	(b)"Derivative	
  Material"	means	copyrighted	material	including	derivative	works	and	
  translations	(including	into	other	computer	languages),	potation,	
  modi.ication,	correction,	addition,	extension,	upgrade,	improvement,	
  compilation,	abridgment	or	other	form	in	which	an	existing	work	may	be	
  recast,	transformed	or	adapted;	(c)	"Distribute"	means	to	reproduce,	
  license,	rent,	lease,	sell,	broadcast,	publicly	display,	transmit	or	otherwise	
  distribute;	(d)"Open	Game	Content"	means	the	game	mechanic	and	
  includes	the	methods,	procedures,	processes	and	routines	to	the	extent	
  such	content	does	not	embody	the	Product	Identity	and	is	an	
  enhancement	over	the	prior	art	and	any	additional	content	clearly	
  identi.ied	as	Open	Game	Content	by	the	Contributor,	and	means	any	work	
  covered	by	this	License,	including	translations	and	derivative	works	under	
  copyright	law,	but	speci.ically	excludes	Product	Identity.	(e)	"Product	
  Identity"	means	product	and	product	line	names,	logos	and	identifying	
  marks	including	trade	dress;	artifacts;	creatures	characters;	stories,	
  storylines,	plots,	thematic	elements,	dialogue,	incidents,	language,	
  artwork,	symbols,	designs,	depictions,	likenesses,	formats,	poses,	
  concepts,	themes	and	graphic,	photographic	and	other	visual	or	audio	
  representations;	names	and	descriptions	of	characters,	spells,	
  enchantments,	personalities,	teams,	personas,	likenesses	and	special	
  abilities;	places,	locations,	environments,	creatures,	equipment,	magical	or	
  supernatural	abilities	or	effects,	logos,	symbols,	or	graphic	designs;	and	
  any	other	trademark	or	registered	trademark	clearly	identi.ied	as	Product	
  identity	by	the	owner	of	the	Product	Identity,	and	which	speci.ically	
  excludes	the	Open	Game	Content;	(f)	"Trademark"	means	the	logos,	
  names,	mark,	sign,	motto,	designs	that	are	used	by	a	Contributor	to	
  identify	itself	or	its	products	or	the	associated	products	contributed	to	the	
  Open	Game	License	by	the	Contributor	(g)	"Use",	"Used"	or	"Using"	means	
  to	use,	Distribute,	copy,	edit,	format,	modify,	translate	and	otherwise	
  create	Derivative	Material	of	Open	Game	Content.	(h)	"You"	or	"Your"	
  means	the	licensee	in	terms	of	this	agreement.	
  2.	The	License:	This	License	applies	to	any	Open	Game	Content	that	
  contains	a	notice	indicating	that	the	Open	Game	Content	may	only	be	Used	
  under	and	in	terms	of	this	License.	You	must	af.ix	such	a	notice	to	any	
  Open	Game	Content	that	you	Use.	No	terms	may	be	added	to	or	subtracted	
  from	this	License	except	as	described	by	the	License	itself.	No	other	terms	
  or	conditions	may	be	applied	to	any	Open	Game	Content	distributed	using	
  this	License.	
  3.	Offer	and	Acceptance:	By	Using	the	Open	Game	Content	You	indicate	
  Your	acceptance	of	the	terms	of	this	License.	
  4.	Grant	and	Consideration:	In	consideration	for	agreeing	to	use	this	
  License,	the	Contributors	grant	You	a	perpetual,	worldwide,	royalty	free,	
  non	exclusive	license	with	the	exact	terms	of	this	License	to	Use,	the	Open	
  Game	Content.	
  5.	Representation	of	Authority	to	Contribute:	If	You	are	contributing	
  original	material	as	Open	Game	Content,	You	represent	that	Your	
  Contributions	are	Your	original	creation	and/or	You	have	suf.icient	rights	
  to	grant	the	rights	conveyed	by	this	License.	
  6.	Notice	of	License	Copyright:	You	must	update	the	COPYRIGHT	NOTICE	
  portion	of	this	License	to	include	the	exact	text	of	the	COPYRIGHT	NOTICE	
  of	any	Open	Game	Content	You	are	copying,	modifying	or	distributing,	and	
  You	must	add	the	title,	the	copyright	date,	and	the	copyright	holder's	name	
  to	the	COPYRIGHT	NOTICE	of	any	original	Open	Game	Content	you	
  Distribute.	
  7.	Use	of	Product	Identity:	You	agree	not	to	Use	any	Product	Identity,	
  including	as	an	indication	as	to	compatibility,	except	as	expressly	licensed	
  in	another,	independent	Agreement	with	the	owner	of	each	element	of	
  that	Product	Identity.	You	agree	not	to	indicate	compatibility	or	co	
  adaptability	with	any	Trademark	or	Registered	Trademark	in	conjunction	
  with	a	work	containing	Open	Game	Content	except	as	expressly	licensed	in	
  another,	independent	Agreement	with	the	owner	of	such	Trademark	or	
  Registered	Trademark.	The	use	of	any	Product	Identity	in	Open	Game	
  Content	does	not	constitute	a	challenge	to	the	ownership	of	that	Product	
  Identity.	The	owner	of	any	Product	Identity	used	in	Open	Game	Content	
  shall	retain	all	rights,	title	and	interest	in	and	to	that	Product	Identity.		
  8.	Identi^ication:	If	you	distribute	Open	Game	Content	You	must	clearly	
  indicate	which	portions	of	the	work	that	you	are	distributing	are	Open	
  Game	Content.	
  9.	Updating	the	License:	Wizards	or	its	designated	Agents	may	publish	
  updated	versions	of	this	License.	You	may	use	any	authorized	version	of	
  this	License	to	copy,	modify	and	distribute	any	Open	Game	Content	
  originally	distributed	under	any	version	of	this	License.	
  10.	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	
  every	copy	of	the	Open	Game	Content	You	Distribute.	
  11.	Use	of	Contributor	Credits:	You	may	not	market	or	advertise	the	
  Open	Game	Content	using	the	name	of	any	Contributor	unless	You	have	
  written	permission	from	the	Contributor	to	do	so.	
  12.	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	
  the	terms	of	this	License	with	respect	to	some	or	all	of	the	Open	Game	
  Content	due	to	statute,	judicial	order,	or	governmental	regulation	then	You	
  may	not	Use	any	Open	Game	Material	so	affected.	
  13.	Termination:	This	License	will	terminate	automatically	if	You	fail	to	
  comply	with	all	terms	herein	and	fail	to	cure	such	breach	within	30	days	of	
  becoming	aware	of	the	breach.	All	sublicenses	shall	survive	the	
  termination	of	this	License.	
  14.	Reformation:	If	any	provision	of	this	License	is	held	to	be	
  unenforceable,	such	provision	shall	be	reformed	only	to	the	extent	
  necessary	to	make	it	enforceable.	
  15.	COPYRIGHT	NOTICE	
  Open	Game	License	v	1.0a	Copyright	2000,	Wizards	of	the	Coast,	LLC.	
  System	Reference	Document	5.1	Copyright	2016,	Wizards	of	the	Coast,	Inc.;	
  Authors	Mike	Mearls,	Jeremy	Crawford,	Chris	Perkins,	Rodney	Thompson,	
  Peter	Lee,	James	Wyatt,	Robert	J.	Schwalb,	Bruce	R.	Cordell,	Chris	Sims,	
  and	Steve	Townshend,	based	on	original	material	by	E.	Gary	Gygax	and	
  Dave	Arneson.		
  The	Horror	Within	©	2020	The	Arcane	Library,	LLC.	
  END	LICENSE	
  THE	HORROR	WITHIN
  19
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Arcane Library/The Horror Within/The Horror Within V1 Print Friendly.pdf