TEXT: AN ADVENTURE FOR 5 PCS  
  OF 8TH LEVEL BY CELESTE CONOWITCH
  Moonlight Sonata
  Moonlight Sonata
  
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  as defined in the Open Game Licenseversion 1.0a, Section 1(e), and are not 
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  been designated as Open Game Content are not included in this declaration.)
  Open Game Content: The Open Content in this adventure includes the mirror 
  image and owl harpy monsters and the sleeping sand magic item.
  © 2021 Open Design LLC
  www.koboldpress.com
  imprisoned within and redirecting any scrutiny from the 
  queen and the Roach Lord.  
  The heroes must work to break free of the strange 
  labyrinth they find themselves in, and each move they 
  make unknowingly brings the Moonlit King closer to 
  freedom as well. 
  Adventure Hooks
  Here are some suggested hooks to involve your PCs in 
  this adventure:
  • If the PCs previously completed the adventure Warlock 
  Lair 43: Out of Phase, they hear rumors that a lunar devil 
  has been spotted, visiting a nearby series of Valeran ruins.
  • While on the road, the PCs meet with a caravan of 
  merchants eager to sell their wares and exchange news. 
  The merchants just passed through a small hamlet plagued 
  by hauntings and a series of missing persons.
  • While staying in a city or town, the adventurers hear 
  rumors of strange Valeran ruins nearby. No one knows 
  more about them except that several people who 
  investigated them are now missing.
  MOONLIGHT SONATA
  Design: Celeste Conowitch
  Additional Design: Ben McFarland
  Editing: Scott Gable
  Art Direction & Graphic Design: Marc Radle
  Layout: Anne Gregersen
  Art: Phil Stone
  Cartography: Dyson Logos
  supported on patreon | www.dysonlogos.com
  Publisher: Wolfgang Baur
  TM
  TM
  TM
  This adventure is balanced for five PCs of 8th level. This 
  adventure can easily be placed anywhere in Midgard but 
  would work particularly well in a less urban region like the 
  Rothenian Plains or the Margreve Forest.
  Adventure Background
  After failing to create a bridge to the Shadow Realm (see 
  Warlock Lair 43: Out of Phase), certain new and unseen 
  forces have become intent on freeing the Moonlit King—or 
  rather the shard of a previous Moonlit King. 
  Alquam, Demon Lord of Night, in fulfillment of a bargain 
  with the current Moonlit King in his madness—and in 
  a circuitous attempt to diminish the machinations of 
  Akyishigal, Demon Lord of Cockroaches—seeks to free 
  a long-forgotten shard of a previous Moonlit King, who 
  should prove a welcome thorn in the side of the Queen of 
  Night and Magic. To keep his intentions hidden from the 
  queen, for now, Alquam must infiltrate a desolate corner 
  of the Shadow Realm by dragging the PCs into a world 
  of dreams and his twisting melodies and trapping them 
  there, tricked into freeing the shard of the Moonlit King 
  
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  PART 1: 
  MISSING MAIDEN
  This adventure begins as the PCs arrive in the hamlet of 
  Elmshire, a small community with big problems. Their 
  arrival interrupts a gathering outside the local trading post.
  Get a Clue
  As the PCs enter Elmshire, read or paraphrase the following:
  Your travels have led you to an isolated hamlet. While 
  this settlement is too small to appear on any map, the 
  clustered wooden buildings seem friendly enough. As you 
  pass a painted sign, “Welcome to Elmshire,” you notice 
  that a small crowd has gathered in the central square. The 
  group is exchanging heated words, and a few are wielding 
  unlit torches.
  As the PCs arrive in town, they interrupt a gathering of the 
  citizens of Elmshire. The group of locals is hotly debating 
  whether or not to organize a search party to investigate 
  the nearby ruins.
  If the PCs get closer to the group, a woman from the 
  crowd spots them and waves them over. She is an elfmarked 
  (half-elf) gem merchant who introduces herself as Silvana 
  Redleaf. She tells the PCs that she and her daughter Sophia 
  Redleaf are traveling merchants who arrived in town a few 
  days ago. They were planning on staying in Elmshire a few 
  days before moving along, but then Sophia went missing 
  along with some other villagers. Silvana proclaims to be 
  frustrated with the slow action of the others and wants to 
  hire the PCs to find her daughter:
  “Well, it’s a good thing you got here! You all look capable. 
  At least more so than the rest of these backwater fools. All 
  the trouble started with that strange music a few nights ago, 
  and no one is doing a damn thing to get to the bottom of 
  it. My daughter is missing, and I will pay you good money 
  to find her.”
  If the PCs ask more questions of Silvana or the rest of the 
  villagers, here is what they can learn:
  • Two nights ago, villagers heard strange music coming 
  from the nearby Valeran ruins. The music has continued 
  to play each night since and always starts around 
  midnight. Nothing like this has ever happened in 
  Elmshire before.
  • Several people have gone to investigate the source of the 
  music, and none of them have returned. The missing 
  people are an elderly halfling trapper named Wilhelm, a 
  human teenage boy named Reed, an elfmarked (half-elf) 
  farmer named Marjorie, and Marjorie’s prized truffle 
  pig, Snuffles.
  • The villagers have investigated the ruins during the day, 
  but they found no trace of the missing villagers. There 
  were no clues to the music’s source either, just the empty 
  ruins that have always been there.
  Silvana claims her daughter is among the missing people 
  who investigated the ruins, though this is not true. Silvana is 
  a servant to the demon lord Alquam and planted to lure the 
  adventurers to the ruins. The other villagers aren't familiar 
  with Silvana, but since she seems so distraught, they are not 
  suspicious of her.
  Silvana offers to pay the PCs in precious stones and jewelry 
  if they can find and return her daughter to her. She can 
  reward gemstones equal to 1,000 gp and promises to also gift 
  the PCs a magic ring from her collection if her daughter is 
  brought back alive. Silvana has no intention of paying this 
  reward, so she offers more if the PCs insist on haggling.
  ELMSHIRE
  Elmshire is a tiny community too small to appear on any 
  map. The citizens of Elmshire have bonded together to carve 
  out a patch of safety from the surrounding wilderness.
  Population. Around 40.
  Government. None. Elmshire has escaped the notice of 
  any local lords interested in collecting taxes.
  Defenses. Most citizens of Elmshire possess basic fighting 
  skills and are capable of driving off and hunting beasts. In 
  the event of greater danger, the hamlet would most likely 
  be abandoned.
  Notable Locations. The only public building in town is 
  a trading post called Gil’s Goods. The trading post doubles 
  as a meeting place for the people of Elmshire and has basic 
  adventuring gear for sale.
  PART 2:  
  MUSIC OF THE NIGHT
  In this portion of the adventure, the PCs head to the ruins 
  and discover a strange trapdoor. Descending through the 
  door leads them into a series of bizarre rooms conjured by 
  Alquam, Demon Lord of Night. 
  Riddle of the Ruins
  If the PCs approach the ruins during the day, they find 
  nothing of interest. As the villagers reported, the stone 
  ruins are an empty collection of partially caved-in stone 
  
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  rooms, overgrown with brush. The place was likely a small 
  stone castle or manor house. There are no tracks or clues to 
  indicate what has happened.
  If the PCs approach the ruins at night, read or paraphrase 
  the following:
  As you draw nearer to the elven ruins, you begin to hear 
  ghostly whispers of music. The lilting tune is melancholic, 
  discordant, and altogether otherworldly. The structure 
  itself is just as described, a broken collection of stone walls 
  and foundations whose purpose has long since become 
  unidentifiable. 
  Searching the ruins at night is an entirely different 
  experience than searching them by day. Examining the ruins 
  does not reveal any tracks or clues as to what happened to 
  the missing villagers. Any character who declares they search 
  inside the crumbling ruins however finds an old trapdoor. 
  The haunting music comes from somewhere below this door. 
  Finding the Musician
  Once your PCs open the trapdoor, read or 
  paraphrase the following:
  The creaking trapdoor opens to reveal an earthen cellar. 
  Moldering remains of smashed barrels and crates are the 
  only objects left in the space. A bloated wooden door is set 
  in the northern wall. The whining melody is louder with the 
  trapdoor open, but the source is clearly beyond the next door.
  This cellar is the beginning point of the ruins and the anchor 
  point for Alquam's nightmarish construction. The ruins 
  don't have a stable shape. They are a series of rooms designed 
  to keep the adventurers inside long enough to hear the entire 
  piece of night music, currently being played by Alquam. 
  Once the whole of the sonata has been played, a portal opens 
  to the Shadow Realm. 
  CONSIDERING THE COURTS
  For GMs who have run Courts of the Shadow Fey or who 
  are thinking about running it you might review the events 
  of this adventure and think, “But how does this fit with the 
  Moonlit King as he's presented there?” or “But I thought he 
  was waiting in the...”—right, no spoilers. However, these are 
  reasonable questions, so let's address them. 
  “What if we've already encountered the Moonlit King?” 
  Then you know that he is unhinged and a shade of his 
  former self. The character in this adventure is but a portion 
  of the Moonlit King’s being—a memory of a past Moonlit 
  King. Would releasing it strengthen His Grace back at the 
  courts? Is his imprisonment here part of what allows him 
  to manifest again and again or be replaced when killed by 
  subsuming any who attempt to take his place? The king's 
  situation here is intentionally ambiguous, and unless you're 
  purposefully looking to continue the story told in Courts of 
  the Shadow Fey, the king should not recognize or remember 
  the PCs, and truly, this aspect of the Moonlit King likely 
  never met the PCs. The GM should tailor this shard's role 
  to that which best compliments the conclusions of the 
  past adventure. Here, the Moonlit King is a fragment of the 
  whole, and his defeat might destroy him forever or keep him 
  fragmented and deluded.
  “What if we haven't played Courts of the Shadow Fey 
  yet?” In this case, if you haven't run Courts of the Shadow 
  Fey but are considering doing so, then you might use this 
  encounter to foreshadow the later stages to the PCs or to 
  provide them some key information that has no value until 
  they're deep within the intrigues of the Shadow Court. This 
  encounter might serve to reinforce the king's splintered state 
  and offer them leverage in their activities while reminding 
  them that defeating the Moonlit King, rather than bargaining 
  with him, is not possible, since a portion of his essential 
  being survives here. This option is complicated as well by 
  the chance the group kills the king here. In this case, the GM 
  needs to decide, “Does this shard of the previous Moonlit 
  King's death add to or subtract from the king’s overall 
  madness, and how will it impact the situation in the Shadow 
  Realm?” The easiest course of action is that the death of the 
  shard here weakens the current king’s form in the Tower of 
  the Moon but also gives him memories of the encounter, 
  which makes engaging him in Courts of the Shadow Fey a 
  more nuanced encounter when the PCs discover the current 
  King there.
  “Wait, we killed him before, and now he's gone, or one 
  of our old friends, or a demon lord of filth!” And in this 
  situation, the spirit of the Moonlit King can be released. 
  Doing so probably makes whomever is currently the Moonlit 
  King a bit offput as they experience memories from the 
  old king. The current king remembers the outcome of 
  this encounter and might send agents to waylay the PCs, 
  whether out of spite, appreciation, or curiosity, depending 
  on the outcome. He would now also remember his previous 
  death, should the PCs kill this aspect, and any encounter 
  where he engages with the PCs should be spent taunting 
  those who previously injured him and mocking them for 
  their efforts with descriptions of their failings during the 
  last battle. 
  
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  Ruin Rooms
  Each time the PCs open a door, they conjure one of the 
  following rooms. If the PCs return to investigate the 
  trapdoor that led them into the ruins, they discover that the 
  trapdoor opens onto one of the following rooms. Once a 
  room has been selected, opening and closing the door again 
  does not again change the previously determined room.
   It is recommended that your players encounter three 
  rooms before the final confrontation, but you can adjust this 
  number as you see fit. Roll or choose on the random table 
  below to generate the rooms the PCs find once they move 
  beyond the first cellar door.
  RUIN ROOMS
  d6
  The Room
  1
  Graveyard
  2
  Greenhouse
  3
  Hall of Mirrors
  4
  Laboratory
  5
  Portrait Hall
  6
  Toy Workshop
  GRAVEYARD
  The door opens to a square courtyard, surrounded by stone 
  walls on all sides. Far above, you can see the swirling stars of 
  the night sky. There are several mossy gravestones and a closed 
  sarcophagus scattered around the overgrown grounds.
  As the PCs enter the room, skeletons begin to dig their way 
  out from the gravesites. It takes the skeletons 3 rounds to 
  dig themselves out of their graves, so this is not meant to 
  be a serious combat challenge, just terrifying to behold. If a 
  skeleton is destroyed, another skeleton starts to dig its way 
  out of the vacant grave.
  The PCs must find the trapdoor inside the only 
  sarcophagus in the graveyard to exit this room. The 
  sarcophagus is a large object with AC 18, 75 hit points, and 
  immunity to poison and psychic damage. A successful DC 
  15 Strength (Athletics) check pushes open the sarcophagus's 
  marble lid. Opening the lid or destroying the sarcophagus 
  reveals the trapdoor leading to the next room.
  GREENHOUSE
  The door opens to a large domed chamber. Black mist 
  sluggishly curls outside, pressing against the glass that 
  forms the ceiling. Lush plants and thick vines cover the 
  floor and walls.
  This room is a neglected greenhouse. The vines have grown 
  thick over the walls to conceal the exit door. Chopping 
  through the plants or otherwise removing the vines 
  reveals the door. 
  If the glass ceiling or walls are damaged in any way, 
  the black mist begins to pour into the room. The mist 
  smells like rot but is harmless. Allowing the mist to fill the 
  confines of the chamber slowly is meant to scare the PCs, 
  not harm them. 
  HALL OF MIRRORS
  Hundreds of eyes stare at you as you open the door. 
  Reflections of yourself bounce back at you from the walls, 
  floor, and ceiling of this disorienting space.
  The room is made of mirrors. Characters who smash the 
  mirrors or search the walls by touch discover a loose panel. 
  Removing the panel reveals a door hidden behind it. 
  LABORATORY
  The door opens to a chamber crammed with worktables 
  and shelving. Every surface is cluttered with brightly colored 
  bottles, papers, and other items common to a wizard's study. 
  Hanging from one corner of the ceiling is a large golden cage 
  with a cramped humanoid figure stuffed inside.
  The figure inside the cage is a realistic human dummy. 
  If the cage is opened and the dummy removed, the cage 
  lifts upward, and a portion of the stone wall drops to 
  reveal a door. If weight is placed back in the cage, it sinks 
  once again, and the portion of the wall slides back to 
  cover the door. 
  The bottles in this room are all empty, and every piece of 
  paper in the room is blank.
  ATMOSPHERIC SUGGESTION
  If possible, it is recommended that you play a piece of actual 
  music for your players during this section. Finding creepy 
  orchestral music to play in the background while your PCs 
  explore this ghostly construction of Alquam will ramp up 
  the tension. Searching online for “atmospheric gothic music” 
  yields plenty of results.
  Classical music also works well. In particular, check out 
  Edvard Grieg's Piano Concerto in A Minor as well as the first 
  movement of Ludwig van Beethoven's Moonlight Sonata.
  
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  largely fight defensively, doing everything they can to keep 
  the PCs in the chapel for 3 rounds.
  At the beginning of the third round, Alquam's magic takes 
  effect, and a portal opens in the middle of the room. The 
  harpies’ goal is to get the PCs into the portal—at least one 
  of them, trusting that the rest will follow. Once the portal 
  opens, the owl harpies will use their Hovering Darkness 
  (dragging any unconscious PC into the portal) and Luring 
  Song (luring any charmed PC into the portal) abilities to 
  achieve this.
  Should one or more PCs enter the portal, read the 
  following and proceed to the next section of the adventure: 
  The ghastly music swells to a mighty crescendo that forces 
  the world to spin. Shadows cast by the red candles and dark 
  figures swirl into a blanket of utter black.
  As you get your bearings, you realize you are no longer 
  in the chapel. Wherever you are, at least the music has 
  finally stopped.
  Alquam’s magic continues for 10 minutes after the portal 
  opens, after which the portal closes and any remaining PCs 
  find themselves in the original cellar with no trace of the 
  illusory rooms. 
  PART 3: 
  VAULT OF DREAMS
  The portal has transported the characters to a remote corner 
  of the Shadow Realm known as the Vault of Dreams. To 
  escape the vault, the PCs must collect the items required to 
  conduct the ritual of awakening. Once the ritual is complete, 
  the adventurers have their window to escape—and so does 
  the shard of the previous Moonlit King.
  Vault Features
  This tomb-like vault is carved from stark geometric patterns 
  of black and white stone. There are no windows, and the 
  whole place is filled with stale air.
  Ceilings. Unless specified otherwise, the ceilings of the 
  vault are 15 feet tall and covered with black and white 
  mosaics of twisting abstract patterns. 
  Doors. Unless specified otherwise, the doors in the vault 
  are made of black and white stone with no locks.
  Light. Unless specified otherwise, there are no light 
  sources in any area of the vault.
  Restless Whispers. The Vault of Dreams is a small piece 
  of the Shadow Realm and haunted by dreamers. Anyone 
  PORTRAIT HALL
  The door opens to a long hallway with another door at the 
  very end. The walls are crammed full of dusty portraits 
  depicting people.
  Characters who examine the portraits or have a passive 
  perception of at least 18 notice the portraits depict familiar 
  people. The faces portray many of the villagers the PCs 
  encountered in Elmshire and aged versions of themselves.
  The portraits can be removed from the wall, but they are 
  dusty and worthless.
  TOY WORKSHOP
  The door opens to a workshop crammed with toys. Shelves 
  stuffed full of stuffed animals, puppets, and carved dolls 
  line the walls. At the center of the room is a worktable 
  with a hyper-realistic dollhouse, complete with a lawn and 
  painted front door.
  The workshop has a pristine collection of toys. The 
  dollhouse in the center of the room is the key to exiting. By 
  opening the doll house's front door, a character causes a door 
  to appear in the room suddenly. Closing the dollhouse door 
  causes the exit to disappear.
  The Final Room
  Once the adventurers reach the final room, read or 
  paraphrase the following:
  The door opens to a dark chapel with soaring vaulted ceilings. 
  Black tapestries adorn the walls, and dripping red candles 
  cast eerie shadows on pillars carved like screaming skulls. You 
  finally see the source of the crawling tune that has plagued 
  you this entire time.
  A figure draped in a cloak of blackest night furiously taps 
  its talons against a massive pipe organ. Three wriggling 
  humanoid figures with sacks over their heads are bound to 
  the tall silver pipes. The music pauses for just long enough to 
  allow you to hear a chorus of shrieks from above.
  This dark chapel is the final stop for Alquam’s trap. The 
  bird-like humanoid playing the organ is an illusory avatar 
  of Alquam, Demon Lord of Night. The pipe organ, the 
  figures, and Alquam are all the product of a major image 
  spell. Interacting with these elements reveals the illusion but 
  cannot stop the music.
  While Alquam himself is not real, the three owl harpies 
  (see Appendix or Tome of Beasts) he has commanded to 
  guard the chapel certainly are. The harpies are seated on top 
  of three of the 60-foot-tall pillars carved to look like columns 
  of skulls. The owl harpies immediately attack the PCs but will 
  
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  except for one monstrous clawed hand. A successful DC 
  18 Intelligence (History) check identifies this statue as a 
  depiction of the fey lord known as the Moonlit King (see 
  Tome of Beasts).
  The statue is a large object with AC 18, 75 hit points, and 
  immunity to poison and psychic damage. A successful DC 
  20 Strength (Athletics) check topples the statue. If the statue 
  is damaged, moved, pushed into the pool, or destroyed, it 
  reverts to its original state and place after 10 minutes.
  ESCAPING THE VAULT
  Several things have to happen in this room to escape the 
  Vault of Dreams. In the other regions of the vault, the PCs 
  can find a knife, a wand, and a chalice. When these three 
  items are dropped into the pool, the ritual of awakening 
  begins, and the characters will have an opportunity to escape 
  who listens can hear a soft chorus of worried whispers while 
  inside the vault.
  Stasis. The vault is trapped in a stasis that keeps both the 
  shard of the previous Moonlit King trapped and prevents 
  the vault from being damaged. Anything that is destroyed 
  or displaced in the vault resets to its original state after 
  10 minutes have passed. The vault areas where this effect 
  is most likely to influence the adventure are noted in 
  each section.
  Vault of Dreams
  The following locations are keyed to the map 
  Vault of Dreams.
  AREA 1: POOL ROOM
  You find yourself in complete darkness. As your eyes adjust, 
  you see a pool set into the floor of this hexagonal room. The 
  pool glows with a faint lavender light, illuminating the base of 
  a marble statue at its edge.
  The portal has transported the PCs to 
  the Shadow Realm. In particular, a 
  hidden shrine called the Vault of 
  Dreams. This chamber is the center 
  of the vault and holds the key to 
  the PCs’ escape.
  Characters who look around the room 
  find several things of note.
  Braziers. Two large stone braziers 
  rest on the balcony. Each brazier has a 
  neat pile of dried twigs and aromatic 
  leaves ready to light. When lit, these 
  braziers illuminate the entire room.
  Pool. The faintly glowing substance 
  in the pool is not water. It is a viscous 
  opalescent liquid. A successful DC 15 
  Intelligence (Arcana or Nature) check 
  confirms this is no natural substance, and 
  it appears to be raw magical energy in a 
  semi-solid state. If any liquid is removed 
  from the pool, it ceases to be magical. If 
  the pool is drained, any fluid lost replenishes 
  after 10 minutes. 
  Statue. The marble statue at the pool's edge 
  depicts a male humanoid figure dressed in 
  otherworldly finery. The man looks mostly human, 
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  the vault. When the three items are tossed into the pool, 
  jump to the Return of the King section below.
  AREA 2: RELIQUARY OF RITUAL
  This hexagonal room is empty except for an ornate silver chest 
  atop an altar at the room's very center. 
  As you take in your surroundings, a booming voice issues 
  from the chest, "You are in the presence of the Reliquary of 
  Ritual! Step forward pilgrims if ye seek knowledge."
  If any characters approach the chest, the reliquary 
  poses them a series of questions. The reliquary asks 
  a question, waits for every character to answer, then 
  delivers its response.
  The first question the reliquary asks:
  “Who comes before the Reliquary of Ritual?” 
  If the player answers anything other than their real 
  name, the reliquary says: "Ye are unworthy. Step away, 
  pilgrim." The reliquary then refuses to interact with that 
  character any further.
  The second question the reliquary asks: 
  “Would you name yourself as strong or wise?” 
  If a character answers “strong,” the reliquary will say, “That 
  is too bad. You are unworthy of my knowledge. Run along.” 
  The reliquary opens its lid and spits out a child’s toy sword 
  as a consolation prize. The reliquary then refuses to interact 
  with that character any further.
  The third exchange is not a question but instead a demand:
  “Demonstrate your power if ye be worthy.”
  The reliquary wants to see something impressive to 
  demonstrate a character’s worth. Casting a spell is one way 
  to impress the reliquary, but a creative demonstration using 
  a skill is also acceptable. The reliquary will judge who gave 
  the most impressive display (preferring anyone who cast a 
  spell). It then says to that character, "Only ye are worthy, step 
  forward and receive the gifts of the reliquary.”
  Treasure. The reliquary opens to the person it deems 
  “worthy.” Inside the chest is a scroll of telepathic bond and a 
  scroll of phantom steed. In addition to these, there is a piece 
  of rolled parchment that details the ritual of awakening 
  (see Appendix). 
  AREA 3: SANDS OF SLEEP
  A thin walkway stretches between the two doors of this room. 
  Just underneath the walkway is a lake of white sand that 
  continuously churns like ocean waves. Every so often, you 
  glimpse objects in the sand, whispers of golden treasures that 
  bubble to the surface and then sink back into the depths. 
  This pit is filled with sleeping sand. Any character who 
  touches it must succeed on a DC 15 Constitution saving 
  throw or fall unconscious. An unconscious PC is rapidly 
  pulled underneath the sand and begins to suffocate. An 
  unconscious character can repeat the saving throw at the 
  end of each of their turns to see if they wake up. Pulling 
  a character out of the sand or swimming out of the sand 
  requires a successful DC 15 Strength (Athletics) check.
  Buried Treasures. There are various golden objects buried 
  in the sand, everything from ornate clocks to crowns to 
  weapons. A character who reaches into the sand or dives in 
  must succeed a DC 15 Constitution saving throw each round 
  they are in contact with it (as per the rules above). Characters 
  who use magic or other creative means for fishing objects 
  out of the sand do so easily. All objects pulled from the sand 
  disappear from the inventory of characters who teleport out 
  of the vault.
  Golden Hilt. Characters who have investigated the Dream 
  Anvil in Area 6 can easily spot a golden hilt among the 
  sand’s treasures. 
  AREA 4: DREAM ANVIL
  A faintly glowing anvil sits at the far side of this small room. 
  Set into its surface is a depression shaped like a knife with a 
  unique hilt.
  The anvil is the only object in this room. The PCs can use it 
  to craft the knife needed for the ritual of awakening. When 
  sleeping sand and a hilt from Area 3 are inserted, the anvil 
  flashes and magically assembles a glass dagger.
  Clue. If the PCs are struggling to figure out how to use the 
  anvil, randomly determine a character who notices an empty 
  packet of sleeping sand at the base of the anvil.
  
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  AREA 5: REFUSE PIT
  The roughhewn walls of this cavern reveal it was a later 
  addition to the vault. A rocky crater on the south side of 
  the room is filled with a bubbling black liquid. A sudden 
  presence enters your mind as you hear a voice crawl into 
  your thoughts.
  This stone cavern serves as a refuse pit for the vault. Trash is 
  dumped into the bubbling black liquid, which breaks down 
  all materials. 
  The telepathic voice belongs to an unfortunate servant 
  named Elwood. Elwood served as the vault's caretaker until 
  he defied instructions and removed the coverings of the 
  mirrors in Area 6. He was promptly slain by the mirror 
  images who dropped his body into the black pit. While his 
  body is gone, Elwood's consciousness remains trapped in 
  the pit. Elwood cannot be saved, but he wants revenge on 
  the creatures who trapped him in this eternal nightmare. 
  Elwood asks the PCs to smash the mirrors in Area 6 and 
  dump every single shattered piece into the black bubbling 
  pit. This process is the only way to ensure the mirror images 
  cannot respawn. 
  If the characters do as Elwood asks, he spits out the chalice 
  required to conduct the ritual of awakening. 
  AREA 6: MIRROR CHAMBER
  This room is large with soaring ceilings and a wide expanse 
  of a tiled floor. On the southern side of the room rests a stage 
  scattered with objects. Two ornately carved mirrors, at least 
  15 feet in height, rest in opposite corners. On the northern 
  side sprawls a balcony, 15 feet up.
  Two mirror images lurk inside this room, one inside each 
  mirror. The mirrors are angled so that the mirror images do 
  not perceive anyone on the northern balcony. However, if 
  a creature enters the room from the west or east or climbs 
  down from the balcony, they immediately step from their 
  mirrors to attack.
  Destroying the Mirrors. The gigantic mirrors and the 
  mirror images that inhabit them are one creature. The 
  standing mirrors share the mirror images’ AC, saving 
  throws, and hit points. The mirrors shatter when the mirror 
  images are destroyed, scattering the shards on the floor. 
  Like everything else in the vault, the mirrors will repair 
  themselves 10 minutes after being destroyed.
  The Stage. The stage at the southern end of the room has 
  a variety of equipment stacked on it. These items include 
  moldy rations, candles, kindling, cleaning materials, and 
  other standard equipment. The only notable item is a set of 
  massive black-velvet curtains. If these curtains are draped 
  over the mirrors in this room, the mirror images are forced 
  to retreat into their respective mirrors and do not attack 
  anyone who passes through the room. The curtains were 
  originally placed here by Elwood, who met a nasty fate and 
  now resides in Area 5. 
  AREA 7: LECTERN
  A stone lectern rests in this unadorned alcove. A tome rests 
  open on it. The page shows an image of a beautiful, crowned 
  figure dressed in a cape made of flowing water.
  The tome resting on the lectern is titled Pimm's Faerie 
  Tales. It is a collection of stories chronicling the various fey 
  monarchs who vie for power. 
  Anyone who spends time examining the book or 
  flipping through its pages discovers a note is written inside 
  the front cover:
  Night stares across the sky upon her cast-out lord, flanked by 
  her sister queens, ready for a fight.
  Winter's monarch keeps His Rippling Majesty close by her 
  side, whose watery throne rests to the Moonlit King's right.
  This note reveals how to solve the spinning pillar puzzle in 
  Area 8. The PCs can also use the book to identify the carved 
  images of the fey lords and ladies.
  ROLEPLAYING ELWOOD
  Elwood was once an elf commanded to clean and look after 
  the Vault of Dreams. He has been trapped in his current 
  incorporeal state for so long, however, that he can only 
  vaguely recall details about his former life.
  The realization that he will be trapped here for centuries 
  until his consciousness finally fades away has shredded his 
  sanity. Elwood is desperate for the characters to help him 
  enact his revenge and will try every emotional tactic to get 
  them to help.
  If the PCs ask Elwood questions about the vault or how 
  they arrived, he can only provide cryptic hints at information. 
  He genuinely cannot remember the purpose of the vault, but 
  he does suggest the characters visit the Reliquary of Ritual in 
  Area 2 if they need help.
  
  10
  AREA 8: SPINNING PILLARS
  Six floor-to-ceiling pillars surround a central column of 
  transparent glass. Five of the pillars are carved with five 
  different panels. The sixth pillar on the eastern side of the 
  room shows the same panel on every side depicting a man 
  dressed in finery with a single clawed hand.
  This room is a puzzle that can be solved using the note 
  written in the book in Area 7. To solve the puzzle, the 
  PCs must rotate the pillars, so the correct sides face the 
  center's glass column.
  The panels depicted on the five pillars (that can be 
  rotated) are:
  • A man dressed in animal hides with antlers growing from 
  his head: Lord of the Hunt
  • A crowned woman dressed in a gown carved with stars: 
  Queen of Night and Magic
  • A woman with wild tangled hair holding a silver ring: 
  Queen of Witches
  • A crowned man dressed in robes carved like waves: 
  River King
  • A woman draped in thick furs fringed with carved shards 
  of ice: Snow Queen
  The correct faces to show on the pillars are:
  • Top left: Snow Queen
  • Top Right: River King
  • Far-Right: Moonlit King
  • Bottom Right: Lord of the Hunt
  • Bottom Left: Queen of Witches
  • Far Left: Queen of Night and Magic
  Once the pillars have been set correctly, the glass column 
  cracks, and a glass wand rolls onto the floor. The wand is not 
  magical, but it is one of the three items needed to conduct 
  the ritual of awakening in Area 1.
  AREA 9: CHRONICLE OF DREAMS
  Wooden shelves with dozens of tiny drawers cover the walls 
  of this room. There are several alcoves in the room that each 
  contain a marble stand topped with a shallow bowl. The 
  bowls are filled with viscous black liquid.
  This chamber is a storage space for the Moonlit King's 
  dreams. While the king slept, a caretaker named Elwood 
  was supposed to collect the dreams and place them in these 
  drawers. Since Elwood met his unfortunate end centuries 
  ago (see Area 5), the Moonlit King's dreams have gone 
  uncollected, and most of the drawers are empty.
  Searching the Drawers. Most of the dozens of drawers 
  are empty, but a few contain glass marbles. Each of these 
  marbles is of varying sizes and has a different pattern of 
  colored glass. When a marble is dropped into the black 
  liquid, the creature that dropped the marble experiences the 
  king's dream.
  If a character drops a marble into a bowl, you can roll or 
  choose on the Dream Marbles Table below to determine 
  what they experience:
  DREAM MARBLES
  d8
  The Dream
  1
  You experience the sensation of physical touch for the 
  first time in what feels like forever. Her beautiful face, 
  like marble perfection, swims into view. So close, you 
  can count the constellations that swirl in her gaze. She’s 
  going to take you back this time. This time, you’re sure.
  2
  Wind whips against your face as you soar through the 
  moonlit sky. It is the warm winds of faerie however, so 
  not so unpleasant. Far below, you watch the forests stir 
  as you head home to rest.
  3
  Your tongue feels the sweet burst of yet another ripe 
  summer berry. You sigh with pleasure as gilded pixies 
  lay dinner platters before you. Your eyes fill with the 
  delight of soft cheeses, honeyed meats, rich wines, and 
  fresh breads.
  4
  White-hot light blinds your vision as stone walls shatter 
  nearby. Your vision recovers slowly, allowing you to see 
  a hole in the wall of your prison. Fresh air, real night air, 
  fills your nose. You are free to escape.
  5
  The caress of silk is a revelation as you slide your arm 
  into yet another gossamer sleeve. You smile at the rows 
  of beautiful clothing. Excessive finery made just for you.
  6
  You feel the crown’s weight settle on your head and hear 
  the cheers of your subjects. Everyone in the court has 
  come to witness your triumph. You wave to the folk as 
  the band begins to play.
  7
  Panic surges in your chest as you claw along the dark 
  stone floor. There is not a single crack in your prison. You 
  can no longer feel the moon’s light, you are going to die 
  here alone.
  8
  Wolf songs echo through the hills somewhere far away. 
  You long to run with them once again, but no matter 
  how fast you run, you can’t seem to catch up. Surely, 
  they must be over the next hill, you just have to push a 
  little farther.
  AREA 10: COLLAPSED PASSAGE
  Large chunks of stone and rubble have fallen from above, 
  collapsing the passage.
  This passage used to lead to the rest of the Shadow Realm, 
  but it has collapsed over the centuries.
  A character can spend an hour of hard work clearing the 
  passage, at which point viscous black liquid pours from the 
  opening. The liquid continues to flow in a torrent, flooding 
  
  11
  the vault for 10 minutes. At the 10-minute mark, the 
  collapsed passage suddenly returns to its original state, and 
  the liquid disappears. The vault's ability to reset itself makes 
  it impossible to escape using this route.
  Return of the King
  Once the glass knife, the wand, and the chalice are 
  dropped into the pool, the ritual of awakening begins. 
  As the items sink into the opalescent pool, the liquid begins to 
  spin, rapidly speeding to create a whirlpool. Cracking sounds 
  come from the marble statue as you see flecks of stone fall 
  from a now-animated face.
  The swirling vortex in the pool is the portal back to Midgard. 
  If the PCs jump into the vortex, they are transported out of 
  the vault and return to Midgard.
  By opening the vortex, the characters have allowed the 
  shard of the previous Moonlit King an opportunity to 
  escape as well. The Moonlit King's goal is to jump into the 
  portal and escape (not necessarily to fight the characters). 
  Each round the Moonlit King remains conscious, he 
  becomes less statue-like. At the beginning of the 4th round, 
  he has full control of his powers and does everything he can 
  to leap into the vortex. 
  If the characters decide to fight the Moonlit King (see 
  Tome of Beasts) and manage to defeat or incapacitate him 
  before he leaps into the portal, he will revert to a stone statue 
  in 10 minutes due to the vault's stasis effect. Before this 
  happens, the vortex closes, which means the king’s 
  memory is forced to remain in the vault. Use the 
  following changes to the Moonlit King’s stats for 
  this encounter:
  • Has hit point maximum halved. (Once the shard 
  steps through the portal, his memories are now 
  shared by the current Moonlit King. Should the 
  shard of the Moonlit King ever fall to 0 hit points 
  while outside of the vault, the shard is destroyed.)
  • Has a speed of 0 feet until the beginning of the 4th 
  round of combat.
  • Does half damage with Fearful Shadows action.
  • Cannot take Summon Devil action nor take 
  legendary actions.
  • Cannot take lair actions, and the Vault of 
  Dreams is not affected by regional effects.
  
  12
  CONCLUSION
  This section details the events that follow the completion of 
  the ritual of awakening. 
  Consequences
  If the PCs can neutralize the Moonlit King, he reverts 
  to a statue and is unable to escape his prison in the 
  Vault of Dreams. 
  The final strike shatters the Moonlit King as if he were made 
  of stone. The pieces lay scattered on the floor, no longer living. 
  The whirl of the portal in the center of the room begins to 
  grow quieter as you see the whirlpool growing smaller. If you 
  are going to escape from the vault, you have to do it now.
  Characters who jump into the vortex appear back on 
  Midgard within the cellar of the ruins just outside Elmshire. 
  When they appear, they notice that the missing citizens have 
  appeared with them. The citizens cannot remember anything 
  since they last heard the music. Silvana has fled Elmshire by 
  the time the characters return for their reward.
  THE MOONLIT KING ESCAPES
  If the PCs decide to jump into the vortex without 
  confronting the Moonlit King, they return to Midgard as 
  above. However, the Moonlit King follows them when he 
  regains full control of his body in 4 rounds. Once he is free, 
  the shard of the Moonlit King has better things to do than 
  fight adventurers, but he might be inclined to give them a gift 
  or a last-minute sucker punch. 
  However that interaction ends, the shard is now free to 
  wander the world. What he does with his freedom, especially 
  with regard to the current Moonlit King and the courts, 
  depends on what works best for your campaign, but he has 
  many scores to settle and isn't too concerned with whatever 
  global fallout might ensue.
  Further Adventures
  If the PCs wish to continue following the threads of this 
  story, here are several hooks to craft a follow-up adventure:
  • The PCs can attempt to track down Silvana Redleaf to get 
  their just rewards. This route leads them to interact with 
  the demon cult of Alquam.
  • If the PCs succeeded in keeping the Moonlit King trapped, 
  this attracts the gratitude of one of the fey lords or ladies. 
  Perhaps the fey is interested in giving them a few tasks of 
  their own to complete.
  • The PCs’ presence in the vault has likely alerted the Queen 
  of Night and Magic to their efforts—and maybe also 
  the current Moonlit King or his allies. The PCs might 
  subsequently get drawn into quests for any number 
  of related parties, perhaps even being drawn into the 
  intrigues of the Courts of the Shadow Fey.
  APPENDIX
  All of the new game elements in this adventure are 
  presented here.
  New Magic Items
  These items may prove useful to resourceful adventurers.
  SLEEPING SAND 
  Wondrous item, uncommon
  Found in a small packet, this powder resembles soft white 
  sand. There is enough of it for one use. When you use an 
  action to throw the dust into the air, you and each creature 
  within 30 feet of you that requires sleep must succeed on a 
  DC 15 Constitution saving throw or fall unconscious until 
  the sleeper takes damage, someone uses an action to shake or 
  slap the sleeper awake, or 1 minute has passed.
  
  13
  Monsters & NPCs
  There are many foes that seek to block your progress.
  MIRROR IMAGE
  Medium monstrosity, lawful evil
  Armor Class 17 (natural armor)
  Hit Points 170 (20d8 + 80)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13 (+1) 
  20 (+5) 
  19 (+4) 
  14 (+2) 
  12 (+2) 
  16 (+3)
  Damage Immunities radiant
  Condition Immunities blinded
  Senses darkvision 120 ft., passive Perception 12
  Languages understands the language of its creator 
  but can’t speak
  Challenge 8 (3,900 XP)
  Refract. If the mirror image is hit with radiant damage, 
  every creature who can see it must succeed on a DC 15 
  Constitution saving throw or be blinded.
  Actions
  Multiattack. The mirror image makes three slash 
  attacks. One of these attacks can be replaced with its 
  multiplicity action.
  Slash. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 15 (3d6 + 5) 
  Multiplicity (Recharge 5–6). The mirror image conjures 
  three illusory duplicates of itself that appear in its space. 
  The duplicates move with the mirror image and mimic 
  its actions, shifting positions, so it’s impossible to track 
  which image is real.
  Each time a creature targets the mirror image with 
  an attack, roll a d20 to determine whether the attack 
  targets one of the duplicates.
  On a roll of 10 or higher, the attack targets a duplicate 
  which is immediately destroyed. 
  A creature is unaffected by this ability if it can’t see, if 
  it relies on senses other than sight, such as blindsight, or 
  if it can perceive illusions as false, as with truesight.
  Reactions
  Copy. When the mirror image takes damage from a 
  creature within melee range, it can use a reaction to 
  assume the form of its attacker for the remainder 
  of its turn.
  While a creature is copied, all damage dealt to the 
  mirror image is also dealt to it.
  
  14
  OWL HARPY
  Medium monstrosity, neutral evil
  Armor Class 14
  Hit Points 112 (15d8 + 45)
  Speed 20 ft., fly 80 ft. (hover)
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1)  17 (+3)  16 (+3)  11 (+0)  14 (+2)  
  14 (+4) 
  Skills Performance +7, Stealth +6 (+9 while flying)
  Damage Vulnerabilities thunder
  Senses blindsight 60 ft., passive Perception 12
  Languages Common, Abyssal, Giant
  Challenge 5 (1,800 XP)
  Dissonance. The owl harpy can’t use its blindsight 
  while deafened.
  Innate Spellcasting. The owl harpy’s innate spellcasting 
  ability is Charisma. The owl harpy can innately cast the 
  following spells, requiring no material components:
  3/day: darkness
  Actions
  Multiattack. The owl harpy makes two claw attacks and 
  two talon attacks.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) slashing damage.
  Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage.
  Hovering Darkness. An owl harpy that hovers in flight 
  can shake a fine, magical dander from her wings over 
  a creature within 20 feet and directly below her. The 
  creature must succeed on a DC 15 Constitution saving 
  throw or fall unconscious and be poisoned for 10 
  minutes. It wakes up if it takes damage or if a creature 
  uses an action to shake it awake, but waking up doesn’t 
  end the poisoning.
  Luring Song. The owl harpy sings a magical melody. 
  Every humanoid and giant within 300 feet of the 
  harpy that can hear the song must succeed on a DC 
  15 Wisdom saving throw or be charmed until the 
  song ends. The harpy must use a bonus action on 
  its subsequent turns to continue singing. It can stop 
  singing at any time. The song ends if the harpy becomes 
  incapacitated.
  While charmed by the harpy, a target is incapacitated 
  and ignores the songs of other harpies. A charmed 
  target that is more than 5 feet away from the harpy must 
  move at its highest rate (including dashing, if necessary) 
  along the most direct route to get within 5 feet of the 
  harpy. The charmed creature doesn’t maneuver to avoid 
  opportunity attacks, but it can repeat the saving throw 
  every time it takes damage from anything other than the 
  harpy. It also repeats the saving throw before entering 
  damaging terrain (lava or a pit, for example) if the most 
  direct route includes a dangerous space. A creature 
  also repeats the saving throw at the end of each of its 
  turns. A successful saving throw ends the effect on that 
  creature and makes the creature immune to this harpy’s 
  song for 24 hours.
  The Ritual of Awakening
  Following is the text of the ritual of awakening, instructing 
  the PCs on how to perform the ritual:
  While caught in sleep
  Your soul we’ll keep
  Locked in the vault of dreams
  Our mad liege
  We’ll keep from siege 
  Locked in the vault of dreams
  One day to wake
  The steps to take
  To escape the vault of dreams
  Key objects found
  Then promptly drowned
  To escape the vault of dreams
  One a chalice
  Stained by malice
  Kept in the vault of dreams
  Forge the knife
  Of nightmares life
  Kept in the vault of dreams
  Reveal the wand
  From pillars spawned
  Or die in the vault of dreams
  With all three
  Our king you’ll see
  Or die in the vault of dreams
  
  15
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