TEXT: By Patrick Lawinger
     Hall  
     Hall  
  Rainbow Mage
  Rainbow Mage
  Of 
  Of 
  The
  The
  5TH EDITION 
  COMPATIBLE
  
  ©2020 Necromancer Games. All rights reserved. Reproduction without the written 
  permission of the publisher is expressly forbidden. Necromancer Games, and the Necromancer 
  Games logo, Hall of the Rainbow Mage is a trademark of Necromancer Games. All rights 
  reserved. All characters, names, places, items, art, and text herein are copyrighted by 
  Necromancer Games. The mention of or reference to any company or product in these pages 
  is not a challenge to the trademark or copyright concerned.
  NecromaNcer Games
  ISBN: 978-1-62283-916-2
  5e PDF
  NECROMANCER
     Games
  TM
     Hall  
     Hall  
  Rainbow Mage
  Rainbow Mage
  Of 
  Of 
  The
  The
  Written by:
  Written by:
  Patrick Lawinger
  5e Conversion:
  5e Conversion:
  Ken Spencer with Edwin Nagy
  editors:
  editors:
  W.D.B. Kenower, Jeff Harkness
  d20 Content editor:
  d20 Content editor:
  Scott Greene
  Art direCtor:
  Art direCtor:
  Casey Christofferson
  LAyout:
  LAyout:
  Suzy Moseby
  interior Art:
  interior Art:
  Santa Norvaisaite, Quentin Soubrouillard,  
  Michael Syrigos 
  Front Cover Art:
  Front Cover Art:
  Michael Syrigos 
  CArtogrAphy:
  CArtogrAphy:
  Robert Altbaur
  pLAytesters:
  pLAytesters:
  Nathan White, Andy and Amy White, Jenny 
  “Notdatone” Jones, Scott Wall, Brian Shack, 
  David Cane, Beth and Michael Park, and “Gant 
  Burnedtoes.”
  speCiAL thAnks:
  speCiAL thAnks:
  Thanks to Bill Webb, Clark Peterson, and the entire 
  Necromancer Games staff for making both gaming 
  and writing so much fun. Ryan Dancey for creating 
  the D20 license, enabling such wonderful publishers 
  to exist. Melanie for putting up with my addiction and 
  my boys, Anthony and Alexander for helping me see 
  the wonder of the world through children’s eyes.
     hALL  
  rAinboW MAge
  Of 
  The
  
  2|Hall of tHe Rainbow Mage
  2|Hall of tHe Rainbow Mage
  ChApter one: introduCtion
  ChApter one: introduCtion ............................
   ............................5
  Adventure bACkground
  Adventure bACkground .......................................
   ....................................... 5
  ModuLe orgAnizAtion
  ModuLe orgAnizAtion .........................................
   ......................................... 5
  ChArACter hooks
  ChArACter hooks ...............................................
   ............................................... 5
  notes
  notes .................................................................
   ................................................................. 5
  running the Adventure
  running the Adventure .......................................
   ....................................... 5
  ChApter tWo: hAMpton hiLL
  ChApter tWo: hAMpton hiLL ...........................
   ...........................6
  running the Adventure in hAMpton hiLL
  running the Adventure in hAMpton hiLL .............
   .............6
  the Current situAtion regArding LondAr
  the Current situAtion regArding LondAr’s
  disAppeArAnCe
  disAppeArAnCe ...................................................
   ...................................................6
  initiAL ACtions by MAjor npCs
  initiAL ACtions by MAjor npCs ..........................
   .......................... 7
  ruMors And inForMAtion
  ruMors And inForMAtion ..................................
   .................................. 7
  generAL LoCAtions in hAMpton hiLL
  generAL LoCAtions in hAMpton hiLL .....................
   .....................9
  CoMMon hoMes And CottAges
  CoMMon hoMes And CottAges ...........................
   ...........................9
  nobLe And MerChAnt hoMes
  nobLe And MerChAnt hoMes..............................
  ..............................9
  keyed LoCAtions in hAMpton hiLL
  keyed LoCAtions in hAMpton hiLL ........................
   ........................9
  1. the toWn squAre
  1. the toWn squAre ..........................................
   ..........................................9
  2. the viLLAge hALL
  2. the viLLAge hALL...........................................
  ...........................................9
  3. the hAMpton hiLL stAbLes
  3. the hAMpton hiLL stAbLes .............................
   .............................9
  4. ebbon
  4. ebbon’s Forge
  s Forge ..............................................
   ..............................................9
  5. kyreAn
  5. kyreAn’s .......................................................
   .......................................................9
  6. the White boAr inn
  6. the White boAr inn ......................................
   ......................................9
  7. Ander
  7. Ander’s CottAge
  s CottAge .........................................
   ......................................... 10
  10
  8. XAnthAque
  8. XAnthAque’s hoMe
  s hoMe ......................................
   ...................................... 10
  10
  9. the pAth oF shrines
  9. the pAth oF shrines ....................................
   .................................... 10
  10
  10. strybyorn
  10. strybyorn’s hoMe
  s hoMe .....................................
   ..................................... 10
  10
  11. the red house
  11. the red house ..........................................
   .......................................... 10
  10
  12. MArooF
  12. MArooF’s eLiXirs
  s eLiXirs ........................................
   ........................................ 10
  10
  13. AdditionAL shops And inForMAtion
  13. AdditionAL shops And inForMAtion .............
   ............. 10
  10
  ChApter three: WiLderness
  ChApter three: WiLderness .............................
   .............................11
  11
  trAveL to LondAr
  trAveL to LondAr’s MAnsion
  s MAnsion ...............................
   ............................... 11
  11
  A. the CrAsh site
  A. the CrAsh site ............................................
   ............................................ 11
  11
  b. byorik
  b. byorik’s CAve
  s CAve ..............................................
   .............................................. 11
  11
  C. sMALL FieLd
  C. sMALL FieLd .................................................
   .................................................13
  13
  d. LondAr
  d. LondAr’s MAnsion
  s MAnsion .......................................
   .......................................13
  13
  trAveLing to Arn
  trAveLing to Arn’s MountAin
  s MountAin .............................
   .............................13
  13
  e. uveAr
  e. uveAr’s CAMp
  s CAMp ...............................................
   ...............................................13
  13
  F. Arn
  F. Arn’s MountAin
  s MountAin ..........................................
   ..........................................13
  13
  ChApter Four: LondAr
  ChApter Four: LondAr’s MAnsion And toWer
  s MAnsion And toWer . . 14
  14
  1. the Front door
  1. the Front door .........................................
   ......................................... 16
  16
  2. A LArge entry hALL
  2. A LArge entry hALL .....................................
   ..................................... 16
  16
  3. the servAnt quArters
  3. the servAnt quArters .................................
   ................................. 16
  16
  4. the kitChen
  4. the kitChen ...............................................
   ............................................... 16
  16
  5. the dining rooM
  5. the dining rooM .......................................
   ....................................... 16
  16
  6. the guest bedrooM
  6. the guest bedrooM ....................................
   .................................... 16
  16
  7. LondAr
  7. LondAr’s bedrooM
  s bedrooM .......................................
   .......................................17
  17
  8. the Living rooM
  8. the Living rooM .........................................
   .........................................17
  17
  9. LondAr
  9. LondAr’s oFFiCe
  s oFFiCe ...........................................
   ...........................................17
  17
  LondAr
  LondAr’s toWer (AreAs 10
  s toWer (AreAs 10–12)
  12) .............................
   .............................17
  17
  10. the seCond LeveL oF LondAr
  10. the seCond LeveL oF LondAr’s toWer
  s toWer ...........
   ...........17
  17
  11. the third LeveL oF LondAr
  11. the third LeveL oF LondAr’s toWer
  s toWer .............
   .............18
  18
  12. the Fourth LeveL oF LondAr
  12. the Fourth LeveL oF LondAr’s toWer
  s toWer ...........
   ...........18
  18
  ChApter Five: beneAth the MAnsion
  ChApter Five: beneAth the MAnsion ...............
   ...............19
  19
  the CAverns (AreAs 13
  the CAverns (AreAs 13–23)
  23) .................................
   ................................. 19
  19
  13. roughheWn hALLWAy
  13. roughheWn hALLWAy .................................
   ................................. 19
  19
  14. beFore the jungLe CAvern
  14. beFore the jungLe CAvern ..........................
   .......................... 19
  19
  the jungLe CAvern
  the jungLe CAvern .............................................
   .............................................21
  21
  15. kunkthAnk
  15. kunkthAnk’s AMbush
  s AMbush ..................................
   ..................................21
  21
  16. A seCret door
  16. A seCret door ...........................................
   ...........................................21
  21
  17. An AbAndoned ALCheMist
  17. An AbAndoned ALCheMist’s LAborAtory
  s LAborAtory .........
   .........21
  21
  18. CAvern oF the LAke
  18. CAvern oF the LAke ....................................
   .................................... 22
  22
  19. A short hALLWAy oF poLished stone
  19. A short hALLWAy oF poLished stone ............
   ............ 22
  22
  the CAvern oF CrystALs
  the CAvern oF CrystALs .....................................
   ..................................... 22
  22
  20. A CrystAL CoLuMn
  20. A CrystAL CoLuMn .....................................
   ..................................... 22
  22
  21. sLiMe pooL
  21. sLiMe pooL ................................................
   ................................................ 23
  23
  22. A shiMMering pooL oF WAter
  22. A shiMMering pooL oF WAter .....................
   ..................... 23
  23
  23. the door to LondAr
  23. the door to LondAr’s LAborAtory
  s LAborAtory .............
   ............. 23
  23
  <LondAr
  <LondAr’s LAborAtories (AreAs 24
  s LAborAtories (AreAs 24–33)
  33) ..................
   .................. 23
  23
  24. A short entry hALL
  24. A short entry hALL ..................................
   .................................. 23
  23
  25. A quiet sitting rooM
  25. A quiet sitting rooM ...............................
   ............................... 23
  23
  26. the rooM oF syMboLs
  26. the rooM oF syMboLs ................................
   ................................ 23
  23
  27. the CoFFin rooM
  27. the CoFFin rooM ......................................
   ...................................... 24
  24
  28. A huge CLoset
  28. A huge CLoset ..........................................
   .......................................... 24
  24
  29. A LArge LAborAtory
  29. A LArge LAborAtory ...................................
   ................................... 24
  24
  30. teLeport ChAMber
  30. teLeport ChAMber .....................................
   ..................................... 25
  25
  31. the suMMoning ChAMber
  31. the suMMoning ChAMber ...........................
   ........................... 25
  25
  by pAtriCk LAWinger
  by pAtriCk LAWinger
  An Adventure For 4 to 6 tier 2 ChArACters.
  An Adventure For 4 to 6 tier 2 ChArACters.
     hALL    rAinboW MAge
     hALL    rAinboW MAge
  Of 
  Of 
  The
  The
  
  table of Contents 
  table of Contents |3
  |3
  32. LondAr
  32. LondAr’s LibrAry
  s LibrAry .......................................
   ....................................... 26
  26
  33. LondAr
  33. LondAr’s vAuLt
  s vAuLt .........................................
   ......................................... 26
  26
  ChApter siX: return to hAMpton hiLL
  ChApter siX: return to hAMpton hiLL ..........
   .......... 27
  27
  AMbush!
  AMbush! .........................................................
   ......................................................... 27
  27
  Arriving in hAMpton hiLL
  Arriving in hAMpton hiLL ..................................
   .................................. 27
  27
  XAnthAque
  XAnthAque’s tALe
  s tALe ...........................................
   ........................................... 28
  28
  Continuing the Adventure
  Continuing the Adventure ................................
   ................................ 28
  28
  questioning ALFguir
  questioning ALFguir ......................................
   ...................................... 28
  28
  ChApter seven: Arn
  ChApter seven: Arn’s MountAin
  s MountAin ....................
   .................... 29
  29
  bACkground
  bACkground .....................................................
   ..................................................... 29
  29
  Arn
  Arn’s MountAin
  s MountAin ................................................
   ................................................ 29
  29
  the guArdiAns
  the guArdiAns ...............................................
   ............................................... 30
  30
  keyed LoCAtions
  keyed LoCAtions ...............................................
   ............................................... 32
  32
  A. tiger Lord
  A. tiger Lord’s LAir
  s LAir ........................................
   ........................................ 32
  32
  b. Murder Creepers
  b. Murder Creepers .........................................
   ......................................... 32
  32
  C. peACeFuL pooL
  C. peACeFuL pooL ............................................
   ............................................ 32
  32
  d. soureF
  d. soureF’s CAve
  s CAve ............................................
   ............................................ 32
  32
  e. shivieC And rivArn
  e. shivieC And rivArn’s LAir
  s LAir .............................
   ............................. 32
  32
  F. the teMpLe
  F. the teMpLe .................................................
   ................................................. 32
  32
  ChApter eight: horgriM
  ChApter eight: horgriM’s teMpLe LeveL 1
  s teMpLe LeveL 1 .......
   ....... 33
  33
  keyed LoCAtions
  keyed LoCAtions ...............................................
   ............................................... 33
  33
  the doors to the teMpLe
  the doors to the teMpLe ................................
   ................................ 33
  33
  1. iron door
  1. iron door ..................................................
   .................................................. 33
  33
  2. rooM oF broken stone
  2. rooM oF broken stone ................................
   ................................ 33
  33
  3. nArise
  3. nArise’s greeting ChAMber
  s greeting ChAMber ..........................
   .......................... 33
  33
  4. seALed ChAMber
  4. seALed ChAMber ..........................................
   .......................................... 33
  33
  5. the red pAth
  5. the red pAth .............................................
   ............................................. 35
  35
  6. iron door
  6. iron door .................................................
   ................................................. 35
  35
  7. LeAd doubLe doors
  7. LeAd doubLe doors .....................................
   ..................................... 35
  35
  8. dArkened rooM
  8. dArkened rooM ..........................................
   .......................................... 35
  35
  9. LArge tiLed rooM
  9. LArge tiLed rooM .......................................
   ....................................... 35
  35
  9A.
  9A.–9d. iLLusion-CLoAked ChAMbers
  9d. iLLusion-CLoAked ChAMbers ................
   ................ 35
  35
  9e. siLver doors
  9e. siLver doors .............................................
   ............................................. 35
  35
  10. Wide LAnding
  10. Wide LAnding ...........................................
   ........................................... 35
  35
  11. siMpLe stone door
  11. siMpLe stone door .....................................
   ..................................... 36
  36
  12. hALL FuLL oF rubbLe
  12. hALL FuLL oF rubbLe ...................................
   ................................... 36
  36
  13. ornAte stone door
  13. ornAte stone door ..................................
   .................................. 36
  36
  14. hALL FuLL oF rubbLe
  14. hALL FuLL oF rubbLe ...................................
   ................................... 36
  36
  15. hALL oF broken stAtues
  15. hALL oF broken stAtues ..............................
   .............................. 36
  36
  16. steeL doubLe doors
  16. steeL doubLe doors ..................................
   .................................. 36
  36
  17. gAs-FiLLed rooM
  17. gAs-FiLLed rooM .......................................
   ....................................... 36
  36
  18. beFore A stone door
  18. beFore A stone door .................................
   ................................. 36
  36
  18A. pLAin stone door
  18A. pLAin stone door ....................................
   .................................... 36
  36
  18b. seCret door
  18b. seCret door ............................................
   ............................................ 36
  36
  19. shieLd rooM
  19. shieLd rooM .............................................
   ............................................. 36
  36
  20. AbAndoned storerooM
  20. AbAndoned storerooM ..............................
   .............................. 36
  36
  21. heAvy LeAd door
  21. heAvy LeAd door ......................................
   ...................................... 37
  37
  22. LeAd rooM
  22. LeAd rooM ................................................
   ................................................ 37
  37
  23. ornAte goLd door
  23. ornAte goLd door ...................................
   ................................... 37
  37
  24. dourALA
  24. dourALA’s rooM
  s rooM .......................................
   ....................................... 37
  37
  25. pLAin stone door
  25. pLAin stone door .....................................
   ..................................... 37
  37
  26. short hALLWAy
  26. short hALLWAy ..........................................
   .......................................... 37
  37
  27. ornAte stone door
  27. ornAte stone door ..................................
   .................................. 37
  37
  28. short hALLWAy
  28. short hALLWAy ..........................................
   .......................................... 37
  37
  29. the White rooM
  29. the White rooM ......................................
   ...................................... 37
  37
  30. drAgon sCALe door
  30. drAgon sCALe door ..................................
   .................................. 38
  38
  31. the drAgon rooM
  31. the drAgon rooM ....................................
   .................................... 38
  38
  32. obsidiAn doubLe doors
  32. obsidiAn doubLe doors .............................
   ............................. 38
  38
  33. skeLeton WArriors
  33. skeLeton WArriors ....................................
   .................................... 38
  38
  34. the Lion door
  34. the Lion door .........................................
   ......................................... 38
  38
  35. hALL oF heroes
  35. hALL oF heroes .........................................
   ......................................... 38
  38
  36. bArrACks
  36. bArrACks ..................................................
   .................................................. 38
  38
  37. the bAth house
  37. the bAth house ........................................
   ........................................ 38
  38
  38. CrACked stone door
  38. CrACked stone door ................................
   ................................ 39
  39
  39. the Mirror rooM
  39. the Mirror rooM .....................................
   ..................................... 39
  39
  40. the gLAss sArCophAgus
  40. the gLAss sArCophAgus..............................
  .............................. 39
  39
  41. deAd end
  41. deAd end .................................................
   ................................................. 39
  39
  42. engrAved door
  42. engrAved door ........................................
   ........................................ 39
  39
  43. Copper rooM
  43. Copper rooM ............................................
   ............................................ 39
  39
  44. throne oF night
  44. throne oF night ......................................
   ......................................40
  40
  45. Worn tApestry
  45. Worn tApestry ..........................................
   ..........................................40
  40
  46. brittLe oAk door
  46. brittLe oAk door .....................................
   .....................................40
  40
  47. AnCient ArMory
  47. AnCient ArMory ........................................
   ........................................40
  40
  48. bLACk MetAL doors
  48. bLACk MetAL doors ...................................
   ...................................40
  40
  49. sMoke-FiLLed rooM
  49. sMoke-FiLLed rooM ...................................
   ...................................40
  40
  50. siLver rooM
  50. siLver rooM .............................................
   .............................................40
  40
  ChApter nine: horgriM
  ChApter nine: horgriM’s teMpLe LeveL 2
  s teMpLe LeveL 2 ........
   ........ 41
  41
  51. ChAMber oF FACes
  51. ChAMber oF FACes.......................................
  ....................................... 41
  41
  52. hALL oF honor
  52. hALL oF honor .........................................
   ......................................... 41
  41
  53. Frost-Covered doors
  53. Frost-Covered doors ...............................
   ............................... 41
  41
  54. rooM oF iCe
  54. rooM oF iCe .............................................
   ............................................. 41
  41
  55. shAttered rooM
  55. shAttered rooM .......................................
   ....................................... 42
  42
  56. red-hot doors
  56. red-hot doors .......................................
   ....................................... 42
  42
  57. rooM oF Fire
  57. rooM oF Fire ............................................
   ............................................ 42
  42
  58. sitting rooM
  58. sitting rooM............................................
  ............................................ 42
  42
  59. priests
  59. priests’ quArters
   quArters ......................................
   ...................................... 42
  42
  60. nArroW hALLWAy
  60. nArroW hALLWAy.......................................
  ....................................... 42
  42
  
  4|Hall of tHe Rainbow Mage
  4|Hall of tHe Rainbow Mage
  ChApter ten: horgriM
  ChApter ten: horgriM’s teMpLe LeveL 3
  s teMpLe LeveL 3 .........
   .........43
  43
  61. sMALL LAnding
  61. sMALL LAnding ...........................................
   ........................................... 43
  43
  62. prepArAtion rooM
  62. prepArAtion rooM .....................................
   ..................................... 43
  43
  63. storAge ChAMber
  63. storAge ChAMber ......................................
   ...................................... 43
  43
  64. AdorAtion ChAMber
  64. AdorAtion ChAMber ..................................
   .................................. 43
  43
  65. rooM oF CoFFins
  65. rooM oF CoFFins .......................................
   ....................................... 43
  43
  66. buriAL ChAMber
  66. buriAL ChAMber.........................................
  ......................................... 43
  43
  67. sMALL LibrAry
  67. sMALL LibrAry ............................................
   ............................................ 43
  43
  68. sMALL LibrAry
  68. sMALL LibrAry ............................................
   ............................................ 43
  43
  69. rune-CoAted steeL door
  69. rune-CoAted steeL door ..........................
   .......................... 45
  45
  70. short hALLWAy
  70. short hALLWAy ..........................................
   .......................................... 45
  45
  ChApter eLeven: horgriM
  ChApter eLeven: horgriM’s teMpLe 
  s teMpLe 
  LeveL 4 And beLoW
  LeveL 4 And beLoW .........................................
   .........................................45
  45
  horgriM
  horgriM’s teMpLe
  s teMpLe — 
   — LeveL 4
  LeveL 4 ...............................
   ............................... 45
  45
  71. bourAFAne
  71. bourAFAne’s reFuge
  s reFuge ....................................
   .................................... 45
  45
  horgriM
  horgriM’s teMpLe 
  s teMpLe — 
  — beneAth the teMpLe
  beneAth the teMpLe .............
   ............. 46
  46
  72. bottoM oF the pit
  72. bottoM oF the pit .....................................
   ..................................... 46
  46
  73. the treAsure ChAMber
  73. the treAsure ChAMber ...............................
   ............................... 46
  46
  ConCLuding the Adventure
  ConCLuding the Adventure................................
  ................................ 46
  46
  Continuing Adventures
  Continuing Adventures .....................................
   ..................................... 46
  46
  AppendiX A: npCs
  AppendiX A: npCs ..........................................
   ..........................................48
  48
  MAjor npCs in hAMpton hiLL
  MAjor npCs in hAMpton hiLL ............................
   ............................ 48
  48
  LeArAh reLight
  LeArAh reLight ............................................
   ............................................ 48
  48
  ALFguir k
  ALFguir k’eLiek
  eLiek ............................................
   ............................................ 48
  48
  Ander Fierk
  Ander Fierk .................................................
   ................................................. 49
  49
  bAron kureLL
  bAron kureLL ...............................................
   ............................................... 49
  49
  toWn oFFiCiALs in hAMpton hiLL
  toWn oFFiCiALs in hAMpton hiLL ........................
   ........................ 50
  50
  strybyorn ArthAnd
  strybyorn ArthAnd .........................................
   ......................................... 50
  50
  hAMrA rAnthAs
  hAMrA rAnthAs ..............................................
   .............................................. 50
  50
  the deputies: AnyA, riA, Mik, And dAne
  the deputies: AnyA, riA, Mik, And dAne ...........
   ........... 50
  50
  other iMportAnt Figures in hAMpton hiLL
  other iMportAnt Figures in hAMpton hiLL .........
   ......... 50
  50
  bAeris bLACkoAk
  bAeris bLACkoAk ..............................................
   .............................................. 50
  50
  viArik kite
  viArik kite .....................................................
   ..................................................... 50
  50
  kyreAn LAne
  kyreAn LAne ...................................................
   ................................................... 50
  50
  MArA LighthAnd
  MArA LighthAnd .............................................
   .............................................51
  51
  khenden brightsun
  khenden brightsun .........................................
   .........................................51
  51
  XAnthAque
  XAnthAque ......................................................
   ......................................................51
  51
  AppendiX b: neW Monsters
  AppendiX b: neW Monsters .............................
   ............................. 52
  52
  bLood Wight
  bLood Wight ..............................................
   .............................................. 52
  52
  byorik
  byorik ........................................................
   ........................................................ 52
  52
  CeLAdrA
  CeLAdrA.......................................................
  ....................................................... 52
  52
  ChAos beAst
  ChAos beAst ................................................
   ................................................ 53
  53
  Chrystone
  Chrystone ...................................................
   ................................................... 53
  53
  Copper stAtue
  Copper stAtue ..............................................
   .............................................. 54
  54
  dArk WArden
  dArk WArden ...............................................
   ............................................... 54
  54
  dourALA
  dourALA ......................................................
   ...................................................... 54
  54
  drAgon stAtue
  drAgon stAtue ............................................
   ............................................ 55
  55
  Fungus gArgoyLe
  Fungus gArgoyLe .........................................
   ......................................... 55
  55
  greAter pyrohydrA
  greAter pyrohydrA ......................................
   ...................................... 56
  56
  iCe eLeMentAL
  iCe eLeMentAL ..............................................
   .............................................. 56
  56
  LeAd skeLeton
  LeAd skeLeton ..............................................
   .............................................. 57
  57
  LiCh shAde
  LiCh shAde ..................................................
   .................................................. 57
  57
  MAgnesiuM goLeM
  MAgnesiuM goLeM ........................................
   ........................................ 58
  58
  Murder Creeper
  Murder Creeper ...........................................
   ........................................... 58
  58
  tiger Lord
  tiger Lord ..................................................
   .................................................. 59
  59
  vioLet And krybern
  vioLet And krybern ......................................
   ...................................... 59
  59
  Wood goLeM
  Wood goLeM ...............................................
   ............................................... 59
  59
  AppendiX C: neW doMAin
  AppendiX C: neW doMAin ...............................
   ...............................60
  60
  undeAth
  undeAth ..........................................................
   ..........................................................60
  60
  disCipLe oF undeAth
  disCipLe oF undeAth .....................................
   .....................................60
  60
  ChAnneL divinity: CoMMAnd undeAd
  ChAnneL divinity: CoMMAnd undeAd ............
   ............60
  60
  iMproved AniMAte deAd
  iMproved AniMAte deAd .................................
   .................................60
  60
  divine strike
  divine strike ...............................................
   ...............................................60
  60
  iMproved ControL undeAd
  iMproved ControL undeAd ...........................
   ...........................60
  60
  AppendiX d: neW MAgiC iteMs
  AppendiX d: neW MAgiC iteMs ........................
   ........................60
  60
  AMuLet oF the dArk sun
  AMuLet oF the dArk sun ..................................
   ..................................60
  60
  ArCAnAri
  ArCAnAri ........................................................
   ........................................................60
  60
  FLute oF the bLACk sun
  FLute oF the bLACk sun ....................................
   ....................................60
  60
  iLiAChoAM
  iLiAChoAM’s beAsts And sAddLes
  s beAsts And sAddLes ........................
   ........................60
  60
  iLiAChoAM
  iLiAChoAM’s trAiner
  s trAiner’s guide
  s guide ............................
   ............................60
  60
  instruMents oF the veArLik
  instruMents oF the veArLik ..............................
   .............................. 61
  61
  jAereL
  jAereL’s jungLe guide
  s jungLe guide ...................................
   ................................... 61
  61
  rAinboW brACers
  rAinboW brACers ..........................................
   .......................................... 61
  61
  rAinboW CrossboW
  rAinboW CrossboW .......................................
   ....................................... 61
  61
  rAinboW ring
  rAinboW ring ..............................................
   .............................................. 61
  61
  speLL WAnd
  speLL WAnd ..................................................
   .................................................. 61
  61
  speCiAL iteMs And reLiCs
  speCiAL iteMs And reLiCs .....................................
   ..................................... 62
  62
  deCAying book
  deCAying book ...............................................
   ............................................... 62
  62
  horgriM
  horgriM’s pyrAMid
  s pyrAMid .........................................
   ......................................... 62
  62
  korik
  korik’s ruby
  s ruby ..................................................
   .................................................. 62
  62
  the White eye
  the White eye ................................................
   ................................................ 62
  62
  AppendiX e: neW speLLs
  AppendiX e: neW speLLs ...................................
   ...................................63
  63
  etCh stone
  etCh stone ..................................................
   .................................................. 63
  63
  rAinboW speAr
  rAinboW speAr..............................................
  .............................................. 63
  63
  rAinboW stAFF
  rAinboW stAFF..............................................
  .............................................. 63
  63
  teLeport other
  teLeport other ...........................................
   ........................................... 63
  63
  
  CHapteR one: intRoduCtion 
  CHapteR one: intRoduCtion |5
  |5
  Information the characters gather in Hampton Hill should lead them on a short 
  trek through the wilderness, detailed in Chapter 3, on the way to Londar’s Mansion, 
  detailed in Chapter 4. Information covering an ambush on the return to Hampton 
  Hill, and further information acquired in Hampton Hill after locating Londar’s 
  corpse and the evidence he left behind, is found in Chapter 5. This information is 
  designed to lead the characters on a trek to Arn’s Mountains and Horgrim’s Temple, 
  which are detailed in Chapters 7 through 11. Finally, the module closes with a 
  concluding section and appendices covering NPCs, monsters, items, and spells 
  discovered throughout the adventure. Monsters and items that are not in the Fifth 
  Edition SRD have a full statistics block at that location.
  ChArACter hooks
  ChArACter hooks
  It is presumed that you provide your own campaign reasons for the characters’ 
  arrival in Hampton Hill. Perhaps they are just passing through on their way to other 
  locales and simply wish a room for the night. Perhaps they have heard stories of the 
  famous Rainbow Mage and have come to consult him or learn from him. Or perhaps 
  they are friends of Learah Relight or her new husband and have come to offer their 
  congratulations to the new couple. In any event, once the characters arrive in the 
  village, they can become involved in investigating Londar’s disappearance through 
  several different means:
  Learah Relight (see Appendix A), Londar’s young niece and sole relative, is 
  worried about his disappearance and could hire the characters to investigate. Perhaps 
  the characters were friends of Learah’s (or her husband Trevor) and attended her 
  wedding. The characters might volunteer to investigate after they see how upset she 
  gets when her uncle doesn’t appear.
  Alfguir K’Eliek (see Appendix A), a wealthy merchant, claims Londar owes 
  him a great deal of money and could hire the characters to help recover some of the 
  money he is owed.
  Ander Fierk (see Appendix A), a man claiming to be a simple wizard, offers 
  money for some of Londar’s “lost” spells.
  Alternatively, the characters might become interested in Londar based on rumors 
  of his treasure, magical items, and spells. Plant such rumors about Londar before 
  running this adventure.
  notes
  notes
  Though primarily a site-based dungeon setting, this adventure covers several 
  different types of terrain, so you should monitor ropes, light sources, and spells used 
  to overcome various obstacles. The adventure incudes two large dungeons with a 
  majority of the treasure at the end of each dungeon. If you include more random 
  encounters, you might want to adjust rewards appropriately. Some of the treasure 
  provided includes new spells that might not fit into your game world. Other spells 
  you consider more appropriate to your game world should be substituted.
  You can adjust the adventure for lower-level parties by removing some of the 
  more difficult encounters and cutting down on random encounters. The adventure 
  can be adjusted for higher-level parties by adding additional encounters, or by 
  adding random encounters with other adventuring parties to prevent easy rest and 
  recovery.
  running the Adventure
  running the Adventure
  Once the characters arrive in Hampton Hill, the party finds that almost everyone 
  in town is discussing Londar’s mysterious disappearance. They should hear many 
  conflicting rumors. Soon after their arrival, the party finds that several different 
  people are looking for someone to investigate Londar’s disappearance. It is likely 
  that Alfguir K’Eliek and Learah Relight appeal for the party’s assistance, and Ander 
  Fierk makes his own requests whether or not the party hires on with one of them.
  Whether or not they hire on with one of those interested individuals, the party 
  realizes they must study the site of Londar’s disappearance as well as his mansion 
  in a search for clues. While investigating his mansion and tower — as friends or 
  interested parties, not as looting explorers — they come across a secret entrance to 
  caverns deep underground, caverns that conceal Londar’s real laboratories, treasure, 
  and Londar’s corpse. Reaching his hidden laboratories requires successfully 
  navigating the creatures and traps Londar left behind to guard his secrets. Careful 
  exploration reveals Londar’s dark plans aimed at conquering a small kingdom for 
  himself and uncovers that he had a collaborator. After the adventurers discover 
  Londar’s corpse and find some of his hidden treasures, they return to town with 
  their new knowledge only to find another dark deed has been performed.
  The party learns that Baron Kurell tortured and left for dead an elven historian 
  named Xanthaque (female elf archmage). This cements their conclusion that the 
  baron and Londar planned to conquer the surrounding area together but leads to 
  another mystery. Xanthaque tells the characters that the baron seeks a powerful 
  relic known as The White Eye. Using Londar’s books, notes, and maps, she gives 
  the characters an exact location for Arn’s Mountain, a hollow mountain home to 
  a temple that is reportedly the last resting place for The White Eye. She begs the 
  characters to locate the eye and destroy it before her torturers can locate it.
  The characters discover a hollow mountain filled with bright sunlight and the last 
  guardians over an ancient, evil temple that an army was unable to breach thousands 
  of years before. They must work their way through the various traps and treacherous 
  creatures left behind to guard the temple’s treasures before obtaining the relic and 
  destroying its evil power.
  ChApter one: introduCtion
  ChApter one: introduCtion
  The Hall of the Rainbow Mage is a challenging mid-level site-based adventure 
  designed for four to six Tier 2 characters. Ideal beginning parties should have a total 
  of 28 to 36 levels and be balanced with respect to magic and combat.
  While investigating the disappearance of Londar Brightrain, also known as 
  the Rainbow Mage, the party comes across dark, twisted plans and deadly secrets 
  before locating his famous treasures. Treasures found include several new spells 
  along with a few magic items. Unfortunately, the traps and creatures left behind 
  by Londar hamper the party’s investigation and other adventurers compete for his 
  famous secrets and treasures.
  Londar Brightrain’s modest mansion can be placed on a small hill near any 
  village or small town. Hampton Hill, the small town provided, can be replaced 
  with any town or city, but there should be a town relatively close to Londar’s home 
  to give the characters an opportunity to rest and recover during the adventure. 
  Some NPCs described in the chapter detailing Hampton Hill are provided to entice 
  the characters into investigating Londar’s disappearance. If the you use different 
  character hooks, these NPCs can be eliminated or used in other ways.
  During their investigation, the characters learn that Londar was killed due to his 
  illicit dealings with the thieves’ guild and a rogue baron. His death is related to his 
  discovery of a powerful magical artifact, Horgrim’s Pyramid, as well as Korik’s 
  Ruby and The White Eye, items required for the pyramid to function. To prevent all 
  the parts from falling into the wrong hands, the characters must trek to a forgotten 
  temple dedicated to Horgrim, the god of war and magic.
  Adventure bACkground
  Adventure bACkground
  Londar Brightrain, a powerful wizard known to most as the “Rainbow Mage,” 
  is known for his beautiful displays of magical fireworks and complex multicolored 
  illusions during his regular attendance at carnivals and celebrations. What is not 
  commonly known is that his research into newer and more powerful spells led him 
  to tap darker powers by delving into mysterious shadow magic and communicating 
  regularly with demons. Regular communication with these dark powers made him 
  greedy for more wealth and power, leading to the development of plans to conquer 
  a small kingdom for himself. At first, Londar performed patient experiments aimed 
  at somehow generating an army in the laboratory and library he hid deep beneath 
  his modest home amid a network of natural caverns.
  While many experiments ended in failure, his constant scrying on the surrounding 
  area helped him locate a forgotten library. One of the books in that library held a key 
  to gaining power, a description of powerful relic known as Horgrim’s Pyramid and 
  a description of the various items needed to make it function. Londar recognized 
  several of the items instantly, including the pyramid itself, and a massive ruby 
  owned and displayed by a wealthy merchant in distant Bard’s Gate. Knowing he 
  could not acquire these items alone, he sought the assistance of a nearby baron just 
  as greedy for power. Using the completed pyramid, Londar and Baron Kurell could 
  conquer the surrounding area with an army of undead shielded from sunlight.
  Londar agreed to arrange the “acquisition” of the known items and research 
  the location of the final piece of the pyramid. Baron Kurell agreed to finance the 
  acquisitions. Londar hired a thief named Alfguir K’Eliek to acquire the pyramid 
  and Korik’s Ruby as well as some additional items he needed for spell components. 
  Londar, though wealthy, needed money from the baron to help fund these efforts. 
  He depended on his reputation and credit to extend payment deadlines until Baron 
  Kurell provided him with the needed money. Unfortunately for Londar, Alfguir and 
  other members of the thieves’ guild are not known for their patience. When several 
  members of the guild (sent by Alfguir) cornered him while he was traveling, a short, 
  deadly battle ensued. Londar, though victorious, was poisoned. He teleported into 
  his deepest laboratories but was unable to find an antidote for the poison before 
  it killed him. Londar did not show up for his beloved niece Learah’s wedding 
  celebration, something so far out of the ordinary that everyone believes something 
  horrible happened to him.
  Before his death, Londar discovered texts and maps that allowed him to identify 
  the location of a relic known as The White Eye, the final piece for Horgrim’s 
  Pyramid. While the ancient texts did not make clear its many functions, Londar 
  determined that it is located in an ancient temple dedicated to Horgrim, the god of 
  war and magic, and is hidden in a hollow mountain less than a week’s travel from 
  Hampton Hill. This knowledge, along with the new spells he created, are hidden in 
  his mansion and library. Natural caverns and a number of strange creatures create 
  a series of powerful defenses and deterrents to prevent the discovery of his dark 
  secrets.
  Londar’s disappearance was immediately noticed when he did not show up 
  for his niece’s wedding. His niece, Baron Kurell, members of the thieves’ guild, 
  and a number of wizards are very curious about what happened to him, and, more 
  importantly, what happened to his knowledge, spellbooks, and treasure.
  ModuLe orgAnizAtion
  ModuLe orgAnizAtion
  The module is organized into several chapters. This chapter provides background 
  information and character hooks designed to get the characters involved in the 
  adventure. The second chapter provides information about Hampton Hill and NPCs 
  found there — including their motivations and actions. It is imperative for the 
  successful running of this module that you spend your time familiarizing yourself 
  with the NPCs and their motivations as detailed in the chapter on Hampton Hill.
  
  6|Hall of tHe Rainbow Mage
  6|Hall of tHe Rainbow Mage
  ChApter tWo: hAMpton hiLL
  ChApter tWo: hAMpton hiLL
  The town nearest Londar Brightrain’s home is Hampton Hill. Hampton Hill is 
  located in an area of rolling hills and light forests beside a deep ravine cut by a swift 
  river. While fairly small, the merchants and nobles who keep vacation homes in and 
  around the town help support the many shops and craftsmen.
  Hampton Hill (Small Town): Population 1153; Mixed (human 89%, halfling 
  5%, elf 3%, dwarf 1%, gnome 1%, half-elf 1%).
  Authority Figures: Strybyorn Arthand, male human noble (mayor).
  Important Characters: Hamra Ranthas, female human veteran; Anya, Ria, 
  Mik, and Dane, male and female human guards; Mara Lighthand, female halfling 
  priest; Baeris Blackoak, female half-elf commoner (Innkeeper of The White Boar 
  Inn); Viarik Kite, male human commoner (Innkeeper of The Red House); Ebbon 
  Goldaxe, male dwarf commoner (blacksmith); Kyrean Lane female human bandit 
  captain (with maximum hit points); Maroof Sandwalker, male half-elf mage 
  (alchemist).
  Others: guards (x15) (town and personal guards); nobles, (x17); bandits (x15) 
  (thieves’ guild); the rest are commoners.
  Notes: Thanks to Londar Brightrain’s spectacular displays of magic, Hampton 
  Hill is known for the fall festival it holds every year. People travel from surrounding 
  areas simply to visit the festival and view Londar’s fireworks. Due to the tranquil 
  location, many nobles and wealthy merchants keep vacation homes in and around 
  the area.
  running the Adventure in 
  running the Adventure in 
  hAMpton hiLL
  hAMpton hiLL
  Much of the adventure centers on this town, its NPCs, and their various 
  motivations. In order to run this adventure, it is imperative that you become familiar 
  with the NPCs detailed below, their motivations, and the information they have 
  in their possession. The following basic information is summarized here and then 
  expanded upon in the NPC descriptions below.
  the Current situAtion regArding 
  the Current situAtion regArding 
  LondAr
  LondAr’s disAppeArAnCe
  s disAppeArAnCe
  Preliminary investigations located Londar’s overturned carriage on a road 
  outside town with the corpse of his driver and the corpses of several unidentified 
  people in dark clothing. There was no sign of Londar in the wreckage or at his home 
  and there have been no ransom demands or other signs he might be alive.
  One week later, Learah visited the mansion with her bodyguards, Sheriff Hamra 
  Ranthas and several town guards. When they arrived, they found that looters already 
  took anything transportable, though in reality these “looters” were members of the 
  thieves’ guild hired by Alfguir. A near-fatal encounter with the golems in Londar’s 
  Office (See Londar’s Mansion, Area 9) and a trap on a door into Londar’s tower 
  led the sheriff to bring everyone back to town. Despite Learah’s pleas for assistance, 
  the sheriff refuses to expend more manpower searching for her uncle.
  Such is the current situation as the characters arrive in Hampton Hill.
  
  CHapteR two: HaMpton Hill 
  CHapteR two: HaMpton Hill |7
  |7
  ruMors And inForMAtion
  ruMors And inForMAtion
  Londar was very important to the town and his recent disappearance has been 
  big news leading to the creation of many rumors, some of them conflicting. The 
  characters can gather various bits of information either through roleplaying 
  conversations in the local taverns or with the NPCs listed below, or you may decide 
  to use Intelligence (Investigation) checks to determine which rumors the characters 
  come across. Use the following rumors to provide information to the characters:
  DC
  Information
  10 
  A bunch of rather dangerous looking people have come to town, 
  probably to steal the Rainbow Mage’s treasure. (True, several groups 
  of adventurers are interested in Londar’s spells and treasures)
  10
  Londar’s niece and her new husband are after his fortune. They killed 
  him to inherit his gold. (False)
  10
  Londar got so busy with his spells that he blew himself up. (False, but 
  a popular rumor)
  14
  People have been to the Rainbow Mage’s house and taken everything 
  out of it already. (Partly true, looters did make it into some of his 
  rooms and have stolen a number of items)
  15
  Someone or something attacked and killed Londar and his driver 
  along the Horrik Trade Path. (True, but Londar’s corpse has not been 
  located)
  15
  The Rainbow Mage has been toying with demons, one of his spells 
  went wrong, and he fell into the Abyss. (Partly true, he has contacted 
  and summoned demons but didn’t fall into the Abyss)
  15
  Wizards jealous of his power assassinated the Rainbow Mage. (False)
  15
  Good luck getting anything Londar left behind. His house is full of 
  traps and golems and things. (Partly true, Londar put deadly traps 
  and creatures in his most important rooms but most of the house is 
  unguarded)
  18
  Londar ran away from town because he owed the thieves’ guild a huge 
  amount of money. (Mostly false, Londar did owe the guild a great 
  deal of money but didn’t run away)
  Aside from the rumors listed above, the characters can easily learn the location 
  of Londar’s mansion as well as directions to the stores and merchants selling any 
  materials they might need to investigate Londar’s disappearance. They also hear 
  rumors about “monsters” in the light forest in and around Hampton Hill but a check 
  with any town guard quickly ascertains there have been no attacks in or near the 
  town by creatures of any type for many years.
  Contents oF nobLe And MerChAnt houses
  Contents oF nobLe And MerChAnt houses
  If the home of a merchant or noble is entered and searched, roll 
  1d8 on the following table to determine any contents or treasure:
  1d8
  Result
  1–4
  A small, locked jewelry chest (AC 19, 10 hit points, 
  the lock can be picked with thieves’ tools and a 
  successful DC 13 Dexterity check) hidden in a 
  dresser (can be found with a successful DC 15 
  Intelligence [Investigation] check) contains jewelry, 
  gems, and coins worth a total of 1d4 x 100 gp.
  5–6
  A hidden safe (can be found with a successful DC 
  17 Intelligence [Investigation]; AC 19, 27 hit points, 
  the lock can be picked with thieves’ tools and a 
  successful DC 15 Dexterity check) holds a number 
  of papers as well as gold and gems with a total 
  value of 2d4 x 100 gp.
  7
  A small chest hidden in the bottom of a drawer 
  (can be found with a successful DC 15 Intelligence 
  [Investigation]; AC 19, 10 hit points, the lock can 
  be picked with thieves’ tools and a successful DC 
  13 Dexterity check) contains a jar of restorative 
  ointment.
  8
  A thick chest (AC 19, 18 hit points, the lock can be 
  picked with thieves’ tools and a DC 13 successful 
  Dexterity check) holds scrolls with 1d4 1st-level 
  wizard spells and coins with a total value of 5d6 x 
  10 gp.
  Adding works of art or other items to different homes can 
  also give them added flavor. Generally, characters should 
  be discouraged from robbing villagers. In addition, local law 
  enforcement will pursue the characters, and the thieves’ guild 
  will target them. The guild extorts protection money from the 
  merchants and nobles, and characters violating that protection is 
  bad for business.
  initiAL ACtions by MAjor npCs
  initiAL ACtions by MAjor npCs
  The following list summarizes the initial actions of the major NPCs in Hampton 
  Hill regarding adventurers. This list is simply a summary for you. Consult Appendix 
  A: NPCs for a full description of each NPC’s true motivations, information, desires, 
  goals, and future actions, as well as their stat blocks.
  Learah Relight: Londar, the Rainbow Mage, was Learah’s uncle. Learah is 
  disappointed with the sheriff and the town guards and is actively seeking adventurers 
  willing to help search for her uncle. Learah and her guards have a suite at The Red 
  House, and she can be found at The White Boar Inn every evening. When she hears 
  of adventurers in town, she sends a message to them asking for a meeting at one of 
  those locations.
  Baron Kurell: The baron was collaborating with Londar and badly desires 
  some of the items hidden somewhere in the mansion. He plays the role of a “family 
  friend” supporting Learah and her efforts to hire adventurers while already having 
  hired some of his own to search the mansion. The baron also has a suite at The Red 
  House and is often found dining in The White Boar Inn or talking to merchants in 
  the square.
  Alfguir K’Eliek: Alfguir is not only a senior member of the thieves’ guild, 
  he is the specific thief Londar hired to obtain a number of special items. Londar 
  never paid him for his work, using his reputation and promises of new magic 
  items to obtain “credit.” Alfguir wants his money and has decided to turn to hiring 
  adventurers to do his dirty work. Alfguir is staying at The White Boar Inn and is 
  found dining there every day. He is willing to contact and meet the adventurers any 
  place in town, and at any time. He plays the role of a wounded merchant who has 
  lost a huge amount of money and is searching for someone to help him recover at 
  least some of his losses.
  Ander Fierk: Ander is a wizard interested in Londar’s new discoveries 
  regarding golems. Ander wants the spells he knows Londar created, as well as the 
  methods to create his own army of golems. When Ander discovers the characters 
  are investigating Londar’s disappearance, he approaches them and offers great 
  deal of money for the chance to copy some of Londar’s spells. He presents 
  himself as a simple wizard in pursuit of knowledge and offers a few potions as a 
  sign of goodwill. Ander has rented a small, private cottage to allow him to watch 
  the characters through scrying and spying to determine whether or not they find 
  Londar’s spellbooks and papers.
  Mayor Strybyorn Arthand: Strybyorn (male human noble) was once a very 
  successful merchant and businessman and is now mayor of Hampton Hill. He can 
  be found at the Village Hall (Area 2) or at his home (Area 10).
  Sheriff Hamra Ranthas: Hamra (female human veteran) and her deputies 
  (male and female human guards) can be found at the Village Hall (Area 2). She 
  and her deputies discovered Londar’s overturned carriage and the body of his driver 
  shortly after his disappearance. She is able to tell the characters many details (see 
  her description below).
  
  8|Hall of tHe Rainbow Mage
  8|Hall of tHe Rainbow Mage
  
  CHapteR two: HaMpton Hill 
  CHapteR two: HaMpton Hill |9
  |9
  4. ebbon
  4. ebbon’s Forge
  s Forge
  Ebbon Goldaxe (male dwarf commoner) works in this large stone building. One 
  of the few stone buildings in the village, it stands out against the backdrop of the 
  small cottages that surround it. Ebbon lives in a small cottage behind the forge. The 
  building itself has a single room that is dominated by the huge forge in the center. 
  Barrels containing oil, water, and saltwater are lined up beside an anvil that stands 
  in front of the hot fire while bins containing raw ore and coal line the walls. Ebbon 
  is a very elderly dwarf that refuses to make less than masterwork quality weapons 
  and armor because the nobles and merchants coming through town keep business 
  strong. He is happy to repair armor and sharpen weapons but often tries to convince 
  people to simply purchase something new. Ebbon’s last apprentice left to become 
  a blacksmith in another town and he hasn’t obtained another. Business is so steady 
  that he hasn’t kept up on the gossip about Londar’s disappearance.
  Children are often found sitting on some of the tables near the front of the building 
  watching Ebbon work, and there is a 30% chance someone has come by to make a 
  purchase. Ebbon closes up at night, boarding windows from the inside and locking 
  the massive oak doors (AC 15, 18 hit points, locked and can be picked with thieves’ 
  tools and a successful DC 15 Dexterity check) that lead into the building. He stores 
  2 suits of chainmail, a set of plate, 2 war axes, 2 longswords, a shortsword, and a 
  bastard sword in a heavy oak chest (AC 15, 18 hit points, locked and can be picked 
  with thieves’ tools and a successful DC 15 Dexterity check). All of Goldaxe’s work 
  is of the highest quality and although not magical, if well cared for will not break 
  or dull even if roughly used.
  5. kyreAn
  5. kyreAn’s
  A portion of her sign came down in a storm years ago, and Kyrean never felt 
  the need to repair it. Everyone knows Kyrean Lane (bandit captain) and that she 
  sells a variety of fine goods, but very few people know that she is also the leader of 
  the local thieves’ guild. Kyrean sells everything from bolts of silk to fine weapons 
  and leather armor. While she does have a great deal of money, she generally avoids 
  buying anything very expensive from anyone outside a recognized thieves’ guild. 
  Although her life as a thief makes her a fence as well, she is smart enough to avoid 
  trying to sell items that were stolen in or near the village. She makes an effort to 
  maintain a stock of rare wines and expensive foods to cater to the tastes of the 
  merchants and nobles that vacation here. Kyrean, a light sleeper, lives in a small 
  room above the store.
  A hidden trapdoor behind the counter (found with a DC 18 Intelligence 
  [Investigation] check) leads down to a small cellar where a variety of items are 
  stored. The various items stored in the cellar and in the store above have a total 
  value over 3000 gp but Kyrean’s position in the guild makes any theft a very risky 
  proposition.
  6. the White boAr inn
  6. the White boAr inn
  The White Boar Inn is known for its fine food, excellent wine, wonderful music, 
  and clean rooms. The lower floor of the massive, wood-frame building is filled with 
  a large tavern and a fine restaurant. Baeris Blackoak (female half-elf commoner) 
  runs the inn with the help of her wife Ivellia (female human commoner) and their 
  3 daughters, Irena, Karia, and Sindria (female half-elf commoners). Baeris has an 
  agreement with the local thieves’ guild that provides bouncers and guarantees the 
  safety of her patrons in exchange for regular payments. At least 2 bandits are in the 
  tavern during working hours. A human troubadour using the name Khenden Bright 
  Sun performs in the tavern every night.
  The restaurant area has subdued lighting and collections of tables and booths that 
  are kept private through the use of carefully positioned curtains. Despite the thick 
  walls, music, laughter, and loud voices echo in from the tavern area, making the 
  restaurant nearly as loud as the tavern. A long walnut bar lines one wall of the tavern 
  with a stage positioned against the wall opposite it. Wood chairs surround heavy 
  walnut tables throughout the room. The tavern closes in the wee hours and opens 
  again before lunch the following day. As a popular place for gossip and discussion, 
  Intelligence (Investigation) checks in the tavern receive advantage. The restaurant 
  serves breakfast, lunch, and dinner, with dinner being the most popular and crowded 
  meal. It is not unusual to wait hours for a table in the restaurant on busy nights.
  Rooms are located on the second floor. Each room is cleaned and checked before 
  and after a customer moves into it to ensure proper maintenance. Doors for each 
  room can be barred from the inside, but there are no other locks to protect valuables 
  left in the room. The walls and floors are very thick, cutting down on most of the 
  sounds from the tavern, but rooms near the stairs still get a great deal of noise.
  NPC Notes: Learah Relight (see Appendix A) and her guards can be found 
  here every evening. When she hears of adventurers in town, she sends a message to 
  them asking for a meeting at one of those locations. Alfguir K’Eliek (see Appendix 
  A) is staying at the inn as well and can be found dining here every day.
  generAL LoCAtions in hAMpton hiLL
  generAL LoCAtions in hAMpton hiLL
  CoMMon hoMes And CottAges
  CoMMon hoMes And CottAges
  Most of the homes and cottages belong to commoners working for the various 
  merchants and craftsmen in town. Hampton Hill is a relatively wealthy village due 
  to the constant influx of vacationing nobles and merchants so even commoners 
  maintain the appearance of their homes. Some commoners work outside the 
  town on farms or in the surrounding forests. Larger cottages often hold several 
  generations, with beds being bunked along the walls and in lofts of the main room. 
  Commoners have very little hidden money and characters should be discouraged 
  from stealing what little they might have. Any homes not specifically marked 
  should be considered commoners’ homes.
  nobLe And MerChAnt hoMes
  nobLe And MerChAnt hoMes
  Hampton Hill is a peaceful, relatively safe part of the world surrounded by 
  beautiful forests and peaceful rivers. Nobles and wealthy merchants maintain 
  vacation homes in Hampton Hill and come to relax, hunt, or simply enjoy the 
  scenery. These houses are almost always occupied in summer and during festivals. 
  Whether occupied or not, there is a 50% chance a hired guard is present, and an 
  additional 20% chance that a mastiff, or other guard animal, is present. While the 
  local thieves’ guild isn’t large, many merchants and nobles have chosen to pay 
  “protection money.” Theft from these homes makes the characters a target for the 
  local thieves’ guild.
  While most parties probably refrain from outright theft in town, some characters 
  might decide to search some of these homes. You can create a basic layout with 
  several rooms and use treasure generated on the accompanying table to give the 
  homes more life.
  keyed LoCAtions in hAMpton hiLL
  keyed LoCAtions in hAMpton hiLL
  1. the toWn squAre
  1. the toWn squAre
  Various merchants sell their wares during daylight hours at booths placed 
  around the square. Fruit and food items are easy to find here, as are ropes, lanterns, 
  weapons, and other equipment valued less than 100 gp. Two town guards are always 
  stationed here during the day and other guards and deputies often wander through 
  to talk to the merchants and ensure everything is going well. While evenings are 
  usually quiet here, sometimes traveling carnivals or bards put on shows during the 
  early evening hours.
  2. the viLLAge hALL
  2. the viLLAge hALL
  This broad stone building contains offices for Mayor Strybyorn Arthand as 
  well as offices for Sheriff Hamra Ranthas and her deputies. A large courtroom fills 
  the center of the building and small jail cells fill the dungeon below the building. 
  Strybyorn does his best to get all his work done in the morning so he can spend his 
  afternoon talking with the merchants and wandering through town. Hamra or one 
  of her deputies can be found here anytime during the day or night. In addition to 
  guards patrolling through town, as least 4 town guards patrol the building at all 
  times. The oak doors (AC 15, 18 hit points) leading into the building are virtually 
  always open, even in bad weather.
  3. the hAMpton hiLL stAbLes
  3. the hAMpton hiLL stAbLes
  The large, plain barn has 40 individual stalls that run along the sides of the 
  building with a large open area outside the barn to tether additional animals and 
  store wagons. Pegs and hooks in each stall hold saddles, saddle-bags, and other 
  personal items. The large loft above is stocked with hay and oats and other grains 
  are stored in barrels beside the door. While some pay local people to care for their 
  animals, the stables are well stocked and Sasha Blaine (female human commoner) 
  has a reputation as a fine caretaker for animals. Sasha employs two addition stable 
  hands, Radik and Danae (human commoners) and has enough work to keep all 
  three very busy. Between the constant care Sasha and her hands give the animals, 
  and the regular visits by the local militia, personal items left in the stables are 
  generally considered safe. Horse theft is punished by hanging and is extremely rare.
  
  10|Hall of tHe Rainbow Mage
  10|Hall of tHe Rainbow Mage
  10. strybyorn
  10. strybyorn’s hoMe
  s hoMe
  Mayor Strybyorn Arthand (male human noble) maintains a beautiful, large wood 
  frame home with the help of his servants Miri (female human commoner) and Leaf 
  (male half-elf commoner). Strybyorn’s wife died several years ago and both of his 
  daughters are married and living in distant towns. His servants live in rooms at the 
  back of the home. He is found at home only at night; during the day, he is either 
  wandering the town or in his office in the Village Hall. Walls in his main living 
  room are decorated with rapiers made by different artisans, several worn shields, 
  and tapestries depicting great, glorious battles. The rapiers include 3 rapiers whose 
  ornate designs give them a value of 600 gp but those decorations make them easy 
  to recognize and difficult to fence. He keeps a small chest (found with a DC 13 
  Intelligence [Investigation] check; AC 19, 18 hit points, the lock can be picked 
  with thieves’ tools and a successful DC 13 Dexterity check) in his bedroom that 
  contains jewelry owned by his deceased wife (a diamond pendant worth 1000 gp, 
  a pair of ruby earrings worth 600 gp, and a gold bracelet studded with tiny rubies 
  worth 350 gp).
  11. the red house
  11. the red house
  Its bright color and prominent location near the center of town easily identify 
  the finest inn in town. Viarik Kite (male human commoner) carefully maintains 
  the inn and ensures it is the cleanest in town. Despite the size of the wood frame 
  building, the inn has only 7 rooms, but each room has three bedrooms connecting 
  to a large sitting area. The inn caters specifically to wealthy merchants and nobles 
  visiting Hampton Hill on short vacations. While Viarik usually has one or two suites 
  free, he refuses to lower his prices for fear it might hurt his reputation. Ornate wool 
  rugs lining the oak floors and thick plaster walls cut down on sound, making all the 
  rooms here quiet, peaceful, and very private. The Red House does not serve food, 
  but servants willing to go obtain food from a local restaurant are always available. 
  At any one time, Viarik has at least two people cleaning rooms and responding to 
  customers’ needs (male and female human commoners) and is always willing to 
  hire more if the need arises.
  NPC Notes: Learah Relight and her guards have a suite at The Red House. 
  When she hears of adventurers in town, she sends a message to them asking for a 
  meeting at one of those locations. Baron Kurell and his people also have a suite 
  here. Both are discussed more Appendix A.
  12. MArooF
  12. MArooF’s eLiXirs
  s eLiXirs
  Maroof Sandwalker (male half-elf mage) lives in this small, quaint home, along 
  with all the pottery and glassware he uses to make his products. Maroof is an odd 
  half-elf who has taken a vow of silence. The only words heard from his mouth are 
  those used when he casts spells. He communicates through simple signs and written 
  messages. The small cottage is packed with shabby furniture, and various clay vases 
  and glass vials line the shelves that cling precariously to the walls. A large cauldron 
  stands over a fire in the center of the room. Maroof sells common and uncommon 
  potions for 1000–4000 gp. While the carious clay jars and vials along the shelves 
  at the back of his home clearly contain potions, only he knows what each potion is. 
  Persistent rumors that his poisons are mixed in among the potions have kept away 
  thieves. A small clay box (AC 13, 7 hit points) hidden beneath the fire (found with a 
  DC 15 Intelligence [Investigation] check) holds 500 gp in gold and gems.
  13. AdditionAL shops And inForMAtion
  13. AdditionAL shops And inForMAtion
  Hampton Hill’s economy is based mostly on trade, travel, and vacationers, along 
  with minor dependence on grain farming and nearby orchards. It is a convenient 
  stop for trade caravans and a pleasant vacation location. A number of additional 
  smaller stores and merchants not listed here can provide any of the standard goods, 
  services, and weapons.
  7. Ander
  7. Ander’s CottAge
  s CottAge
  Ander Fierk (see Appendix A) rented this cottage mere days after Londar’s 
  disappearance became known. Though small and poorly cared for, the cottage is 
  close to the Town Square and the other places Ander frequents in search of rumors 
  about Londar. Ander keeps most of his belongings with him but a small chest (found 
  with a successful DC 15 Intelligence [Investigation check] AC 19, 18 hit points, 
  the lock can be picked with thieves’ tools and a successful DC 15 Dexterity check) 
  hidden beneath the bed contains 200 gp, 38 sp, and 43 cp. Ander is found here only 
  late at night or early in the morning. He spends his day in the Town Square talking 
  to people and simply listening to rumors, while his evenings are spent at The White 
  Boar Inn.
  8. XAnthAque
  8. XAnthAque’s hoMe
  s hoMe
  Xanthaque (female elf archmage), an elderly elven sage, lives in this small 
  home (see Appendix A for her full description). Xanthaque is a historian who 
  spends her time researching a variety of different things, but mostly focuses on 
  events of long ago. Considered a bit “off” by many of the townspeople, she is rarely 
  visited by ordinary travelers. Books line sagging shelves that cling precariously to 
  walls. Windows are boarded over to make more room for more bookcases. The only 
  furniture in the room consists of an old oak desk, a leather chair, and a sofa with 
  sagging cushions. She sleeps on her sofa, when she sleeps at all, and pays one of her 
  neighbors to deliver food to her. Although her power as a witch is often discussed, 
  few people have seen her cast even the tiniest of spells, so she is rarely beset by 
  young wizards searching for new spells or apprenticeship.
  9. the pAth oF shrines
  9. the pAth oF shrines
  A small footpath circles through a collection of shrines that look out over the 
  vast ravine and river west of town. These shrines provide the only location for 
  worship because there is no formal temple in town. Each shrine is essentially a 
  statue standing over a small altar where worshippers may put their offerings. Many 
  gods are represented, and you are encouraged to include deities from your own 
  campaign world. Two additional shrines — clearly much older than the rest — have 
  been chiseled and broken, leaving little more than a base. While Mara Lighthand 
  (female human acolyte) worships Arm (see sidebar), she maintains all of the shrines 
  for the gods of good. An elderly priest known only as “Father Rim” (male human 
  priest) visits town twice a month to perform services at the shrine to Arn and assists 
  Mara with healing while he is in town.
  Mara performs services at the shrine to Arn every morning and performs her 
  caretaking duties immediately afterward. During her morning service, 3d6 villagers, 
  mostly women, are usually in attendance. If the shrines are visited in the afternoon, 
  1d10 – 1 worshippers might be present performing their own prayers and vigils. 
  While Hampton Hill is a fairly large town, few people in town actively worship the 
  gods, aside from passing worship of Arn. Traveling clerics do come through fairly 
  often, but Mara is the only cleric presently living in Hampton Hill full-time and 
  she considers it her duty to minister to the health of all townspeople as well as any 
  travelers or adventurers.
  Arn, Lesser god oF the sun
  Arn, Lesser god oF the sun
  Alignment: Neutral Good
  Domains: light
  Symbol: A radiant half circle of bronze, representing the rising sun
  Worshippers: Simple townsfolk, farmers
  Arn is commonly depicted as a male figure in glowing yellow and 
  white robes carrying a bronze sun-tipped staff. His priests mimic 
  these garments. Arn has a simple, practical, and undemanding 
  theology and is therefore relatively popular among the common 
  people. His followers shroud the symbol of their god at sunset 
  and celebrate the rise of the sun by removal of that shroud in a 
  short ritual with little formal ceremony, uttering only a prayer 
  of thanks to their god. Unlike other clerics, followers of Arn’s 
  spells are renewed once the sun is fully risen at the conclusion of 
  the unshrouding ritual. Arn’s clerics must actually witness the 
  sunrise and participate in the unshrouding ritual to regain their 
  spells. Some followers of Arn are druids and it is not uncommon 
  for priests of Arn to have a level or more in that class in addition 
  to cleric levels. Such druid priests may be Chaotic Neutral. His 
  priests are bound to heal anyone who presents themselves for 
  such aid following the rising of the sun. Those in greatest need are 
  treated first. It is believed among Arn’s followers that the first rays 
  of the sun (“the fingers of Arn”) carry healing qualities. Scholars 
  believe that Arn is a debased and simplified version of the greater 
  sun god, Ra, though worshippers of Arn vehemently disagree.
  
  CHapteR tHRee: wildeRness 
  CHapteR tHRee: wildeRness |11
  |11
  WiLderness enCounters
  WiLderness enCounters
  Once the party is a mile or more away from the trade path, roll 
  1d20 for every additional 30 minutes of travel through the forest. 
  Each encounter should be used once, if at all. A roll indicating 
  a previously defeated encounter results in a result of “No 
  encounter.”
  1d20
  Encounter
  1–2
  A group of 6 kobolds attempts to ambush the party 
  but flee when they realize the party’s strength. 
  They can be tracked back to their small lair (with 
  a successful DC 11 Wisdom (Survival) check) 
  where an additional 12 kobolds reside. They have 
  standard treasure, to be determined by you.
  3
  Byorik comes from behind a group of trees and 
  attempts to speak with the party (see Area B).
  4–5
  The party notices several humanoid figures in dark 
  clothing fleeing farther into the forest.
  6
  A griffin drops from the sky to attack any horses 
  or pack animals the party might have with them. If 
  no such animals are present, the party notices the 
  griffin flying over the forest in a hunting pattern.
  7
  Ilariak (guardian naga) stands in the party’s path 
  (see Area C).
  8
  Two trolls attempt to ambush the party.
  9–20
  No encounter.
  b. byorik
  b. byorik’s CAve
  s CAve
  Byorik (see Appendix B) lives in a small cave set into the side of a hill 
  surrounded by tall oak trees. Stone benches in the cave circle a small table, and 
  a fire toward the back of the cave heats a large cauldron. While most trolls would 
  have strange, bloody trophies throughout their lairs, Byorik’s home is decorated 
  with weavings made of different grasses and branches found throughout the forest. 
  The art, while rough and abstract, is very easy on the eye and makes the cave feel 
  warm and peaceful. Stone shelves hold clay pots containing various herbs and 
  spices that Byorik uses for his potions and cooking. A successful DC 15 Intelligence 
  (Investigation) check turns up a few potions stored on the shelves, including a 
  potion of animal friendship, a potion of healing, and a potion of water breathing.
  Description and Personality: Byorik, though a troll, met a druid in his youth, 
  a druid that taught him many things and helped alter his outlook on life. Byorik 
  knows that few creatures could understand or believe his fresh outlook on nature. 
  He stays away from the trade path but the increased traffic through the forest by 
  looters disturbs him greatly. He tries to stay away from people moving through the 
  forest unless they are disturbing the forest or invading his home.
  Combat Tactics: Byorik prefers talking to fighting, but when he does fight, 
  he uses all his natural abilities. Byorik casts barkskin on himself before openly 
  greeting anyone in the forest. If characters willingly to talk to such a creature, he 
  directs them to Ilariak and to the mansion. He also lets them know that a number 
  of “people” have been going through the forest lately, many of them carrying 
  things. He knows nothing about Londar or what happened to him. If the characters 
  attack Byorik, they find themselves facing a powerful, spell-casting troll with fire 
  resistance. He uses his entangle spell to slow down characters and casts faerie fire 
  to keep them in view. Overly aggressive or dangerous characters trigger Byorik’s 
  chaotic nature and he does his best to kill them all.
  trAde pAth enCounters
  trAde pAth enCounters
  Roll 1d20 for every 30 minutes:
  1d20
  Encounter
  1
  Medium-size merchant caravan with 3 wagons, 6 
  guards, and 1 merchant (treat as a noble).
  2–4
  Small guard patrol, 4 guards and 1 veteran on 
  warhorses.
  5
  Large caravan, 6 wagons, 10 guards, 1 veteran, 
  and 3 merchants (treat as nobles).
  6
  Heavily armed guard patrol consisting of 4 
  guards, 2 veterans, and 1 captain (treat as a 
  knight) on warhorses.
  7–20
   No encounter.
  trAveL to LondAr
  trAveL to LondAr’s MAnsion
  s MAnsion
  Londar’s mansion is a little way northeast of Hampton Hill and is surrounded 
  by the Horrik Forest, a light forest dotted with rocky ravines and gullies that 
  is relatively easy to travel through. The easiest and safest route to the mansion 
  heads east along the Horrik Trade Path until it reaches the dirt road leading to the 
  mansion. Heavily used by merchant caravans and travelers, the wide cobblestone 
  Horrik Trade Path is constantly patrolled and is generally free of bandits and other 
  dangerous creatures. The dirt road leading to the mansion is wide enough for a 
  single wagon or cart and has no patrols or guards to speak of. Looters who have 
  already been to the mansion avoid the trade path due to its patrols and because 
  there are shorter routes to Hampton Hill through the forest. Horrik Forest is home 
  to creatures and people who avoid the patrols along the trade path as well as the 
  “civilized” realm of Hampton Hill. Most of these creatures do their best to protect 
  their own territories without becoming known by the guards that patrol the trade 
  path and nearby town.
  If the characters travel along the trade path, it is likely they meet a merchant 
  caravan or a patrol of guards but nothing particularly hazardous. The dirt road to the 
  mansion is generally safe as well.
  The first time the characters are approached by a guard patrol, they are asked 
  their business. The looting of Londar’s mansion is appalling to many of the guards, 
  and they do their best to prevent more damage without shirking their other duties. 
  If the characters are investigating Londar’s disappearance for Learah Relight or 
  Alfguir K’Eliek, the guards question them briefly and then leave them about their 
  business. Once guards know the characters are on “official business,” further 
  encounters with patrols involve waving hands or nodding heads as the patrol rides 
  past. If the characters do not have a clear reason for traveling along the path or if 
  they are in possession of goods taken from the mansion, they are questioned more 
  closely, and eyed with suspicion each time they meet a patrol.
  No random encounters occur along the dirt road to Londar’s mansion, but you 
  might choose to use a few encounters from the Horrik Forest encounters.
  A. the CrAsh site
  A. the CrAsh site
  Bent branches and several crushed saplings mark the site where Londar’s carriage 
  was discovered. Hamra Ranthas and her deputies removed the carriage, bodies, and 
  any other evidence they found and took it back to Hampton Hill. Wheel depressions 
  in the soft earth off the cobblestone road suggest the wagon was moving very fast 
  when it crashed. With a successful DC 13 Perception check, anyone can notice 
  scorch marks on the stone road approximately 600 feet away. When thieves tried 
  to halt the carriage, Londar set off a spell to scare them away. The flash of fire 
  he created spooked the horses and caused them to run out of control. Once the 
  carriage crashed, the thieves set upon Londar and his driver. The battle was brief but 
  Londar was injured enough to trigger a contingency that teleported him back into 
  his private laboratories (see Map 4, Area 29).
  Searching with a successful DC 15 Intelligence (Investigation) check turns 
  up several empty poison vials and 7 crossbow bolts that Hamra and her deputies 
  missed. While the exact poison left in the vials is impossible to identify, the empty 
  vials are marked with a skull and crossbones that clearly indicate what they once 
  contained. The crossbow bolts are the work of Ebbon Goldaxe, as can be determined 
  by anyone familiar with his work who makes a DC 13 Intelligence check (characters 
  proficient with crossbows of any type can add their proficiency bonus to this check).
  ChApter three: WiLderness
  ChApter three: WiLderness
  
  12|Hall of tHe Rainbow Mage
  12|Hall of tHe Rainbow Mage
  
  CHapteR tHRee: wildeRness 
  CHapteR tHRee: wildeRness |13
  |13
  C. sMALL FieLd
  C. sMALL FieLd
  A guardian naga named Ilariak makes her home in this small grassy field. Now 
  covered with dirt and grass, this area was once home to a small temple. While the 
  temple may be forgotten by most, the area here is still hallowed ground (as the spell 
  hallow with the extradimensional interference effect) and provides a comfortable 
  home for Ilariak who sleeps out in the open. Ilariak noticed looters passing through 
  the forest and increased her patrols through the forest. She is usually gone during 
  the day.
  Description and Personality: Ilariak has blue scales and a humanoid face with 
  a large, flat nose surrounded by sharp quills. Long scars acquired in a battle with 
  a young dragon mar the left side of her body. Ilariak admires Byorik’s ability to 
  overcome his trollish heritage but doesn’t openly admit it. She attacks evil heritage 
  and punishes evil actions with single-minded ferocity. She does regular patrols 
  through the forest but has increased them lately after noticing looters moving 
  through the forest.
  Combat Tactics: Ilariak casts true seeing before boldly approaching anyone she 
  notices wandering the forest. She attacks evil creatures as soon as they are identified 
  but is willing to speak with good or neutral characters. She uses hold person and 
  enters into melee combat, saving her other spells and abilities for use if the battle 
  goes against her. As a last resort, Ilariak flees to try to recruit Byorik (Area B) to 
  assist her if a party is too powerful for her alone.
  d. LondAr
  d. LondAr’s MAnsion
  s MAnsion
  The tip of the tower of Londar’s Mansion is visible through the light forest 
  from quite a distance, though the mansion is visible only when the party is several 
  hundred feet from the door. Londar built his modest home and adjoining tower on a 
  low hill somewhat outside town. It is slightly more than half a day’s travel by foot 
  and several hours on horseback, so it is easy to scout the home and return to town 
  the same evening. See the following chapters for more details on Londar’s Mansion, 
  tower, and the caves beneath.
  WiLderness enCounters West oF the river
  WiLderness enCounters West oF the river
  Once the party is a mile or more from the river, roll 1d20 
  for every additional hour of travel. Each encounter should be 
  used once, if used at all. A roll indicating a previously defeated 
  encounter results in a result of “No encounter.”
  1d20
  Encounter
  1–2
  The party notices an orcish war party (10 orcs) 
  studying them from a distant hill.
  3
  Three trolls attack the party.
  4–5
  The party notices a dragon circling above a 
  distant hill (not a combat encounter).
  6
  A roc swoops down on the party and attempts 
  to grab a horse, with or without its rider.
  7
  A young green dragon attacks the party.
  8
  The party notices a cave. As they near it, a 
  behir protecting its lair attacks them. You may 
  generate treasure for the behir’s lair.
  9–10
  Two night hags ambush the party.
  11–12
  Two hill giants ambush the party in a narrow 
  pass. They can be tracked back to their lair with 
  a successful DC 13 Wisdom (Survival) check. 
  You may generate treasure for the giants’ lair.
  13–20
  No encounter.
  trAveLing to Arn
  trAveLing to Arn’s MountAin
  s MountAin
  Later in the adventure, once the characters learn information from exploring 
  Londar’s Mansion and their investigation into his death, they need to travel to 
  Arn’s Mountain. Though such travel will not occur in the adventure until after the 
  characters visit the areas detailed in the following chapters, the wilderness areas 
  regarding Arn’s Mountain are detailed in this chapter for completeness.
  The journey to Arn’s Mountain is far more arduous and dangerous than the short 
  trip to Londar’s Mansion. Once the characters travel over the small river west of 
  Hampton Hill, they find themselves in a rough, wild area consisting of thick forest 
  broken by large rocky hills. Vast armies once fought great battles here, and the 
  release of powerful spells broke open the very ground and left behind scars that still 
  exist today. A rare woodsman might be encountered here.
  e. uveAr
  e. uveAr’s CAMp
  s CAMp
  A peaceful stone giant outcast from his clan camps here. Uvear has untapped, 
  untrained sorcerous powers that lead to the release of great waves of magical energy 
  when he gets very emotional, even in his dreams. After several disasters, he was 
  asked to leave the clan. He camps here in hopes of coming to terms with his strange 
  powers and odd dreams. Uvear’s camp is at the base of Arn’s Mountain, and he has 
  investigated several caves leading to the brightly-lit cavern inside. He is afraid to 
  enter the mountain because he isn’t entirely sure it isn’t simply a vision brought on 
  by his special “madness.”
  Description and Personality: Uvear is a surprisingly gentle, friendly stone 
  giant. His hairless head and thin features make him appear quite a bit older than 
  he actually is. For a stone giant, Uvear is barely into puberty. He is extremely shy 
  and wary, warning strangers away because he is cursed. More frightened of hurting 
  someone else than of being hurt, he stands a safe distance away from visitors and 
  maintains a stony calm. He forces calmness upon himself in an effort to keep things 
  from bursting into flames or exploding around him. Things have gotten so bad lately 
  that he is afraid of sleeping; nightmares sometimes result in catastrophe. These 
  strange powers and occurrences weigh heavily on his mind, making bad dreams all 
  the more likely when he does sleep. Uvear’s loneliness generally overcomes his fear 
  of hurting people. He hasn’t spoken to anyone for several weeks, during which his 
  strange powers have begun to torture him.
  If the characters speak calmly to Uvear, they stand a good chance of recognizing 
  the changes he is going through (with a successful DC 13 Intelligence [Arcana] 
  check). Once recognized, any character wizard or sorcerer can give Uvear hints on 
  how to grasp and control his powers. Uvear is immensely relieved to discover his 
  powers can be controlled and that the gods didn’t curse him. If the characters help 
  Uvear in this manner, he tells them about several caves that lead into a “sun cave” 
  and offers to guard their pack animals for them. He is still afraid to travel with, or 
  stay close to, other people until he has control of his abilities.
  Uncontrolled Sorcerous Powers: Uvear has sorcerous powers he does not 
  understand. Presently, his powers manifest in two ways. First, any weapon he holds 
  glows and is treated as a magic weapon and gains a +1 bonus to hit and damage. 
  Second, if under stress, a random object or creature bursts into flames at the start 
  of Uvear’s turn (this inflicts 1d6 fire damage to the creature or any creature within 
  5 feet of the object).
  Tactics: Uvear’s powers caused enough catastrophes that he was outcast from 
  his own home. If attacked, he simply flees into the mountains as fast as he can; he 
  has no desire for combat or further destruction. If cornered, he fights to clear a path 
  to escape and does so at the first opportunity.
  F. Arn
  F. Arn’s MountAin
  s MountAin
  This mountain has not been identified as “Arn’s Mountain” for generations. Only 
  the books, notes, and knowledge from Xanthaque allow an easy identification of 
  the gray, jagged-tipped mountain as “Arn’s Mountain.” A great cleft runs down 
  the center of the peak of the mountain. Those who camp on the west side of the 
  mountain first see the sun through the cleft; those who camp on the east side notice 
  that their last view of the sun as it sets is through the cleft. Numerous caves lead into 
  the mountain’s hollow interior; it takes a very short amount of scouting to discover 
  several different routes inside. The mountain is detailed further in Chapter 7: Arn’s 
  Mountain.
  
  14|Hall of tHe Rainbow Mage
  14|Hall of tHe Rainbow Mage
  One would expect a wizard with Londar’s 
  reputation to have a home quite a bit larger, 
  or, at the very least, more colorful than 
  Londar’s relatively simple mansion. The 
  house itself has only one floor, though each 
  room has a 20-foot ceiling. The tower at the 
  back of his mansion rises to a peak more 
  than 90 feet above the foundation and can be 
  seen above the trees from over a mile away 
  on a clear day. Londar chose this site for his 
  simple home due to its position above a series 
  of natural caverns.
  Walls of the mansion are made of gray 
  granite obtained from a local quarry and 
  are fairly unremarkable. Dwarves consider 
  the stonework solid, but unimaginative and 
  unskilled.
  Stained-Glass Windows: All the main 
  rooms on the bottom floor (Areas 2–8) had 
  beautiful stained-glass windows that looters 
  broke to provide easy access to the building. 
  Fragments of the stained-glass windows that 
  once colored the gray stone walls remain in 
  many of the window frames, but it appears 
  that almost every window has been broken. 
  Destruction of the windows provides a hint of 
  the looting that has gone on since Londar’s 
  disappearance, as well as another sign that 
  something terrible must have happened to 
  him. Only the windows to Area 9, which have 
  been magically enchanted, remain unbroken.
  Lighting in the Mansion: Balls of glass 
  with continual flame spells provide steady 
  illumination throughout all the main rooms 
  (Areas 2–9).
  Entering the Mansion: The characters can 
  enter the home through the front door or by 
  walking through one of the broken windows.
  The Corpse on the Porch: A dark-robed 
  thief attempted to pick the lock on the front 
  door (Area 1). The corpse lies in a heap on 
  the low steps before the front door. Decay 
  makes the exact cause of death impossible 
  to determine. Looters going through the 
  mansion also picked clean the unfortunate 
  thief’s corpse. A search of the decaying 
  body turns up nothing. A successful DC 11 
  Intelligence (Investigation or Nature) or 
  Wisdom (Medicine) check determines the 
  corpse is about 6 days old, meaning the thief 
  died several weeks after Londar disappeared.
  ChApter Four: LondAr
  ChApter Four: LondAr’s MAnsion And toWer
  s MAnsion And toWer
  
  CHapteR fouR: londaR's Mansion and toweR 
  CHapteR fouR: londaR's Mansion and toweR |15
  |15
  
  16|Hall of tHe Rainbow Mage
  16|Hall of tHe Rainbow Mage
  If the characters don’t open the door within several minutes, Violet opens the 
  door and stands aside to allow Celadra to cast web, and then the three use the 
  tactics above. If the characters have already moved on, they wait and ambush the 
  characters in the Dining Room (Area 5) using similar tactics.
  Information: Capturing one of the three and coercing him or her to talk 
  potentially provides useful information. Without magic or outright torture, a 
  successful DC Charisma (Deception, Intimidation, or Persuasion) check is required 
  to force one of them to talk. Baron Kurell hired the team to find an ancient text 
  about a pyramid, a small silver and gold pyramid, and a large ruby. The baron paid 
  5000 gp in advance and agreed to pay another 10,000 gp upon completion of the 
  mission with all other treasures kept by the trio. The information is useful but can’t 
  be used against the baron in a court of law because no written agreements or other 
  witnesses exist.
  4. the kitChen
  4. the kitChen
  A massive iron stove stands in the center of the room with a large chimney 
  leading up through the roof. Pots and pans are scattered across the floor, along with 
  a variety of cooking utensils. Cabinet doors stand open, and the plates, bowls, and 
  serving dishes that once occupied them have been thrown on the floor. Flour and 
  sugar cover the floor of the small pantry in the west wall. Looters emptied every 
  container and cabinet in search of hidden money. Doors into the hallway to the north 
  and the large dining room to the east remain open, allowing a clear view into those 
  rooms. A successful DC 13 Intelligence (History) check easily recognizes that some 
  of the unbroken china left behind is quite valuable.
  Treasure: Although somewhat difficult to transport, the unbroken china and 
  glassware remaining behind are worth 350 gp.
  5. the dining rooM
  5. the dining rooM
  A stench of stale vomit fills the air of the dining room. That, along with the 
  jumble of broken glass from the shattered windows, taints the view of this once-
  magnificent dining room. Pale wood paneling along the walls contrasts with the 
  dark wood of the massive dining table and chairs in the center of the room. The table 
  and chairs are in complete disarray, and whatever decorative vases or glassware 
  once occupied the table has been stolen or broken. All but one of the small niches 
  for statues and vases lining the walls are empty.
  The single remaining statue is an ornate silver depiction of a dragon with its 
  mouth open and ruby eyes flashing in anger as it prepares to breathe fire on its 
  opponents. A master craftsman created the statue years ago for Londar before he 
  worked his own spells on it. Before the other statues and vases were stolen, the 
  silver dragon was the most valuable-looking piece in the dining room. It is really a 
  complex magical trap.
  Silver Dragon Trap
  Magical trap
  If anyone other than Londar touches the statue, it “breathes” a stinking cloud 
  that affects everyone in the room. The magic is permanent and can be triggered 
  as often as once per round. The cloud dissipates through the broken windows one 
  minute after the trap is triggered. A detect magic spell reveals a complex magical 
  aura surrounding the statue, but the trap cannot be identified by any other means. A 
  successful wish spell removes the enchantment, as does a successful dispel magic 
  (DC 18). The magical effects must be removed before the statue can be transported 
  and sold.
  Treasure: The silver dragon statue is worth 1200 gp due to its exceptional 
  craftsmanship and beauty.
  6. the guest bedrooM
  6. the guest bedrooM
  Londar, an intensely private man, has only a single guest bedroom in his home. 
  Designed for his niece Learah, it usually saw use only when she visited. Shattered 
  glass from the single stained-glass window in the northern wall covers the room. 
  All the drawers from the small dresser and desk in the room have been pulled out 
  and overturned, and the blankets and sheets have been taken from the mattress. The 
  mattress itself is slashed and torn apart, and several parts of the bedframe are broken 
  and dismantled. The only item of interest in the room is a small pool of blood along 
  the windowsill. A successful DC 13 Intelligence (Nature) or Wisdom (Medicine 
  or Survival) check determines the blood is less than a day old. A looter rested on 
  the windowsill to dress her wounds after running from the golem’s in Londar’s 
  Bedroom (Area 7).
  1. the Front door
  1. the Front door
  The massive front door is made of solid oak boards surrounding an iron core. It 
  has a delicate, well-constructed lock that is magically warded. The front door is the 
  only entrance to the mansion that remains unbroken. The oak door can be unlocked 
  with one of several specifically warded silver keys that Londar created. One of these 
  keys can be obtained from Learah Relight.
  Trap: The door inflicts a powerful electrical shock on anyone attempting to open 
  the lock without the proper key. The trap does not come into play if the characters 
  obtained the key from Learah Relight or enter through a broken window.
  Heavy Oak Door: 5 in. thick; (AC15, 27 hit points)
  Electric Shock Trap
  Magical trap
  This magical trap activates when anyone tries to open the door without first 
  disabling the lock, including attempts to pick the lock (the lock can be picked with 
  thieves’ tools and a successful DC 15 Dexterity check), but this still sets off the trap. 
  The trap can be spotted with a successful DC 15 Intelligence (Arcana) check and 
  disabled with a successful DC 18 Intelligence (Arcana) check. When the trap is set 
  off, the character who triggered it must succeed at a DC 15 Dexterity saving throw 
  or suffer 23 (5d8) lightning damage (half damage with a successful save). The bolt 
  of electricity then arcs toward the two nearest targets, with anyone wearing a great 
  deal of metal struck over others. These secondary targets must make the same save 
  as above or suffer the 23 (5d8) lightning damage (half damage with a successful 
  save).
  2. A LArge entry hALL
  2. A LArge entry hALL
  Fragments of the windows that once flanked the front door intermingle with 
  pieces of a porcelain vase that someone dropped. The only items remaining in the 
  entry hall, or the coat closet in the southern wall, are large pieces of furniture that 
  couldn’t be easily be carried away. Blank spots on the walls indicate that even the 
  paintings were stolen. The hallway door to the east has been left open to provide 
  a clear view of the hallway, but the door in the north wall remains closed. The 
  closed door is unlocked and leads into the Servants Quarters (Area 3). A character 
  noticing the gouges in the wood-paneled inner walls might easily surmise that the 
  looters were in a huge hurry to grab everything they could and leave before being 
  discovered.
  Ambush: Note that the three rascals in Area 3 are most likely observing the 
  characters as they enter this room and may take action against them. See the 
  Combat Tactics section of Area 3.
  Treasure: Searching the area carefully (with a successful Intelligence DC 13 
  [Investigation] check) turns up a secret panel in the northern wall that slides down 
  to reveal a compartment holding a light crossbow and several bolts. The light 
  crossbow has ornate carvings on the stock along with delicate silver inlays, as well 
  as 18 crossbow bolts.
  3. the servAnt quArters
  3. the servAnt quArters
  Looters ransacked the small servants’ quarters as effectively as the rest of 
  the home. Several cots are turned on their sides, and the mattresses are slashed. 
  Fragments of a broken wood chest cover the room along with small fragments of 
  colored glass. Londar hired live-in servants and guards only when guests were 
  staying with him. Londar placed great value on his privacy and generally had a 
  coach drive the few cooks and food servers he did use back and forth to town.
  Three adventurers hired by Baron Kurell hide in this room. Injured in a recent 
  encounter with the wood golem in Londar’s Bedroom (Area 7), they finished 
  resting and healing before hearing the characters stepping on the broken glass on the 
  floor of the Entry Hall (Area 2). Already prepared to battle the wood golems in the 
  office and bedroom, they instead prepare an ambush when they hear the characters 
  in the other room. If the characters bypass this room, the looters wait until they 
  are in the Dining Room (Area 5) and ambush them there. The three adventurers 
  are Violet, Kryern, and Celadra (see Appendix B, Violet and Kryern are listed 
  together under Violet).
  Tactics: Violet, Celadra, and Krybern have been a team for several years and 
  work very well together. Celadra’s spells are prepared with battling wood golems in 
  mind so she has memorized more fire-based spells than she normally would. Upon 
  hearing the characters in the other room, Celadra casts mage armor on herself. 
  The three move to the corners of the room farthest from the door and wait for the 
  characters to enter the room. Once the door opens, Celadra casts web into the entry 
  hall to trap the characters, while Violet and Krybern open fire with their bows. If 
  the characters are stuck in the web, the three soften them up with missile weapons 
  and magic missiles from Celadra. If the characters break or burn free, Violet and 
  Krybern stand before the door to give Celadra protection and then the three looters 
  flee through the broken windows.
  
  CHapteR fouR: londaR's Mansion and toweR 
  CHapteR fouR: londaR's Mansion and toweR |17
  |17
  Staring at the pattern of colors on the ceiling for more than one round forces 
  a DC 13 Wisdom saving throw to avoid gaining the stunned condition. Stunned 
  characters are unable to act or think until the hypnosis is broken by somehow 
  forcing the character to stop looking at the pattern or by destroying the pattern 
  itself. Breaking the hypnosis causes mental pain and anguish, forcing a second DC 
  13 Wisdom saving throw to avoid suffering disadvantage on all Intelligence based 
  checks until the victim completes a long rest. A DC 15 Intelligence (Arcane) check 
  allows someone to realize the colors could be dangerous and that breaking a single 
  crystal vase or statue should disrupt the pattern and make it safe to look at the 
  ceiling.
  Examining the Room: A large ebonwood desk stands in the center of the 
  office, and massive bookcases cover the inner walls. Various papers and books are 
  scattered along the shelves. A successful DC 15 Intelligence (Investigation) check 
  reveals a few arcane scrolls (you should choose 4 level 2–5 spells that the characters 
  do not have in their spellbooks). The desk has several locked drawers that contain 
  interesting items. A bookcase in the northeast corner of the office conceals a doorway 
  (found with a successful DC 18 Intelligence [Investigation] check) that leads to a 
  passage down to the caverns beneath the home. A dwarf or other character studying 
  the construction of the home gains advantage on the Intelligence (Investigation) 
  check to notice the secret door due to the missing space behind the wall in the living 
  room and the wall in the corner of his office.
  Crystal light trap
  Magical trap
  Londar’s desk has a powerful trap yet contains only a few items of value. 
  Attempting to open the drawers causes a crystal embedded in the top of the desk 
  to emit a flash of brilliant red light that causes painful burns to anyone nearby. 
  The red light is a powerful, concentrated form of heat that affects anyone within 
  a 5-foot radius of the desk. The light passes above the desk, making it immune to 
  the damage, but any items on top of it must succeed at a saving throw or catch fire.
  The crystal light trap can be spotted with a DC 15 Intelligence (Arcana) check 
  and disabled with a DC 18 Intelligence (Arcana) check (dispel DC 20). Anyone 
  inside the room when the trap activates must make a DC 13 Dexterity saving throw 
  or suffer 22 (5d8) fire damage and be blinded for 1d6 minutes (half damage and no 
  blindness on a successful save). The trap recharges in 5 rounds.
  Londar kept his most valuable items hidden in his true library and vault within 
  the caverns deep beneath his home. The trap on the desk was simply meant to 
  further deter thieves to allow Londar time to prepare for battle. The desk drawers 
  contain only arcane scrolls (you should choose three spells the party does not have 
  access to) and a pouch containing 100 gp.
  LondAr
  LondAr’s toWer (AreAs 10
  s toWer (AreAs 10–12)
  12)
  Londar’s Tower rises several floors above the main house. The living room of the 
  home is the first level of the tower. Stairs circle the inner wall of the tower as they 
  climb to the upper levels. A landing marks each level with a door blocking further 
  progress up the stairs or into that particular floor. The three upper levels are devoted 
  to storage or other special uses that Londar considered sage enough to house there. 
  Doors in the tower generally have rather dangerous traps. Londar bypassed these 
  traps — and all the traps in his caverns — using secret command words known only 
  to him or by using teleport spells.
  10. the seCond LeveL oF LondAr
  10. the seCond LeveL oF LondAr’s toWer
  s toWer
  The stairs that lead up from The Living Room (Area 8) end before a solid stone 
  door painted in fluorescent red. Soot marks along the walls surrounding the landing 
  hint at a recent fire. The only features of the door are its bright red color and its 
  strange lock. Anyone attempting to pick the lock or force open the door triggers 
  the trap.
  Red Stone Door: 9 in. thick; (AC 17, 45 hit points, locked, but can be picked 
  with thieves’ tools and a DC 18 Dexterity check).
  Fire Jet Trap
  Magical trap
  The trap pumps out a jet of fire from a magical source. It can be detected with a 
  DC 13 Intelligence (Arcana) check and disabled with a DC 18 Intelligence (Arcana) 
  check (dispel DC 20). Picking the lock or forcing the door triggers the trap. A jet of 
  fire extends 5 feet from the door toward the stairway. Anyone caught in the jet must 
  make a DC 15 Dexterity saving throw or suffer 27 (6d6) fire damage (half damage 
  with a successful save). The trap resets after 1d4 rounds.
  7. LondAr
  7. LondAr’s bedrooM
  s bedrooM
  Double doors entering Londar’s room were left closed by the last thief who 
  entered and then fled the room. The doors are not locked. Londar created a wood 
  golem (see Appendix B) to protect him while he was sleeping and to protect his 
  room while he was away. The golem appears to be a simple wooden statue of a tall 
  man holding a large mace in each hand. Londar created the construct with very 
  specific orders: It utters a loud shriek similar to that of an alarm spell while it 
  attacks anyone other than Londar who enters the room. Looters attempted to get 
  past the golem, and most met a bloody end. Broken glass is spread across the room 
  along with the splintered furniture. Thieves broke the glass; their bodies broke the 
  furniture as the golem tossed them about the room. Two ripe corpses remain in the 
  room, both in an advanced state of decay.
  Combat Tactics: The golem is keyed to Londar and attacks anyone else. It lets 
  out a constant shriek as long as anyone is in the room and fights until destroyed. 
  Fortunately, the golem is keyed to this particular room and does not chase fleeing 
  victims. The golem has enough rudimentary programming to close the doors and 
  stay away from the windows if the characters attempt to use missile weapons 
  against it from outside the room.
  Examining the Room: If the golem is defeated or disabled, the characters have 
  an opportunity to search the room. Unfortunately, Londar had a passion for delicate 
  porcelain and crystal, all of which was destroyed during the golem’s battles with 
  looters. One of the broken dressers has a drawer with a secret bottom (spotted with 
  a DC 15 Intelligence [Investigation] check) holding several small, unmarked vials 
  (philter of love, potion of giant strength [hill giant], potion of growth, and a potion 
  of poison). A search of the two corpses turns up a longsword, two daggers, and coins 
  totaling 14 gp, 32 sp, and 55 cp.
  8. the Living rooM
  8. the Living rooM
  Londar used his living room extensively, both for entertaining and for his own 
  reading and relaxation. The curved end of the home marks the base of Londar’s 
  tower and has the only unbroken windows in the room. The rest of the room is now 
  a complete wreck. Plush cushions that once lined the many chairs and sofas are 
  slashed and shredded, and small tables throughout the room were broken in vain 
  searches for secret compartments. A wide stairway climbs along the outer edge of 
  the tower to its upper levels, while bloody handprints mark a door in the north wall. 
  Bare spots on the walls indicate where tapestries or paintings once hung. Niches 
  along the inner walls are all empty.
  Blood left behind on the door to Londar’s Office (Area 9) is old enough to be 
  dried and flaking. Learah and the sheriff left the door unlocked after their search 
  for Londar. They were unable to enter the office due to the golems guarding it but 
  determined that he wasn’t there.
  9. LondAr
  9. LondAr’s oFFiCe
  s oFFiCe
  Londar never allowed his servants into his office nor did he ever do business 
  here. His office is really a gateway down to the caverns beneath his home, a gateway 
  he has kept well-guarded against invasion. The two stained-glass windows in this 
  room are unbroken. Powerful magic rendered the stained-glass windows virtually 
  unbreakable, and 2 wood golems (see Appendix B) guard the room against any 
  unwanted intruders. The room was damaged during a battle with looters, but after 
  they saw what the golem in the bedroom could do, most looters left this room alone.
  High niches along the walls hold a variety of delicate crystal vases and statues 
  that are all lit from behind with magical lights. The crystal splits the light into a 
  rainbow of colors that spills across the ceiling in a complex interweaving of color. 
  The effect is a startling, hypnotic reminder of the reasons behind Londar being 
  known as the Rainbow Mage and acts as a magical trap.
  Exterior Windows: 1/2 in. thick; (AC 19, 4 hit points each). These stained-glass 
  windows have been magically hardened, making them very difficult to break.
  Tactics: The golems stand on each side of the doorway and turn to attack anyone 
  entering through the door while emitting their piercing alarm wail. Neither golem 
  leaves the office to chase intruders. They are programmed to close the door and stay 
  out of sight to avoid missile fire and spells from outside the room.
  Note: Damaging area effect spells stand a good chance of destroying items on 
  the shelves and makes the secret door behind the bookcase more difficult to locate 
  (requiring a successful DC 21 Intelligence [Investigation] check) but with the same 
  possible modifiers described below).
  Hypnotic Pattern Trap
  Magical trap
  
  18|Hall of tHe Rainbow Mage
  18|Hall of tHe Rainbow Mage
  Inside the Room: Once the door is opened, an apparently empty room and a 
  stairway that continues upward along the outer edge of the tower is revealed. Londar 
  used this room to store unused furniture and old items he didn’t need anymore. The 
  center of the room is enchanted so that any inanimate objects placed there become 
  invisible within 2 rounds. A character walking toward the center of the room bumps 
  into the old furniture and can rapidly figure out what is there by feeling around. The 
  items can be revealed for 1 hour with a dispel magic spell or by removing them from 
  the middle of the room. None of the items is of any value to the party. Once reached, 
  this room is relatively easy to guard and therefore a good place to rest.
  11. the third LeveL oF LondAr
  11. the third LeveL oF LondAr’s toWer
  s toWer
  Stairs from the second level rise to a small landing before a dull, featureless blue 
  stone door. Anyone attempting to force the door or pick the lock triggers the release 
  of oil from the holes along the floor. The oil pours across the landing and down the 
  steps. The trap is difficult to locate but relatively easy to disable once discovered.
  Blue Stone Door: 9 in. thick; (AC 17, 45 hit points, locked, but can be picked 
  with thieves’ tools and a DC 18 Dexterity check).
  Oil Trap
  Mechanical Trap
  Picking the lock or forcing the door triggers this trap. Oil sprays out from the 
  trap and affects all in the area. Anyone moving through an area covered by the oil 
  must move at half speed or make a DC 12 Dexterity (Acrobatics) check to avoid 
  falling down (keep in mind that falls down the stairs inflict normal falling damage 
  for every 5 feet fallen). A DC 18 Wisdom (Perception) check locates the trap, and it 
  can be disabled with thieves’ tools and a DC 12 Dexterity check. The oil trap has 5 
  remaining activations before the reservoir runs dry.
  Inside the Room: Opening the door reveals a well-appointed reading room 
  decorated with beautiful crystal lamps, broad wool tapestries, and ornate wooden 
  chairs with plush cushions. A beautiful full-sized mirror is molded to the stone of 
  the floor in the center of the room, and the eastern portion of the circular room is 
  decorated with colored stone inlays in the shape of strange runes along the walls 
  and the floor. Stairs along the west wall continue their climb along the outside of 
  the tower to its upper levels.
  Londar generally avoided his traps and devices by simply teleporting from place 
  to place or by using passwords known only to him. Rune-shaped decorations helped 
  him key in on exact destinations and eliminated any chance of a failed teleport. 
  Detect magic reveals nothing strange or magical about the symbols themselves but 
  reveals extremely powerful magic surrounding the mirror. The mirror is a mirror 
  of random portals (see sidebar) Londar created. When the mirror is activated, it 
  generates a one-way portal to a random location throughout the world. Londar used 
  the mirror to explore the world, always knowing he could teleport home when he 
  needed to do so.
  Mirror oF rAndoM teLeportAtion
  Mirror oF rAndoM teLeportAtion
  Wondrous item, unique
  This odd mirror can generate a one-way portal to random 
  locations throughout the world. The location cannot be determined 
  beforehand and can include any place in the known world, 
  including caverns, dungeons, forests, mountains, etc. The portal 
  never ends up inside rock or underwater but can open to locations 
  with no other exits. Activating the mirror requires a gem of at 
  least 100 gp value to be placed into the depression at the top of the 
  frame. The mirror can be activated only once per day. Each mirror 
  must be created in a particular location; moving a mirror from 
  the spot where it was created prevents its magic from working 
  anymore.
  12. the Fourth LeveL oF LondAr
  12. the Fourth LeveL oF LondAr’s toWer
  s toWer
  Stairs from the third level of the tower end before a purple stone door that is 
  marked with glowing runes. Detect magic reveals alteration and evocation magic 
  on the runes, but the door has no traps and is unlocked.
  Purple Stone Door: 9 in. thick; (AC 17, 45 hit points, locked, but can be picked 
  with thieves’ tools and a DC 18 Dexterity check).
  Inside the Room: A massive crystal ball occupies a circular table in the center 
  of the room, and several strange silver bowls full of water rest on stands in different 
  parts of the chamber. Runes and sigils decorate the north wall above a strange circle 
  of inlayed stone. A small table against the west wall holds a number of carefully 
  drawn maps.
  Londar devoted the top of his tower to the creation of a scrying chamber that he 
  used to spy on the important people and lands surrounding his home. He used this 
  chamber to create intricate maps of the surrounding area and to record weaknesses 
  of potential enemies. Carefully studying the map indicates that some of them were 
  created as battle plans. characters studying some of the notes and who succeed at a 
  DC 18 Intelligence check come to the conclusion that Londar was planning to take 
  over the surrounding area by force, a rather shocking revelation considering his 
  reputation as a well-liked, generous man.
  Treasure #1: The crystal ball and scrying balls (non-magical) are of the highest 
  quality and would fetch over 3000 gp on the open market. Unfortunately, everything 
  bears Londar’s symbol and can’t be sold or openly transported locally. The maps 
  and battle plans would be shocking to the local magistrate but are worth money only 
  to Learah Relight who is willing to pay 1000 gp to prevent any public knowledge of 
  Londar’s “temporary madness.”
  Treasure #2: One of the drawers has a carefully hidden secret compartment 
  that can be found with a DC 15 Intelligence (investigation) check. It contains a +1 
  dagger Londar forgot about.
  Treasure #3: Beneath some of the maps is a letter written on thin parchment 
  that reads, “L. It appears we are in agreement. The western mountains are yours, 
  may your search of those ruins find success, and everything east and south of the 
  Remick River shall be mine. As we discussed, the pyramid is necessary for success. 
  I shall send a courier with funds sufficient to help acquire the final pieces of the 
  device.” While the letter is unsigned, a wax seal has been affixed to the bottom of 
  the parchment. A successful DC 13 Intelligence (History) check determines the seal 
  is very similar to Baron Kurell’s, but not similar enough to be certain of its source.
  Treasure #4: Mixed in with some of the other maps and papers is a detailed map 
  of the mountains west of the mansion and Hampton Hill. Known to most in the area 
  simply as “the western mountains,” Londar’s map has an additional message that 
  reads: “Batrie’s Fall.” A scrawled note near a mountain circled on the map reads: 
  “Arn’s? Hollow? Temple?” When combined with other information, the characters 
  can use this map to help locate Arn’s Mountain where an ancient temple to Horgrim 
  remains hidden.
  
  CHapteR five: beneatH tHe Mansion 
  CHapteR five: beneatH tHe Mansion |19
  |19
  AdditionAL enCounters  
  AdditionAL enCounters  
  in the jungLe CAvern
  in the jungLe CAvern
  You may choose to include some of the following random events 
  while in this cavern. Roll 1d20 for every 30 minutes in the cavern, 
  an encounter already used counts as no encounter. The above 
  should be used only once, if at all. You might decide to add more 
  combat-oriented encounters to the jungle as it is a perfect place to 
  add strange creatures teleported in from distant locations.
  1d8
  Encounter
  1–2
  A powerful roar reverberates through the trees 
  and off the cavern walls followed by screeches 
  and panicked birdcalls only to close with a 
  distinctly uneasy silence.
  3
  A tiger bursts through the undergrowth and 
  attacks the party.
  4–5
  A colorful bird charges from the treetops and 
  attempts to chase the party away from its nest.
  6
  The party enters a small clearing only to notice 
  2 chuul at the same time they notice them.
  7
  Something screeches before running into the 
  undergrowth, leaving behind only rustling 
  leaves.
  8–9
  A pained wail echoes through the trees, 
  followed by the call of a strange bird.
  10–20
  No encounter.
  the CAverns (AreAs 13
  the CAverns (AreAs 13–23)
  23)
  Londar used the caverns below his home as a testing ground and as an extra 
  layer of protection against invasion. Londar used magic and a charmed delver to 
  create rooms hidden off the caverns as well as the tunnels connecting them. Londar 
  installed permanent teleportation circles in several parts of the Under Realms and 
  a distant jungle to keep his different caverns populated with creatures to study and 
  experiment on. Some of Londar’s research went into creating special forcefields he 
  used to keep creatures in the various caverns apart. Once he finished the intricate 
  network of caverns, he never had to travel through them. Each room he created has 
  a special area with inlayed stone in the form of colored runes that gave Londar the 
  exact coordinates for the use of teleport spells. All these areas are unique in design 
  but none of the stonework is magical in nature.
  Some of the creatures in the various caverns were deliberately summoned or 
  teleported there by Londar; others simply wandered through teleportation circles 
  and became trapped. The presence of the outside teleportation circles provides an 
  opportunity for you to add new or different creatures the characters have never 
  before encountered. Several caverns include possible random encounter lists, but 
  these lists should be considered optional and used only if you want to create a more 
  difficult adventure.
  Forcefields: Forcefields dividing hallways and caverns are equivalent to wall of 
  force spells that can be turned on and off with special dials. Londar created a system 
  of dials that could be triggered only by a Small or Medium-size humanoid hand 
  with a full complement of fingers. When turned, these dials open doors or turn off 
  forcefields, and then slowly reset over a period of about 10 rounds (one minute). 
  Once the dial resets, the door it opened closes or the forcefield it disabled goes back 
  up. Forcefields follow all the rules of wall of force spells with respect to spells and 
  attacks. The forcefields are difficult to notice without walking into them or hitting 
  them with something, but characters should soon recognize the dials to disable them 
  and that the forcefields are always located at logical junctions.
  13. roughheWn hALLWAy
  13. roughheWn hALLWAy
  The stairs drop steadily into the ground in a steep spiral before finally ending at 
  a wide, roughhewn hallway sloping downward to the south. The robed body of a 
  wizard slumps on the floor near a pillar 30 feet down the hallway, which forks 30 
  feet past the body. The wizard used a passwall spell to get through the wall into the 
  hidden passage he realized must be behind it. Unfortunately, he ran into a rather 
  deadly trap. Cautious characters recognize that the body and most of its clothing 
  are horribly burned and that the stone wall near the body shows signs of great heat. 
  A 5-foot strip of floor before the pillar is designed as a trigger for a fire jet trap. 
  Anyone stepping on that area of the floor is engulfed in jets of fire from tiny nozzles 
  in the walls.
  Fire Jet Trap
  Mechanical trap
  Anyone stepping on a 5-ft.-wide strip of floor before the pillar triggers this trap. 
  The trap can be detected with a DC 13 Wisdom (Perception) check. When activated, 
  the trap shoots jets of fire along the length of the corridor from the pillar to the foot 
  of the stairs. Those caught in this spray of fire must make a DC 15 Dexterity saving 
  throw or suffer 27 (5d10) fire damage (half damage on a successful save). The trap 
  can be disabled using thieves’ tools and a DC 15 Dexterity check.
  Disabling the trap allows the characters to examine the corpse. The powerful 
  flames destroyed almost everything on the burned corpse.
  Ten feet beyond the stone pillar is a forcefield (see above) that must be 
  deactivated to travel any farther. Characters studying the pillar closely notice a dial 
  with a depression the size and shape of a humanoid hand. Placing one’s hand in 
  the depression and turning the dial brings down the wall of force. Turning the dial 
  begins a slow ticking sound as it begins to reset. Once it returns to its original 
  position, the forcefield turns on again. Beyond the forcefield, a similar dial in the 
  wall turns off the forcefield from the opposite side. Londar set up several such walls 
  in different places throughout the cavern’s halls to keep creatures safely confined.
  14. beFore the jungLe CAvern
  14. beFore the jungLe CAvern
  A shimmering forcefield blocks the entrance to a massive cavern lit with glowing 
  stalactites and filled with jungle plants. Air on the opposite side of the wall of force 
  is far hotter and more humid than the air in the hallway, causing the field to shimmer 
  enough to be somewhat visible. A dial with a depression shaped like a human hand 
  in the southern wall can be used to disable the field for one minute. A second dial on 
  the other side of the field can also be used to deactivate the field.
  ChApter Five: beneAth the MAnsion
  ChApter Five: beneAth the MAnsion
  
  20|Hall of tHe Rainbow Mage
  20|Hall of tHe Rainbow Mage
  
  CHapteR five: beneatH tHe Mansion 
  CHapteR five: beneatH tHe Mansion |21
  |21
  the jungLe CAvern
  the jungLe CAvern
  Londar loved the brightly colored creatures he saw while traveling in the jungle 
  and endeavored to create his own jungle in this massive cavern. He used spells to 
  permanently light the cavern from above and then teleported in large plants and a 
  number of animals. While some of the plants don’t grow very well, teleportation 
  circles placed in several different jungles bring a constant influx of small jungle 
  animals along with a few larger jungle creatures. Teleportation circle arrival 
  locations identified on the map indicate regions where creatures might suddenly 
  appear out of thin air. The cavern’s ceiling rises approximately 80 feet above the 
  floor with many of the jungle trees planted here reaching the top of the cavern 
  and then bending along the ceiling. Birds, small monkeys, and other animals move 
  through the twisted forest. Numbered locations indicate spots or encounters of 
  particular interest.
  15. kunkthAnk
  15. kunkthAnk’s AMbush
  s AMbush
  Kunkthank (tyrannosaurus rex, but with Intelligence 12 due to a side effect of 
  the teleportation circle) arrived here through one of the teleportation circles over a 
  year ago. Although he stands slightly over 18 feet tall, he has found a particularly 
  thick stand of jungle trees and undergrowth where he can hide and wait for food 
  to wander by. While not overly intelligent, he knows exactly how close most prey 
  needs to be before he charges forward and runs it to the ground. Few creatures ever 
  get away from his brutal attacks.
  Treasure: Kunkthank has a small cache of treasure hidden in a depression in 
  the cavern floor near his ambush spot. Vines cover the hole, but a successful DC 
  13 Intelligence (Investigation) check allows a character to notice green stains on 
  the rocky ground where the vines are moved back and forth. His treasure includes 
  some items acquired from two unlucky rogues that came through one of Londar’s 
  teleportation circles. In the depression is a handy haversack (empty), lockpicks, 2 
  daggers, a rusted longsword, 18 pp, 87 gp, 93 sp, and 72 cp.
  16. A seCret door
  16. A seCret door
  The solid rock door sitting in the northern wall has carefully emulated the stone 
  walls of the cavern, making it very difficult to spot (requires a successful DC 18 
  Intelligence [Investigation check]). Characters who spot the door also notice a 
  dial with a human hand imprint in the rock several feet to the left of the door and 
  automatically realize it must control a door or forcefield similar to those that the 
  characters have already bypassed. Placing a hand in the impression and turning the 
  dial opens the door to reveal a small laboratory.
  Heavy Stone Door: 3 ft. thick; (AC 17, 135 hit points).
  The door is a piece of the cavern wall carefully cut out to create a well-hidden 
  door. It opens by a series of mechanical and magical mechanisms triggered by the 
  dial in the stone wall beside it. A Small or Medium-sized humanoid hand with a 
  full complement of fingers and a thumb is required to turn the dial; any other hand 
  or appendage simply cannot bypass the magical protection placed upon it. Once 
  turned, the dial slowly resets over a period of one minute after which the door 
  closes again.
  A chuul set up an ambush (spotted with a DC 15 Wisdom [Perception] check) 
  by a small pond hidden by several thick trees and some heavy bushes. Intelligent 
  enough to realize the dial in the wall controls a locking mechanism, it stands guard 
  watching the dial and the adjoining doorway to learn who is responsible for its 
  recent arrival here. The chuul presumes anyone opening or going through the door 
  is the enemy that trapped it here and attacks. It would attempt to go through the door 
  itself but is unable to turn the dial.
  After falling through a teleportation circle, this chuul quickly assessed its 
  situation and has made the best of a bad situation. It waits patiently, abandoning its 
  vigil over the secret door only to hunt for a bit of food. Anyone attempting to open 
  the door becomes a target for its anger.
  Tactics: The chuul hides in a small pool of water near the door. It bursts from 
  cover and attacks anyone approaching the door or the lock, targeting the person 
  closest to the door as its primary victim.
  17. An AbAndoned ALCheMist
  17. An AbAndoned ALCheMist’s LAborAtory
  s LAborAtory
  Glass objects, crystal flasks, and strange vases line shelves and benches 
  throughout the room. Abandoned glassware here could fetch a total of 200 gp from 
  an alchemist interested in purchasing it. Shelves along the back wall hold a variety 
  of large bottles made of tinted glass, each with wax-sealed stoppers. A purple dial 
  with a hand impression is beside a set of shelves in the north wall. If turned, this dial 
  does not begin to reset like the dials that open doors or trigger the forcefields in the 
  hallways. This dial needs to be turned for the west door in the Large Laboratory 
  (Area 29) to be opened. A bench in the center of the room has been cleared of all 
  glassware and holds only a single bottle with a cork stopper. Scrawled words on a 
  piece of paper resting beside it read, “One wish left, don’t push him.”
  Londar actually used this laboratory while experimenting on gorillas and other 
  creatures. He abandoned it several years ago, but beforehand, Londar put a few 
  items here to make life “entertaining” for anyone searching through the lab. Londar 
  discovered a way to transform and imprison creatures in the large glass bottles 
  along the shelves and on the bench. He used this method to store a few of his 
  experiments and a few other creatures he intended to experiment on in the future. 
  Breaking or opening a bottle releases the trapped creature. Creatures released in this 
  manner are stunned until the end of their turn following their release. Most of the 
  creatures trapped in the bottles either attack anyone in the room or do their best to 
  escape when finally released. While there is a djinni in a bottle on the bench, it was 
  trapped in the bottle by Londar, can’t cast any wish spells, and is VERY angry once 
  it is finally released. Characters should be quite reasonably suspicious of both the 
  bottle and the note. If they go ahead and open it, the djinni turns into a whirlwind 
  as soon as it can act and travels through the room, shattering all the glassware and 
  releasing the creatures trapped in the other bottles.
  Tactics: After recovering from its initial stunning, the djinni bellows with rage 
  and uses its whirlwind ability to decimate the room. It sends shattered glassware 
  throughout the room and breaks all the bottles on the shelves before using its plane 
  shift ability to return to its home. If released in the laboratory, the djinni does not 
  stay around to battle the characters, though it would like to, because it is afraid of 
  somehow being trapped again. Releasing the djinni outside the laboratory results in 
  a full-scale battle from which the djinni flees only if mortally wounded.
  The djinni breaks all the jars containing the bottled creatures (see sidebar) if he 
  is released in the laboratory. Total chaos ensues: The pyrohydra basically attacks 
  everything in sight; the troll attacks the characters and tries to use them as a shield 
  against the pyrohydra; and other creatures generally attack anyone next to them. 
  Wise characters flee and let the released creatures destroy each other.
  the bottLes
  the bottLes
  Creatures trapped in the bottles underwent a painful procedure 
  against their will. Some failed enough saving throws that they 
  did not survive, but most of the rest did. Creatures trapped in the 
  bottles are not slaves of the person freeing them; in fact, they are 
  more than likely going to attack as soon as they recover from their 
  ordeal. There are 15 bottles total. If any are opened or destroyed, 
  roll 2d8–1 and consult the following table.
  2d8 – 1
  Contents
  1–2
  Kobold (any kobolds released are frightened 
  and attempt to run away or negotiate their 
  freedom)
  3
  Troll (attacks the nearest creature)
  4
  Ettercap (if the door is opened, it attempts to 
  flee; if the door is closed, it attacks the nearest 
  creature)
  5–7
  Dead kobolds
  8
  Griffon (hungry and frightened, it attacks 
  the nearest creature; attempts to calm or 
  communicate with it suffer a –8 circumstance 
  penalty)
  9–10
  Bugbear (attacks nearest creature)
  11
  Greater Pyrohydra (attacks anyone and 
  anything around it, see Appendix B)
  12
  Dead griffon
  13
  Shambling mound (attempts to communicate 
  unless attacked)
  14
  Dead bugbear
  15
  Otyugh (attacks nearest creature)
  
  22|Hall of tHe Rainbow Mage
  22|Hall of tHe Rainbow Mage
  18. CAvern oF the LAke
  18. CAvern oF the LAke
  The hallway opens into a large cavern with a small lake in its center. A second 
  hallway exits the cavern along the southern side with both exits from the cavern 
  protected by forcefields operated by standard hand dials. Londar purchased an 
  aboleth as an egg and let it grow up here specifically to provide a guardian for his 
  deeper caverns. A narrow flagstone path closely follows the edge of the lake as it 
  makes its way toward the southern exit, easily close enough to allow the aboleth 
  the opportunity for surprise attacks. While it is a good guardian, this massive fish-
  like amphibian has no allegiance to anyone. It would happily destroy Londar but 
  never got the chance. It knows about the forcefields that trap it here, but its lack of 
  humanoid hands prevents it from inactivating them.
  Tactics: Keying the forcefield at either entrance to the cavern sets off an 
  underwater alarm that only the aboleth can hear. This warning allows it to prepare 
  for visitors. After determining which entrance the characters are entering, the 
  aboleth conceals itself in the lake and attempts to communicate with the party 
  without revealing itself. During this conversation, it uses its probing telepathy to 
  find out which party members are the most dangerous and then targets them with its 
  enslave power. During battle, it attempts to use its tentacles to move creatures into 
  the water so they suffer from the aboleth’s mucous cloud.
  Treasure: Several adventurers unfortunate enough to fall through the 
  teleportation circles into Londar’s caverns fell victim to the aboleth. It has collected 
  their items into a small cache hidden at the bottom of the lake. Most of the items 
  are decayed or rusted, but there is a 1000 gp ruby, an ivory tube containing 500 gp 
  worth of diamond dust, and lost coins totaling 72 gp, 132 sp, and 259 cp.
  19. A short hALLWAy oF poLished stone
  19. A short hALLWAy oF poLished stone
  A different type of stone, greenish in hue and highly polished, lines the walls, 
  floor, and ceiling of the short hallway connecting the lake cavern with another, larger 
  cavern. The short, curving hallway is flanked by forcefields operated with standard 
  dials. Characters entering the hallway notice that sound is somehow magnified and 
  concentrated by the walls with a successful DC 15 Wisdom (Perception) check.
  Sonic Trap
  Magical trap
  A 10-foot section taking up the center of the curving hallway is really a pressure 
  plate triggering a powerful sonic trap that is concentrated and reinforced by the 
  specially designed walls of the hallway. The trap can be spotted with a successful DC 
  13 Intelligence (Arcana) check and disabled with a successful DC 15 Intelligence 
  (Arcana). Creatures or objects vulnerable to sonic damage must succeed at a DC 15 
  Constitution saving throw or suffer 52 (15d6) bludgeoning damage (half damage on 
  a successful save). Exposed glass or crystal objects also suffer 52 (15d6) damage, 
  but objects stored in packs are buffered from the sound. Other creatures must make 
  the same saving throw or gain the deafened condition for one hour. The trap resets 
  itself every round.
  the CAvern oF CrystALs
  the CAvern oF CrystALs
  The massive cavern is filled with strange crystals and bizarre stone structures. 
  Patches of glowing moss cling to the floor and hanging stalactites shed an eerie 
  light that is magnified by the many strange crystal growths throughout the cavern. 
  Londar’s latest attempt at creating an army resulted in strange humanoid creatures 
  made of crystal and stone he named “chrystones.” Londar used the natural crystal 
  formations and stone of this cavern for his creations and imbued them with an 
  ability to reproduce. Although chrystones have only rudimentary intelligence, they 
  do have strange powers that make them extremely dangerous. While many still 
  follow Londar’s orders, others seek freedom. Some chrystones might attempt to 
  communicate, while others simply attack the characters as they have been trained to 
  do. See Appendix B for statistics and description of these new creatures.
  Sonic traps (see above) placed at the exits flanking this cavern are particularly 
  deadly to the chrystone and were designed specifically to prevent their departure. 
  The cavern itself is very rough, marked by small pools of water and a wide 
  variety of stone stalagmites and stalactites, most of which have crystals of some 
  sort imbedded in them. Creatures living in the cavern include the natural fungi 
  and lizards present before Londar’s modifications, the chrystones he created, and 
  creatures arriving from teleportation circles placed in various caves and caverns 
  throughout the world.
  20. A CrystAL CoLuMn
  20. A CrystAL CoLuMn
  Londar’s complicated spells gave the chrystones more intelligence and 
  personality than he truly desired. Several of the chrystones used their crystal growth 
  and crystal shape abilities to create a massive column of various-colored crystals 
  that shines with a soft light. The 5-foot-diameter column is perfectly smooth and 
  made from a full spectrum of differently colored crystals. Soft light shining from 
  within the column sheds multicolored light throughout the area. Dwarven characters 
  or characters with stonecunning or stone working abilities instantly recognize the 
  superior craftsmanship that went into the creation of the single column.
  The 5 chrystones (see Appendix B) that created this column are loyal to Londar; 
  they made the rainbow-hued column as a tribute to their creator and master. When 
  they hear the characters approaching, they hide among the surrounding stalagmites 
  and prepare an ambush. These particular chrystones are some of the first created by 
  Londar and are the most loyal to him and his orders. While other chrystones might 
  try to negotiate for their freedom, these attack anyone other than Londar.
  Combat Tactics: The chrystones use their color spray breath weapon as they 
  close in from all sides and join in melee combat. Creatures that are killed undergo 
  death shatter without giving any regard to their fellows. Their immunity to spells 
  and lack of experience fighting tactically makes them fearless. Chrystones do not 
  retreat when heavily injured and chase fleeing characters no matter how badly they 
  themselves are hurt.
  AdditionAL enCounters in the CAve
  AdditionAL enCounters in the CAve
  In addition to specific encounters at the marked locations, 
  you have the option of using all or some of the following random 
  encounters while the characters explore the cavern. You might 
  decide to use other exotic creatures that arrived via Londar’s 
  teleportation circles in place of these encounters. Roll 1d20 for 
  every 30 minutes the characters explore the cavern. Repeat 
  encounters should be counted as no encounter.
  1d20
  1
  A low hum moves through the cavern and 
  causes the surrounding rock and crystal to 
  vibrate.
  2–3
  The party is ambushed by a group of 3 
  chrystones (see Appendix B).
  4
  The party hears the splashing of a young 
  black dragon bathing in a nearby pool.
  5
  Shrill whistles pierce the air and echo off the 
  cavern walls before fading to silence.
  6
  A phase spider attacks the party.
  7
  A small, harmless lizard leaps from a rock to 
  a party member’s pack, and then leaps off and 
  flees into the cavern.
  8
  A fungus gargoyle (see Appendix B) 
  attacks as the party walks by.
  9–20
  No encounter.
  
  CHapteR tHRee: desCent - tHe siege of oRCus 
  CHapteR tHRee: desCent - tHe siege of oRCus |23
  |23
  21. sLiMe pooL
  21. sLiMe pooL
  A black pudding hides beneath the small pool of stagnant water, sliding out 
  only when someone or something comes close enough for it to attack. Its location 
  near a teleportation circle arrival spot provides it with a constant source of food. 
  Chrystones living in the cavern are immune to its acid but have learned to stay away 
  from it anyway.
  Tactics: The ooze remains concealed in the pool of water and makes no effort to 
  move or attack anything that doesn’t approach the water. Enough creatures come to 
  the water for a drink that it has a steady supply of food. Once a creature is within 5 
  feet, the ooze makes a swift attack and tries to grab and constrict the victim before 
  sliding back into the pool.
  22. A shiMMering pooL oF WAter
  22. A shiMMering pooL oF WAter
  Water drips into the pool from the stalactites above, creating gentle ripples that 
  shimmer due to the glowing crystals deep beneath the water. While the glowing 
  crystals might appear attractive to adventurers, they are not very valuable and 
  angering Yorliss is decidedly unhealthy. Yorliss is an elderly female spirit naga 
  who made her home here after arriving through a teleportation circle. The pool 
  itself is close to a teleportation circle arrival point that has provided Yorliss with 
  plenty of food. She and the chrystones are content to leave each other alone because 
  she has no desire for battle and the chrystones know her spells can cause them 
  serious damage.
  Yorliss’ long, snake-like body is covered with emerald green scales. A series 
  of orange and red spines run along her back and rise up when she is angered or 
  frightened. Her face, though only vaguely human-like, is quite beautiful, and she 
  has a charming personality. Her great age and constant food source have made 
  her larger, stronger, and smarter than the average water naga. She has explored 
  the cavern quite thoroughly and, if the characters communicate with her, she can 
  identify the location of teleportation circle arrival points, talk about where most of 
  the chrystones can be found, and mention the location of a door she is unable to 
  open (the door to Londar’s laboratory). She knows nothing about Londar and has 
  never communicated on any real level with any of the chrystones, so she doesn’t 
  know where they are from or how they came to be in the cavern.
  Tactics: If the characters approach the pool peacefully, she breaks the surface a 
  safe distance away and greets the travelers. She hasn’t had any intelligent company 
  for a long time and is open to talking to the characters and giving them any of 
  the information mentioned above. If the characters threaten or anger Yorliss, they 
  soon discover she is a canny, dangerous foe. Yorliss remains in the water while 
  casting spells at the characters. She creates as much noise as possible to attract other 
  creatures to the area (50% chance of 3 or more chrystones arriving in 5 rounds). If 
  other creatures arrive, she casts a web around the characters and any stalagmites 
  and the stalactites surrounding them to make them sitting targets. Otherwise, she 
  uses charm person on the most heavily armored characters and hold person against 
  any obvious spellcasters. If the battle begins to go poorly, she casts dimension door 
  to escape. She attempts melee combat only against single characters and keeps to 
  the water if the characters stay in a group. If the characters attempt to use missile 
  weapons and spells against her, she swims beneath the water and makes plans to 
  ambush them later. She is very fast and sure in the water and attacks any character 
  foolish enough to try to enter melee combat with her there.
  23. the door to LondAr
  23. the door to LondAr’s LAborAtory
  s LAborAtory
  A well-concealed stone door similar to the one at Area 16 is given away 
  completely by a marble dial set into the wall beside it. Marked with the standard 
  impression of a humanoid hand, it provides a clear indication that a door is nearby. 
  Furthermore, the dial itself glows with a faint magical aura that makes it easy to see 
  from 30 feet away. Characters within 30 feet of the dial notice it easily and those 
  approaching the dial can make out the faint lines that indicate the presence of a door.
  Heavy Stone Door: 3 ft. thick; (AC 17, 135 hit points). This door is identical to 
  the one found in Area 16 and opens with the marble dial to its right.
  While some of the original chrystones are blindly loyal, their offspring are more 
  willful and intelligent. Several have made attempts to communicate to some drow 
  that came through a teleportation circle. Although those attempts failed, they still 
  have hopes of negotiating a way out of the cavern. They set up an ambush of sorts 
  near the door to the laboratories. They use their camouflage ability to look like 
  surrounding stalagmites and come forward when the characters approach the door. 
  Although they retain the memories of their parental chrystones, they are more 
  independent and have no loyalty to Londar. They simply want to escape the cavern 
  and have lives of their own.
  Tactics: These chrystones (see Appendix B) do not want to fight and attack 
  only if forced. The leader, a chrystone with deep purple crystal along its arms and 
  head, calls itself “Cliki” as it comes forward with its arms open in a gesture of 
  peace. It attempts to communicate using some of the sounds it heard from the drow 
  it met before, and then using some of the sounds that pass for the language created 
  by its young race. Patient characters may begin to understand that it is looking for 
  a way to leave the cavern. Once communication is established, it offers several 
  diamonds and emeralds — gems it knows other creatures find valuable — for help 
  leaving the cavern.
  It is quite possible the characters misinterpret Cliki’s overtures or refuse to 
  deal with it. If the characters attack, the chrystones make a fighting retreat using 
  their color spray ability if needed. If Cliki is attacked or destroyed, the rest of the 
  chrystones become enraged and attack the characters to the best of their ability.
  <LondAr
  <LondAr’s LAborAtories  
  s LAborAtories  
  (AreAs 24
  (AreAs 24–33)
  33)
  All of these rooms were cut from the surrounding stone using magic and the 
  assistance of a charmed delver. The ceilings are 20 feet high and lit with balls of 
  glowing light unless otherwise stated. Any doors in this area not specifically listed 
  as having traps or other locks have the following statistics:
  Heavy Stone Door: 3 ft. thick; (AC 17, 135 hit points). Turning the dial in the 
  center of the door opens it. Only a Small or Medium-size humanoid hand with a full 
  complement of fingers can turn the dial.
  24. A short entry hALL
  24. A short entry hALL
  The door from the rough cavern (Area 23) opens to a short entry hall that ends 
  before a 3-foot thick green stone door (AC 17, 135 hit points). A stone dial similar 
  to others throughout the caverns is placed in the exact center of the door. Stone used 
  for the hallway and the door is the same material found in the hallway at Area 19, a 
  hint to cautious characters that another trap might be present. Turning the dial on the 
  door opens it, but it also emits a high-pitched squeal that is specifically tuned to the 
  structure of the chrystones and kills any chrystones who end their turn in the hall. 
  Characters in the hallway find the high-pitched squeal painful, but any chrystones 
  that might be with them must flee the area or shatter within one round.
  25. A quiet sitting rooM
  25. A quiet sitting rooM
  Paintings depicting peaceful pastoral scenes line the walls, and small sofas and 
  chairs are grouped around some low tables. The high-quality furniture has been kept 
  clean and polished, almost as if someone has been here actively keeping it clean. 
  Londar set up several different spells to help keep this room clean, for reasons 
  he likely forgot long ago. Once the door in the east wall closes, the room can be 
  considered a safe place to rest. It is devoid of traps and monsters, and there is little 
  chance creatures enter the room through one of the doors.
  Opening the door in the east wall triggers the sonic effect in Area 24 unless it has 
  been disabled (see description in Area 24). The door in the west wall is identical to 
  the door in the east, with a hand-shaped depression marking the dial in the center of 
  the door, but it is not trapped.
  26. the rooM oF syMboLs
  26. the rooM oF syMboLs
  Symbols, runes, and strange shapes created from colored stone have been inlayed 
  into the stone walls and floor. Warm light flows down from the entire ceiling lighting 
  the room as if it were in full daylight. Hand-shaped impressions mark stone dials 
  in the center of the doors in each wall. A careful study of the runes and symbols 
  with a successful DC 15 Intelligence (Arcana) check reveals that most are simply 
  decoration, but some are protective runes and symbols meant to keep summoned 
  creatures from traveling in or through the room. The light flowing down from the 
  ceiling is, in fact, the equivalent of sunlight at high noon with the same effects on 
  undead as normal sunlight. Any attempts to summon creatures into this room or 
  have summoned creatures enter this room meet with complete failure due to the 
  runes and symbols on the walls.
  All the doors are identical and open easily with the hand dials in their centers. 
  The doors remain open for one minute before closing automatically.
  
  24|Hall of tHe Rainbow Mage
  24|Hall of tHe Rainbow Mage
  27. the CoFFin rooM
  27. the CoFFin rooM
  Londar’s decision to raise an army to take over the surrounding area first caused 
  him to dabble in necromancy. His investigation into the necromantic arts was 
  mostly disappointing, requiring more active control than he really wanted. When 
  negotiations with a vampire went poorly, he simply sealed this room with the 
  vampire in it and turned to other experiments. The vampire, though hungry, knows 
  it can’t exit without help. Daylight and magic runes in the room beyond effectively 
  trap him here. Unlike other laboratory rooms, this room is cloaked in darkness that 
  extends to the very doorway. Characters without darkvision require a light source 
  to see.
  The room is full of coffins, but most of them are open or broken. Three of the 
  coffins are made of heavy stone while the rest are made of wood. The coffins once 
  held minions of Corl Krick, the vampire Londar recruited to his cause. All the 
  spawn and vampires in Corl’s control were destroyed by the sunlight in the Room 
  of Symbols (Area 26) in fruitless attempts to escape.
  Corl Krick is an adventurer who deliberately chose to become a vampire 
  when age began to slow him down. Londar recruited Corl, promising him great 
  wealth and a lofty position when they finally conquered a kingdom of their own. 
  Londar helped find victims for Corl to turn into spawn or additional vampires. 
  Unfortunately, the army of undead that Londar envisioned required darkness 
  to operate, and Corl desired more wealth and power than Londar was willing to 
  surrender. A disagreement led Londar to trap Corl and his spawn in this room. Corl 
  went mad. He sent his spawn through the door into the artificial sunlight to find an 
  escape. All attempts failed, leaving him trapped here alone for years.
  Tactics: Corl’s imprisonment has driven him insane, but it has done nothing to 
  temper his combat ability. When he hears the door open, he assumes mist form and 
  floats up near the ceiling. Keeping to the shadows, he slowly floats along the walls 
  until he is near the doorway. He waits for all the characters to enter the room before 
  floating down behind them and returning to his standard form. Once in standard 
  form, he greets the characters. When the characters turn to face him, he attempts to 
  use his charm ability on anyone wearing holy symbols or the most heavily armored 
  party member. Afterward, he attacks using his bastard sword, reserving his slam 
  attacks for a time when the party is reduced to a manageable size. Any charmed 
  characters are ordered to assist him in the battle. If things begin to go poorly, he 
  uses his spider climb ability to retreat up the walls and to the ceiling where he again 
  attempts to charm additional characters, focusing on characters that clearly cast 
  spells or wear holy symbols.
  treAsure
  treAsure
  Corl has hidden treasure in the three stone coffins, one of which is his. Holes 
  along the lid and sides allow anyone in gaseous form to easily enter or leave the 
  coffins.
  Coffin #1: The first coffin contains a potion of animal friendship and a potion 
  of clairvoyance.
  Coffin #2: The second coffin holds several tattered spell scrolls (choose five 
  spells that the party lacks, plus speak with dead).
  Coffin #3: Corl’s coffin contains his equipment if he is killed here. In addition, 
  it contains a small bag holding several pearls: 7 white pearls (100 gp each), 3 pink 
  pearls (75 gp each), and 8 freshwater pearls (15 gp each) are mixed with a pearl of 
  power. Identifying and separating the magic pearl from the mundane ones requires 
  detect magic or other means of magical identification. A bag of holding containing 
  358 gp, 237 sp, and 82 cp rests in the bottom of the coffin along with a greatsword, 
  a longsword, and a heavy crossbow.
  28. A huge CLoset
  28. A huge CLoset
  At first glance, this room appears to be nothing more than a massive storage 
  closet holding old broken glassware, furniture, rugs, and a few other items. Several 
  of the items in the back of the room, including an old wooden chest, hint at potential 
  hidden value. Characters exploring the room discover it is really where Londar 
  trapped a chaos beast (see Appendix B). The creature initially came through one 
  of his teleportation circles and created havoc in one of his caverns, so Londar 
  teleported it into this room and left it here as a deterrent to anyone lucky enough to 
  get this far into his hidden domain. Designed as a lure to thieves, nothing of value 
  is inside the room.
  Tactics: This horrid creature initially hides behind an old chair. It changes in 
  appearance into a clawed monstrosity immediately before it attacks. It waits until a 
  character is within 5 feet before darting out to attack. Runes and symbols in Area 
  26 prevent it from leaving the room, so characters who flee are safe from its attacks. 
  If characters stay outside the room and attempt to attack with ranged weapons, the 
  chaos beast reshapes itself to hide behind some solid objects and avoid their attacks.
  29. A LArge LAborAtory
  29. A LArge LAborAtory
  This massive 50-foot-by-30-foot room was Londar’s main laboratory. Vials of 
  foul-looking liquids and vases containing dried up herbs and unidentifiable items 
  are stacked on the rows of shelves that cover all the walls. Altar-like tables and 
  long, low benches line the center of the room. Some of the benches are covered with 
  complex arrangements of delicate glassware while others are completely barren. 
  The stone doors in the north and east walls are identical, but the stone door in the 
  west wall is made of a strange purple stone covered with strange runes.
  A successful DC 13 Intelligence (Arcana) check recognizes some of the tables as 
  dissection tables and that much of the glassware is designed for specific alchemical 
  purposes. A thorough search of the vials and bottles in the room reveals materials 
  that would be valuable only to an alchemist, along with a few potions that are 
  unidentified (antidotes for the following poisons: assassin’s blood, malice, midnight 
  tears (x2), and serpent venom, a potion of greater healing, and a potion of mind 
  reading).
  Trapped Drawer: A trapped laboratory bench drawer holds a spellbook 
  containing a variety of different spells. Opening the drawer without uttering a 
  password sets off a trap that destroys the contents of the drawer and affects those 
  nearby.
  Fire Trap
  Magical trap
  The fire trap can be spotted with a DC 15 Intelligence (Arcana) check and 
  disabled with a DC 18 Intelligence (Arcana) check (dispel DC 20). The trap is 
  triggered when the bench drawer is opened without uttering the password (“Not 
  now”). Any creature within 5 feet of the bench must succeed at a DC 15 Dexterity 
  saving throw or suffer 11 (2d10) fire damage (half damage on a successful save). 
  The trap has only one use.
  Spellbook: The laboratory drawer holds a spellbook marked “Utility” that 
  contains the following spells: 1st—enlarge, reduce; 2nd—alter self, arcane lock, 
  blur, darkvision, daylight, levitate, mirror image, shatter; 3rd—dispel magic, 
  gaseous form, tongues; 4th—globe of invulnerability, stoneskin; 5th—teleport.
  Northern Door: The northern door (AC 17, 135 hit points) opens with a standard 
  dial like other doors throughout the caverns but is trapped. The dial on this door 
  is keyed precisely to Londar’s handprint. While any humanoid hand can open it, 
  anyone other than Londar triggers a blast of liquid air that freezes everything within 
  a 10-ft. radius of the door.
  Ice Blast Trap
  Magical Trap
  Anyone but Londar who opens the northern door activates this magical trap. It 
  can be spotted with a successful DC 15 Intelligence (Arcana) check and disabled 
  with a DC 18 Intelligence (Arcana) check (dispel DC 20). When activated, the 
  trap sends a 10-foot cone of icy wind that affects all creatures within its area. All 
  affected creatures must succeed at a DC 15 Dexterity saving throw or suffer 44 
  (4d10) cold damage (half damage on a successful save). The trap resets itself after 
  every use, but has only five uses before it must be recharged.
  Stone Door in the West Wall: The door in the west wall (AC 17, 135 hit points) 
  is not trapped, but cannot be opened unless the purple dial in the Abandoned 
  Alchemist’s Laboratory (Area 17) has also been turned. Londar enchanted the 
  stone of the door and created two locks as a failsafe in the event one of his laboratory 
  creations somehow attempted to open the door. The characters must break down the 
  door if they did not locate that dial.
  
  CHapteR tHRee: desCent - tHe siege of oRCus 
  CHapteR tHRee: desCent - tHe siege of oRCus |25
  |25
  30. teLeport ChAMber
  30. teLeport ChAMber
  A decaying corpse rests in the center of an intricate pattern of multicolored 
  tiles set into the floor. These tiles provided Londar with exact teleport coordinates. 
  Londar used this as his main teleport chamber for coming to his laboratory and 
  separated it from the rest of his laboratory only for safety reasons. The room wasn’t 
  used for anything else and has no other decorations or items. The rotting corpse is, 
  in fact, Londar. He teleported here as part of a contingency spell and was attempting 
  to make it to his stock of antidotes and potions in the laboratory when the poison 
  finally killed him. His rotting hand is wrapped around an empty, unmarked potion 
  vial. While the secluded nature of the chamber prevented any scavengers or 
  maggots from getting at the body, bacteria have already begun their slow decay of 
  the corpse. Characters might wish to somehow speak with dead or use other spells 
  to communicate with Londar. For the purpose of spells, Londar has been dead for 
  four weeks plus the number of days it has taken characters to get this far. Londar 
  generally answers poorly worded questions with riddles or questions, but carefully 
  worded questions provide useful information (see Londar’s Information sidebox). 
  Londar felt safe and really wasn’t carrying much with him when he left for his 
  niece’s wedding, so his corpse carries less treasure than the characters might hope.
  Treasure: Londar’s corpse wears a signet ring (20 gp) that should make it clear 
  that this is his corpse. They can also find the following items: a brightly colored 
  cloak, a ring of protection, a wand of fireballs, a money bag holding 58 gp, 73 
  sp, and 2 cp, and a spellbook containing the following spells: 1st—alarm, charm 
  person, color spray, mage armor, shield; 2nd—arcane lock, invisibility, see 
  invisibility, web; 3rd—dispel magic, fireball, haste, major image; 4th—dimension 
  door, rainbow spear*, wall of fire; 5th—contact other plane, geas, rainbow staff*, 
  teleportation circle; 6th—contingency, programmed illusion, sunbeam; 7th—
  magnificent mansion, prismatic spray, teleport; 8th—control weather, dominate 
  monster, mind blank; 9th—gate, teleport other*, prismatic wall, time stop.
  * Spell created by Londar that appears in Appendix E.
  LondAr
  LondAr’s inForMAtion
  s inForMAtion
  If the characters use a speak with dead spell (a scroll with this 
  spell is found in Area 27) to question Londar, they can learn some 
  useful facts. A few sample questions and answers are listed below. 
  Adjudicate other questions, as Londar’s corpse avoids giving 
  information about what Horgrim’s Pyramid does, specifically 
  naming Baron Kurell, or telling the characters how to open his 
  vault.
  Question
  Response
  Who killed you?
  Thieves, who else? 
  Lucky bastards, too. 
  Poisoned me.
  Why were you killed?
  I suppose the baron 
  didn’t pay my bills as 
  he promised. Probably 
  wants the pyramid for 
  himself.
  What bills?
  The bills the baron was 
  supposed to pay.
  Which baron?
  The one that was 
  supposed to pay the 
  thieves’ guild.
  What pyramid?
  Horgrim’s Pyramid.
  What does the pyramid do?
  Enough to kill for.
  Why do you owe the 
  thieves’ guild money?
  We hired Alfguir to 
  steal a few things for us.
  How do you open the 
  vault?
  I generally just turn the 
  dial with my hand.
  Is the vault trapped?
  Certainly.
  31. the suMMoning ChAMber
  31. the suMMoning ChAMber
  This summoning chamber is heavily warded and protected. Summoned creatures 
  cannot even touch the doors, let alone escape. Powerful runes and symbols adorn 
  the walls and ceiling and prevent summoning anywhere other than the center of the 
  circle of runes in the middle of the room. These same runes prevent any form of 
  ethereal travel or gate or teleport spells. Londar used this chamber to summon and 
  talk to demons and other powerful creatures and depended on his protective spells 
  to keep the summoned creatures trapped here until he released them.
  Londar’s most recent discussion was with a demon named Iriala (succubus/
  incubus) who remains trapped in the room since the mage’s death. Iriala desperately 
  wants to escape the room but knows the only way out is to be invited by someone 
  unaffected by the imprisoning spells. Londar normally entered through the western 
  door from the library, and his long absence bothers Iriala, who fears being forgotten 
  by the mage or of something happening to Londar. Upon hearing the click of the 
  door mechanism, Iriala prepares to meet anyone coming through as described 
  below.
  Tactics: Iriala has been trapped for more than a month. The magic of the room 
  prevents them from using their etherealness. They must be invited out of the room 
  by another free-willed being (charmed characters or NPCs do not count). Once free 
  of this room, they can use all their abilities.
  Iriala’s primary goal is to obtain their freedom. When the door from the 
  laboratory, a door Londar never used, opens, they use their shapechange ability 
  to take the shape of a handsome male human wearing expensive clothing. Using 
  that form, Iriala greets the characters joyfully and thanks them for rescuing him. 
  Claiming to be a kidnapped victim, Iriala begs the characters to escort him out 
  of “Londar’s horrible dungeon.” Iriala uses different tactics against the characters 
  depending upon whether or not they invite them to travel with them, thereby 
  releasing them, or see through their ruse and refuse to help them.
  If the characters invite them along, they continue in their male human form, 
  with the goal of letting the characters obtain treasure for them before they flee. 
  They surreptitiously attempt to charm any character that shows interest, but take 
  advantage of their draining kiss only in privacy. Otherwise, they wait for a good 
  moment to loot the characters before fleeing through the Ethereal Plane. They use 
  any charmed characters to foster confusion and use their draining kiss ability on 
  any character they attack. If the battle goes against them, Iriala flees to the Ethereal 
  Plane, stealing as many items as possible.
  The characters are likely to find Iriala’s male form and story of kidnapping 
  different enough to be believable, but they might also notice that the doors out of 
  the room open easily and might wonder why he didn’t try to leave on his own. If the 
  characters see through their ruse and refuse to release them, Iriala flees.
  
  26|Hall of tHe Rainbow Mage
  26|Hall of tHe Rainbow Mage
  32. LondAr
  32. LondAr’s LibrAry
  s LibrAry
  Londar’s library is, in a word, magnificent. Londar teleported highly paid 
  craftsmen into the room along with the wood and materials they needed to do their 
  work. Dark brown leather chairs surround mahogany tables in the center of the 
  room, and mahogany bookcases with intricate carvings line the walls all the way 
  up to the high ceiling. Rolling ladders attached to the bookshelves allow access to 
  books on the highest shelves. A diffuse light comes down from the ceiling, lighting 
  the room evenly for reading and studying. Beautiful wool rugs cover the stone 
  floors in all but the northeast corner, which is coated with colored tiles in the shape 
  of intricate runes. The only doors in the room include the stone door leading back 
  into the Summoning Chamber (Area 31) and the heavy steel door into Londar’s 
  Vault (Area 33) located at the southernmost end of the east wall.
  Books lining the shelves cover a wide variety of subjects and include works of 
  poetry and fiction along with texts on warfare, military organization, construction, 
  and other rather dry subjects. Londar knew where he put different books and never 
  took the time to organize his library beyond keeping books he used most often on 
  the lower shelves. Books containing magic spells are mixed together with the other 
  texts and take some searching to identify.
  The library is protected by 3 wood golems (AC 15 due to the quality of their 
  wooden bodies, see Appendix B) keyed specifically to Londar. These golems are 
  similar to those in Area 7 but are made from the same mahogany as the rest of the 
  furniture in the library and are carved in the form of robed humans with clenched 
  fists.
  Tactics: The golems rush forward, screeching their alarm, and attack anyone 
  other than Londar. They close for melee combat with their chosen target(s) and fight 
  until destroyed. These golems follow fleeing characters as far as the Laboratory 
  (Area 29) but go no farther. Doors that close automatically and prevent their return 
  to the library might effectively trap them in a different room.
  Battle with the wood golems stands a chance of damaging books and other items 
  in the library. Carefully monitor the use of any area spells or fire-based spells and 
  inflict damage on items within the library as needed.
  Treasure: Finding the various spellbooks requires some time searching, so each 
  spellbook is given a different DC. Characters searching with the assistance of a 
  detect magic spell receive advantage on their search for spellbooks.
  Spellbook #1: DC 11 Intelligence (Investigation) check; contains the following 
  spells: 0—all; 1st—all. This book is trapped with the glyph of warding spell 
  (explosive runes) triggered by anyone reading the first page. It is a DC 18 to save 
  against the spell.
  Spellbook #2: DC 13 Intelligence (Investigation) check; contains the following 
  spells: 4th—banishment; 5th—passwall; 7th—force cage, prismatic spray; 9th—
  prismatic wall. This book is trapped with the glyph of warding spell (spell glyph: 
  confusion) triggered by anyone reading the 50th page. It is a DC 18 to save against 
  the spell.
  Spellbook #3: DC 18 Intelligence (Investigation) check; contains the following 
  spells: 7th—prismatic spray, sequester, teleport; 8th—antimagic field, demiplane; 
  9th—teleport other*.
  Spellbook #4: DC 18 Intelligence (Investigation) check; contains the following 
  spells: 2nd—blur, continual flame, detect thoughts, flaming sphere, mirror image, 
  rope trick; 3rd—fireball, fly, glyph of warding, hold person, tiny hut, lightning bolt; 
  4th—dimensional door, fire shield, rainbow spear*. This book is trapped with 
  explosive runes exactly the same way as spellbook #1.
  Spellbook #5: DC 18 Intelligence (Investigation) check; 4th—arcane eye, 
  banishment, greater invisibility, fabricate, ice storm, locate creature, rainbow 
  spear*; 5th—contact other plane, dominate person, geas, rainbow staff*.
  * Spell created by Londar that appears in Appendix E.
  Treasure: In addition to the spellbooks, several other interesting texts are stored 
  in the library. Each requires a DC 18 Intelligence (Investigation) check to find:
  • Two matched books known as the Arcanari*
  • Jaerel’s Jungle Guide*
  • Several ancient texts describing the process to magically harden and 
  reinforce stone (worth 2000 gp)
  • Book describing how to create wood golems found throughout 
  Londar’s home (worth 1000 gp)
  • Book describing several foul uses for dragon blood (worth 300 gp)
  * See Appendix D: New Magic Items
  The ornate wool rugs are heavy and difficult to move but have a 
  total value of 2700 gp.
  33. LondAr
  33. LondAr’s vAuLt
  s vAuLt
  The massive steel vault is covered with strange, glowing runes and sigils that 
  surround yet another handprint lock. While any small or medium-size hand can 
  unlock the vault, only Londar’s hand can open the vault without setting off a very 
  deadly chain lightning trap.
  Steel Vault Door: 15 in. thick; (AC 19, 55 hit points). The enchanted steel door 
  is counterweighted to open and close easily once unlocked.
  Chain Lightning Trap
  Magical Trap
  This trap triggers when someone other than Londar opens the door to his vault. 
  The trap can be spotted with a DC 18 Intelligence (Arcana) check and disabled with 
  a DC 22 Intelligence (Arcana) check (dispel DC 22). Once triggered, the trap fires 
  a lightning bolt at the creature nearest the door. This bolt then branches off to hit 
  up to 10 characters within 30 feet of the door. The trap makes an attack roll with 
  a +15 modifier; targets wearing metal armor or carrying a large amount of metal 
  are attacked with advantage. The first bolt inflicts 45 (10d8) lightning damage; 
  secondary bolts inflict 27 (6d8) lightning damage.
  Note: If the characters haven’t learned caution after the door to the Teleport 
  Chamber (Area 30), this trap has the potential to kill many in the party.
  In addition to spellbooks containing all or some of the spells found in Areas 
  29, 30, and 32 (your choice), the characters find a book describing a process 
  to colorize spells and a variety of papers and documents describing Londar’s 
  experiments. When combined with the maps and battle plans found in the Fourth 
  Level of Londar’s Tower (Area 12), the papers and documents the characters find 
  here provide undeniable proof that Londar was planning to brutally conquer the 
  surrounding area with the help of an unidentified baron.
  Treasure: Rainbow bracers*, rainbow ring*, rainbow crossbow*, Horgrim’s 
  Pyramid*, Korik’s Ruby*, the Decaying Book*, and gold and gems with a total 
  value of 45,000 gp.
  * See Appendix D
  
  CHapteR six: RetuRn to HaMpton Hill 
  CHapteR six: RetuRn to HaMpton Hill |27
  |27
  ChApter siX: return to hAMpton hiLL
  ChApter siX: return to hAMpton hiLL
  After learning what happened to Londar, the party is almost certain to return to 
  Hampton Hill with their newfound knowledge, treasure, and possibly Londar’s 
  corpse.
  AMbush!
  AMbush!
  Unfortunately, Ander Fierk (see Appendix A) has been scrying on the party to 
  determine whether or not they have been successful. Once he learns they have some 
  of Londar’s spellbooks and papers, he decides to ambush the party along the road 
  back to Hampton Hill.
  Tactics: Ander, in his quest for power and knowledge, has joined forces with 
  Baron Kurell. His mission is to obtain Londar’s spellbooks, notes, and any evidence 
  mentioning the baron. He casts alter self to alter his appearance to avoid being 
  identified in the event he fails or someone gets away. He then casts fly. Once 
  prepared, he flies above the path or road the characters are using and waits for 
  them to approach his position. He attempts to capture the characters with a black 
  tentacles spell. If the battle goes against him, Ander is a coward; he uses his fly spell 
  to remain high above the characters and rains fireballs down on them. He retreats 
  if he takes more than 20 points of damage and leaves the area to meet with Baron 
  Kurell (see below).
  Note: Ander’s preparations give him a distinct advantage. If the characters 
  succeed in bringing him down, a 10% experience bonus is suggested.
  Arriving in hAMpton hiLL
  Arriving in hAMpton hiLL
  After the ambush, the characters are likely injured, tired, angry, and somewhat 
  suspicious. Finally reaching Hampton Hill doesn’t turn out to be very relaxing.
  Their return is met with joy and sorrow as other things have happened in their 
  absence. After their return, Sheriff Hamra Ranthas summons the characters. Hamra 
  and the mayor inform the characters that Baron Kurell and his men tortured and 
  left for dead Xanthaque, an elderly elven witch living in town. Xanthaque did 
  not reveal what they were searching for but did tell the sheriff that she gave them 
  wrong directions. The sheriff tells the characters that pigeons have gone out with 
  information about the baron’s destination and that the king has sent guards to arrest 
  him. Based on comments Xanthaque made, Hamra is concerned about potential 
  threats to the town. She asks the characters to speak to Xanthaque and ensure there 
  are no other threats to Hampton Hill.
  Returning Londar’s corpse and the incriminating papers to Learah Relight 
  should garner a reasonable monetary reward and a small experience point reward. 
  Upon the return of her uncle’s corpse, Learah makes immediate plans to have him 
  resurrected. Learah also most likely claims her father’s spellbooks as her property 
  by right, though she allows character spellcasters to copy spells from them. She also 
  may (at your discretion) claim any of the major magic items recovered from the 
  mansion as hers by inheritance.
  Attempts to contact Ander Fierk (presuming he escaped the ambush without 
  being identified) end in failure. Questions regarding Ander’s whereabouts cause 
  several people to say that he left with Baron Kurell, a rumor Learah and Xanthaque 
  can confirm (see below).
  
  28|Hall of tHe Rainbow Mage
  28|Hall of tHe Rainbow Mage
  XAnthAque
  XAnthAque’s tALe
  s tALe
  If the characters follow up on the sheriff’s request and visit Xanthaque (female 
  elf archmage), she weaves a tale that sends them off on another, possibly more 
  dangerous, journey.
  Despite the healing and ministering she has received, Xanthaque’s age makes 
  recovery from her ordeal rather lengthy. Xanthaque informs the characters that 
  Baron Kurell is really a cleric worshipping Orcus and that he somehow found 
  out about an artifact known as The White Eye. While she doesn’t know the exact 
  details about the eye, she knows it is an extremely powerful, evil relic. Xanthaque 
  provides the characters with sketchy information about a forgotten evil god known 
  as “Horgrim” and the great battles between his forces and forces worshipping Arn 
  (see the information previously provided regarding Arn’s Mountain).
  If the characters provide her with the Decaying Book (Area 33 of the Mansion), 
  maps, and other documents found in Areas 12 and 33, she interprets the book 
  and tell the characters the properties of the activated pyramid. If the characters 
  let her, she dispels some of the spells on the pyramid and asks them to melt it 
  down. Although she is unable to identify the exact powers the eye is supposed to 
  possess, she is certain that it is extremely powerful and should never find its way 
  into the wrong hands. She tells the characters that she sent Baron Kurell in the 
  wrong direction but believes he will escape capture and eventually discover the 
  eye’s location.
  The maps and notes discovered in Londar’s mansion and library allow her to 
  provide the characters with a location for “Arn’s Mountain,” a hollow mountain 
  reported to hold an ancient temple to Horgrim, the last known refuge for Horgrim’s 
  followers and The White Eye. If the characters seem hesitant, Xanthaque describes 
  the vast wealth Horgrim’s followers reportedly hid deep inside their temples and 
  even goes as far as to offer a few magic items. After her torture, she is desperate 
  to foil any plans the baron might have and is honestly afraid of the powers the eye 
  might possess.
  Continuing the Adventure
  Continuing the Adventure
  Learah recovers her beloved uncle’s corpse and travels to a major city to 
  have him resurrected. Londar’s paranoia leads him to teleport to a distant jungle 
  hideaway and begin making new plans. While he might eventually plot against the 
  characters, he has more pressing plans to make regarding Alfguir and the baron 
  and is desperately short of funds. If the characters introduce some of the items they 
  found as evidence against Baron Kurell and Londar, they find that their information 
  simply isn’t important when compared to Xanthaque’s testimony about the baron’s 
  torture.
  The characters might decide to act on information suggesting Alfguir is somehow 
  responsible for Londar’s death or that he is a member of the thieves’ guild. If they 
  question Alfguir, they find themselves up against an intelligent, wily thief who has 
  learned many tricks for fooling spells aimed at determining truth (see below).
  questioning ALFguir
  questioning ALFguir
  Alfguir is a successful merchant and a successful thief due to his intelligence. 
  He does an excellent job of avoiding accusations and redirecting accusations made 
  against him. If the characters do question Alfguir, he avoids telling direct lies, but 
  also avoids revealing much of the truth. One point that should be remembered is 
  that Alfguir suspects his people killed Londar but doesn’t know for certain, and he 
  did not order them to do so. Londar’s death disappoints him because all he really 
  wanted was payment. This means that he can honestly say he did not know about 
  or order Londar’s death. If asked if he is a thief, Alfguir replies, “Well, someone 
  always claims a merchant has robbed them, so I suppose you can find someone that 
  will say I am.” If asked if he is a member of the thieves’ guild, Alfguir replies, “I am 
  a member of many guilds, some admittedly with bad reputations, but all traveling 
  merchants must make these sacrifices.”
  In general, the characters do not have enough information to accuse Alfguir of 
  breaking any laws, and he avoids giving them any. Alfguir makes certain to depart 
  for distant cities if he discovers the characters have any inkling of his true business. 
  If the characters are clever enough about their questioning and avoid making any 
  accusations, Alfguir might reveal he was hired to “acquire” a few rather strange 
  items pictured in a book and used his contacts to eventually purchase them for 
  Londar (Gather Information check DC 20).
  
  CHapteR seven: aRn's Mountain 
  CHapteR seven: aRn's Mountain |29
  |29
  ChApter seven:  
  ChApter seven:  
  Arn
  Arn’s MountAin
  s MountAin
  bACkground
  bACkground
  Horgrim’s followers once captured vast territories, but their success also led 
  to their downfall. Using the many relics and artifacts they possessed depended 
  upon cooperation, teamwork, and a strict adherence to hierarchy. Political 
  ambitions and infighting broke down the hierarchy, leading many different 
  factions to break apart, with each taking different relics and pieces of relics 
  with them. Forces worshipping the good gods were quick to take advantage 
  of their lack of order. Successive battles broke down and destroyed many of 
  the different factions until one main faction remained. A last effort was made 
  to create a hidden temple within the recesses of a hollow mountain. Designed 
  as a place to gather Horgrim’s remaining forces and artifacts and eventually 
  rebuild the great armies they once possessed, it became a focal point not just for 
  Horgrim’s followers, but also for followers of the good gods, particularly Arn, 
  one of Horgrim’s main opponents.
  Several rangers dedicated to Arn discovered the hollow mountain and 
  instigated an all-out attack against the temple hidden within it. After terrible 
  losses, Arn’s forces took the cavern and trapped all of Horgrim’s followers inside 
  their temple. All efforts to invade the temple itself were repelled, sometimes by 
  traps, other times by soldiers or magic. Arn’s forces had few remaining leaders 
  after these battles, but all of them reached the same conclusion: The cost of 
  taking the temple was too high. It would be easier to keep the denizens of the 
  temple trapped inside until they died of starvation, thirst, or old age.
  The rock of the high ceiling was imbued with magical sunlight using 
  complex rituals, and magical creatures were asked to guard the temple and 
  prevent Horgrim’s trapped followers from ever departing. With the outside of 
  the temple securely guarded, the priests and faithful servants to Horgrim inside 
  used their time to create numerous deadly traps to help protect their relics from 
  Arn’s forces. Some of the followers chose death, while others willing turned 
  to a life of undead servitude in Horgrim’s name. A few chosen followers were 
  frozen in time, awaiting a day when they could again form armies in Horgrim’s 
  name and march forth on the world.
  Over the centuries, some guardians left for other duties or died without 
  passing the duty to another. A few magical creatures remain, guarding the 
  temple as a duty handed down through generations with no real knowledge of 
  why. Years of constant sunlight and moisture, along with seeds brought in by 
  passing birds and animals, helped the cavern develop lush, rich vegetation that 
  supports a variety of wildlife.
  Arn
  Arn’s MountAin
  s MountAin
  Bright, magical sunlight constantly flows from the high ceiling of the 
  hollowed-out mountain to feed the many plants and mosses that grow in the 
  moist, warm air. A number of animals make their winter, or even permanent, 
  homes here, with some of them growing far larger than normal. The high 
  ceiling varies from 600 to 800 feet above the rolling floor and the hollowed-
  out mountain itself has a radius of roughly 2000 feet. A strange, tiered temple 
  stands in the southwest corner, oddly free of the many vines and mosses that 
  cover almost every other surface. While there are numerous exits and entrances 
  to the hollow chamber, most are quite small, and all are at least 100 feet above 
  the ground, forcing creatures entering or leaving to either climb the walls or 
  fly. Numerous pools of water dot the cavern, along with clusters of large trees 
  grown from seeds carried by birds or other animals.
  The most dangerous creatures in the cavern are undoubtedly the couatl 
  that stand watch over the temple. Other creatures in the cavern are generally 
  frightened enough of armed humanoids to stay far away. The only creature that 
  might cause trouble is the tiger lord that doesn’t like anyone interfering with its 
  territory (see Area A).
  
  30|Hall of tHe Rainbow Mage
  30|Hall of tHe Rainbow Mage
  General Tactics: As guardians, the couatl must prevent evil creatures from 
  leaving the temple and prevent the removal of powerful, evil items. They have 
  nothing against adventurers entering the temple or taking the treasures hidden 
  within, but their oaths force them to attack any creatures identified as evil. All of 
  them cast detect evil and good before greeting any new creatures in the cavern. If 
  they believe it might help them to learn more about the newcomers, they use their 
  change shape ability to adopt a human or elven form. They ask the characters why 
  they have come to the cavern and how they knew about it. If asked, the couatl 
  provide most of the background information on the temple, but this knowledge is 
  told from the perspective of Arn’s followers and is heavily biased. If the couatl trust 
  the characters’ intention, they welcome them to the cavern and tell them they can do 
  whatever they want in the temple so long as they do not remove any evil relics or 
  artifacts from the mountain; such items must be destroyed. Each time the characters 
  prepare to leave the cavern after exploring the temple, one of the couatl activates its 
  detect thoughts tattoo and questions them again. This time they just want to ensure 
  that the characters are not leaving with any evil-aligned, powerful magic items. If 
  the characters say they do not know, or are uncertain, the couatl ask them to show 
  all the items they recovered, promising they can keep any non-evil items. A lie 
  results in a request to empty their backpacks; if the characters do not comply, all 
  three couatl attack.
  MAgiCAL tAttoos
  MAgiCAL tAttoos
  Powerful tattoos inscribed into the scales on the couatls’ 
  chests provide them with additional powers. An ancient process 
  handed down through generations of couatl serving Arn is used 
  to create the tattoos. While a couatl with the proper knowledge 
  could inscribe these tattoos on another being, the magic is keyed 
  specifically to the couatl physiology. There are five tattoos. The 
  first, a sun rising over a mountain, gives a permanent resistance 
  to banishment and similar spell affects forcing outsiders to leave 
  a particular plane of existence. The remaining four tattoos can be 
  activated once per day as a bonus action and provide the following 
  spell effects: wall of ice, haste, protection from evil and good, and 
  protection from energy.
  Tactics: The magic tattoos (see sidebox) prevent banishment or similar attacks 
  from working on the couatl. The couatl generally consider physical combat beneath 
  them and depend heavily on their spells to soften up their opponents before risking 
  their beautiful bodies and plumage in physical combat. The first action any couatl 
  takes when going into battle is to activate its haste tattoo, followed by activating 
  its energy protection tattoo. Shiviec and Rivarn use wall of ice tattoos to trap the 
  characters. If this doesn’t work, they close in for actual melee combat only if they 
  have to. With all of his age and wisdom, Souref is far less forgiving than the younger 
  couatl. Souref believes his actions are necessary for protecting the world outside the 
  mountain and, after using the haste and protection from energy tattoos, wades into 
  combat. In the unlikely event that one of the other two couatl is in trouble, Souref 
  casts sanctuary on himself while he makes new plans.
  Note: A fight with the couatl at the characters’ present level is almost certain 
  suicide. If the characters end up in a fight and realize this, they should be given one 
  opportunity to drop their weapons and surrender. In the event the characters actually 
  manage to defeat these creatures, they should receive a 10% experience bonus due 
  to the added abilities granted by the magical tattoos.
  horgriM, god oF WAr And MAgiC
  horgriM, god oF WAr And MAgiC
  Alignment: Lawful Evil
  Domains: war, undeath
  Symbol: A black spearhead covering a gold disc that represents 
  an eclipse.
  Worshippers: Evil monks, warriors, wizards, and nobles.
  Favored Weapons: Shortspear, staff
  Horgrim is commonly depicted as a handsome male figure in 
  black robes wielding a shortspear. Almost forgotten now, Horgrim 
  was a popular god several millennia ago but political fighting 
  among his priests led to a rapid decline. Horgrim’s theology is 
  straightforward: Magic is a tool used to enforce the law of might 
  upon all. Some scholars use ancient references to Horgrim as a god 
  of magic and darkness to support the claim that Horgrim’s role 
  as a war-god is a secondary result of this theology. Any modern 
  priests or worshippers of Horgrim must practice their faith in 
  secrecy because there are no known active temples. According to 
  ancient texts, worship services included a gathering at dusk and 
  a simple, unified chant of, “Power shall bring the darkness that 
  makes all equal before Horgrim.” At the height of their power, 
  Horgrim’s worshippers counted many wizards, warriors, and 
  nobles among their number. Many of Horgrim’s priests studied 
  wizardry and warfare to better serve their god. Priests and 
  wizards led the many wars Horgrim’s followers fought to expand 
  his domain and were usually seen at the front of the battle line. 
  Sketchy records indicate the priests and followers of Horgrim 
  created a number of powerful relics that are lost or forgotten. 
  The few existing relics that can be traced back to Horgrim’s 
  worshippers are powerful enough to lend credence to these 
  rumors.
  the guArdiAns
  the guArdiAns
  Any creature entering the mountain is watched carefully by the few guardians 
  that remain. After a few minutes, one of the couatl guarding the temple approaches 
  the characters to determine their purpose. The main remaining guardian for the 
  cavern is Souref, an ancient couatl (with maximum hit points and increase 
  Challenge to 8, adding +1 to attack rolls, ability score checks, and saving throws), 
  who is supported by two younger couatl named Shiviec and Rivarn. Any of these 
  creatures is a formidable opponent; all three together are particularly deadly. All 
  of them possess gold tattoos embedded into the scales of their chest that they can 
  activate at will with a number of special effects as described below. Shiviec and 
  Rivarn are a mated pair and are always found together. If only one is seen, the other 
  is usually hiding nearby. Souref is often encountered alone, but the other two are 
  always close enough to rapidly come to his aid.
  Description and Personality: Souref is a large serpent with feathered wings. Age 
  has deepened the bright colors of his wings rather than fading them, making him 
  even more colorful than the young couatl that assist him. Souref is vain, confident 
  in his strength, beauty, and faith to Arn. Souref provides healing to those in need, 
  but only if asked properly. Souref is resolute in his duty to prevent evil creatures 
  from leaving the temple, and to keep evil magical items from being taken from it. In 
  all the years here, he has only had two major battles. One with a creature that tried 
  to flee the temple, and another with adventurers who entered the cavern with “evil 
  hearts.” Nothing would please him more than destroying some of the evil artifacts 
  hidden in the temple, though he isn’t even certain what those items might be. In 
  the past 1000 years, he has witnessed three groups enter the temple. Two groups 
  never emerged; the third fled the temple, bloody and terrified. Even after being 
  healed, those adventurers decided against trying to enter the temple again. Souref 
  would love to destroy any evil items the characters find during their exploration. 
  Characters who willingly surrender powerful evil items for destruction might 
  receive an item from Souref’s treasure chest (See Area D) as a reward.
  Description and Personality: Shiviec and Rivarn are a mated pair, though it 
  appears that only couatl can tell them apart. The beautiful creatures joined Souref in 
  guardianship of the temple approximately 50 years ago. They are far more playful, 
  friendly, and outgoing than their elder counterpart, but possess less knowledge 
  about the temple. Compliments on their beauty appeals to their vanity and makes 
  them far more receptive to requests for aid.
  
  CHapteR five: asCent - neCRoMantiC dReaMs 
  CHapteR five: asCent - neCRoMantiC dReaMs |31
  |31
  
  32|Hall of tHe Rainbow Mage
  32|Hall of tHe Rainbow Mage
  keyed LoCAtions
  keyed LoCAtions
  Several locations inside the hollow mountain are potentially dangerous. The 
  couatl warn the characters of the more dangerous locations if they are treated 
  politely. If the characters are rude, or if the couatl don’t trust them, the couatl don’t 
  give the characters any warnings. They fly high into the air and watch how the 
  characters work their way through any problems.
  A. tiger Lord
  A. tiger Lord’s LAir
  s LAir
  A stand of large trees surrounds an obvious home for an extremely large animal. 
  A tiger lord (see Appendix B) made its way inside the mountain while traveling as 
  a druid’s companion. The druid visited Souref, and the tiger lord decided it wanted 
  to stay and play so the druid left it here. A collar around the massive beast’s neck 
  allows it to shrink itself enough to climb up one of the exits when food inside 
  the mountain becomes scarce. The creature is intelligent enough to avoid armored 
  characters, but defends the small, tree-shaded area that it considers home. The tiger 
  is a source of potential problems toward the end of the adventure. If the characters 
  staked horses or pack animals outside the mountain someplace, it is very likely the 
  tiger kills and eats them if they aren’t protected somehow.
  Tactics: Generally, the tiger lord doesn’t attack anyone unless its home is 
  invaded. If the tiger lord does feel a need to fight, it pounces on the most lightly 
  armored character (it learned once before that metal doesn’t taste good) and tears at 
  them until dead. It is intelligent enough to flee if badly injured. It is also intelligent 
  enough to guess that adventurers might leave something tasty to eat outside the 
  mountain. If it notices adventurers inside the mountain, it climbs out to scout for 
  an easy meal. The tiger lord eats one unattended horse or pack animal per week 
  (chosen randomly), leading to potential problems when the characters want to 
  leave. If Uvear (see Area G, Wilderness) is guarding the pack animals, the tiger 
  lord leaves them alone. The characters can communicate with it if they choose, but 
  it is very wary of them and unwilling to be anyone’s companion.
  b. Murder Creepers
  b. Murder Creepers
  Numerous vines crawling across the rocks and bushes surround a small pool 
  of water. Two of these vines are murder creepers (see Appendix B) that wait for 
  thirsty victims.
  Tactics: The vine waits patiently for prey to approach the water before attempting 
  to grab it. A few small animal corpses hidden beneath the leaves and vines in the 
  area mark the roots of the plant (can be spotted with a DC 13 Wisdom [Perception] 
  check).
  C. peACeFuL pooL
  C. peACeFuL pooL
  A slow trickle of water flows from the ceiling high above to splash into a peaceful 
  pool of water. Vines cover several stone benches looking over the pool as well as 
  several small statues. Clearing the vines away from the statues reveals stone figures 
  of men and women with robes and staves facing toward the water. The entire area is 
  considered hallowed ground due to the many rituals and spells performed upon it by 
  the clerics and paladins of Arn. This area is an excellent place to rest, heal, and plan.
  d. soureF
  d. soureF’s CAve
  s CAve
  Souref lives in this small cave near the top of the hollow mountain. The cave is 
  difficult to detect (can be spotted with a DC 18 Wisdom [Perception] check) due to 
  the magical sunlight pouring down from the ceiling and can be reached only with a 
  fly or levitate spell, or some other means of flight. Souref is profoundly insulted if 
  anyone enters the cave without an invitation and resorts to violence to expel them 
  (see statistics above). Even Shiviec and Rivarn call to him from outside the cave and 
  wait for an invitation before entering.
  Permanent daylight spells along the ceiling of the small cave provide steady 
  light. A small altar dedicated to Arn faces east, but no other furniture is in the room. 
  Beneath the altar is a heavy wooden chest (unlocked, no traps) that contains a vast 
  array of items collected over the years by Souref and his predecessors.
  Treasure: The chest contains more than 100,000 gp worth of various gems and 
  coins, and a number of magical weapons, armor, and other items: boots of speed, 
  boots of levitation, boots of elvenkind, cloak of the bat, cloak of elvenkind, and a 
  robe of useful items.
  If the characters voluntarily turn over evil-aligned items such as The White Eye 
  and amulets of the dark sun, Souref rewards them with a few items from his treasure 
  chest. Choose items that fit the classes and levels of the characters and the power 
  level of the campaign.
  e. shivieC And rivArn
  e. shivieC And rivArn’s LAir
  s LAir
  The mated couatl have a small home here that is usually used only for short rests 
  and private time. The smooth-walled cave is 600 feet above the floor of the hollow 
  mountain and requires some means of flight to reach. Nothing of value is stored 
  here because the pair gives any items they discover to Souref to store in his cave. 
  Couatl are intensely private with regard to their homes; any invasion of this home 
  results in attack.
  F. the teMpLe
  F. the teMpLe
  The temple to Horgrim is detailed in the next chapter.
  
  CHapteR eigHt: HolgRiM's teMple, level 1 
  CHapteR eigHt: HolgRiM's teMple, level 1 |33
  |33
  The massive temple stands in the southwest portion of the vast, hollow mountain. 
  Each of its four sides is exactly 300 feet or was when it was first constructed. Three 
  tiers rise above the temple, each much smaller than the last, before finally reaching a 
  pyramid-shaped top. Each tier is approximately 30 feet tall, with the final pyramid at 
  the top measuring 60 feet in every direction. While the stone building is ancient, the 
  engineering and construction were extremely skilled. Horgrim’s faithful hollowed 
  out the mountain to create a nice, dark place to build a grand temple dedicated to 
  the god of war and darkness. Although Horgrim’s faithful lost the hollow mountain 
  to forces of the good gods long ago, the sturdy temple remains unconquered. Outer 
  walls of the lower portions of the temple are 20 feet thick, only thinning to 10 
  feet or less toward the top of the temple. Various minerals contained in the stone 
  prevent scrying in or out of the temple, interfere with all divination spells, and make 
  passwall spells half as effective as normal. In addition, the minerals in the stone 
  make it resistant to stone shape and similar spells that shape or change the nature of 
  stone. These spells are only half as effective in terms of volume and duration. The 
  thickness of the walls combined with the strange nature of the stone makes using 
  spells to create an entrance to the temple extremely difficult but not impossible.
  keyed LoCAtions
  keyed LoCAtions
  the doors to the teMpLe
  the doors to the teMpLe
  Three doors are evenly spaced along the base of each face of the temple, with 
  the central door always being a set of double doors. Only one of the 12 doors leads 
  deeper into the temple and allows access to other levels; some of the other doors 
  lead to other regions of the first level and contain various treasures and keys that 
  make entering the higher levels of the temple somewhat easier. Several doors are 
  simply traps, while others lead to rooms that are cleverly designed traps, or both. 
  Numbering of the doors and rooms starts in the northwest corner on the western side 
  of the temple and continues around the temple in a clockwise direction. All upper 
  tiers are completely devoid of any type of windows or doors, leaving these 12 doors 
  as the only visible entrances.
  1. iron door
  1. iron door
  The humid air has added a patina of rust to the solid door. It is unlocked and 
  opens easily.
  2. rooM oF broken stone
  2. rooM oF broken stone
  Broken rocks cover the floor, all of them clearly from the ceiling above. This room 
  was designed as a trap, with the ceiling designed to collapse on anyone attempting 
  to pass through the room. Many years ago, several unfortunate adventurers fell 
  victim to the trap, leaving only their broken bones behind as a testament to their 
  failure. A thorough search of the room finds remains from at least 5 individuals, but 
  no treasure. Narise (see Area 3) looted these corpses years ago and then moved the 
  rubble back over the bodies. Dust covers a small open area before the door in the 
  west wall. Someone took the time to move the rubble away from the door to open it, 
  but dust coating the floor shows nobody has been here for a very long time.
  A careful search through the rubble (and a successful DC 15 Wisdom [Perception] 
  check) locates the trigger mechanism used to collapse the ceiling. While the trap has 
  already been triggered, identifying this mechanism gives a character advantage to 
  spot similar traps on this level.
  3. nArise
  3. nArise’s greeting ChAMber
  s greeting ChAMber
  Flickering lamps shed a shadowy, uneven light throughout the beautifully 
  decorated room. Velvet-covered sofas and chairs surround mahogany tables. 
  Delicate tapestries depicting bloody battles decorate the walls, and a soft rug covers 
  the floor. All of the items in the room have an air of great age yet are clearly cared 
  for. One of the tapestries on the southern wall conceals a series of evenly spaced 
  holes that Narise (female vampire) travels through in gaseous form to reach her 
  special burial chamber (Area 4). The wall is 3 feet thick (AC 15, 45 hit points 
  per 5-foot cube) and must be broken down or passed through using gaseous form 
  or passwall spells. Narise uses this room as her “greeting chamber” when she is 
  fortunate enough to have victims to toy with. There haven’t been any visitors in 
  centuries, so Narise generally keeps up this room and patrols the halls (Areas 41–
  47). If the characters haven’t met Narise in Areas 41–47, they definitely meet her 
  here.
  Personality: Narise was a vain sorceress who accepted vampirism as a way 
  to preserve her beauty and serve Horgrim as a guardian for the temple and the 
  treasures hidden within it. She did not know she would be given what she feels is 
  a relatively minor and immensely boring job. She knows a bit about the design of 
  the temple, but next to nothing about the treasures it was built to guard. She enjoys 
  using her powers to confuse and trick people, and relishes destroying good clerics 
  and paladins. The first few decades brought occasional explorers and adventurers, 
  but since that time, Narise has had few visitors and is bored and restless. She desires 
  companions to spend her time with and gets very excited at the prospect of finding, 
  or creating, some.
  Tactics: Noise in either Area 2 or Area 5 alerts Narise to possible visitors. 
  Narise is vain and overconfident, but not foolish. She greets the party in a friendly 
  manner, joking with them by saying such things as “I keep telling you people I 
  don’t want to be rescued.” Then she plays along with whatever presumptions the 
  characters make. While she talks to the party, she looks for characters bearing holy 
  symbols that might indicate clerics or paladins. Her first aggressive action is to 
  attempt to use her charm ability on the most heavily-armed fighter in the party. She 
  continues attempting to charm other characters until she is noticed, at which point 
  she promptly moves away from the party and prepares for battle. The following 
  round, she uses children of the night to summon allies. She uses any charmed 
  characters to defend her by having them attack their friends. She does her best to 
  stand back and enjoy the battle, casting periodic spells to increase the chaos of the 
  area. If the characters overcome her charm ability, she enters melee combat with the 
  character she considers most dangerous, usually a cleric, paladin, or elven character. 
  Narise is bold, but not foolish; if she is brought to fewer than 20 hp, she assumes 
  mist form and flees through cracks in the wall to her special burial chamber.
  4. seALed ChAMber
  4. seALed ChAMber
  Narise has her coffin here as well as all her special treasures. Her special burial 
  chamber was constructed with narrow gaps and cracks in the 3-foot-thick stone 
  walls (AC 15, 45 hit points per 5-foot cube) between Areas 3 and 45, allowing her 
  to act as a guardian for those portions of the temple. The walls in those locations 
  must be broken down or breached with passwall or gaseous form spells to reach 
  the chamber. If the characters somehow enter this room without already meeting 
  Narise, she is drawn back to her chamber within 1d4 rounds by the noise they make. 
  Narise attacks anyone in her private chamber, using all her spells and abilities as 
  described in the tactics section of Area 3.
  Narise rests in a stone coffin (18 in. thick; AC 15, 55 hit points; DC 18 Strength 
  [Athletics] check required to move the lid). While she does store some of her 
  treasure in the massive chest at the foot of the coffin, the main items are in a hollow 
  chamber beneath the coffin. A careful search of the coffin reveals holes along the 
  bottom. Narise passes through the holes in gaseous form to obtain or store items.
  Treasure #1: The chest contains a black velvet cloak decorated with small 
  diamonds (800 gp), 3 hats of various styles (45 gp each), and a collection of silk 
  scarves (30 gp each) that cover small bags with the following treasure: a gold 
  bracelet studded with six diamonds (2000 gp), an emerald pendant on a gold chain 
  (600 gp), an ornate silver bracelet (400 gp), and three ivory tubes filled with 250 gp 
  of diamond dust each.
  Treasure #2: A DC 20 Strength check is required to move the coffin aside and 
  get to the primary stash of treasure containing a +1 longsword, a rope of climbing, 
  and a potion of heroism.
  ChApter eight: horgriM
  ChApter eight: horgriM’s teMpLe LeveL 1
  s teMpLe LeveL 1
  
  34|Hall of tHe Rainbow Mage
  34|Hall of tHe Rainbow Mage
  
  CHapteR eigHt: HolgRiM's teMple, level 1 
  CHapteR eigHt: HolgRiM's teMple, level 1 |35
  |35
  5. the red pAth
  5. the red pAth
  Red stepping-stones create a winding path leading through the room from the 
  northern door (Area 6) to the southern door with a large, flat red stone before each 
  door. Faded tile mosaics decorate the walls with pictures of rocky hills and strange, 
  twisted forests. Approximately 20 holes line the walls of the room at a height of 3 
  feet. Almost anyone glancing into the room (Spot check DC 5) easily determines the 
  holes are part of some sort of dart or arrow trap. A desiccated corpse in the center 
  of the room provides another hint of danger. But what actually triggers the trap? A 
  character examining the stepping-stones easily ascertains the red stepping-stones 
  are linked to some sort of mechanical mechanism. What is not obvious is the fact 
  that the red stepping-stones prevent the firing of darts while people are in this room. 
  The entire floor, including the stepping-stones, is a weight-sensing mechanism that 
  controls the firing of darts through holes in the wall. As long as one person stands on 
  a red stepping-stone, the darts do not fire. If anyone is in the room without someone 
  standing on a red stepping-stone, the darts fire at a rate of 20 per round. While 
  the trap is difficult to disable, it is easy to avoid once the triggering mechanism is 
  understood.
  Dart Trap
  Mechanical Trap
  This trap is triggered when any creature is standing in the room and no creatures 
  are standing on the red stepping-stones. The trap can be spotted with a successful 
  DC 15 Wisdom (Perception) check and disabled with a set of thieves’ tools and a 
  successful DC 18 Dexterity check. If activated, the trap shoots darts at any character 
  in the room, hitting with a +8 bonus and inflicting 4 (1d4 + 2) piercing damage on 
  any hit.
  Note: An unsuccessful Wisdom (Perception) check leads the character to believe 
  that the stepping-stones are a trigger for the trap rather than a mechanism to keep 
  the darts from firing. The trap is extremely clever, but purely mechanical. After 100 
  darts (5 rounds), the dart-firing mechanisms are empty and emit only hollow clicks.
  Treasure: A rogue began a solo exploration of this area several centuries ago, 
  and now only her desiccated corpse remains. It is so dry that it turns to dust at the 
  merest touch. The only items that survive are a gold amulet (350 gp) and loose coins 
  totaling 32 gp, 45 sp, and 72 cp. The coins are very ancient; a successful DC 13 
  Intelligence (History) check determines the coins are approximately 750 years old.
  6. iron door
  6. iron door
  Iron Door: 2 in. thick; (AC 19, 45 hit points; locked and can be picked with 
  thieves’ tools and a successful DC 15 Dexterity check).
  The plain iron door shows no signs of rust but is clearly quite ancient. When 
  viewed from the outside, scratches around the ancient lock suggest other people 
  have done some “work” on the lock without the proper key. Characters who 
  approach the door from the inside (Area 5) find the door easy to open. The locking 
  mechanism is connected to the inner doorknob.
  7. LeAd doubLe doors
  7. LeAd doubLe doors
  Lead Double Doors: 10 in. thick; (AC 22, 90 hit points; locked and can be 
  picked with thieves’ tools and a successful DC 22 Dexterity check).
  Enchanted to harden the lead and make the doors impervious to heat and magical 
  attacks, the doors are resistant to magic as well as physical blows. This, combined 
  with the complex lock, makes the room virtually impossible to open without the 
  twisted lead key (Key T1) found in Area 22. When they are finally opened, the 
  doors emit an ear-piercing squeal.
  8. dArkened rooM
  8. dArkened rooM
  The lead double doors open to reveal a room full of dark, roiling mist. While the 
  mist glows magically and seems horribly ominous, it is designed only to cloak light 
  sources and make them ineffective. All light sources attract the strange, magical 
  mist, with normal lanterns and torches so effectively cloaked that they shed no light 
  whatsoever. Magical light sources and spells produce a shadowy, uneven light to 
  a maximum 5-foot radius. The only features of the room include a stone fountain 
  in the center of the room and a set of rune-covered copper double doors set in the 
  southern wall.
  The stone fountain (AC 15, 45 hit points) in the center of the room exudes the 
  strange black mist. Mist pours from the extended arms of a tall, thin wizard to flow 
  down his body into a basin surrounded by serpent-like figures before swirling out 
  of the basin and spreading throughout the room. The fountain shows a variety of 
  different magic when studied with the use of detect magic. Destroying the fountain 
  stops production of the mist and the remaining mist fades within 8 hours, enabling 
  the use of normal lights.
  Copper Double Doors: 5 in. thick; (AC 22, 90 hit points; locked and can be 
  picked with thieves’ tools and a successful DC 22 Dexterity check).
  These rune-covered doors are enchanted to harden the copper and make the 
  doors impervious to magical attacks. This makes the door very difficult to open 
  without the copper lion key (Key T2) found in Area 43.
  9. LArge tiLed rooM
  9. LArge tiLed rooM
  Large globes of glowing light hover inches below the high ceiling and illuminate 
  a large room coated floor to ceiling with colored porcelain tiles. The colored tiles 
  form a mosaic depicting furious black dragons battling groups of poorly equipped 
  elves. The central section of the room is approximately 4 feet lower than the 10-foot 
  landings in front of the north and south doors. Small, low steps lead down from the 
  north and south landings to the central room where four hallways appear to extend 
  to rooms filled with weapons, armor, or treasure. Characters who enter the lower 
  portion of the room to look down the hallways might notice the floor is covered 
  with traces of white, powdery dust. Only a very knowledgeable alchemist (with 
  a successful DC 18 Knowledge [Arcana] check) recognizes the powder as Zhilac 
  powder, a compound that can be mixed with acid to produce a deadly gas.
  The entire room is actually a very deadly trap designed to prevent invaders from 
  reaching the silver doors at the south end of the room. Illusions cloak the hallways 
  (9a–9d) and conceal a large volume of acid behind a magic barrier. The porcelain 
  tiles are immune to the acid, so the walls and floor effectively contain the horribly 
  caustic substance.
  9A.
  9A.–9d. iLLusion-CLoAked ChAMbers
  9d. iLLusion-CLoAked ChAMbers
  Illusions cloaking these chambers make them appear to be hallways extending to 
  large rooms filled with weapons (9a), armor (9c), or chests of treasure (9b and 9d). 
  In reality, they are 10-feet-wide, 10-feet-tall, 30-feet-deep chambers coated with 
  porcelain tiles holding a potent acid. Characters attempting to enter these hallways 
  encounter a strange, flexible barrier that appears to be some version of a wall of force 
  spell. Attempting a dispel magic on a barrier, or any physical attack with a weapon, 
  automatically dispels the illusions and barriers on all four hallways and releases a 
  sudden flow of acid into the entire central section of the room. Detect magic reveals 
  a variety of different types of magic at the junction of each hallway. Spells such as 
  true seeing reveal the true nature of the hallways, but any attempt to disbelieve the 
  complex illusions requires a successful DC 18 Intelligence (Investigation) check.
  Acid Trap
  Mechanical Trap
  Only glass, porcelain, or pure gold items resist the acid. Water, wine, or ale is 
  useful for rinsing or diluting the acid. Medium-sized or larger characters standing 
  near the north or south ends of the room can attempt to leap onto the higher landings 
  and avoid acid damage with a successful DC 15 Dexterity saving throw; all others 
  must swim or wade out of the acid. Those caught in the acid suffer 9 (2d8) acid 
  damage at the start of their turn.
  Poison Gas Trap
  Mechanical Trap
  The acid mixes with the Zhilac powder coating the floor to release a cloud of 
  poisonous gas that fills the entire room within one round. Anyone still in the room 
  one round after the acid is released must either attempt to hold their breath or breathe 
  the gas. All breathing the deadly fumes must succeed at a DC 15 Constitution saving 
  throw each round to avoid suffering the effects of a confusion spell. Victims recover 
  after 20 minutes when removed to fresh air.
  Once the trap is triggered, the southern door is very difficult to reach. The poison 
  gas fades and loses effectiveness after 24 hours, but the acid remains a potent barrier 
  that must be overcome. The silver double doors at the southern end of the room are 
  covered with a variety of runes that pulse with a faint purple light.
  9e. siLver doors
  9e. siLver doors
  Silver Double Doors: 3 in. thick; (AC 22, 90 hit points; locked and can be 
  picked with thieves’ tools and a successful DC 22 Dexterity check).
  The silver doors are designed to be opened with an ornate silver key (Key T3) 
  found in Area 50. Enchantments on this door are similar to those on the lead and 
  copper doors above. Attempts to damage the door with spells or to unlock the door 
  with a knock spell fail. The acid and gas traps described above are immediately 
  triggered when the door is opened, if they have not been triggered already. Magical 
  protections designed to prevent the triggering of the trap when the key was used 
  faded several centuries ago. Any means used to open the doors triggers the trap and 
  creates a barrier the characters have to overcome when leaving the temple.
  10. Wide LAnding
  10. Wide LAnding
  Twin stone stairways to the east and west lead upward to the next level of the 
  temple (Area 51). The silver doors in the south wall can be closed to prevent any 
  poison gas from coming into this room. There are no markings on the walls or 
  stairways to hint at what might lie in either direction.
  
  36|Hall of tHe Rainbow Mage
  36|Hall of tHe Rainbow Mage
  11. siMpLe stone door
  11. siMpLe stone door
  Simple Stone Door: 4 in. thick; (AC 15, 26 hit points; locked and can be picked 
  with thieves’ tools and a successful DC 11 Dexterity check).
  The lock on this ancient door is so easy to pick that it almost seems broken.
  12. hALL FuLL oF rubbLe
  12. hALL FuLL oF rubbLe
  Rubble from the collapsed ceiling lines the floor, making it quite difficult to pass 
  through the oak door at the very end of the hall. Despite its careful framing and solid 
  appearance, the oak door leads nowhere. The entire room was designed as a trap 
  triggered by a pressure plate in the center of the hall. A careful character searching 
  through the rubble with a successful DC 15 Wisdom (Perception) check locates 
  the trigger mechanism used to collapse the ceiling. Although already triggered, 
  identifying the mechanism gives the character advantage on checks to identify 
  similar traps on this level. The rubble also contains the remains of the unwary 
  adventurer killed by the trap.
  Treasure: A careful search turns up skeletal remains wearing an ancient gold 
  amulet shaped like a spider, and a decaying leather pouch containing 5 pp, 39 gp, 
  and 20 sp.
  13. ornAte stone door
  13. ornAte stone door
  Ornate Stone Door: 10 in. thick; (AC 15, 26 hit points; locked and can be 
  picked with thieves’ tools and a successful DC 18 Dexterity check).
  Ornate engravings of hawks and eagles adorn the heavy stone door. The delicate 
  artwork conceals the complexity of the lock used to seal it as well as the deadly 
  poison needle trap the lock once contained.
  14. hALL FuLL oF rubbLe
  14. hALL FuLL oF rubbLe
  On the surface, this room appears to be exactly the same as Area 12. The trap, its 
  trigger, and the collapsed ceiling are indeed the same, but the decaying oak door at 
  the back of this room leads into another chamber. If the characters search this room, 
  they find that the unfortunates that triggered this trap escaped, with rogues being as 
  likely to locate the trigger mechanism as above.
  The door is old, but still very sturdy. It is unlocked but opens out into the room. 
  Several bits of rubble must be removed before the door can be opened.
  15. hALL oF broken stAtues
  15. hALL oF broken stAtues
  At first glance, the room appears to be full of rubble. Broken granite and marble 
  statues — items where craftsmen failed to make their mark or cracked the stone with 
  their chisels — line the room in uneven rows. Most of the statues are of wizards 
  or witches, while others depict monsters or strange, warped creatures. Although 
  the broken statues are of no value, a beautiful flute made of a strange black metal 
  lies forgotten beneath some broken rock and can be found with a DC 15 Wisdom 
  (Perception) check (flute of the black sun, see Appendix D.
  16. steeL doubLe doors
  16. steeL doubLe doors
  The enchanted doors are sturdy, solid, and so well constructed that it is easy to 
  believe they were recently made and installed. Opening the doors releases a cloud 
  of dried pollen from a pink lotus flower.
  Pink Lotus Flower Pollen Trap
  Mechanical Trap
  When the door is opened, a cloud of blue lotus pollen is released, covering a 
  10-foot area outside the opened door. Anyone in this area must succeed at a DC 13 
  Constitution saving throw to avoid hallucinations and disadvantage on all Strength 
  and Dexterity checks. The effects last for 1d4 + 1 hours, during which time the 
  subject suffers disadvantage to disbelieve illusions of all types. The trap can be 
  detected with a DC 13 Wisdom (Perception) check but cannot be disabled.
  17. gAs-FiLLed rooM
  17. gAs-FiLLed rooM
  A thick, swirling gray mist fills the room. Strange static barriers in the doorway 
  to the east and the secret doors in the northwest and southwest corners contain 
  the mist. While these barriers contain the gas in the room effectively, they can be 
  touched or walked through without any harm, giving only the vague feeling of static 
  electricity. The wet, poisonous mist hides 4 mummies and two statues of wizards 
  in the west corners of the room. Secret doors hidden behind each statue lead deeper 
  into the temple.
  The poisonous gas protects the mummies with its moistness while it weakens 
  characters entering the room. Fire-based attacks and spells used in the room do 
  only half damage. The gray mist also makes the use of ranged weapons and spells 
  difficult as it prevents any form of vision beyond 10 feet. Creatures who start their 
  turn in the gas must succeed at a DC 13 Constitution saving throw or suffer 9 (2d8) 
  poison damage.
  Tactics: The mummies use the swirling mist to help cloak their movements as 
  they move up to attack. They attack any living creature in the room mercilessly 
  until destroyed. Their job is to guard this room against intruders coming from any 
  direction. They do not leave the room to chase fleeing characters.
  Note: Although the mummies do not chase fleeing characters, the poisonous gas 
  makes them much more dangerous and difficult to defeat. Characters defeating the 
  mummies receive a 20% experience bonus due to their added turn resistance and 
  difficulties caused by the poison gas.
  Secret Doors: 2 in. thick; 20 hit points; found with a successful DC 20 Wisdom 
  (Perception) check. Once the panel of stone is recognized as a hidden door, it is 
  easy to open.
  18. beFore A stone door
  18. beFore A stone door
  The featureless hallway ends before a plain stone door to the north and a secret 
  door in the west wall.
  18A. pLAin stone door
  18A. pLAin stone door
  Although the door is unlocked, it has no handles or clear sign of which direction 
  it opens. A short investigation quickly determines the door slides to the right.
  18b. seCret door
  18b. seCret door
  Due to a gap in the wall, this door can be found with a successful DC 11 Wisdom 
  (Perception) check.
  19. shieLd rooM
  19. shieLd rooM
  A silver shield rests on a pedestal in the center of the room and sheds a faint blue 
  magical light. Large metal shields coated with red enamel decorated with the faces 
  of snarling hell hounds line the walls. A detect magic spell reveals an aura on all 
  the shields in the room. Touching or moving shields on the wall has no effect, but 
  touching the shield on the pedestal or attempting to remove one of the red enamel 
  shields from the room releases the 7 hell hounds magically trapped in the red 
  shields. The hell hounds leap out of the red enamel shields and attack anyone in 
  the room.
  Combat Tactics: The hell hounds begin with a breath weapon attack and fight 
  characters in the room first, then track down any fleeing characters using scent once 
  everyone in the room has been killed or forced to flee. They fight to the death and 
  track fleeing characters anyplace they decide to run. If the characters hide behind a 
  closed door, the hell hounds repeatedly ram the door to knock it down.
  Treasure: The silver shield is an exceptionally light +1 shield decorated with 
  delicate engravings. The seven remaining shields are steel shields coated with red 
  enamel.
  20. AbAndoned storerooM
  20. AbAndoned storerooM
  The large room has wide shelves and racks along the wall but nothing of value is 
  in the room. This room provides a relatively safe place to rest if a recent opponent 
  is not tracking the characters.
  
  CHapteR eigHt: HolgRiM's teMple, level 1 
  CHapteR eigHt: HolgRiM's teMple, level 1 |37
  |37
  21. heAvy LeAd door
  21. heAvy LeAd door
  The hallway turns slightly before ending in front of a sturdy lead door. Glowing 
  runes run all along the outer edge of the door and circle the strange doorknob in 
  its center. Opening the unlocked door summons a barbed devil into the hallway.
  Tactics: The devil is almost as surprised at being suddenly summoned amid the 
  characters as they are. Its first action is to hurl flame. It then tears into the most 
  lightly armored foe near it with frightening ferocity. The demon doesn’t know why 
  it was summoned and believes the characters are attempting to enslave it. It fights to 
  the death, pursuing any fleeing characters to the limit of its ability.
  22. LeAd rooM
  22. LeAd rooM
  The walls, ceiling, and floor of this large room are coated with enchanted lead 
  that nullifies any attempt to use magic to see into the room from outside. The only 
  item in the room is a simple wood chest (locked, can be picked using thieves’ tools 
  and a DC 15 Dexterity check) resting against the south wall. A blood wight (see 
  Appendix B) stands in front of the chest, remaining motionless until someone 
  enters the room. Characters remaining outside the room can study it and the chest 
  from a distance, but anyone entering the room is immediately attacked.
  Tactics: The sentinel was summoned from a distant world and placed here to 
  guard the key hidden in the chest. It attacks any creature that doesn’t utter the 
  worlds “Darkness is truth” before entering the room. It initially stands in front of the 
  chest but immediately charges the doorway as soon as anyone enters without saying 
  the proper phrase. It is bound to servitude within this room until it is destroyed and, 
  hating the servitude, refuses to communicate even with characters who somehow 
  learn its command phrase.
  Treasure: The chest contains an ornate lead key shaped like an eagle with a 
  forked tail (Key T1) that fits the door in Area 7, an amulet of the dark sun (see 
  Appendix D), a dagger bearing serpentine symbols engraved on the blade, an ivory 
  tube holding 500 gp of diamond dust, and a pouch containing an adamantine ring 
  shaped like a hell hound biting its tail, 4 rubies (600 gp each), 6 agates (200 gp 
  each), and 7 small bloodstones (50 gp each).
  23. ornAte goLd door
  23. ornAte goLd door
  The short hallway bends to the south to end at an ornate gold door. Glowing with 
  a strange magical light and decorated with ornate filigrees and beautiful designs, the 
  door appears far more imposing than it really is. The only magic on the gold door 
  is the magic shedding the pale green light, and there are no traps. While the door 
  appears to be made of solid gold, the interior core is made of lead and only the outer 
  coating is gold. Separating the gold from the lead is costly, but the effort still garners 
  a profit of 800 gp to anyone willing to remove the door.
  24. dourALA
  24. dourALA’s rooM
  s rooM
  Dust-covered velvet cushions line several long sofas and small chairs surrounding 
  a single stone statue in the center of the room. The statue depicts a female human 
  in ornate plate armor swinging a large sword with both hands. Her expression is 
  an odd mixture of pain and rage and bewilderment that is so deeply detailed that 
  the statue seems alive. A successful DC 13 Intelligence (Arcana) check quickly 
  determines that the statue is a victim of a flesh to stone spell. Dourala, a faithful 
  servant to Horgrim, was unknowingly turned into a statue in the middle of a battle. 
  Certain that the forces of good would return her to flesh and provide them with a 
  powerful spy, Horgrim’s minions left the statue here.
  If the characters return Dourala to flesh, use the statistics and tactics described in 
  Appendix B. She carries an amulet of the dark sun (see Appendix D).
  Tactics: Dourala is not particularly bright, but she instantly recognizes that 
  drastic changes have occurred since the middle of her last battle. She returns her 
  sword to the sheath on her back if returned to flesh and calmly asks how the battle 
  is going, waiting to see what the answer is before she mentions which side she 
  is actually on. When informed of the time that has gone by, she gets extremely 
  upset, and becomes even more upset when she is unable to locate her lance or 
  bow. Dourala offers to travel with the party a bit before going her own way. If the 
  party accepts, she does her best to quietly sabotage them, attacking openly if she 
  is discovered. Her skills are aimed at battle, mostly leading mounted knights on 
  horseback, not delicate subterfuge. If the characters are suspicious or disrespectful, 
  Dourala draws her sword and attacks. She does her best to damage the party and 
  then makes a fighting retreat out of the temple to escape and find reinforcements.
  25. pLAin stone door
  25. pLAin stone door
  The featureless door has no visible knob but slides to either side when pushed 
  carefully.
  26. short hALLWAy
  26. short hALLWAy
  The simple hallway appears to end at a warped oak door but is really a trap. 
  Anyone stepping into the center of the room triggers a pressure plate that causes 
  the ceiling to collapse.
  Collapsing Ceiling Trap
  Mechanical Trap
  This trap is triggered when any living creature steps into the center of the 
  hallway. It can be spotted with a successful DC 18 Wisdom (Perception) check and 
  disabled using thieves’ tools and a successful DC 15 Dexterity check. When the 
  trap activates, the ceiling falls in. Any creature in the room must succeed at a DC 
  15 Dexterity saving throw or suffer 28 (8d6) bludgeoning damage (half damage on 
  a successful save).
  27. ornAte stone door
  27. ornAte stone door
  Ornate Stone Door: 10 in. thick; Hardness 8; 120 hit points; lock can be opened 
  with thieves’ tools and a successful DC 22 Dexterity check.
  Carvings of lions and strange, twisted animals cover the entire surface of the 
  door. Opening the door sprays everyone within 10 feet of the entrance with insanity 
  mist.
  Insanity Mist Trap
  Mechanical Trap
  This trap is triggered by anyone opening the animal craved stone door. It can 
  be spotted with a DC 15 Wisdom (Perception) check and disabled using thieves’ 
  tools and successful DC 18 Dexterity check. A fine mist is sprayed over everyone 
  within 10 feet of the entrance when the door is opened. Any living creature caught 
  in the mist must succeed at a DC 13 Wisdom saving throw or suffer the effects of 
  a confusion spell. Holding down the tail of one of the lions prevents the mist from 
  being released.
  28. short hALLWAy
  28. short hALLWAy
  This hallway is identical to the one in Area 26. The hallway possesses the exact 
  same trap as the area described above but the brittle oak door at the end of the hall 
  is real. The door is unlocked and opens easily.
  Collapsing Ceiling Trap
  Mechanical Trap
  This trap is triggered when any living creature steps into the center of the 
  hallway. It can be spotted with a successful DC 18 Wisdom (Perception) check and 
  disabled using thieves’ tools and a successful DC 15 Dexterity check. When the 
  trap activates, the ceiling falls in. Any creature in the room must succeed at a DC 
  15 Dexterity saving throw or suffer 28 (8d6) bludgeoning damage (half damage on 
  a successful save).
  29. the White rooM
  29. the White rooM
  Hexagonal white porcelain tiles cover the walls, floor, and ceiling of the entire 
  room. All the tiles are highly polished and free of dust, but the east wall is marred 
  by streaks of dried blood. A detect magic spell reveals a faint alteration aura on the 
  entire room, but the magic of the room is designed only to keep it dust-free. A secret 
  door (can be found with a DC 15 Wisdom [Perception] check) is in the center of the 
  east wall. Dried blood has caked along a few cracks in the wall, making the door 
  easier to locate. Once opened, it reveals a short hallway with dried spots of blood 
  along the floor and walls.
  
  38|Hall of tHe Rainbow Mage
  38|Hall of tHe Rainbow Mage
  30. drAgon sCALe door
  30. drAgon sCALe door
  A strange door made from the scales of a blue dragon stands at the end of the 
  hallway. Streaks of dried blood decorate the walls as well as the scales making 
  up the door. A detect magic spell easily discerns a powerful magic aura on all the 
  individual scales making up the door. A complex magical trap breaks the door 
  into its individual scales and sends them flying through the hallway if the door is 
  touched. Dried blood in the hallway comes from some adventurers who fled the 
  temple several hundred years ago.
  Dragon Scale Door Trap
  Magical Trap
  The door blasts its component dragon scales into the hallway, hitting any targets 
  in the way when it is touched. The trap can be spotted with a successful DC 18 
  Intelligence (Arcana) check and disabled with a successful DC 20 Intelligence 
  (Arcana) check (dispel DC 18). When activated, the trap attacks all creatures 
  within 20 feet of the door with a +10 to hit and inflicts 21 (6d6). Five rounds after 
  activating, the scales fly back to the door, making the same attack against anyone 
  within 20 feet of the door. When it resets, the trap reforms the door, which is locked 
  (can be picked using thieves’ tools and a successful DC 18 Dexterity check, failure 
  activates the trap) and magically sealed (dispel DC 18).
  The trap is difficult to identify without touching the door and can’t be disabled, 
  but it is triggered when touched with any object. Clever characters might hurl an 
  item down the hall, let the trap fire, and run down the hall to enter the room (Area 
  31). The trap is also triggered when touched on the opposite side, but the scales only 
  blast into the hallway and not back into the room.
  31. the drAgon rooM
  31. the drAgon rooM
  Dust covers the varied decorations and furniture in what is apparently a living 
  room. The furniture and decorations have a dragon theme and are also made from 
  dragon bone, scales, claws, or horns. Most of the items, while valuable, are heavy 
  and difficult to transport. Included among the items is a small life-like statue of a 
  red dragon (red dragon statue, see Appendix B). The statue is a magic construct 
  made from bone and scale fragments from an ancient red dragon that imbue it with 
  supernatural strength. It is a potent guardian against anyone daring to enter the 
  room.
  Tactics: While the magic and items used in its creation were potent, the dragon 
  statue does not have a complex program. It attacks anyone who isn’t wearing an 
  amulet of the dark sun (see Appendix D) by breathing on them and swooping down 
  on them to make bite and claw attacks. It is programmed only to guard this room 
  and won’t leave under any circumstances.
  Treasure: The furniture is worth more than 5000 gp in a major city but would 
  require a large wagon to transport.
  32. obsidiAn doubLe doors
  32. obsidiAn doubLe doors
  Obsidian Double Doors: 4 in. thick; (AC 14, 14 hit points, locked and can be 
  picked using thieves’ tools and a DC 18 Dexterity check).
  The highly polished stone doors show no sign of age, yet the stone around them 
  is clearly ancient. Though they do not glow with any obvious magic, any damage 
  done to the doors “heals” magically within 24 hours.
  33. skeLeton WArriors
  33. skeLeton WArriors
  The room is a strange and frightening sight to anyone opening the door. A 
  collection of armored skeletons (armed with longswords and shields, clad in plate 
  armor and thus AC 20) stand at attention in neat, tight rows broken only by a small 
  fountain in the center of the room. The mindless creatures were part of the army 
  defeated when the cavern outside the temple was lost to the forces of Arn. Unlike 
  most such creatures, these stand motionless, waiting for orders. The clerics and 
  wizards that once controlled them are long dead. The creatures act only if attacked.
  The foul green liquid in the basin of the fountain looks and smells dangerous 
  but is harmless unless consumed (characters must succeed at a DC 13 Constitution 
  saving throw or suffer 36 [8d8] poison damage and suffer the poisoned condition 
  for 24 hours; no poisoned condition and half damage on a successful save). A purify 
  food and drink spell cleanses the fountain of the poison but doesn’t change its 
  murky nature.
  Tactics: Designed as low-level troops, they respond only to orders or to being 
  attacked. Skeletons surviving an attack of any type charge forward to engage their 
  aggressors and fight with single-minded ferocity. Only their previous orders keep 
  them in the room; they follow fleeing characters out of the temple despite the 
  dangers they face outside the room.
  Note: Despite their numbers, these creatures do not pose a significant challenge 
  to the characters at their present level. If the characters choose to destroy the 
  skeletons, their reward is 30 suits of plate mail worth 150 gp each (the armor is old 
  and in very bad shape).
  34. the Lion door
  34. the Lion door
  The massive bas-relief of a roaring lion thrusting its head out of the door conceals 
  the doorknob used to open it. One must reach their hand inside the lion’s mouth to 
  find and turn the doorknob. Detect magic reveals a powerful aura around the lion’s 
  head, but no traps are on the door.
  35. hALL oF heroes
  35. hALL oF heroes
  Six statues of armed warriors are spaced 10 feet apart along both the east and west 
  walls with gaps left where hallways extend to the east and west. The 12 statues are 
  carved from the same stone used for the temple walls. Craftsmanship and detailing 
  on each of the statues is superb, with each figure standing in a heroic pose, haughty 
  and confident in their skill. Statues on both sides of the room are identical and depict 
  the following (moving north to south): a tall male human in full plate wielding a 
  greatsword; a thin male elf in leather armor holding a bow; a female human in 
  chainmail wielding a longsword; a female human in spiked full plate wielding a 
  longsword; a male elf wearing leather armor wielding a mace; and a male human in 
  scale mail wielding a pike. It is impossible to determine who the statues represent as 
  there are no signs or messages describing them anywhere in the room.
  A detect magic spell reveals a faint aura around each statue, but none of the 
  statues is magical or animated in any way. When the characters look down the 
  hallways running to the north, east, and west, they notice the east and west hallways 
  end at stone doors (35a and 35b), and the north hallway continues through an 
  intersection and bends in the distance.
  36. bArrACks
  36. bArrACks
  Back in a time when the temple had living servants, this stale-smelling room 
  housed many of them. Long rows of beds line the east wall, separated only enough 
  for a person to climb between them — with the exception of a larger gap in front 
  of a stone door. Chests at the foot of each bed are thrown open and ancient clothing 
  and bedding is thrown about as if a tornado or whirlwind burst through the room 
  recently. Although the room doesn’t appear guarded, one of the temple’s servants 
  was changed into dark warden (see Appendix B) as punishment when the battle 
  outside the temple went poorly.
  Treasure: When the room was abandoned, almost everything of value was 
  taken, but a thorough search of the entire room turns up a platinum ring studded 
  with moonstones (500 gp) and an ornate silver bracelet (250 gp).
  37. the bAth house
  37. the bAth house
  Humid air scented with perfume fills the air as tendrils of steam rise from the 
  large pool of water in the center of the room. Created as a bath house for some 
  of the faithful servants serving the temple, the magic spells purifying the water 
  and keeping it warm and clean still function. Sweet, warm air makes the room 
  especially relaxing and pleasant. Steps lead down into the warm pool of water, 
  welcoming anyone interested in taking a bath, and soft sofas and chairs surround 
  the quiet, bubbling pool. Soft towels and robes hang from pegs on the south wall. 
  Disturbing portrayals of murder adorn tapestries along the remaining walls, jarring 
  the otherwise peaceful feel of the room. Horgrim confined an ancient erinyes devil 
  known as Lourecious to this room for being overly ambitious and acting against 
  some of his interests. Her confinement ends when she converts one good creature 
  to the worship of Horgrim, a task made virtually impossible by the fact that not a 
  single living creature has entered the room since she was placed here.
  Tactics: Although the room is beautiful and comfortable, Lourecious has been 
  waiting for someone to enter it for years and is surprised when someone does. 
  Startled enough that there is no time to cloak her real form, she decides against 
  the attempt. Making no effort to cloak what she is, she greets the characters in a 
  friendly, charming manner. Her goal is not to slaughter the characters but rather 
  their conversion to evil, particularly to worshipping Horgrim so she can be freed. If 
  she convinces a good-aligned character to swear an oath of allegiance to Horgrim, 
  she is free to leave. At first, she simply makes conversation, asking the characters 
  how they arrived here and informing them she is “trapped by ancient promises” 
  and would like to escape. She offers to assist the characters but claims she can’t 
  leave unless someone utters an oath “to return to Horgrim what he desires when 
  Lourecious is done helping me.” The oath can vary; she is trying to make the 
  characters promise to worship Horgrim (what he desires) while making them think 
  they simply need to return her to this room. Most characters are suspicious of any 
  agreements with devils and are unlikely to make such a promise.
  If the characters attack or refuse to swear any sort of oath, she gets frustrated. 
  She flies to the farthest side of the bathing pool from the characters and pulls out 
  her weapons. She orders any charmed characters to swear their souls to Horgrim 
  and attack their companions.
  
  appendix b: new MonsteRs 
  appendix b: new MonsteRs |39
  |39
  Treasure: Lourecious hid a bag of gems at the bottom of the pool (can be found 
  with a successful DC 13 Wisdom [Perception] check). The gems are a black pearl 
  (500 gp), a silver pearl (100 gp), 5 moonstones (50 gp), 12 moss agates (10 gp 
  each), 5 freshwater pearls (10 gp each), and a blue quartz gem (10 gp).
  38. CrACked stone door
  38. CrACked stone door
  Ancient attacks on the door left cracks and gaps that are now filled with dust 
  and dirt.
  39. the Mirror rooM
  39. the Mirror rooM
  Mirrors line all the walls and a glass column stands in the center of the room. 
  The column glows with a faint, almost indiscernible light that causes reflections in 
  the mirrors to act like swift-moving shadows that dart across the walls. The faint 
  lighting is insufficient to create reflections the crystalline horrors can use to manifest 
  themselves. Brighter lighting brought into the room creates such a disturbing series 
  of reflections that many people become dizzy (characters must succeed at a DC 
  13 Constitution saving throw or suffer disadvantage on all rolls and checks while 
  in the room). While the characters adjust to the many confusing images, the first 
  characters to enter the room are attacked by their own reflections as 3 crystalline 
  devils manifest out of the mirrors and attack.
  Tactics: Once they manifest, the crystalline horrors attack any living creatures 
  in the room without mercy.
  Most characters quickly realize the attacks have something to do with the 
  mirrors. While some might stay and fight the creatures, wise characters leave the 
  room and cast spells into the room to break the mirrors or cloak them in darkness 
  and thus eliminate the threat.
  The magically hardened mirrors are immune to acid, lightning, fire, and poison 
  damage. Extreme cold makes them brittle (vulnerable to bludgeoning damage) but 
  does only half damage. The mirrors are vulnerable to thunder damage. The large 
  mirrors are arranged in panels all along the walls. If the characters decide to use 
  spells to shatter the mirrors from outside the room, use the statistics presented here 
  as an average and make the three mirrors used to manifest the crystalline horrors 
  the last to break. Characters attacking mirrors physically may use a successful DC 
  15 Intelligence (Investigation) check to determine which of the mirrors might be 
  the culprit. On a failed check, or random attack, use random dice (1 on 1d12) to 
  determine whether a horror’s mirror is struck.
  While all doors leading out of the room are unlocked, they are covered with 
  mirrored glass on this side, making them difficult to locate (can be spotted with a 
  successful DC 15 Wisdom [Perception] check). Shattering all the mirrors makes the 
  doors visible, but also covers the floor with enough sharp, broken glass shards to 
  make the floor difficult terrain.
  40. the gLAss sArCophAgus
  40. the gLAss sArCophAgus
  A crystal chandelier sheds a soft magical light on an ornate glass sarcophagus 
  that fills the small room at the end of the short hallway. Red velvet carpeting 
  covers the floor and the raised stone platform that the transparent coffin rests on. 
  Violet curtains on the stone walls highlight the transparent coffins and its skeletal 
  inhabitant. The creature within appears to have once been an extremely tall elf 
  with folded wings. Glowing purple letters along the one side of the transparent 
  coffin read, “Huvarial, Arn’s failed champion.” While letters on the opposite side 
  proclaim, “Even the brightest lights learn the power of the night.”
  Huvarial, was a great hero in her day, but her exploits are entirely forgotten 
  now (a successful DC 18 Intelligence [History] check reveals her name and story). 
  Huvarial was brought down in the battle for the outer cavern and dragged into 
  the temple, causing despair among her supporters. Loss of her leadership was a 
  major factor in the decision to leave the temple trapped in a cavern of sunlight. 
  Unfortunately for Huvarial, she was not dead, only disabled. Horgrim’s faithful 
  brought her into the temple and changed her into a vampire before trapping her 
  in the glass coffin. Years without sustenance of any kind has caused the vampire’s 
  body to wither and decay, leaving only a bare skeleton. If the glass is broken, 
  undead flesh quickly grows over the body and a very hungry vampire rises.
  Tactics: Her transformation into a vampire is already complete, with darkness 
  and hatred completely consuming her nature. This hatred is aimed at anything to 
  do with Horgrim’s minions and the temple as it is at any living creature. With more 
  time to assess her situation, she would certainly use more devious tactics, possibly 
  even allying herself with the characters to destroy the temple. Unfortunately, she 
  wakes up naked, and her armor and weapons are nowhere to be found. She has no 
  idea that she was frozen in time and acts on her previous plans to exact vengeance 
  on the next person she sees. Although she is alert and awake immediately, she blinks 
  and acts disoriented as she looks around the room while attempting to use her charm 
  ability on the nearest characters. Unless attacked, she climbs slowly out of the coffin 
  without speaking or responding to questions. She then stretches her wings and leaps 
  up to the ceiling where she hangs with her spider climb ability and orders any 
  charmed characters to attack remaining party members. She exclusively uses her 
  bite attacks and stays in physical combat unless severely injured. Severe injuries 
  lead her to fly up to the ceiling, where she hangs face down while attempting to 
  charm heavily armored characters. Huvarial’s resting place is in this room; she 
  fights until destroyed because she has nowhere else to flee. If the characters flee, 
  Huvarial makes plans to hunt them down. Huvarial is not familiar with the layout of 
  the area, having only been imprisoned here; she uses great caution when searching 
  the halls and rooms nearby.
  Treasure: Unknown to Huvarial, her armor and weapons are hidden (can be 
  found with a successful DC 15 Intelligence [Investigation] check) in a hollow 
  chamber inside the stone pedestal that the coffin rests on. The hidden chamber 
  contains the following items: a +1 longsword (“Light’s Cleaver”) with symbols 
  representing the sun engraved on the blade and a ring of protection.
  41. deAd end
  41. deAd end
  The hallway ends at a wall bearing a lengthy message written in dark green 
  letters, “Put faith in Horgrim’s darkest night and pass through solid rock. The 
  message refers to the fact that the wall is a permanent image (a successful DC 15 
  Intelligence [Investigation] check to see through it). Characters without sight due 
  to blindness or complete darkness do not see the illusion and boldly step through it 
  to continue down the hallway. Although it has other sensory elements, the illusion 
  is triggered by sight. Someone feeling the wall while looking at it believes they are 
  feeling solid stone, but if they close their eyes and continue feeling the wall, those 
  senses soon fade, and the wall no longer seems to exist. Anyone looking down the 
  hall with a true seeing spell sees only a long hallway ending before a copper door.
  42. engrAved door
  42. engrAved door
  Engravings on the copper door include a variety of complex runes and strange 
  symbols along with the words, “In the end, only the darkness is real.” A detailed 
  representation of Horgrim as a tall human in robes holding a shortspear is engraved 
  immediately beneath the strange statement. None of the engravings gives any hint 
  how to open the door, which has no visible door knob or locking mechanism.
  Engraved Copper Door: 2 in. thick; (AC 15, 55 hit points, locked but can be 
  picked using thieves’ tools and a DC 18 Dexterity check).
  Powerful magic spells cast on the door give it some magic resistance, making it 
  very difficult to open by magical means (spells such as knock fail 50% of the time). 
  Various runes on the door must be touched in a particular order. A clever rogue can 
  eventually determine the proper sequence through trial and error.
  43. Copper rooM
  43. Copper rooM
  Beaten copper, complete with odd lumps and strange depressions, cover the 
  walls, floors, and ceiling of the room. An insect-like copper statue (see Appendix 
  B) with a circular head and eight legs ending in razor-sharp blades stands over a 
  copper chest in the center of the room. The statue is a magical construct programmed 
  to attack anyone not wearing an amulet of the dark sun (see Appendix D) and keep 
  them away from the chest.
  Copper Room: Copper on every surface of the room helps retain and magnify 
  electric charges. All attacks inflicting lightning damage do double damage in this 
  room, and any saveing throws against an effect that causes lightning damage is done 
  so with disadvantage.
  Tactics: The statue has razor-sharp tips at each end of its powerful legs and uses 
  them very effectively. It releases its electric charge at the first person to enter and 
  charges the doorway to defend the room. A massive reach and the ability to use 
  multiple attacks make it an effective guardian. It focuses all its attacks on the first 
  person to enter the room, only spreading its attacks if someone attempts to sneak 
  past it. The construct is programmed to fight until destroyed.
  Copper Chest: 1 in. thick (AC 16, 18 hit points, locked but can be picked using 
  theives’ tools and a successful DC 18 Dexterity check)
  The lid of the small chest has an engraved description that is a mirror image 
  of the symbols on an amulet of the dark sun (see Appendix D) that is part of the 
  locking mechanism. Any amulet of the dark sun can be used to unlock the chest.
  Treasure: The main item of importance in the chest is a delicate copper key 
  shaped like a lion (Key T2) that opens the copper doors in Area 8. The key rests 
  on top of a collection of 1500 copper coins, copper bracers with black enamel trim, 
  a copper ring of protection, a thin copper wand of lightning bolts, a copper-tipped 
  darkwood wand (spell wand of lesser restoration, see Appendix D), 5 golden 
  yellow topaz germs (500 gp each), and 4 amber gems (100 gp each).
  
  40|Hall of tHe Rainbow Mage
  40|Hall of tHe Rainbow Mage
  44. throne oF night
  44. throne oF night
  The hallway opens into a large room with strange, twisted engravings of 
  skeletons and strange bone figures decorating every wall. A massive throne of pure 
  black stone rests against the south wall, beckoning someone to sit in it. Polished and 
  smooth, the stone is still somehow non-reflective and seems to soak up any light 
  that hits it. Any character able to detect magic instantly discovers a vast, evil power 
  emanating from the throne, a throne once used to help create undead to support 
  Horgrim’s armies. Anyone sitting on the throne risks a terrible fate.
  The Throne of Night: This powerful item is imbued with terrible magic through 
  numerous dark, necromantic rituals. Made of simple black stone, it soaks up light 
  as easily as it does a creature’s lifeforce. Dead humanoid creatures seated on the 
  throne are engulfed in swirling shadows only to emerge a minute later with the 
  flesh burned from their bodies as animated skeletons. Living creatures that sit on 
  the throne must succeed at a DC 15 Dexterity saving throw to leap off the throne 
  quickly enough to avoid the swirling shadows. Those who fail are engulfed in the 
  swirling shadows and forced to make a DC 15 Constitution saving throw or die as 
  the flesh and lifeforce are stripped from the character’s body as they are turned into 
  an animated skeleton. Success indicates characters escape the burning shadows, 
  suffering only 17 (5d6) necrotic damage
  Destroying the Throne: (AC 17, 306 hit points); Characters recognizing the 
  immense evil of the throne might decide to destroy it. Although not a true living 
  beast, the throne does have its own defenses. Attacks against the throne release 
  waves of electrical energy once every round (attacking characters within 30 feet 
  with a +12 to hit, inflicting 17 [5d6] lightning damage to those struck). When 
  destroyed, the throne explodes in a blast of raw energy with a 20-foot radius blast; 
  characters must succeed at a DC 18 Dexterity saving throw or suffer 35 (10d6) fire 
  damage (half damage on a successful save).
  Treasure: Once destroyed, the throne leaves behind broken gems that were used 
  during its initial creation. A patient wizard can collect 2000 gp worth of diamond 
  dust, 1500 gp worth of ruby dust, and 1500 gp worth of emerald dust for use as 
  spell components.
  45. Worn tApestry
  45. Worn tApestry
  A worn tapestry with a portrayal of a human riding the back of a black dragon 
  hangs on the wall in the center of the hallway. The odd placement of the tapestry 
  suggests something may be hidden behind it. Anyone searching the wall behind 
  the tapestry (Search DC 15) finds long grooves or slots in the stone that appear 
  to lead to an open or hollow area behind the wall. These grooves provide Narise 
  (see Areas 3–4 above) with access to these hallways using her gaseous form. She 
  doesn’t usually come through this hallway unless she hears a great deal of noise, 
  or if she has recently encountered the characters. If Narise has already encountered 
  the characters, or if the characters make a great deal of noise, there is a 40% chance 
  that Narise ambushes the characters somewhere in Areas 41–47. In that instance, 
  she forgoes any play and simply uses the battle tactics mentioned in Area 3. The 
  wall between this section of hallway and her Sealed Chamber (Area 4) is 3 feet 
  thick (AC 16, 180 hit points) and must be broken down or bypassed with passwall 
  or gaseous form spells.
  46. brittLe oAk door
  46. brittLe oAk door
  Although once a sturdy, solid door, this portal has become brittle through the 
  passing of time. The unlocked oak door opens easily but has a rather interesting 
  trap.
  Alarm Trap
  Magical Trap
  Opening the door triggers an alarm spell that lasts for 1 round unless the words 
  “Love Horgrim” are spoken. The trap can be spotted with a DC 13 Intelligence 
  (Arcana) check and disabled with a DC 15 Intelligence (Arcana) check (dispel 
  DC 18). While the alarm spell does no damage, it alerts Narise (Areas 3–4) that 
  someone is in the hall.
  47. AnCient ArMory
  47. AnCient ArMory
  Racks of greatswords, pikes, shortspears, and longspears are evenly spaced 
  throughout the room. Although extremely old, the weapons are still in excellent 
  shape, possibly because a dark warden (see Appendix B) watching over the room 
  polishes and oils them continuously.
  Treasure #1: Of the more than 100 weapons lined up in the racks, a number are 
  excellent quality weapons: 10 greatswords, 8 pikes, and 12 spears.
  Treasure #2: One cleric took the time to create a secret hiding place beneath 
  one of the weapon racks (can be found with a DC 15 Wisdom [Perception] check) 
  where he hid several “personal” items in a small leather bag. The decaying leather 
  bag contains a pale green prism ioun stone (+2 Str), a flawless emerald (5000 gp), 
  4 fire opals (1200 gp each), a black pearl (500 gp), 3 violet garnets (400 gp each), 
  and 9 bloodstones (50 gp each).
  48. bLACk MetAL doors
  48. bLACk MetAL doors
  Black Metal Doors: 1 in. thick (AC 18, 55 hit points, locked but can be picked 
  using thieves’ tools and a successful DC 15 Dexterity check)
  These plain black doors are made of a mysterious alloy that is so heavily 
  enchanted that it defies identification. While the lock can be picked, the lead key 
  (Key T1) found in Area 22 opens this door as well as the double lead doors (Area 7).
  49. sMoke-FiLLed rooM
  49. sMoke-FiLLed rooM
  Thick gray smoke pours out of the room when the doors are opened. The smoke 
  dissipates quickly when it leaves the room, but the amount of smoke within the 
  room doesn’t change. Bitter and dry, the harmless smoke causes a bit of coughing 
  and concern. A large marble statue of a serpent-like creature with three heads stands 
  in the center of the room surrounded by four brass barriers. Smoke flows from the 
  braziers in a steady stream, filling the room with bitter fumes. Although the smoke 
  is not poisonous, it reduces all forms of vision to a maximum of 10 feet no matter 
  what form of lighting is used. In addition, it conceals a mummy lord that guards 
  the room against anyone not wearing an amulet of the dark sun (see Appendix D).
  Brass Braziers: These items glow with several types of magic when studied 
  with the aid of a detect magic spell. Covering the braziers with a blanket or some 
  other item stops the flow of smoke. A dispel magic cast directly on one of the 
  braziers (dispel DC 18) eliminates the magic on that brazier and stops the smoke. 
  Once the flow of smoke from all four barriers is stopped, the room can be cleared of 
  smoke in 1d4 hours if the doors are left open.
  Tactics: Once a faithful cleric of Horgrim, the mummy lord retains much of 
  its prior knowledge and experience, making it a very deadly foe. It senses the 
  characters enter the room and moves out of its strange coffin quietly. The smoke 
  gives it extra time to prepare, so it takes the opportunity to cast resist elements 
  (fire) and bull’s strength on itself and then casts desecrate before finally moving 
  into battle. It does its best to attack and destroy anyone attempting to use fire-based 
  spells or weapons on it, usually attempting a hold person spell first.
  Examining the Room: Other than the statue and braziers, the only other item 
  in the room is a sarcophagus that stands upright against the wall directly behind 
  the statue. The sarcophagus is the mummy’s resting place, and a cleverly designed 
  secret door leading into another room. Smoke in this room makes it extremely 
  difficult to recognize this, but if the braziers are covered and the smoke dissipates, 
  locating the secret door gets much easier (the door can be found with a successful 
  DC 18 Wisdom [Perception] check, but all Wisdom [Perception] checks in the room 
  while filled with smoke suffer disadvantage). The door is counterweighted to allow 
  the entire sarcophagus and door to slide to one side without much effort.
  50. siLver rooM
  50. siLver rooM
  Flaking silver paint covers the walls, floor, and ceiling. Peeling paint and silver 
  fragments on the floor suggest the silver was a late addition to the room. Standing 
  on silver pedestals are 2 magnesium golems (see Appendix B). Each golem attacks 
  as soon as someone enters the room. Only a cleric devoted to Horgrim wearing an 
  amulet of the dark sun (see Appendix D) can command the golems to stop and 
  freely surrender the fragment of the ornate silver key (Key T3) each carries.
  Tactics: The golems approach anyone entering the room. If a cleric of Horgrim 
  does not show a holy symbol and utter the proper words within two rounds, they 
  attack, focusing on lightly armored characters first.
  Treasure: The body of each golem is worth 3000 sp and the ruby in each golem’s 
  head can be broken into 500 gp worth of ruby dust. A single piece of an ornate 
  silver key is embedded in the chest of each golem next to a reversed engraving of 
  an amulet of the dark sun (see Appendix D). Placing an amulet into the engraving 
  releases the piece of key. The two fragments fit together to form an ornate silver key 
  (Key T3) that fits the silver double doors in Area 9 (Door 9e).
  
  CHapteR nine: HolgRiM's teMple, level 2 
  CHapteR nine: HolgRiM's teMple, level 2 |41
  |41
  ChApter nine:  
  ChApter nine:  
  horgriM
  horgriM’s teMpLe LeveL 2
  s teMpLe LeveL 2
  The second level of the temple is quite like the first. The outer walls are 20 feet 
  thick and both inner and outer walls are made of the same material. Rooms and 
  hallways have no lighting unless otherwise stated.
  51. ChAMber oF FACes
  51. ChAMber oF FACes
  Twin stairways climb up to a large room. Bas-relief carvings along the walls 
  depict elegant humans and elves standing at attention. Some of the figures wear 
  armor, while others have on robes, but all the carvings are detailed to the point 
  that each figure seems life-like. Strange symbols are painted on the floor using 
  dark reddish-black paint. Any magic the symbols once possessed has faded. Each 
  figure is a follower of Horgrim who volunteered to meld with the stone wall and 
  await a priest to reverse the spells that placed them there. Unfortunately, the magic 
  that kept their souls from departing failed long ago. A dispel magic (dispel DC 20) 
  cast directly on a bas-relief carving has a small chance of expelling the body of the 
  victim, but none of the carvings gives rise to a living being.
  A set of ornate double doors is at the southern end of the room. The doors are 
  unlocked, though one of the dark wardens described below does have a key that can 
  be used to lock them.
  The room is heavily guarded. Anyone climbing one of the sets of stairs is attacked 
  by 2 dark wardens (see Appendix B) as soon as they reach the top.
  Note: One of the dark wardens has a key to the double doors described above.
  52. hALL oF honor
  52. hALL oF honor
  Small statues and plaques fill niches along the long, wide hallway stretching to 
  the east and west. The hallway bends north at its eastern- and westernmost limits 
  before ending in front of double doors.
  53. Frost-Covered doors
  53. Frost-Covered doors
  The hallway ends before a set of steel doors covered with frost. The rune-coated 
  doors are cold enough that they are painful to touch.
  54. rooM oF iCe
  54. rooM oF iCe
  Icicles hang from the ceiling, which glows with an odd blue light, and strange 
  ice sculptures dot the room. The room is so extremely frigid a creature that ends its 
  turn here takes 2 (1d4) cold damage. The extreme, magical cold of the room makes 
  fire-based spells half as effective in terms of size, duration, and damage. Thick coats 
  of ice cover a set of steel double doors in the north wall, as well as all the walls. A 
  huge ice elemental (see Appendix B) guards the room; it creates strange, twisted 
  sculptures and odd ice carvings during its long, boring tenure.
  Tactics: Before attacking, this creature attempts to communicate in its guttural 
  language. Unfortunately, only someone using comprehend languages or tongues 
  understands it. It was summoned here and bound to the room as a guardian. All it 
  knows is that it is supposed to guard the doors against anyone who doesn’t have an 
  amulet of the dark sun (see Appendix D). The ice elemental is willing to trade the 
  key to the north door in exchange for an amulet, which it uses to exit the room and 
  return to its own plane of existence. The creature communicates very slowly and 
  isn’t very intelligent. By now, the characters are probably used to attacking rather 
  than negotiating. It focuses melee attacks on one target at a time, doing its best to 
  kill one creature before moving on to the next.
  Steel Double Doors: 5 in. thick; (AC 19, 158 hit points, locked and can be 
  picked using thieves’ tools and a successful DC 22 Dexterity check). The door is 
  magically shielded, and any spells cast on it fail 50% of the time.
  Approximately 1-foot-thick ice (AC 15; 30 hit points) covers the doors and must 
  be broken away to reveal them. Faint runes near the lock suggest that it has been 
  magically hardened and enhanced. The extremely complex lock requires a special 
  key (Key T4).
  
  42|Hall of tHe Rainbow Mage
  42|Hall of tHe Rainbow Mage
  55. shAttered rooM
  55. shAttered rooM
  Ages ago, this large room contained a variety of furniture, sofas, chairs, tables, 
  but now only broken fragments remain along the outer walls of the room. The 
  devastation appears to be focused in the center of the room where an explosion threw 
  everything into the walls with such force that virtually everything is shattered and 
  broken. A lich left to guard this room eventually went insane. Without spellbooks to 
  study or a particular task to fulfill, he decided that his continued existence was no 
  longer fulfilling. Using passwall spells, he was able to obtain his phylactery from 
  its hiding place in the walls of the temple. He brought it into the center of the room 
  and attempted to destroy it. This act instantly brought down Horgrim’s wrath and 
  set off a detonation of such force that the ceiling and floor show signs of melting 
  and cracking. Even the walls show cracks where furniture was crushed against it.
  Dwarves or other characters with stonecunning instantly recognize hints that 
  stonework was done to close off a wide doorway in the northern wall. The stone 
  that was used matches the other stone used to make the temple, but its placement, 
  and the cracks that run through it, suggest there was once a wide doorway here. 
  Followers of Horgrim sealed this doorway, once the main passage to upper levels of 
  the temple, after losing the battles outside the temple.
  Bone fragments from the several skeletons left behind to serve the lich are strewn 
  about the debris, along with a few treasures. One important item is a twisted metal 
  key (Key T5, can be found with a successful DC 15 Wisdom [Perception] check). 
  Once an ornate silver key with delicate filigree around the outer edges, it is now bent 
  beyond usefulness. It was designed to open the door in Area 59. A character making 
  a careful study of the item can use information from the key to gain advantage on 
  checks to open the lock on the door in Area 59.
  Treasure: A thorough search of the entire room takes several hours but turns up 
  a few worthwhile items: a number of small gems, including a star-cut ruby (2500 
  gp), a tiny emerald (1500 gp), 12 black pearls (apparently from a necklace, 350 gp 
  each), 15 pieces of polished jade (150 gp each), and 8 moonstones (50 gp each).
  56. red-hot doors
  56. red-hot doors
  Glowing double doors at the end of the hallway shed enough heat to warm the 
  hallway significantly. The doors are searing hot — so hot that they appear close to 
  melting yet are somehow resisting for the moment.
  Searing Hot Double Doors: The doors inflict 8 (1d8 + 4) fire damage on anyone 
  touching them and 3 (1d6) fire damage per round on anyone starting their turn 
  within 5 feet.
  The doors are made of a mysterious alloy enchanted to resist very high 
  temperatures. Although the doors are unlocked, they open outward and must be 
  pulled firmly (a successful DC 15 Strength check opens the doors).
  57. rooM oF Fire
  57. rooM oF Fire
  The doors open to reveal a room filled with darting flames and molten rock. 
  The walls and floor are magically enchanted to resist the heat and the presence of a 
  1-foot-deep pool of molten rock that fills the room. The fantastic heat inflicts 5 fire 
  damage per round on anyone starting their turn in the room, and anyone stepping 
  into the molten rock is subject to additional 2d4 fire damage per round at the start of 
  their turn. Overwhelming magical heat in this room makes cold-based spells half as 
  effective in terms of size, duration, and damage. The large black doors at the north 
  end of the room appear remarkably cool when compared to the boiling rock and 
  flames that surround them. Unfortunately, an angry fire elemental (maximum hit 
  points and +1 to hit, saving throws, and ability checks) is looking for someone to 
  wreak vengeance on after being trapped here for thousands of years. The elemental 
  does everything it can to slaughter anyone entering the room.
  Tactics: The elemental has been trapped here for so long that it is mindless 
  in its rage. All it knows is that it has been abandoned by the mages that initially 
  summoned it here. Enough time has gone by that it has forgotten what its duties 
  are, or how it might be able to leave the room. It can leave the room only if it is 
  “released” by a priest of Horgrim or freely given a holy symbol of Horgrim. Even 
  if the characters manage to do this, it is upset enough that it is unlikely to care. It 
  attacks one character at a time, trying to burn them to a crisp before moving on to 
  others.
  58. sitting rooM
  58. sitting rooM
  Elegant sofas and chairs are organized into several sitting areas. Despite its great 
  age, the furniture is in excellent condition. Everything in the room is clean, dust-
  free, and in some cases highly polished. Niches along the outer walls hold small 
  statues and figurines made of porcelain. Skeletons stand in each of the corners of 
  the room. The four skeletons are not outfitted for battle; they hold serving trays and 
  cleaning cloths, making them appear to be servants of some type. Depending on the 
  actions of the characters, this room should be a safe place to rest and recuperate.
  A small fountain is in the northeast corner of the room, but no water is in the 
  basin. Cabinets along the west wall hold a variety of liquors and wines, and jars 
  contain the desiccated remains of what might once have been food. Sealed bottles 
  of liquor and wine are still consumable, but the rest is beyond rescue.
  A set of ancient oak double doors in the north wall leads into another room.
  Tactics: These skeletons are servants that haven’t had anyone to serve for many 
  centuries. They do not initiate combat but fight back if attacked. They silently serve 
  the characters any liquor or wine that is specifically requested and simply ignore 
  requests they cannot fulfill. If the characters make no aggressive actions against the 
  skeletons, they simply stand in their corners, moving only to polish furniture or to 
  clean the room.
  59. priests
  59. priests’ quArters
   quArters
  The opulent decorations and furniture of the room indicate it was once home to 
  only the highest ranking and most loyal followers of Horgrim. Gold, silver, and a 
  strange, dark metal were used to create a figure of Horgrim as a tall human holding 
  a spear standing before a circle of complete darkness adorning the west wall. A total 
  of eight beds occupy the room, each spaced close together along the outer walls, and 
  each having a large wooden chest at its foot. Several chairs surround low tables in 
  the center of the room, along with a single wooden bench facing the west wall. Rods 
  along the ceiling allow the various beds in the rooms to be cloaked by curtains, 
  giving the occupants some privacy. In general, the room has an air of a military 
  barracks, albeit a barracks decorated with wealth and style. Four serving skeletons 
  similar to those in Area 58 stand in each corner of the room.
  A slow, rasping noise — like the heavy breathing of a sick patient — comes from 
  the ornate double doors in the north wall. The noise is particularly disconcerting 
  because it appears to be coming from the doors themselves.
  None of the chests in the room is locked but they give up few treasures.
  Treasure #1: The unlocked chests contain various daggers, maces, morningstars, 
  and various pieces of decaying clothing.
  Treasure #2: One of the chests has a false bottom (can be found with a successful 
  DC 15 Intelligence [Investigation] check) that conceals arcane spell scrolls (blink, 
  fly, lightning bolt, and fireball) and a wand of fireballs.
  Ornate Double Doors: 10 in. thick; (AC 19, 158 hit points, locked and can be 
  picked using thieves’ tools and a successful DC 22 Dexterity check). The door is 
  magically shielded, and any spells cast on it fail 50% of the time.
  The beautiful doors are made of an alloy of several different metals that gives it 
  a rainbow-like sheen on a background of black. Enchantments add to the strength 
  of the door and make it very resistant to magic spells. As the ornate engravings and 
  decorations would suggest, the lock for the door is extraordinary complex. The 
  ornate keys fitting the door have all been lost or destroyed, except for the key found 
  in Area 55 (Key T5). While this key is also bent and broken, a careful study gives 
  a careful character advantage checks to open the lock. Oddly enough, the breathing 
  the characters hear comes from the doors. Several priests and wizards used a series 
  of spells to trap a horned devil within the door.
  Release Devil Trap
  Magic trap
  A magic mouth appears on the door and asks for the “password.” If the proper 
  reply is not uttered within 2 rounds, a barbed devil is released from the door to 
  attack anyone in the area. The password is “wiyeth,” an ancient term for darkness 
  (can be recalled with a DC 18 Intelligence [History] check). Detect magic reveals a 
  powerful magic aura around the door, and detect evil exposes a powerful evil aura, 
  but there is no physical sign of a trap. The trap can be spotted with a successful DC 
  18 Intelligence (Arcana) check and disabled with a successful DC 20 Intelligence 
  (Arcana) check (dispel DC 22 but doing so releases the devil and inflicts 24 points 
  of damage on it).
  60. nArroW hALLWAy
  60. nArroW hALLWAy
  The double doors open into a narrow hallway that extends past a wider hallway 
  only to reach a dead-end. A massive black circle made of metal is bonded to the 
  stone floor in the center of the wide hallway immediately before a set of stone steps 
  heading up to the next level of the temple (Level 3, Area 61).
  
  CHapteR ten: HolgRiM's teMple, level 3 
  CHapteR ten: HolgRiM's teMple, level 3 |43
  |43
  The outer walls of the third level of the temple are only 10 feet thick but both 
  inner and outer walls are made of the same stone as the rest of the temple. Rooms 
  and hallways on this level have a strange type of lighting that enables anyone with 
  low-light vision or darkvision to see perfectly. Characters unable to see under these 
  conditions need additional light sources. Unless otherwise noted, all the doors on 
  this level are identical oak doors (unlocked) decorated with a carving of Horgrim 
  depicted as a tall human male in robes holding a shortspear in his left hand.
  61. sMALL LAnding
  61. sMALL LAnding
  Wide stairs climb up from the second level of the temple to reach a small landing 
  with wooden doors to the east and west. The south wall is decorated with a brightly 
  colored painting portraying a tall human male in black robes standing atop a 
  mountain with his hands outstretched as if giving a blessing.
  62. prepArAtion rooM
  62. prepArAtion rooM
  Various chalices, scepters, vases, and braziers rest on a long table in the center 
  of the room, and a variety of jars line the shelves along the east wall. Open cabinets 
  in the southeast corner hold a variety of black-and-red colored linen cloths. Even 
  the uninitiated instantly recognize this area as a room for clerics to prepare for 
  holy ceremonies. An open doorway in the north wall leads to another storage room, 
  and a closed oak door is to the south. Anyone entering the room without wearing 
  an amulet of the dark sun (see Appendix D) is immediately attacked by a dark 
  warden (see Appendix B).
  63. storAge ChAMber
  63. storAge ChAMber
  The door to this chamber was left open so long that it sagged away from the 
  frame and can no longer be closed. Casks of scented oil, unholy water, and other 
  liquids line the room, all obviously meant to be used in religious ceremonies and 
  rituals.
  64. AdorAtion ChAMber
  64. AdorAtion ChAMber
  This massive chamber is organized like a large church, only there are no benches, 
  just faint dark lines along the stone floor where worshippers are expected to stand. 
  A large mirror framed with black metal stands behind a plain altar resting on a 
  raised platform on the west side of the room. Several oak doors dot the north and 
  east walls. Horgrim requires only simple services from his followers, expecting 
  them to show their faith by their everyday actions rather than in ceremonies. These 
  “adorations” usually took place at sunset and included simple statements of faith 
  in Horgrim followed by a pledge to spread this faith in Horgrim followed by a 
  pledge to spread this faith to all lands. The black-framed mirror was once used as 
  a portal between this temple and another a great distance away. Several clerics and 
  warriors faithful to Horgrim fled through the portal when their efforts here failed. 
  Unfortunately, they fled to a temple that had already been discovered and defeated 
  by Arn’s forces and were instantly captured. Other clerics forcefully moved and 
  deactivated the portal to prevent any further desertions.
  A dark warden (see Appendix B) stands behind the altar flanked by 2 lead 
  skeletons (see Appendix B). They attack anyone who dares enter the room without 
  displaying an amulet of the dark sun (see Appendix D).
  Treasure: The lead skeletons have been studded with a variety of valuable gems 
  along their ribs, teeth, and eye sockets. These gems include 4 large rubies (2000 
  gp each), 18 small diamonds (700 gp each), and 12 small emeralds (500 gp each).
  65. rooM oF CoFFins
  65. rooM oF CoFFins
  Simple stone coffins are lined up against the east wall. The unadorned stone 
  coffins are the final resting places for the clerics and wizards that lived out their final 
  days in the temple creating the traps designed to prevent the forces of Arn or any 
  other good god from violating it. A thorough investigation of all the coffins turns up 
  only bones; all those interred here were placed into their coffins completely naked.
  66. buriAL ChAMber
  66. buriAL ChAMber
  While high-raking priests and warriors merited burial in their own coffins lined 
  up in the Room of Coffins (Area 65), lower-ranking personnel merited simple 
  burial in a stack of small stone cubicles along the east wall. Small stones cover each 
  square hole, with only the empty spots left uncapped. Based on the number of stone 
  caps, more than 50 people were laid to rest here. Additional openings reach the 
  ceiling, adding another 20–30 places for further burials. As in Area 65, everyone 
  buried here was buried free of clothing or belongings.
  67. sMALL LibrAry
  67. sMALL LibrAry
  Heavy stone shelves reach from the floor to ceiling all along the outer edges of 
  the room, and several solid stone tables stand in the center of the room. A strange 
  metal ladder with wheels at the feet and a guide along the ceiling allows access to 
  books on the highest shelves. The dry room has preserved the ancient texts but left 
  almost all of the parchment pages extremely brittle. Any fire in the room creates 
  a horrible inferno as flames leap from book to book all along the shelves. Many 
  of the texts describe tactics for warfare, weaknesses of certain ancient armies, 
  as well as weather patterns and trade routes. Although the information in those 
  texts is hopelessly outdated, their great age makes some of them valuable to some 
  collectors.
  A lead skeleton (see Appendix B) stands watch here. The high priest that 
  stationed it here ordered it to attack anyone other than him, presuming he would be 
  back later to change those orders.
  Tactics: The jewel-studded skeleton ferociously attacks the first character to 
  enter the room. Although not really programmed to do so, it makes its attacks 
  immediately inside the doorway, thus restricting who might be able to enter melee 
  combat with it. Once it tastes battle, it chases any fleeing characters until it is 
  completely destroyed.
  Note: Any fire-based spells used in this room destroy all the non-magical books.
  Treasure: Prying the gems off the skeleton turns up two large rubies (1500 gp 
  each) and 12 small emeralds (500 gp each). While only a few of the ancient texts 
  could be considered collector’s items, those 20 books fetch a total of 8000 gp in 
  a major city. A very careful study reveals a book titled Iliachoam’s Beasts and 
  Saddles (see Appendix D: New Magic Items).
  ChApter ten: horgriM
  ChApter ten: horgriM’s teMpLe LeveL 3
  s teMpLe LeveL 3
  
  44|Hall of tHe Rainbow Mage
  44|Hall of tHe Rainbow Mage
  
  CHapteR eleven: HolgRiM's teMple, level 4 and below 
  CHapteR eleven: HolgRiM's teMple, level 4 and below |45
  |45
  68. sMALL LibrAry
  68. sMALL LibrAry
  On its surface, this room appears identical to the Small Library (Area 67). The 
  shelves, ladder, and tables are the same. The books are quite different, however. 
  All the books, whether mundane or magical, have bindings and covers made from 
  scales of various types of dragons. All the mundane texts in the room are as dry and 
  subject to burning as those in Area 67, but many of the texts here are enchanted 
  against fire and other damage. These books include tomes of spells, texts designed 
  to make shadow and illusion magic more powerful, and detailed discussions of 
  Horgrim and the various spells and powers he offers his faithful followers. Perusing 
  the texts is difficult, however, as the room is guarded by a blue dragon statue (see 
  Appendix B).
  Combat Tactics: The statue has a simple directive: Attack anyone not wearing 
  an amulet of the dark sun (see Appendix D). When the door is opened, the statue 
  takes flight and circles the perimeter of the room. It attacks anyone entering without 
  the required amulet first with its breath weapon and then with its bite and claw 
  attacks. Once the door is opened, the statue chases fleeing opponents. It is unable 
  to open the door itself. If the door is closed, it simply returns to its resting position.
  Note: Use of fire-based spells destroys any non-magical texts and stands a good 
  chance of damaging or destroying spellbooks and other magical texts.
  Treasure: The shelves are lined with a wide variety of books including non-
  magical texts worth a total of 2000 gp to an avid collector. Also, there are a variety 
  of spellbooks that include the following spells: 0—all; 1st—alarm, burning hands, 
  color spray, comprehend languages, etch stone*, feather fall, mage armor, magic 
  missile, shield, floating disc; 2nd—alter self, arcane lock, blur, darkness, detect 
  thoughts, invisibility, knock, levitate, mirror image; 3rd—dispel magic, explosive 
  runes, fireball, gaseous form, haste, hold person, lightning bolt, protection from 
  energy, stinking cloud, suggestion; 4th—arcane eye, confusion, contagion, 
  dimension door, ice storm, wall of fire, wall of ice; 5th—animate dead, passwall, 
  stone shape, telekinesis, teleport, wall of force; 6th—contingency, programmed 
  image.
  * The spell etch stone is detailed in Appendix E: New Spells.
  69. rune-CoAted steeL door
  69. rune-CoAted steeL door
  The steel door is covered with glowing pink runes surrounding a cloaked figure. 
  Words engraved beneath the cloaked figure read, “Death is the entrance to new 
  life.”
  Steel Door: 2 in. thick; (AC 20, 110 hit points; immune to spells such as knock, 
  locked and can be picked using thieves’ tools and a DC 22 Dexterity check); the 
  door is difficult to open without the proper key (Key T6 found in Area 64). Once 
  opened, the door reveals a short hallway.
  70. short hALLWAy
  70. short hALLWAy
  Glowing runes decorate the walls of the short hallway as it approaches a small 
  wooden door near its very end. Two lead skeletons (see Appendix B) guarding the 
  hallway attack anyone passing through the steel door to the north.
  Combat Tactics: The skeletons charge the northern door from the center of the 
  hallway as soon as it opens. They attack with single-minded ferocity and run down 
  any fleeing characters.
  Treasure: Although the skeletons have no gems in their eye sockets, emeralds 
  make up their teeth and tiny sapphires line their breastbones: 24 tiny emeralds (350 
  gp each), and 18 tiny sapphires (300 gp each).
  The hallway ends before a simple oak door (2 in. thick; AC 14; 20 hit points; 
  unlocked) in the west wall. Although unlocked, great age causes the hinges to 
  stick slightly and create a vast amount of noise when the door opens. The noise 
  announces the characters to anyone nearby. Once opened, a small stairway climbing 
  up to the highest level of the temple (Level 4, Area 71) is revealed.
  
  46|Hall of tHe Rainbow Mage
  46|Hall of tHe Rainbow Mage
  horgriM
  horgriM’s teMpLe 
  s teMpLe —  
  —  
  beneAth the teMpLe
  beneAth the teMpLe
  The final level of the temple is actually deep beneath the ground. The short 
  hallway and room here are carved from the granite of the surrounding mountains 
  and subject to all the spells that normally modify or change rough stone. Absolutely 
  no lighting exists in this part of the temple; darkvision or a light source are required 
  to see. These chambers are accessed by the pit.
  Note: See the side-view map for the location of these room.
  72. bottoM oF the pit
  72. bottoM oF the pit
  The rough stone floor and walls clearly indicate that the bottom of the pit is deep 
  below the surface. Despite its rough nature, no debris is here, just a thick coat of 
  dust from the surrounding walls. A narrow passageway runs west toward a large 
  room.
  73. the treAsure ChAMber
  73. the treAsure ChAMber
  Horgrim’s faithful used this large room to store vast amounts of money and 
  items to keep it out of the hands of their enemies. Numerous small bags are stacked 
  against the three massive chests, each almost as large as a coffin, which are lined up 
  against the outer walls. A stone golem shaped like a statue of Horgrim guards the 
  chamber against all intruders.
  Tactics: The golem attacks anyone entering the treasure chamber and continues 
  its attacks until everyone is dead or it is destroyed.
  Treasure: Traps do not protect the chests or bags, and all are unlocked. The 
  total treasure trove includes: The White Eye (see Appendix D), 23 amulets of the 
  dark sun (see Appendix D), a cloak of arachnida, and 60,000 gp worth of coins 
  and gems.
  ConCLuding the Adventure
  ConCLuding the Adventure
  After departing the temple, the characters can give the many evil items they 
  find in the temple to Souref (see Chapter 7: Arn’s Mountain) who destroys them 
  and rewards the characters with several items from his treasure trove (your option, 
  usually items appropriate to the characters’ character classes). Souref considers the 
  destruction of the eye a great and holy task and rewards the characters generously 
  if they successfully obtain it. Treasure throughout this portion of the adventure is 
  generally appropriate to the challenges the characters faced. If the characters missed 
  some treasure caches, Souref can be used to make up the difference in items and 
  wealth.
  While the characters still need to return to civilization, their new wealth and store 
  of magic items should make travel through the wilderness relatively safe.
  Continuing Adventures
  Continuing Adventures
  The baron and Ander Fierk are still alive and are now running from the king’s 
  men with accusations of treason, torture, and murder attached to their names. The 
  characters might be hired to track down these criminals, or the traitors might begin 
  hunting the characters to exact revenge.
  Londar, once resurrected, goes into hiding and slowly rebuilds his power and 
  resources before finally tracking down the characters and punishing them for their 
  theft of his private papers and spellbooks. Alternatively, Londar might hire the 
  characters to assist him.
  Treasure in Londar’s vault and in Horgrim’s Temple include treasure maps and 
  papers describing ancient ruins and lost artifacts.
  Uvear, after being helped by the characters, asks them to help him find one of 
  his clan’s lost relics.
  horgriM
  horgriM’s teMpLe
  s teMpLe — 
   — LeveL 4
  LeveL 4
  The bottom level of the temple itself is a single, very large room inside a pyramid. 
  The walls are 15 feet thick and have strange white marble stripes that rise to the 
  peak of the pyramid. The marble stripes are normal worked stone, but the main part 
  of the walls is the same stone as the rest of the temple. Note that two chambers — 
  accessible through the pit — lie even deeper than this level and are detailed below.
  71. bourAFAne
  71. bourAFAne’s reFuge
  s reFuge
  Strange runic symbols cover almost every surface of the wall. Anyone making 
  a successful DC 15 Intelligence (Arcana) check realizes these runic symbols are 
  actually detailed descriptions of spells and not something left behind by a magic 
  spell, or at least they were before they were defaced. Bourafane, a failed lich shade 
  (see Appendix B) haunting here, used the very walls as his spellbooks. The eight 
  marble stripes in the room each conceal small storage areas that can be reached 
  only through the use of a passwall spell or by breaking through the marble wall 
  (described below).
  A single white stone with glowing purple runes stands on a pedestal in the 
  exact center of the room, and a large throne-like chair made of bone set against the 
  southern wall faces north toward the glowing stone. The glowing stone matches the 
  description and sketches of The White Eye and the very peak of the temple would 
  appear to be a logical place to store a powerful relic. Unfortunately, the glowing 
  stone, its pedestal, and the floor beneath it are all permanent programmed illusions 
  that are extremely convincing (can be disbelieved with a DC 18 Intelligence 
  [Investigation] check). The illusions entice greedy raiders to step over a deadly pit 
  trap and plummet 160 feet to a rough stone floor. A passageway at the very bottom 
  of the pit leads to a room storing all the temple’s treasures.
  The complexity and skill that went into the illusions covering the pit make it 
  very difficult to detect. Programmed illusions create a brilliant flash of green light 
  emanating from the false eye along with a booming echo to make it appear that 
  anyone falling though the floor has been disintegrated. Creatures that levitate or 
  fly over the trap do not trigger this illusion. Creatures that attempt to grab the stone 
  see it wink in and out of existence as if avoiding their grasp. Once identified, the 
  pit is easy to avoid. Avoiding the trap also avoids the passageway hidden at its very 
  bottom (Area 72).
  Tactics: Bourafane was always a bit of a practical joker, something that may be 
  highlighted by the constant loneliness inflicted on him the past few thousand years. 
  Bourafane wants the characters to get the treasures they seek, but his promises 
  prevent him from openly helping them. When he hears the door (Level 3, Area 
  70) opening, he rises, greets them in a friendly manner, and welcomes them to his 
  small “prison.” He waves a hand at the illusionary pedestal and stone and says, 
  “This is what you are seeking. Please take it, but only if you are pure of heart.” 
  He uses vague terms to make the characters believe that the illusionary White Eye 
  is actually a good artifact that was stolen and hidden here to prevent others from 
  using it. Bourafane knows about the trap and the true treasure beneath the temple. 
  If the characters are direct with their questions, Bourafane is forced to give honest 
  answers, but he does his best to use vague terms.
  Marble chambers: Only a clever individual realizes the marble stone might 
  conceal storage spaces. The eight marble stripes that reach from floor to ceiling 
  each conceal small niches that can be accessed only through a passwall or similar 
  spell or by breaking through the stone (3 ft. thick; AC 16, 28 hit points each). While 
  only three of the hidden chambers contain treasure, these treasures are worth all 
  the effort involved. Bourafane considers all the items listed below his personal 
  possessions. Bourafane attacks anyone attempting to steal his treasures and must be 
  defeated before the chambers can be safely accessed.
  Chambers 1–3: Empty.
  Chamber 4: A black velvet bag holding 3 perfect emeralds (7000 gp each) and a 
  blue diamond (5500 gp), and a leather bag holding 500 ancient gold coins (worth 1 
  gp each for gold value or 5 gp each to a collector in a large city).
  Chamber 5: A diamond pendant on a platinum chain (necklace of adaptation)
  Chamber 6–7: Empty.
  Chamber 8: Several figurines of wondrous power, including a bronze griffin, 
  marble elephant, obsidian steed, and an onyx dog. There is no hint of the command 
  words for these items. Days of study and experimentation are required to learn the 
  command word for each figurine.
  ChApter eLeven: horgriM
  ChApter eLeven: horgriM’s teMpLe LeveL 4 And beLoW
  s teMpLe LeveL 4 And beLoW
  
  CHapteR eleven: HolgRiM's teMple, level 4 and below 
  CHapteR eleven: HolgRiM's teMple, level 4 and below |47
  |47
  
  48|Hall of tHe Rainbow Mage
  48|Hall of tHe Rainbow Mage
  ALFguir k
  ALFguir k’eLiek
  eLiek
  With an average height and weight and nondescript features, Alfguir blends into 
  crowds quite easily when he wants to do so. His short dark hair has begun to gray at the 
  temples, and a few wrinkles have etched their way into his rather bland face. Alfguir’s 
  brown eyes always seem to look away from anyone to whom he is speaking, darting 
  around the room nervously as though he is searching for something. Age has slowed 
  and weakened him, but he is still a formidable foe. Not many people know Alfguir very 
  well — he appeared in town shortly after Londar’s recent disappearance — but those 
  who have met him in and around town found him to be polite, charming, and cultured.
  Alfguir is a senior member of the thieves’ guild, and he is the specific thief Londar 
  hired to obtain a number of special items. Londar never paid him for his work, using his 
  reputation and promises of new magic items to obtain “credit.” Alfguir has an impeccable 
  reputation and background as an honest merchant and is known to many other merchants 
  and nobles. While his merchant business initially began as a cover story, he runs a true 
  merchant house and does a great deal of legitimate business.
  When meeting the characters or discussing Londar with others, he claims that Londar 
  owes him a great deal of money, and he has excellent forged documents created by a 
  master forger specifically to legalize his claims against Londar. Now that Londar has 
  disappeared, there is no way to prove that these documents are forgeries. Alfguir plays 
  up the act of a wounded merchant who lost a huge amount of money and is searching for 
  someone to help him recover at least some of his losses.
  Alfguir claims that his documents allow him to legally send in “representatives” to 
  claim some of Londar’s wealth, a claim supported by the local mayor and guards but that 
  Learah contests. Although greedy, Alfguir is content to receive as much money as he can 
  get, offering a “finder’s fee” to the characters to hire them. If the characters investigate 
  Londar’s disappearance on their own or work for someone else, Alfguir attempts to use 
  his forged documents to lay claim to some of their spoils.
  Alfguir avoids any risk of exposing his true business. He hired other thieves through 
  the thieves’ guild to recover some of the money and items he feels he is owed, but so far, 
  they have either disappeared or failed. Rather than risking more members of the guild and 
  possibly exposing his true business, Alfguir decided to turn to hiring adventurers to do 
  his dirty work. Alfguir does not know that the first group of thieves sent to collect money 
  from Londar fought with him or that Londar died as a result of being poisoned in that 
  battle. This means that he can conceal his involvement in Londar’s death even if exposed 
  to truth spells or potions.
  Alfguir is staying at The White Boar Inn and can be found dining there every day. He 
  is willing to contact and meet adventurers any place in town and at any time. He keeps 
  his initial contact open, “honest,” and aboveboard.
  ALFguir k
  ALFguir k’eLiek
  eLiek
  Medium humanoid (human), neutral
  Armor Class 14 (wears studded leather and has AC 16 when “working”)
  Hit Points 40 (9d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  19 (+4)
  10 (+0)
  14 (+2)
  10 (+0)
  10 (+0)
  Skills Deception +8, Perception +8, Stealth +12, Thieves’ Tools +8
  Senses passive Perception 18
  Languages Common, Dwarven, Elven, Thieves’ Cant
  Challenge 9 (5,000 XP)
  Evasion. If subject to an effect that would allow Alfguir to make a 
  Dexterity saving throw for half damage, Alfguir instead suffers no 
  damage from the attack on a successful save, and half damage if he 
  fails.
  Poisoned blades. Alfguir doesn’t fight fair. As a bonus action, he 
  may apply a dose of poison to his rapier. His next successful attack 
  with the rapier inflicts an additional 18 (5d6) poison damage and 
  the target must make DC 15 Constitution saving throw or gain the 
  poisoned condition until the end of its next turn.
  Sneak attack. If Alfguir has advantage to attack a creature or has an 
  ally within 30 feet of the target, and hits, he may add +5d6 to the 
  damage.
  Thieves’ Guild Leader. Alfguir is the leader of a gang of cutthroats, 
  bravos, and assassins. He always has 1d6 bandits hiding nearby 
  and calls upon them to join a fight as a free action.
  ACtions
  ACtions
  Multiattack. Alfugir makes two Rapier attacks.
  Rapier. Melee: +8 to hit, reach 5 feet, 1 creature, Hit: 8 (1d8 + 4) piercing.
  Light crossbow. Ranged Weapon Attack: +8 to hit, range 80/310 ft., one target, 
  Hit: 8 (1d8 + 4) piercing damage.
  AppendiX A: npCs
  AppendiX A: npCs
  MAjor npCs in hAMpton hiLL
  MAjor npCs in hAMpton hiLL
  Statistics and descriptions for Learah Relight, Alfguir K’Eliek, and Ander 
  Fierk, the three individuals most interested in Londar’s disappearance, are listed 
  first, followed by statistics for other NPCs in Hampton Hill.
  LeArAh reLight
  LeArAh reLight
  Learah is a slight, dark-haired woman with a great deal of beauty and presence. 
  Her aquiline features and violet eyes attract a great deal of attention. Her recent 
  marriage to the son of a major shipping magnate has made her wealthy enough to 
  dress in the latest styles. Though she wears a variety of rather expensive jewelry, 
  the disappearance of her uncle has made her partial to the ruby pendant he gave her 
  on her 16th birthday.
  Despite some rumors to the contrary, Learah deeply loved her uncle. Londar 
  was one of the few people who could understand the strange changes she went 
  through as she discovered sorcerous powers during adolescence. Londar was also 
  her only remaining family after her parents died in a carriage accident; he cared for 
  her and helped her care for her family’s estate. Learah desperately wants to know 
  what happened to her beloved uncle and is willing to hire adventurers to investigate 
  his disappearance. Learah doesn’t care about Londar’s money, but she does claim 
  ownership of the spells and magic items Londar created, believing she knows what 
  Londar would like her to do with them.
  Although she has a key that opens several doors, she has no way past the golems 
  guarding several of Londar’s rooms, nor does she know anything about the traps 
  he set throughout his mansion. Learah is disappointed with the sheriff and the town 
  guards, and is actively seeking adventurers willing to help search for her uncle. 
  Learah is satisfied that Londar isn’t in any of the regular rooms of his mansion 
  but hopes there might be a clue to his whereabouts hidden either in his office or 
  his tower. She is happy to provide her key to the mansion to anyone willing to 
  investigate Londar’s disappearance. Although many doors the key fits have already 
  been opened or broken down, possessing the key allows characters to demonstrate 
  their right to search the mansion and to be in possession of Londar’s things.
  Learah and her guards have a suite at The Red House, and she can be found at 
  The White Boar Inn every evening. When she hears of adventurers in town, she 
  sends a message to them asking for a meeting at one of those locations.
  Note: Learah travels with some expensive jewelry and clothing, so her husband 
  sent three bodyguards (knights) with her for protection. Her jewelry is easy to 
  identify and extremely difficult for a thief to safely fence.
  LeArAh reLight
  LeArAh reLight
  Medium humanoid (human), chaotic neutral
  Armor Class 12
  Hit Points 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1)
  14 (+ 2)
  13 (+ 1)
  16 (+3)
  11 (+0)
  12 (+ 1)
  Skills Arcana +5, Perception +2, Persuasion +3
  Senses passive Perception 12
  Languages Common, Draconic, Elven
  Challenge 2 (450 XP)
  Spell casting. Learah is a 2nd-level spellcaster. Her spellcasting 
  ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). 
  She has the following spells prepared:
  Cantrips (at will): mage hand, minor illusion, prestidigitation
  1st level (3 slots): charm, comprehend languages, detect magic
  ACtions
  ACtions
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target, Hit: 4 
  (1d4 + 2) piercing damage.
  
  appendix a: npCs 
  appendix a: npCs |49
  |49
  bAron kureLL
  bAron kureLL
  Baron Kurell is a tall, thin man with dark hair and extremely pale skin. He 
  dresses in robes decorated with his coat-of-arms and pretends to be nothing more 
  than a nobleman that has studied wizardry on the side. He keeps his devotion and 
  worship of Orcus a tightly held secret, hoping to someday reveal his true faith. 
  He is a meticulous man, in both his clothing and mannerisms, and is extremely 
  cautious. He keeps his raging tirades and penchant for torture carefully hidden from 
  all but his closest advisors. The baron made an agreement with Londar that he never 
  intended to honor. Unfortunately, Londar’s disappearance came a bit earlier than 
  he originally planned. Rather than trying to hire the characters directly, he throws 
  his support behind Learah Relight’s efforts to determine Londar’s whereabouts. 
  He mentions that his “dear friend” was researching a few items that some miners 
  discovered near his home and is hoping nothing untoward happened to Londar or 
  the items in his care. Acting as a family friend, despite never having met Learah, 
  the baron encourages her to hire adventurers to search for Londar. The baron 
  believes that adventurers motivated by profit are easier to control and deal with 
  than guardsmen and hopes he can simply pay for or steal back the items he desires.
  The baron makes use of nondetection spells when he is in public, knowing that he 
  must conceal his true faith. While not terribly charismatic, he is a skilled diplomat 
  and conceals his true motives extremely well. Enraged by recent changes to major 
  trade paths by the young king now on the throne, the baron plans nothing less than 
  a civil war designed to create his own kingdom and reassert his power and wealth 
  through control of several different trade routes. Information received through 
  visions granted him by Orcus helped him begin building a small army powered by 
  several ancient relics. Added powers granted by Horgrim’s Pyramid and The White 
  Eye are all that he needs to tip the scales significantly in his favor.
  Note: The baron has a suite in The Red House and is traveling with an advisor 
  (noble) and three guards.
  bAron kureLL
  bAron kureLL
  Medium humanoid, chaotic evil
  Armor Class 18 (plate armor)
  Hit Points 49 (9d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  14 (+2)
  12 (+1)
  17 (+3)
  19 (+4)
  13 (+1)
  Skills Arcana +7, Deception +5, Religion +7
  Resistances necrotic damage
  Senses passive Perception 14
  Languages Abyssal, Common, Draconic, Infernal
  Challenge 12 (8,400 XP)
  Spellcasting. Baron Kurell is a 9th-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He 
  has the following spells prepared:
  Cantrips (at will): guidance, light, resistance, thaumaturgy
  1st level (4 slots): bane, cure wounds, detect evil and good, inflict 
  wounds, protection from evil and good
  2nd level (3 slots): darkness, hold person, moonbeam, silence, zone of 
  truth
  3rd level (3 slots): animate dead, dispel magic, magic circle, protection 
  from energy, speak with dead
  4th level (3 slots): banishment, control weather, fear, divination, 
  vampiric touch
  5th level (1 slots): contagion, contact outer plane, insect plague
  ACtions
  ACtions
  Command undead. As an action, the baron may hold forth his holy symbol of 
  Orcus and attempt to take command of undead. Any undead creature within 30 feet 
  whose Intelligence score is less than 6 must make a DC 16 Wisdom saving throw 
  or gain the charmed condition. See Channel Divinity: Command Undead in the 
  Undeath domain (Appendix C: New Domain).
  Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target, Hit: 5 (1d8 + 1) 
  bludgeoning plus an 4 (1d8) necrotic damage.
  Ander Fierk
  Ander Fierk
  Ander is a thin, dark-haired gentleman with an extremely pale complexion. His 
  piercing black eyes and unblinking stare make some people nervous, while others 
  find it comforting to know he is focused on what they are saying. Dark clothing 
  highlights his pale skin, giving him an almost ghostly appearance that is enhanced 
  by the magic cloak that billows behind him in perfectly still air. He carries a 
  large travel bag containing spellbooks, spell components, and various other items 
  that he is unwilling to let out of his sight. Ander is really the disavowed son of a 
  major nobleman in a distant country. Ander has long-term plans of returning to 
  his homeland with a small army, slaughtering his family, and carving out his own 
  barony.
  Several years ago, Londar and Ander discussed the creation of golems and 
  other creatures out of stone. Letters Londar sent to Ander recently indicated he had 
  found a method to create a stone creature that would be useful in battle. Based on 
  prior agreements, Ander came to town to learn more. Londar’s disappearance has 
  triggered Ander’s greed. Ander wants the spells he knows Londar created, as well 
  as the methods to create his own army.
  When Ander discovers the characters are planning to investigate Londar’s 
  disappearance, he approaches them and offers a great deal of money for the ability 
  to copy some of Londar’s spells. He presents himself as a simple wizard in pursuit 
  of knowledge and offers a few potions as a sign of goodwill. Ander’s offers of 
  wealth are quite false; he doesn’t really have any money to offer the characters. 
  During his stay in Hampton Hill, he initiates conversations with Baron Kurell and 
  eventually joins the baron, believing that is his best route to power. Ander has rented 
  a small, private cottage to allow him to watch the characters through scrying and 
  spying to determine whether they have found Londar’s spellbooks and papers.
  Ander Fierk
  Ander Fierk
  Medium humanoid (human), chaotic evil
  Armor Class 11
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  13 (+1)
  14 (+2)
  17 (+3)
  10 (+0)
  13 (+1)
  Skills Arcana +7, Deception +5, History +7, Nature +7
  Senses passive Perception 11
  Languages Common, Draconic, Elven
  Challenge 9 (5,000 XP)
  Spellcasting. Ander is a 9th-level spellcaster. His spellcasting ability 
  is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has 
  the following spells prepared:
  Cantrips (at will): acid splash, mending, minor illusion, prestidigitation
  1st level (4 Slots): alter self, burning hands, magic missile, shield
  2nd level (3 Slots): dark vision, invisibility, shatter, web
  3rd level (3 Slots): fireball, fly, hypnotic pattern, slow
  4th level (3 Slots): black tentacles, confusion, dimension door, greater 
  invisibility
  5th level (1 Slots): conjure elemental, dominate person
  ACtions
  ACtions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target, Hit: 3 
  (1d4 + 1) piercing damage.
  Wand of fireballs. Ander possesses a wand of fireballs and is willing 
  to use it.
  
  50|Hall of tHe Rainbow Mage
  50|Hall of tHe Rainbow Mage
  other iMportAnt Figures in 
  other iMportAnt Figures in 
  hAMpton hiLL
  hAMpton hiLL
  bAeris bLACkoAk
  bAeris bLACkoAk
  Baeris (female half-elf commoner) is a thin half-elf with delicate features and 
  light brown hair. She wears elegant blue and green silk shirts to highlight the pale 
  green color of her eyes and usually wears black linen pants. Although her soft, 
  musical voice and polite manner make her seem very unthreatening, she is rumored 
  to have killed several men who threatened one of her daughters during a bar brawl. 
  Baeris is extremely protective of her daughters and does her best to keep them away 
  from adventurers and other seedy characters while directing them toward wealthy 
  merchants and nobles. Baeris knows a great deal about the local politics of the area 
  and has numerous stories about Londar and the firework displays Londar put on for 
  the townspeople. Londar was a regular guest in the restaurant and usually had his 
  guests stay in The White Boar Inn, so Baeris has only favorable comments about 
  him. While Baeris knows that Learah Relight is Londar’s niece and that Londar 
  cared for her when her parents died, she knows very little else. Baeris has heard 
  that Alfguir K’Eliek is an honest, trustworthy merchant and says this if asked about 
  him. She briefly met Ander Fierk one evening and didn’t like him, so any comments 
  she makes about Ander are tainted by her own feelings and aren’t based on any real 
  knowledge of the wizard’s background.
  viArik kite
  viArik kite
  Viarik (male human commoner) is a tall, heavyset man in his early 40s. Long, 
  graying hair and droopy fat cheeks make him seem like a faithful hound. Brightly 
  colored clothing and a loud voice shake that image, while his polite attitude toward 
  his wealthy customers tends to reinforce it. Viarik loves gossip; in the years since 
  his wife died, he has little else to enjoy. He knows a great deal about local politics, 
  rumors, and gossip. Discussions with Viarik receive advantage on Intelligence 
  (Investigation) checks when gathering information about local affairs. Viarik’s 
  opinions and commentaries on anyone in town are easy to obtain, but not always 
  very reliable. He avoids saying anything harmful about any potential clients, but 
  merchants and nobles who own their own homes in the area are always fair game. 
  Viarik is a bit of a coward and doesn’t talk about ancient ruins, dungeons, or raiding 
  parties because he is afraid it could bring bad luck.
  kyreAn LAne
  kyreAn LAne
  Kyrean (female human bandit captain, but with maximum hit points) is a 
  friendly, dark-haired woman that most people find pleasant and easy to deal with. 
  She keeps her dark side well-hidden from those around her; even members of the 
  thieves’ guild haven’t seen her cold rage. While working in her shop or wandering 
  around town, she wears bright orange or red dresses, only changing into her armor 
  and carrying her bow when she is “working.”
  Kyrean is the leader of the local thieves’ guild but has deferred to Alfguir 
  K’Eliek while he has been in town. Only she and a few members of her guild know 
  Alfguir’s true profession and reasons for being here. Kyrean has lost 2 members 
  of her own guild, and 4 members of other guilds were hired to help Alfguir, so she 
  is very hesitant about sending more guild members to Londar’s mansion. If asked 
  about Londar, or about Alfguir, she mentions what a fine gentleman Alfguir is and 
  mentions rumors about Alfguir needing someone to help collect some of Londar’s 
  debts. Kyrean wisely uses Hampton Hill as a base to study wealthy visitors so they 
  can be robbed later while they are traveling. She tries to keep thefts in and around 
  town to a minimum to avoid frightening wealthy vacationers away.
  Alfguir’s quest for payment has been putting her, and some of her guild members, 
  at risk of discovery, so she does her best to encourage adventurers to hire on with 
  Alfguir. Any thefts by non-guild members that are carried out in town immediately 
  incur her wrath and planned retaliation.
  toWn oFFiCiALs in hAMpton hiLL
  toWn oFFiCiALs in hAMpton hiLL
  strybyorn ArthAnd
  strybyorn ArthAnd
  Strybyorn (male human noble) was once a very successful merchant and 
  businessman but he has now taken to being mayor as his only job. He is in good 
  enough physical shape that, despite his gray hair and wrinkles, people usually 
  estimate he is in his low 50s. Strybyorn is actually 67 years old and enjoys his 
  peaceful, quiet life. A quiet, friendly nature and disarming smile have made him 
  such a trusted mayor that any thoughts of replacing him were forgotten years ago. 
  His position as mayor makes him the sole judge for adjudicating disputes and for 
  criminal trials. Although friendly and kind, he strictly interprets the law and does 
  not hesitate to throw anyone, even nobles, into the dungeon if the crime calls for it. 
  He knows that Londar’s carriage was found overturned along the Horrik Trade Path 
  and that several other bodies were found with it but turns any further questioning 
  over to Hamra Ranthas. Strybyorn has known Learah Relight since she was a 
  child and has a very high opinion of her, and he has done completely legitimate 
  business with Alfguir K’Eliek in the past. He recommends both people highly. 
  He met Ander Fierk one evening and had a long conversation with him. While he 
  doesn’t understand why Ander is in town, he found him to be a pleasant enough 
  person. Characters who speak to Strybyorn at length rapidly determine that he does 
  his best to see only the best in people. His advanced age and years of traveling make 
  him open to other people’s differences.
  hAMrA rAnthAs
  hAMrA rAnthAs
  Townspeople joke that Hamra (female human veteran) is a soft-spoken woman 
  with a big axe. Her soft voice is partly due to the large scars traveling down the side 
  of her face and neck. The scars came in a battle with a large troll that invaded nearby 
  forests. Standing well over 6-feet-tall and possessing dark black hair and eyes, she 
  is a rather imposing figure. While she doesn’t talk much, most of the townspeople 
  find her presence quite calming.
  Hamra and her deputies discovered Londar’s overturned carriage and the body 
  of his driver shortly after his disappearance. She is able to tell the characters where 
  the carriage was found and describe the additional bodies that were found there. 
  Four of the thieves or kidnappers that attacked the carriage were clearly killed by 
  fire or electrical spells of some sort, while a fifth appeared to have been killed by 
  Londar’s driver. Hamra originally believed that Londar was kidnapped but now 
  suspects Londar somehow escaped. A week after the discovery, she and several 
  village guards accompanied Learah Relight on a foray to the mansion where they 
  found extensive looting. There was no sign of Londar, but “animated statues” and 
  several deadly traps prevented a more thorough investigation. She finds the lack of a 
  body or ransom note disturbing but believes that it is outside her duty to investigate 
  any further because the accident was outside her territory and the search would 
  reduce defenses for Hampton Hill. Furthermore, she believes further exploration 
  of the tower is beyond the abilities of her guards and doesn’t want to risk their life. 
  To cut down on the looting, she has made it clear to all the merchants in town that 
  possessing items taken from Londar’s mansion would garner time in the dungeon.
  While she actually likes Learah Relight, there are bad feelings between the two 
  regarding Hamra’s refusal to send guards out to search the mansion again. Alfguir’s 
  claims about Londar owing him money seem valid and not unreasonable based on 
  the credit she has seen merchants and nobles extend to each other in the past. She 
  knows that Baron Kurell is a baron from the northeast and knows nothing about 
  Ander Fierk.
  the deputies: AnyA, riA, Mik, And dAne
  the deputies: AnyA, riA, Mik, And dAne
  As a whole, all the deputies (male and female human guards) are dedicated 
  to their work. They are honest, and respected throughout the town. They direct 
  questions about various people in town to Learah or Strybyorn.
  
  appendix a: npCs 
  appendix a: npCs |51
  |51
  MArA LighthAnd
  MArA LighthAnd
  Mara (female halfling priest) weaves flowers into her long, pale brown hair 
  as she braids it in a single plait down her back. Her clothing tends toward pale 
  greens and browns contrasting sharply with her pale lavender eyes. A friendly, open 
  nature and her constant ministering to the town’s healing needs have made her a 
  well-respected, openly loved member of the community. Mara met Londar several 
  times and was taken in completely by his charming nature; she, like most villagers, 
  believes something horrible has happened to him. She doesn’t believe that Londar 
  would ever default on a debt and has problems believing Alfguir K’Eliek’s story. 
  The fact that Londar missed Learah Relight’s wedding makes her feel all the more 
  sorry for his young niece. Characters known to be helping Learah find her uncle are 
  given special treatment, free healing, and advice. Mara is very suspicious of Ander 
  Fierk; she noticed him traveling toward Londar’s mansion several times over the 
  past weeks and believes he is up to no good. If Mara is not found at the shrine to 
  Arn, she is probably wandering the town helping people or at The White Boar Inn 
  for a good meal and some entertainment.
  khenden brightsun
  khenden brightsun
  While she openly admits that “Brightsun” (commoner) is a stage name, she has 
  never given anyone a different name, so she is known throughout town simply as 
  “Bright.” Her golden hair, deep blue eyes, and lilting accent suggest she comes 
  from much farther north, but nobody knows for certain. She wears dark blue and 
  purple clothing trimmed in silver while working in the evenings at The White Boar 
  Inn and brighter colors while walking through town during the day. Despite living 
  in Hampton Hill for more than 3 years, she knows far more about the town, and its 
  people, than anyone knows about her. She knows a great deal about local nobles, 
  noble houses, merchants’ guilds, and their backgrounds, but doesn’t give up such 
  information easily. Her experiences with Londar led her to believe he has a darker 
  nature that he kept hidden from others. She speaks with Learah Relight regularly 
  and thinks highly of her but has a very low opinion of Baron Kurell and is willing 
  to say so. Comments she has overhead lead her to believe Alfguir is somehow 
  involved with the thieves’ guild but she doesn’t know in what capacity, nor does she 
  easily provide that information for fear of angering the guild.
  XAnthAque
  XAnthAque
  At more than 320 years old, Xanthaque (female elf archmage) has witnessed 
  events now considered “history.” Her studies carry this knowledge back through 
  hundreds of years. Great age has faded her once golden hair to white but the few 
  wrinkles she does have confine themselves to her hands and arms. Still a very 
  attractive woman, many people in Hampton Hill are fond of her quiet personality 
  and unobtrusive nature. Xanthaque has had bad experiences sharing her spellbooks 
  in the past and is unlikely to be convinced to share them again, unless she has great 
  reason to trust the wizard in question. On the other hand, she loves knowledge and 
  is very focused on historical events and ancient books. Given a few days, she can 
  interpret and analyze any ancient texts the characters might come across.
  Xanthaque did some work for Londar and has had many discussions with him. 
  She suspects his disappearance might be linked to some ancient texts he recently 
  discovered. Londar was very excited about these texts, but Xanthaque never had 
  the opportunity to examine them. Xanthaque is one of the few people familiar 
  with Londar’s quest for power, something she is unlikely to mention because she 
  considers it normal for a “young” wizard. If the characters bring Xanthaque some of 
  Londar’s notes and books, she can explain the text dealing with Horgrim’s Pyramid 
  and informs the characters that the white metallic sphere required to open it is called 
  The White Eye. Her studies allow her to tell the characters about the forgotten evil 
  god Horgrim, his worshippers, and their destruction by forces dedicated to Arn, 
  a minor god of the sun. She is able to tell the characters that the only remaining 
  temple to Horgrim is hidden in a hollow mountain known as “Arn’s Mountain” 
  after Arn’s forces defeated Horgrim’s followers. She can give a general location of 
  the mountain, but with Londar’s notes and maps she can give the characters more 
  precise directions. Londar’s notes and her own texts describe The White Eye as 
  having horrible evil powers, abilities that are enhanced magnified if combined with 
  Horgrim’s Pyramid.
  
  52|Hall of tHe Rainbow Mage
  52|Hall of tHe Rainbow Mage
  byorik
  byorik
  Large giant, chaotic neutral
  Armor Class 15 (natural armor)
  Hit Points 126 (12d10 + 60)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  20 (+5)
  12 (+1)
  17 (+3)
  12 (+1)
  Skills Nature +5, Perception +7, Stealth +5
  Senses darkvision 60 ft., passive Perception 17
  Languages Common, Druidic, Giant
  Challenge 9 (5,000 XP)
  Keen smell. Byorik has advantage on Wisdom (Perception) checks that 
  rely on scent.
  Regeneration. Byorik regains 10 hit points at the start of his turn. If 
  he takes acid or fire damage the trait doesn’t function at the start of 
  his next turn. Byorik dies only if he starts his turn with 0 hit points 
  and does not regenerate.
  Spellcasting. Byorik is a 4th-level spellcaster and uses Wisdom as his 
  spellcasting ability (spell save DC 15, spell attack +7). He has the 
  following spells prepared:
  Cantrips (at will): mending, resistance, shillelagh
  1st level (4 slots): charm person, detect magic, entangle, faerie fire, 
  speak with animals
  2nd level (3 slots): barkskin, hold person, moonbeam, pass without trace
  ACtions
  ACtions
  Multiattack. Byorik makes one Bite attack and two Claw attacks.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 
  4) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 
  + 4) piercing damage.
  CeLAdrA
  CeLAdrA
  Medium humanoid (human), chaotic neutral
  Armor Class 11
  Hit Points 18 (4d6 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  12 (+1)
  17 (+3)
  13 (+1)
  8 (-1)
  Skills Arcana +5, Stealth +3
  Senses passive Perception 11
  Languages Common, Draconic
  Challenge 4 (1,100 XP)
  Spellcasting. Celadra is a 4th-level spellcaster and uses Intelligence 
  as her spellcasting ability (save DC 13, spell attack +5). She can 
  cast the following spells (she has already expended a few spell slots 
  today):
  Cantrips (at will): acid splash, light, mage hand, prestidigitation
  1st level (2 slots): burning hands, mage armor, magic missile, sleep
  2nd level (1 slot): scorching ray, web
  ACtions
  ACtions
  Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 3 
  (1d4 + 1) piercing damage
  AppendiX b: neW Monsters
  AppendiX b: neW Monsters
  bLood Wight
  bLood Wight
  This creature looks like a tattered and desiccated humanoid about 8 feet covered 
  in fresh blood which seems to ooze and weep from its body. Its clothes hang in rags 
  and are soaked in blood as well. Its hands end in sharpened claws and its eyes 
  display no signs of life.
  When a living creature bleeds to death on unholy ground, its corpse sometimes 
  returns to life as a blood wight. Evil priests of Orcus, Jubilex, Lucifer and various 
  other demon princes and devil lords often hold dark rituals where they bleed a living 
  creature to death in order to create a blood wight. Blood wights generally detest 
  living creatures, but if created by a clerical or necromantic ritual, the created blood 
  wight will not harm its creator (unless attacked first). Blood wights are solitary 
  creatures though occasionally more than one of these creatures is encountered 
  (particularly when they have been created by an evil cleric or necromancer).
  A blood wight stands 8 to 10 feet tall and weighs 400 to 550 pounds. It appears 
  much as it did in life but its body constantly weeps and oozes blood, even leaving 
  footprints as it moves across the ground. Blood wights that could speak in life retain 
  the knowledge of all languages they knew, but for the most part blood wights do 
  not communicate either with others of their kind or with living creatures (including 
  their creator).
  A blood wight enters combat slashing with its claws. Given a chance, it grabs the 
  closest opponent and engulfs it, holding it inside its body until it drowns. Drowned 
  foes are ejected from the blood wight’s body into a heap on the ground (the blood 
  wight later devours any creature it kills).
  bLood Wight
  bLood Wight
  Large undead, neutral
  Armor Class 16 (natural armor)
  Hit Points 95 (10d10 + 40)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  15 (+2)
  18 (+4)
  13 (+1)
  13 (+1)
  16 (+3)
  Skills Perception +7, Stealth +5
  Damage Resistances fire, necrotic; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t silvered
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 17
  Languages the languages it knew in life
  Challenge 8 (3,900 XP)
  Magic Weapons. The wight’s weapon attacks are magical.
  Sunlight Sensitivity. While in sunlight, the wight has disadvantage 
  on attack rolls, as well as on Wisdom (Perception) checks that rely on 
  sight.
  ACtions
  ACtions
  Multiattack. The blood wight makes one Claw attack and one Life 
  Drain attack.
  Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 
  14 (2d8 + 5) slashing damage. If the target is a Medium or smaller 
  creature, it is grappled (escape DC 15). The wight can grapple only 
  one target.
  Engulf. The wight engulfs one creature it has grappled, and the 
  grapple ends. While engulfed, the creature is blinded and restrained, 
  it has total cover against attacks and other effects outside the 
  wight, and it takes 27 (6d8) necrotic damage at the start of each of 
  the wight’s turns. If the wight takes 30 damage or more on a single 
  turn from a creature inside it, the wight must succeed on a DC 15 
  Constitution saving throw at the end of that turn or regurgitate all 
  engulfed creatures, which fall prone in a space within 5 feet of the 
  wight. If the wight dies, all engulfed creatures explode out from the 
  corpse, falling prone 15 feet away.
  Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 
  Hit: 11 (2d6 + 4) necrotic damage. The target must succeed on a DC 
  15 Constitution saving throw or its hit point maximum is reduced by 
  an amount equal to the damage taken. This reduction lasts until the 
  target finishes a long rest. The target dies if this effect reduces its hit 
  point maximum to 0. A humanoid slain by this attack rises 24 hours 
  later as a zombie under the wight’s control, unless the humanoid is 
  restored to life or its body is destroyed. The wight can have no more 
  than twelve zombies under its control at one time.
  
  appendix b: new MonsteRs 
  appendix b: new MonsteRs |53
  |53
  Chrystone
  Chrystone
  Chrystones are creatures made of rock and crystal that normally stand just over 
  5 feet tall. Their coloration varies by the types of crystal and rock they absorb, and 
  which give each chrystone a unique pattern of striations and coloration that makes 
  it easy to tell them apart. Chrystone are generally humanoid in shape, with a few 
  small differences. They have almost no neck; their heads seem attached firmly to 
  their shoulders but are still able to turn freely. Each of their hands has two fingers 
  and two opposable thumbs that make their grip quite strong. Originally imbued 
  with life by Londar Brightrain in a ritual involving the blood of several dragons and 
  a demon, chrystones grow new offspring through budding. To form a new bud, a 
  chrystone must consume several times its weight in crystals and consume at least 
  300 gp worth of gems. The bud continues to grow from the chrystone’s back until 
  it is large enough to separate. Each chrystone offspring retains the memories and 
  knowledge of its entire parental line.
  Chrystone were originally created to be part of an army but those plans were 
  cut short by their creator’s death. As they developed and spread, they became more 
  free-willed and independent and wish to make certain they are never enslaved 
  again. They retain all the abilities that would have made them a powerful army, 
  and their racial knowledge helps them put these abilities to the best possible use. 
  Chrystones, while usually neutral, have a racial memory of being slaves to the whim 
  of their creator. This memory makes them somewhat paranoid when dealing with 
  other races and makes them more likely to attack other races than talk with them.
  CoMbAt
  CoMbAt
  Chrystone open with their breath weapon attack and close for melee combat if 
  targets are close enough; otherwise, they stand back and fight with their longswords. 
  If a battle is going poorly, a chrystone attempts to retreat and ambush its opponents 
  when it has repaired itself.
  Chrystone
  Chrystone
  Medium construct, unaligned
  Armor Class 15 (natural)
  Hit Points 45 (7d8 + 14)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  9 (–1)
  14 (+ 2)
  8 (–1)
  11 (+0)
  1 (–5)
  Condition Immunities charmed, exhaustion, fatigued, paralyzed, 
  petrified, poisoned
  Damage Resistance bludgeoning, slashing, and piercing damage from 
  nonmagical weapons
  Damage Vulnerabilities thunder
  Senses darkvision 60 ft, passive Perception 10
  Languages common
  Challenge 4 (1,100 XP)
  Death shatter. When a chrystone dies, it shatters and inflicts 7 (2d6) 
  slashing damage to all creatures within 5 feet (a successful DC 13 
  Dexterity saving throw for half damage). A chrystone may prevent 
  itself from shattering with a successful DC 15 Wisdom saving throw, 
  though most don’t bother.
  Immutable form. Chrystones are immune to any effect that would 
  alter their form.
  Magic resistance. Chrystones have advantage on all saving throws 
  against magical effects.
  Stone shape. Chrystone can use the stoneshape spell at will, with 
  Wisdom as their spellcasting ability. They can also use this as an 
  action to heal 1d6 hit points or to create new weapons.
  ACtions
  ACtions
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target, 
  Hit: 6 (1d8 + 2) slashing damage.
  Rainbow breath (recharge 5–6). The chrystone breathes a 25-foot 
  cone of rainbow colors that is the equivalent of a color spray spell 
  (save DC 12).
  ChAos beAst
  ChAos beAst
  This creature resembles a lion with dark, blackened fur, razor-sharp fangs, and 
  oversized paws that wield sharpened claws.
  A beast of chaos is a creature that has been warped when the demonic forces of 
  the Abyss reach into the Material Plane. A beast of chaos vaguely resembles the 
  animal it once was. Its skin and fur become leprous and patchy. Its color fades to 
  a dull sheen. Its teeth become razor-sharp and more pronounced. Its eyes turn to a 
  bright golden yellow.
  ChAos beAst
  ChAos beAst
  Medium aberration, chaotic neutral
  Armor Class 16 (natural armor)
  Hit Points 120 (16d8 + 48)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  15 (+2)
  16 (+3)
  10 (+0)
  12 (+1)
  7 (–2)
  Skills Perception +7
  Damage Resistances acid, necrotic, slashing
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, prone
  Senses darkvision 60 ft., passive Perception 17
  Languages None
  Challenge 6 (2,300 XP)
  Amorphous. The chaos beast can move through a space as narrow as 1 
  inch wide without squeezing.
  Destabilize. A creature that touches the chaos beast or hits it 
  with a melee attack while within 5 feet of it must make a DC 15 
  Constitution saving throw or be poisoned for 1 minute. A creature 
  poisoned in this way takes 21 (6d6) necrotic damage at the start of 
  each of its turns. It can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. If the creature’s 
  saving throw is successful or the effect ends for it, the creature is 
  immune to the chaos beast’s Destabilize for the next 24 hours.
  ACtions
  ACtions
  Multiattack. The chaos beast makes two claw attacks.
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) slashing damage plus 10 (3d6) necrotic damage. The 
  creature must make a DC 15 Constitution saving throw or be 
  affected by the chaos beast’s Destabilize effect.
  
  54|Hall of tHe Rainbow Mage
  54|Hall of tHe Rainbow Mage
  dArk WArden
  dArk WArden
  Medium undead, lawful evil
  Armor Class 20 (plate armor and shield)
  Hit Points 130 (20d8 + 40)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  19 (+4)
  15 (+2)
  14 (+2)
  10 (+0)
  14 (+2)
  Skills Perception +4
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
  poisoned
  Damage Immunities poison damage
  Damage Resistances cold, fire, and thunder, as well as bludgeoning, 
  piercing, and slashing damage from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 9 (5,000 XP)
  Innate Spellcasting. The dark warden’s innate spellcasting ability 
  is Charisma (spell save DC 14). It can innately cast the following 
  spells, requiring no spell components:
  (at-will): bane, haste, enhance ability
  (1/day): bestow curse
  Turn resistance. The dark warden has advantage on saving throws to 
  resist any effect that turns undead.
  ACtions
  ACtions
  Multiattack. The dark warden makes two Spear attacks or a Spear 
  attack and a Scream.
  Scream. The dark warden lets loose a horrid scream. All creatures 
  within 30 feet of the dark warden must succeed at a DC 14 
  Constitution saving throw or suffer 14 (3d8) thunder damage and 
  gain the deafened condition until the end of their next turn (half 
  damage on a successful save and not deafened).
  Spear. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature, Hit: 9 
  (1d8 + 5) piercing and 4 (1d8) necrotic.
  dourALA
  dourALA
  Medium humanoid (human), lawful evil
  Armor Class 18 (plate armor)
  Hit Points 77 (9d10 + 27)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  16 (+3)
  11 (+0)
  12 (+1)
  13 (+1)
  Senses passive Perception 11
  Languages Common, Infernal
  Challenge 9 (5,000 XP)
  Action surge. Dourala may take an extra action and may do so twice 
  before taking a long rest.
  Heavy weapon mastery. Dourala rerolls 1s and 2s on damage dice 
  when using a two-handed weapon.
  Second Wind. As a bonus action, Dourala recovers 1d10 + 9 hit points.
  ACtions
  ACtions
  Multiattack. Dourala makes two Greatsword attacks.
  Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 
  11 (2d6 + 4) slashing damage.
  Copper stAtue
  Copper stAtue
  Created much in the same manner as golems, copper statues are multi-limbed, 
  insect-like guardians. These constructs are often used by temples to protect 
  treasuries, holy sites, and other important locales. They are much more reliable 
  than flesh golems and have the added bonus of adhering closer to many faiths’ 
  restrictions on the use of living flesh in magical works. They are also cheaper and 
  easier to make than iron golems, while at the same time providing that certain luster 
  that only a metal golem can.
  Copper stAtue
  Copper stAtue
  Large construct, unaligned
  Armor Class 18 (natural armor)
  Hit Points 90 (12d10 + 24)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  18 (+4)
  15 (+2)
  6 (–2)
  15 (+2)
  7 (–2)
  Skills Perception +6
  Damage Vulnerabilities. Cold, fire
  Damage Resistances. Thunder, and also bludgeoning, piercing, and 
  slashing damage from nonmagical weapons
  Damage Immunities. Psychic, poison, and lightning
  Condition Immunities. Charmed, exhaustion, fatigued, paralyzed, 
  petrified, and poisoned
  Senses darkvision, blindsight 60 ft. passive Perception 16
  Languages Can’t speak but understands the language of its creator
  Challenge 9 (5,000 XP)
  Electrically charged. When the copper statue suffers lightning 
  damage, its lightning arc attack is recharged, and the construct 
  gains the effects of a haste spell until the end of its next turn. When 
  the construct suffers cold or fire damage, it suffers the effects of a 
  slow spell until the end of its next turn. Being under the effects of a 
  haste and slow spell cancel each other out.
  Immutable form. The copper statue is immune to any spell or effect 
  that would alter its form.
  Magical weapons. The copper statue’s attacks are considered magical 
  weapons
  ACtions
  ACtions
  Multiattack. The copper statue can make two Smash attacks, or one 
  Smash attack and one Lightning Arc.
  Slash. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 
  (2d8 + 4) slashing damage.
  Lightning arc (recharge 5–6). Ranged Weapon Attack: +8 to hit, 
  range 20/120 ft., 1–3 targets. Hit: 23 (3d12 + 4) lightning damage.
  dArk WArden
  dArk WArden
  Only Horgrim’s most faithful followers survive the complex ritual required 
  to become a dark warden. Each dark warden willing gives up its soul, using the 
  energy derived from its consumption and destruction to obtain special, frightening 
  characteristics. The requirements are stringent, and few survive the complex ritual, 
  which burns off all body hair the person might have possessed and turns their 
  skin a deep green or black color. Although usually used as guards for temples and 
  treasuries, it is interesting to note that dark wardens, unlike some undead, do not 
  suffer any damage or loss of ability in sunlight. Although among the most powerful 
  undead, the ritual used to create them burns away the personality and desires of the 
  base creature, leaving behind only the raw intelligence, wisdom, and skills they 
  possessed before the ritual. Dark wardens gain a tireless devotion to their duties at 
  the same time as they lose all desire for personal gain, glory, or further knowledge. 
  This makes them unparalleled, tireless guardians, but also makes the process 
  unattractive to those that seek to “live” beyond their time. Most dark wardens were 
  once monks, warriors, or assassins dedicated to Horgrim’s service, but many other 
  faithful followers sacrificed their souls to serve Horgrim for eternity.
  
  appendix b: new MonsteRs 
  appendix b: new MonsteRs |55
  |55
  Fungus gArgoyLe
  Fungus gArgoyLe
  This creature looks like a winged statue, humanoid in shape, carved from molds, 
  funguses, and mushrooms. Its arms and legs end in clawed hands and feet, and its 
  mouth is lined with fangs carved from the same substances its body is.
  Fungus gargoyles are thought to be gargoyles that have been transformed into 
  their current state by an evil cult that pays reverence to various demons of slime, 
  ooze, and fungus. These creatures are often found acting as guardians in temples 
  dedicated to such demons.
  Unlike normal plants, fungus gargoyles do not require food or air (they still 
  require water, however), but sometimes eat their fallen enemies simply for the sheer 
  pleasure of doing so (usually only evil-aligned fungus gargoyles do this). A typical 
  fungus gargoyle stands about 5 or 6 feet tall and weighs up to 200 pounds. Though 
  its shape can vary, most resemble ugly winged humanoids.
  Fungus gargoyles typically ambush their prey, standing motionless until their 
  opponent moves close. The fungus gargoyles then leap to the attack, slashing with 
  their claws. Most fungus gargoyles try to stay airborne during combat rather than 
  fight on the ground.
  Fungus gArgoyLe
  Fungus gArgoyLe
  Medium plant, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  17 (+3)
  6 (–2)
  11 (+0)
  7 (–2)
  Skills Perception +6, Stealth +5
  Damage Resistances fire; bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren’t adamantine
  Damage Immunities poison
  Condition Immunities exhaustion, petrified, poisoned
  Senses passive Perception 16
  Languages —
  Challenge 5 (1,800 XP)
  False Appearance. While the gargoyle remains motionless, it is 
  indistinguishable from a weathered, inanimate statue that is covered 
  in fungus, lichen, and moss.
  Stench. Any creature that starts its turn within 10 feet of the gargoyle 
  must succeed on a DC 13 Constitution saving throw or be poisoned 
  until the start of its next turn. On a successful saving throw, the 
  creature is immune to the gargoyle’s stench for 24 hours.
  ACtions
  ACtions
  Multiattack. The gargoyle makes three attacks: one with its bite and 
  two with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 
  (2d8 + 4) piercing damage.
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 
  (2d6 + 4) slashing damage.
  Deadly Spores (recharge 5–6). The fungus gargoyle exhales deadly 
  spores in a 15-foot cone. Each creature in the area must make a DC 
  15 Constitution saving throw, taking 18 (4d8) poison damage on a 
  failed save, or half as much damage on a successful one.
  drAgon stAtue
  drAgon stAtue
  These rare constructs are made from the bones and scales of a slain adult or larger 
  dragon. Animated by the same type of magic that creates golems, dragon statues 
  are more of a thematic addition to any mad wizard’s tower than a replacement for 
  a more common golem. Calling upon the power and fury of the dragon, dragon 
  statues vary according to the dragon whose body parts are used to make them.
  drAgon stAtue
  drAgon stAtue
  Large construct, unaligned
  Armor Class 14 (natural armor)
  Hit Points 165 (22d10 + 44)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  14 (+2)
  14 (+2)
  7 (–2)
  7 (–2)
  11 (+0)
  Damage Vulnerabilities Varies by color
  Damage Immunities Varies by color, as well as psychic and poison
  Damage Resistances Bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Condition Immunities Charmed, exhaustion, fatigued, paralyzed, 
  petrified, and poisoned
  Senses darkvision 60 ft; passive Perception 8
  Languages Can’t speak but understand the language of its creator
  Challenge 10 (5,900 XP)
  Immutable form. The dragon statue is immune to any spell or effect 
  that would alter its form.
  Magical weapons. The dragon statue’s attacks are considered 
  magical.
  ACtions
  ACtions
  Multiattack. The dragon statue makes two melee attacks.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 
  (2d8 + 5) piercing damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 
  (2d8 + 5) slashing damage.
  Breath weapon (recharge 5–6). The dragon statue breathes out a 40-
  foot cone of energy (as determined by the type of dragon it was made 
  from). Any creature caught in the cone must make a DC 16 Dexterity 
  saving throw or suffer 21 (6d6) damage of a type determined by the 
  dragon from which the statue was made, as well as suffering the 
  associated condition until the end of its next turn (half damage and 
  no condition on successful save)
  drAgon stAtue vuLnerAbiLities,  
  drAgon stAtue vuLnerAbiLities,  
  iMMunities, And energy dAMAge
  iMMunities, And energy dAMAge
  Color
  Vulnerability
  Immunity
  Breath Weapon
  Condition
  Black
  Radiant
  Poison
  Poison
  Poisoned
  Blue
  Cold
  Lightning
  Lightning
  Stunned
  Brass
  Cold
  Fire
  Fire
  Blinded
  Bronze
  Cold
  Lightning
  Lightning
  Stunned
  Copper
  Cold
  Acid
  Acid
  Blinded
  Green
  Cold
  Poison
  Poison
  Poisoned
  Gold
  Cold
  Fire
  Fire
  Blinded
  Red
  Cold
  Fire
  Fire
  Blinded
  Silver
  Fire
  Cold
  Cold
  Paralyzed
  White
  Fire
  Cold
  Cold
  Paralyzed
  
  56|Hall of tHe Rainbow Mage
  56|Hall of tHe Rainbow Mage
  iCe eLeMentAL
  iCe eLeMentAL
  Huge elemental, Neutral
  Armor Class 16 (natural armor)
  Hit Points 114 (12d10 + 48)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  18 (+4)
  5 (-3)
  10 (+0)
  6 (–3)
  Damage Vulnerabilities Fire
  Damage Resistances Acid, bludgeoning, piercing, and slashing 
  damage from nonmagical attacks
  Damage Immunities Cold
  Condition Immunities Exhaustion, paralyzed, petrified, poisoned, 
  unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages aquan
  Challenge 9 (5,000 XP)
  Creature of cold. When the ice elemental would suffer cold damage, it 
  regains half the damage as HP and its breath weapon recharges.
  Made of ice. Ice elementals float in liquid.
  ACtions
  ACtions
  Multiattack. The ice elemental makes two Smash attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 
  (2d8 + 4) bludgeoning and 9 (2d8) cold damage
  Cold Breath (recharge 5–6). The ice elemental breathes out a 15-foot 
  cone of freezing cold. All creatures caught in the cone must succeed 
  at a DC 16 Constitution saving throw or suffer 18 (4d8) cold damage 
  and be stunned until the end of their next turn (half damage and not 
  stunned on a successful save)
  iCe eLeMentAL
  iCe eLeMentAL
  Coldly dispassionate, these rare elementals hail from the cooler parts of the 
  Elemental Plane of Water. Disliked by other water elementals due to their rigid 
  thoughts and poor disposition, ice elementals in turn hate their brethren. Ice 
  elementals have bodies made of solid ice often veined with streaks of pale blue. In 
  the right light they are nearly invisible until the move, nothing showing but their 
  dark blue eyespots. Rarely seen outside of their home place, sometimes one can 
  find ice elementals in the coldest places of the world. Also, mad wizards are known 
  to summon and bind them for esoteric purposes, not the least of which is making 
  strange sculpture gardens.
  greAter pyrohydrA
  greAter pyrohydrA
  Huge monstrosity, unaligned
  Armor Class 17 (natural armor)
  Hit Points 218 (19d12 + 95)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  12 (+1)
  21 (+5)
  2 (–4)
  10 (+0)
  7 (–2)
  Skills Perception +10
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 20
  Languages —
  Challenge 16 (15,000 XP)
  Hold Breath. The greater pyrohydra can hold its breath for one hour.
  Multiple Heads. The greater pyrohydra has nine heads. While it 
  has more than one head, the greater pyrohydra has advantage on 
  saving throws against being blinded, charmed, deafened, frightened, 
  stunned, and knocked unconscious.
  Whenever the greater pyrohydra takes 25 or more damage in a single 
  turn, one of its heads dies. If all its heads die, the greater pyrohydra 
  dies.
  At the end of its turn, it grows two heads (up to a maximum of eighteen 
  heads) for each of its heads that died since its last turn, unless it has 
  taken acid or cold damage since its last turn. The greater pyrohydra 
  regains 10 hit points for each head regrown in this way.
  If the pyophydra has more than nine heads, it loses one of its heads 
  when it takes a long rest.
  Reactive Heads. For each head the elder pyrohydra has beyond one, it 
  gets an extra reaction that can be used only for opportunity attacks.
  Wakeful. While the greater pyrohydra sleeps, at least one of its heads 
  is awake.
  ACtions
  ACtions
  Multiattack. The greater pyrohydra makes one Bite attack with each 
  head.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 
  (1d10 + 5) piercing damage plus 5 (2d4) cold damage.
  Fire Breath (recharge 5–6). The greater pyrohydra uses all its heads 
  to exhale flame which fills a 25-foot radius sphere centered on a 
  point it chooses within 50 feet of it. Each creature in that area must 
  make a DC 18 Dexterity saving throw, taking 63 (18d6) fire damage 
  on a failed save or half as much on a successful one.
  
  appendix b: new MonsteRs 
  appendix b: new MonsteRs |57
  |57
  LiCh shAde
  LiCh shAde
  Medium undead, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 85 (9d8 + 45)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  16 (+3)
  20 (+5)
  18 (+4)
  16 (+3)
  13 (+1)
  Skills Arcana +7, History +7, Insight +6, Perception +6
  Damage Resistances cold, lightning, poison; bludgeoning, piercing, 
  and slashing damage from nonmagical attacks
  Damage Immunities necrotic
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
  poisoned
  Senses darkvision 60 ft., passive Perception 16
  Languages Common, Infernal, plus up to four other languages
  Challenge 8 (3,900 XP)
  Death Throes. When the lich shade drops to 0 hit points, it explodes in 
  a cloud of dust in a 10-foot radius. Creatures within this area must 
  make a DC 16 Constitution saving throw. On a failed saving throw, 
  the creature takes 22 (4d10) necrotic damage, and the creature’s 
  maximum hit points are reduced by the same amount. If a creature’s 
  maximum hit points are reduced to 0, it dies. Magic such as greater 
  restoration is necessary to cure this effect. On a successful saving 
  throw, the creature takes half damage and is poisoned for 1 minute, 
  but its maximum hit points are unaffected.
  Magic Resistance. The lich shade has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapon. The lich shade’s weapon attacks are magical.
  ACtions
  ACtions
  Multiattack. The lich shade makes two claw attacks.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 
  (2d8 + 3) slashing damage plus 11 (2d10) cold damage.
  reACtions
  reACtions
  Spell Leech. When a creature the lich 
  shade can see within 30 feet of it casts a 
  spell of 1st level or higher, the lich shade 
  can counter the spell, as if the lich shade 
  had cast counterspell. If the lich shade 
  attempts to leech a spell of 4th level or 
  higher, it must make an Intelligence 
  ability check. The DC for this check is 10 
  + the spell’s level.
  If the spell leech is successful, the lich 
  shade absorbs the magical energy and 
  can use it only on its next turn in one of 
  the following ways:
  Cast. The lich shade can cast the spell 
  as an action on its turn, using the 
  original caster’s spell save DC 
  and spell attack modifier.
  Eldritch Bolt. The lich 
  shade chooses 
  one creature it 
  can see within 
  60 feet of it as 
  an action. That 
  creature must make 
  a DC 16 Dexterity saving 
  throw, taking 22 (4d10) 
  force damage on a failed saving 
  throw, or half as much damage on a 
  successful one.
  Heal. The lich shade uses an action to 
  regain 22 (4d10) hit points, up to its 
  maximum hit points.
  If the lich shade does not use the 
  absorbed magic, it fades at the end of 
  its next turn.
  LeAd skeLeton
  LeAd skeLeton
  This creature appears to be an animated skeleton whose bones have been coated 
  with metal.
  Lead skeletons appear simply to be skeletons coated with metal. Despite their 
  outward appearance, they are actually golem-like constructs and not undead. 
  Therefore, they cannot be turned.
  Lead skeletons appear as 6-foot-tall skeletons constructed of metal. Some have 
  gemstones encrusted in the body and eye sockets. A lead skeleton is expensive to 
  create. Those who choose to create such creatures prefer the added fear and awe 
  the skeletons tend to receive, and have a great deal of additional wealth and time.
  Lead skeletons can be programmed to attack only certain creatures or be 
  programmed to accept certain passwords or types of clothing. More complex 
  programming tends to fail. While lead skeletons might not have the same abilities 
  as other golems, their immunities and speed make them extraordinarily dangerous. 
  They use their fists to inflict large amounts of damage and attack a single target 
  until it is dead.
  LeAd skeLeton
  LeAd skeLeton
  Medium undead, neutral
  Armor Class 18 (natural armor)
  Hit Points 66 (12d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  18 (+4)
  13 (+1)
  2 (–4)
  10 (+0)
  1 (–5)
  Damage Immunities acid, cold, fire, lightning, poison; bludgeoning, 
  piercing, and slashing from nonmagical attacks that aren’t 
  adamantine
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
  petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages it knew in life but can’t speak
  Challenge 6 (2,300 XP)
  Immutable Form. The skeleton is immune to any spell or effect that 
  would alter its form.
  Magic Resistance. The skeleton has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapons. The skeleton’s weapon attacks are magical.
  ACtions
  ACtions
  Multiattack. The lead skeleton makes two Slam attacks.
  Slams. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 
  (2d8 + 5) bludgeoning damage.
  LiCh shAde
  LiCh shAde
  This creature appears as a rotting and skeletal humanoid dressed in tattered 
  and worn robes with ancient runes etched on their surface. Its eyes blaze with a 
  crimson fire.
  The road a spellcaster travels in his or her quest for lichdom is not without 
  danger. During the dark rituals invoked to achieve lichdom, the caster sometimes 
  errs in his or her calculations or unleashes mystic forces best left untapped. When 
  such an event occurs, the spellcaster is usually destroyed outright. Other times, 
  something is born as a result of this failed ritual — a lich shade.
  Lich shades are evil creatures who attempted to achieve lichdom but failed for 
  whatever reason. The creature is not destroyed, nor does it become a lich, it becomes 
  something in between — something in between mortal life and eternal unlife.
  Lich shades retain portions of their life’s memories and always retain full 
  memory of the dark ritual they attempted while trying to become a lich. For this 
  reason alone, they have grown to hate the living and particularly living spellcasters 
  whom they blame (in some warp twisted way) for their current condition. A lich 
  shade always attacks any opponents who have a spellcaster in their midst, often 
  targeting that individual directly above all others.
  A lich shade stands about 6 to 6-1/2 feet tall and weighs about 160 pounds. The 
  robes and gowns it wears often denote its previous life’s profession (wizardly robes 
  or priestly vestments for example).
  A lich shade attacks with its powerful claws, rending and tearing at its foes. If 
  facing a spellcaster and it leeches one of its spells, it usually releases the first spell 
  leeched as an eldritch bolt against its closest foe. Further leeched spells are used 
  to heal the lich shade or cast back against its foes. If faced with certain defeat, a 
  lich shade wills its own destruction, invoking its death throes ability, hoping to take 
  several of its opponents with it.
  A lich shade’s natural weapons are treated as magic weapons for the purpose of 
  overcoming damage reduction.
  
  58|Hall of tHe Rainbow Mage
  58|Hall of tHe Rainbow Mage
  Murder Creeper
  Murder Creeper
  Found in the jungles of the world, the murder creeper is a carnivorous plant that 
  can uproot itself to find better nutrients. Usually, the murder creeper is happy to 
  stay put and send out long tendrils to grasp prey and draw it in. After the life of the 
  unfortunate animal is squeezed out, the carcass is left to decay and thus feed the 
  creeper’s roots. When prey is scarce, the murder creeper pulls itself up by its roots 
  and drags itself around the jungle in search of a suitable place to root. If no decaying 
  carcass of suitable size is found, the murder creeper is not above lying in ambush 
  and making one.
  Murder Creeper
  Murder Creeper
  Medium plant, unaligned
  Armor Class 15 (natural armor)
  Hit Points 39 (6d8 + 12)
  Speed 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  10 (+0)
  15 (+2)
  3 (–4)
  12 (+1)
  3 (–4)
  Skills Perception +3, Stealth +2
  Damage Vulnerabilities fire
  Damage Resistances Bludgeoning and piercing
  Senses low-light vision; passive Perception 13
  Languages none
  Challenge 3 (700 XP)
  Jungle Creature. The murder creeper has advantage on Dexterity 
  (Stealth) checks in forests, jungles, grasslands, and other natural 
  environments.
  Blood Drain. If the murder creeper hits a target with its tendril 
  attack, the target must succeed at a DC 12 Constitution saving 
  throw or lose a hit die.
  ACtions
  ACtions
  Multiattack. The murder creeper makes two Tendril attacks.
  Tendrils. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 
  6 (1d8 + 2) piercing damage
  goLeM, MAgnesiuM
  goLeM, MAgnesiuM
  Silvery-white powder shakes loose from this construct as it stomps across the 
  floor. Its face is a featureless plane except for two gouges where there should be 
  eyes.
  Magnesium golems are silvery-white humanoids created by arcane spellcasters. 
  As with other golems, they are incapable of thinking on their own, and are thus 
  under control of the one that created them. They are created as guardians and 
  keepers and can be given specific orders to guard a specific locale, item, or object 
  or to attack a specific creature or type of creature.
  The magnesium golem is a silvery-white humanoid formed of magnesium. The 
  average magnesium golem stands about 6–7 feet tall and weighs 600 pounds. The 
  magnesium golem’s features are smooth and perfect, though it has no discernable 
  ears, nose, or mouth. Its eyes appear to be nothing more than indentations in its 
  body. Magnesium golems wear no clothing and never carry weapons, and it cannot 
  speak or make any vocal noise. Unlike many other golems, the magnesium golem 
  can move at the same speed as a human of its size.
  MAgnesiuM goLeM
  MAgnesiuM goLeM
  Medium construct, neutral
  Armor Class 15 (natural armor)
  Hit Points 68 (8d8 + 32)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  9 (–1)
  18 (+4)
  6 (–2)
  10 (+0)
  5 (–3)
  Damage Immunities fire, poison, psychic; bludgeoning, piercing, and 
  slashing from nonmagical weapons that aren’t adamantine
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
  petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages of its creator but can’t speak
  Challenge 5 (1,800 XP)
  Aura of Sickness. Creatures who begin their turn within 10 feet of 
  the golem must make a DC 15 Constitution saving throw. On a failed 
  saving throw, the creature is poisoned for 1 minute. If a creature 
  ends its turn outside the 10-foot area, it can repeat the saving throw, 
  ending the effect on a success. If the creature succeeds or if the effect 
  ends for it, it is immune to the golem’s aura of sickness for 24 hours.
  Fire Absorption. Whenever the golem is subjected to fire damage, it 
  takes no damage and instead regains a number of hit points equal to 
  the fire damage dealt.
  Immutable Form. The golem is immune to any spell or effect that 
  would alter its form.
  Magic Resistance. The golem has advantage on saving throws 
  against spells and other magical effects.
  Magic Weapon. The golem’s weapon attacks are magical.
  ACtions
  ACtions
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage.
  
  appendix b: new MonsteRs 
  appendix b: new MonsteRs |59
  |59
  vioLet And krybern
  vioLet And krybern
  Medium humanoid (human), neutral evil
  Armor Class 15 (studded leather)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  17 (+3)
  12 (+1)
  12 (+1)
  10 (+0)
  14 (+2)
  Skills Perception +2, Stealth +7, Thieves’ tools +7
  Senses passive Perception 12
  Languages Common, Elven, Halfling
  Challenge 4 (1,100 XP)
  Evasion. If subject to an effect that would allow them to make a 
  Dexterity saving throw for half damage, these two rascals instead 
  suffer no damage from the attack on a successful save, and half 
  damage if they fail.
  Sneak attack. If either of these two rascals gain advantage on an 
  attack roll or they have an ally within 5 feet of a target, they inflict 
  an additional 2d6 damage with a successful attack.
  ACtions
  ACtions
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 
  6 (1d6 + 3) piercing damage.
  Light crossbow. Ranged Weapon Attack: +5 to hit, range (80/320), 1 
  target. Hit: 7 (1d8 + 3) piercing damage
  Wood goLeM
  Wood goLeM
  This automaton is human-sized and resembles an ornately carved 
  wooden statue.
  Arcane spellcasters used several ancient texts to arrive at a process to create 
  inexpensive yet still quite powerful golems. They had master craftsmen create wood 
  statues with articulating limbs and then performed the proper spells to animate and 
  control them. The statues vary in shape and form and usually have weapons of some 
  sort held in each hand. The wood golems were designed to act both as an alarm and 
  a protection against intruders.
  Wood golems are usually programmed to close doors and avoid ranged weapons 
  and spells but do not break off melee combat to avoid missile fire from other 
  sources. They attack with their fists.
  Wood goLeM
  Wood goLeM
  Medium construct, neutral
  Armor Class 13 (natural armor)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  15 (+2)
  7 (–2)
  11 (+0)
  5 (–3)
  Damage Vulnerabilities fire
  Damage Immunities cold, lightning, poison, psychic; bludgeoning, 
  piercing, and slashing damage from nonmagical attacks
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
  petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages of its creator but can’t speak
  Challenge 3 (700 XP)
  Alarm. Whenever a creature other than its creator comes within 60 
  feet of the golem, it releases an audible alarm sound which can be 
  heard out to a range of 300 feet.
  Immutable Form. The golem is immune to any spell or effect that 
  would alter its form.
  Magic Resistance. The golem has advantage on saving throws against 
  spells and other magical effects.
  Magic Weapon. The golem’s weapon attacks are magical.
  tiger Lord
  tiger Lord
  Even the wisest of sages have no idea where the animal lords come from. Some 
  say they are the scions of a union between angels and animals, while others claim to 
  have proof that the gods of forests and jungles created the animal lords to oversee 
  their creation. A rare few, though they might be on the right track, say that the 
  animal lords are just really old animals. According to this theory, certain animals 
  simply do not die but just keep getting larger, more intelligent, and more fearsome 
  until they become to the lesser members of their species as kings are to peasants.
  Tiger lords are mighty tigers who are the paragons of what it means to be a tiger. 
  They are much larger than common tigers, more intelligent, blessed with the gift of 
  speech, and possessing of terrible powers that border on magic. Perfect specimens 
  of tigerness, tiger lords have sleek fur over muscled bodies, sharp fangs larger than 
  swords, and claws that would give a wyvern pause or even envy.
  tiger Lord
  tiger Lord
  Huge magical beast, neutral
  Armor Class 17 (natural armor)
  Hit Points 143 (15d12 + 45)
  Speed 40 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  20 (+5)
  17 (+3)
  13 (+1)
  17 (+3)
  14 (+2)
  Skills Perception +6
  Damage Resistances Bludgeoning, piercing, and slashing damage 
  from nonmagical weapons
  Senses low-light vision, darkvision 60 ft., passive Perception 16
  Languages Celestial, Common
  Challenge 8 (3,900 XP)
  Lord of Tigers. The tiger lord is master of all tigers. When it uses 
  its roar action, any tigers within 1 mile rush to obey the tiger lord, 
  fighting to the death for it.
  Rend. If a creature is struck by two claw attacks using the multiattack 
  action, it suffers an additional 9 (2d8) slashing damage.
  ACtions
  ACtions
  Multiattack. The tiger lord makes two melee attack.
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 
  (4d8 + 6) piercing damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 
  (2d8 + 6) slashing damage.
  Roar (recharge 5–6). The tiger lord lets loose a mighty roar that 
  shakes the trees and splits the rocks. This roar can be heard for 
  miles, but up close it is powerful enough to shred flesh and tear 
  metal. All creatures in a 40-foot cone centered on the tiger must 
  succeed at a DC 14 Constitution saving throw or suffer 18 (4d8) 
  thunder damage and gain the frightened condition until the 
  end of their next turn (half damage on a successful save and not 
  frightened).
  
  60|Hall of tHe Rainbow Mage
  60|Hall of tHe Rainbow Mage
  ChAnneL divinity: CoMMAnd undeAd
  ChAnneL divinity: CoMMAnd undeAd
  Starting at 2nd level, you can use your Channel Divinity to take control of 
  lesser undead. This effects only undead with an Intelligence score of 6 or less. Any 
  such undead creature that can see you and is within 30 feet must make a Wisdom 
  saving throw. Creatures under the command of another, such as through use of this 
  Channel Divinity or the animate dead spell make this save using their controller’s 
  saving throw. If the creature fails its save, it gains the charmed condition for a 
  number of hours equal to your Wisdom modifier. Furthermore, you can give the 
  undead an order, such as telling it to attack a creature, step aside, or bring you a 
  drink. When you do so, it may attempt another save, and if successful, the charmed 
  condition ends.
  iMproved AniMAte deAd
  iMproved AniMAte deAd
  Beginning at 6th level, when you cast the animate dead spell, you create one 
  additional undead creature.
  divine strike
  divine strike
  At 8th level, you gain the ability to infuse your attacks with necrotic energy. 
  Once on each of your turns when you hit a creature with a weapon attack, you may 
  cause the attack to deal an extra 1d8 necrotic damage to the target. At 14th level, the 
  extra damage increases to 2d8.
  iMproved ControL undeAd
  iMproved ControL undeAd
  At 17th level there is no limit to the intelligence of undead creatures you may 
  attempt to control. Undead creatures with an Intelligence score of 6 or less that you 
  take control of through your Channel Divinity: Control Undead class feature remain 
  under your control.
  AppendiX C: neW CLeriC
  AppendiX C: neW CLeriC
  undeAth
  undeAth
  The undeath domain, most notably linked to the demonic god Orcus, is used by 
  foul cultists and clerics. It centers around two factors: dying and returning from 
  death as an abominable perversion of life and goodness. The gods of undeath 
  promote illness, sickness, injury, and any other thing that leads to natural death and 
  the unnatural transformation into undeath. Those that follow these gods tend to be 
  either ambitious reapers of the slain or hopeful types who see eternity as an undead 
  creature preferable to the vicissitudes of life.
  undeAth doMAin speLLs
  undeAth doMAin speLLs
  Cleric Level
  Spells
  1st
  bane, inflict wounds
  3rd
  darkness, moonbeam
  5th
  animate dead, speak with dead
  7th
  fear, vampiric touch
  9th
  contact outer plane, contagion
  disCipLe oF undeAth
  disCipLe oF undeAth
  When you choose this domain at 1st level, you gain resistance to necrotic 
  damage.
   
  FLute oF the bLACk sun
  FLute oF the bLACk sun
  Wondrous item, uncommon (requires attunement)
  Ancient elven runes adorn the black metal flute along with an elven symbol 
  representing the sun. The alloy of silver, steel, and several rare minerals that create 
  its black coloration helps prolong notes played on the flute and give it a beautiful 
  tone. While playing the flute you gain advantage on Charisma (Performance) 
  checks due to its exceptional craftsmanship. In addition, the flute can be used to cast 
  darkvision once per day, and, if held or played, grants resistance to cold damage.
  iLiAChoAM
  iLiAChoAM’s beAsts And sAddLes
  s beAsts And sAddLes
  Wondrous item, rare
  Thick parchment pages are bound in a sturdy steel cover for preservation. This 
  lengthy discussion of riding beasts and saddles provides many different hints 
  and techniques for controlling animals while riding them. Unfortunately, the 
  information doesn’t mean much to anyone who doesn’t already have some riding 
  skill. Individuals who take the time to perform such intensive study are rewarded 
  by being able to add their proficiency bonus twice to Wisdom (Animal Handling) 
  checks that involve horses. This benefit can be gained only once.
  iLiAChoAM
  iLiAChoAM’s trAiner
  s trAiner’s guide
  s guide
  Wondrous item, rare
  Bound in dragon hide and magically preserved, this thick text gives detailed 
  descriptions of various training methods for a wide variety of beasts. Descriptions 
  of the various training techniques presumes a great deal of background knowledge; 
  it is unlikely anyone other than a skilled animal trainer could garner much from this 
  text. Individuals who take the time to perform such intensive study are rewarded 
  by being able to add their proficiency bonus twice to Wisdom (Animal Handling) 
  checks to train animals. This benefit can be gained only once.
  AppendiX d: neW MAgiC iteMs
  AppendiX d: neW MAgiC iteMs
  AMuLet oF the dArk sun
  AMuLet oF the dArk sun
  Wondrous item, uncommon (requires attunement by a worshipper of 
  Horgrim)
  A symbol of those devoted to Horgrim, an ancient evil god of war and magic, 
  these powerful amulets were used to identify the true faithful and often saw use 
  as keys for some temples. Although the process used to create these relics is now 
  lost, they possess enough power that evil wizards and clerics are willing to pay 
  a high price for any functioning amulets due to the bonuses they give mindless 
  undead. The amulets are made of a mysterious dark metal and engraved with 
  symbols representing Horgrim. Raised markings and designs in gold highlight 
  the engraved symbols and focus attention on them. Made in large batches when 
  Horgrim’s worshippers were powerful, most of them were lost and destroyed over 
  the past few thousand years. Designed to weed out traitors and enforce loyalty, the 
  evil power contained by one of these amulets varies depending upon who is wearing 
  one. The evil aura is powerful enough to inflict 7 (2d6) necrotic damage per round 
  to any good-aligned character wearing one and 2 (1d4) necrotic damage per round 
  to any neutral-aligned character. Evil-aligned characters wearing an amulet suffer 
  no penalties or damage, nor do they obtain any bonuses unless they swear fealty 
  to Horgrim while wearing the amulet. Living evil creatures that swear allegiance 
  to Horgrim have permanent darkvision while wearing the amulet and can cast 
  darkness once per day. Mindless or free-willed undead that swear fealty to Horgrim 
  gain advantage on saving throws against turn undead effects while wearing an 
  amulet and evil fey, fiends, and celestials that pledge themselves to Horgrim gain 
  advantage on saving throws to resist the banishment spell.
  Laws in some elven cities still carry a death sentence simply for possessing one 
  of these amulets. The reasons behind those laws are forgotten to all but historians, 
  but the risk of openly displaying such an amulet remains.
  ArCAnAri
  ArCAnAri
  Wondrous item, rare
  These twin books are always found together and are usually bound with heavy 
  gold or silver covers. While not overtly magical, the detailed knowledge within 
  them helps spellcasters of all types. Intensely studying both books, which takes at 
  least one week per book, gives added insight into arcane magic and the art of casting 
  spells. Individuals who take the time to perform such intensive study are rewarded 
  by being able to add their proficiency bonus twice to Intelligence (Arcana) checks. 
  This benefit can be gained only once.
  
  appendix C: new doMain & appendix d: new MagiC iteMs 
  appendix C: new doMain & appendix d: new MagiC iteMs |61
  |61
  rAinboW ring
  rAinboW ring
  Ring, unique (requires attunement)
  This special ring is one of Londar Brightrain’s special creations. At first glance, 
  the twisted silver ring appears to be tarnished, but a closer inspection reveals that 
  the strange rainbow hues are part of its natural color. While wearing the ring you 
  instinctively realize that you can call into existence a rainbow staff as per the spell 
  created by Londar. Summoning the staff requires only your will and is a free action, 
  but once done three times can’t be done again until you have completed a long rest. 
  Once conjured, the staff lasts for 10 minutes before disappearing. Although you 
  must be proficient with a staff, each attack with the staff is made with a +3 bonus 
  to hit and damage, and causes additional damage based on the accompanying table.
  rAinboW ring resuLts
  rAinboW ring resuLts
  1d8
  Color
  Result
  1–2
  Red
  3d4 fire damage
  3
  Orange
  2d8 acid damage
  4
  Yellow
  Target slowed as per the slow spell for 2 rounds (DC 15 
  Wisdom saving throw negates)
  5
  Green
  2d8 poison damage and target poisoned until the end 
  of their next turn (DC 15 Constitution saving throw 
  negates)
  6
  Blue
  3d6 lightning damage
  7
  Indigo
  Target gains the stunned condition until the end of their 
  next turn (DC 15 Wisdom saving throw negates)
  8
  Violet
  2d8 thunder damage
  Note that you cannot determine what type of energy is expended on a particular 
  blow, so creatures with immunities may be unaffected or even healed by some 
  attacks.
  instruMents oF the veArLik
  instruMents oF the veArLik
  Wondrous item, rare
  This heavily detailed description of flutes and whistles made by a strange tribe 
  of mountain orcs is interesting only to the most dedicated bard. The book describes 
  the creation of various flutes and how each design creates a different timbre or 
  pitch. Individuals who take the time to perform such intensive study are rewarded 
  by being able to add their proficiency bonus twice to Charisma (Perform) checks. 
  This benefit can be gained only once.
  jAereL
  jAereL’s jungLe guide
  s jungLe guide
  Wondrous item, rare
  This odd book is bound with, and written on, jungle leaves magically preserved 
  and protected. The detailed descriptions of jungle plants and creatures within might 
  be somewhat outdated, but the information is presented in a straightforward, albeit 
  dry, manner. Individuals who take the time to perform such intensive study are 
  rewarded by being able to add their proficiency bonus twice to Wisdom (Survival) 
  checks made in jungles. This benefit can be gained only once.
  rAinboW brACers
  rAinboW brACers
  Wondrous item, unique (requires attunement)
  Swirls of color move slowly across the surface of these strange silver bracers. 
  The bracers are imbued with enough magic that they glow faintly in the darkness. 
  In addition to granting a +1 bonus to AC, you can cast mage armor once per day 
  with a duration of 10 hours. Unlike the standard spell, the mage armor called forth 
  is visible as a faint, translucent swirl of color surrounding the wearer’s body.
  rAinboW CrossboW
  rAinboW CrossboW
  Weapon, unique
  The wooden stock of this light crossbow has been painted with boldly colored 
  stripes that somehow extend to the steel portions of the crossbow. This crossbow 
  functions like a light crossbow that fires bolts cloaked in colored light. Regardless 
  of color, the bolts do an additional 3 (1d6) radiant damage to all forms of undead. 
  Colored bolts do no additional damage to normal living creatures.
  speLL WAnd
  speLL WAnd
  Wand, varies (requires attunement by a spellcaster)
  A spell wand allows you to cast a single spell without material components. While holding it, you can use an action to expend 1 charge to cast the spell associated 
  with the wand. You must be able to speak the command and point the wand at the target. If the spell has a range of touch, then you must touch the target with the 
  wand, although you still use the wand’s spell attack bonus to attempt the touch. In general, the wand casts the spell with the lowest possible spell slot. The rarity, 
  save DC, spell attack modifier, number of charges, and charge refresh per 24 hours are shown below, depending on the level of spell stored in the wand.
  Spell Level
  Rarity
  Save DC
  Attack Bonus
  Charges
  Charge Refresh
  Cantrip
  Common
  13
  +5
  10
  1d6 + 4
  1st
  Uncommon
  13
  +5
  10
  1d6 + 4
  2nd
  Uncommon
  13
  +5
  7
  1d6 + 1
  3rd
  Rare
  15
  +7
  7
  1d6 + 1
  4th
  Rare
  15
  +7
  7
  1d6 + 1
  5th
  Very Rare
  17
  +9
  4
  1d3 + 1
  6th
  Very Rare
  17
  +9
  4
  1d3 + 1
  7th
  Very Rare
  18
  +10
  3
  1d3
  8th
  Legendary
  18
  +10
  3
  1d3
  9th
  Legendary
  19
  +11
  3
  1d3
  
  62|Hall of tHe Rainbow Mage
  62|Hall of tHe Rainbow Mage
  korik
  korik’s ruby
  s ruby
  This large ruby has hundreds of carefully cut facets that focus light shined 
  through the gem into a tight dot several feet away. The ruby is not magical but 
  happens to be the original ruby created for use in Horgrim’s Pyramid. It was stolen 
  from a popular merchant house in Bard’s Gate.
  the White eye
  the White eye
  Wondrous item, artifact (requires attunement by an evil humanoid)
  A powerful and deadly relic on its own, The White Eye is required to open and 
  activate Horgrim’s Pyramid. Stored in a hidden temple for thousands of years, there 
  is no exact record of all the powers this item possesses. Made of a strange white 
  metal, it is oblong and the shape and size of a human eye. Glowing runes and 
  strange symbols cover its surface as a mere hint of its evil power. Any good or 
  neutral being within 5 feet of the stone senses its evil emanations without the aid 
  of any magic.
  The intelligent item (Intelligence 18, Wisdom 7, Charisma 19; Communication: 
  telepathy; senses: hearing and darkvision out to 120 ft.; lawful evil) treats anything 
  that is not evil with disdain, spite, and hatred. Its sole purpose is to destroy good 
  and spread evil, and it considers the creatures that “wield” it simply to be tools to 
  use. Any nonevil creature touching the eye suffers 28 (8d6) necrotic damage with 
  no saving throw allowed.
  The eye can be used only by an evil humanoid and has two levels of use. The 
  first level of use is where it is simply held in one’s hand. At this level of use, the eye 
  grants you the ability to cast animate dead, banishment, darkvision, detect evil and 
  good, or hallow at will. When used at this level, the eye attempts to influence you (a 
  successful DC 15 Wisdom to ignore) and convince you to tear out your own eye and 
  use it as a replacement. Anyone bold — or foolish — enough to do so unlocks all the 
  eye’s powers and receives the following additional benefits: permanent darkvision 
  and detect evil and good, and the ability to cast the following spells: at will: zone of 
  truth, true seeing, 2/day; stoneskin, 1/day; haste, globe of invulnerability, and a +4 
  bonus to initiative checks. Using the eye in this manner results in a constant battle 
  for control, with the eye assuming complete control of the creature’s body when it 
  finally wins.
  speCiAL iteMs And reLiCs
  speCiAL iteMs And reLiCs
  The following items are hidden in Londar’s Library or the Treasure Chamber of 
  Horgrim’s Temple. Horgrim’s Pyramid and The White Eye are evil items that need 
  to be hidden or destroyed before they can be abused by evil creatures.
  deCAying book
  deCAying book
  This ancient book is bound with worn leather and is so old that the markings on 
  the spine and covers have been almost completely worn off. It is written in an arcane 
  language so ancient that only an avid historian would have a chance of deciphering 
  it with a successful DC 20 Intelligence (History) check. Pictures in the book show 
  clear representations of Horgrim’s Pyramid, Korik’s Ruby, and The White Eye. If 
  interpreted, the book describes how to activate the pyramid using The White Eye 
  and Korik’s Ruby to create an area of darkness with a one-mile radius that quenches 
  all normal and magical daylight. Pages describing the pyramid’s origins and the 
  process used to create it are worn and torn to the point of being incomprehensible.
  horgriM
  horgriM’s pyrAMid
  s pyrAMid
  Wondrous item, artifact (requires attunement)
  This strange gold and silver pyramid has several interlocking layers that can 
  be turned around a central axis. Runes along the sides hint at great power, and the 
  pyramid glows with a variety of different magics when studied with detect magic, 
  but there is no hint as to what the pyramid actually does. Knowledge gathered from 
  the Decaying Book allows one to open the pyramid by placing The White Eye in a 
  depression at its base. Once opened, a large, multifaceted ruby must be placed in a 
  precise location inside the pyramid. Once these actions are complete, the pyramid 
  reveals its powers to the person holding it if they are evil or gives them a powerful 
  shock if they are not.
  Once activated, the pyramid gives any evil creature holding it the power to create 
  a magical darkness with a radius of 2 miles. Within this area, all light spells and light 
  sources are half as effective, and all sunlight and daylight damage effects against 
  undead are nullified. It also grants the possessor the power to use control undead 
  on up to 100 HD worth of undead within a 1000-foot radius. In addition to these 
  powers, the wielder can use the following spells 1/day as a 20th-level spellcaster: 
  animate dead and contact outer plane. Holding or using The White Eye at the same 
  time as Horgrim’s Pyramid doubles the range and power of these effects. Using 
  the pyramid exacts a price: The first day of use results in the loss of body hair and 
  makes the subject sensitive to sunlight (disadvantage on ability checks, savings 
  throws, attack rolls in direct sunlight). Continued use ages the subject one day for 
  every hour of use. There is no saving throw against these effects and no way to 
  reverse the aging.
  Good characters who attempt to activate the pyramid must succeed at a DC 18 
  Constitution saving throw or suffer 28 (8d6) necrotic damage (half damage on a 
  successful save) at the start of their turn until they no longer possess the artifact. 
  Neutral characters who try to activate the pyramid must make the same saving 
  throw or suffer 14 (4d6) necrotic damage (half damage on a successful save) at the 
  start of their turn until they no longer possess the artifact.
  
  appendix C: new doMain & appendix d: new MagiC iteMs 
  appendix C: new doMain & appendix d: new MagiC iteMs |63
  |63
  rAinboW stAFF
  rAinboW stAFF
  5th-level conjuration
  Conjuration (creation)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration up to 1 minute
  You conjure a shimmering rainbow-colored staff of energy. While the staff does 
  not last long, it is an excellent melee weapon for the wizard unlucky enough to find 
  themselves toe-to-toe with their foes. Although the caster must be proficient with a 
  staff, each attack with the staff is made as a touch attack and does 1d6 bludgeoning 
  damage along with damage based on the following table:
  1d8
  Color
  Effect
  1–2
  Red
  1d6 fire damage
  3
  Orange
  1d6 acid damage
  4
  Yellow
  Target is slowed as per the slow spell
  5
  Green
  1d6 poison damage, and the target gains the poisoned 
  condition until the end of its next turn.
  6
  Blue
  1d8 lightning damage
  7
  Indigo
  Target gains the stunned condition until the end of 
  its next round
  8
  Violet
  1d8 thunder damage.
  Note that you cannot determine what type of energy is expended on a particular 
  blow so creatures with immunities may be unaffected or even healed by some 
  attacks.
  teLeport other
  teLeport other
  9th-level conjuration
  Casting Time: 1 action
  Range: 30 ft.
  Components: V, S
  Duration: Instant
  You direct magical energies at any target size large or smaller within 30 feet 
  to teleport the target to a specific location. The targets must succeed at a Wisdom 
  saving throw or be teleported. The caster must be very familiar with the teleport 
  destination. Any attempt to teleport a target into a solid object, underwater, or a 
  location not firmly known to the caster results in automatic failure. While this spell 
  can’t be used to directly injure a target, it can certainly remove a specific victim 
  from battle. Londar Brightrain created the spell to trap a wide variety of creatures 
  for experiments performed in the caverns beneath his mansion.
  AppendiX e: neW speLLs
  AppendiX e: neW speLLs
  etCh stone
  etCh stone
  1st level transmutation
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: One hour
  You can magically inscribe messages or text in stone using an ordinary quill 
  for one hour after casting this spell. Any type of message, design, or rune created 
  with the quill is permanently inscribed in the stone for anyone to see. Combining 
  additional spells with an etch stone spell allows the caster to inscribe hidden or 
  magical messages on simple stone walls. Scrolls or spellbooks can be created in 
  stone if someone were willing to take all the extra time and expense.
  rAinboW speAr
  rAinboW speAr
  4th-level conjuration
  Casting Time: 1 action
  Range: 25 ft.
  Components: V, S
  Duration: Concentration, up to 1 minute
  You focus energy to create a spear of a specific color and effect that is thrown 
  as a magic attack. The caster must choose what color to make the spear with each 
  color having a different special effect. Spears must be used within 10 rounds of their 
  creation and can be touched only by the caster. These spears are very useful against 
  targets that have specific weaknesses known by the caster. A successful hit inflicts 
  1d6 piercing damage plus the following special effects:
  At higher levels: When you cast this spell using a spell slot of 6th level or 
  higher, you generate an additional spear for each slot level above 5th.
  Color
  Effect
  Red
  1d6 fire damage
  Orange
  1d6 acid damage
  Yellow
  Target is slowed as per the slow spell
  Green
  1d6 poison damage, and the target gains the poisoned condition 
  until the end of its next turn
  Blue
  1d8 lightning damage
  Indigo
  Target gains the stunned condition until the end of its next round
  Violet
  1d8 thunder damage
  
  Product Identity: The following items are hereby identified as Necromancer Games 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.  
  System Reference Document 5.0 © 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. 
  Hall of the Rainbow Mage, © 2020, Necromancer Games;  Author Patrick Lawinger.
  NECROMANCER
     Games
  TM
  
  While investigating the disappearance of Londar 
  Brightrain, also known as the Rainbow Mage, the 
  party comes across dark, twisted plans and deadly 
  secrets before locating his famous treasures. Trea-
  sures found include several new spells along with a 
  few magic items. Unfortunately, the traps and crea-
  tures left behind by Londar hamper the party’s in-
  vestigation and other adventurers compete for his 
  famous secrets and treasures.
  NECROMANCER
     Games
  TM
     Hall  
     Hall  
  Rainbow Mage
  Rainbow Mage
  Of 
  Of 
  The
  The
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Necromancer Games/Necromancer Games - Hall of the Rainbow Mage.pdf