Suggested Props & Preparation: My Players enjoy 16 Key Props / Printouts of everything in the Treasure Section to speed up play (for use as handouts) / Consider making a "Possession Token" to denote if a PC is possessed (one side shows possession and one side is normal) ~ Do the same for Vulpinthropy / I *might* offer 3D printables of parts of the dundun- geon eventually at my Etsy store: "OnDrawnWings" (as below):

*DMs! ~ If You are Planning to Run the Full Version of This Module, There are Some Things Before You Begin...

There are a few conditional things you must choose ahead of the adventure:

One, there is the concept that Eshebala has been around a looooong time, and somehow avoided death. A 100-Sided Therefore, she has a lot of Truenames from various eons where she dabbled in actually trying to play the role of a Die (for % deity. These names must be discovered, almost as trea- sures. You should look at the list and secretly demarcate rolls), and which one is her original Truename for this adventure perhaps a few and which two are false names (this should change each time you run this adventure, so that any returning Players special coins do not know which one it might be). There are two pos- sible original truenames (marked "?") which are intended as primary contenders, obtained by the PCs via hard-to- Eshebala's Possible True Names: find lost pages of ephemera.

Exarch of 27 Legions! / Vulpia, Empress of Mirrors Two, decide if you are you going to use “Abyssal Kumiho,Sample the Nine-Tailed Fox / Ishtar of Desire Fright” and/or “Death Options?”file I suggest that you do, H₂ewsṓs of the Red Dawn / Sie über Dämonen but they are sort of optional. Ôstara of the Orgasm / Fuchs Slätern Pohjola ostre of the Fertile Valleys / Advérsus Dæmonia Ē Three, each time you play this adventure, decide Consort of Forbidden Lusts / Amaguq-Tiriganiarjuk secretly in which you are hiding “The Lucky Lyressa Sulvane? Feracea Wryx? She-Beast” (a unique golden coin (see Treasures)). for the exchange of their knowledge). It seems to me that this was an early horror metaphor that persists in About the Artwork every other sci-fi movie today.

I did most all of it, painstakingly for your enjoyment, Personally, I believe that, if demons were to be and not even the etchings I adore are copied-in. There's “real” then they are other-dimensional, malevolent a lot of simple penmanship here that I hope you enjoy. tricksters who only ever attend to any of the ritu- I am an illustrator by trade. In many ways, I wanted to als, labels or contrivances of the human myth history take my time and create a distinct artistic experience that because it suits their trickster-purpose, not because uses olde-world, “forbidden” mythological ephemera to simply playing a game that mentions them is some give Vulgarea a proper evil presence and convince the kind of lock-and-key invitation to haunt the Players of Players that some of the demonic history of the Abyss said game with ill luck. resonates with what looks like evil esoterica to the aver- age modern gamer. I would say, to me, that the truth is, a Lastly, a lot of the true names or spellings are lot of that occult symbology is beautiful and alluring in a slightly altered, and none of the demonology is visual sense and deserves a second look, if merely for the purposely on-the-nose. I enjoyed researching it, but purpose of uncomfortable eye candy. Good art causes a changed a lot to add flavor. I assure you, this stuff is reaction, and historical demon seals are unsettling. described here for fun and imagination, and no other grim or satanic purpose. Per classic D&D, if anyone can remember how it felt to make it all the way to the end of the adventure The Lost Caverns of Tsojcanth only to find that the true prize treasure was actually a creepy grimoire (Iggwilv, the Vulgarean Demons Witch Queen's Demonomicon), full of evil-looking pen- are Atypical tagrams and corrupting knowledge. I wanted so badly to see what that book really looked like and I assume you All fiends in Vulgarea have the subtype: "demon." did, too (though the Dungeon / Dragon articles are nice). Eshebala is disgusted by demons, for they are ugly and uncomprehending of beauty. She accepted them eventual- As an artist, I find it interesting that pentagrams and ly for their utility and because they are a readily available occult symbols are still, in 2019, removed and banned legion that occurs naturally in the Abyss. After she frivo- from all kinds of fantasy art games and products. As lously expended 10,000 + years of human and Kitsune much as we may think we've moved on from supersti- followers, she needed servants, guards and soldiers. tion, that sort of fear is always right around the corner. As she begrudgingly endured their proximity, she never stopped trying to breed more aesthetically pleas- All Things “Demonic,” ing demonic hybrids. She created untold forms, many of which were immediately cast out of Vulgarea. Some say & the Weight of that Word the misty wastes that hem her citadel are horrific enough that her legions fear to see what has stayed alive in In many ways, the of the word, which ties with there. There are odd howls in the night, guttural, lonely the year-1200 Greek “dæmon” has more in common and ravenous for anything to disembowel. with the notion of modern superheroes than anything evil. Ancient philosophers like Socrates would use the Case in point, the Vulgarean demon stat-blocks do word as a label for theoretical supernatural beings for not always reflect the expected D&D traits. Only use in thought experiments (think “ancient nerds arguing some have maintained elemental defenses, and due to a over ancient comic books”). Back when philosophy was harsh period where demon-to-demon summoning was so new, and religion so prominent, one can quickly see banned by Eshebala, fewer still have the ability to call in how the notion of a super- became blasphemy. backup. Also, the following caveat may be thought of, as a consistent general trait of Vulgrean Demonkind: Believe it or not, according to one of the earliest medieval grimoires The Key of Solomon, all demon- Special Susceptibility: *Many demons may or may not have ob- summoning rituals were done “through the power of scure vulnerabilities and wardings listed as secrets in the esoterica Samplefound by the Players. The pedigreefile of minor demons is contin- God.” Nearly every original demon lord was listed gent upon the care of their immediate masters/officers and their as a teacher who could unlock the secrets of nature, strange long-term honing/breeding. Some Vulgarean demon vari- ants are very new to the Abyss (newer than tanar'ri), and some which were so much more forbidden and dangerous very, very old (as old as obyriths!). Some still adhere to the an- half a millenium ago. Demons were scientists and cient customs and rulings of demonkind similar to what's de- scribed in our earth's myth history. It is up to the DM whether scholars (who might also take everything from you or not these weaknesses can be successfully exploited per battle if the PCs encounter them or discover ancient tomes and secrets. Sample file Random Tip #1: Eshebala lies... She has lied her entire existence. Her quotes, answers and even her history and archives are full of half-truths.

Random Tip #2: When she cares enough SHEBALA'S to focus, Eshebala has a strong level of control over Vulgarea's physical reality. If she remembers that they are there, she can exact dweomer curses that suck breath- GOT ISSUES able air from a chamber, taint mirrored halls with accursed undead phantasms or even shuffle the layout of her E entire domain.

Random Tip #3: Eshebala has never known what to refer to Vulgarea as... She sometimes calls it her citadel...sometimes her domain, her domicile, city, Sample or evenfile her capitol–despite that there is little to nothing that exists outside of it upon the 193rd plane. friends year after year. If you're still having trouble picturing her in your Eshebala’s Got Issues mind, the media montage that pops for me is a mix ( My pronunciation: " əsˈSHĀƏˈbɑːlə " ) of Gozer as the shining red-eyed woman in the first film...Helena Bonham Carter's take on “Morgan Le (This information is for DMs only)...In the brief but Fey” in the Merlin mini-series, and every severely provocative original notation by Carl Sargent (Mon- deadly, arch-villainess, whose voice has been grav- ster Mythology (TSR, 1992)), Eshebala was described elled down to hissing rasps, due to endless screaming. as a “shapely foxwoman of charm, cunning, greed and vanity.” She carries a silver mirror and hoards art and Lastly, being a scholar of mythology, I see a vivid beauty. It was a nice, tidy 244 words, but she and her parallel between Eshebala and the eastern stories of “shadow archetypes” stuck with me for some reason. the Nine-Tailed Fox. Both rule something important, but nebulous. Both use shapeshifting and seduc- The Great Abyss interests me because every layer is tion to lure hapless mortals to their doom. Both are a terrible place, in some way akin to what adventur- tricksters red in tooth and claw. ing mortals reconcile as hellish, but, unlike the “Nine Hells,” each plane is its own mysterious and unique Eshebala is locked in a continual crisis of identity sour nightmare–a nightmare that has gone awry, (another reason for all her mirrors). She scarcely even by its own twisted terms. The Nine Hells have remembers who she is or why she was deified. What hierarchy and structure, whereas the Abyss lets evil a perfectly fragile, flawed governess for a snuff dun- truly express itself. I like the idea that some–maybe geon! When everything's gone awry, and it all feels many–of those pocket dimensions didn't start out with played out and tedious in your evil domain, then may- the intention of being bad places, but that the Abyss, be it's time for the “Look upon my works and despair as a drain-plug for the universe, eventually begins its ye mortals!” moment. Maybe she even wants to...end? downward pull. You can't take up residence there and (Nahhhhhhh) keep believing that it was the best decision you ever made as a budding deity. It's like buying a known haunted house, on top of a American burial ground, and assuming nothing will ever happen to On Vulgarea you, because you are special. Vulgarea is a dimension in decline. I like to imagine Sometimes less is so much more. Eshebala “loathes that planar domains are somewhat sculpted by their demons” (where legions of them exist). She uses lords / lordesses. They begin semi-intangible, and seduction on mortals (on who?–maybe her own dis- take on the style sensibilities (and reality) of their ciples? Maybe when those run out...on adventurers?). overseer. To that end, Vulgarea was once a trendy, She became incestuous with some kind of brother or gaudy palace of mirrors, jewels, stolen art and un- half-brother aspect of werewolves and abandoned a speakable hedonism. string of monstrous children (why? Because they were As Eshebala's mind unravelled, so too, has her born hideous demons (because of the effects of the domicile begun to fray around the edges. I also hinted Abyss?))... numerous times that she often lost interest in things ...She lives alone in a domicile called Vulgarea. She and simply left them unfinished or in shambles. tried to live alone, just a thousand years long enough She eventually just stopped caring about Vulgarea to make her screws loose(r). The royally vain require altogether, and what it means as an extension of her others, beneath them, to gaze upon their perfection. I goddess-hood. don't think she can hone seduction, cruelty and wile without making enough enemies to warrant using demons as guards... What is “Dweomer” Magic? ...Now we have a palette of colors with which to paint a story. 'Silver, black, blood red and the endless shine / Why Dweomer? of a thousand mirrors for Eshebala to stare into... – until sheSample completely loses it. And...maybe most of ( Pronunciation: file “ DWEEM er ” ) all...(who wants to be the one to break it to her?) that Even the non-D&D origin of the word is interesting. maybe a deity cannot reside in the Abyss without While Old English points to it as a label for nature actually becoming a demon, herself? spirits and dwarves and dwarven things (“dweorg”), Personally, I'm afraid of her. I've watched her kill my competing etymologies from India (“dheur” = dam- age), Germany (“dhreugh” = deception) and finally older Sanskrit point toward evil power and the work The Players meet the dwindling Kitsune Fox Folk, of demons (“dhvaras”). some of which still worship Eshebala. They eventu- ally encounter ancient remnants of one of her temples. Even when it was about the dwarves, it was meant as Eshebala herself, notices this, and speaks to them. She an oppressive disruption / supernatural presence. I am is enervated by the trespass of new and modern heroes. using it for two reasons: Ultimately, she grants them a boon because of her repul- sion of the Far Realm, but this doesn't sit well with her. One, it was mentioned in older D&D, as a means to Her curiosity is piqued and she begins to watch their describe imbuements / enchantments or in the case of work upon the mountain. Her urge to toy with mortals, Acererak, for example, his many curse magics that he to interfere and cause mayhem, eventually surfaces. planted around his dungeon in insidious layers, like a rotten, peeling onion. It's an out-dated D&D term that I And it's just as simple as that. used to both annoy new Players and infuse old Players You can leave this part out, or you can insinuate the with nostalgia. It's also very Gygaxian. arctic mountain chain into your campaign, or in the Two, based on the above, it's a way to signify that northern part of your Forgotten Realms campaign–may- maybe Eshebala herself, is behind the times, and rein- be to the north of Netheril, or my “Queen's Road” could forces her chaos and negligence, when it comes to the be the “Cold Road” and my “Tiberion Peaks” could be another name for the “Icerim Mountains.” messy magics of her domain. You will find strange, pseudo-classical / pseudo-modern / messed-up versions of old spells that barely work or work against the caster. I like the notion that spellwork comes in and out of Vulgarean Name Calling fashion like clothing and art, and that there are other, Knowing a demon's “True Name” (sometimes spelled forgotten magics than what modern Player Characters "truename") grants some measure of power over it (see know of in the Prime Realm. the 5th Edition Monster Manual). Why this is, is mostly conjecture, and the demons themselves cannot explain I am also suggesting that Vulgarea runs on antiquated it. Hearing their birth name (which, may have been of magics closer to pure curses than spells, and that these mortal origin) sometimes conjures memories not tainted dweomer curses feed off of any cruelty they inflict and in rage, hate and blood, and makes them feel vulner- repower, like an ouroboros (see my illustrated “Mark of able for the first time in thousands of years. I think they the Abyss”). Cruelty, chaos and mishaps power the bat- simultaneously crave and loathe this feeling. teries of Vulgarea, and it is unclear whether or not Es- hebala even realizes this, though she has evolved along The demons of Vulgarea know they are not beloved by lines that benefit its appetite for mayhem. This begs the their Lordess. Most of them keep their True Names very question as to whether she forged her domicile, or her secret (though Eshebala has complete dominion over domicile forged her? them in any regard), and it's considered an offense for one demon to call out another. There are some Vulgarean caveats. A detailing of the proper customs is written of

in Baeritt's Libro Demonorium and Necronomicon: Ex What Actually Happened Vulgareas (info shown for DMs & Players in the pages of these rare treasures). Players can try a few times without in Olbridge? this forbidden lore with extremely high [30+] Religion Checks. Success without these tomes has very mixed, Olbridge (“Old Bridge”) is a highly realized village tricksy and pessimistic results. If a Player Character on top of an arctic mountain range called the “Tiberion were to have a specific background in demonology, Peaks.” It's part of an insane, 412-page campaign called and speaks Abyssal, and scored a "30+" on a Religion Shadow Over Mt. Tiberius that spans from Level 9-16. Check, they may be awarded limited understanding. It was the primary reason that UNKNOWN TOME Finding either of these tomes in Vulgarea is a challenge, never finished any new releases from 2011 - 2015. It's a as they have been banned by Eshebala. shame, because, as of this writing, it's nearly complete, only needing some illustrations and some editing near its SampleNOTE: To begin running thisfile game, simply skim the climax. It also now needs translation to 5E. following details on Vulgarea, and then read the intro In it, Players slowly unravel the mystery of a fallen to your Players. Remember to stop at GREY TEXT! object, a meteor that struck the mountain and left the region in the clutches of three competing Brain Eaters from the Far Realm. It is...very detailed. START (OPTIONAL) Abyssal Delirium & the “Blessing” of Vulgarea You’ve had it. You are starting to feel like you can’t take another moment PRIMERS & OPTIONAL TABLES: in the Abyss, let alone Vulgarea. The fear and the dread are building inside Curses & Conditions of you. There’s only so long before your growing misery bursts forth… of Vulgarea 3 Fright Points: You know you are slowly beginning to unravel, but you will try to hide it from your allies. You think you can keep it together, as long as no sudden jolt of terror were to be focused especially upon you. [Effect]: Once per chamber, at a moment when the affected PC might be further pushed over the edge, he or she must succeed on a [DC 23 Widsom (OPTIONAL) Saving Throw] or suddenly run 1d100 + 10 ft. in a random direction. 5 Fright Points: You hate being stuck in the Abyss, in a dungeon of Vulgarean Fumbles are…Unique doom. You will do anything to get your mind off of the dread. [Effect]: Once per chamber, at a moment when the affected PC might You’ve messed up terribly, and a clumsy act in the Abyss has greater be further pushed over the edge, he or she must succeed on a [DC 24 consequences than the Prime Realm… Widsom Saving Throw] or else betray a fellow ally (in a non-life- threatening manner (i.e. attempted thievery or selfishness)). NOTE: Optionally enact a special fumble upon a PC once 7+ Fright Points ~ ABYSSAL DELIRIUM: You feel as if the Abyss is per session. sucking the sanity from your skull. You cannot stand that feeling of infin- Roll 1d10 ity, just beyond each wall. You cannot stand seeing the churning miasma incarnate, where a sky should be, each time you look for the horizon, out a window. [Effect]: Once per chamber, at a moment when the affected PC 1) You are losing confidence in yourself, and you blame your prolonged might be further pushed over the edge, he or she must succeed on a [DC exposure to the damnable Abyss! 25 Widsom Saving Throw] or be forced to commit an act of violent be- [Effect]: Until the end of this adventure, you fumble, during an attack, trayal against one of their allies (i.e. push an ally into a trap (see below)). on a 1 or 2, instead of just a “1.” If you already fumble on a “2” then you now fumble on a 1, 2, or 3 and so forth. The “Blessing” of Vulgarea (Her "Mark of the Abyss"): [Effect]: If a PC successfully commits an act of treachery against their ally, due to the above 2) You slip hard on some kind of unseen smear of demon crud, and crack effect, they suddenly find that the searingMark of The Abyss (as seen in your head against the cold, cursed ground of Vulgarea. [or a mirror!] the background of the pages in this book) appears upon their arms, the back [Effect]: PC must makea [DC 23 Intelligence Saving Throw] lest they of their neck and chest, as if traced by an unseen, razor-sharp nail. This suffer a form of amnesia, magnified by the cursed ground that they blood brand marks them as having committed tribute to Eshebala in her jolted their head upon. They will forget who they are, who their allies domicile, and further specific effects [good or bad] may be encountered in are, and what they are doing in such a damnable place! (They will not various chambers. (DM watch for notes on specific effects / see Treasures) forget how to attack or use other abilities, Checks and powers, though any Checks utilizing memory or intellect are done with Disadvantage).

3) For a moment, you believe your grave mistake proves that you are soon to die in Vulgarea! [Effect]: PC gains +1 Abyssal Fright Point. “NAKED ADVENTURER” 4) Damned Vulgarea! You become frustrated and reckless! (Special Primer for the PC [Effect]: Roll damage as if you had successfully hit, but apply that dam- Vulgarean Nude Adventurer) age to any adjacent ally instead of your target. AC 10 + Dexterity +1= Vulgarean Naked AC Senses: 5) You fall and tumble into any adjacent ally, also knocking them prone. HP: +10 from Adrenaline Rush vulnerable: cold [Effect]: Both PCs later find that they have lost 1 minor possession to the Saves & Skills: pilfering nature of the domicile (let them blame each other)! Speed: -5 ft. unless foot coverings are found +1 from STR DEX CON INT WIS CHA Adrenaline Rush 6) You are a danger to yourself & others [roll the damage and apply it to yourself and any adjacent allies. If you did also hit an ally, then this Naked in Vulgarea amount of blood spilled from an ally counts as a “blood sacrifice” upon the cursed grounds.] NOTE: A low-level demon may be summoned, who has a Strolling around the halls of Eshebala’s Vulgarean citadel naked may 30% chance of helping the mortals and a 70% chance of attacking them. not draw the odd stares one would assume. Throughout the epochs that it’s been in business, many a disrobed supplicant or sacrifice would 7) You fall hard against the ground, and are accosted by an unseen force. be carelessly loosed into the halls to wander to their doom. Of course [Effect]: A random item from the PC’s inventory (other than any held invading adventurers and even the odd resident demon may end up fall- items or main weapons) is stolen into Eshebala’s suctioning, siphoning, ing for the oft-activated entrapments that leave them devoid of items. invisible grasping portal-lines to her hidden treasury. Typical floors have shards of broken mirrors and small pieces of crum- 8) You slip hard on some kind of unseen smear of demon crud! bled stone. The heavy gloom of Vulgarea accounts for the “Adrenaline [Effect]: PC falls prone and slides 1d4 sq. in a random direction. NOTE: Rush” effect that applies the few minor bonuses shown here. If this would cause a PC to fall, they may make a [DC 25 Dexterity Sav- ing Throw] to catch themselves at the last moment. Action (Multi Attack: 2) ~ Adrenaline Freak-out 9) The flooring you fumbled upon cracks apart, and you pulp your shin in the splintered area. [Effect]: In the most common example, a mirrored Melee Attack (x2, same target): + Proficiency Bonus floor shatters in 1d4 sq. / a flagstone cracks, revealing a small pit beneath. Hit: 1d4 + 3 bludgeoning damage The ruined flooring is a hazard to all creatures afterwards, dealing damage Special Critical: (+ 2d4 slashing damage) and the target is blinded to any whoSample begin or end their turn in the cracked or shattered zone. file

10) You canter out of control and bash into [a wall / whatever is adjacent Action ~ Panicked Improvised Weapon if anything / if nothing is, then they simply go prone], but you may have uncovered something within. [Effect]: The fumbling PC accidentally Melee Weapon / Ranged Attack: Improvised Shard or Thrown Stone uncovers a forgotten stash! (PC rolls 1d6 times on the table “Searching Attack: 30 ft. / 60 ft. (long = Disadvantage) | + Proficiency Bonus

the Trash Heap of the Scrabbleway Pit” (see treasure tables). Hit: 1d4 + 1 (shard) slashing / (stone / wood) bludgeoning damage; THIS BOOK! OF IN THE BACK MATTER HANDOUTS FOR PLAYERS (Consider shared damage between wielder & target for shattered mirror shards) (OPTIONAL) Dying in Vulgarea may NOT be the End… Uses: When a PC dies

Unlife After Death HANDOUT FOR PLAYERS IN THE BACK MATTER OF THIS BOOK!

NOTE: This adventure was indeed designed to slay adventurers, one way, or another. But that doesn’t mean the gameplay should end for that dead PC. Oh no... If that PC is so minded, in 3 steps, they can take the place of one of their party members, and if roleplayed correctly, their allies would not see it coming. DMs confiscate their character sheet, and replace it with a Poltergeist card (printing these multiple times is handy). Once the condition is met for each form of unlife, the Vulgarean Spirit form of the PC may come back to life, as their own original character, through the death of another PC or NPC. Read the following upon death: Vulgarea traps souls! Whatever you expected to see in your afterlife, per your deity, you instead find yourself on the other side of the black mirrors of Vulgarea, in a cold, limitless countervoid, right outside of the Vulgarean reality. You will be trapped in this thin, sinuous membrane of lost souls, forever, unless you appease the appetite of the domicile. It seeks to eat destruction and chaos. It will delight in the deaths of your companions as much as it delighted in your death, but more so if you use chaos to intervene…And your fellow party members are going to die, anyway…so, why not put their deaths to good use, and take their place? NOTE: Ghosted PCs play normally in turns and rounds, but they are limited to what their undead forms can do. Living PCs can neither see, locate, speak to, sense nor become aware of, what the budding spirits are up to (unless an item in this adventure says otherwise). In cases of attempted sabotage, it may be best for the ghosted PC(s) to pass notes to the DM, as per their agenda. PCs returned to life may have their original alignment back, possibly minus one level toward evil.

POLTERGEIST OF THE VOID XP 1500 ABYSSAL SHADE XP 1700 (A Helpful Primer) Ghost (A Helpful Primer) Ghost Small Orb of Energy (fiend, undead, ghost), Neutral Evil Med. Humanoid (fiend, undead, ghost), Neutral Evil

AC 15 – immune: *All (see below) Senses: AC 16 – immune: *All (see below) Senses: HP: 50 vulnerable: *(radiant, see below) Languages: Known HP: 70 vulnerable: * (radiant, see below) Languages: Known in Life, Abyssal* in Life, Abyssal* Speed: 0 ft. / fly: 40 ft. (hover) Prof. Bonus: +3 Speed: 0 ft. / fly: 40 ft. (hover) Prof. Bonus: +3 STR DEX CON INT WIS CHA Saves & Skills: +2 STR DEX CON INT WIS CHA Saves & Skills: +4 8 (-1) 16 (+2) 11 (+0) 11 (+0) 11 (+0) 10 (0) 12 (+1) 17 (+3) 14 (+2) 14 (+2) 11 (+0) 10 (0)

Vulgarean Poltergeist Vulgarean Shade The Vulgarean Poltergeist is a snaggled orb of energy, encompass- The Vulgarean Shade is a stunted ghostlike form that is literally one of ing the whole of the lost being, more like a prison than a body. The the 2-dimensional shadows of the living PCs. It can skip around to any envelope uses that being’s anguish to lash out, whenever possible. shadow that it wants to dwell in, but it must declare in which shadow Even a lawful good PC will be an enraged, neutral evil poltergeist, it resides. That inhabited shadow will distort and warp, or can be for this is the way of the black mirrors of Vulgarea. Without a special item, the poltergeist cannot be affected by anything in the physical warped by the Shade at will, and noticed by living creatures. A Shade reality. Poltergeists are unaffected by terrain and physical hindrances sees and hears their former party, though the sensing is muted. They except for black mirrors, which act like walls and doors for them. A could choose to communicate via shadow puppetry to them. Shades poltergeist must stay within 15 ft. of its former party, or it will lose retain the “Possession of Objects” power from their Poltergeist form. any semblance of what it was, and dissipate to nothing (though, it can- NOTE: Dying as a Shade = returning to a Vulgarean Poltergeist. not choose to dissipate). NOTE: Dying as Poltergeist = obliteration.

Legendary Action (up to x2 per round) ~ Possession of Objects Action ~ Affect Physical World *Prerequisite: As with all ghost powers, Poltergeist must be engaged *Prerequisite: As with all ghost powers, Shade must be engaged in in mayhem that harms or hinders their former party as much as it mayhem that harms or hinders their former party as much as it could could help them, or attempts at paranormal activity will be null. An help them, or attempts at paranormal activity will be null. An act of act of heroism on its part must be balanced by an act of hindrance. heroism on its part must be balanced by an act of hindrance.

Hurl: Poltergeist has a 49% chance of being able to move, puppet Hurl: Shade has a 71% chance of pushing, tripping or otherwise af- or hurl any object of 45 lbs or less, up to 15 ft. *While possessing an fecting a living creature via disrupting their movement. object, the poltergeist can be harmed, or can cause harm. Poltergeists have a 37% chance of possessing a living PC’s weapon or armor. Spirit Goal: A Shade that causes monumental mayhem, and espe- Spirit Goal: A Poltergeist that causes monumental mayhem for their cially grievous harm for their former living party (i.e., one PC or an former living party (or an NPC in that party) graduates instantly to NPC in that party losing half of their HP) graduates instantly to a an Abyssal Shade. (DM’s discretion) Vulgarean Spirit. (DM’s discretion)

AC 17 – immune: *All Nonmagical Senses: XP 2500 VULGAREAN SPIRIT HP: 90 vulnerable: * (see below) Languages: Known in Life, Abyssal* (A Helpful Primer) Speed: 0 ft. / fly: 30 ft. (hover 1-3 ft. above ground level) Prof. Bonus: +3 Saves & Skills: +6 Med. Humanoid (fiend, undead, ghost), Neutral Evil Ghost STR DEX CON INT WIS CHA 14 (+2) 16 (+2) 14 (+2) 14 (+2) 11 (+0) 10 (0)

Vulgarean Spirit Action ~ Possession of Creatures A Vulgarean Spirit is visible to the living, and appears as a frightful glowing One creature that the Spirit can see within 10 ft. of it must succeed on a phantasmagorical version of their living selves. They have the clothes and [DC 20 Charisma Saving Throw] or be possessed by the Spirit (the Spirit items (though,Sample only manifesting as memories) of their former appearance. A disappears). The Spirit is completely in controlfile of the possessed creature’s primary difference would be deeply sunken purple eyes with sparking pupils, movement and abilities, including putting that creature in harm’s way or at- and constant ectoplasm leaking from every orifice. A Spirit walks, talks and tacking. It does not gain insight into that creature’s thoughts. This state lasts generally moves through space like their former character would, but is until the host drops to 0 HP, or the Save (granted each turn) is made. ultimately unaffected by falling and has limited phasing abilities to traverse Spirit Goal: A Shade that causes the death of a possessed host body may walls or tight spaces (1d10 force damage if it ends its turn inside an object). come back to life as their former selves (though alignment slides one level A Spirit takes half damage from magical attacks, magical weapons or silvered toward evil, they gain the racial sub-type: “fiend” (though it isn’t expressive weapons. NOTE: Dying as a Spirit = returning to a Vulgarean Shade. in most cases) and they now can read, write and speak the Abyssal tongue). PRIMERS & OPTIONAL TABLES: Map of the 193rd Layer of the Abyss: Vulgarea VULG 0

THE ONLY EXISTING MAP OF LAYER 193: VULGAREA The only known map of Vulgarea. Based on the condition of the moldering parchment, it's from an earlier time... The Abyssal Continent: A reced- j ing bay. In the outer regions the lands 0 simply "end" in mists. While doubtful, is unknown whether or not the craggy peak ever resembled a vulpine head, as depicted by the cartographer.

The Capitol: Also called Vulgarea, it A is a palisade of architectural oddities, panneled in cracking mirrors. Once upon i a time, it was a palace of unparalleled beauty, matched only by the heidonistic lust within. Now, it is a shattered hovel for demons, who lurk in its endless alleys and fading towers. h A The Black Tower: The place where B Eshebala alledgedly locked her demonic, malformed spawn away forever.

Ancient Temple: Once was Eshebala's c favored temple by the shore.

A Hopeless Hedge Maze: A forsaken d garden where Eshebala and a court of d demons watch mazerunners die horribly. e Bitewater Falls: A 6,000 ft. waterfall e dropping into craggy, jutting stones and F maddening mists.

Bitewater, the River of Snakes: A gorge F with a wide, ever-circling river, whose source is a mix of demonic wastewater and bubbling geysers. G

The Hunting Stables: A bizarre pocket G of arctic taiga, where the temperature ceases to match the rest of Vulgarea. Some say there is an indiscernible portal to Mount Tiberius, where Eshebala's Sampledwindling foxfolk originated. file AREA

The Zyphonian Coast: Barnacle- h encrusted basalt beaches, where strange l life crouches from the rough tide. The age in which this map was drawn appears to precede the Lighthouse of the Machinist.

The Zyphonian Sea: Aka the "Void Sea." A churning indigo ocean of i unknowable size and depth. In the age k of this map's conception, there was an immense statue of Eshebala standing near the Capitol Ridge.

The Zyphonian Drop: Dark reaches j where an octopoidal god is said to dwell. Its presence is unauthorized, yet Eshe- bala's apathy has allowed it to flourish.

The Furthering Coast: A far continent that seems to drift further away when it k is approached. No living entity is said to have ever set foot on its mossy stones.

The Unreachable Maw: Some sort of l mysterious cavity in the unreachable B shore. It is said to glimmer, as with trea- sures, but it is a dooming lure to the rare sailing demons of the accursed sea.

The Outers: A padding of thick layers m of mist coats the realm. Some say these mists are the raw fabric of the Abyss, while others say their silky tendrils are a reflection of Eshebala's unravelling mind.

m Samplec file basement: NOTE: DMs, disperse the handout “The Ale Song of Olde Ivy.” (Make up a cheery tune) and sing it once aloud...Insinuate that one of the traveling compan- ions starts singing the song, and that the PCs are expect- START! ~ INTRO ed to join in and clap along. (Note which PCs decline to Castle Iverstone participate): The Best Rest on the Road… ♪ ♪ ♪

“OOOOOhhhhhhh— NOTE: This intro assumes the party survived the extended Going west upon the road wintry campaign “Shadow Over Mt. Tiberius.” There is no mandatory connection to the prior module and you Is so long upon the road! could easily generalize the situation by simply changing ‘Been in the bitter air, the cataclysmic circumstances that forced the PCs to flee Without the apple ale, across the long, cold mountain road. If your campaign Too long! —Too long! takes place in Forgotten Realms, then assume this Round about the Mount lookin’ for handful of villages lies north of Netheril, and the “Queen's That big Brown Tooooooaaaaad Road” is the “Cold Road.” Lastly, the “Tiberion Mountains” … may simply be a section of the “Icerim Mountains.” (…lyric hangs until all join in…) You’ve been sodden, freezing and marching endlessly along the peaks of the Tiberion Alps [or Icerim Mountains]. The rest is the best…

By the time you had made it to the village of Olbridge, it was far too late. The rumors were true. Something (CLAP! CLAP! CLAP!) unimaginable had laid waste to the entire region–an evil that you couldn’t comprehend in its aftermath. The few —At The IVY STONE!” horrified people that remained, muttered stories of falling stars birthing monsters. A streetside Doomsayer spoke of Brain Eaters from The Far Realm. You’ve never heard talk like this before, and it unnerved you. ♪ ♪ ♪ There was nothing you could do but depart before the NOTE: For the PCs who DID sing along, this little next blizzard hit. You came from the south, where the song becomes a morale booster, and each should be towns of Krey and Agatha’s Hollow also saw their bitter rewarded this song as a treasure [see “The Song of ends. You’ve begun to lie low. Your reputation as a savior Olde Ivy Ale,” consider some sort of bonus when will dwindle if you leave a trail of fallen towns behind you. a Bard uses the song]. This is also a great moment “Dead men tell no tales,” is a guilty comfort to you now. for the PCs who do not know each other in-game to introduce themselves (in character) to one another. The mass out of Olbridge had begun, for hero, Since they are traveling a long stretch, there would be victim and outcast alike. The road west, to Sylkryst, is a a lot of time to be social (or antisocial). Perhaps they long trail indeed, at over almost 40 leagues (120 miles). could describe their demeanor and habits during the Those with steeds caught up to those without, and many campfires, hunts and scoutings that have, and through thick and thin, strange friendships were forged. are, taking place while they walk and camp. Each PC should roll on the table "Your Inner Iverstone Rea- Yet, as the blinding blizzards waned to miserable slush, sons" to add to the flavor of why they care so much to there was one thing that was talked about each day–one reach the Ivy Stone. It's up to them whether they share singular topic that had the power to lift spirits and one that information. alone...the countdown to Castle Iverstone. Everyone knows that Castle Iverstone, or “Old Ivy “How long til the hearths of ol’ Ivy Stone?” one of you Stone” is the only respite from this bitter journey. It would say, eventually, and someone else would wager a stands upon the 75th mile marker as the first and last guess. SomeoneSample would say that they swore they could see sole structure built upon thefile western stretch, nestled the wooden sign in the distance–a swinging plaque with the among the craggy, bare, -soaked peaks. No mascot from the Inn’s very own ale label, which consists of matter who you are, or what you’ve done, everyone is a brown with a red, pointed cap, sitting on an apple. happy to make it to Castle Ivy and have the 5th gen- Almost every hour, one of you would inevitably start hum- eration Iverstones pass them their hot mulled wine or ming the official pub song of the castle’s raucous tavern apple ale. Your Inner Iverstone Reasons... (Many miserable sleet-filled days roll by)

A Table of Inner Thoughts Uses: x1 check per PC Camping and hunting has been uneventful. There are You have a meaningful inner reason for wanting to make it to the Ivy troubles with the sabre-toothed cats stalking your cara- Stone Inn. *IMPORTANT NOTE: There are few official references van, white wolves and a few moss-coated bears who’d to these "special reasons" and it's in the hands of the DM to do call- gone mad, but not much has stood out...Once part of backs to them. Substitute these personal tidbits into Chambers that your hunting party found a funny circle of stones off the have refugees, such as "Chamber: 05 An Abyssal Orchard," etc. trail. By the time you breached the clearing, the embit- tered Olbridge hunters and trappers, who travel in your mass group, had vandalized it. One, in particular, named More than just respite… Dyrstyn Tull has declared, “Just old Foxfolk twattle! Blas- phemy! We should never have allowed the dog-faces to Roll 1d12 (some shared entries could be interesting): live among us in Olbridge!” (and he spits and urinates on the remains). 1) Your entire extended family is staying at the Ivy Inn for a few months to celebrate a reunion. It's good fortune that you could head there to meet NOTE: It's up to the PCs how they react to this. After up with them. [insert name of PC most likely to lead the cara- 2) [Ask the PC what their preferred dream pet might be, and what van], Dyrstyn Tull has become an unlikely leader of the it's name might be?]: A year ago, you left a valued pet at Ivy Stone Inn rougher rabble who most often make trouble in the mass and commissioned training for it. Now, it's ready to rejoin you as a true group. If the PCs threaten Dyrstyn, this causes a further partner in your adventures. rift and a clear division of two factions in the roughly 3) You won a significant amount of gold in a card game a while back, and 1d100 +50 people who follow along in the genesis from you gave the losing folk one year to wrangle the funds to pay you. Hib- Olbridge. Below are Checks related only to studying the bick Ballast and Itopita Blayne are meeting you there to pay you, finally! decrepit golgotha. 4) Your mother has worried over you more than usual. Things have gone well at the homestead and she used her money to buy travel to the Ivy Inn, Arcana / Religion: (DC, 12): To you this circle looked to meet you there. She claims to have bad dreams about your future. like a very old golgotha, where kills were placed and 5) You invested a large sum of gold into remodeling Ivy Stone Inn some prayers-probably dark prayers–had been uttered. There years back, and now your investment has paid off! The Iverstones are were splinters of bone still, beneath the wet leaves. ready to fork over some major profits.

6) [Only One PC can roll this entry] History / Religion: (DC, 16): The Kitsune Fox Folk [Male Version]: You had a letter a while back that threw you for a loop. If (referred to rudely, as, the “dog-faces”) were a common it's true, then a night of passion 6 years ago has led to a daughter named Jaidie Iverstone that you never knew of until the letter arrived. She is conversation on Mount Tiberius, as the snowier part described as sweet yet daring. Now you want to meet her and see what's of the mountain chain holds the last of their tribe. You what. [Female Version]: You left a very young daughter behind at the Inn, saw a few back in Olbridge but few, if any, Kitsune were named Jaidie Iverstone, with a partner you have great affection for. You are yearning to see them again. fleeing the ruination. Despite each having the head of an arctic fox, they were demure–almost comely. Each 7) Hidden deep in one of your satchels is a stack of letters from [female was dusted in white fur, heavily perfumed and laden love interest: Sala Iverstone / male love interest: Hawlver Iverstone] and they speak of a burning, illicit love rendezvous. It's been building since with jangling jewelry. Prejudice seemed to run high when your last visit to the Inn, and now it's all you can think about. the mountain went sour, though, with majority humans blaming everyone and everything for their run of ill luck. 8) You are a shareholder in the "Olde Ivy Ale" brand, and things have gone well! It's time for a corporate meeting of a sort, where you shall be celebrated and profits (and ale) will be shared. Religion: (DC, 18): The foxfolk are not necessarily evil, but when it comes to their religion, you have heard that 9) All your life, you have desired a horse from the Iverstone stock, nick- named "Rocky Mountain Smooth-Gaits." They are rumored to be some of half of them still pray to some very old, very dark gods. the best, heartiest quarter horses in existence and a pony named Geneveve Yet in Olbridge, you most often saw the symbol of the has been set aside for you. crescent moon scribed upon their robes, which denotes 10) Sylkryst makes the honey and the Ivy Inn makes mead and ale with it, the chaotic-good goddess of the moon, Sehanine. but you have been promised a chance at buying an obscure magical artifact, said to carry the power to command bees and maybe Mother Nature herself! By your Eleventh day on the trail, the sleet has given Your contact's name is an elf named Parsyn Greymantle. way to rain, and a rumbling thunderstorm tantrums 11) Long ago, during a visit to the Ivy Inn, you were taken by their resi- overhead. Just as group morale is ready to collapse, dent dog, . You even paid a sum of gold in the event that the famous you see the famous castle manor through the haze... Iverstone mountain dog ever had pups again, and now you've had word that a puppy named Jumping Jack has been trained for you. ...It’s quiet, though. The receiving stable is empty of 12) [TheSample Queen herself / Or insert your campaign's ruler] has sent forth a hands and horses and feels fileas though it has been for cache of rare magical weapons, artifacts and armaments entrusted to you and your companions alone, in order to improve your run of bad luck as days. The drawbridge is down, and no Iverstones are adventurers. The Iverstones have had these valuables polished and ready around to greet you...which you find strange. for you for some time, and you cannot wait to get your hands on them! History: (DC, 20): You recall that every now and again, Castle Iverstone is the target of minor violence from Sample file Manifested Destiny... the roaming threats of the Storm Peaks. Once, a sav- age tribe of goblins built a warren too close, and was A Table of Strange Moments Uses: See Below tempted to raid, only to be beaten back by the more At the moment listed in the intro ("Approaching the Drawbridge"), stalwart Iverstones. Sometimes, in the winter, migrat- have the denoted PC match their entry from the table "Inner Iver- ing bands of White-Out Wolves or a pride of massive stone Reasons" to the same numbered entry below. [SECRET]: The sabre-toothed cats makes for the animals of the stables events listed on this table are merely illusory visions pulled from the and usually drags off a mule or a goat or two. Perhaps mind of the PC to hurry them into the Inn. If the affected PC makes you are arriving in the wake of such an event? an Intelligence: (DC, 29): check, their clarity will cause the illusion to repeat in the exact same manner, again and Perception: (DC, 12): The heavy main doors across again, on a loop, until it glitches out altogether. the drawbridge, appear to be wide open.

What you see… Perception: (DC, 17): You are the first to notice that the heavy wooden placard that swings in the torrent of rain is not a grinning toad, but that of a smiling al- One PC matches their prior #'d Entry to the one below: bino fox (show corner illustration). There is a crinkled parchment tacked sideways that reads in big letters (in Match 1) As if from nowhere, your favorite cousin runs past you, onto common speech) “Under New Management ~ Same Ale the drawbridge and into the Inn in the blink of an eye. She says, "C'mon, you're just in time for the evening toast! The fires are warm, cuz!'" / Beware the Mist of the Moors Betwixt!...You have been Warned.” The last part strikes you as odd...It is true that Match 2) [The aforementioned described cherished pet] runs/flies/ the rugged stones of the hills wane into open moors etc. out of the Inn and onto the drawbridge. It looks very panicked and confused but in the blink of an eye, it flees back into the doorway. from this point until Sylkryst...Just as you ponder “What mist?” you do see a heavy blanket of what looks like fog Match 3) Itopita Blayne steps out from the archway holding two heavy encroaching down, over the vast orchards across the satchels of gold. She says, "Well, it's about time! C'mon. We were just raided by a pack of Storm Peak goblins! It was enough to scare everyone. road from the Inn. It flows like a skeletal hand, tickling We could use your help with the wounded," and then she disappears into each tree with bony fingers, and you swear you see some the Inn. apple trees instantly wither behind it. Match 4) Your mother stumbles out of the doorway for a moment. Frightened and confused, she reaches for you, and then something yanks Perception: (DC, 18): (On the sign mentioned above) her back inside. you notice that the paint and the staining are fresh. Match 5) Bibby Iverstone steps out and wipes a stine upon his apron. There is a stamp upon the parchment that resembles He appears calm and assures you that if you all hurry inside, there's hot the number 8, turned sideways, decorated as a foxish mulled wine and lamb stew for dinner yet, and then he steps back inside. serpent, with an arrow through it that points down. You Match 6) You see a little girl run out of the Inn, and hop, stop, and then noticed that Dyrstyn Tull and his band of ruffians is at- wave at you, smiling. You are sure that it's Jaidie! She hears someone call tempting to flee the scene, out of fear. NOTE: Though and runs back inside. they know little more than the PCs. If questioned, they Match 7) A window far above opens, and [female love interest: Sala admit that they have been searching out and vandal- Iverstone / male love interest: Hawlver Iverstone] smiles down at you. They izing all the archaic golgothas all along the road. look relieved and elated to see you. They beckon for you to come up and [SECRET]: Under dire threat, they admit they murdered join them, and then close the window (If the PC climbs up there, they will find all the upstairs floors entirely empty, as if a sudden departure occurred). a Kitsune family before your party joined with theirs, and Kitsune jewelry (in total, worth 200 gp) can be Match 8) Yatty Iverstone steps out from the arch, as if to look around. found among them. The others in your travelling party, She sees you and smiles, saying, "Well, look what the cat dragged in! I see word got 'round that it's time to take a bite out of our apple. Come in, whether in league with Dyrstyn or not, are terrified of there's plenty of gold to go around!" the portents at the Inn, and wearily pack up to continue on to Sylkryst, but an ominous mist is pouring over the Match 9) A gruff stablehand steps out from the arch to clean out his pipe. He sees you and says, "Nine Hells. You've finally come to see our work. road ahead that also gives them caution. We took Geneveve into the basement stables to protect her from a damned goblin raiding party! Come in. Come in. We've got hot lamb stew in the If the PCs Attempt to Peer Into the Inn’s Windows: kettle and dry clothes." (He steps back into the arch) The only windows are paned with green and indigo Match 10) You see a tall elf in woodland ranging garb step out from the stained glass, and peering through them will probably arch. He says, "You must be [He says the PC's name] I am pleased to finally result in highly obscured and distorted vision. NOTE: meet you. I am Parsyn Greymantle, and we should talk sooner than later." (then he steps back into the arch, gesturing for the PC to follow him) The windows are roughly 40 ft. across the moat, and would require something akin to “Levitation” to peer Match 11) The jolly, jowly and now old and portly dog named Mojo trots into. Successfully doing so yields only darkness inside. out to greet you, wagging her tail. There is a line of adorable pups in tow. She hears an affable voice say, "Mojo, get back in here," and she heeds it. SampleIf the PCs Search for Otherfile Means of Entry: Match 12) A young Iverstone workhand starts pulling a wagon full of You are certain that a castle-shaped inn of this size resplendent weapons and armor out from the archway. He says, "I saw you coming up the road and I couldn't wait to show you what was sent. must have a postern gate or a secret exit or at least a They are truly remarkable!" But the wagon catches on a flagstone and he drainage culvert, but as you consider this, the thunder- has to pull it all back into the doorway to re-angle the load. He appears storm opens wide, and the yard is full of the “pangs” stuck and takes on an embarrassing tone. Someone calls him back from the doorway and you can no longer see the lad or your magnificent parcel. and “pummels” of hail upon armor and weapons. An Assuming the PCs Enter: The main doorway is unbarred, and the archway is as silent and gloomy as the exterior of the keep. Any waft- ing mists or ill weather seems to halt abruptly within 10 INTRO...(Cont.)... ft. of the open doors. There are no sounds of clattering An Abyssal Court… dishes nor the bustle of Inn Keepers. Rain drips upon you as you pass under the keystone of the arch. From of Scum & Villainy the glow of hundreds of candles that are lit in the lobby, though, you realize this passing has instead anointed you in red, dripping blood.

The lobby is an expansive space, broken up by a otherworldly mist is gathering all around you, thick and dozen hearth stations, and the dual stairway across the laced with inky metallic threads that shimmer like oil on room, which converges into a landing and slopes to the water. It smells acrid, like burnt leather...There is some- floor. Once you are all inside, it’s as if a veil of shadow thing about the mist that makes you fear for your life. has been lifted from your sight, and you see a vast array Arcana: (DC, 21): The mist is threaded with foul of strange, stirring shapes around you. The scene has magic. Staying too long in the vicinity will permanently the aspect of a monstrous court of deformed demons reduce the Intelligence of PCs down to idiot-level, and dressed to nobility. Your nose warns of the unpleasant leave them wandering, drooling and gibbering until they possibility that human blood is being used as perfume, starve or are eaten by the wildlife. NOTE: A “Remove and flesh is being roasted or consumed raw from the Curse” or similar will remove this affliction. This fate many spits planted over the hearths. In the air, there will most likely befall all the NPCs who have left or are rises a crescendo of guttural chortling that you cannot leaving for Sylkryst (which is ALL of the NPCs). Entering comprehend. (A mix of Deep Speech, Abyssal, Supernal the manor through the main doors will remove this curse and Primordial. In the event that a PC could understand due to dweomer magics placed upon the archway. them, this is casual talk in the manner of placing bets.)

Examining the Moat: A woman of undeniable beauty makes a dramatic The moat that surrounds the castle manor is overgrown entrance down the stairway. Her footsteps echo with by moss and reeds. The few inches of stagnant water the clack of thigh-high, studded leather boots and she has a thin skin of ice over it. Intermittent jagged stones carries an immediate air of dismissive authority. She is jut out from the weeds like teeth, and the sleet upon showing a generous amount of skin between silver plat- them glistens like drool. Perception: (DC, 21): Due to ing that has been polished to a mirror surface, adding studying the crumbling circle in the woods, you notice a shimmering effect in the firelight. She is wrapped in a the eroded edges of a runed pentacle peeking out of shawl of white fox fur, and although she appears youth- the front corners of the foundation, as if the Iverstone ful and walks with a brash, flippant strut, her short- Inn was built on top of an immense, forgotten golgotha. cropped hair is white and her unnaturally blue eyes betray some sort of ancient malevolence. She takes her The Caravan of Chaos: place by the grandest hearth and reclines against two Most all of the people you've travelled with are already huge, muscled men in chained collars who kneel to form very afraid and are biting their lips while preparing her chair. Her baleful gaze has never parted from all of to move on to Sylkryst in the storm, even if it means you as she made this fashionable entrance. starvation or death from exposure. Dyrstyn is rallying them to leave and follow him as a leader. He is mak- [Roleplaying Note: Her sibilant voice is equally un- ing a speech about how the whole mountain must be natural. In my mind, she sounds like the first female cursed, and whatever terrible fate has now befallen the form of “Gozer the Gozerian,” like a classic, hoarse and Iverstone Inn is not "our problem." Some want to inves- hissing arch villainess, sprinkled with mock petulance.] tigate the Inn and see if there are people in trouble. A few want you to lead an investigative party into the Inn, The demons around you went silent when she walked including a few Iverstone relatives, who are passionately in...After a long, uncomfortable stare, she says, cloyingly, imploring you. “I’m glad you’ve finally made it…Do you approve of what I’ve done with the place?” Approaching the Drawbridge: The drawbridge has a typical amount of muddy traffic [Allow one PC to answer, though she will ignore them] smudges upon it, but none are fresh. The doorway is too darkSample to see into. “If you are clever, you seefile that I am of great import NOTE: The first PC (only) who elects to step close to among demons, which makes me dangerous for you... the drawbridge is now read an entry from the table If you are more clever than that, you know me as a ruler "Manifested Destiny" that matches their prior "Inner of demons, which makes me the death of you. In your Iverstone Reason" #'d entry. tongue…I am Queen Eshebala, ‘MOTHER OF FOXES, PURVEYOR OF GUILE AND RULER TO VULGAREA’ ...the only civilized province of THE GREAT ABYSS!” “Worst of all…the last of my disciples on this moun- tain have taken to muttering some of your names in Religion: (DC, 12 and Lower): You think of the Abyss the dark as if you…are any ward against evil…Feh!” as a place as far away as the stars in the sky. You can- not comprehend why a demon goddess has ambushed “I know evil...I have been forced to live inside of it....I you, but your gut tells you that you and all of your have been forced to rule over it–my life made into mock- companions combined could not best her in a fight. ery–all miracles called curses–all blessings called mala- dies and my love denounced as perversion!” Religion: (DC, 15): A demon is an engine of pure vio- lence and hate. They are said to simply appear in The She suddenly growls like a vicious animal. In the apex Abyss, as if they always were, and always will be. Some of her rage, she turns to the thrall on her right, pushes say when you vanquish a demon, it merely reforms at him into the shadows, and you can see, in silhouette, a later time, but its birth memories are only the bit- her eyes glowing like red embers, and her perfect terness, envy, hate and rage of its former existence. profile contorting into the muzzle of a vicious fox. In a Demons have common labels, but each holds one se- flurry of pearl teeth and an aerosol spray of blood, she cret–its one true name. To know a demon’s true name tears out his throat and spits viscera. The other sup- is to hold some kind of intangible power over it, though plicant barely flinches. When she leans back into the many demonologists believe this is exaggerated. candlelight, she is once again the beautiful woman, and she wipes tears of frustration away with the back of her Religion: (DC, 17): In your studies of outer planes, you hand, as well as the blood from her mouth. recall your headmaster saying something akin to, “The layers of the Abyss are like an onion, if that onion were “I am no demon. But since you call me that, I shall to be roasting in a seething cauldron of befoulment.” play the part. And since mortals make a game of Some say The Abyss has 666 layers of existence, judgement, SO SHALL MY GAME JUDGE YOU...And I owe which is why that number is considered cursed in most you for your transgressions against me. circles. Many of its layers are equal in torment to the Nine Hells, though the devils of Hell have little to say to “The game is simple. 'Survive Vulgarea and you are the demons of The Abyss, and even make war at times. declared worthy to live, but is that enough? Every game needs one winner, and only one winner will leave my Religion: (DC, 19): Eshebala is a wily, trickster god- domain alive.” dess, said occasionally to meddle in mortal affairs just to take cheap thrills from devising new forms of cruel Her demonic court is obviously only interested in trickery. She considers her demon subjects as stupid, betting on which one of you dies last. In strange uni- ugly and far beneath her. She treats her mortal wor- son, all denizens of the room begin a burbling chant shippers as disposable thralls or pleasure toys. As the in their best approximation of common tongue: “INTO eons passed, some wrote that she has become more VULGAREA LET MORTALS CAVORT. HER CHAMBERS OF and more perverse–so much so, that she even manages PAIN MAKE YOUR BLOOD INTO SPORT!...LET DEMONS to unsettle the demons of her plane. PLAY AND YOUR LIVES SHALL BE SHORT...all will enter, one walks away…all will enter, one walks away…” Eshebala: “I have been with you on your travels. As Olbridge unravelled, I watched through the eyes of my The light of the room closes like the curtain of a foxfolk supplicants. I know you. I’ve come to you in mummers show, and when your vision returns, you are your dreams, and tasted the sweat of your victories in a whole different place, most likely not part of the and lapped your fevered anguish. I even…helped you inn at all, and there is no sign of the unwholesome once or twice because I couldn’t give what’s left of court of demons, yet you suspect that somehow…some my fox folk over to that brain-eating scum of the Far way…they watch you still. Realm–NO! Hapless–forsaken!–Worse than any demon!” (She spits) (Go to “Chamber 00: Fossil Ossuary”) An uncomfortable fidgeting ripples through her de- monic court.

Eshebala: “I returned to my people upon the mountain and I found they did not know me…Imagine my disap- pointment…Most had traded me for that winter witch, the goddessSample Sehanine, who hides you from the night! file She yells,

“I AM THE NIGHT!!” Chamber 00… more than half muscle-type PCs to do it. There is a The Fossil Ossuary 77% chance of boulders rolling back upon the feet and hands of the party, doing 3d12 + 12 for each failed attempt.)

Nature: (DC, 17): It smells mustier than normal. You believe that this abandoned den is fairly sealed You stand, packed against your fellows in a dank, off, and the air will soon grow thin! pitch-black space, crudely scraped from packed earth, as if it were the abandoned den of immense Arcana / Investigation: (DC, 15): There are animals–perhaps giant dire foxes, judging by the claw runes scratched into the walls denoting spell craft. scrapes and patches of silvern fur. Cold water drips By wiping away some loose earth from the right from root tips in the ceiling, and those “pat...pat... boulder, you can see arcane lettering, scintillating pat” drips upon the mud are all you can hear. like tiny blue ghost lights.

NOTE: If the PCs somehow do not have a light [Requirement: Read Abyssal Language:] source, Checks relevant to their senses take a -5 The Abyssal is written with much more elegance than penalty in total darkness, and most other Checks normal–almost like an artistic script There are sev- take a -2 penalty. eral lines (see handout in Treasure Tables):

Assuming the PCs have a Light Source: Light reveals brown strata of crumbling clay and 3 sets of petrified skeletons pressed into the walls, Iko ~ You were dear and sweet. Too sweet for Faustus floor and ceiling. The total size of the traversable not to eat. I took your tail and will wear it forever. corridor is only roughly 8 feet by 16 feet, ending on Ephryta ~ I remember your gentle gaze in the gloom all sides with rubble and tiny alcoves that may or but the last thing you saw before this tomb was his may not be natural. Your arrival has disturbed heavy gnashing teeth. stone above you, as you can hear the sound of straining rock and sometimes the trickle of powder Faustus ~ Ornery, but longest-lived. For each sister and grit spilling downward onto you from the cracks you took, I knocked your head. above. It would appear that you don’t have a lot of time to find your way out before all of it collapses. I shall not leave until I remember to pat my favored one NOTE: Do not reveal what Checks are needed. Consider an Initiative Order...Each time a Check is [Assuming the PCs read the above] They can missed, or a non-relevant Check is run by a PC, the make Investigation or Intelligence Checks to heavy slabs above hammer downward a few inches. If further understand: (DC, 21): This is simply this count gets to 10, the tunnel collapses, making the Eshebala’s pet cemetery, perhaps hidden because following attack against each PC: [Attack: vs. AC (+12) sentiment shows weakness in her Abyssal domicile. / Hit: 4d12 +12 damage and each PC gains +1 Point to “Abyssal Dread” for the duration of this dungeon]. Nature (on the fossilized remains): (DC, 19): With the Ossuary collapsed, the PCs may move to the These are the remains are of 3 huge arctic foxes end of this chamber. Each PC gains 600 XP for surviv- that died around the same time. The 1st skeleton is ing this trap] missing its tail and has a damaged eye socket. The 2nd skeleton is missing its tail and has damaged Relevant Checks: neck vertebrae. The 3rd one has an absolutely obliterated skull. Perception: (DC, 14): You believe you can hear wind and water outside of this tiny passage. It KEY: The Correct Skeletal Head to Stroke is the might be that one of the boulders that makes up Middle Fossil: the walls is from a former cave-in, and could be It is clear that the huge dire pups turned on each heavedSample aside. You believe you can choose the right other, at some point. “Iko”file must be the middle fos- one, if you can get your allies to help you, but you sil, because Ephryta had been blinded by Faustus, are not certain. (NOTE: This takes incredibly high and Eshebala must have slain Faustus for doing Strength Checks (25+) and the party must include so. A large boulder, different than the stone with Eshebala’s writing, slides aside with a powdery to move through any part of her domicile, lest you grind. Cooler, fresher air immediately wafts in. draw the attention of ill guardians, she warned.” NOTE: “The fossilized, skeletal paw of Iko the Pet Fox” loosens and falls into of the PC Remus Iverstone: “And the last part...” who did the most to solve the riddle (DM’s discre- tion). Each participating PC gains 600 XP for solving (At this both Romulus and Remus cringe...Deep fur- this puzzle.] *STROKING the WRONG fossil causes a rows form to darken the aspect of each man...) partial cave-in [Attack: vs. AC (+10) / Hit: 3d12 +12 Remus Iverstone: “You must take but ONE of us damage] each time. with you, and kill the spare, to open the gates, or Outside the cave-like den, is a forest glen cast in else we all waste away here, in limbo, together.” unnatural Abyssal light, as if forever caught in a sunset, that is, if the dual suns were a sickening NOTE: Any arcane travel, teleportation, wishes, gates, green and orange. portals and scrolls do not function in this purgatory zone. The PCs must choose and slay one of the two There are old, runic stones crudely piled in circles, men, obviously first trying to discern the true Iverstone as well as circles of knee-high mushrooms that look as the innocent person to bring along. If they do not, obviously poisonous. they will find the autumnal Abyssal Grove goes on infi- nitely, and is devoid of wildlife, with most of the water Two human men, dressed in everyday woolen diseased. They will now find that all of their water and tunics and boiled leather recline against opposing rations have mildewed or disintegrated in their holdings, stone rings. Each has his hand on the handle of leaving them limited time to decide. [NOTE: The first their sword, as if to draw it against the other. Each PC to exit always gets to roll 1d20 (or affect in certain seems reluctant to take their gaze from the other. instances) the outcome for the next chamber that will be entered] The 1st one says, in an anxious, defeated tone: “I am Romulus Iverstone. I’ve been waiting for you, by the edict of the evil mistress who murdered most ~The Trial of Romulus & Remus:~ of my family and trapped me here with the single task of greeting you.” NOTE: The following assumes the PCs interrogate the two men. This puzzle is intended to change each time The 2nd one says, in the same tone: “I...am Re- you run this adventure. mus Iverstone, beset with the same grief, the same damnable task, and yet my first aim is to tell you 1) First, the DM secretly rolls to determine which (if any) that there is no Romulus in the Iverstone family kin. is the true Iverstone during this particular adventure (see He is nothing but an actor, set here by the demon table “The False Iverstone” - simply roll odd or even. bitch to lead you astray!” Next, on the same table, roll 1d8 for the left column to see who / what the fake truly is...and then roll 1d8 Romulus Iverstone: “That’s a lie, and you are a for an optional motivation to help you roleplay the demonic phantasm! I watched you FORM from my fake, and patiently play out the deceit. reflection in the stream. This forest is as damned as all of us!” 2 ) Then consult the table “What Do You Remember About the Iverstones” on the following page to see Remus Iverstone: “Stand down, SHADE!...Now, what the PCs recall (if anything) about former visits to worst of all...We are to inform you that Eshebala the inn. Then let them make one round of checks that demands that you choose from among these, award questions. (Perhaps use a Social Initiative Order, undoubtedly abominable gates before you. Each (and they either discern the truth, or they don’t know)). will take you to some testing ground or s’omat...I’m guessing, most likely, where you will all be slain for 3) Lastly, run the NPC accordingly. If the PCs do end her amusement.” up bringing an imposter along with them, then play it coy for as long as you can. Wait for a chance to corner Romulus Iverstone stands, dusts leaves off of himself, a single PC, and do as much damage and mayhem as Samplepossible. It’s also possible–almost file likely–that an en- and points toward a hollow in the ground... counter could break out now, in this purgatory zone. If Romulus Iverstone: “You are each to blindly pick from that happens, see the Encounter “Interrogation Break- the keys buried there. You must carry a symbolic key down!” on the following pages.

~ What Do You Remember About the Iverstones? Trap:~ The False Iverstone Level 15 #1 Could this trap turn into an Encounter?: Yes Other ~ XP Variable Memory Table Uses: x1 check per PC NOTE: For the party to discern whether or not they picked the true Iverstone might be You seem to be faced with an Imposter, and you rack your brain for what something that takes the entire game. DM, roll to see the truth behind them: to ask them... Phase 1/3) [Secret] ~ Which One is False? Memories of Olde Ivy Stone Inn… DM, Roll 1d20: (Only applicable once for PCs who pass the following Check:) Even Number: Romulus is truly an Iverstone and Remus may be an imposter (see below). Intelligence: (DC, 17): You remember the following: Odd Number: Remus is truly an Iverstone and Romulus may be an imposter (see below). Roll 1d12 Phase 2/3) [Secret] ~ What is the False Being’s Agenda? 1) You have never been to Olde Ivy Stone, and you admit that now. Determine what the Imposter Is: Eshebala may have planted any number of be- 2) You had lied on the trail, to play along! You’ve actually never been to ings to trick the PCs, some of which are diabolical and some who might have their own agenda. You can optionally roll a random agenda as well. the Ivy Stone Inn, ever...but you’ve heard about it a lot over the years. DM, Roll 1d8 for each column: 3) You remember having a crush on an Iverstone cousin from the kitchen, when you were young, but you cannot recall the name. Imposter: (Decep- The Fake is: Whose Ultimate Purpose Is: tion Check vs. PC’s Insight): Says her name was “Antilia Iverstone.” True Iverstone: (Persuasion vs. PC’s Insight): Says “Salla Iverstone.” 1 ~ Both Iverstones are false! They are 1 ~ To murder PCs privately, then detach both part of a whole–a demonic plasm part of itself to mimic the victim and do it named Ogglycene. again. (Ogglycene or Slatern only) 4) You think you remember that the barn was painted blue, instead of red for a time, but you are not sure. Imposter: (Deception Check vs. PC’s 2 ~ One of Eshebala’s shapeshifting 2 ~ To corner one of the PCs privately, Insight): Says that blue was actually the original color of the manor. True werefoxes, named Valance. and devour them, then frame another. Iverstone: (Persuasion vs. PC’s Insight): Says “No, it was never blue.” 3 ~ A doppelganger named Seyt. 3 ~ Paid to push, trip or otherwise foil a PC at a crucial moment. 5) You have a hazy recollection of archery matches being held in the back, but you were very young. Imposter: (Deception Check vs. PC’s 4 ~ A “Slatern of Vulgarea” who has 4 ~ A curious creation of Eshebala’s that Insight): Says, “Yes, for about ten seasons archery was held, until drunken fused into a co-opted human. is apt to malfunction and run amuck. betting caused an unfortunate incident.” True Iverstone: (Persuasion vs. 5 ~ One of Eshebala’s dazed sycophants. 5 ~ A zealous worshipper who is apt to PC’s Insight): Says “Archery is held on weekends still.” slip up due to their fervency.

6) You have a foggy memory of a hunting lodge off a trail to the west of 6 ~ An incubus that Eshebala summoned, 6 ~ Paid to deceive the PCs or help them the Inn, but you were very young. Imposter: (Deception Check vs. PC’s named Therius. to murder one another, but has secret disdain for Eshebala and could be bribed Insight): Says, “Which one? The western lodge or the eastern lodge?” to betray her. True Iverstone: (Persuasion vs. PC’s Insight): Says, there is one lodge two miles toward Sylkryst. We call it ‘Ol Drafty’ and use it still.” 7 ~ A shadow demon named Azradeen. 7 ~ So eager to murder, he will most likely bumble the job. 7) You remember that children were allowed to play in the stable, on 8 ~ Both are truly Iverstones! Their 8 ~ Secretly hates Eshebala so much, will a rope swing, but you might have dreamt that. Imposter: (Deception memories have been altered by magic. try to help the PCs. Check vs. PC’s Insight): Says, “You mean the rope hook used to pass hay (Does not need a random agenda) bales was what you played upon!” True Iverstone: (Persuasion vs. PC’s Insight): Says “We hung that especially for the children to play.” Phase 3/3) Will The Imposter Succeed?

8) You remember that one Iverstone, named Hardyn, was very into See the entry for each possible Imposter, and play a “long game” deception with that falconry, and was noted for his skill. Imposter: (Deception Check vs. PC’s creature (assuming the PCs brought the imposter with them, and not the true Iverstone). Insight): Says, “Hardyn lost two fingers to his falcon, Jessyp, last season.” True Iverstone: (Persuasion vs. PC’s Insight): Says “Hardyn is my cousin on Aunt Dellyla’s side, and he still works with his birds all the time.” Level 15 ~ XP 1200 9) You heard that the Iverstones actually strongly dislike the elves of 8 “Romulus” or “Remus” the neighboring town of Sylkryst. Imposter: (Deception Check vs. PC’s The TRUE Iverstones (Befuddled) NPC Insight): Says, “Who doesn’t?” True Iverstone: (Persuasion vs. PC’s Medium, Humanoid, Enchanted to be Evil (Actual: Good) Insight): Says “Without the Elves, we’d have only half our ingredients for our ales and meads each season! We need them and they need us.” AC 16 – immune: – / resist: fire 5, cold 5 Senses: HP: 100 vulnerable: – Languages: Comm. 10) Your family was close to Inga Iverstone, the nursery maid. Imposter: & some Kitsune (Deception Check vs. PC’s Insight): Says, “Inga retired long aback to Nyl- Speed: 30 ft. / climb: 20 ft. / swim: 20 ft. (Some Abyssal) STR DEX CON INT WIS CHA Prof. Bonus: +2 lia.” True Iverstone: (Persuasion vs. PC’s Insight): Says “Inga has a little elf Saves & Skills: +5 in her blood, and so she’s still the children’s favorite after all these years.” 14 (+2) 12 (+1) 14 (+2) 10 (0) 11 (+0) 10 (0) Befuddled 11) You remember the Iverstones’ old dog, Mojo. She was a friendly mountain dog who carried hot rum around her neck, in a barrel as a lark NOTE: This NPC represents either Romulus or Remus, stat-wise. for patrons of the Inn. Imposter: (Deception Check vs. PC’s Insight): Whichever, if true, has been enchanted by Eshebala to be a traitor to Says, “It wasn’t hot rum! It was our hot apple cider!” True Iverstone: the PCs eventually (play the long game). “Dispel Magic, Remove (Persuasion vs. PC’s Insight): Says “It was Butter Rum from Krey, though Curse,” or similar will break the spell and return them to normal. we stoppedSample receiving it of late.” file 12) You remember that there was an older, alternate drinking song for Action ~ Iverstone Steel Iverstone Ale! Imposter: (Deception Check vs. PC’s Insight): Says, “There is an alternate song, it goes, ‘Twiddle-hey-hey there’s hot cider Melee Weapon Attack: Sword: (+7 to hit) this day.” True Iverstone: (Persuasion vs. PC’s Insight): Says “There was Hit: 1d8 + 12 slashing damage a pub song before the current house song, but it was too slow and sol- emn.” (For the song he sings, see “The First Song of Ivy Stone” (treasure tables) Treasure: Silvered Longsword, Abyssal Key #16, Leather Armor, 137 gp, Gaming Dice, Rune Stones, Moldy Rations and Spoiled water Vulgarean Rustgill Mushrooms The Shallow Stream of Purgatory Grove Level 16 Hazard Level 16 Hazard Hazard XP: 1200 per PC for surviving this hazard Hazard XP: 1200 per PC for surviving this hazard The 6 inch - 2 ft. bright orange mushrooms grow in dense clusters. They Although clear and flowing swiftly, you can see the sickening infinitely- are spear-shaped, and their caps mature as mangled, slimy tips. (NOTE: paused horizon in its reflection, and you know it may not quench your Any monsters or NPCs are not safe from the effects of the mushrooms) thirst. (NOTE: Any monsters or NPCs are not safe from the effects of the stream)

Remember What the Doormouse Said...FEED YER HEAD... Random Effects: Falling into a patch of these releases spores that cause an instant psychedelic reaction. Going near the stream has an immediate effect:

Any creature that starts its turn or moves within 5 ft. of a patch must Any creature that starts its turn or moves within 5 ft. of the stream make a successful [DC 17 Wisdom Saving Throw], lest they spend must make a successful [DC 17 Arcana Saving Throw], lest they their next turn eating mushrooms by the handful (see below). spend their next turn drinking the water (see below, the victim rolls for a random effect). Roll 1d6 Psychedelic Seizures (and “The Rust”) 1) Inner Corrosion - Creature suffers 6d6 necrotic damage. Just...Oh dear...

Any creature that consumes one or more mushrooms must make a suc- 2) Chug! Chug! Chug! - Creature spends infinite turns drinking the cessful [DC 17 Constitution Saving Throw], or take 4d6 poison damage, water, gaining a -1 cumulative penalty to saves, until they are dead fall prone and is paralyzed, blinded and deafened each turn, until the or make the above Saving Throw. save is made, or they are somehow removed from the patch. Death or 2 consecutive missed saves has the strange effect of causing the victim to 3) Raisined - Creature’s skin puckers unnaturally and they cannot go catatonic for an hour and completely slough off a body size. (Example: hold any weapons or objects for 1d4 + 1 turns or 10 minutes. A medium creature wakes up as a small-sized creature. The effect is per- manent, save for the below possibility. Adjust stats accordingly.) 4) Regret - Creature is paranoid of the consequences and is fright- ened until the above save is made.

[Secret] Rare Red Caps 5) Enchanted - Creature believes that their reflection is a grim dop- pelganger, and will spend their next turn attacking it. Nature: (DC, 21): A PC knowledgeable in nature discerns that caps close to dying off are a darker red, and serve as an immediate 6) Just A Cool Drink of Abyssal Water - Creature heals 1d6 + 10 antidote to the above effects, and also strangely cureall poisons in HP and gains a +2 bonus to their next save or check. the Abyss. (One passed check yields 1d4 red caps out of 10 possible)

Sample file 1 “Romulus” or “Remus” CR: 12 ~ XP 7000 2 “Romulus” or “Remus” Level 16 ~ XP 1400 IMPOSTER! (Demonic Plasm) NPC IMPOSTER! (Werefox) NPC *Variable Size, *Variable Shape, Fiend (Ooze) Chaotic Evil Medium, Humanoid Fiend (Shapechanger, fox), Chaotic Evil

AC 17 –- immune: poison / resist: fire, cold, pierce, slash Senses: AC 15 immune: any non-magical, non-silver damage Senses: (non-magical) vulnerable: lightning Tremorsense: 20 ft. HP: 120 vulnerable: silver (piercing) 10 Languages: Comm. Languages: Comm. & some Kitsune HP: 200 Speed: 40 ft. / climb: 40 ft. / squeeze: full & Abyssal Speed: 35 ft. / climb: 25 ft. / swim: 15 ft. (Abyssal) STR DEX CON INT WIS CHA Saves: +9 STR DEX CON INT WIS CHA Prof. Bonus: +3 18 (+3) 16 (+2) 18 (+4) 13 (+1) 13 (+1) 15 (+2) Skills: +10 17 (+3) 15 (+2) 14 (+2) 10 (0) 12 (+1) 13 (+1) Saves & Skills: +7

Ogglycene Gambles its Demonic True Name Vulgarean Werefox Shapechanging of Valance The plasm’s secret demonic name “Ogglycene the Horrid” is written in The werefox can use its action to polymorph into a fox-humanoid of proximity to the PCs (in Abyssal writing, upon the bottom of the standing demonic aspect, or into a large white fox of demonic aspect, or back stone closest to the PCs). In Vulgarea, when a demon gambles its name, it into its original form [once at 1/2 of their HP total] with a [DC 19 gets a surge in power. The shear act of risking its name also makes him a Wisdom Saving Throw (one chance to try / otherwise, dropping to more vicious fighter. Any PC who finds that name[DC 23 Perception check] 0 HP or falling unconscious is the only way)]. Sensory Checks, Str (and can read Abyssal), gets Advantage against it and innately knows its vulnerabilities and defenses. Once known, the knowledge of the name can be and Dex receive a +3 in the were-forms, and Speed increases by +10 shared. A PC who knows the name and deals nonlethal damage to it, can place ft. in fox form and finally, Critical rolls on the“Werefox Flash Gnash the creature in a state of unreliable servitude with a [DC 21 Religion check]. and Gash” get an extra 2 damage dice. The curse of the Werefox passes to a victim reduced to 1/3 of its HP and, while in Vulgarea, [SECRET]: The servitude mostly stops the demon from overtly attacking once per day, Eshebala may force-turn the afflicted into a were form, the PCs. The demon will not help the PCs as any kind of honest guide, but which is always chaotic evil and immediately violent toward any or all will lie, confuse and kill on their behalf. Any chance (especially lethal) to nearby friends or foes. betray the controller will be taken. (DM’s discretion)

*This demon will attempt to smash or collapse the standing stone with the name upon it, if any PC takes cover there, or gets near. (The name *could* Action ~ Mock Iverstone Slash still be gleamed from the rubble with a [DC 23 Perception check]. Melee Weapon Attack: Sword: (+6 to hit) Hit: 1d8 + 10 slashing damage, Brutal Critical.

Severed Hive Sentience Were-Form Action (Multi Attack: 3) ~ Werefox Flash Gnash & Gash The Plasm has the ability to split itself apart and make two humanoid forms, capable duplicating the exterior shape of any humanoid within Melee Attack (x3, same target): (+7 to hit) 10 ft. Each part is in concert as a whole creature (stats are the same / Hit: 1d10 + 7 piercing & slashing damage, Special Critical (+ 2d10) only one form can use “Vulgarean Domination” (HPs are halved into the two forms)) and it can reform into one plasm at-will. Discerning the imposter ally takes: [DC 20 Perception check] or a touch of the faux Treasure: Silvered Longsword, Abyssal Key #16, Leather Armor, skin by a being of the Prime Material Realm will make it quiver. 137 gp, Gaming Dice, Rune Stones, Moldy Rations and Spoiled water

Action ~ Jaw Sculpting Level 15 ~ XP 1200 The Plasm forms toothy biting maws like an artist with clay: 3 “Romulus” or “Remus” IMPOSTER! (Doppelganger) NPC Melee Weapon Attack: +10 Medium, Humanoid (Shapechanger), Neutral Evil Hit: 3d10 + 10 piercing / poison damage, and the target moves half speed until the end of the encounter AC 16 – immune: charm Senses: HP: 100 vulnerable: – Languages: Comm. & some Kitsune Speed: 30 ft. / climb: 20 ft. / swim: 20 ft. (Abyssal) Legendary Action ~ Flowing Shoryuken! STR DEX CON INT WIS CHA Prof. Bonus: +2 14 (+2) 16 (+2) 14 (+2) 14 (+2) 11 (+0) 10 (0) Saves & Skills: +5 In a flash, the Plasm flows into a wave of mucous, and reforms into an epic, spiraling uppercut: Vulgarean Doppelganger Move: Up to 30 ft. (must end adjacent). Ends in the following attack: The Vulgarean Doppelganger can use its action to polymorph into a small or medium sized humanoid or even a non-human shaped demon. Attack: Each creature within 10 ft. of the swarm must make a [DC Stats and items stay unchanged. A polymorphed Doppelganger in an 19 Dexterity Saving Throw, with Disadvantage] or take 3d8 + 10 advantageous form gains advantage on attacks during the first round bludgeoning damage and be thrown up to 40 ft. (roll 1d4) landing of combat and deals an extra damage die on hit. Without a weapon, prone (1/2 damage on success). the Doppelganger can form hammer-like fists. The Doppelganger can read the thoughts of nearby creatures in a limited fashion, and knows if a creature is lying to it. Legendary Action ~ Vulgarean Domination

A Wave of Special Domination (compare to “Dominate Person”): Action (Multi Attack: 2) ~ Hammer Fists Cast Time: Instantaneous Range: 20 ft. Duration: momentary Melee Attack (x2, same target): (+6 to hit) Attack: Each creature within 20 ft. of the Plasm must make a [DC Hit: 1d12 + 3 bludgeoning damage, 20 Wisdom Saving Throw (with Advantage)] or become charmed Special Critical: (+ 1d12 + 10) and the target is unconscious untilSample the end of their next turn, without the need to concentrate. file If in the purgatory zone, the Plasm will issue commands such as: “Eat the mushrooms,” or “Attack your nearest friend,” or “Drown in Action ~ Mock Iverstone Slash the stream.” (see Encounter Notes for related damage and hazards in Melee Weapon Attack: Sword: (+6 to hit) the purgatory zone). Hit: 1d8 + 10 slashing damage

Treasure: Silvered Longsword, Abyssal Key #16, Leather Armor, Treasure: Abyssal Key #16, The rest is collapsed and disintegrating jelly 137 gp, Gaming Dice, Rune Stones, Moldy Rations and Spoiled water Sample file

Eshebala looks on in boredom, as her Slatern of Vulgarea devours another courtier 4 “Romulus” or “Remus” Level 15 ~ XP 7000 5 “Romulus” or “Remus” Level 15 ~ XP 1200 IMPOSTER! (Slatern of Vulgarea) NPC IMPOSTER! (Sycophant) NPC *Variable Size, *Variable Shape, Anti-Fiend, Neutral Medium, Humanoid, Chaotic Evil (insane)

AC * – immune: * (same as host) / resist: * Senses: AC 16 – *vulnerable: any negative comments Senses: HP: * (same as host) vulnerable: * (same as host) Languages: HP: 100 Languages: Comm. Abyssal & Same & some Kitsune Speed: * ft. / climb: * ft. / swim: * ft. as Host Speed: 30 ft. / climb: 20 ft. / swim: 20 ft. (Abyssal) STR DEX CON INT WIS CHA Prof. Bonus: * STR DEX CON INT WIS CHA Prof. Bonus: +2 * (+*) * (+*) * (+*) * (+*) * (+*) * (+*) Saves & Skills: * 14 (+2) 12 (+1) 14 (+2) 10 (0) 11 (+0) 10 (0) Saves & Skills: +5

Veelys ~ the Flesh Forged Sycophantic [SECRET]: The Slatern’s abilities and motivations are nearly impossible Malfec the Devoted is one of Eshebala’s most obsessed sycophantic to discern. Her true, blank, featureless body is malleable on the sub-atomic worshippers. He will do his best to pose as one of the Iverstones, but level, so much so, that when she changes shape, the morphing is nearly if any PC speaks ill of Eshebala, he will most likely lose his mind and instantaneous and undetectable. She can integrate the form of any shape, or attack them (though his ultimate purpose can also be altered by the material, living or inanimate, by commingling with other materials, so, size can vary from tiny to gargantuan in scope (though her control over vastly first table). differently-sized matter (from medium) is lessened and more unstable). Action ~ Mock Iverstone Slash Created as a play-thing for Eshebala, the Slatern is not able to be destroyed, or even injured. Pain is merely a momentary randomization of her matter. Melee Weapon Attack: Sword: (+6 to hit) Luckily, she was wrought as a form of anti-demon in an act of defiance to her Hit: 1d8 + 10 slashing damage Abyssal Plane of Vulgarea, and as such, is neither evil nor bent on murder While angered, Malfec has Brutal Critical. and destruction. Having escaped Eshebala’s court, she merely seeks the knowledge of all flesh. The Slatern is driven by curiosity and her only hunger Treasure: Silvered Longsword, Abyssal Key #16, Leather Armor, is to experience life through other bodies. Her intellect is alien to most other sentient life. The trouble is, despite trying to be neutral within a host, her 137 gp, Gaming Dice, Rune Stones, Moldy Rations and Spoiled water cohabitation eventually begins to unravel and animate living tissue.

6 “Romulus” or “Remus” Level 15 ~ XP 1200 Flesh Mingling IMPOSTER! (Incubus) NPC At the start of each of the Slatern’s turns, each creature within 5 ft. of it may Medium, Fiend (Shapechanger), Neutral Evil be “tasted” (as a snake might flick its tongue to taste the air). This causes an involuntary 10 damage to each creature she elects to taste. AC 16 – resist: all but acid, thunder, necrotic Senses: HP: 100 vulnerable: radiant Languages: All that can be mind-read Action ~ One-Big-Happy-Family (recharge: 5,6) Speed: 30 ft. / fly: 60 ft. / swim: 20 ft. Darkvision: 60 ft. STR DEX CON INT WIS CHA Prof. Bonus: +3 Attack: Each creature within 30 ft. of the Slatern must make a [DC 20 14 (+2) 18 (+3) 14 (+2) 16 (+2) 11 (+0) 20 (+5) Saves & Skills: +6 Wisdom Saving Throw, with Disadvantage] or be magically charmed by the Slatern. Charmed targets take 15 psychic damage at the start of each turn, until Vulgarean Incubus ~ Therius the save is made. Charmed creatures are under the Slatern’s control and will spend their turn moving as close as they can to the Slatern. The Slatern may or Vulgarean Incubi may polymorph into any small or medium humanoid may not choose to telepathically order them to interpose themselves in front of or even any non-humanoid demon (thus possibly losing flight). One her to shield her from damage as a reaction. She has a limited ability to read humanoid within 30 ft. must make a [DC 18 Wisdom Saving Throw, the thoughts of charmed creatures, but will most likely not fully comprehend with Disadvantage] or be magically charmed (one at a time) to those thoughts or motivations. obey telepathic or verbal commands for up to 3 rounds of combat, including suicidal or homicidal directives, which do not grant an immediate saving throw. Any charmed creature loses 10 HP per turn * ~ Quiet Cohabitation until death. The incubus may use its telepathy to foil detection! The Slatern will usually wait until she has multiple targets charmed and nearby to cohabitate. In a flash of blinding light, she will secretly choose 1 of the charmed targets to infuse into, and the encounter could end. The infected Action ~ Mock Iverstone Slash PC remains unknown to the victim’s allies and there is no typical check to Melee Weapon Attack: Sword: (+6 to hit) discern this. Hit: 1d8 + 10 slashing damage The next time the secretly cohabitated PC takes significant damage in an encounter, the Slatern will momentarily erupt from that body, startled, and ap- pear as a lumpy, malformed version of that PC that she fused with (example: she appears as a second head, etc.). The victim then takes 20 damage at the start 7 “Romulus” or “Remus” Level 15 ~ XP 1200 of each turn, until a [DC 20 Wisdom Saving Throw, with Disadvantage] is made. *If the victim dies while cohabitated, the Slatern will attempt to heal it IMPOSTER! (Shadow Demon) NPC back to life, at 1d20 HP per turn to keep the victim at least on the cusp of sur- Medium, Humanoid, Enchanted to be Evil (Actual: Good) vival until she can hopefully escape to a new body in a group that won’t detect her. *When the victim finally saves, The Slatern loses its hold on the natural world, and is sent back to a random location in the 193rd Plane of the Abyss, AC 15 – immune: all but lightning, radiant Senses: HP: 100 immune: all conditions and forced mov. Languages: Comm. Vulgarea, but not before leaving that PC with 2 randomly chosen permanent side & some Kitsune effects (roll 1d4) twice -once for positive and once for negative: Speed: 30 ft. / climb: 20 ft. / swim: 20 ft. (Abyssal) STR DEX CON INT WIS CHA Prof. Bonus: +3 Positive: Negative: 7 (-2) 16 (+2) 14 (+2) 10 (0) 11 (+0) 8 (-1) Saves & Skills: +5 1) The PC can now shapechange 1) The PC fears shapechangers, to any (same sex) similar medium and has disadvantage against them Vulgarean Subservient Shadow ~ Azradeen humanoid that they have seen, once per day, for up to 1 hour. 2) The PC gains "Resist: Cold" but Shadows are amorphous and can move through a 1 “ opening. also gains "Special Vulnerability” They can perform the Hide Action perfectly as a bonus action. The 2) The PC gains "Resist Psychic 5" to fire, taking double damage flash from lightning blasts (not the actual bolt) does double damage 3) TheSample PC now Crits on 19 or 20 3) The PC now fumbles on 1 or 2 and Radiant magic utterly obliteratesfile them. 4) The PC now gains "Brutal Criti- 4) The PC gains perfect "Land cal" on any melee critical roll. Walk" for one type of difficult terrain, but is uncoordinated Action ~ Strength Absorption (disadvantage) on all other types of difficult terrain. Melee Weapon Attack: + 7 Hit: 3d8 necrotic damage and the target’s Strength score is reduced by *Lastly, the PC gains "Her Mark of the Abyss" that The Slatern involuntarily 1d4. The target dies if their score hits 0. They cannot hold an object if leaves behind. their score reaches 3. (Rest, Remove Curse or similar nulls this) Losing Your Key, Anywhere in Eshebala’s Domicile, is NOT a Good Idea...

Hazard:

Beings cannot simply stroll into Eshebala’s domicile. The Abyss is not made up of enlightened, free societies...Nor is Vulgarea civilized, as Eshebala would have tourists believe. It’s mostly the three “M’s”–murder, malice and mayhem...But unless sanctioned by her, none of that goes unpunished in the heart of her lair. Eons ago, she hired a dark artificer named Shzeem with a grim sense of humor, to devise a security system. Enter, the “Key-Or-Meat” security layer of Vulgarea. Any demon or being that is not: an approved dignitary, approved demonic royalty, a high-ranking lieutenant, or a trusted servant must carry one of the hundreds of unique Vulgarean Keys on their person, at all times, lest the fabric of space-time begin to peel away around them, allowing swarms of Meat-Flay Flies into their vicinity, where the fist-sized Abyssal bugs will melt that hapless, keyless victim until only a puddle of bones & fly bile remains.

As for the secret, and fairly unlucky enchantments upon each key? That was Shzeem’s improvisation, but luckily Eshebala found it hilarious.

Abyssal Meat-Flay Flies Challenge: 5 Huge Swarm of Tiny Fiendish Beasts (insects), evil XP 800

AC 16 –- immune: prone / resist: fire 5, cold 5 Senses: HP: 100 vulnerable: radiant, bludgeoning Darkvision: 60 ft. All-Around Vision Speed: 10 ft. / fly 40 ft. Languages: nil STR DEX CON INT WIS CHA Prof. Bonus: +2 14 (+2) 16 (+3) 12 (+1) 2 (-4) 12 (+1) 1 (-5) Swarm The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a small creature. The swarm cannot regain hit points or gain temporary hit points.

Synchronous Existence Keyed to Space and Time Some say Meat-Flay Flies are with you the moment you step onto any [DC 20 Intelligence / Arcana] Any unauthorized PC or NPC (or of the 666 layers of The Abyss, but that an inexplicable thin mem- creature / employee of intelligent standing) who does not carry a key brane of space holds them out of sync with reality, most of the time, on their person while in Eshebala’s Vulgarean domicile, bears an 89% because if it didn’t, the flies would have ravaged every single plane chance of tearing open the alternate tandem dimension from where down to nothing, and then cannibalized each other. Under certain the flies pour out from, approximately every 3 minutes once the tear circumstances (such as foul magic) they get to chew through space begins. Regaining possession of a key, makes that one being safe from and victimize something or someone. the flies. As long as all beings retain their key, the flies fade back into their reality. *Certain beings or monsters (example: Invaders from the Far Realm) may not trigger this form of security for unknown reasons.

Action ~ Playful Vomit Drop (recharge: 5,6) In a unified attack, the swarm regurgitates a rain of acid upon you:

Attack: Each creature within 10 ft. of the swarm must make a [DC 19 Dexterity Saving Throw, with Disadvantage] or take 20d4 acid damage (1/2 damage on success).

Action ~ Death By 1000 Meat Chomps Melee Weapon Attack: +8 Hit: 15d4 + 20 piercing damage, and target begins a new level of ex- haustion at the start of each turn [DC 18 Constitution Saving Throw ends this state].

Legendary Action ~ Fly Eyes Sense Meat: The Flay Flies make a [Wisdom (Perception) check with Advantage].

Legendary Action ~ The Awful, Awful Buzzing Cacophony: Attack:Sample Each creature within 10 ft. of the swarm must make a [DC file 18 Constitution Saving Throw] or become deafened and unable to cast spells that require concentration [DC 16 Constitution Saving Throw ends this state]. Drawing One of Eshebala’s Vulgarean Keys Uses: 1 Key Drawn Per PC

Treasure Table:

NOTE: These are drawn randomly. The purple text for each key is the only thing a player who cannot read Abyssal, would know. The secret properties are not revealed without their first activation, and then only a [DC 20 Intelligence (Arcana)] will elaborate how they work and what happens if they are lost or stolen. There are special wards upon these keys that prevents most methods of having them teleported away by curses or spells. *To move through any part of Eshebala’s Abyssal domicile, you must carry one of these mirrored keys on your person, at all times!

Each large key has different Abyssal Runes carved into it, and a mirror entwined into its bow…

Roll 1d12

[Abyssal Runes]: “ †⁅※ ᐑᐈ ᔦᗚᘘ ” 1 [Abyssal Runes]: “ †⁅※ ᐑᐈ ᖁᖇᗔ ” 5 This fanciful copper key weighs almost nothing. This copper key encircles a roving, blinking eye.

[Abyssal Translation]: “Key of Stings” [Abyssal Translation]: “Key of Commune”

SECRET ENCHANTMENTS: SECRET ENCHANTMENTS: The first time the bearer falls from any significant height, they will suddenly This key simply allows the bearer to read and understand the “Abyssal” switch places with a random ally, within 30 ft. The bearer sprouts insectile language as well as to send and receive telepathic, very crude communi- wings, which, after the first switch effect, are mostly bothersome, loud, and cations to nearby demons at will. ornamental, having only a 27% chance of repeating the switching power.

[Abyssal Runes]: “ †⁅※ ᐑᐈ ⁅※” 2 [Abyssal Runes]: “ †⁅※ ᐑᐈ ᗨᗫᘎ ” 6 You would hate for this glass key to break! This golden key is studded with diamonds and stained with blood.

[Abyssal Translation]: “Key of Glass” [Abyssal Translation]: “Key of Avarice”

SECRET ENCHANTMENTS: SECRET ENCHANTMENTS: The bearer may reroll 1 Check that goes horribly wrong, but the next time The first time an ally or NPC gains anything tangible in the Abyss, that a random ally passes a vital Check, that ally receives a -5 penalty instead, they consider good, this key will wait for the proper moment to silently and they are aware that their luck has been stolen. teleport it into your hands, in a manner that appears to frame you. (It has a 59% chance of doing this again)

[Abyssal Runes]: “ †⁅※ ᐑᐈ ᕬᕰᕯ ” 3 [Abyssal Runes]: “ †⁅※ ᐑᐈ ᔦᔹᔧ ” 7 This key is bent, and made from low quality metal. This brass key has a demonic jester of sorts, wrapped around it.

[Abyssal Translation]: “Key of Paupers” [Abyssal Translation]: “Key of Jests”

SECRET ENCHANTMENTS: SECRET ENCHANTMENTS: The first time the bearer rolls a “1” during any check or battle, this key The first time the bearer fails a non-combat check, they instead succeed, causes the coins and gems of all creatures within 100 ft. to teleport into and the next ally / NPC who rolls a check will automatically fail. After every pocket, satchel, bag, body cavity, nook and cranny of the bearer. that, continually, there is a 77% chance that this will happen again, to (DM should consider sudden encumbrance, falling, having speed reduced anyone within 10 ft. of the bearer. to 0, receiving immediate Disadvantage, or other possibilities.)

[Abyssal Runes]: “ †⁅※ ᐑᐈ ᙋᙉᙕᙠᙤᙌ ” 4 [Abyssal Runes]: “ †⁅※ ᐑᐈ ᕰᕯᕴ ” 8 This brass key has the largest mirror embedded in its bow. This nickel key has hollow stars in its bow and wards.

[Abyssal Translation]: “Key of Mirrors” [Abyssal Translation]: “Key of Stars”

SECRET ENCHANTMENTS: SECRET ENCHANTMENTS: Since Eshebala has a special fondness for mirrors, this key allows the This key will provide magical illumination in darkness, but it’s a cold, bearer Sampleto speak with Eshebala once, in private. However, this is only pos- dim light in a 5 ft. radius. The first timefile the bearer rolls a “1” during any sible after the bearer has done something terrible (DM’s discretion). check or battle, this key will flare to searing radiance. Each target within 10 ft. of the bearer must make a Constitution Saving Throw or be blinded for 1d4 turns. Drawing One of Eshebala’s Vulgarean Keys...(cont.) Uses: 1 Key Drawn Per PC

Treasure Table:

NOTE: To access Keys 13, 14, 15, & 16, the PCs would have to find them within the domicile. *Mostly visitors carry keys. Lieutenants of Eshebala, and other trusted demons do not have to carry keys. *Eshebala also uses the keys to funnel her voice to the PCs, usually, when she speaks to them. It is unknown whether she could hear them speak to her (with the exception being “The Key of Mirrors”). If a PC find a way to leave the Abyss with a key, they will, one last time, trigger the security alarm (the Meat Flay Flies (see previous page)) wherever they are. If the defeat them, they can keep the key. (gp value - DM’s discretion).

Each large key has different Abyssal Runes carved into it, and a mirror entwined into its bow…

* ~ Special Key ~ Can ONLY be Found as Treasure! [Abyssal Runes]: “ †⁅※ ᐑᐈ ᐜᐝᔚ ” 9 [Abyssal Runes]: “ †⁅※ ᐑᐈ ᕎᕬᕬᕬ ” 13 This nickel key has a pearl in its bow, and is entwined in dead seaweed. This golden key has a wanton marilith sculpted onto it.

[Abyssal Translation]: “Key of Tides” [Abyssal Translation]: “Key of the Head Librarian”

SECRET ENCHANTMENTS: SECRET ENCHANTMENTS: While donning this key in the Abyss, if you are so much as splashed with This custom key allows the bearer to actually feel themselves gaining a enough water to soak through your clothing or armor (DM’s discretion), level of experience. When they do, they are fully healed, refreshed (as if you will swell into a mermaid / merman form, from the waist down and they have taken a Long Rest) and all curses are removed. Unfortunately, sprout auxiliary gills along your thighs. However, all movements and anySpecial curses, damage or wounds are transferred to theKey nearest living creature. actions on land will be clumsy (disadvantage) and the effect lasts for 1d6 turns or 15 to 30 minutes. * ~ Special Key ~ Can ONLY be Found as Treasure! [Abyssal Runes]: “ †⁅※ ᐑᐈ ᙤ※ ” 10 [Abyssal Runes]: “ †⁅※ ᐑᐈ ᐈᕚᔞᔦᘻ ” 14 This key is unremarkable, but you swear you can hear it whispering. This copper key has a smiling leafy “green man” type face on it.

[Abyssal Translation]: “Key of Whispers” [Abyssal Translation]: “Key of Abyssal Strife-Undone”

SECRET ENCHANTMENTS: SECRET ENCHANTMENTS: If anything bad–anything at all negative (any plot, any scheme), is said This key shields the bearer from “Abyssal Fear Points” and halves any about you, anywhere, this key will attempt to whisper it to you as it’s be- Psychic damage. It also deters any unseen Abyssal parasites to nearby ing said. NOTE: Only the bearer can hear this. The voice of the whisper- creatures. Once per day, it can remove curses and fully heal a PC / NPC. ing key sounds like a baritone demon, and not the original whisperer. Special Key

* ~ Special Key ~ Can ONLY be Found as Treasure! [Abyssal Runes]: “ †⁅※ ᐑᐈ ᘠᕅᕅᘠ ” 11 [Abyssal Runes]: “ †⁅※ ᐑᐈ ᕎᕬᗫᘎ ᗻᗽᗾᙉᙕᙠᘠ ” 15 This brass key has a crude compass in its bow. This silver key has Eshebala’s foxwoman form wrapped around it.

[Abyssal Translation]: “Key of Direction” [Abyssal Translation]: “Key of Her Lost Holy Days”

SECRET ENCHANTMENTS: SECRET ENCHANTMENTS: The first time the bearer attempts to discern which direction to go, the key This key endows the bearer with a full knowledge of Eshebala’s rites, will point toward the most dangerous direction possible (DM’s discretion) rituals, enoptromancy and religious edicts from throughout time. [*Opens and the bearer must make a Wisdom Saving Throw or be hypnotized for path to class shift (see final pages)]. (DM consideration) 1d4 turns, generally endangering themselves or others around them. Special Key

* ~ Special Key ~ Can ONLY be Found as Treasure! [Abyssal Runes]: “ †⁅※ ᐑᐈ ※ᕖ※ ” 12 [Abyssal Runes]: “ †⁅※ ᐑᐈ ᕯᕬᕯ ” 16 This silver key is entwined with wanton maidens. This pewter key is entwined with feathered serpents.

[Abyssal Translation]: “Key of Luck” [Abyssal Translation]: “Key of Hexed Vexing”

SECRET ENCHANTMENTS: SECRET ENCHANTMENTS: Allows the bearer to reroll a vital Check The first time the bearer rolls a “1” during any check or battle, it will or Attack Roll, or to even designate a # on a randomly rolled table (ex: changeSample to a natural “20.” However, the next time an ally makes an attack “Library Research”) if they agree tofile take 2d10 + 10 psychic damage or check, that ally will roll a “1,” regardless of their roll. (They are not (damage happens *before the reroll). (bearer does not get to see all entries aware that this will happen) inSpecial order to choose a # ~ Not all tables apply ~ DM’sKey discretion) Sample fileER

HEG B Random Tip #4: After 20 Chambers are satis- fied (bested in some way–not merely visited) then a portal will manifest that takes the PCs to the giant lit doorway into her inner sanctum (see "End Chamber ~ The Forgotten Narthex")

SampleAME file

INSG

~ Trap:~ Her Trap Doors Mechanical Traps ~ Level 15 #1 Could this trap turn into an Encounter?: No ~ XP 1,200 per PC Chamber 01… NOTE: These traps have been devised for INDIVIDUAL checks for af- Back to the fected targets who make contact with marked trapdoor zones (see map). Front Door

Phase (1/1) Catching the Concealment

A [DC 20 Wisdom (Perception) or DC 22 Intelligence (Investiga- You are hit by the curious notion of being “outside” tion) Check] (one or the other) grants one chance at catching the fine of Eshebala’s domicile, yet there is that sickening nag outline of one of the spring-released trapdoors that is no further away inside of you, like an ever-present, churning miasma than 5 ft. from the viewer. NOTE: If a PC legitimately has the tool to that the outside of Vulgarea is indiscernible from the mark that trapdoor (ex: paint, chalk) then it can be avoided by the next inside...There is only a scant semblance of fresher air... traverser. There are no clouds nor any horizon...Just a viridian haze being swallowed by darkness above you.

It appears that, per her cruel mockery, you are facing Countermeasure 1: Wedging a Trapdoor Shut: what could be the main entrance into her domicile, as if you’d be foolish enough to knock upon her front (Grant this AFTER the Perception Check is successful (That PC only)) door. It takes the expected form of a drawbridge and an [DC 20 Strength Check]: ornamental arch with huge bolstered doors wrought of strange pale wood and polished, mirrorlike steel. As- SUCCESS: You chip a piece of wood from adjacent bridge flooring and suming Eshebala has amassed powerful enemies based wedge it into the cracks of the trapdoor, jamming it from opening again. on her slights and her rash, rude and over-reaching (*Can also simply be smashed open, marking it. This nullifies that one demeanor, you can only imagine the trials of gain- trapdoor) ing entrance-especially if possible demonic guardians were instructed to trifle with you, for sport. FAIL: The trapdoor keeps opening and resetting, stopping you from jamming it closed. About 80 ft. of drawbridge separates you from the doorway. It appears to be wrought of steel and mirror- plated tiles that reflect the haze above and disorient the traverser. The chasm below is a 70 ft. drop into a misty, Countermeasure 2: Thieve’s Tools: shallow river that trickles around flotsam, the litter of demons and craggy black rocks. (Grant this AFTER the Perception Check is successful (That PC only))

NOTE: There are no living guardians here...Any PC fool- [DC 18 Dexterity Check]: ish enough to circumvent the drawbridge and jump, fly or levitate above it will be immersed in the mist that SUCCESS: With thieve’s tools, you are able to disengage the resetting is laced with locks beneath the hinges. (This nullifies that one trapdoor) “Eshebala’s Dangerously Incomplete as a dweomer curse [Int. & Chr. become Feeblemind” FAIL: The trapdoor keeps opening and resetting, stopping you from “1” and a victim cannot do much more than follow its breaking its mechanisms. allies]. WORSE: In concentrated wakes like this, it can b e contagious. If an unaffected PC sees the reflection of an affected PC in a mirror or a reflective surface, no matter how small, blurry or minor, the gazer is equally affected. Affected targets may make a [DC 16 Int. Sav- Attack 1: Plummet! ing Throw, with Disadvantage] to break the state, each hour, and may injure themselves or each other during the Target: A PC who falls Attack Frequency: *Infinite (see special below) state, without supervision. At the end of her drawbridge of secret, spring-loaded trapdoors, are what the outly- Attack (A PC Falls through): ing demons affectionately call and The You fall through the trapdoor and fall heavily upon the gorge below... “Bash” “Bop.” Target must make a [DC 18 Constitution Saving Throw] or take 7d6 damage first set of front doors are false, and will violently spring from the fall into the gorge stones and shallow, caustic trashwater. (Save = 1/2) outwards, flinging anyone or anything that comes within 5 ft. of them, into the gorge on either side (see “Plum- *Special Attack (2nd Time a PC Falls through the SAME trapdoor): met!” in trap table). A [DC 20 Wisdom (Perception) or You have neglected to catch the same trapdoor, and a japing curse envelops you DC 21 Intelligence (Investigation) Check] (one or the as you fall!... other) grants one chance at catching the false doors As the target falls through, they are stripped of all items, weapons and armor before they spring open. *Once they are known, this and fall naked to the rocks below. Target must make a [DC 18 Constitution Saving Throw with Disadvantage] or take 9d6 damage from the fall into the can be called out to the other potential victims. Thieve’s gorge stones and shallow, caustic trashwater. NOTE: (Items have been tele- tools [DC 23 Check] may disable Bash or Bop for mere ported to “Secret Chamber 22...Stolen Offerings.”) moments. The inner (identical) doors grant teleportation to theSample next chamber. If all the PCs plummeted into the file chasm, and they persisted along the river long enough, *Searching the Rocks Below: they would find themselves beginning “Chamber 14... A [DC 21 Wisdom (Perception) or DC 23 Intelligence (Investigation) Check] (this is one of the only yields Abyssal markings on some of the rocks, like graffiti.(Assuming the PC Floating the River of Snakes” reads Abyssal): This is a crude guide to the order of the trapdoors, scrawled by chambers which naturally connects to another chamber). dim demons who could not remember, and would fall through several times before gaining entrance on their own. (Grants Advantage to all Checks above) 11 10 9 8 7 6 5 4 3 2 1 Sample # = Safe Tiles file Chamber 02… The Room of smears of its extract, since its cousin is known to cure burns. [Item: “Aloe Stryad Extract”] Falling Leaves Chasing down the skittish monks: You have to run them down Athletics: (DC, 18): When you do, they struggle to get away, but not at- There is biting chill but the air is slightly fresher here. tack you. You find they are almost feral with fear. You find yourself in a wide open grove doused in the Most are human, with a few other races scattered throes of late autumn. Rustling green, orange and among the crowd of 14. A closer look shows that gold leaves whisper in the cool breeze. most of them have been horribly scarred and dis- figured, or even…mutated. For many, parts of their The light is an odd, sickening orange-green, as if faces are sagging with the monstrous features of on the verge of an unseen storm. It’s impossible to strange animal life. One man's cheek is sewn with writhing segmented legs. Another has a flattened determine whether you are inside of some cyclopean tentacle wound about his neck, that you took for a edifice, or truly “outside.” In the artifice of the Abyss, scarf. One man’s hand has become a shelled crab all can feel cloistered and synthetic, as if your senses claw that seems to constantly pinch at the air around are constantly starving. it, of its own volition. He seems to struggle to con- tain it from harming anyone near him. Persuasion All around you, between brick paths and small (can be attempted up to 3 times by a different arched bridges, are manicured stations of well kept PC each try): (DC, 17): FAIL: The monks refuse to plants flowing from ornate stonework. The flora was speak to you, and only cower in fear, pointing to the obviously given obsessive attention and formerly central tree. SUCCESS: This is what they tell you: flourished, but is now husking away. A babbling brook winds over and under the cobblestoned earth A Gardener of Eshebala: “My name?...I cannot around you, and then circles an unnaturally mas- recall my true name. From the time we accepted sive tree, which is some kind of centerpiece to this the invitation from Eshebala, the Nine-Tailed Fox, we garden. left our cold mountain temple and our names be- hind. She offered us an easier life of warmth, food Perception: (DC, 16): Humanoid figures in orange, and riches if we agreed to worship only her. Later, hooded robes, resembling monastery monks, are re- she manifested, and in appreciation of our skill and treating away from you, seemingly in fear. They try to knowledge of plants, she awarded us the position of hide themselves among the smaller birches or behind Her Court Gardeners, here in Vulgarea. We worked the giant tree. hard to create a garden of splendor, grand enough to impress our new Queen…” If a PC concerns themselves with the scope of the room: Another Gardener of Eshebala: “She was merciful. They will indeed find that there are impossibly high, We upheld this as a place of respite, away from the smooth walls on all sides. Perception: (DC, 18): demons of the Abyss. But not long ago...a venge- There is no apparent exit at all. The walls appear to ful curse fell upon our grove, and yet not from Her be unscalable, though at some point, someone has demons…” tried, as there is the skeleton of an orange-robed figure lying among the mossy dead flower beds. Another Gardener of Eshebala (whose leg has been structurally contorted backwards): “The sky If a PC concerns themselves with the plants and split, and the green light took what little sun there garden features: Nature: (DC, 19): You can tell was here. We became stuck in time, locked in a that the plants come from varying climates. Some perpetual autumn of dying life. But the garden began seem like they may have been imported exotic to change in more fearful ways than mere decay. The specimens. Layers of wondrous orchids, bromeliads Great Lady-Fox came back to find her work of art in and parasitic succulents had been grown on top of ruin. She blamed us at first, and her wrath was terri- hostSample plants. You recognize a plant ble. But then…she sensedfile exotic magics beyond Vul- Nature: (DC, 21): that is a cousin to one you know as aloe. This plant garea, and said that an alien curse had been placed is more plump, with lavender striations. You are not upon her secret refuge in retaliation for the blessings entirely certain of its potential but you might bottle she granted to heroes who had transgressed against Tilted View

Overhead View

Sample file

= roughly 5 ft. All walls cut for view purposes ~ Walls actually seem to go infinitely upward Sample file Sample file Chamber 02… it swish through and gently tussle the branches of the The Room of huge tree. It’s a natural, soothing sound that you’ve Falling Leaves...(Cont.) heard thousands of times…

…Nothing happens…

But it does loosen leaves, which ever so slowly drift the Far Realm. She said that a union of dweomer downward in a hypnotic whirl. magics mixed with the unknowable workings of the Far Realm could not be undone...and though She is Perception or Arcana: (DC, 19): You can see that the goddess of this province, despite her anger and the strange inscriptions of the Far Realm are burnt despair, she simply…walked away.” into the leaves, from front to back.

Another Gardener of Eshebala: “That was the last All Gardeners of Eshebala: “YOU DON’T UNDER- time…we ever saw our Empress. She has forsaken STAND! The leaves are befouled by ill craft. Whatever us here to suffer ever after, in the torment meant for they touch will be cursed 1000 times over!” her.”

Another Gardener of Eshebala (whose arm has writhing tentacles, ever searching for pur- ~Encounter: The Tree of Falling Curses:~ chase): “Now we understand the true nature of the Abyss. No good thing is allowed to endure…No good NOTE: This encounter is probably best mapped out, as sole should ever steal breath too long without grave there is a lot at stake and too many logistical possibilities. misfortune, even if the ensuing calamity is a corrup- tion from afar...The Outer Planes will have their due.” 1) The gargantuan “Tree of Falling Curses,” is the core of this encounter, but a lot can happen here. Another Gardener of Eshebala: “You should not have come here. The tree…The tree has been turned 2) Note the “safe haven” listed at the top of the Tree against us. THE BREEZE. If the wind picks up, even a Hazard’s table. little more...it is all we can do...to run.” [SECRET]: ~ Possible to discern after 2d4 +2 Another Gardener of Eshebala (whose right rounds of combat and the following Check]: cheek has somehow been painfully twirled): Arcana: (DC, 26): Some of the cursed leaves that fall “And sometimes, they come too.” (He points to a to the ground without touching a victim are still vi- strange corpse. It’s large and only roughly human- able, and can be plucked up by their stem, carefully. oid. Whatever alien flesh once graced it has melted Perhaps one way to destroy the Tree is for all of you away, leaving something between bones and a to surround it and simultaneously press a cursed leaf carapace. It wore a vivid indigo robe inscribed in the into its trunk, all at once. Far Realm’s bizarre, babbling runic spell craft. The Gardeners will not touch the corpse. NOTE: Search- NOTE: This won't activate the curses upon the PCs, ing the creature yields what looks to be a strange and it has a 59% chance of overloading the Far bracelet, but so large it would have to be worn Realm’s odd brand of magic and incinerating the tree, around the arm of a medium person [see Treasure, but it calls for a considerable sacrifice of HP, to the “Cthulian Tentacle Band”]. tune of 4d6 fire damage per each PC that attempts it. Each failed turn sees the tree writhe and flinch until Another Gardener of Eshebala: “It took all of us it forms its own gnarled, scowling mouth and uses its to kill…just one. We lost many Gardeners that day.” massive roots as thrashing, tantrumming tendrils. In 1d4 rounds of failed attempts, the Tree will become All Gardeners of Eshebala: “THE WIND IS PICK- a veritable gargantuan monster, capable of thrashing ING UP!-The tree! I warned you of the tree!-RUN! massive branches downward, dealing 8d10 bludgeon- We Samplemust run for cover!” (The monks quickly slip into ing damage with a 70% chancefile of touching a curse pre-determined cracks and crevices) to a target. Strong fuel dousing and / or significant burning magics also work, if applied for 3 rounds in The autumn breeze blows slightly harder. You hear succession, but this also awakens the tree. The Tree of Falling Curses Uses: Infinite, when the breeze picks up Level 15 *Deadly Hazard Hazard XP 8000

As the leaves of this giant tree fall, they turn into blistering curses from the Far Realm. Whatever living being they touch becomes the target of bitter alien magic.

Tree Size: Add this Hazard to Initiative Order (Initiative: +4) The massive trunk is 20 feet in diameter. The shadow of the crown Check the following on each of the Tree’s turns: would measure roughly 60 feet in diameter, but since the leaves whirl and drift randomly, any PC or NPC without cover could be Determine the level of the breeze: (Roll 1d10): touched by a falling leaf and set the curse off. 1-3, Breeze is high (PCs & NPCs must all make a Perception: (DC, 21): There is one safe space in this chamber–an successful [DC 15 Dexterity Saving Throw with underground haven dug by the Gardeners to hide the only child Disadvantage], or touch a leaf) among them. A random PC should stumble upon this safe haven dur- 4-6, Breeze is moderate (PCs & NPCs must all make a ing battle, but they would have to forcefully remove the child to be successful [DC 19 Dexterity Saving Throw], or touch a leaf) able to use it. (This should result in a shift downward in alignment) 8-10, Breeze has calmed (1 random PC touches a leaf on accident)

The Falling Curses…

Roll 1d10 1) A Leaf of Cthulia: 7) A Leaf of the Far Realm’s Tidings: As the leaf drifts, it cuts a portal of black space in the air, and 7-foot As the leaf falls, its odd magic yanks the thread of time, and it unravels all beings in heavy robes steps through, gurgling. Each one is more around you. monstrous than the next, as beneath their hoods writhe the faces of Effect: PC makes a [DC 18 Wisdom Saving Throw, with Disadvantage]. unstable shapeshifters–most resembling creatures of the deep sea. Their tentacled hands undulate hypnotically in an attempt to cast alien magics SUCCESS: (Roll: 1d4) against you! Effect: Add 1 “Cthulian Slog” and 1”Cthulian Warlock Ultimus” 1) - You may make your next attack twice. into play. The PC who tripped this leaf’s spell is the primary target op- 2) - You may steal the turn from the next ally in initiative order. ponent of the Cthulian Ultimus. 3) - You gain 1 point of Inspiration. 4) - You are now able to hold an extra point of Inspiration (permanent).

2) A Leaf of Slime: FAIL: (Roll: 1d4) The leaf makes its way to the ground, where caustic jellied life bursts 1) - PC ages 1d10 years in an instant, taking 10 damage for each year. into being! 2) - Until the end of the enc., you age to an elderly form and have Effect: Add one 8 x 8 sq. gargantuan-sized “Alpha Slime.” Disadvantage on all rolls and checks, and your speed is 1/2. NOTE: This entry can only be rolled twice. If it is rolled again, the 2nd 3) - [SECRET]: The next thing the PC touches ages 100 years. will be called “Omega Ooze.” If Alpha and Omega come within 10 ft. of 4) - One of the PC’s random items turns to dust. each other, they will elect to join into the “Feculence of Extinction.”

3) A Leaf of a Most Horrid Hunger: 8) A Leaf of Matter Undone: Your sanity is temporarily shattered, and you mercilessly attack the The very fabric of the world is shifting around you. nearest ally, with intent to eat their flesh as a cannibal! Effect: The PC chooses one of their items, randomly. That item, and Effect: PC will only go after that one ally until they are either dead or also the ground beneath them, in a 20 ft. sq. zone turns to: (Roll 1d4): the effect is broken with a save. Each time damage is inflicted upon 1) - Searing magma (creatures touching it take 2d12 fire damage) the hunted ally, the affected PC may make a[ DC 19 Wisdom Saving 2) - Solid, caustic, steaming ice (creatures have 50% chance of prone) Throw, with Disadvantage]. If the hunted ally is killed, the affected PC 3) - Deep murky water (12 ft. deep) will try to eat some part of them (eating the corpse also grants a save). 4) - Fetid Soup of Decay (creatures move 1/2 and take 1d10 acid)

4) A Leaf Beyond Burning: The leaf floats all the way to the ground and then ignites in a fiery explosion! 9) A Leaf of the Far Realm’s Gifts: Effect: Each creature within 20 ft. of the fallen leaf must make a [DC 18 Dexterity Saving Throw] or take 9d6 + 6 fire damage, and be thrown 4 The leaf bursts into glowing red orbs of light. Whatever unlikely thing squares upwards and in a random direction. (Success means half damage) the orbs touch, takes on new and twisted life. Effect: A dead PC within 20 ft. will come back to life with 1/2 HP, as a revenant version of themselves (alignment unaffected). A dead NPC will rise as a malevolent zombie form and attack. A dead Ultimus can 5) A Leaf of Twisting Lives: reanimate with 1/2 HP. A PC’s weapon may animate and turn against them. A garden statue will animate and become an “Accursed Statue.” Your mind is the same, yet your body suddenly feels foreign. Effect: PC and the PC nearest to he or she switch bodies (they must trade character sheets). The effect is permanent (though a “remove curse” or similar will undo this effect). Sample10) A Leaf of the Contagious Curse: file The light touch of this leaf leaves an ominous tickle on your skin. 6) A Leaf of Mad Energies: Effect: The PC is strangely immune to any further curses from fall- A part of your body bursts into transformation, as a monstrous new ing leaves. Any ally may steal this immunity from the immune PC, limb sprouts into being: but they have to harm them for more than 15 points of damage to The affected PC must make a[ DC 19 Constitution Saving Throw, do so. Losing this immunity has a counter-curse that causes the PC with Disadvantage] or take 5d6 damage and gain a mutated appendage to then take an extra damage dice from any damage caused by the of the Far Realm (see Curse “Mutated Appendage”). falling leaf curses.