Introduction which slows gameplay momentum. Adjust the pacing to avoid running long or short. Welcome to The Sands of Ascore, a D&D • Give the players appropriate hints and clues to adventure. The adventure is set the Forgotten they can make informed choices about puzzles, Realms, East of the Laraur. Suitable for 3-6 combat, and interactions without getting players level 2-5. frustrated over lack of information. This Adjusting the Adventure: encourages immersion and rewards players for pay attention. Always err on the side of more Special DM note: This adventure is designed clues. to be flexible. There is a suggested storyline, but Player ingenuity, story needs, The DM should not follow the text word-for-word; rather facilitate a fun, challenging game. or DM preference equally have priority in all decisions. Some optional encounters and Spellcasting Services: Any settlement town- alternatives are suggested, but the DM must sized or larger can provide some spellcasting use their best judgment on the plot points services. Characters must travel to the based mostly on what makes sense and, settlement for these services. Alternatively, if the most importantly, what is the most fun. You party finishes the adventure, they can be should adjust the adventure beyond the assumed to return to the closest settlement. module’s guidelines. The DM might make the Spell services generally available include adventure easier for a group of mostly healing, recovery spells, and information- inexperienced players or more difficult for very gathering spells. Other spell services might be experienced players. Always follow this golden available as specified in the adventure. Unless rule when you DM for a group: otherwise noted, three spells cast per day total Make decisions and adjudications that is the maximum number of spells available as a service. enhance the fun of the adventure when possible. Spellcasting Services Table Spell Cost To reinforce this golden rule, keep in mind the Sample Curefile wounds (1st level) 10 gp following: Identify 20 gp Lesser restoration 40 gp • Make adjustments to the adventure and make Prayer of healing(2nd lvl) 40 gp decisions about how the group interacts with the Remove curse 90 gp game world, especially outside of combat, but Speak with dead 90 gp the DM must adjust the adventure for groups Divination 210 gp having too easy or too hard of a time. Greater restoration 450 gp Raise dead 1,250 gp • Being overwhelmed makes for a frustrating game. Making the adventure too easy makes for a boring game. Assess the each player’s game Acolyte Background: A character possessing experience (not the characters’ levels) and ask the acolyte background requesting spellcasting what they like in a game, then try to give them services at a temple of his or her faith may the D&D experience they want. Give everyone a request one spell per day from the Spellcasting chance to shine. Services table for free. The only cost paid for the spell is the base price for the consumed material • Be mindful of pacing, and moving along the component, if any. game session appropriately. Watch for stalling,

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Note on the Adventure: The Sands of Ascore the Mage. A crimelord in Silverymoon, Bartle is a strange tale, but not particularly combat knows Ygorl is up to something and questioned heavy. The Players get to play bad guys: the about Ygorl’s plans. Secretly, Bartle stealing, conning, and sticking it to the other is a lesser Slaad Lord Wartle and cons the guy—in this case other players perhaps. The adventurers into seeking helping him gain social encounters are important to solving access to a portal off this plane. Long ago, puzzles and problems. This is an experimental insane ancient reached out to the far attempt and fairly rigid. But the surprises and realm Elder Evil. They tunneled beneath the themes will be much more effective if the inner Pyramids of Ascore to profane those sites with workings are not revealed to the party. Don’t their mystery cults. Bartle actually slipped restrict players based on alignment, but helpful through this way before, by manipulating a Wish reminders may be useful for new players. spell. After providing “Invaluable Gems” to the Additionally, there may be small or large cultists he But since then Paladins from another connection to other future adventures, most World, the Order of the Spheres, have destroyed likely The Lost Tower or Islands of Insanity, or guarded such altars to the Elder Evils when noted in the module. This module is intended to they can find them. Sir Grey guards the Vault of be a sequel to two of three possible starting the Altar beneath the sands of Ascore and has adventures (1B,or 1AB) for the A and B for hundreds of years. Bartle’s concerned about interconnected adventures arcs of The Doom Sir Grey’s Holy Avenger sword hurting him. Portals storyline. This is focused on evil Nearby on the surface, the Longhunt are characters, evil stories tend to be more fun, but routed, as Bartle arrives at the door to the Vault less fair. This adventure is an excellent example of the Altar. as it isn’t fair at all, but rather rewards greed with death or triumph. More importantly most Overview encounters are trap-like and if they players come up with creative solutions don’t be afraid This adventure takes place in 3 parts. to allow it. Part 1, The Big Score II: The adventure begins with the characters meeting “Lord” Bartle, a Sample criminalfile and mage from Silverymoon. He Adventure Background promises them riches if they’ll help him explore the Vault. Ygorl, the Slaad Lord of Entropy, is plotting to assist an Elder Evil in bringing true chaos to Part 2, Invaluable Gems: After entering the Toril. Slaadi and their collaborators on Toril Vault, the find a diamond horde, but the there’s have been slowly infiltrating this world from other a catch. Planes. Ygorl has granted this Death Slaadi Part 3, Bad Choices: The players dodge traps army a boon, upgrading their polymorph to a to find the Altar, but what will they do with it? true polymorph worthy of a dragon. Most Slaadi are traveling from portals at Hellgate Keep and in the Deepspawn Caverns they take Moon Pass and Turnstone Pass in the Nether Adventure Hooks: Mountains. The Slaadi are superior shape shifters and with abilities to detect thoughts. The one of hardest parts of this story for DMs They appear as other creatures, but carry with making their own adventures or following the them a chaos aura and chaos-stuff. One such guidelines is the “adventure hook”. The biggest Slaadi, disguised as an , lost his Slaadi issue is making the party want play the module. Gem. This gem was collected by “Lord” Bartle

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1. If the Party played The Kobolds’ Gem they are already employed by the quest giver. As the adventure begins, the Party is working as criminals for Bartle the mage and arrives at the entrance to the Vault. 2. If the Party played Blood-Kin to a neutral or evil conclusion they are pushed by a sandstorm near the pyramids and tumble down a cave to meet Bartle. 3. If the Party played Blade Bizarre and is neutral they accompany Roccar to “13 Fangs” and are pushed by a sandstorm near the pyramids and tumble down a cave to meet Bartle. 4. Otherwise, the Party are the remnants of bandits who tried to steal a ruby totem from Lek-Lek’s Mine. Fleeing Longhunt Orcs pushes them from their hideout near the pyramids and the Party tumbles down a cave to meet Bartle.

Sample file

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Part One: The Big Score II and-off believing therein lays a great treasure. (This is mostly true). The adventure begins in the early morning 2. Bartle “acquired” a ruby he believes to beneath the Pyramids of Ascore at the unlock the treasure vault. (This is a lie). passageway to the Vault. The Party has either 3. “The faerezessesssss making fallen down a sink-hole or teleported in with teleporting impossible, I was lucky I Bartle the mage (See above Adventure Hooks). didn’t die.” (This is a lie). The ancient vault contains a fortune and the only 4. Bartle’s Mage friend was struck dumb exit. by the Ruby’s magic. 5. Bartle must use the Ruby key during the Dungeon Walls: Hewn Stone (Climb correct planetary alignment to open the DC 20 Athletics) true vault. The Party must make all haste to open the vault as soon as Dungeon Floor: Hewn Stone (Entries possible. (This is a lie). numbered left to right) 6. Bartle promises to share Ascore’s Temperature: Warm treasures 60/40 with the Party. (This is mostly a lie; he’ll also bribe them with a Illumination: Dim Light 1000 gp upfront if necessary.) (phosphorescent fungus every 20 ft.) 7. Bartle says he hired a fighter, named Bob, to watch the Vault for interlopers. The tunnel behind is impassable, but dim light Bob pulled a sword from a stone and comes from a cave ahead. Inside the cavern, a went crazy. “He’s babbling about hawks red cloaked mage squats on a rock. He’s short, and comeliness.” (This is a lie.) pudgy human with a shrill, raspy-sounding voice. 8. Don’t touch that sword! His red cloak conceals his face except his wart 9. Bob will not allow anyone to pass. (This covered chins. A second similar looking mage is half-true). stands behind him staring blankly. In the 10. If you have to fight him, don’t kill Bob; distance, a strange looking Paladin stands just subdue him until I can study these blocking the way forward. The mage motions for strange magicks. (This is a lie). the Party to join him. Sample file11. The only way out is through the Vault or Bartle’s teleport. (This is mostly true). Roleplaying Bartle: The self-titled “Lord” Bartle 12. “If I help you, you won’t get to have the is a mage who pays criminals well for various experience!” tasks. Bartle appears to be weak, cowardly, and 13. If asked about his “stuck Dumb” mage incompetent. Secretly, Bartle is so much more friend, Bartle claims he is named than he appears (See Who Is Bartle section). Jenkins Le Roy. Bartle is a liar; whimsical, flippant, inconsistent, crude, and insulting. Bartle is mostly him toying Any player making an (DC 15) Insight check at with the Players. Secretly, Bartle knows all the disadvantage suspects Bartle lying about dangers of the Vault. Bartle can actually hear something, but what exactly is unclear—but they the Players’ out-of-character table talk. He know they never, ever want to cross him. A doesn’t reveal this until the end of the adventure. Critical Success at disadvantage will reveal Ascore’s treasure is real, but the ruby is more Bartle’s Information: than a key.

1. Bartle has been studying the thirteen Any player making a (DC 10) History check on red stone pyramids at Ascore’s ruins on- Ascore will recall: Ascore is a windswept ruin on the Anauroch’s edge. Near the long abandoned

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Delzoun port city stand thirteen red stone A History or Insight check on reveals nothing on pyramids of unknown origin. This red stone is the Paladin. Detect Magic or Dispel Magic will similar to the bleeding stone of Karse. If no one do nothing, but casting near “Bob” will cause him in the Party previous received the item from him to attack. Allow the players to try a few checks, in The Kobolds’ Gem, he offers them Goggles and then read the following: of Night which grant (See DMG), they secretly also cast blind on the wearer if the The lone Paladin draws his Holy Avenger. wearer speaks Bartle’s true name aloud. “Leave this place,” he warns.

Who is Bartle?: Wartle is a slaad lord, a rival of The Paladin is secretly Sir Grey Strongheart, Ygorl. Ygorl imprisoned him in the form of a posted here centuries ago and sustained by meteor, casting the meteor at Celestia in the piety. He has forgotten his name or even why hope this would destroy him and to please the he guards the Vault, but he will not abandon his Elder Evil he admired. The meteor’s chaotic duty. The Paladin isn’t much for conversation, aura caused madness and mutations to spring and secretly will attack shortly. The Party may up among the celestials around it. While Wartle approach again, if any character is a Drow or a was scraping himself together, Ygorl began the Paladin is very likely to attack. organizing Slaadi into an army. Wartle is Otherwise, the Players get a short back and disgusted by such order among the chaotic forth. Slaadi. Although he is a Lord of Chaos, Wartle is not as powerful as Ssendam or Ygorl. Wartle “Bob’s” Information: appears as a short, bloated toad, colored 1. The Paladin is not named Bob. He grayish brown with sickly green spots. His skull doesn’t know his name, but it is not is crested with small, backwards-pointing horns. something so clearly made up. He also takes the shape of a short, pudgy 2. He has never seen Bartle before. human, named Bartle. Wartle knows impossible 3. He will lay waste to everyone here if things and can break the fourth wall (but doesn’t they do not leave. until the adventures end). Bartle has brought a 4. The Paladin will not discuss what is in tentacle rod for the ritual. Bartle/Wartle cannot the Vault. really be forced into combat, if attacked heSample waits file 5. In the unlikely event there are any by the south entry to room two while invisible. paladins in the party, he does not recognize them as “True Paladins.” . “Bob” the Fighter: Ask for an Intimidation or Persuasion check and The area on the sample map near location (n) is then read the following: patrolled by a “Bob”. After the Party speaks with Bartle read the following: “Bob” readies his sword. “Say one more word to me and you die.” Withered corpses are nailed to the corridor walls (Dwarves and Elves, including Drow). A Paladin Social Encounter 1: Peace Talks? stands in full plate. The armor is ancient but Immediately ask the Players to respond in well cared for and his shield is marked with three character to the Paladin’s threat. Start by going spheres and a hand grasping lighting bold. He around the table in an order determined by the looks old, but ready for battle. DM and get everyone to explain how their There is one (1) extra-planar Paladin. Anyone character responds in either first or third person. approaching is warned to stop and turn back. The Players will have guessed something is odd

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here, but someone will try to talk to him. When DM Note: if the group is small, or mostly low they do, roll imitative. If the Players try to play it level consider lowering the Paladin’s HP or safe, pick a character with the metaphorical chip having his shield break, lowering his AC to 14. on their shoulder and tell them the Paladin To up the ante, have the Paladin ready an action insults the character with something like to cast haste on himself if the Party doesn’t “Especially you, your (entire race, mother, or leave. god) (is cowardly, would thank me, is a perversion that beget a pervert). Don’t worry if the Players don’t bite. Bartle can chimed in with Opening the Vault: a quip or an alternative edition suggestion “use Dungeon Walls: Hewn Stone (Climb an action point!” to start the combat. He can DC 20 Athletics) also save the party if things get nasty. “Do a barrel roll!” Dungeon Floor: Hewn Stone (Entries numbered left to right) Note on NPCs: The NPCs in this adventure are mostly there for use by Bartle and the Party at Temperature: Warm the end. So Bartle demands any NPCs are subdued and put on his Tenser’s Disc. There Illumination: Dim Light may be insane Drow, or lost Orcs from the (phosphorescent fungus every 20 ft.) Longhunt Clan. But the initial plan is Bartle uses the Paladin and the Party may use Bartle’s brain After subduing “Bob” (If not subdued, Bartle will damaged friend. If the characters are cast Spare the Dying and place him on Tenser’s particularly evil, the DM might leave them with Disc), read the following: the using a Player Character as the only option. As Bob falls, his sword clatters from his hand. The Holy Avenger sizzles as it melds into the Paladin (Extra-Planar), Medium human, lawful good AC 16 stone floor. The tunnels become as silent as a (Weakened Plate, shield) HP 42 (10d10+2 -50%) Speed 30 grave. A giant stone door looms in the western ft. STR 19 (+4) DEX 11 (+0) CON 14 (+2) CHA 15 (+2) INT corridor’s northern wall just before a sharp turn 13 (+1) WIS 11 (+0) Saves wis +4, Cha +6 Senses passive Perception 10 Languages Common,Sample Elvish tofile the north. In the east stands a weathered CR 10 ( 15000 XP) Dueling Style. +2 to damage statue of a fearsome tentacled mass with a Ancient: Age has reduced the creature to half HP. yawing maw. Withered, ancient corpses are Lay On Hands, Action, it can touch heal up to 50 HP or nailed to the corridor walls. spend 5 points to cure disease or 1 poison effect. Divine Smite, on melee hit it can use spell slot to add 10 (2d8) radiant damage, 4 uses per rest Any character, other than a Lawful Good Vow Of Enmity, Bonus Action, any creature it can see Paladin, attempting to pick up the Holy Avenger within 10 feet, advantage on all attack rolls against the will either notice their hand disintegrating or if creature for one minute or until it drops to 0 HP. evil take 12 (3d6) radiant damage at the DM’s Spellcasting. The Paladin’s spellcasting ability is Charisma (spell save DC 15). It can cast the following spells: Haste, discretion. Regardless, the Holy Avenger is Misty Step stuck in the stone floor and immovable currently. Actions Strange Holy Avenger. Melee Weapon If “Bob” is healed, he immediately attacks again. MultiAttack: Paladin makes 2 attacks. +13 to hit, reach 5 ft., one target. Hit: 28 (1d8+3d6+11) slash/radi damage. There are 3 entrances to Room 1 (The Vault): South Entry 2, South Entry 3, and North Entry 5. Getting into the vault can be fairly easy if Bartle assists. This is at DM discretion, or you might roll a D20 and on a 10 or higher he mentions there is a trap.

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