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The Grand Illusionists Delusion

A D&D Next playtest adventure for 5th-7th level characters


Written by Ambrose Ingram ambrose!i"gmail#com$
%he &rand Illusionist's Delusion is an adventure designed for
a party of four 5th-(th level adventurers# %he adventure )as
designed )ith *th level characters in mind but it is still
appropriate for characters of 7th or (th level# +haracters of ,th
level or higher )ill have a much easier time because of spells
such as true seeing. -or a smaller or lo)er-level group. the
dungeon master should consider reducing the number of
illusions to one or t)o illusions covering each floor of the
mansion# /educing the number of illusions in the house )ill
also speed up the adventure and can be used to turn the
adventure into a more straightfor)ard dungeon cra)l#
Adventure Background
%he Tome of Absence is a po)erful spellboo0 of illusion
magic# 1any of the greatest illusionists throughout history
possessed the tome. but most hid it someplace secret. died at
the hands of a rival magician. or simply disappeared# %he tome
has a dar0 secret2 it feeds on the spirit of its o)ner. using the
magician's o)n life to fuel his or her illusions. eventually
0illing its master and trapping his or her soul#
%he %ome3s previous o)ner. Albrecht 4parro)ing. once
lived in a mansion outside Dinton. but he disappeared thrity-
five years ago# 5ooters have explored the mansion. but none
have returned# -or many years the mansion sat. dilapidated
and ignored# /ecently. the to)nsfol0 of Dinton have noticed
lights coming from the mansion and the )orn-do)n exterior
)as restored to its former grandeur. seemingly overnight#
6rlach the &rand Illusionist is a rogue )i7ard )ho fancies
himself the greatest illusionist of the current age# 8e has
sought the Tome of Absence for more than a decade, believing
that the tome )ill elevate him to be the greatest illusionist of
all time# 8e trac0ed the tome to 4parro)ing and rightly
suspected that it )ould still reside )ithin the )i7ard's home#
8e entered the mansion. claimed the Tome of Absence for
himself. and dove into studying the text. ta0ing fe)
precautions as he did# 9y the time he learned of the %ome's
deadly secret. it )as too late# No). 6rlach is frantically
searching for a )ay to remove the tome's curse before it 0ills
him#
In order to save himself. 6rlach spends his time in the
mansion3s library. continuing 4parro)ing's research# 8e
0idnapped t)o clerics. but they )ere unable to remove the
curse# 6rlach is 0eeping them alive to heal him as the boo0
slo)ly drains his life# 6rlach has sent doppelganger servants
out into Dinton and other nearby to)ns to see0 anyone )ho
might have information that could save him#
Adventure Summary
%he :+s might become the targets of one of 6rlach's servants.
hunt 6rlach for the bounty on his head. or be hired by the
people of Dinton to rescue the missing priests# When the :+s
first explore 4parro)ing's mansion it seems )elcoming. but
they )ill ;uic0ly reali7e that nothing )ithin the mansion is
)hat it seems# Illusions. traps. and arcane defenders hinder
their progress through a mansion that is literally falling apart
around them# If the :+s encounter and defeat 6rlach. they )ill
be left )ith the dilemma of responsibly disposing of the tome -
or perhaps the temptation of using its po)er for themselves###
Adventure Hooks
Rescue Mission2 %he party is passing through the small
to)n of Dinton and is approached by 9rother Astor# 9rother
Astor as0s the party to investigate the disappearance of t)o
priests from his order. offering a small re)ard#
Bounty Hunters: A )oman named +atherine approaches
the :+s and tells them about the bounty on 6rlach's head# 4he
has her o)n motives. but can tell the :+s )here to find him#
A amiliar ace: /eplace Dinton )ith the party's home
base# An N:+ the party 0no)s approaches them and as0s
probing ;uestions about magical artifacts. tomes of magic. and
brea0ing enchantments# %he N:+ invites the party to visit a
friend of his or hers at 4parro)ing's mansion# %he N:+ is
actually one of 6rlach's doppelgangers. and if the party
figures this out. they can get enough information from the
creature to learn that their real friend has been 0idnapped by
6rlach#
In!ormation Gathering
Any character )ho spends time tal0ing to people in Dinton
can learn the follo)ing2
1ost to)nsfol0 believe the mansion is haunted# 1aybe it
isn't. but a fe) treasure hunters )ho entered the mansion
many years ago never returned#
-or the last month. villagers have seen lights in the
mansion at night# At least one person claims that the formerly
rotting mansion )as completely restored overnight <as if by
magic#= 4ome people believe Albrecht has returned but others
!ustify the changes as <ne) ghostly tric0s#=
Albrecht 4parro)ing built the house for himself )ith
money he earned as an adventurer# 8e disappeared )ithout a
trace over thirty years ago#
%)o priests )ent missing t)o )ee0s ago# When +aptain
9layloc0e investigated the mansion six days ago. he never
returned#
%here have been many strangers passing through to)n
recently. often as0ing odd ;uestions about curses and artifacts#
>
Any character )ho ma0es an Intelligence Arcana$ chec0
about Albrecht might learn the follo)ing2
D+ >?2 Albrecht 4parro)ing )as a mage and adventurer
)ho retired at a surprisingly young age#
D+ @?2 4parro)ing speciali7ed in con!uration and the
creation of arcane constructs#
D+ @52 4parro)ing )as the last 0no)n o)ner of an
artifact 0no)n as the Tome of Absence.
Any character )ho has heard of 6rlach and ma0es an
Intelligence Arcana$ chec0 about him might learn the
follo)ing2
D+ >52 6rlach is a rogue magician )ith a 5?? gold
bounty on his head#
D+ @?2 6rlach fancies himself the greatest illusionist of
the age and gave himself the moni0er. <the &rand
Illusionist#=
D+ @52 6rlach employs a gang of doppelganger rogues
as servants#
D+ A?2 6rlach has been searching for an artifact 0no)n
as the Tome of Absence for many years#
Any character )ho has heard of the Tome of Absence and
ma0es an Intelligence Arcana$ chec0 about it might learn the
follo)ing2
D+ >52 %he %ome holds the secret to po)erful illusion
magic#
D+ @?2 1ost o)ners of the %ome either died or
disappeared )ithin a year of ac;uiring it#
D+ @52 Albrecht 4parro)ing )as the last o)ner of the
%ome and he possessed it for longer than most. for about
a decade#
D+ A?2 %he %ome )as created by a po)erful devil many
centuries ago# %he %ome uses the life force of its o)ner
to po)er its magic. slo)ly 0illing and consuming its
o)ner's spirit#
Summary o! "#$s
Bartholome%
Doppelganger rogue (assassin), lawful evil
9artholome) is three years into a five year contract )or0ing
for 6rlach# %he other doppelgangers serving 6rlach are
9artholome)3s gang and are loyal to him#
:rior to his employment )ith 6rlach. 9artholome) )as a
member of an assassins' guild. but ended up on the )rong side
of a coup and is considered a traitor# 8e is loyal to 6rlach
because their contract pays )ell and 6rlach provides some
protection against 9artholome)'s former allies# 9artholome)
is not )illing to lose his life for his )or0. ho)ever. and )ill
abandon or betray 6rlach if he believes it is the only )ay to
ensure his o)n survival#
9artholome) normally ta0es the form of a tall. gaunt half-
elf and )ill ta0e the identity of 9arty 4parro)ing if he
interacts )ith the party# While conversing )ith the :+s.
9artholome) attempts to get them to tal0 about themselves.
their abilities. and their past adventures in order to ascertain if
they are useful to his employer# 9artholome) 0no)s the
predicament that 6rlach is in and is doing his best to help. if
for no other reason than another t)o years of guaranteed )or0#
In combat. 9artholome) al)ays tries to attac0 from
surprise in order to assassinate a target and uses up to t)o of
his potions of invisibility to stal0 and surprise a foe# 8e al)ays
flees combat if it loo0s li0e he )ill lose and saves his last
potion for this purpose# In general. he )ill attempt to capture
the :+s so that 6rlach can ;uestion them#
4tats for 9artholome) can be found on pg# >@#
Brother Astor
Human male cleric (healing), neutral good
9rother Astor is a young. devout cleric and an active priest at
the Dinton church# With the disappearance of 9rother
8armond and 4ister -elicy. he is the highest ran0ing
clergyman and highest level cleric in Dinton level A$# 9rother
Astor only 0no)s common 0no)ledge about Albrecht
4parro)ing and the mansion. but gladly shares )hat he 0no)s
)ith the :+s if he thin0s they )ill help#
9rother Astor does not personally believe that the
4parro)ing mansion is haunted. but he thin0s that it has a ne)
o)ner# /egardless. he is afraid of the mansion. especially
since the disappearance of +aptain 9layloc0e# If the characters
agree to trac0 do)n the missing priests. 9rother Astor )ill
promise 5? gold to each party member and a year of free
church services#
Brother Harmond and Sister elicy
&$a'tured #riests(
Human clerics (healing), lawful good
9rother 8armond and 4ister -elicy are the priests captured by
6rlach# %hey are both level 5# %hey are suffering from
pneumonia and are barely conscious )hen the party finds
them# 6rlach has 0ept them both bound and gagged in the attic
@
of the mansion. )hich is exposed to the elements#
6rlach has 0ept the pair alive so that he can continue to
interrogate them and so they can heal the damage he suffers
daily from the tome# %hey have pic0ed up some information
about the Tome of Absence from 6rlach3s interrogations# %hey
0no) that the %ome can only be touched by the person attuned
to it. and that it )ill slo)ly 0ill its o)ner# %hey do not 0no)
ho) it can be unattuned or destroyed#
$atherine
Doppelganger rogue, neutral
+atherine )or0s for a member of 9atholome)'s former
assassins' guild# 4he 0no)s that 9artholome) is )or0ing for
6rlach and )ill point the party to)ards the bounty on 6rlach's
head in hopes of flushing 9artholome) from out of the
protection of his employer#
If she approaches the party and they do not trust her
motives. she )ill remain evasive. revealing only that her
employer is interested in 6rlach's capture or death# If pressed.
she )ill explain that it's not 6rlach. but 9artholome) )ho she
is after. and explain that he is a traitor )ho )ill be brought to
!ustice#
+atherine prefers to ta0e female forms and )ill appear to
the party as an attractive halfling unless she has reason to
believe a different form )ill get a better reception#
If necessary. use doppelganger rogue stats pg# >@$ for
+atherine#
)rlach the Grand Illusionist
Human male mage (illusionist), neutral evil
6rlach. the self-styled <&rand Illusionist.= has been trac0ing
the Tome of Absence for a decade# 8e believes that he is the
greatest illusionist of the age and believes that )ith the %ome
he )ill go do)n in history as the greatest illusionist of all
time#
Despite learning the tome's dar0 secret. 6rlach is still
convinced that it can be controlled and is attempting to find a
)ay to remove the curse but 0eep the %ome# In addition. the
tome spea0s to 6rlach )ith the voices of its past victims.
especially that of Albrecht 4parro)ing. urging 6rlach to
continue his research and promising that there is a solution#
9et)een his impending death and the tome's )hispered
advice. 6rlach is rapidly losing grip on his sanity#
6rlach 0no)s ho) the tome can be destroyed the details
of )hich are up to the dungeon master$ but )ill refuse to do so
and )ill not tolerate anyone )ho tries to destroy it# 8e also
0no)s ho) to unattune the %ome. but )ill stubbornly cling to
the possibility of 0eeping the %ome#
Although difficult to do. it is possible for the :+s to
convince 6lrach to see0 a cleric to cast wish if they provide a
reasonable suggestion of )here or ho) to do so#
9ecause part of Albrecht 4parro)ing's spirit is still
contained in the tome of absence, 6rlach has subconsciously
recreated the mansion as it appeared )hen 4parro)ing )as
alive# In addition. 6rlach has gained some control over
4parro)ing's constructs and summoned servants#
%he bounty on 6rlach's head is old. but legitimate# %)enty
years ago. )hen 6rlach )as an apprentice. he 0illed one of his
classmates. the son of a po)erful nobleman. and has been
hiding from la)men ever since#
4tats for 6rlach can be found on pg# >A#
The Adventure:
*+'loring S'arro%ings Mansion
6rlach has <fixed up= 4parro)ing's mansion using his
illusions# %he result is a mansion that out)ardly appears )ell
ta0en care of and luxurious# In reality. the mansion is in
horrible disrepair# 4ome ha7ards are suppressed by 6rlach's
magic as long as the :+s believe in the illusion. )hile others
are merely concealed and threaten the party unseen#
While the characters believe 6rlach's illusory mansion.
rich tapestries and paintings adorn the )alls. the floors are
covered in lush carpeting. and everything lit by )all-mounted
lamps that faintly emit the scent of spicy incense#
If a character sees through one of 6rlach's illusions. he or
she )ill see the true nature of the mansion# %he carpeting has
rotted a)ay. revealing floorboards that are beginning to
decompose and are covered in bro0en glass and rusty nails#
Bnly the tatters of )all hangings remain. revealing peeling
plaster and bare stud)or0#
Illusions &D$ ,-(: 6rlach enchanted each room in the
mansion )ith an illusion. using the Tome of Absence to ma0e
the spells permanent and partially real# As long as a character
believes in a particular illusion. he or she )ill be able to
interact )ith the illusory features in the room as if they )ere
real#
If a character interacts )ith something in )ay that his
senses contradict each other. allo) that character to ma0e a
Wisdom :erception$ chec0 to see through the illusion# -or
example. if a character successfully 0ic0s do)n a rotting door
that appears to be sturdy#
Bnce the :+s have reali7ed that almost everything in the
house is an illusion. they can attempt to <disbelieve= as an
action# When a character does so. that character ma0es a
Wisdom :erception$ chec0 to see through the illusion. but if
it fails that character cannot attempt to disbelieve that illusion
until he or she gets another opportunity by interacting )ith the
room#
Cach numbered room is enchanted )ith its o)n illusion.
forcing characters to continue ma0ing Wisdom chec0s as they
A
progress through the mansion# Any character that sees through
an illusion )ill be unaffected by that illusion until he or she
ta0es an extended rest#
.alls and Doors: %he interior )alls and doors of the
mansion are rotten and termite-ridden# 1ost doors in the
mansion are unloc0ed. but brea0ing do)n a door or smashing
through a )all is easy to do and any character that does so can
ma0e a Wisdom :erception$ chec0 to see through the
illusions in the connected rooms#
Rotting ooden Door! A+ 5D hp 5D resistant to piercingD
immune to poison. psychic. and all conditions#
Rotting "nterior all! A+ 5D hp 5D resistant to piercingD
immune to poison. psychic. and all conditions#
loors: %he floors of the mansion are treacherousD bro0en
glass and rusty nails cover the ground and some sections of the
upper floors have completely deteriorated#
#ails and $ro%en &lass! 6nless other)ise noted in the
individual room descriptions. any space ad!acent to a )all or
door)ay should be treated as if it )ere covered in caltrops#
6rlach3s illusions suppress this effect. so characters )ho
believe the illusion in a room ignore this ha7ard#
ea% 'loorboards! +ertain sections of the floor are so
decomposed they collapse )hen stepped on# 6nsafe regions
are noted in the individual room descriptions#
+haracters )ho have seen through the illusion recogni7e
unsafe sections of floor )ith a D+ >? Intelligence 4earch$ or
Wisdom :erception$ chec0# If a character )al0s onto an
unsafe region then that character ma0es a D+ >5 Dexterity
saving thro)# Bn a failed save the character falls through to
the first floor of the mansion# %he fall is >5 feet from the
second floor and A? feet from the third floor# If a character
falls onto a section of floor that is covered in nails and bro0en
glass see above$ he or she ta0es >d* extra falling damage#
The Adventure:
*ntering the Mansion
A neat gravel path, bordered by small white flowers leads up
the the hill to Albrecht (parrowing)s mansion. "t is
architecturally simple* a rectangular home with a sloped,
shingled roof, and wooden siding that is painted forest green.
$ehind the main house, you see the rotting foundation of what
was once a servant)s home or guest house.
If the party sees through the illusory house. read the follo)ing2
The house is barely standing. "t is impossible to tell what
color it once was because the paint has completely peeled
away, revealing warped, termite+riddled walls. The roof sags
horribly in the middle and entire sections have fallen through.
The path leading to the house can barely be seen beneath
thic%, thorny vines that cover most of the yard.
*ntering via Di'lomacy: If the characters 0noc0 on on
the front door of the mansion or other)ise announce their
presence. 9artholome) pg# @$ )ill greet them# 9artholome)
)ill ta0e on the persona of 9arty 4parro)ing. the son of
Albrecht 4parro)ing. and invite the characters inside for
coffee#
A tall, gaunt man opens the door. He is wearing fine clothes
and sips a cup of coffee as he e,amines you for a moment.
(uddenly he smiles, -&reetings,. he says, -my name is $arty
(parrowing. "/d be delighted if you 0oin be for a cup of 0o. "
haven)t had visitors since " moved in* " thin% the townsfol% are
a bit scared of my father)s old house1. $arty chuc%les at his
own 0o%e and waves for you to step inside.
If the :+s !oin 9arty for coffee. he )ill lead them to into
room EA and excuse himself to prepare the coffee# %he party
)ill have about five minutes to loo0 around before 9arty
returns )ith the drin0s#
9arty poisons the :+s' coffee. )hich 0ic0s in 5 minutes
after being ingested# 9arty uses his sleeping poison usless
there are t)o or more elves in the party. in )hich case he )ill
use his intoxication poison#
While )aiting on the poison. 9arty )ill start the
conversation by as0ing )hat brings the party to Dinton and
tries to 0eep the characters tal0ing about themselves# If the
poison doesn't seem to affect the party. 9arty )ill engage in
conversation until the characters finish their coffee and then
politely suggest that he has )or0 to do and that the characters
should leave#
Breaking in through the ront Door: %he front door is
unloc0ed. but )arded )ith an audible alarm spell# %he alarm
a faint. !ingling bell$ )ill sound if any person )ho isn't one
of 6rlach's servants opens or brea0s the door# %riggering the
alarm )ill alert 9artholome) in room E@. the doppelgangers
in room EF. and 6rlach in room E>@# Initially. only
9artholome) )ill react to the alarm# 8e )ill drin0 one of his
potions of invisibility and ;uietly follo)ing the :+s until they
start another encounter. then attac0# 6rlach )ill continue his
research. trusting his servants to handle intruders#
Breaking in through the Back Door: %he bac0 door is
barred from the inside and boarded up# 8o)ever. 6rlach's
illusion ma0es it appear )ell-0ept and unbarred#
Any attempt to unloc0 the door )ill automatically fail. but
if the character )ho ma0es the Dexterity chec0 rolls a @? or
higher. allo) that character to ma0e a Wisdom :erception$
chec0 to see through the illusion# 4uccessfully brea0ing do)n
the door allo)s the character )ho did so to ma0e a Wisdom
perception chec0 to see through the illusion#
Reinforced ooden Door2 5ac. @?hpD resistant to piercingD
immune to poison. psychic. and all conditions#
F
This map was published by i2ards of the 3oast and used with permission.
5
Breaking in through a .indo%: %he )indo)s are
boarded. but 6rlach's illusions ma0e them appear to be )ell-
0ept. glass )indo)s# +haracters loo0ing through a )indo)
)ill see the illusory room on the other side. but not any
creatures in the rooms#
%he illusion ma0es anyone trying to open the )indo)
believe that it is latched from the inside# If any character
attempts to brea0 open a )indo) or brea0 the illusory latch.
allo) that character to ma0e a Wisdom :erception$ chec0 to
see through the illusion#
$oarded indow! 5ac. >?hpD resistant to piercingD immune
to poison. psychic. and all conditions#
The Adventure: /eyed Ma' *ntries
,0 *ntrance Hall
%he entrance hall connects to most of the rooms on the first
floor# A small. plain door under the stairs leads to a cloa0room
that is not encompassed by 6rlach's illusion#
'ine blue carpeting covers the floor of the entrance and
hallway. 4il lamps are hung at even intervals on each side of
the hallway and between them are several large portraits of
the same smiling man wearing different rich or e,otic outfits.
The blue carpet continues up a wide, open staircase in the
front entryway, leading to a landing on the second floor that
overloo%ing this room.
4eeing through the illusion reveals the follo)ing2
The walls and floors are incredibly dilapidated. 5ildew
covers everything, and the carpeting on the floor is completely
rotted away. All that remains are a few dirty blue scraps.
(plinters from former picture frames and shards of glass cover
the hallway floor.
#ortraits: %he man in the portraits is a half-elf. and a D+
>? Intelligence chec0 is enough to guess that the man is
Albrecht 4parro)ing#
$loakroom: 6rlach overloo0ed this room )hen he created
the illusion in the entry)ay# 1ilde) covers the )alls. and the
floor of the closet has completely rotted a)ay# %he hole in the
floor gives characters access to a cra)l space underneath the
house#
+haracters in the cra)l space can travel under any room on
the first floor and )ill be able to see through the rotten
floorboards into the rooms above# It ta0es a D+ >? 4trength
chec0 to brea0 through the floor into a room# Any character
)ho does can ma0e a Wisdom :erception$ chec0 to see
through the illusion#
10 ront #arlor 2 Bartholome%s $ham3er
9artholome) see pg# @$ spends most of his time in this room
reading boo0s he has borro)ed from the mansion's library#
9artholome) has made mundane reparations to the room.
such as s)eeping the floor and covering the )alls )ith drapes#
4till. 6rlach's illusionary room )ill is the first thing the :+s
see upon entering#
(everal fine chairs and a couch sit around a low coffee table.
Do2ens of boo%s are piled on the floor ne,t to the couch and
cover the table. A tapestry on the bac% wall depicts a peaceful
sylvan scene of elves and beasts dancing together in a merry
circle.
4eeing through the illusion reveals the follo)ing2
$lac% sheets cover the walls of the room and peeling,
mildewed plaster can be seen through crac%s in the drapery.
The floors have been recently swept* a pile of bro%en glass
and fragments of wood sits in one corner of the room. The
piles of boo%s remain around the couch, which is covered in
coarse blan%ets.
$reatures &456+'(: 9artholome) is usually sitting on the
couch reading# If he is attac0ed here. he )ill shout for aid.
calling the doppelganger rogues from room EF. )ho )ill
arrive after @ rounds of combat#
Ha7ards: %he caltrops effect from the bro0en glass is only
present in the north corner of this room#
Books: Any character inspecting the boo0s can ma0e a D+
@? Intelligence 8istory$# Bn a success. the character
recogni7es a boo0. The Adventures of 3ompendium 3opper,
&nome Detective, penned by its original author# %he boo0 is
)orth >? gold to most merchants but a collector might pay as
much as 5? gold#
80 Dining Room
%he dining room remains empty most of the time. but is used
)hen 6rlach meets )ith 9artholome) and the doppelgangers#
%he table and chairs in this room are illusory. but because
of the Tome of Absence they support anyone )ho uses them as
long as that person believes the illusion#
A large oa% table ta%es up the center of this room, surrounded
by blue cushioned chairs that match the carpeting. A
chandelier of candles and crystal hangs over the center of the
table. Do2ens of paintings of fruit bowls, feasts, and scenes of
drin%ing or revelry cover the walls.
4eeing through the illusion reveals the follo)ing2
The room is completely empty. 'ragments of wood and shards
of crystal are scattered across the floor, but little else remains.
80 Mess Hall
4everal of 9artholome)'s doppelgangers spend their time here
)hen not on assignment# %he doppelgangers avoid the oo7es
in the 0itchen so they coo0 meals in this room over an open
fire#
Although characters entering the room )ill see 6rlach's
illusion. the doppelgangers' coo0ing could provide a clue
about the illusory mansion#
*
Two plain wooden tables stand parallel to each other in the
middle of the room. There is no carpeting here, but instead a
worn, but well+polished floor. "n one corner of the room is a
cauldron full of stew which is bubbling despite the lac% of fire
beneath it. (imple lanterns hang on walls that are otherwise
unadorned.
4eeing through the illusion reveals the follo)ing2
The tables stand in the room, although one has a large hole in
the middle of it. The plaster on the walls has peeled away,
revealing studwor% and glimpses of the surrounding rooms.
6nderneath the boiling cauldron is an open fire pit with a
small crac%ling flame.
$reatures &566+'(: -ive doppelganger rogues pg# >@$ are
usually in this room# %he doppelgangers remain polymorphed
as humans or half-elves and only ta0e their natural forms if
necessary#
If the doppelgangers are attac0ed here. they )ill shout for
help. calling 9artholome) from room E@# If 9artholome) is
called. he )ill arrive. invisible. after t)o rounds of combat and
attempt to assassinate the biggest threat in the room#
50 Main #arlor
%he parlor has been largely ignored by 6rlach and his
servants# When +aptain 9layloc0e investigated the mansion a
)ee0 earlier. 9artholome) 0illed him and sto)ed the body in
this room. relying on 6rlach's illusion to conceal the rotting
corpse# 9y the time the characters explore the mansion. the
smell of the captain's corpse is beginning to penetrate the
illusion#
7lush chairs and couches fill this room, surrounding a coffee
table with an ivory and obsidian chess set on it. As in other
rooms of the mansion, the lamps on the walls give of a faint
scent of incense, but in this room, the spicy aroma barely
covers up the putrid stench of rotting flesh.
4eeing through the illusion reveals the follo)ing2
(hards of wood and bits of stuffing cover the floor of this
room. "n the southern corner, on top of a large pile of ruined
furniture, is a bloated, rotting corpse wearing studded leather
armor. The ceiling in the western corner of the room has
fallen through, revealing an empty closet above.
$a'tain Blaylockes Body: If a character ta0es at least a
minute to examine the body of the late captain. he or she can
ma0e a D+ >? Intelligence 1edicine$ chec0 to notice a stab
)ound in the captain's stomach# A result of >5 or more )ill
also reveal that )hatever blade stabbed the captain )as
poisoned#
Treasure: If a character sifts through the bro0en furniture
under the body. a D+ >5 Intelligence 4earch$ chec0 )ill
uncover * chess pieces#
%here are F obsidian pa)ns. each )orth , goldD > obsidian
0night. )orth >5 goldD and an ivory 0ing. )orth @? gold#
Hole in the $eiling: %he hole in the ceiling leads to room
E>A# +haracters can !ump up to pull themselves into that room
)ith a D+ >5 4trength Athletics$ chec0# %his is much more
difficult for a small character D+ @5$ unless they have
something to stand on#
With a grappling hoo0 and rope. characters can easily
climb into the room above )ith a D+ 5 4trength Athletics$
chec0#
40 9ounge 2 Storage Room
%he lounge is being used to store the doppelgangers' food and
supplies# 4everal of the doppelgangers also sleep in this
chamber from time to time#
(everal chairs are placed along the walls of this room. A five+
foot tall marble statue of a na%ed nymph stands in each corner
of the room, and along the bac% wall is a gilded clavichord
with a pastoral scene painted inside its open lid.
4eeing through the illusion reveals the follo)ing2
All but one of the statues are smashed and strewn across the
floor. The body of the clavichord remains intact but its lid is
shut and its legs have rotted away. "n one corner of the room
is a pile of bac%pac%s and in the middle of the floor are
several empty, unrolled bedrolls.
Back'acks: %he bac0pac0s contain mundane gear used by
the doppelgangers# Any character )ho searches the pac0s )ill
find any of the gear normally found in an adventurer's 0it.
thieves' tools. and several containers of specialty food items2 a
sac0 of coffee )orth >? gold. a small pouch of spices )orth 5
gold. and t)o bottles of fine )ine )orth @ gold each#
"ym'h Statue: 4parro)ing found these statues as an
adventurer# %he statues are valuable. but also cursed# %he
intact statue )eighs about @5? lbs and is )orth @5? gold. but a
character could easily sell it for more to someone )ho is
affected by the statue's curse#
Any person )ho touches the statue must ma0e a D+ >5
Wisdom saving thro) or become infatuated )ith it# An
infatuated character )ill believe the statue is the most
beautiful piece of art he or she has ever seen. insist on
claiming the statue as their o)n. and )ill refuse to get rid of it#
Cxplain to the player of an infatuated character ho) they
no) feel about the statue and prompt the player to describe
ho) his or her character treats such a priceless treasure#
Bnly remove curse or greater restoration can remove the
statue's curse#
$lavichord: %he clavichord is magical. )hich has 0ept it
mostly preserved# As0ing the clavichord to play a song
activates it. causing it to start playing on its o)n#
All but three of the strings inside the instrument are
bro0en. so only a fe) notes )ill play. but if a character puts at
least 5? gold into restoring the instrument. it can be repaired#
%he repaired clavichord )ill play a s)eet. common tune and is
)orth 5?? gold#
7
:0 /itchen
%he 0itchen has been left alone by 6rlach and his servants
because of the oo7es that ma0e it their home# 6rlach's illusory
room conceals the oo7es. ma0ing them invisible until
characters see through the illusion#
A stove and several small prep tables ta%e up the floor of the
%itchen. 7ots and pans hang from the ceiling and a water
basin, complete with indoor water pump, stands empty in the
western corner of the room. Although everything appears to
be in good condition, there are no signs that the %itchen has
been used recently.
4eeing through the illusion reveals the follo)ing2
The stove is completely covered in rust and nothing remains of
the tables e,cept for a few splinters. Rusted pots and pans are
strewn across the floor, which is also covered in puddles of
dirty water* the pipes leading to the water pump have rusted
through, allowing a slow stream of water flow into the %itchen.
If a character sees through the illusion prior to being attac0ed
by the oo7es. read the follo)ing as )ell2
Three of the puddles of water suddenly coalesce into grey
blobs and surge forward with tendrils of ichor outstretched.
$reatures &466+'(: %hree gray oo7es 9estiary pg# 5>$
ma0e this room their home# %hey typically lie ;uietly in the
puddles of )ater but )ill immediately attac0 anyone )ho
enters the room# 9ecause of 6rlach's illusion. the oo7es are
invisible to any character )ho hasn't seen through the illusion#
#ots and #ans: %he pots and pans on the floor ma0e it
difficult to move ;uietly in this room# Any character
attempting to move stealthily through the 0itchen has
disadvantage on Dexterity 4nea0$ chec0s#
Develo'ment: If the doppelganger rogues from room EF
hear the sounds of combat they )ill start preparing for a fight#
Bne )ill immediately go to alert 9artholome) and returns
)ith him after F rounds#
Bnce the doppelgangers hear the sound of combat stop.
they attac0. entering the 0itchen from room EF and room E>#
-0 #antry
/usset mold has ta0en over the pantry. covering the remnants
of the shelves and foodstuffs that )ere once here# 6rlach's
illusion conceals the mold. ma0ing it invisible until characters
see through the illusion#
Two large wooden shelves that reach the ceiling are stoc%ed
with bags and 0ars full of foodstuffs. (everal barrels, perhaps
full of mead or wine, sit in one corner.
4eeing through the illusion reveals the follo)ing2
The shelves and containers are gone. 3ompletely covering the
floors and walls is a fla%ey, red substance that loo%s li%e rust.
Russet Mold &156+'(: %he red substance is a russet mold
9arrier :ea0s pg# >5$# %he mold is invisible to anyone )ho
hasn't seen through 6rlach's illusion# Any character that
ma0es a saving thro) against the mold's paralysis may also
ma0e a Wisdom :erception$ chec0 to see through the illusion#
;0 Second loor <verlook and $orridor
%his hall)ay connects all the rooms on the second floor and
has staircases that lead to room E7 and room E>#
6rlach created the illusion in the hall)ay to conceal the
door)ay to room E>?# In place of the door to that room.
characters see a long tapestry of an oa0 tree#
6rlach trapped the top of the landing to prevent anyone but
himself from entering the second floor of the house#
The floor in this hallway is covered in plush blue carpeting
and do2ens of paintings of scantily clad elven woman are
hung along the walls. Two narrow passages branch off the
hallway that must lead to the mansion)s living 8uarters.
4eeing through the illusion reveals the follo)ing2
The carpeting has rotted away, revealing wea% floorboards
that fle, and crea% as you move across them. #o sign of the
lewd portraits remain, but a purple glyph glows on the wall
across from the main stairwell.
Glo%ing Gly'h &=66+'(: Any creature that reaches the top
of the staircase )ho doesn't loo0 li0e 6rlach or Albrecht
4parro)ing triggers the rune# Cach creature )ithin line of
sight of the glyph must ma0e a D+ >( Wisdom saving thro)#
Bn a failed save. a character sees a minotaur charging do)n
the hall)ay to)ards them# Any character that successful saves
sees nothing#
%he minotaur is an illusion. but the Tome of Absence
allo)s it to affect the characters as if it )ere real 9estiary pg#
*7$# Any character can ta0e an action to save against the
illusion again. or urge a friend to disbelieve. granting one ally
a free saving thro)#
%he glyph can be removed by casting dispel magic on it#
Ha7ards: %here are t)o patches of )ea0 floor see pg# F$
in this room# %he first is a 5 ft# s;uare patch at the top of the
stair)ell leading to room E7# %he second region stretches from
in front of room E>> to the door to room E>A#
9ocked Door: In addition to being hidden by the illusion.
6rlach has cast arcane loc% and alarm on the door to room
E>?#
6rlach used the audible version of alarm, and triggering
the spell )ill dra) the attention of 6rlach and his shield
guardian from. room E>@. as )ell as the invisible stal0ers from
room E>>#
9oc%ed Rotting ooden Door! A+ 5D hp >5D resistant to
piercingD immune to poison. psychic. and all conditionsD loc0
cannot be pic0ed#
Develo'ment: When the trap triggers. someone falls
through the floor. or the alarm from room E>? triggers. the
invisible stal0ers in room E>> emerge and attac0# 6rlach only
emerges if his alarm is triggered#
,,0 irst Guest $ham3er 2 )rlachs $ham3er
6rlach has ta0en over this room as his o)n )hile he stays at
4parro)ing's mansion# 8e concealed the entrance to this room
and placed arcane loc% and alarm spells on the door in order
to protect his personal belongings#
(
If the party has not seen through the illusion in the hall)ay
and a character examines the tapestry that appears in place of
the door. allo) that character to ma0e a Wisdom :erception$
chec0 to see through the illusion#
A solid oa% bed piled high with pillows sits along one wall of
the room. A bra2ier with smo%ing incense stands across from
the bed ne,t to a large armoire.
4eeing through the illusion reveals the follo)ing2
There is a bed in this room, but it is little more than a cot
covered with rough wool blan%ets. "n place of the armoire
stands a large oa% chest loc%ed with an impressive iron
padloc%.
$hest: 6rlach 0eeps his belongings in this chest. )hich is
protected by arcane loc%.
Inside the chest are three spare robes. one in blue and
silver and t)o that are red and gold. each )orth >5 goldD and a
coffer containing @? platinum. >(? gold. and four moonstones
)orth F? gold each# In addition. 6rlach's primary spellboo0 is
in the chest see pg# >A$#
9oc%ed (turdy ooden 3hest! A+ 5D hp @5D resistant to
piercingD immune to poison. psychic and all conditionsD loc0
cannot be pic0ed#
,,0 Second Guest $ham3er
6rlach stationed t)o invisible stal0ers in this room# %he entire
floor is )ea0ened. ma0ing exploring the room difficult
A four+poster with wave patterns carved in the posts
dominates the room. A des% and a chest of drawers stand
against the wall opposite the bed.
4eeing through the illusion reveals the follo)ing2
Rotting scraps of wood are all that remain of the furniture
here. The floorboards are riddled with holes, and termites
crawl over every surface in the room.
$reatures &;16+'(: 6rlach has t)o invisible stal0ers
White :lume pg# 7$ in his service. standing guard )ith orders
to attac0 any intruders )ho reach the second floor of the
mansion#
If the :+s reach this room )ithout alerting the invisible
stal0ers. the stal0ers )ill attac0 on sight#
Ha7ards: %he entire floor of this room is )ea0ened see
pg# F$# A character that falls through this floor )ill land in
room E5#
,10 9i3rary
%he library is the one room in the house that )as protected
from the effects of the elements and time# It is also one of the
fe) rooms that 6rlach has not concealed )ith an illusion#
6rlach spends most of his time here. reading 4parro)ing's
extensive collection of arcana and hoping to find some clue to
saving himself from the Tome of Absence.
A large des% made of dar% wood ta%es up the center of this
room. The des% is piled high with enormous tomes and
bundles of scrolls. All four walls of the room are made up of
boo%shelves that e,tend from the floor to the ceiling. Two balls
of light float near the ceiling, illuminating the room in a
gentle glow.
If 6rlach is in the room. read the follo)ing as )ell2
A human man with long, wa,ed mustaches and wearing a
deep blue robe embroidered with silver symbols sits behind
the des%, poring over an open tome. The edges of his form
seem ha2y, trailing wisps of smo%e, and his entire body is
partially translucent. :very few seconds he disappears from
view completely, returning an instant later in a slightly
different position. $ehind him stands a humanoid+shaped,
featureless construct made of iron and wood. As soon as the
door opens, the construct moves around the des%, bloc%ing the
doorway into the room.
$reatures &1>8-6+'(: 6rlach and one of 4parro)ing's old
shield guardians are in this room pg# >A$# 6rlach does not
necessarily resort to violence right a)ay. preferring to spea0
)ith intruders before combat brea0s out in hopes of learning
something that helps his situation#
If the :+s do not insist on entering the library. neither
6rlach nor his protector )ill attac0 immediately# 4ee 6rlach's
entry on page A for advice on ho) he might interact )ith the
party#
Develo'ment: If combat does brea0 out in this room. the
invisible stal0ers from room E>> )ill !oin after > round#
,80 Guest $loset
6rlach did not create an illusion for this room# %he floor has
fallen through into room E5 and characters might be able to
climb into this room from the first floor#
This small chamber was probably once a linen closet. The
remnants of wooden shelves can be seen against the bac%
wall, but the center of the floor has fallen away completely,
revealing the parlor below.
Hole in the loor: %here is !ust enough floor left along the
bac0 )all for a person or t)o to stand#
,=0 Master $loset
6rlach did not create an illusion for this room# %he closet is
full of the moldering remains of 4parro)ing's )ardrobe#
The gust of air from opening the door sends up a cloud of
dust. A couple of dirty are still hanging from hoo%s, but the
ma0ority sit in a rotting pile on the floor, covered in the
corpses of dead moths.
,50 S'arro%ings Bedroom
%his )as once Albrecht 4parro)ing's bedroom but 6rlach has
opted not to ta0e it over. preferring the guest room across from
room E>?#
%here is a trapdoor in the ceiling. )hich is the only
entrance to the attic# 6lrach has left t)o of 4parro)ing's
shield guardians in this room )ith orders to attac0 anyone )ho
enters#
,
This room is clearly the master bedroom. "t is full of ornate
furniture, including a four+poster bed, several chairs, and a
large armoire, all made of mahogany and carved with a
delicate ivy pattern. (tanding in the middle of the room are
two man+si2ed constructs made of metal and wood.
4eeing through the illusion reveals the follo)ing2
All the furniture in this room is rotten or smashed, littering the
floor with debris. (et in the ceiling in front of the entrance to
the room is a wooden trap door with a string hanging from it.
$reatures &,>:46(: %he t)o shield guardians pg# >A$ are
instructed to attac0 anyone )ho enters the room# %hey treat
each other as each other3s master for the purposes of their
arcane defender ability#
Develo'ment: If combat brea0s out here. the invisible
stal0ers from room E>> )ill !oin after A rounds#
Tra'door: %he trap door in the ceiling leads to room E>(#
:ulling the string opens the trap door. causing a rope ladder to
drop into the room#
,40 Study
%his )as once 4parro)ing's study. a room that 6rlach has not
disturbed at all# +haracters can enter from room E>7. but the
door into this room is trapped#
The walls and floors of this room are bare, the carpeting and
wall hangings have rotted away, but the woodwor% itself still
seems to be sturdy. An oa% des% sits against one wall with a
large, dust+covered boo% sitting on it. (everal in%pens stand in
empty in%wells near the boo%.
Book: %he boo0 is Albrecht 4parro)ing's spellboo0 and
contains the follo)ing spells2 alarm, burning hands, cause
fear, charm person, disguise self, magic missile, shield, sleep,
arcane loc%, dar%ness, hold person, invisibility, %noc%,
phantasmal force, scorching ray, suggestion, aura of
invisibility, blin%, dispel magic, lightning bolt, ma0or image,
remove curse, ice storm, polymorph, stones%in, hold monster,
seeming and true seeing.
Desk: 4earching the dra)ers of the des0 reveals a wand of
enemy detection.
,:0 Antecham3er
%hree treasure hunters )ho attempted to explore the mansion
many years ago perished here to one of 4parro)ing's traps#
6rlach has concealed the evidence of that explosion )ith
his illusion#
This small room has no furniture, but many certifications,
letters of than%s, awards, and the stuffed head of an owlbear
hang on the walls.
4eeing through the illusion reveals the follo)ing2
#othing remains of the wall hangings and all the surfaces in
the room are blac%ened and charred. Three soot+covered
s%eletons lie in the middle of the room.
Tra''ed Door: %he door leading to room >* is magically
trapped# Detect magic reveals moderate evocation on the door#
%he trap can be dispelled )ith dispel magic.
If the door is opened )hile the trap is active. the room is
engulfed in a burst of flame# +reatures in the room must ma0e
a D+ >F Dexterity saving thro)#
'ailed save! Ad* fire damage#
(uccessful save! 8alf damage#
,-0 Attic *ntrance
In this empty chamber. 6rlach's illusion conceals the door
leading into room E>, and places a false door in the north-east
)all of the room. )here a hole in the )all allo)s characters to
)al0 themselves out of the mansion into empty air#
The ceiling in this empty room has many holes in it and the
floor is damp and covered in shingles and wet leaves. Despite
e,posure to the elements, the floorboards appear sturdy. A
single wooden door leads out of this room through the north+
east wall.
4eeing through the illusion reveals the follo)ing2
The door in the north+east wall is actually a hole in the wall
that leads out of the mansion into thin air. The real e,it is a
dilapidated wooden door in the north+west wall.
alse Door: Anyone )ho opens the door )ill see a small.
5ft# by 5ft# room )ith a )ooden chest against the bac0 )all#
Any character that )illingly )al0s through the door)ay must
ma0e a D+ >7 Dexterity saving thro)# Bn a failed save. they
fall A? ft#. landing !ust outside the mansion#
:layers paying attention to the layout of the house may
notice that the north-east )all is an exterior )all# Any
character )ho notices this. or )ho )itnesses a friend fall out
of the house should be allo)ed to ma0e a Wisdom
:erception$ chec0 to see through the illusion#
.eak loors: %here is a >? ft# by >? ft# patch of )ea0
floor in this room see pg# F$# %he )ea0 area is the four
s;uares underneath the small table in the map illustration#
+haracters )ho fall through this section of floor )ill land
in room E(#
,;0 Storage Room
6rlach 0eeps his prisoners in this room. including the t)o
0idnapped priests and any 0idnapped N:+ )ho )as added by
the dungeon master as a plot hoo0#
6rlach's illusion in this room disguises the hostages as
monsters and hides the door that leads to room E@?#
$o,es, chests, and fragments of bro%en furniture cover the
floor in this large room. Along the south+east wall, several
orcs are chained to the wall by their hands and feet. The orcs
curse and growl unintelligibly. Two vaguely humanoid clouds
of air and lightning begin to swirl in the middle of the room,
hurling debris in every direction.
>?
4eeing through the illusion reveals the follo)ing2
The debris and elementals remain, but the orcs are actually
6rlach)s prisoners, chained, gagged, and unconscious. Along
the south+west wall is a rotting wooden door.
#risoners: 9rother 8armond and 4ister -elicy are being
0ept alive to heal 6rlach )hen he loses life to the tome# %he
chains holding the prisoners are rusted and can be bro0en )ith
a D+ >@ 4trength chec0. or pic0ed )ith a D+ >@ Dexterity
chec0#
$reatures &:66+'(: %)o air elementals 9estiary pg# F?$
are bound to the room and guard the prisoners# %hey attac0
anyone )ho enters )ithout 6rlach being present#
160 The Tome o! A3sence
%his is )here 4parro)ing stored the Tome of Absence )hen he
)as alive and 6rlach has continued to do so#
A blac% podium stands in the middle of this otherwise empty
room. 4n top of the podium is a thic%, silver+bound boo% with
a large blue gem set in its cover. The gem glows faintly,
illuminating the room in dim a2ure light.
The Tome o! A3sence: %he boo0 is the Tome of Absence.
(ee pg# >5 for more details about the %ome#
$reatures &,>==6(: If the :+s reach this room )hile
6rlach is still alive. the spirits of the tome's past o)ners )ill
emerge and defend the boo0# %he spirits ta0e the form of six
)raiths 9estiary pg# (*$ and attac0 until 0illed#
%he spirits in the %ome respa)n after one hour#
.ra' )'
When the characters finish exploring the mansion they should
be left )ith the dilemma of )hat to )ith the Tome of Absence# If
6rlach is still alive. he )ill insist on finding a )ay to find a )ay
to 0eep the %ome )ithout losing his life to its curse# %his is
impossible. and if left to his o)n devices 6rlach )ill lose his
physical form after >5 days. then his life and soul @5 days later#
6rlach )ill adamantly refuse to destroy the %ome. but he
0no)s ho) to do so# If 6rlach is 0illed. the party )ill be unable
to move the %ome )ithout attuning to it#
If the party decides to move the %ome to a safe location. a
character )ill need to become attuned to it to do so# %his could
lead to further adventures if the attuned character then )ants to
unattune via the wish spell. or even end in a heroic suicide if a
character )ants to hide the %ome and 0eep it safe#
If the party chooses to try and destroy the %ome. it is up to
the dungeon master to decide ho) that can be accomplished# If
you )ish to )rap up the adventure ;uic0ly and neatly. allo) the
%ome to be destroyed if sacred flame and magic missile are cast
on it simultaneously# If you prefer to 0eep the %ome around as a
continuing challenge or plot device. allo) it to be destroyed
only if its infernal creator chooses to unma0e it#
If the party successfully rescues the priests from the
mansion. a)ard each player @?? experience points# 9rother
Astor in Dinton )ill pay 5? gold to each character for their
service. and promise a year of free temple services from his
order# 8e )ill sign and date a document that can be sho)n to
other members of his order. )ho )ill usually uphold the
promise#
"#$> Monster> and Item Statistics
%he follo)ing pages contain stats for monsters. N:+s. and
items uni;ue to this adventureD and glossaries of the monsters
items. spells referenced from the playtest pac0et#
>>
Bartholomew, Doppelganger Assassin
Medium Monstrosity (Shapechanger), neutral evil
Armor $lass >5 leather$
Hit #oints *> (d(G($
S'eed A? ft#
Str >@ G>$ De+ >( GF$ $on >A G>$
Int >5 G@$ .is >F G@$ $ha >7 GA$
Skills Acrobatics G@. Deception G@. Insight G@. 4nea0 G@. 4leight of
8and G@. :ersuasion G@
S'ecial Senses dar0vision *?ft#
9anguages +ommon. Clven. D)arven
Ideal :ersonal Wealth
la% -ears /etribution
Bond +ontract )ith 6rlach
9evel *
*+'erience #oints *5?
Traits
Sneak Attack &8d4(: As the /ogue ability by the same name
+lasses pg# 5>$#
Assassinate: As the /ogue ability by the same name
+lasses pg# 5A$#
Immunities: 9artholome) cannot be charmed or put to sleep#
$unning Action: As the /ogue ability by the same name. except
9artholome) may also use read thoughts. or change shape as his
extra action +lasses pg# 5>$#
Actions
Melee Attack ? #oisoned Dagger: G* to hit reach 5ft#D one
creature$# Hit! >dFGF piercing damage and the target must ma0e a D+
>@ +onstitution saving thro)# 'ailed (ave! %he target ta0es >dF
poison damage#
Ranged Attack ? Heavy $ross3o%: G* to hit reach >??ft#HF??ft#D
one creature$# Hit! >d>?GF piercing damage#
$hange Sha'e: As the doppelganger ability by the same name#
Read Thoughts: As the doppelganger ability by the same name.
except the save D+ is >5#
Reactions
*vasion: As the /ogue ability by the same name +lasses pg# 5@$#
*@ui'ment
#oison: 9artholome) carries several vials of poison# 8is poisons
have a saving thro) D+ of >@# 8e has @ vials of sleep poison and >
vial of intoxication poison as described by the poison mastery
ability. +lasses pg# 5A$# 9artholome) also has a !ar of Iirulent
:oison )ith F charges remaining# Iirulent :oison functions as 9asic
:oison. except )ith a save D+ of >@. and lasts for >? minutes#
#otions: 9artholome) carries A potions of invisibility and @ potions
of healing
Ring o! Shattered Glass: %his ring )as gifted to 9artholome) by
6rlach# 9artholome) )ill use the ring if he is preparing for a fight he
believes )ill be difficult# 4ee pg# >F#
Do''elganger Rogue
5edium 5onstrosity ((hapechanger), neutral
Armor $lass >@ leather$
Hit #oints @@ Fd(GF$
S'eed A? ft#
Str >@ G>$ De+ >5 G@$ $on >@ G>$
Int >A G>$ .is >F G@$ $ha >A G>$
Skills Deception G@. 4nea0 G@
S'ecial Senses dar0vision *?ft#
9anguages +ommon
Ideal 4elf-:reservation
la% 5ac0s Cmpathy
Bond &ang 5eader 9artholome)$
9evel A
*+'erience #oints >??
Traits
Am3usher: As the doppelganger ability by the same name# %his
ability does not stac0 )ith 4nea0 Attac0#
Sneak Attack &,d4(: As the /ogue ability by the same name +lasses
pg# 5>$# %his ability does not stac0 )ith Ambusher#
Immunities: %he doppelganger cannot be charmed or put to sleep#
Actions
Melee Attack ? Shorts%ord: GF to hit reach 5ft#D one creature$# Hit!
>d*G@ piercing damage#
$hange Sha'e: As the doppelganger ability by the same name#
Read Thoughts: As the doppelganger ability by the same name#
>@
Shield Guardian> 9esser
5edium 3onstruct, unaligned
Armor $lass >5
Hit #oints 77 ,d>?G@7$
S'eed A?ft#
Str @> G5$ De+ >? G?$ $on >* GA$
Int A -F$ .is >? G?$ $ha > -5$
S'ecial Senses dar0vision *?ft#
9evel 7
*+'erience #oints ((?
Traits
Arcane De!ender: As long as the shield guardian is )ithin 5ft# of its
master. any attac0 made against the guardian's master suffer a -@
penalty to hit#
Actions
Melee Attack ? Slam: G* to hit reach 5ft#D one creature$# Hit! @d(G5
bludgeoning damage#
Reactions
Shield <ther &82day(: When one of the shield guardian3s allies is hit
by an attac0 )hile )ithin @5ft# of the shield guardian. the shield
guardian may use its reaction to deflect the attac0 )ith a shield of
force# %he shield appears in front of the target of the attac0 and
functions as the shield spell#
)rlach the Grand Illusionist
5edium Humanoid (human), neutral evil
Armor $lass >5 mage armor. ring of protection$
Hit #oints 5F ,d*$
S'eed A?ft#
Str ( ->$ De+ >A G>$ $on >? G?$
Int @? G5$ .is >5 G@$ $ha >? G?$
Skills Arcana GA. Deception GA. 8istory GA. :erception GA
9anguages +ommon. Draconic. &iant. Clven. D)arven. Infernal
Ideal 4ee0s /eno)n
la% 8ubris
Bond 8istory and 5earning
9evel ,
*+'erience #oints >.5??
Traits
Dissolving S'irit: 6rlach is incorporeal and permanently affected by
the blin% spell# 4ee pg# >5 for more information about this ability#
Dreams made Real: 6rlach can enhance his illusion spells by
sacrificing his o)n hit points# 4ee pg# >5 for more information about
this ability#
Im'roved Minor Illusion: As the 1age ability by the same name
+lasses pg# AA$#
Master Illusionist: 6rlach has a G@ bonus to the saving thro) D+ of
any spell he casts from the illusion spell school#
S'ellcasting: 6rlach is a ,th-level spellcaster )ho uses Intelligence
as his magic attribute D+ >*. >( for illusions$# 6rlach has the
follo)ing spells prepared2
At will! Invisibility. 5ight. 1inor Illusion. /ead 1agic. 4hoc0ing
&rasp#
;st level (<=day)! +olor 4pray. 1agic 1issile#
>nd level (<=day)! 1irror Image. 4corching /ay#
<rd level (<=day)! 1a!or Image. 4lo)#
?th level (<=day)! +onfusion. Dimension Door#
@th level (;=day)! +one of +old#
Actions
Melee Attack ? Dagger: GF to hit reach 5ft#D one creature$. Hit!
>dFG> piercing damage#
Ranged Attack ? Dagger: GF to hit range @?ft#H*?ft#D one creature$#
Hit! >dFG> piercing damage#
Reactions
Disa''earing Trick: As the 1age ability by the same name +lasses
pg# AF$#
*@ui'ment
Ring o! #rotection &Attuned(: %he ring grants 6rlach a bonus to
armor class included$ and saving thro)s#
Tome o! A3sence &Attuned(: 6rlach is attuned to the %ome. granting
him its benefits even though it is stored in the attic of 4parro)ing's
mansion# 6rlach has sacrificed a total of A55 hit points to the tome#
#otions: 6rlach carries A potions of healing )ith him at all time#
>A
S'ell3ook: 6rlach's spellboo0 is stored in his chamber in room E>?
inside a loc0ed chest# 6rlach's spellboo0 contains the follo)ing
spells2
;st level! All mage spells
>nd level! All mage spells
<rd level! Aura of Invisibility. 9lin0. Dispel 1agic. 8aste. 1a!or
Image. /emove +urse. 4lo)
?th level! Arcane Cye. +onfusion. Dimension Door
@th level! +one of +old. 4eeming#
Monster Glossary
Air Elemental.........................................................................(Bestiary pg. 40)
Doppelganger........................................................................ (Bestiary pg. 32)
Gray Ooze................................................................................(Bestiary pg. 51)
Inisi!le "tal#er......................($%ite &l'me (o'ntain Bestiary pg. ))
(inota'r...................................................................................(Bestiary pg. *))
+'sset (ol,..................(E-pe,ition to Barrier &ea#s Bestiary pg. 15)
$rait%.......................................................................................(Bestiary pg. .*)
*@ui'ment Glossary
Adventurer's Jit#####################################################C;uipment pg# >?$
9asic :oison############################################################C;uipment pg# >?$
+altrops#####################################################################C;uipment pg# ,$
7otion of Healing####################################################C;uipment pg# >>$
7otion of "nvisibility.............................................1agic Items pg# >7$
Ring of 7rotection................................................1agic Items pg# >,$
%hieves %ools##########################################################C;uipment pg# >>$
and of :nemy Detection....................................1agic Items pg# >5$
S'ells Glossary
Alarm................................................................................4pells pg# 5$
Arcance 9oc%....................................................................4pells pg# 7$
3olor (pray.....................................................................4pells pg# >A$
3one of 3old...................................................................4pells pg# >F$
3onfusion........................................................................4pells pg# >F$
Detect 5agic..................................................................4pells pg# >($
Dimension Door..............................................................4pells pg# >($
Dispel 5agic..................................................................4pells pg# >,$
&reater Restoration........................................................4pells pg# @($
"nvisibility.......................................................................4pells pg# A@$
9ight................................................................................4pells pg# AA$
5agic 5issile.................................................................4pells pg# AF$
5a0or "mage...................................................................4pells pg# A5$
5inor "llusion.................................................................4pells pg# A7$
5irror "mage..................................................................4pells pg# A($
7hantasmal 'orce...........................................................4pells pg# F?$
Read 5agic.....................................................................4pells pg# FF$
Remove 3urse.................................................................4pells pg# F5$
(acred 'lame..................................................................4pells pg# F*$
(corching Ray.................................................................4pells pg# F*$
(hoc%ing &rasp..............................................................4pells pg# F($
(low.................................................................................4pells pg# F,$
True (eeing.....................................................................4pells pg# 55$
ish................................................................................4pells pg# 57$
Ring o! Shattered Glass
Aery rare ring
%his )ide steel ring is bright and polished and the )earer's visage
constantly reflects in its surface#
%he ring has shards of sharp crystal on the inside# :utting the ring
on or ta0ing it off briefly causes the )earer to feel li0e his or her
body is being torn into pieces and doing so deals > hit point of
damage#
-re;uent use of the ring's ability )ill leave the )earer )ith a
permanent. !agged scar around his or her finger#
#ro'erty AAttunedB: Bnce per day. as an action. you can t)ist
the ring on your finger. creating >dFG> illusionary copies of yourself#
-or each copy that is created. you ta0e A points of damage that cannot
be prevented#
%he copies funtion in the same )ay as the mirror image spell#
8o)ever. they also trail shards of glass through the air as they move.
adding G> damage to your melee and ranged attac0s for each active
copy# %he effect lasts for one minute or until dispelled by the )earer#
>F
The Tome o! A3sence
9egendary wondrous item
%his silver-bound tome has a large sapphire set in its cover. )hich
constantly gives off a faint blue light# %he %ome is immaterial and
can only be touched except by the person attuned to it#
#ro'erties AAttunedB: As long as you are attuned to the %ome.
you can physically interact )ith it and you may summon the tome as
an action from )herever it is located as long as you and it are on the
same plane# As long as you are attuned to the %ome. it )hispers
advice to you in the voices of its past past o)ners# Kou do not need to
physically carry the tome to use these abilities#
%he %ome has instructions to cast every illusion spell from the
mage spell list and you may prepare those spells directly from the
%ome if you are able to prepare spells from a spellboo0s# +opying a
spell from the %ome ta0es half the time and gold#
While you are attuned to the %ome the saving thro) D+ of any
illusion spell you cast is increased by @#
%he most important property of the tome is the ability to sacrifice
hit points to enhance your illusion spells# Damage ta0en from the
tome cannot be healed naturally. but can be restored through magic
healing#
9y spending 5 hit points. you may cause any illusion spell you
cast to become permanent# Kou do not have the ability to
dismiss an effect that you cause to become permanent. but
dispel magic affects the illusion normally#
9y spending >? hit points. you increase the realism of your
illusion to the point that it can harm others# %his effect is
similar to phantasmal force. If a creature )ho believes they
)ould ta0e damage from your illusion. it ta0es >d* damage# If
the creature affected by your illusion has reason to doubt that it
is real. that creature find a )ay to rationali7e your illusion#
9y spending @? hit points. you create an illusion that is
physical and real# -or example. creating an illusion of a
minotaur creates a creature that uses the statitics and abilities of
a real minotaur# +reating a bridge over a ravine creates a bridge
that supports the )eight of anyone )ho believes in it# Despite
this. the effect is still is an illusion. allo)ing creatures to
Ldisbelieve' by ta0ing an action and succeeding at a Wisdom
saving thro). or Wisdom :erception$ chec0 against your spell
save D+#
Secret: Bnce attuned to you. the %ome cannot be unattuned
except by a wish spell cast by a divine spellcaster or )hen you die# If
you die from damage dealt to you by the %ome. your soul is trapped
permanently and your physical form disappears#
6sing the %ome gives it a greater hold on your life force.
unloc0ing more abilities. but bringing you closer to death# %he
dungeon master should secretly 0eep trac0 of the total amount of life
that is sacrificed to the tome# Additional effects that can be unloc0ed
by the tome are as follo)s2
When @? hit points have been sacrificed to the tome. you may
cast invisibility at )ill and it is al)ays prepared for you#
When 5? hit points have been sacrificed to the tome. the tome
automatically deals 5 hit points of damage to you at the end of
every extended rest# %his damage adds to the counter of life fed
to the tome#
When >?? hit points have been sacrificed to the tome. you are
permanently affected by the blin% spell as your physical form
begins to disappear#
When >5? hit points have been sacrificed to the tome. you
become permanently incorporeal as your body continues to
dissolve#
When @5? hit points have been sacrificed to the tome. you
begin to lose >? hit points at the end of each extended rest#
When 5?? hit points have been sacrificed to the tome. your
physical form disappears ma0ing you permantently invisible
and incapable of interacting )ith the material )orld except
through spells#
When 75? hit points have been sacrificed to the tome. your soul
gets suc0ed into the tome permanently and you die#
A "ote A3out the Tome
%he Tome of Absence is not a balanced magic item# Its abilities have
the potential to be abused# %his is intentional and for that reason the
%ome is designed to 0ill anyone )ho uses it# 4till. some players may
not be deterred. and if a player decides to use the %ome in )ays that
unbalance the game. the Dungeon 1aster should not be afraid to
expidite that rate at )hich the character is affected by the %ome3s
curse#
>5

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