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Bonesofthecompanion

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75% found this document useful (4 votes)
827 views18 pages

Bonesofthecompanion

5e Module

Uploaded by

SA413
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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BONES OF THE COMPANIONS

By Davis Chenault
Conversion: MARK HART

5TH EDITION DEVELOPER & RULES EDITOR: JASON VEY

Editor: MARK SANDY


Front Cover: JASON WALTON Interior Art: NATHAN NADA, JASON WALTON
Art Direction/ Cartography: PETER BRADLEY
Cartography: DYSON AT WWW.DYSONLOGOS.COM

1818 North Taylor, #143, Little Rock, AR, 72207


email: [email protected]
website: www.trolllord.com or
www.castlesandcrusades.com

©2019 Troll Lord Games. All Rights Reserved. Castles & Crusades® is a registered Trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord
Games. SIEGE Engine™ is Trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord Games. Amazing Adventures is a Trademark of Chenault &
Gray Publishing, d/b/a Troll Lord Games. The Troll Lord Games, Castles & Crusades, SIEGE Engine, Amazing Adventures and Troll Lord Games logos
are Trademarks of Troll Lord Games. All Rights Reserved. 2019.
Art, artwork, cover art, cartography is copyright Peter Bradley of Ravenchilde Illustrations, 2019 or Troll Lord Games. All Rights Reserved. All content
copyright 2019 Troll Lord Games. All Rights Reserved.

Printed in the United States of America


INTRODUCTION
This adventure takes place in a crypt located in a pocket dimen-
sion. The crypt has a portal to the Abyss that was guarded by a
cleric who died some months previous to the player characters’ ar-
rival. Demons have since entered the crypt and, more recently, a
demon left the crypt and entered the town where a portal to the
crypt is located. The characters are asked to investigate the source
of a demon who recently rampaged through a city, the crypt.

Bones of the Companions is an adventure designed for higher-


level play. It is suggested the party have, minimally, 4 members
with an average of 8th level. A mix of classes is necessary to
successfully complete the adventure. It is nearly critical that a
cleric is a member of the adventuring party. It is especially use-
ful if a paladin joins the fray.

A NOTE ABOUT TERMINOLOGY


As you read this adventure, you will notice some terminology
that may seem confusing at first. For example, instead of the
normal term for the person running the game, our products call
the game master a Castle Keeper, or CK. We do this as it is a
term that has become associated with our company, and is an
identifier of a Troll Lord Games product.
months before the beginning of the adventure, Debuois died at
In addition, we have tried to clearly identify when a reference the ripe old age of 143.
to the core rulebooks for the Fifth Edition Fantasy game we
are supporting are used—look for the term “core” before things After his death, the crypt went unguarded and the portal from
like Fifth Edition Player’s Handbook, Game Master’s Guide, or the Abyss was opened. Creatures entered the crypt and managed
Monsters Tome. Formal titles of our own works, such as Codex to take it over. Additionally, one of those creatures left the crypt
of Aihrde, Fifth Edition Player’s Guide to Aihrde, and Mon- and visited the plane where Chaplain Debuois lived. The unex-
sters & Treasure of Aihrde are hopefully clear enough to dif- pected and unwelcome arrival of a demon in the town in which
ferentiate them from references to the core rulebooks for the Debuois resided was the source of great concern, to put it mildly.
World’s Most Famous Fantasy Role Playing Game. After discovering the source of their problem, the locals decided
to hire a group of capable adventurers to ensure this never hap-
pens again. The PCs are taken to the house of Chaplain Debuois
BONES OF THE COMPANIONS
and shown the portal through which the demons have arrived.
The Companions were a band of mercenaries who sold their
services to the highest bidder. Known as efficient, dogged, and The crypt has been taken over by a succubus, Hefratim, along
very capable, their services were sought far and wide. The Com- with her minions and several other demons who have come for
panions never numbered more than a few hundred core mem- their own reasons. The demons initially used it as an enjoyable
bers with several thousand ancillary troops. After five decades place to wreak havoc. After having discovered the manner of
in the field, the core members dwindled in number from bat- leaving the crypt and going to the place where Debuois lived,
tlefield deaths, old age, disease and exhaustion. They eventu- the succubus has decided to send her minions or others through
ally disbanded with the surviving members going their own way. it to cause problems, steal things or generally make life miser-
Many retired and lived out their lives in peace while others con- able for those they find.
tinued their careers as mercenaries. The name and reputation
of The Companions still resonates in many circles, and many ABOUT THE CRYPT
are the tales of their battles and power. At the height of their The crypt is built inside a cube of stone that is a pocket universe.
influence and wealth, the leadership decided to build a special The crypt itself is built about 30 feet inside the cube. Please refer
crypt for its core members. About a hundred of the members to the map. The crypt is constructed as a cube and conforms to
were interred there. the shape of a cube. Think of a cube inside of a cube. Each section
This crypt is located in a pocket universe and is accessed of the map is a face of the cube. Two maps have been provided.
through various portals. One of those portals is in the basement One is for references and the other can be cut out and actually
of the house of The Companions last leader, Chaplain Debuois. shaped as a cube (with the help of some scissors and tape) to
There are other entries, and one of those leads to the Abyss. better reference the party’s or a character’s location at any time.
Chaplain Debuois kept a watchful eye on the crypt while he Those travelling to and from the crypt do not notice they are in
lived and has held all the portals closed for decades. Several a cube and from their perspective the crypt is level. This means

2 5TH EDITION ADVENTURE


when the PCs travel over an edge or lip of the cube in the crypt, ENCOUNTER CHART
they do not notice any change whatsoever. If any attempt to Roll a d6 once every ten minutes. A ‘1’ indicates an encounter. If an
map the crypt is undertaken, the mapper quickly notices dis- encounter occurs, roll a 1d8 and consult the chart below. If a result
crepancies and shortly, a bizarre map should emerge . This may is a creature that has died or left the crypt, ignore the encounter.
be confusing for the player, but that is the player’s problem, not
that of the CK. Just keep track of the players on your map. 1: DEMON, CAMBION (1 in the crypt) (CE Medium Fiend) HP
60 (HD 11d8+11), AC 18, Spd 30ft., fly 60ft. Str 17 Dex
THE ENCOUNTERS 20 Con 12 Int 13 Wis 12 Cha 18. Perception 14(+4). De-
When the PCs arrive, there are quite a few demons in the crypt. ception +7, Insight +4, Persuasion +7, Stealth +8. Scimi-
Only a few are stationary. The others wander bored and aimless. A tar +8 (1d6+5) slashing, Dagger +8 (1d4+5 slashing)
wandering demon chart is provided for use during the adventure. slashing, Fire Ray +8, range 120ft., (3d6) fire. SA Darkvi-
There is a limit to the number of demons on the chart. Should any sion 60 ft. Innate Spellcasting: 3/day each: alter self, com-
demon that has died or left the crypt be rolled as an encounter, mand, detect magic, 1/day: plane shift (self only). Multiat-
treat the roll as if there were no encounter. There are also a few un- tack, two melee attack s or Fire Ray twice. Fiendish Charm,
dead wandering through portions of the crypt or described in spe- one creature it can see within 30ft., DC 15 Wisdom save
cific areas. The wandering undead are limited in number as well. or be charmed for 1 day. Fiendish Blessing, Charisma bonus
added to AC.
Though several of the demons are ostensibly working with Hef-
ratim or at least under her command, it should be noted demons The cambion’s name is Inthafirnit. It is working with He-
are generally less caring about structure, commands, and laws fratim to gain easy access to humans for hunting, killing,
and obeying orders than any other creatures in existence. They eating, enslaving, or for entertainment. The alliance be-
often do what they want when they want without regard to con- tween Inthafirnit and Hefratim is tenuous. Both are pri-
sequence. Hefratim offers little direction anyway as this succubus marily concerned with their own safety and eventual goals
is really concerned with other things and not her fellow demons. rather than that of one another.

2: DEMON, GLABREZU (1 in the crypt) (CE Large Fiend)


HEFRATIM
HP 157(HD 15d10+75), AC 17, Spd 40ft. Str 20 Dex
Hefratim is wandering around the crypt. Once she has been 15 Con 21 Int 19 Wis 17 Cha 16. Perception 13(+3). SV
informed of the PCs arrival, Hefratim begins sending her min- Strength +9, Constitution +9, Wisdom +7, Charisma +7.
ion against the PCs to fight, bargain, waylay or trap them. He- Pincer +9, reach 10ft. (2d10+5) piercing plus Medium or
fratim does not confront the party in a struggle unless forced smaller creature grappled (escape DC 15), can grapple up
to do so. Hefratim prefers to split the party and confront each to two targets, Fist +9 (2d4+2) bludgeoning. SA truesight
member individually. Hefratim’s goal is to enslave or force the 120ft., resistant to cold, fire, lightning; bludgeoning, piercing,
PCs into doing her bidding rather than necessarily killing them. and slashing from nonmagical attacks, immune to poison and
However, she is not averse to killing them. Hefratim does not poisoned. Innate Spellcasting (spell save DC 16), at will:
sacrifice herself for this crypt or anything in it and attempts to darkness, detect magic, dispel magic; 1/day each: confusion,
escape should she feel significantly threatened. She uses all her fly, power word stun. Magic Resistance (advantage saves vs.
minions to carry out her will and fight for her if possible or nec- spells and magical effects). Multiattack, four attacks: two
essary. When encountered, Hefratim will be accompanied by pinchers, two fists, or two piercers and one spell.
three Ulthal (see encounter chart below for details).
The glabrezu is here to cause chaos, inflict pain, and bring
HEFRATIM, DEMON, SUCCUBUS (NE Medium Fiend) HP 66 misery to any other living creature it discovers here. So long
(HD 12d8+12), AC 15 (natural armor), Spd 30ft., fly 60ft. Str as it has victims to torture it intends on indulging its pas-
13 Dex 18 Con 10 Int 12 Wis 14 Cha 20. Perception 12(+2). sions. It has no use for or interest in Hefratim. The glabrezu
Deception +7, Insight +4, Persuasion +7, Stealth +6. Claws carries with it a powerful and ancient relic of evil, the Staff
+7 (1d6+4) slashing, Tail +6 (1d4+4) piercing, Dagger +4 of the First Necromancer (see new magic item, below), a
(1d4+4) slashing. SA Darkvision 60 ft. May take the form of a magic item that allows it to create powerful undead—a
fair maiden. Wings of Insanity can unfurl wings, forcing all crea- power it has put to use within the crypt in pursuit of amuse-
tures who can see it to make a Wisdom Save (DC 15) or be para- ment and because it can. Ordinarily, the Staff of the First
lyzed. Can save again at the end of target’s turn. Three failures Necromancer corrupts the wielder’s soul with each use, but
result in feeblemind. Kiss of Doom. Target must be willing. Target since the glabrezu has no soul, it suffers no ill effects.
must make a DC 15 Charisma save, being rendered unconscious
STAFF OF THE FIRST NECROMANCER
on a failure. Has advantage on saves vs spells and other magic ef-
fects. Innate Spellcasting (Spell Save DC 15, +7 to hit) At Will: Staff, legendary
tongues, 3/day each: hallucinatory terrain 1/day each: hypnotic This twisted, gnarled staff was fashioned over a thousand
pattern, suggestion. Multiattack. While in its demonic form, the years ago from a variety of mismatched bones connected to a
succubus can make two claw attacks and one tail attack. While large creature’s spinal column. This staff allows the wielder to
in fair form, it may strike once with its dagger. create undead from corpses. As an action, when the wielder
speaks the command word and touches the staff to an in-

BONES OF THE COMPANIONS 3


tact corpse, the corpse rises 10 minutes later as the wielder’s horrible servants except in the presence of the succubus.
choice of a wraith, a specter, or a mummy. The staff grants no When near the succubus, they obey her unconditionally.
control over the newly risen undead, and that creature may
well attack the wielder if given the chance. 7: DEMON, ULTHAL (1d2; 8 total in crypt) (CE Medium Fiend)
HP 75(HD 10d8+30), AC 16, Spd 30 ft Fly 80 ft. Str 17 Dex
Each use of the staff forever corrupts and stains the wielder’s 12 Con 16 Int 10 Wis 12 Cha 8. Perception 11(+1). Stealth
soul. After using the staff nine times, the wielder dies and +4. Claws +6 (1d6+3) slashing, Scythe +6 (2d6+3) slash-
their accursed soul becomes bound to the staff for eternity. ing plus (2d6) necrotic, Bite +6 (1d8+3) piercing. SA Innate
3: DEMON, DRETCH (3d4; there are 36 in the crypt) (CE Small Spellcasting. (Spell Save DC 12, +4 to hit with spell attacks).
Fiend) HP 18 (HD 4d6+4), AC 11, Spd 20 ft. Str 11 Dex It can innately cast the following spells, requiring no material
11 Con 12 Int 5 Wis 8 Cha 3. Perception 9(-1). Bite +2 components: At Will. Detect Thoughts, Speak With Dead, 3/
(1d6) piercing, Claws +2 (2d4) slashing. SA Darkvision day each: Improved Invisibility, 2/day each: Dispel Evil and
60ft., resistant to cold, fire, lightning, immune to poison, poi- Good, 1/day each: Animate Dead. Charm Immunity. Not
soned. Fetid Cloud (1/day) 10 ft. radius around dretch, lasts only are the Uthal immune to charm, but they are immune to
1 min, DC 11 Con save or poisoned until start of next turn; any charm effect that would in any way affect their emotions.
poisoned creature can only take action or bonus action, can’t Multiattack. The Ulthal can strike twice with its claws or once
take reactions. Multiattack, one bite one claw. with its Scythe, plus making a bite attack.

The dretch move in packs and aimlessly attack anything The uthal are personal bodyguards to Hefratim. Their loy-
other than other demons. They make a lot of noise when alty and attention to duty extend only so far as their innate
they move. nature and intelligence allow. In the presence, of the suc-
cubus, they obey the succubus’ every command.
4: DEMON, HEZROU (1d2; there are 2 in the crypt) (CE Large 8: SPECTER (1 in the crypt) (CE Medium undead) HP 22 (HD
Fiend) HP 136 (HD 13d10+65), AC 16, Spd 30ft. Str 19 5d8), AC 12, Spd 50ft (fly). Str 1 Dex 14 Con 11 Int 10 Wis
Dex 17 Con 20 Int 5 Wis 12 Cha 13. Perception 11(+1). 10 Cha 11. Perception 10 (0). Life Drain +4 (3d6 necrotic
SV Strength +7, Constitution +8, Wisdom +4. Bite +7 plus reduce hp maximum by damage taken until victim finishes
(2d10+4) piercing, Claw +7 (2d6+4) slashing. SA Darkvi- long rest (DC 10 Con negates). Incorporeal movement; sun-
sion 60ft., resistant to cold, fire, lightning; bludgeoning, piercing, light sensitivity; darkvision 60ft; immune to necrotic, poison,
slashing from nonmagical attacks, immune to poison, poisoned. charm, exhaustion, grapple, paralyze, petrify, prone, restrained,
Magic Resistance (advantage saves vs spells and other magical unconscious; resist acid, cold, fire, lightning, thunder, and non-
effects), Stench, 10 ft. of hezrou, DC 14 Con save or poisoned magical bludgeoning, piercing and slashing.
until start of next turn, immune for 24 hours after save.
The hezrou are in the crypt at the behest of Hefratim and ENTRY AND BEGINNING
nominally do her bidding. They are anxious to leave and The PCs are contacted by the leadership of a town and informed
wreak havoc on the realms of man, elf, and dwarf. of a problem they need help solving. A demon (or several) came
into town recently, killed some people, destroyed property, and
5: DEMON, PARALYTE (1d3; 3 total in the crypt) (CE Small wreaked havoc on the community. The local constable traced
Fiend) HP 38 (HD 7d6+14), AC 17, Spd 50 ft. Str 16 the source of the demon’s arrival to a large fortified mansion. In
Dex 8 Con 14 Int 5 Wis 5 Cha 6. Perception 7(-3). Claws the basement of the mansion is a portal leading to somewhere.
+5 (1d6+3) slashing, Spew Acid recharge 6, one target 15 No one knows where the portal leads, but it is known that
ft range, Target must make a Dexterity Save (DC 13) taking the demon came through the portal. The PCs are informed the
(3d6) acid damage on a failure, or half on a success. SA Im- mansion belonged to Chaplain Debuois, the last known leader
mune to poison, resistant to acid. of The Companions. The town leadership requests the PCs go
through the portal and try to close it or discover what lies be-
The paralytes wandered through the crypt aimlessly. Every-
yond and prevent the demon from returning.
one else considers them a pest. There were 7 of them. The
others were killed by other demons. The PCs are supplied with whatever common items are deemed
useful. These are free and include items such as torches, oil,
6: QUASITS (4d4; there is a total of 64 in the crypt) (CE Tiny lanterns etc. This should be within reason. The PCs are also
Fiend) HP 7 (HD 3d4), AC 13, Spd 40ft. Str 5 Dex 17 Con given a 1000gp spending allowance to buy whatever else they
10 Int 7 Wis 10 Cha 10. Perception 10. Stealth +5. Claws need such as weapons, magic items, holy water, etc. Assume the
+4 (1d4+3 plus 2d4 poison and poisoned/1 minute (DC 10 town is very well supplied and many things, even some magical
Con neg.). SA Resistant to cold, fire, lightning, nonmagical objects, are available for purchase or can be borrowed.
weapons, immune to poison and poisoned; Darkvision 120ft;
1/day: Scare (Target frightened/1 minute (DC 10 Wis neg.)); THE CRYPT
Darkness, invisibility at will.
Portions of the crypt are well made with finely carved stone
The quasits were called here by Hefratim for service and they, that has been plastered or covered with decorative stonework.
in turn, invited others of their kind to join them. They make It is fairly ornate and obviously much work has gone into its

4 5TH EDITION ADVENTURE


construction. Other portions of the crypt are rough-hewn, hav- word in a local tongue, the portal opens; a creature that specifi-
ing never been finished. There are sconces every 20 feet in the cally examines this brick notices the faint outlines of the text
corridors. In rooms, there is a sconce located on every 10-foot with a successful DC 20 Wisdom (Perception) check. Failing
section of wall. The floors are smooth flagstone and very well this, if the characters spend an hour carefully searching the
made. The rough-hewn portions of the crypt have coarse, un- room and studying the area, they discover the command word.
even floors. The walls are crumbling in these sections as well.
The stone in which the crypt is carved is a loose sandstone Once opened, the portal remains open for 10 minutes and then
mixed with a more solid clumpy stone. It is very easy to dig. closes. The same command word works from inside the portal.
But whichever side one ends up on, a creature must wait for 24
Time does not pass normally in the crypt. Nothing ages, there before traveling back through the portal. It can be opened as
is no sense of hunger or thirst, almost everything is in a type often as desired otherwise.
of temporal stasis. However, once exited, time catches up with
whoever walks out. This was discovered to devastating effect When the portal is open, a blue, oval frame of glowing light
when someone remained in the crypt for nearly a month and appears on the basement wall. The brick dissipates, and one
when they stepped out, 30 days passed for their body in an in- can see a short stone-walled corridor ending with steps lead-
stant and they died immediately of dehydration. So great care ing down into darkness on the other side of the portal. There
was taken to measure time when anyone stayed in the crypt. are sconces on the wall of the corridor and a large hourglass
securely attached to one wall.
Some of the side effects are as follows:
Once the PCs figure out how to open the portal, the captain of
• Spells that inflict damage over the course of multiple the guard wishes them luck on their mission. Should the PCs
rounds only work in the initial round. Thus, acid arrow in- elect to wait in the basement for something to come through,
flicts its initial 4d4 acid damage, but not the 2d4 acid the they must wait at least 48 hours. Then roll on the encounter
next turn. Likewise, if a spell or effect inflicts poison dam- chart provided above for what exits the crypt.
age for longer than 1 round, the damage only occurs on the
initial round. Damaging spells that persist in an area, such When a PC first steps through the portal, they hear a voice that
as (for example) cloudkill or wall of fire, function normally sounds like the cracking of tree limbs,
and without any changes.
“Go away now weaklings! Go! Run back to the place you come
• No time passes while in repose, whether a short rest or a from or I will gobble and gnash and crack your bones for a stew.”
long one. A creature does not heal naturally following a
long rest. Spellcasters do not regain expended spell slots af- This is a quasit (see above for statistics). It has been watching for
ter a long rest (or a short rest, for warlocks). Class features the guards to come through the portal for some time. When the
that recharge following a short or long rest do not recharge. PCs begin moving through the portal, the quasit casts darkness
This can be paradoxical so handle with care. and says the previous. It has been ordered to watch the door and
report back to Hefratim every time something moves through the
• Once a creature exits the crypt after having spent 6 or more
portal. The quasit is really poor at its job and has no intention of
hours within, it automatically takes 45 (10d6) damage to
informing Hefratim of anything. It voices this warning and then
catch up the time lost in the crypt. This damage cannot be
disappears into the darkness searching for its companions.
avoided or prevented.
The steps lead down and into the crypt. The steps are steep
Area 1: Basement, Steps and Welcome Chamber and broad making walking down them awkward. There are two
When the adventure begins, the portal to the crypt is closed. landings on the way down. On the first lies the mangled body of
The portal is located on a wall in the basement of the mansion. a young human. There are no cuts on him but significant bruis-
A dozen guards are in the basement and nothing has ventured ing. A successful DC 10 Wisdom (Medicine) check identifies
through the portal since the guards arrived. The PCs are shown that he suffered numerous broken bones. The second landing
the area on the wall where a demon ran through the portal (a has a broken vase on it with ashes scattered around it.
quasit was being chased by a magic user). The area they indicate
The corpse is that of a servant who helped maintain the crypt.
resonates with conjuration magic.
He was caught when a demon came through the portal to the
The basement is a storage area littered with boxes, crates and Abyss and subsequently beaten and killed. The vase is from one
barrels. These contain construction material, tools, food, water, of the rooms and just thrown up here by a quasit.
and other material needed in the crypt. Of interest amongst all
The chamber at the bottom of the steps is adorned with tapestries.
this common material is a crate of 12 small hourglasses. These
These have been ripped and torn, though are still hanging from
were used to measure time while in the crypt. The PCs are al-
rods. The tapestries depict battles with many named heroes woven
lowed to go through the material. The guards have already done
into it. The floor is covered in a beautiful mosaic of a star-filled sky.
so and taken any really valuable items.
The mosaic has been shattered in many places. Two large demol-
Engraved in invisible ink on a brick above where the guards ished stone statues laying on the floor. These have been broken
indicate the portal is located is the word ‘open.’ By saying this into many pieces, but both are discernable as armoured warriors.
Next to one of the statues lays the shattered remnants of a gem-

BONES OF THE COMPANIONS 5


stone amulet. A second amulet, badly fractured but more intact, is a gold statue of the Lord of Death on the far wall that can be
remains around the neck of the second statue. correctly identified with a successful DC 10 Intelligence (Reli-
gion) check. It stretches to the ceiling. There are several dozens
The statues were shield guardians that were destroyed. One of wooden, brass, tin, and stone offering cups on a series of shelves
the statues—the one with the damaged amulet still around its along the left wall. Along the right wall are 48 urns filled with
next—resonates with a slight magical aura. Because the magic sand and each has burned incense sticks in them.
remains, this construct can be restored to function via repeated
castings of the mending spell over the course of 10 minutes Everyone who entered the crypt came here to pay their respects,
to repair it and the amulet. Once the shield guardian and its make offerings and pray to the Lord of Death to protect the bodies
control amulet are fully restored, whoever possesses the amulet and souls of the dead. The offering cups contain gold and silver
controls the construct. This amulet allows the wearer to tel- coins and trinkets. Altogether they amount to 2000gp in value.
epathically communicate with the guardian so long as they re-
main on the same plane of existence. Once active, the guardian The quasits are protecting the shrine from any desecration. The
always knows the distance and direction to its control amulet. Lord of Death is worshipped nearly everywhere and Hefratim does
Finally, if the shield guardian is within 60 feet of the amulet not want to anger that deity. Initially, the quasits do nothing to any-
wearer, half of the damage the wearer suffers (round up) is in- one who enters the chamber other than to observe them. The qua-
stead taken by the guardian. See the core rules for additional sits may speak with the characters if properly engaged. They only
details on shield guardians. attack if they are attacked and can not find a way to flee. If cups,
incense sticks, or the statue is bothered or in any way profaned,
At the far end of the room is a double door constructed of metal. the quasits attack. As a stationary encounter, these quasits are not
It is engraved with images of various deities bringing the dead to subtracted from those available for random encounters.
the firmament. In front of the door is a prayer bowl. The prayer
bowl has a liquid in it. QUASITS (CE Tiny Fiend) HP 7 (HD 3d4), AC 13, Spd
40ft. Str 5 Dex 17 Con 10 Int 7 Wis 10 Cha 10. Perception 10.
The liquid is demon urine and meant as an offence to those Stealth +5. Claws +4 (1d4+3 plus 2d4 poison and poisoned/1
deities on the door. minute (DC 10 Con neg.). SA Resistant to cold, fire, lightning,
nonmagical weapons, immune to poison and poisoned; Darkvi-
SHIELD GUARDIAN (Unaligned Large Construct) HP 142 sion 120ft; 1/day: Scare (Target frightened/1 minute (DC 10
(15d10+60), AC 17, Spd 30ft. Str 18 Dex 8 Con 18 Int 7 Wis Wis neg.)); Darkness, invisibility at will.
10 Cha 3. Perception 10(+0). Fist +7 (2d6+4) bludgeoning,
Multiattack (2 fists). SA Blindsight 10ft., darkvision 60ft. Immune Area 4: Reliquaries
to poison, charmed, exhaustion, frightened, paralyzed, poisoned. The floor in this chamber is an ornate marble with blue veins
Regeneration, 10 hp at start of turn if it has 1 hp remaining. Spell and the domed ceiling shimmers with speckles of gems and jew-
Storing, store one spell 4th level or lower. Shield as reaction, grants els in a cosmic swirling pattern. The walls are lined with stone
+2 AC to amulet wearer if guardian within 5ft. of them. pedestals of varying heights. Several have been knocked over.
Area 2: Chamber At the base of most of the pedestals is broken pottery, ceramic,
and glass mingled with ash, bones, sand, and dirt.
This chamber housed artifacts and treasures belonging to mem-
bers of The Companions. It has been ransacked and everything Several items of great value were kept here. The ash and bones
of value taken. The floor is littered with the shattered remains are the cremated remains of beasts considered worthy adversar-
of shelves, racks, trunks, stands and the less valuable debris. ies by those interred in Area 5. The demons took the valu-
There are two half-burnt tapestries on the wall and a broken able items for themselves or brought them back to hell. They
marble urn. A brass door at the other end of the room is slightly dumped all the valueless items on the floor. All were jars and
ajar and framed in a green light. There are a few weapons on vessels containing cremated remains have been dumped out.
the floors, a scattering of small statuettes, and a dented helmet.
A search reveals much debris but nothing of any real value ex-
A dozen gold and silver coins, each minted with the face of cept on one of the finger bones found amongst the ashes with a
one of The Companions, can be found scattered around on the thorough search and a successful DC 15 Wisdom (Perception)
floor. The gold coins (24 of them) are worth 100gp each to a check. A leather band is still on the bone. The band is a ring of
collector and the silver coins (24 of them) are worth 50gp each psychic resistance.
to a collector. The reverse side of each is printed with a holy
symbol. If the coins are placed on the skin of a demon or devil, Area 5: Crypt
they cause 1d4 radiant damage each round of contact.
This small room is laid with blue tiles on the floor and red tiles
on the wall. The red tiles all have a rendering of a volcano
Area 3: Prayer Room etched on them. The domed ceiling is painted blue with a sin-
The brass door to this chamber is slightly ajar. The glow of a green gle star in its center. Two elaborate sarcophagi dominate the
light emanating from inside frames the door jam. This chamber room. They are 8 feet long and 4 feet wide. The marble has been
is occupied by twelve small quasits who have gathered around a carved into reliefs all along the bottom and painted in bright
green flame floating in midair in the center of the room. There colors. Each depicts a warrior fighting many monsters. One of

6 5TH EDITION ADVENTURE


the sarcophagi has the relief of a person in heavy armor in deep The crack in the center of the floor is from a demon who de-
repose. The other has a relief of a person holding a mace and cided to test the largest pick in the room. The pick was used by
the other is holding three arrows. a very strong miner but is not magic. After cracking the floor,
the demon left.
The sarcophagi contain the remains of members of the Compan-
ions. The top of each sarcophagus can be removed. They weigh Area 8: Preparatory Chamber
500 pounds each. They each contain 10,000gp of finery on the
interred. One contains a mace of disruption and the other a +3 The room is dominated by a long stone slab (with a body on
bow that conforms to the desires of the wielder (it becomes a top of it if the babau is in here). The slab is three feet high
long bow, short bow, etc., as the PC’s preferred weapon). and nine feet long, constructed of marble with yellow and blue
veins traced over its surface. All along the edge of the slab small
Area 6: Shrine 8-inch bowls are carved into its surface. Along the walls of the
room are several tables and shelves. One shelf holds dozens of
This chamber has an aqua veined marble floor, stark white lime- ceramic jars of varying sizes. One table has cutting tools arrayed
stone walls, and vaulted ceiling. The ceiling is plastered and across it. Another has piles of cloth on it. Along another wall is
painted with a depiction of some great battle. At the far end of a small furnace on top of which is a deep pan with a lid. A pile
the room, several steps lead up to a large alcove where a statue of wood lies nearby.
of the Lord of Judgement sits in the traditional pose for deliver-
ing rulings to those brought before him. The statue is painted in If the babau is in here, it lies atop the table deep in thought,
hues of blue, purple and skin tone except for large swaths of an contemplating whatever it is demons contemplate. It does not
ashy smear across its face and abdomen. The doors to the left hear nor notice the PCs it is so deep in thought. Not until it is
and right are closed. Both are made of iron. A muffled pounding touched does it come out of its reverie. It then wakes, shocked
sound is heard coming from beyond one door (Area 10). but amused by the situation. This demon has no particular de-
sire to enter into combat unless necessary. It would rather en-
There is a babau in either Area 8 or Area 10. The final location gage in conversation and go about its thinking. Maybe later it
is left up to the Castle Keeper. The babau is described in Area 8. will come after the PCs, maybe not. This demon is more inter-
If it hears the party in here, it comes to investigate. Those who ested in long-term mischief and deep plotting than short-term
entered the crypt typically came here to offer a prayer and small violent interactions.
sacrifice to the Lord of Judgment in hopes of currying favor at
the end of their days. The demons who have come here have After seeing the PCs, and if they do not immediately fall into
little respect or concern for the Lord of Judgement (having, in combat, it thinks that with their help, it might be able to do
their ‘minds,’ never received any) and smeared the statue’s belly what it wants. To wit, it requests the PCs kill the succubus.
with their own particular type of refuse. It stinks. The babau offers to leave the crypt and seal the door to the
Chaplain’s basement if the PCs kill Hefratim. The babau wants
Should the ashy smear be collected, it can be mixed with holy the succubus dead because she knows the babau’s real name. It
water to create a dangerous cloud/mist of holy water. If one should take some time, or a long conversation, for the babau to
ounce is mixed with at least one cup of holy water, a 10x10-foot come to this conclusion. Should the PCs kill the succubus, the
cloud of holy mist develops. This cloud lingers for up to ten babau is pleased but does not carry out its end of the bargain
minutes and acts the same as a vial of holy water to anything unless it has some significant reason to do so. It does not bother
walking through it. There are about ten ounces of demon refuse with PCs anymore in either case. Rather, it ignores them and
smeared on the statue. It takes 5 minutes to collect one ounce. goes back to the Abyss.

Area 7: Storage Chamber DEMON, BABAU (CE Medium Fiend) HP 71(HD 11d8+22),
There is a rack of tools along the east wall of the room. Shovels, AC 16, Spd 40ft. Str 20 Dex 16 Con 14 Int 13 Wis 12 Cha 15.
picks, crowbars, hammers, chisels, metal buckets and pales are Perception 13(+3). Stealth +5. Claws +6 (1d8+5) slashing,
neatly arranged and organized in a series of wooden racks. The Mace of Life Stealing +6 (1d6+5) (roll a natural 20 on attack,
north wall has chains, ropes, cords, pulleys and hooks hang- target takes 10 necrotic damage if not construct or undead; babau
ing from pegs. There are also ten hooded lanterns here. Three gains 10 temporary hp) piercing (or 1d8+5 when wielded with
trunks are arranged in a row beneath these items. The south two hands). SA Innate Spellcasting. (Spell Save DC 11). It can
wall has stacks of brick, cobbles and square flagstones. In the innately cast the following spells, requiring no material compo-
center of the room is a broken pick. This was a big pick. The nents: At Will: darkness, dispel magic, fear, heat metal, levitate.
flagstones near the pick are shattered in a web of cracks. In the SA Darkvision 120ft., resist cold, fire, lightning; bludgeoning,
center is one large hole about 7 inches deep. piercing, slashing from nonmagical attacks, immune poison and
poisoned. Gaze of Weakness, one target it can see within 20ft.,
None of the trunks is locked. One trunk contains gloves, DC 13 Con save, target does half damage with weapon attacks
smocks, face masks and other protective gear used while dig- that use Strength for 1 minute, repeat save end of each turn to
ging. Another trunk contains 30 glass pint bottles, each filled end. Multiattack. The babau can strike twice with its claws or
with oil. The third trunk contains six miner ’s lanterns and doz- melee weapon and use Gaze of Weakness before or after these
ens of small ceramic oil lamps. attacks. Challenge 4 (1,100 XP).

BONES OF THE COMPANIONS 7


TREASURE: The babau wears or carries a number of valuable
magic items, including a ring of shooting stars, a necklace of ad-
aptation, and a wand of fireballs. It also wields a mace of life steal-
ing (similar to a sword of life stealing, except a mace rather than a
blade); this weapon is included in the babau’s stats, above.

Area 9: Shroud Room


A large basin stretches nearly the whole length of the room. It is
shallow and filled with water. At one end of the basin is a ped-
estal upon which sits a statue in the likeness of an elephant-like
creature with 8 tusks, two short trunks, and a spiny back. Wa-
ter comes from the trunks and pours into the basin. There are
shelves around the room with towels, cloth, and bowls on them.
There are also numerous smaller vials and glass jars. Many have
broken and are scattered in the floor. The room smells of a mix-
ture of incense and herbs.

The door to Area 11 has been sealed. Only a knock spell opens it.

This room was used to ritually clean a body before interment


or cremation. The jars contain herbs, soaps, and ointments of
many types. A dozen of the jars contains fairly precious oint-
ments or rare herbs worth 200-600gp each. Inside the sculpture
is a decanter of endless water that has been opened. The pres-
sure inside the sculpture causes the water to flow from the tusks.
At the end of the basin opposite the sculpture, there are a few
holes. These holes lead to a large tank underneath the basin. At
the bottom of the tank is a portal to another plane. The water
from the basin pours into that other plane. The portal is large
enough for a medium-sized creature to move through. Should
the holes be plugged, the crypt eventually floods. Water pours
through any open portals or doors.

Area 10:
There are several large piles of unworked marble, sandstone,
and limestone blocks along one wall. On a worktable are several
chisels, hammers, cutting tools, and partially finished stones.
Another shelf and rack have more tools on it such as pulleys
chisels, hammers, etc. There is also a portion of shelving with
paints and paint brushes. Several tools are scattered on the floor
and one bucket of blue paint splashed on the walls and floor. is hazy with smoke which wafts up to the domed roof escap-
ing through a small hole at its center. Just behind the kneeling
This room was used for carving the marble used in the crypt. bench is a large brute of a creature that resembles an orangutan
There are a great many stone working tools in here. Several but with barbed tusks coming from its jaw. It’s lying down and
demons have come through here to examine stuff and knock it tapping a halberd against the ceiling above its head.
around but found it boring and left before destroying anything.
The doors to this room have been sealed. Only a knock spell
Should the PCs not have encountered the babau yet, it will be opens them.
here using a large hammer to pound on a block of stone to make
whatever it is demons make. This room was used for meditation. It is currently being used by
an unusually intelligent and cunning barlgura for meditation.
Area 11: Sanctum The barlgura is slightly surprised at the arrival of the PCs and
quite happy. It reasons that something exciting is about to hap-
This chamber has a large ornately decorated, wool, rug covering pen and fully intends to engage the PCs in that excitement. As
nearly the entirety of the floor. To either side of the room are with many of the more intelligent demons, it enjoys a good, if
racks of candle holders, each full of hundreds of lit candles. At not pointless, conversation with those it intends to kill. It would
the far end of the room, a large hourglass rests on a low metal be happy if engaged in melee but does not seek it out. If engaged
stand, a kneeling bench and several bowls filled with sand and in battle, the barlgura attempts to make it last as long as possible
incense sticks are arranged in front of the hourglass. The room while mingling conversation into the melee. To this end, the

8 5TH EDITION ADVENTURE


barlgura feigns death, fear, excitement, friendliness, surrender here and pray and who have caused more than 20 points of
or whatever might work to prevent; first, its own demise and damage to any good or neutral aligned creature or humanoid
second, allows it to engage in a pointless chest-beating bravado or other sentient being in their entire life, must make a DC
and chit-chat. 15 Wisdom saving throw or have one ability score lowered by
1 for 24 hours. This loss cannot be replenished with a lesser
The hourglass is magical and has two properties. It can seal all doors restoration spell. The ability point lost comes from one of the
within 50 feet of it with arcane lock. There are two arrows of time two (determine randomly) in which the character has a saving
etched onto it. Both are pointing the same direction. When turned throw proficiency. The demons have been flipping coins and
upside down, all doors seal. The sand pours through the hourglass gems here for fun as the curse has no effect on them.
over a 24-hour period. Once finished, the doors that were sealed
are no longer sealed. At this point the hourglass is ineffective. It Area 13
must be turned back over with the arrows pointing up and the sand This chamber has a blue tile floor and ceiling. The walls are
allowed to run through it. This again takes 24 hours. At that point, white. Along the walls are five glass coffins. Four of the cof-
it can be turned again to seal all doors within 50 feet of it. Casting a fins contain near perfectly preserved corpses. Three are male
knock spell opens a sealed door. If one tries to beat the door down, and one is female. They all wear finely crafted armor and have
treat it as AC 18 with 150 hit points, resistance to bludgeoning, shields as well as longswords. One coffin is empty and the glass
piercing, and slashing from nonmagical attacks, and immunity to is broken. In front of the coffin is a triangle is engraved into the
poison and psychic damage.. floor with bizarre symbols etched into the floor at each angle.
The second quality of the hourglass is meditative. Should any- The etchings are all filled with some material that looks like
one sit and meditate in front of the hourglass and, while doing golden sand. In the center of the triangle is a pile of embers.
so, keep it turned such that the sand constantly flows through The glabrezu came to this room and used the Staff of the First
it, time passes quickly for the meditating creature. This means Necromancer to animate one of the knights interred here as a
that if the creature completes a short rest, they gain the benefits mummy. The mummy remains in this chamber, angry and bel-
as if they’d finished a long rest. Only one creature can use this ligerent, and attacks any creature that enters.
benefit at a time.
MUMMY (LE Medium Undead) HP 58 (HD 9d8+18), AC
BARLGURA (CE Large fiend) AC 15, HP 76 (HD 8d10+32), 11, Spd 20ft. Str 16 Dex 8 Con 15 Int 6 Wis 10 Cha 12. Per-
AC 16, Spd 40ft., climb 40ft. Str 20 Dex 17 Con 18 Int 13 ception 10(+0). SV Wisdom +2. Rotting Fist +5 (2d6+3)
Wis 14 Cha 11. Perception 15(+5). SV DEX +6, CON +7. bludgeoning plus 2d6 necrotic. Target must make DC 12 Con-
Stealth +6. Bite +8 (2d6+5) piercing, Fist +8 (1d10+5) stitution save or be cursed with mummy rot. Target can’t regain
bludgeoning, Halberd +8 (1d12+5). SA Blindsight 30ft., hp and hp max decreases 3d6 every 24 hours; if target hp max
darkvision 120ft. Innate Spellcasting (spell save DC 13), in- drops to 0, target turns to dust. SA Darkvision 60ft. Vulner-
nately cast the following spells without material components: able fire, resist bludgeoning, piercing, slashing from nonmagical
1/day each: entangle, phantasmal force; 2/day each: disguise attacks; immune necrotic, poison, charmed, exhaustion, fright-
self, invisible (self only). Reckless, advantage on melee weapon ened, paralyzed, poisoned. Dreadful Glare, one creature it can
attacks made during its turn, but attacks rolls against it have see within 60ft., DC 11 Wisdom save or frightened until end of
advantage until the start of its turn. Powerful Leap, long jump mummy’s next turn. If target fails by 5 or more, also paralyzed
40ft., high jump 20ft. Multiattack, three attacks: one with bite, same duration. Once saved, immune for 24 hours.
two with fists or halberd. Challenge 5 (1,800 XP).
TREASURE: The barlgura wears 3000gp of garish but valuable The material in the engraved triangle is from the Abyss. It has
jewelry. special properties if gathered. If mixed with holy water, it creates
an acid that when cast on good- or evil-aligned beings causes 9
Area 12: The Hopeful Hall (2d8) acid damage. It requires 1 cup of holy water mixed with
The alcove in this hall has six statues in it. Each is roughly eight one ounce of this material. There are 6 ounces of material in the
feet tall. The first is of a female with a hand held out and open, etchings. It takes 10 minutes to gather.
the second is of a male with its hand held up, palm out, the third Further, if one ounce of the material is mixed with metal to form
is of a female with both hands held open midriff, the fourth is of a weapon, that weapon can be used to strike any creature with
a male with both hands held aloft, the fifth is a female with one resistance to damage from nonmagical weapons. It requires one
hand held down palm to floor, and the last is a male handheld ounce per 2 pounds of metal to be effective. For example, if a
down with a cupped palm. These each represents, in order, love, 2-pound sword is forged and one ounce of this material is mixed
peace, community, joy, forgiveness, and hope. All the statues with the metal, that sword is treated as a magical weapon.
have been chipped and marred in some manner. On the floor in
front of the statues is a pile of coins and gems.
Area 14
The gods to whom these statues are meant were angered that A long, ornately carved, wooden bench, divided into 12 seat-
mercenaries would even seek out their aid or forgiveness con- ing sections, sits against one wall. The high back of the bench
sidering the amount of barbarity The Companions engaged in reaches the edge of the ceiling where it is carved into a canopy
while alive. The affront was met with a curse. Any who come over the seats. The canopy is carved as well and depicts various

BONES OF THE COMPANIONS 9


Area 15
If Hefratim has not been encountered yet, the succubus is in
this room. She is accompanied by three uthal demons. If the
uthal from the encounter chart have already been used or
killed, there will still be three in here with Hefratim. The door
from Area 21 is blasted open. The door leading from Area 24 is
closed. The door leading from Area 17 is closed.

This door (from Area 17 and Area 24) to this room is made
of iron and laced with silver. There are so many incantations
and protections scribed on the door it’s nearly impossible to de-
cipher. It is obvious much effort has gone into keeping people
from entering the room.

The room is laid with black flagstone. In the center stands a


large circle engraved into the floor. The groove is filled with
silver and an arcane script, written in gold letters, and wraps
around its entire circumference. There are six shallow alcoves
in the chamber. These all glow in various colors, red, blue, green
etc. Within each alcove are oval windows with different scenes
outside each. A silk screen hangs over the wall in the one cor-
ner of the room (to Area 17). A closed door, covered in an ar-
cane script, is in the corner opposite where the silk screen hangs
(to Area 24). The large opening (to Area 21) where doors once
stood is blasted and the wall cracked around it.

All the magic and protections on the door (leading to Area 14)
are intact. Arcane script covers the inside as well as the outside
of the door. The door to Area 24 is similarly protected. A suc-
cessful DC 15 Intelligence (Arcana) check discerns that these
dragons looking down on those who might be sitting in the seats doors are very well protected—very very well protected. At-
below. On the wall across from the seats, a vast tapestry covers tempting to read the script to decipher it ignites a special glyph of
the entire wall. The tapestry depicts the story of the siege of a warding (explosive runes) on the ceiling. Any creature within 20
city. feet of the door takes 27 (5d8) radiant damage, or half as much
damage with a successful DC 16 Dexterity saving throw. Fiends
Three of the seats conceal doors to small chambers set into the and undead do not receive a saving throw. Careful examination
wall behind them, each requiring a successful DC 15 Wisdom of the ceiling can detect the nearly invisible glyph, but requires
(Perception) check to locate. The doors are opened by pulling a successful DC 16 Intelligence (Investigation) check to do so.
two of the dragons above the seat. This releases a hitch and the
back of the seat clicks open; this apparatus can be identified and There is a simple manner of disarming all the glyphs. Simply
figured out with a successful DC 15 Intelligence (Investigation) utter the word “open.” This cannot be done in a sentence but
check. None of the items in the chambers are magical though must be deliberate and one must be standing in front of the door
they are valuable. looking at it. It also must be in the local language.

A: This chamber contains 63 vases. These contain the ashes The windows in the alcoves lead to various planes of existence.
of important soldiers who fell during the siege depicted on They are dimensional doors. Only two are of import for this ad-
the tapestry. venture. The destination plane of the four remaining dimensional
doors is left up to the Castle Keeper to decide. The two doors of
B: This chamber contains an assortment of weapons. There import are the one behind the curtain and the one beside it.
are 63 weapons in here in perfect condition. These are
the favored weapons of those whose ashes are interred in A: This dimensional doorway leads to the Abyss. Should any-
the vases in ‘A,’ above. These weapons are made by mas- one stay in the Abyss, it will not take long before they are
ter smiths. They are all medium-sized weapons such as noticed. The door moves around on the Abyss in a com-
longswords, warhammers, etc. There are no polearms, two- pletely random manner. Once through, the PCs can turn
handed weapons, or missile weapons in here. and see the door and the chamber they just left. A silvery
ring surrounds the portal and it sputters gray ash. Adven-
C: This chamber contains an odd assortment of items. Each of tures in the Abyss are not the purview of this module.
these was important to one of those who died in the siege de-
picted on the tapestry. None of them is particularly valuable Looking into the doorway reveals a forbidding and deso-
and includes such thing as small statues, pelts, hats or gloves. late landscape. There are ragged tall spires of rock dripping
some viscous fluid which floats briefly in the air only to
10 5TH EDITION ADVENTURE
rain down on to a rocky landscape. This goes on for quite weapon attacks made by the bearer and all other worshippers of
some distance. At the horizon of one’s vision, a tower can the Lord of War within 100 feet of the banner.
be seen. Occasionally a creature of some bizarre nature flies
across and amongst the rain of the viscous fluid. Any of the magic items can be taken from the tomb. The Lord
of War cares not as long as the objects are used to further com-
B: This dimensional door leads to the plane of the Lord of bat, battle and slaughter.
War. A crypt was built inside a mountain on that plane for
a cleric who worshipped the Lord of War and served The Area 17
Companions ably for decades. Turning around one can see The door to this chamber is little more than an ornate silk tap-
a silvery outline to the dimensional door scribed with all estry depicting the Lord of War. Looking through the window re-
manner holy symbols. The demons have not bothered this veals a hall, lit by ornate, gold and silver lanterns. At the end of
room for fear of angering the Lord of War. the hall is an opening into a chamber where one can see a statue.
The door to this chamber is little more than an ornate silk
Within this chamber is a tall statue, garishly painted, on a ped-
tapestry. The tapestry depicts the Lord of War. Looking
estal of pure white marble. The Lord of War stands tall. At his
through the window reveals a hall lit by ornate gold and
feet is a pitiful person with a spear thrust through their neck.
silver lanterns. At the end of the hall is an opening into a
There are several gold bowls before the statue with coins and
chamber where one can see a statue.
gems and bones placed inside them.
Spells of warding are found on the interior of each dimen-
sional door. That is, they are only found on the plane to This dimensional door leads to the plane of war where the Lord
which the door leads. These wardings hide the door; a de- of War resides. The burial is in a block of rock on that plane and
mon suffers disadvantage on Wisdom (Perception) checks to no egress to other places is possible. Anyone entering this area
notice the doorway on their side. The wards also inflict 27 knows they are on a different plane but not necessarily which
(5d10) radiant damage to any creature entering through the plane unless they succeed on a DC 20 Intelligence (Religion)
door from that plane. Hefratim found the door on the Abyss check. Defiling anything here should have terrible consequences,
and eventually forced enough demons to go through it that beginning with 1d3+1 bouts of bestow curse (Wisdom save DC
all the wards were spent. The succubus then came through. 25 to resist) gifted to the defiler at the 9th level of effect—per-
manent until dispelled. Even the demons will not enter this door.
The Companions used these dimensional doors to go to
other planes where they sold their services to the highest The Lord of War could care less who worships here as long as
bidder. The influence of The Companions is found far and they have been in war or conflict and prefer combat or war to
wide throughout the multiverse. other pursuits. Anyone who pays homage here and has caused
damage to other living sentient creatures in combat in the past
Area 16 24 hours receives a boon that lasts for the next 24 hours. Roll
The Hall leading to this chamber is set with a spiraling green percentile on the table below to determine the boon. This ben-
mosaic in such a manner as to make the hall look 100 feet long efit can only be gained once per month.
or more. This is an optical illusion that confuses the eye. Once 1-20 Your hit point maximum increases by 2d8
walking down the hall, it becomes clear that it is not 100 feet
21-30 Your Strength ability score increases by 2
long, but the illusion continues to make it appear longer.
31-40 Your Constitution ability score increases by 2
The optical illusion in the hall makes it difficult for the eye to 41-50 You regenerate 1 hit point per round
orient correctly. Mostly this is not a problem; however, each You gain advantage on one type of saving throw of
time a creature fires or hurls a missile weapon while in this hall, 51-60
your choice
they must succeed at a DC 10 Intelligence saving throw or else
they suffer disadvantage on the attack. 61-70 You gain a +1 bonus to your Armor Class
You do an additional die of weapon damage on one
71-80
The chamber contains a single pedestal in its center. On it sits a attack per round
vase. A large warhammer stands upright on the floor in front of the If you hit an opponent with an attack, your next at-
vase. A banner hangs from hooks on the far wall. It depicts a single 81-90
tack against that creature has advantage
spear on a red background. This is the symbol of the Lord of War.
Each time you inflict damage on another creature,
The vase contains the cremated remains of a cleric who wor- 91-00 you or one creature you choose within 30 feet gains
shipped the Lord of War. The hammer acts as a +3 warham- 1d8 temporary hit points
mer for a cleric who worships the Lord of War. The cremated
remains can be sprinkled over anyone and they confer +2 to Area 18
damage to all weapon attacks for the next six hours. There A portcullis is located on both sides of this chamber. Both are
are enough ashes to do this to up to 10 Medium creatures. The raised. There are racks of scrolls, books, sheaves of paper, some
banner can only be used effectively by a worshiper of the Lord candles, lamps, a pile of quills and ink jars. A small desk with
of War. It confers advantage on Charisma and Wisdom ability a stool sits against one wall. A lantern hangs from the ceiling
checks wisdom to the bearer. It also grants +2 bonus damage to above the desk.

BONES OF THE COMPANIONS 11


The scrolls and books contain a fairly detailed history of the Com- and each has three large holes in them. A brazier is opposite the
panions, its members, battles fought, payment ledgers and details benches. A pile of wood and large open urn sit beside the brazier.
of various peoples, monarchs, guilds and personages of note the
Companions dealt with over the years. One set of scrolls contains This chamber is a privy. The holes in the toilet lead to another
the plans for the crypt. There are dozens of maps with varying plane of existence and all refuse is dumped there. The plane is
plans on them. All of these are fairly accurate though the last set the home plane of the otyughs. Removing the wooden benches
of plans is with the mason who worked with the chaplain. All the reveals an oblong space ringed with an azure glow. This is the
plans reveal the cubic nature of the crypt. It should not take long portal and it is from here that a stench of staggering nastiness and
for any PCs to figure out the maps are not accurate once they extraordinary foulness arises. It is large enough to travel through.
leave the room and begin moving around.
If the planks over the bench are removed, the odor arising from
the portal causes the PCs to feel sick and dizzy. Each creature
Area 19 within 10 feet must make a DC 14 Constitution saving throw
A large pool dominates the center of this room. It has a two- or become poisoned for 1d10 minutes. During that time, any at-
foot lip of white marble laced with fine green veins. The lip has tempt to cast a spell or make a successful , unable to do more than
been etched and carved in a barely discernable relief of various retch and gag as if they’d been exposed to a stinking cloud spell.
actions of wizards and warriors in battle. The water in the pool
has a green luminescence, bathing the entire room in a bright The lanterns in the halls are ever burning and very aromatic.
green. There are three alcoves in the room. Each has a large They never go out unless submerged in water or destroyed and
upright sarcophagus in it. The fronts are carved in stark relief require no fuel. They do not project heat so cannot be used to
in a very angular style. The reliefs are of the following; a warrior start fires. Additionally, they emit a strong smell of lemon. The
holding shield and sword, a short-haired man holding a book aroma is capable of ‘consuming’ all other aromas within a 10-foot
and a clean-shaven man holding a double-headed warhammer. radius. Within 10 feet of the lantern, one can only smell lemon.
The lid to the latter sarcophagus is slightly ajar.
OTYUGH X INFINITE (N Large Aberration) HP 114
The water in the pool is holy water. The pool is blessed and (HD12d10+48), AC 14, Spd 30ft. Str 16 Dex 11 Con 19
constantly filling so any taken out is refilled automatically. Int 6 Wis 13 Cha 6. Perception 11(+1). Sv: Con +7. Bite +6
The luminescent quality imparted to the water results from (2d8+3 plus poisoned and HP max reduced by 1d10/day; DC
its divine origin. It glows when demons or devils are within 15 Con neg.) and 2 Tentacle +6 (2d8+3 plus grappled and re-
100 feet of it. The first sarcophagus contains the remains of a strained) and Tentacle slam (if grappled 2d6+3 and stunned for
warrior. There is 1000gp in finery in the sarcophagus and a +1 1 turn; DC 14 Con neg.). SA Multiattack (bite plus 2 tentacles
mace of smiting. The second sarcophagus contains a corpse plus slam), Telepathic communication 12o’, Darkvision 120ft.
which has rotted and fallen to the floor of the sarcophagus.
Area 21
There is 800gp in finery in here as well as a book of spells.
There are 9 spells in the book (3 2nd-level, 3 3rd-level, and 3 Two large iron doors lay on the floor of this chamber. They have
4th-level), randomly determined. The last coffin is empty as a been partially melted, dented, and are rent in several places.
demon pried it open, turned the corpse into a shadow, and cast The doors are etched and engrave with many symbols some of
the sword of sharpness it found therein into the Abyss. which glow with a yellowish blue aura. Bones and fleshy debris
are scattered around the room and some even cling or are stuck
The shadow remains near this place. As soon as the last sar- on the wall. There are also four large statues, broken and lying
cophagus is touched, the shadow becomes aware of the PCs and in pieces on the floor.
moves to fight them.
The doors were inscribed with numerous protections to prevent
SHADOW (CE Medium Undead) HP 16 (HD 3d8+3), AC
anything unwanted from leaving Area 15. These can be identified
12, Spd 40ft. Str 6 Dex 14 Con 13 Int 6 Wis 10 Cha 8. Per-
with a successful DC 20 Intelligence (Arcana) check. The demons
ception 10. Stealth +4/+6. Strength Drain +4 (2d6+2, plus
who entered were, at first, unaware of the wards or paid no atten-
1d4 Str). SA Vulnerable radiant; Resist cold, acid, fire, lightning,
tion. In the ensuing effort to destroy the door, several demons met
thunder, nonmagical weapons; Immune necrotic, poison, exhaus-
their demise. The fleshy remains are of demons who were blasted
tion, fear, grapple, paralyze, petrify, prone, restrain; Amorphous;
when they first tried to open the doors were thrown in here. The
Hide as bonus action in dark or dim; Sunlight disadvantage.
statues were shield guardians similar to the ones in Area 1 though
Area 20 bathroom larger and stronger. Each shield guardian can be restored to full
function with repeated castings of mending; each statue takes 10
Moving down this hallway, one is assailed by the aroma of lemons. minutes of casting to fully mend back to working order.
A large lantern, hanging from the ceiling, burns brightly, illumi-
nating the entry to this rough-hewn chamber (one lantern is in SHIELD GUARDIANS X 4 (Unaligned Large Construct) HP
each corridor leading to the room). As one passes beneath the 142 (15d10+60), AC 17, Spd 30ft. Str 18 Dex 8 Con 18 Int 7
lantern the stench of refuse, decay, rot, and other foul odors be- Wis 10 Cha 3. Perception 10(+0). Fist +7 (2d6+4) bludgeoning,
come suffocating. The chamber is large with three long benches Multiattack (2 fists). SA Blindsight 10ft., darkvision 60ft. Immune
against one wall. Each of the benches is built into the wall of to poison, charmed, exhaustion, frightened, paralyzed, poisoned.
the room. Wooden planks are laid across the top of the benches Regeneration, 10 hp at start of turn if it has 1 hp remaining. Spell

12 5TH EDITION ADVENTURE


Storing, store one spell 4th level or lower. Shield as reaction, grants
+2 AC to amulet wearer if guardian within 5ft. of them.

Area 22
The floor in this portion of the tunnels
is partially laid with marble flagstone.
Several steps lead up to a sarcopha-
gus set in an alcove. The top has
been removed and broken. The
pieces lay on the floor around
the alcove. The floor of the al- cove has
flagstone over most of it while half the wall
does. A pick, pry bar, chisels several pales and a pile of
the cut marble block lies in the tunnel. On top of the pile
of blocks is an hourglass. Scattered all over the sarcopha-
gus is black/greenish smears that look like wet ash and several
pieces of flesh and bone are scattered on the floor. Etched into
the wall and floor are various symbols of an unknown language.

This portion of the tunnel was being worked upon when the
chaplain died and work ceased. The person interred here was a
close friend of the chaplains and a well-regarded demon fighter.
The demons know the name and have been defiling the sar-
cophagi for some time. The sarcophagus is empty. The chaplain
was waiting for its completion before interring the body. The
body lies in state elsewhere.

Looking at the inscriptions for too long can cause illness, physi-
cal damage and perhaps death. This is a demonic script meant
to curse an area and those within it. Those who stare at it too
long suffer the consequences. Any inspection for over one min-
ute, such as if a character attempts an Intelligence (Arcana) struggles, although they do not fight back. The creature o r
check to study the sigils, causes the reader to feel nauseous. The creatures attempting to forcibly move their comrade should
curse then unfolds as follows: make a grapple check to see if they succeed, while the com-
• The viewing creature must make a DC 17 Wisdom saving pelled creature can attempt an escape check to escape the
throw check or be compelled to study the script for 1d4 grapple.
minutes. This is a curse and can thus affect creatures im- • If the comrades succeed in pulling the affected creature out
mune to charm. of sight of the demonic script, this breaks the trance-like
• After this time, the creature must make a DC 17 Consti- state and inflicts damage on the creature’s body and mind.
tution saving throw or vomit uncontrollably for 1 minute. The creature removed from the area suffers 13 (2d12) ne-
During this time, they are incapacitated. This is violent and crotic damage and suffers a temporary loss of 1d6 Intelli-
causes 7 (2d6) necrotic damage. gence, Charisma and Wisdom ability points. The lost abil-
ity points return following a long rest.
• Once this bout passes, the creature must make another DC
17 Wisdom saving throw or return to obsessing over the Area 23
script, staring at it to the exclusion of all else for another
1d4 minutes. This section of the hallway has two large upright stone slabs
embedded into the wall. One of the slabs has a relief of two
• At the end of each period of being obsessed with the de- armored warriors wading into an army of orcs. The second has a
monic script (i.e., every 1 to 4 minutes), the creature must relief of those same warriors being slain.
repeat the Wisdom saving throw or remain obsessed for an-
other 1d4 minutes and repeat the Constitution save or suf- The slabs are hidden/secret doors to small alcoves in which the
fer another 7 (2d6) necrotic damage and be incapacitated warriors (depicted in the battle on the slabs) are interred. The
for 1 minute. slabs do not appear to be doors, so identifying them requires a
• Once a creature succeeds on its Wisdom save, it is no long- successful DC 12 Wisdom (Perception) check to find evidence
er compelled to study the script and need make no further of such. Opening the doors requires that the heads of each of
Wisdom or Constitution saves. the warriors be pressed at the same to trigger the lock’s release.
The doors can then be pushed open. Behind each is a small
• Of note, other creatures can attempt to forcibly move a crea- alcove with a sarcophagus in each.
ture transfixed by the script. The obsessed creature resists and

BONES OF THE COMPANIONS 13


A: A large black veined marble sarcophagus lies in a small or- they wander out.
nate alcove. On top is a rent and dented shield with a sym-
bol of two bears facing one another against a field yellow. Nothing of value is found in here. The dead were brought here,
raised and left to wander in their own particular hell. The skel-
The sarcophagus contains the corpse of a warrior killed in etons and zombies are of varying humanoid shapes and include
the battle depicted on the door. There is 5000gp of finery humans, orcs, elves, dwarves, kobolds, goblins and other sen-
in the sarcophagi as well as a +2 longsword and +1 chain tient creatures of Medium size. No weapons were left with any
mail shirt. of them. Two wraiths are also here.
B: A large black veined marble sarcophagus lies in a small al-
cove. On top is a banner, musty, burned and torn. It depicts ZOMBIE X 25 (NE Medium Undead) HP 22 (HD 3d8+9),
two bears facing one another against a field yellow. AC 8, Spd 20. Str 13 Dex 6 Con 16 Int 3 Wis 6 Cha 5. Percep-
tion 8(-2). Slam +3 (1d6+1). SA Immune to poison, Darkvi-
The sarcophagus contains the corpse of a warrior killed in sion 60ft, Relentless Fortitude.
the battle depicted on the door. There is 6000gp of finery
in the sarcophagus as well as a Banner of Leadership that SKELETONS X 25 (LE Medium undead): HP 13 (HD
when unfurled and carried into combat allows the bearer 2d8+4), AC 13, Spd 30ft. Str 10 Dex 14 Con 15 Int 6 Wis
to make Charisma ability checks with advantage. Carrying 8 Cha 5. Perception 9. Claw +4 (1d6+2). SA bludgeoning
the banner requires two hands. vulnerability, immune to poison / exhaustion, darkvision 60ft.
There are two wraiths in here as well, animated by the glabrezu
Area 24 with its Staff of the First Necromancer. These undead cannot
The section of cavern between Area 23, Areas 15 and Area 18 leave this pocket dimension due to its peculiar nature and are
was under construction at the time of the chaplain’s death. The bound to the crypt. Once this area has been entered and the
walls and floor here are uneven and rocky. The stench of rotting wraiths become aware something living is in the crypt, they
flesh is the first thing one notes in this area. The halls are also wander around trying to kill them. Add them to the wandering
littered with bits of flesh and bones. monster chart in place of one category that is empty.

The chaplain referred to this area as the Hall of the Damned The wraiths take their time attacking the living. They attack for
and intended to use it as an area to exact spiritual torture on 1-2 rounds and then slip into a wall to another place and come
enemies of the Companions. The chaplain was animating the back out again later. Unlike other things in here, the wraiths
corpses of enemies and turning them into zombies or skeletons. regenerate damage at a rate of 1hp per hour due to the pocket
The intent was for them to reside here forever. dimension’s proximity to the negative material plane.

The areas of the floor marked by an ‘X’ have very powerful WRAITH X 2 (NE Medium Undead) HP 67 (HD 9d8+27),
wards against the undead on them. Should an undead crea- AC 13, Spd 0/60ft. Str 6 Dex 16 Con 16 Int 12 Wis 14 Cha
ture walk over them, it must make a DC 20 Wisdom saving 15. Perception 12(+2). Life Drain +6 (4d8+3, plus reduce
throw or be cast back into the Hall of the Damned. Should they max. HP (DC 14 Con neg). SA Resist acid, cold, fire, lightning,
succeed, they take 17 (5d6) radiant damage but can pass over thunder, nonmagical weapons; Immune necrotic, poison, charm,
them. Each of the alcoves contains a mixture of 4-16 zombies exhaustion, grapple, paralysis, petrify, prone, restrain; Darkvi-
and skeletons. They rest in these areas until disturbed and then sion 60ft; Incorporeal, Sunlight disadvantage.

14 5TH EDITION ADVENTURE


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