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Rrakkma

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317 views38 pages

Rrakkma

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Rrakkma for Dungeons and

Dragons Fifth Edition


,
Printed by SorVArts

Printed with the BeyondPrinting-Chrome-Extension


Adventure Primer
Background

Section 1: Call to Action


Chaos Courtesans

Section 2: Temple of Madness


Pandemonium
Area 1: Temple Foyer
Area 2: Cloak Room
Area 3: Guard Station
Area 4: Purification Chamber
Area 5: High Priest's Quarters
Area 6: Observation Point
Area 7: Clergy Quarters
Area 8: Statuary Chamber
Area 9: Torture Chamber
Area 10: Library
Area 11: The Cathedral

Section 3: The Far Realm


Far Realm Confusion
Gith Capacitor
Wrap Up

Appendices
Appendix 1: Creature Statistics
Appendix 2: Temple of Madness
Appendix 3: Dungeon Master Tips
Player Handout: Gith & the Sha'sal Khou
AL Rewards
Pregenerated Characters
Adventure Primer ↑
Welcome to Rrakkma, an Introductory Adventure for Mordenkainen’s Tome of Foes™. This adventure uses ninth level
pregnerated characters. These characters must be used for D&D Adventures League play. After the players have chosen their
characters, please pass out Player Handout. Gith & The Sha’sal Khou. This will help them to understand why their characters
get along.

Background ↑
In eons past, the mind flayers enslaved entire races including the forerunners of the githyanki and githzerai. Centuries of
captivity bred hatred, nurtured resolve, and finally instilled psionic powers into these slaves. With mental armaments of their
own and a powerful leader to rally behind (the legendary Gith), the slaves instigated a cross-planar struggle that, in the end,
threw down the mind flayer empire, bringing freedom to the surviving slaves.

Due to philosophical differences the gith split into two racially distinct groups. Both peoples' hatred of the mind flayers knows
no bounds, though, and they break off hostilities with one another to slay mind flayers if the opportunity presents itself.

A group of mind flayers have been working feverishly to resolve the problem the gith collectively present and have finally
constructed a powerful psionic artifact that when powered up, will allow them to resume control over the race of gith. It is
designed to neutralize them psionically. So much so, that once lost, they will never regain their formidable abilities.

The artifact is a flawless diamond, the size of a gith’s head, and inscribed with runes upon every facet. Referred to by the
illithid as the Gith Capacitor, to power it up, they must expose it to the energy and insanity of the Far Realm. However, gates to
the Far Realm are virtually all but unknown… until recently.

The mind flayers have recently discovered a gate to the Far Realm within the howling tunnels of Pandemonium, and they’ve
gathered together to power the artifact up. Fortunately, the Sha’sal Khou discovered this plot, and in adopting the tradition of
their githzerai constituents, brought together a powerful rrakkma comprised of both githyanki and githzerai to quell the illithid
threat once again.
Githyanki ↑
The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons.
Feathers, beads, gems, and precious metals decorate their armor and weapons—the legendary silver swords
with which they cut through their foes. Since winning their freedom from the mind flayers, the githyanki have
become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith.

Githzerai ↑
Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they
wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside
of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict
monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo.

Sha'sal Khou ↑
The Sha’sal Khou are githyanki and githzerai radicals working toward the reunification of their respective
peoples. They labor to create a unified nation of gith. Members of the Sha’sal Khou work secretly within their
respective societies, subtly discouraging attacks on the other gith race while carefully recruiting like-minded
individuals. They maintain a secret redoubt on the Sword Coast as well.

The characters participating in this adventure are members of this fortification, and work with the other races
of the Realms to further their goals. While in the pursuit of their objectives or even simply as training to
pursue them, they find themselves participating in all sorts of expeditions and adventures alongside the
factions.

As a general note, the Sha’sal Khou aren’t a faction in the same sense as the Harpers or Zhentarim. They are a
background element only and meant to be a unifying element for gith characters in this campaign.
Section 1. Call to Action ↑
The characters begin the adventure standing about one-hundred feet from a gate to Pandemonium.

They’re underground, two days travel and far beneath the Sha’sal Khou redoubt on the Sword Coast.

Brought together as a rrakkma by Belthomias, lieutenant to Zetch’r’r, leader of the Sha’sal Khou, the characters know the
following.

Among the Sha’sal Khou a rrakkma is a gith hunting party brought together for the explicit purpose of hunting mind flayers.
A group of mind flayers have created a weapon of immense power called the Gith Capacitor. They intend to use this artifact
to wipe psionics from the collective minds of the gith peoples and enslave them once more.
To activate the Gith Capacitor, the mind flayers must expose it to the unfathomable energies of the Far Realm, a place beyond
space and time.
The mind flayers have traveled through a nearby portal to the plane of Pandemonium, where they are rumored to have located
a direct path to the Far Realm.
Belthomias gave the adventurers a tuning fork, tuned to the plane of Pandemonium to lead them directly to the portal.
The Gith Capacitor appears to be a diamond the size of a gith head, with runes engraved into every facet.
Belthomias ambushed an ulitharid in an attempt to take possession of the Gith Capacitor, and barely escaped with his life.
Belthomias did manage to psionically conjoin with the artifact and transferred that connection to a reliquary containing a
shard of bone from Zerthimon, the original githzerai anarch.
As the Gith Capacitor grows in power, the light from the reliquary grows as well, serving as a rough indicator of how much
time the rrakkma has before the artifact is fully charged.
Additional information regarding the reliquary can be found in Appendix 3. DM Tips.

CUT TO THE CHASE!

The initial purpose here is to set the scene and put the adventurers directly into the action. There is no point
to creating an extra decision point at the beginning of the adventure when we know they’re going.
Chaos Courtesans ↑
Area Information
Dimensions & Terrain
After the tuning fork was struck, the rrakkma followed it for a day along many winding stone tunnels deep into the Underdark.
After a long rest, they resumed their journey until they arrived here, at the opening to a massive cavern housing a great fungal
forest.

The cavern is roughly circular and a half-mile in diameter, with a dozen tunnels (including the one used by the adventurers)
leading out of it. About 100 feet ahead, amidst a tall stand of zurkhwood mushrooms, is an elaborate, glowing portal, 50-foot
tall, and half as wide at its base.

Lighting
Some of the fungus in the forest is phosphorescent in nature, casting a dim light throughout.

Creatures/NPCs
A mind flayer and its duergar warlord thrall guard the gate from intrusion with the assistance of four duergar stone
guard that serve the warlord.

The mind flayer hides nearby, having full cover from where the rrakkma enters the cavern, while the duergar stand in front of
the gate; invisible.

Objectives/Goals
The mind flayer fights to the death to prevent the adventurers’ passage through the gate, as its thrall, the duergar warlord. The
duergar stone guard are only following the orders of their warlord however, and don’t like mind flayers any more than the
adventurers do. Nor are they aware that a mind flayer is nearby. If they discover the mind flayer, they’re likely to turn on their
warlord, knowing full well the madness that can take those under an illithid’s influence.

The mind flayer knows this however and does what it can to remain unseen up to the point where all four stone guards have
fallen.

What do they know?


If the adventurers find a way to interrogate either the mind flayer or the warlord, they can confirm that a group of mind flayers
passed through the portal.

The stone guards know only that they’ve been commanded by the warlord to keep anyone from using it.

The mind flayer also knows that the illithid who passed the portal were in possession of a massive rune-carved diamond.

Playing the Pillars


COMBAT

If the adventurers bypass the warlord and mind flayer without killing them, the creatures pursue them through
the portal, resulting in an extra challenging fight involving the elder oblex in Area 3 on the other side.

EXPLORATION

While most of the mushrooms in the forest are inedible, it is possible to harvest spores from the zurkhwood
as food, and several stands of barrelstalks may be tapped for water. A successful DC 15 Wisdom (Survival)
check is required to recognize either.

SOCIAL

It’s possible to turn this into a perfectly amicable encounter if the adventurers find a way to destroy or reveal
the mind flayer, or if they free the warlord from its influence.
Section 2. Temple of Madness ↑
Pandemonium ↑
Pandemonium is a plane of madness, a great mass of rock riddled with tunnels carved by howling winds. It is cold, noisy, and
dark, with no natural light. Wind quickly extinguishes nonmagical open flames such as torches and campfires. It also makes
conversation possible only by yelling, and even then, only to a maximum distance of 10 feet. Creatures have disadvantage on
any ability check that relies on hearing.

Most of the plane’s inhabitants are creatures that were banished to the plane with no hope of escape, and many of them have
been driven mad by the incessant winds or forced to take shelter in places where the winds die down until they sound like
distant cries of torment. The information above is available to the adventurers if they succeed at a DC 20 Intelligence
(Arcana) check. Two or more of them may confer to grant one of them Advantage on this check.

Mad Winds
A visitor must make a DC 10 Wisdom saving throw after each hour spent among the howling winds*. On a failed save, the
creature gains one level of exhaustion. A creature that reaches six levels of exhaustion while on this plane doesn’t die.
Instead, the creature gains a random form of indefinite madness, as described here. Finishing a long rest doesn’t reduce a
creature’s exhaustion level unless the creature can somehow escape the maddening winds.

Indefinite Madness

d100 Flaw (lasts until cured)

01–15 “Being drunk keeps me sane.”

16–25 “I keep whatever I find.”

I try to become more like someone else I know–adopting his or her style of dress, mannerisms,
26–30
and name.

31–35 “I must bend the truth, exaggerate, or outright lie to be interesting to other people.

36–45 “Achieving my goal is the only thing of interest to me, and I’ll ignore everything else to pursue it.”

46–50 “I find it hard to care about anything that goes on around me.”

51–55 “I don’t like the way people judge me all the time.”

56–70 “I am the smartest, wisest, strongest, fastest and most beautiful person I know.”

71–80 “I am convinced that powerful enemies are hunting me, and their agents are everywhere I go.”

81–85 “There’s only one person I can trust. And only I can see this special friend.

86–95 “I can’t take anything seriously. The more serious the situation, the funnier I find it.”

96–00 “I’ve discovered that I really like killing people.”


KEEPING TIME*

While this is left to the Dungeon Master’s discretion, a good guidepost is to have the characters make a
saving throw after reasonably thorough exploration or encounters in every two to three rooms, and definitely
at the end of each short rest taken. Of course a long rest can be very trying on the characters that end up
attempting eight saving throws over that time.

Lighting
There are no lights here, magical or otherwise. Due to the porous nature of the stone here, a stiff and ever-changing wind
blows throughout the temple preventing any nonmagical open flames from being lit.

Area 1. Temple Foyer ↑


Area Information
Dimensions & Terrain
Roughly thirty-five feet by thirty-five feet, this chamber, like all of those throughout the temple, appears to have been rough-cut
from the porous rock that makes up this place. The stone walls allow the wind free reign here in the temple, and have littered
the floor with sand, pebbles, and stones that kick up as the adventurers walk across them.

Traps & Puzzles


There was a high-level glyph of warding in this chamber. However, when the mind flayers attempted to pass from this
chamber, they triggered the trap which summoned an invisible stalker. They managed to slay the creature, but not before it
took one of them down.

On the floor of this chamber is a dead mind flayer. Its insides are filled with sand and pebbles. Detect magic reveals residual
magic using both abjuration and conjuration schools. If the characters possess this knowledge, a successful DC 20
Intelligence (Arcana or Investigation) check allows them to ascertain that either “the wind” rose up and killed the illithid, or an
air elemental or something similar was responsible.

Area 2. Cloak Room ↑


Area Information
Dimensions & Terrain
Fifty feet on a side, the walls of this rough-cut room have been scoured clean and smell strongly of chlorine. Stone benches
have been carved directly from the stone by the chaos priests that once lived here, though constant exposure to the winds of
the plane have left them structurally brittle.

Several aged and rotted garments lay scattered across the floor, discarded by chaos clergy in favor of more ecclesiastical
clothing before moving further into the temple complex. The walls here were washed with a chlorine solution daily when the
temple was in use, thus giving the entire chamber its unusual odor.

There is nothing else of apparent interest here, though if the adventurers make a successful DC 25 Intelligence
(Investigation) check, they find a mithral brooch adorned with gold tracery, embedded in the wall in one corner of the room.
This was overlooked by the mind flayers.
Treasure & Rewards
The characters may find the following treasure.

A brooch of shielding; a successful DC 20 Intelligence (Arcana) check reveals that it was crafted by a celestial artisan.

Area 3. Guard Station ↑


Area Information
Dimensions & Terrain
This elongated chamber (fifty-five feet by eighty-five feet) has a twenty-foot high ceiling. The room may have once served as a
guard station as hooks and racks for weapons are arrayed throughout the room. The few weapons that remain resemble the
glaive, though the blades are pitted, scored, and brittle. The wood that makes up their hafts is all but rotted away. About a
dozen of the aged polearms hang from the walls haphazardly about the room.

Creatures/NPCs
There is an elder oblex in this chamber, though the bulk of the creature resides as a strange pool of red goo on the far side of
the chamber from where the adventures must enter.

As the gith approach the chamber, the oblex sends a sulfurous impersonation of a human woman dressed in plate mail and
bearing a longsword, to the entrance to beckon the adventurers forward into the chamber.

As the adventurers approach the chamber, the human woman backs away from them as it continues to beckon them into the
room. Being quite intelligent, the oblex can absolutely hold a conversation with the gith using this form.

Objectives/Goals
The elder oblex is a creation of the mind flayers and brought here to guard the way in. Its primary goal is to keep the
adventurers from proceeding any further into the temple.

What do they know?


As the oblex is incredibly intelligent, it completely understands and supports the mind flayers’ objectives in their mission to
subjugate the gith.

Playing the Pillars


COMBAT

If the duergar from the other side of the portal are pursuing the adventurers, the elder oblex uses Sulfurous
Impersonation to try and lure them in quickly with promises of aid. Since the characters won’t be able to hear
the creature due to the winds, its communication consists of gestures only.

EXPLORATION

The first thing the adventurers notice about the chamber this creature inhabits is that it smells strongly of
sulphur. Also, the floor of this chamber is strangely clear of sand and debris.

SOCIAL

If the gith wish to speak with the elder oblex, it is happy to waste their time with idle conversation. It tells
them all manner of seemingly useful things that aren’t true.
Area 4. Purification Chamber ↑
Area Information
Dimensions & Terrain
Directly conjoined to the hallway, this chamber is twenty-five feet wide by forty-feet long. Sand mixed with crumbly pumice
dances in the wind upon the floor here.

Other Features
A large vat of bubbling wax that is kept constantly hot by a magic flame beneath it, is on the far side of the chamber from the
hallway. The vat is constructed of porcelain and inlaid with silver tracery around the edges.

Long strips of ragged and aged cloth hang from a pair of steel bars over the vat, where they are tied on to keep them from
blowing away in the wind.

A sizeable collection of pumice stones, some of them covered with dried brown flecks, rest within large metal bowls next to
the porcelain vat.

This was a purification chamber. Priests would strip naked and use the wax and cloth strips to remove all hair from their
bodies before scrubbing themselves vigorously (sometimes to the point of bleeding) with the pumice stones. A successful
DC 15 Wisdom (Medicine) check confirms that the 'dry brown flecks' are blood.

Area 5. High Priest’s Quarters ↑


Area Information
Dimensions & Terrain
This side chamber is twenty-five feet by thirty feet. Pebbles and sand shift and spin here as the wind changes.

Other Features
A long iron bar is suspended between and imbedded into the walls
here, about seven feet up from the floor. A few ragged leather straps
hang loosely from the bar.

An iron chest of drawers is embedded in the far wall. The chest of


drawers is not locked, nor is it trapped.

Inside the chest of drawers are several items useful to a priest. A


corroded silver aspergillum that looks like a strange horned skull with
small rubies for eyes, 2 glass vials of holy water, incense that smells
strangely of chlorine, and a vial of acid.

The acid and holy water are unlabeled and look the same to the
untrained eye. Kalak, who is proficient with alchemy supplies, can
readily tell the difference given 10 minutes and use of his supplies (no
check required).

The high priest used to hang from the bar by leather straps. There he'd sleep as the winds of Pandemonium raged throughout
his chamber. He was quite insane, as were all the clergy of this temple, before it collapsed into decay and ruin.

Treasure & Rewards


The characters find the following treasure.
Silver aspergillum (500 gp)
Two vials of holy water
One vial of acid

Area 6. Observation Point ↑


Area Information
Dimensions & Terrain
A wrought iron spiral staircase, rusted and crumbling from disrepair and neglect, leads up to the ceiling of this circular
chamber, twenty-five feet in diameter.

It appears that there may have once been a tower, or at the very least, another chamber above this room, but stone is all that
remains where a doorway should be.

The ceiling of this chamber is solid stone and not porous like the walls and ceilings throughout the rest of the complex.

Other Features
This passage indeed leads to another chamber of approximately the same size as this one. The chamber above is completely
sealed off from the winds of Pandemonium, though it has a small two-foot by two- foot window that has been fitted with an
adamantine shutter. The shutter may be opened or closed from inside so that the high priest could look out upon
Pandemonium and meditate.

If the characters open the shutter, feel free to describe the most hellish, wind-blasted landscape you can. Closing and sealing
the shutter requires either a Strength of 18 or a successful DC 15 Strength check.

The high priest of the temple was the only one to come up here, and he entered the room using a stone shape spell. If the
characters can enter the chamber, it makes an excellent place to rest or hide, whatever the case may be. While the staircase
is in disrepair, it is sturdy enough for an individual gith to traverse at a time.
Area 7. Clergy Quarters ↑
Area Information
Dimensions & Terrain
This chamber is thirty feet by fifty feet. A viscous fluid comprised of water mixed with grainy sand and earth, drips from the
ceiling coating the floors and walls.

Other Features
Though it is not marked on the map this room has a thick stone door (AC 17, hp 30), located at the far end of the hall just
before entering the room itself. The door was accidentally shut when the star spawn manglers entered the chamber. It is
locked and requires a successful DC 20 Dexterity check made by someone proficient with thieves’ tools to unlock it, or a
successful DC 20 Strength check made by someone with a Strength score of 16 or greater, to break it down.

Opening the door to this chamber reveals a grisly sight. Three desiccated human corpses are strung up at even intervals on
iron bars that cross the room in a grid, eight feet above the ground. The bodies hang lifelessly from leather straps that are tied
down to the grid with elaborate knots.

The floors here are slick because of the water and walking on them is normally no trouble. However, once combat begins,
anyone charging across the floor must make a successful DC 15 Dexterity (Acrobatics) check or slip and fall prone. The
viscous fluid coats their hands, imposing disadvantage on their next weapon attack roll. This fluid can be removed by using
an action to scrape off the character's hands.

Creatures/NPCs
Three star spawn manglers were the first creatures to emerge from the portal to the Far Realm when the mind flayers opened
it. These shadowy low-slung, creeping horrors each have six arms, and move quickly along the ground and walls.

Objectives/Goals
These creatures immediately fled the chamber with the illithids and started exploring the complex, until they became trapped
here. Natural assassins, when the adventurers start fiddling with the door, they quickly find hiding places in the shadows and
attempt to ambush the interlopers.

What do they know?


These creatures were commanded by a star spawn seer to investigate the complex beyond the portal and make certain the
ritual to charge the Gith Capacitor was not interrupted.
Playing the Pillars
COMBAT

The star spawn manglers take advantage of their shadowy surroundings to get the drop on the adventurers
and continue to hide in the shadows throughout combat.

EXPLORATION

The water is not drinkable and attempting to do so requires the unwise to succeed at a DC 20 Constitution
saving throw or suffer from the poisoned condition for the next 24 hours.

SOCIAL

The star spawn manglers are certainly prone to taunting chatter during combat, and share a language in
common with Ven’delen, the bard. If conversation transpires, it is certainly possible for the adventurers to
learn that the illithid made a deal with a powerful star spawn seer in the Far Realm, and that they may want to
get a move on, as the artifact has already begun charging.

Area 8. Statuary Chamber ↑


Area Information
Dimensions & Terrain
This oddly circular chamber is forty feet in diameter one way and fifty feet in diameter the other.

Other Features
Statues, carved from a pure white marble, struck through with veins of a strange blood-red stone, stand at the perimeter of
this chamber. A massive humanoid figure, also carved from the strange marble, stands the center of the chamber, its arms
held high above its head to support the ceiling, forty feet above. A pair of fist-sized black crystals is fitted to the statue’s eyes.

The perimeter statues, six in all, appear to resemble naked humans in various states of torture. Feel free to make up
descriptions of what this could be, or simply leave it to the imagination of your players. Either way, some degree of discretion
and sensitivity to the age and experience of your audience should be liberally exercised.

Creatures/NPCs
An eidolon of the former high priest of this temple resides within the central sacred statue of this chamber. The statue
depicts some forgotten god dedicated to chaos and entropy, and as described below, holds up the ceiling overhead.

Objectives/Goals
Aware of the creature’s existence, the mind flayers were able to make a pact with it and are bound to return with many
sacrifices once they have completed their business in the Far Realm.

Interested in being worshipped once more, the insane eidolon protects this chamber from passage by creatures that aren’t
mind flayers or star spawn.

What do they know?


The eidolon is aware of the illithids’ goal and is most ready and willing to do its part, as the result means blood on the altar to
its dark and forgotten deity.
Playing the Pillars
COMBAT

When combat begins, the eidolon animates the sacred statue in the center of the chamber and attacks the
adventurers. This allows the ceiling to slowly descend, clicking loudly.

If the sacred statue is destroyed the two black crystals explode, releasing two allips, as the eidolon is itself
released from the statue.

EXPLORATION

If the adventurers investigate they notice the tops of the statues are oddly flattened, as they were built to have
a descending ceiling rest upon them.

SOCIAL

Once released from the statue, the eidolon begins a tirade of insults and threats. If the characters engage the
creature in conversation while fighting the allips they can learn of the deal the creature made with the mind
flayers, a subject that it gleefully engages in.

As a note, after a minute, the ceiling rests upon the smaller statues, having descended 20 feet to do so.

Area 9. Torture Chamber ↑


Area Information
Dimensions & Terrain
Thirty feet by forty feet, there is an enclosure on one end of the chamber with a broken down, rusty gate.

Other Features
The floor of this chamber is lined with small depressions at regular intervals. Water rapidly and continuously drips from the
ceiling into the center of each depression. Manacled chains bound to the floor are mounted near many of the depressions.

If any of the characters succeed on a DC 10 Wisdom (Insight) check, they determine that victims were originally bound in
chains in such a manner that the water dripping from the ceiling would strike them repeatedly and unavoidably in the head. At
first, this may seem innocent, but left for days, or even just hours for some, this form of torture could break even the most
steadfast soul or drive them completely insane.

A successful DC 25 Intelligence (Investigation) check turns up a rather sizeable black pearl (pearl of power) that seems to
have found its way to the bottom of one of the depressions.

Treasure & Rewards


The characters may find the following treasure.

A pearl of power
Area 10. Library ↑
Area Information
Dimensions & Terrain
Sixty-five feet at its furthest distance across, and about forty feet wide,
this strangely shaped chamber is mostly rectangular.

Other Features
The walls of this odd chamber appear to have, at one time, been
smoothed out and finished, allowing whoever inhabited this structure
to record large amounts of information in some strange language upon
the walls. However, time and the winds of Pandemonium have taken
their toll upon this room as with the others, and the walls are now
pockmarked and eroded to the point of incoherence.

Originally, the priests of this temple marked the tenants of their faith
upon these walls, but the writing has been virtually scoured from the
walls. Only vague markings in certain places here and there give
testimony that the record even existed to begin with. Even a comprehend languages spell turns up gibberish from what is left.

The adventurers can spend as much time as they like attempting to decipher the vague scrawl remaining, but it only wastes
time. Feel free to make up bits of mad ramblings if you would like to encourage them further.

Area 11. The Cathedral ↑


Area Information
Dimensions & Terrain
Forty-five feet by one-hundred-ten feet, this is a massive cathedral.

Lighting
Unlike the rest of this complex, there is a dim light throughout this chamber, originating from the active portal.

Other Features
This cathedral must have been something to behold at one point in time, but now the porous stone and winds of
Pandemonium have brought it to its current decrepit state. At the far end of the cathedral is a shining adamantine archway
alight with runes of power. The gate to the Far Realm is open. Due to some strange influence of the Far Realm, the winds of
Pandemonium do not touch this place at the moment.

Creatures/NPCs
Two mind flayers stand guard at the open portal to the Far Realm, though they are levitating twenty feet above the ground.

Objectives/Goals
These creatures will fight to the death to keep the gith from entering the Far Realm and attempting to spoil the plan.

What do they know?


The mind flayers know all the plans, but they’re not really in a talking mood.

Treasure & Rewards


A hidden eversmoking bottle (see EXPLORATION).
Playing the Pillars
COMBAT

In combat the mind flayers start by using Mind Blast on the party simultaneously, attempting to catch as
many of them in their respective attacks as possible, and thus force multiple saving throws. They both follow
up with dominate monster.

EXPLORATION

While it would take considerable time to investigate every nook and cranny of this massive chamber, if detect
magic is cast, the caster locates an eversmoking bottle with a successful DC 10 Intelligence (Investigation)
check.

SOCIAL

While the mind flayers aren’t normally talkative, if one or both are charmed, they know of the creatures to be
faced in the Far Realm and can inform the gith as to the resistances and immunities of star spawn seer and
hulk.
Section 3. The Far Realm ↑

THE FAR REALM

The Far Realm is outside the known multiverse. In fact, it might be an entirely separate universe with its own
physical and magical laws. Where stray energies from the Far Realm leak onto another plane, matter is
warped into alien shapes that defy understandable geometry and biology. Aberrations such as mind flayers
and beholders are either from this plane or shaped by its strange influence.

The entities that abide in the Far Realm itself are too alien for a normal mind to accept without strain. Titanic
creatures swim through nothingness there, and unspeakable things whisper awful truths to those who dare
listen. For mortals, knowledge of the Far Realm is a struggle of the mind to overcome the boundaries of
matter, space, and sanity. Some warlocks embrace this struggle by forming pacts with entities there.

Anyone who has seen the Far Realm mutters about eyes, tentacles, and horror.

The Far Realm has no well-known portals, or at least none that are still viable. Ancient elves once opened a
vast portal to the Far Realm within a mountain called Firestorm Peak, but their civilization imploded in bloody
terror and the portal's location - even its home world is long forgotten. Lost portals might still exist, marked by
an alien magic that mutates the area around them.

Assuming the adventurers have made it this far, defeated the mind flayer guards at the portal, and leapt
through it to the Far Realm, they have a chance to stop the charging and deployment of the Gith Capacitor.

Far Realm Confusion ↑


Experiencing the Far Realm is not for the weak of mind. EVERY round the adventurers are in the Far Realm, they must each
make a successful DC 15 Wisdom saving throw at the beginning of each turn or suffer the effects of confusion that round.
The chart has been modified from the one in the Player’s Handbook to more accurately reflect the effects of the Far Realm.
Please use this one.

Confusion Behavior

d10 Behavior

The creature uses all its movement to move in a random direction. To determine the direction, roll
1
a d8 and assign a direction to each die face. The creature doesn't take an action this turn.

2–7 The creature doesn't move or take actions this turn.

The creature uses its action to make a melee attack against a randomly determined creature
8–10
within its reach. If there is no creature within its reach, the creature does nothing this turn.
Gith Capacitor ↑
Area Information
Dimensions & Terrain
This area appears to duplicate the same space as the cathedral the
adventures just left (forty-five feet by one-hundred-ten feet). The main
difference is the only visible way out is back through the portal.

Lighting
This area is well lit. The charging Gith Capacitor creates A LOT of light.

Creatures/NPCs
A star spawn seer and its guardian star spawn hulk are helping the
ulitharid charge the artifact.

Objectives/Goals
The ulitharid has a pact with the star spawn seer and spends its time
focused on charging the Gith Capacitor. If the star spawn seer is alive,
the adventurers can’t get to the ulitharid or affect it in any way. There is
a field of alien energy blocking it off from everything that isn’t the Gith
Capacitor. If the adventurers slay the star spawn seer, the field
protecting the ulitharid drops with violence, and the psionic impact
causes the Gith Capacitor to explode, slaying the ulitharid and star
spawn hulk (if it still lives), and shunting the rrakkma involuntarily back
through the gate to Pandemonium.
Playing the Pillars
COMBAT

Due to the disorienting nature of the Far Realm, the adventurers make any initiative checks with disadvantage.

At the beginning of combat, the star spawn hulk moves toward the gith and attacks in melee, while the star
spawn seer uses its Psychic Orb attack directly on the star spawn hulk, relying on the creature’s Psychic
Mirror ability to affect as many of the adventurers as possible.

EXPLORATION

Even saying the word ‘exploration’ in the Far Realm can be a harrowing experience. Focusing on a single
objective really is the key to maintaining sanity.

Nonetheless, should an adventurer do so, the experience is so disorienting (filled with images of tentacles,
eyeballs, and mouths), they need to make a successful DC 15 Intelligence saving throw or be stunned until
the beginning of their next turn.

SOCIAL

The star spawn seer is too alien to engage in reasonable conversation with the adventurers. That said, if they
would like to speak with the creature on their turn, they get back a gibberish reply and their next saving throw
against confusion is made with disadvantage.

Wrap Up ↑
This adventure has two possible endings. If the adventurers succeed, the Gith Capacitor has been destroyed. If they fail, the
gith peoples are wiped of their racial psionic abilities and become willing pawns of the mind flayers once more.

Adventure Rewards
Since this adventure MUST be played with the pregenerated characters provided, rewards are treated a bit differently. For
playing in this event, each player and their Dungeon Master receive the event certificate, CHAOS CURIO.

The players may not keep magic items found listed below; the following descriptions are provided here to facilitate use during
the adventure.

Brooch of Shielding
Wondrous item, uncommon (requires attunement)

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile
spell.

Eversmoking Bottle
Wondrous item, uncommon

Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove
the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud’s area is heavily obscured. Each
minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of
120 feet.
The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action.
Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse
the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.

Pearl of Power
Wondrous item, uncommon (requires attunement by a spellcaster)

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If
the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can’t be used again until the
next dawn.
Appendices ↑
Appendix 1. Creature Statistics ↑
DUERGAR STONE GUARD
Medium humanoid (dwarf), lawful evil

Armor Class 18 (chain mail, shield)

Hit Points 39 (6d8 + 12)

Speed 25 ft.

STR DEX CON


18 (+4) 11 (+0) 14 (+2)

INT WIS CHA


11 (+0) 10 (+0) 9 (−1)

Damage Resistances poison

Senses darkvision 120 ft., passive Perception 10

Languages Dwarvish, Undercommon

Challenge 2 (450 XP)

Duergar Resilience.The duergar has advantage on saving throws against poison, spells, and illusions, as well as
to resist being charmed or paralyzed.

Phalanx Formation. The duergar has advantage on attack rolls and Dexterity saving throws while standing within
5 feet of a duergar ally wielding a shield.

While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom
Sunlight Sensitivity.
(Perception) checks that rely on sight.

Actions

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 11 (2d6
King's Knife.
+ 4) piercing damage while enlarged.

Javelin.Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4)
piercing damage, or 11 (2d6 + 4) piercing damage while enlarged.

For 1 minute, the duergar magically increases in size, along with


Enlarge (Recharges after a Short or Long Rest).
anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-
based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with
advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space
available.

Invisibility (Recharges after a Short or Long Rest).The duergar magically turns invisible for up to 1 hour or until it
attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any
equipment the duergar wears or carries is invisible with it.
DUERGAR WARLORD
Medium humanoid (dwarf), lawful evil

Armor Class 20 (plate mail, shield)

Hit Points 75 (10d8 + 30)

Speed 25 ft.

STR DEX CON


18 (+4) 11 (+0) 17 (+3)

INT WIS CHA


12 (+1) 12 (+1) 14 (+2)

Damage Resistances poison

Senses darkvision 120 ft., passive Perception 11

Languages Dwarvish, Undercommon

Challenge 6 (2,300 XP)

Duergar Resilience.The duergar has advantage on saving throws against poison, spells, and illusions, as well as
to resist being charmed or paralyzed.

While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom
Sunlight Sensitivity.
(Perception) checks that rely on sight.

Actions
Multiattack. The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if it is
available.

Psychic-Attuned Hammer.Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning
damage, or 15 (2d10 + 4) bludgeoning damage while enlarged, plus 5 (1d10) psychic damage.

Javelin.Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4)
piercing damage, or 11 (2d6 + 4) piercing damage while enlarged.

Up to three allied duergar within 120 feet of this duergar that can hear it can each use their
Call to Attack.
reaction to make one weapon attack.

For 1 minute, the duergar magically increases in size, along with


Enlarge (Recharges after a Short or Long Rest).
anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-
based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with
advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space
available.

Invisibility (Recharge 4–6). The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a
spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the
duergar wears or carries is invisible with it.

Reactions

When an ally that the duergar can see makes a d20 roll, the duergar can roll a d6 and the
Scouring Instruction.
ally can add the number rolled to the d20 roll by taking 3 (1d6) psychic damage. A creature immune to psychic
damage can’t be affected by Scouring Instruction.

ELDER OBLEX
Huge ooze, lawful evil

Armor Class 16

Hit Points 115 (10d12 + 50)

Speed 20 ft.

STR DEX CON


15 (+2) 16 (+3) 21 (+5)

INT WIS CHA


22 (+6) 13 (+1) 18 (+4)

Saving Throws Int +10, Cha +8

Skills Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10

Condition Immunities blinded, charmed, deafened, exhaustion, prone

Senses blindsight 60 ft. (blind beyond this distance),


passive Perception 15

Languages Common plus six more

Challenge 10 (5,900 XP)

Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing.
Aversion to Fire.If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the
end of its next turn.

The oblex’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast
Innate Spellcasting.
the following spells, requiring no material components:

At will: charm person (as 5th-level spell), detect thoughts, hold person

3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic
pattern, telekinesis
As a bonus action, the oblex can extrude a piece of itself that assumes the
Sulfurous Impersonation.
appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum
appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur.
The oblex can impersonate 2d6 + 1 different creatures, each one tethered to its body by a strand of
slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex,
meaning the oblex occupies its space and the simulacrum’s space simultaneously. The slimy tether is
immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex’s main
body and the simulacrum. The simulacrum disappears if the tether is severed.

Actions

Multiattack. The elder oblex makes two pseudopod attacks and uses Eat Memories.

Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (4d6 + 3) bludgeoning damage plus
7 (2d6) psychic damage.

Eat Memories. The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 18
Wisdom saving throw or take 44 (8d10) psychic damage and become memory drained until it finishes a short
or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead
succeed on the save automatically.

While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack
roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4
becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes
unconscious for 1 hour. The effect then ends.

When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows
and gains all its proficiencies, except any saving throw proficiencies.
STAR SPAWN MANGLER
Medium aberration, chaotic evil

Armor Class 14

Hit Points 71 (13d8 + 13)

Speed 40 ft., climb 40 ft.

STR DEX CON


8 (−1) 18 (+4) 12 (+1)

INT WIS CHA


11 (+0) 12 (+1) 7 (−2)

Saving Throws Dex +7, Con +4

Skills Stealth +7

Damage Resistances cold

Damage Immunities psychic

Condition Immunities charmed, frightened, prone

Senses darkvision 60 ft., passive Perception 11

Languages Deep Speech

Challenge 5 (1,800 XP)

Ambush. On the first round of each combat, the mangler has advantage on attack rolls against a creature that
hasn’t taken a turn yet.
Shadow Stealth. While in dim light or darkness, the mangler can take the Hide action as a bonus action.

Actions

Multiattack. The mangler makes two claw attacks.

Claw.Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the attack roll
has advantage, the target also takes 7 (2d6) psychic damage.

The mangler makes six claw attacks against one target. Either before or after
Flurry of Claws (Recharge 4−6).
these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks.
EIDOLON
Medium undead, any alignment

Armor Class 9

Hit Points 63 (18d8 − 18)

Speed 0 ft., fly 40 ft. (hover)

STR DEX CON


7 (−2) 8 (−1) 9 (−1)

INT WIS CHA


14 (+2) 19 (+4) 16 (+3)

Saving Throws Wis +8

Skills Perception +8

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities cold, necrotic, poison

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone,
restrained

Senses darkvision 60 ft., passive Perception 18

Languages the languages it knew in life

Challenge 12 (8,400 XP)

Incorporeal Movement. The eidolon can move through other creatures and objects as if they were difficult terrain.
It takes 5 (1d10) force damage if it ends its turn inside an object other than a sacred statue.
Sacred Animation (Recharge 5–6). When the eidolon moves into a space occupied by a sacred statue, the eidolon
can disappear, causing the statue to become a creature under the eidolon’s control. The eidolon uses the
sacred statue’s statistics in place of its own.

Turn Resistance. The eidolon has advantage on saving throws against any effect that turns undead.

Actions

Divine Dread.Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom
saving throw or be frightened of it for 1 minute. While frightened in this way, the creature must take the Dash
action and move away from the eidolon by the safest available route at the start of each of its turns, unless
there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A
frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success. If a target’s saving throw is successful or the effect ends for it, the target is immune to any eidolon’s
Divine Dread for the next 24 hours.

SACRED STATUE
Large construct, as the eidolon’s alignment

Armor Class 19 (natural armor)

Hit Points 95 (10d10 + 40)

Speed 25 ft.

STR DEX CON


19 (+4) 8 (−1) 19 (+4)

INT WIS CHA


14 (+2) 19 (+4) 16 (+3)

Saving Throws Wis +8

Damage Resistances acid, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities cold, necrotic, poison

Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 14

Languages the languages the eidolon knew in life

False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue.

The eidolon that enters the sacred statue remains inside it until the statue drops to 0 hit
Ghostly Inhabitant.
points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an
effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied
space within 5 feet of the statue.

Inert. When not inhabited by an eidolon, the statue is an object.

Actions

Multiattack. The statue makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage.

Rock. Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage.
ALLIP
Medium undead, neutral evil

Armor Class 13

Hit Points 40 (9d8)

Speed 0 ft., fly 40 ft. (hover)

STR DEX CON


6 (-2) 17 (+3) 10 (+0)

INT WIS CHA


17 (+3) 15 (+2) 16 (+3)

Saving Throws Int +6, Wis +5

Skills Perception +5, Stealth +6

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities cold; necrotic, poison

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone,
restrained

Senses darkvision 60 ft., passive Perception 15

Languages the languages it knew in life

Challenge 5 (1,800 XP)

Incorporeal Movement. The allip can move through other creatures and objects as if they were difficult terrain. It
takes 5 (1d10) force damage if it ends its turn inside an object.

Actions
Maddening Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.

The allip chooses up to three creatures it can see within 60 feet of it. Each target must
Whispers of Madness.
succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to
make a melee weapon attack against one creature of the allip’s choice that the allip can see. Constructs and
undead are immune to this effect.

Howling Babble (Recharge 6).Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom
saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its
next turn. On a successful save, it takes half as much damage and isn’t stunned. Constructs and undead are
immune to this effect.

MIND FLAYER
Medium aberration, lawful evil

Armor Class 15 (breastplate)

Hit Points 71 (13d8 + 13)

Speed 30 ft.

STR DEX CON


11 (+0) 12 (+1) 12 (+1)

INT WIS CHA


19 (+4) 17 (+3) 17 (+3)

Saving Throws Int +7, Wis +6, Cha +6

Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4

Senses darkvision 120 ft., passive Perception 16

Languages Deep Speech, Undercommon, telepathy 120 ft.


Challenge 7 (2,900 XP)

Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.

The mind flayer’s innate spellcasting ability is Intelligence (spell save DC 15). It can
Innate Spellcasting (Psionics).
innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

Actions

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the
target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving
throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind
flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the
mind flayer kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5–6). The


mind flayer magically emits psychic energy in a 60-foot cone. Each creature in
that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be
stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect
on itself on a success.

STAR SPAWN HULK


Large aberration, chaotic evil

Armor Class 16 (natural armor)

Hit Points 136 (13d10 + 65)

Speed 30 ft.
STR DEX CON
20 (+5) 8 (−1) 21 (+5)

INT WIS CHA


7 (−2) 12 (+1) 9 (−1)

Saving Throws Dex +3, Wis +5

Skills Perception +5

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities charmed, frightened

Senses darkvision 60 ft., passive Perception 15

Languages Deep Speech

Challenge 10 (5,900 XP)

If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that
Psychic Mirror.
damage instead; the hulk takes none of the damage. In addition, the hulk’s thoughts and location can’t
be discerned by magic.

Actions

Multiattack.The hulk makes two slam attacks. If both attacks hit the same target, the target also takes 9 (2d8)
psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end of the
target’s next turn.

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Reaping Arms (Recharge 5–6). The hulk makes a separate slam attack against each creature within 10 feet of it.
Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone.
STAR SPAWN SEER
Medium aberration, neutral evil

Armor Class 17 (natural armor)

Hit Points 153 (18d8 + 72)

Speed 30 ft.

STR DEX CON


14 (+2) 12 (+1) 18 (+4)

INT WIS CHA


22 (+6) 19 (+4) 16 (+3)

Saving Throws Dex +6, Int +11, Wis +9, Cha +8

Skills Perception +9

Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities psychic

Condition Immunities charmed, frightened

Senses darkvision 60 ft., passive Perception 19

Languages Common, Deep Speech, Undercommon

Challenge 13 (10,000 XP)

Out-of-Phase Movement. The seer can move through other creatures and objects as if they were difficult
terrain. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this
damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an
object.

Actions

Multiattack. The seer makes two comet staff attacks or uses Psychic Orb twice.

Comet Staff. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage, or 10
(1d8 + 6) bludgeoning damage if used with two hands, plus 18 (4d8) psychic damage, and the target must
succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn.

Psychic Orb. Ranged Spell Attack: +11 to hit, range 120 feet, one target. Hit: 27 (5d10) psychic damage.
Collapse Distance (Recharge 6).The seer warps space around a creature it can see within 30 feet of it.
That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with any
equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space the
seer can see, and all other creatures within 10 feet of the target’s original space each takes 39 (6d12)
psychic damage. On a successful save, the target takes 19 (3d12) psychic damage.

Reactions

Bend Space. When the seer would be hit by an attack, it teleports, exchanging positions with another star spawn
it can see within 60 feet of it. The other star spawn is hit by the attack instead.
Appendix 2. Temple of Madness ↑
Appendix 3. Dungeon Master Tips ↑
PREPARATORY NOTES. As you’re reading through and/or running this adventure, pay special attention to areas that include
creatures, noting whether or not the adventurers are likely to see them initially.
If creatures are clearly visible, consider providing a minimum of detail (size, shape, and lighting only) for the area description,
in favor of providing greater detail regarding potentially hostile creatures.

You can always go back after the fight is over, or after it has been established that a fight won’t be happening and elaborate
on your description of the area with additional details.

It is highly recommended, to get the maximum enjoyment out of this adventure, that you have six players ready to play each
of the pregenerated characters.

Due to the combat-heavy nature of this adventure, it’s possible that it could take from six to eight hours to play. If running this
at an event, you might consider playing this over the course of two four- hour time slots, taking a break after the third combat
encounter (most likely Area 7).

If you’re running this adventure outside of an event, it is of course up to the DM and players to decide how best to break up
the action between game sessions.

Reliquary of Zerthimon
Wondrous item, unique (requires attunement by a gith)

Time is an important element of this adventure since, to succeed, the rrakkma must stop the Gith Capacitor from achieving a
full charge.

At the same time, to show off as many new creatures from Mordenkainen’s Tome of Foes, this adventure is extremely combat
heavy as well. To keep the action going while remaining fair, this reliquary becomes the essential time keeping device for the
adventurers.

Whoever is attuned to the reliquary can instinctively tell how charged up the Gith Capacitor is.
Anyone in the rrakkma can attune to it, so it is up to the players who it will be.
To making the tracking of this element as simple as possible, the charge increases each time the adventurers complete a
rest.
The rrakkma can safely complete four short rests and still possibly achieve their objective.
If they take a fifth short rest the Gith Capacitor is fully charged, and they fail to complete their mission.
If they take a long rest, it counts as three short rests. They could feasibly take a single long rest and a single short rest and
still accomplish their mission. Any more rests however, and they fail.

Player Handout. Gith & The Sha’sal Khou ↑


Githyanki
The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads,
gems, and precious metals decorate their armor and weapons—the legendary silver swords with which they cut through their
foes. Since winning their freedom from the mind flayers, the githyanki have become ruthless conquerors under the rulership
of their dread lich-queen, Vlaakith.

Githzerai
Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned
clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned
their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the
vast sea of chaos that is the plane of Limbo.

SHA’SAL KHOU
The Sha’sal Khou are githyanki and githzerai radicals working toward the reunification of their respective peoples. They labor
to create a unified nation of gith. Members of the Sha’sal Khou work secretly within their respective societies, subtly
discouraging attacks on the other gith race while carefully recruiting like-minded individuals. They maintain a secret redoubt
on the Sword Coast as well.
The characters participating in this adventure are members of this fortification, and work with the other races of the Realms
to further their goals. While in the pursuit of their objectives or even simply as training to pursue them, they find themselves
participating in all sorts of expeditions and adventures alongside the factions.

As a general note, the Sha’sal Khou isn’t a faction in the same sense as the Harpers or Zhentarim. They are a background
element only and meant to be a unifying element for gith characters in this campaign.

AL Rewards ↑
Pregenerated Characters ↑
Kalak Draknerah (Wizard)

Quadere Lendou (Cleric)

Kandalou Dle'tan (Fighter)

Shai'ere Delatete (Monk)

Ven'delen Thenidin (Bard)

Vishnu Re'Var (Rogue)

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