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Third Hall Uzrah 5E

The document provides background information and setup for a Dungeons & Dragons adventure involving exploring a canyon to find clues leading to the location of the legendary Third Hall of Uzrah. It describes three main areas in the canyon that the player characters may explore: 1) A campsite where desert centaurs are hunting brass falcons that can provide information; 2) A cave containing a cursed creature called an ammut; 3) A large mysterious cube that may hold a clue if climbed. The canyons also contain dangers like bandits, scorpions, and jackals that could attack the party.
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0% found this document useful (0 votes)
175 views17 pages

Third Hall Uzrah 5E

The document provides background information and setup for a Dungeons & Dragons adventure involving exploring a canyon to find clues leading to the location of the legendary Third Hall of Uzrah. It describes three main areas in the canyon that the player characters may explore: 1) A campsite where desert centaurs are hunting brass falcons that can provide information; 2) A cave containing a cursed creature called an ammut; 3) A large mysterious cube that may hold a clue if climbed. The canyons also contain dangers like bandits, scorpions, and jackals that could attack the party.
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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by J.C.

Connors

About the Adventure


The Third Hall of Uzrah is a Dungeons & Dragons 5E adventure There are three clues on the torn page (see Handout A). The
set in the land of al-Qadim, although it can be easily trans- first clue has led the PCs into the Canyon of the Brass Feath-
lated to other systems and settings (a GURPS Arabian Nights ers, a well-known, but dangerous location in the ashen and
version is also available on www.1shotadventures.com). The chalky mountains...
adventure is best for characters 2nd or 3rd level. The adven-
ture is set in a canyon pass in the Mountains of Forgotten
The Canyon of Brass Feathers
The adventure begins in the location first indicated on the
Dreams. The nearest major city is Qudra, the City of Power. torn page – the Canyon of Brass Feathers The PCs have hired
a guide, SURRAT AL-RISHA, to take them to this place.
Characters introduced for the first time in the adventure are Along the way, the mirthful and talkative middle-aged man
noted in ALL-CAPS. Skill rolls are in Small-Caps. Sections regales them with tales of the famed canyon.
marked with a map are sidequests and adventure hooks,
and not important to the overall plot of the adventure. A thousand years ago, this tucked away canyon was the setting of
an epic battle between two powerful sorcerers. For three nights,
Adventure Setup the sky lit up with ash and fire as the two duelled each other. It is
Centuries ago, a legendary vizier, Uzrah the Hunchback, was said that the two men annihilated each other with their magic,
famed for his Six Golden Conquests. In each adventure, Uz- for on the morning of the fourth day, there was no sign of either
rah outsmarted a fantastic, magical foe, and left with his en- of the men. However, in their place, the canyon held a thousand
emy’s greatest treasure. Fearing theft, Uzrah hid each treasure golden hawks, their feathers coated with the finest dust of brass.
in a secret hall. Eventually, Uzrah perished by the hands of The Brass Falcons of this canyon are still in great demand by the
an evil efreet, and the location of his halls was never revealed. rich caliphs in the land, and alas, the canyon can be treacherous,
as poachers and thieves can be found camping amongst its caves
In the years since, two of Uzrah’s halls were discovered and and crevices! Be wary, my friends!
their treasures pillaged. Four of Uzrah’s legendary halls still
remain undiscovered. The PCs enter the sun-beaten canyon at dawn and from the
southwest. Their page hints that they must seek the “Desert’s
However, after giving a few coins to a mysterious old beggar, Precious Reward” in order to find the location of the Third
the man surprised the PCs by handing them a torn page from Hall.
a lost journal. The page seemingly points towards the legend-
ary Third Hall of Uzrah, hidden somewhere three hundred There are three major locations in the canyon, featured be-
miles away – across the barren desert of the Genies’ Anvil, low. The DM can also add additional encounters or wander-
deep in the Mountains of Forgotten Dreams. ing monsters to the canyon, with the most appropriate being
bandits, giant scorpions, and jackals. An appendix at the end
of the adventure has statistics for these encounters.

1
A – The Desert Centaurs
Two desert centaurs are camped here, ROSH and MUSAA.
Smaller than normal centaurs, with antelope legs, the two are
brothers. They have set up a colorful, open-air tent set up near Desert Centaurs
the walls of the canyon. Two small, wicker wagons are near Large monstrosity, neutral
the tent, each with a large cage on top of it. One of the cages
Armor Class 12 Speed 50 ft.
has three brass falcons inside. Hit Points 45 (6d10+12)

The two centaurs are hunting brass falcons, so they can sell the STR DEX CON INT WIS CHA
rare birds to wealthy merchants at a later time. The nomadic 18 (+4) 14 (+2) 14 (+2) 9 (-1) 13 (+1) 11 (0)
centaurs are wary of outsiders, and will quickly arm them- Skills Perception +3, Survival +3, Athletics +6
selves with their lances and bows should the PCs approach. Senses passive Perception 13
If the PCs threaten the centaurs, they will defend themselves Languages Common Challenge 2 (450 XP)
until they can flee the canyon. Charge. If the centaur moves at least 30’ straight toward a
target and then hits it with a pike attack on the same turn, the
If the PCs are courteous and respectful, the centaurs will calm target takes an extra 10 (3d6) piercing damage.
and converse with them, and reveal a few things, depending
Actions
on how the conversation goes:
Multiattack. The centaur makes two attacks: one with its light
• The centaurs are hunting falcons, which are worth 500 gp lance and one with its hooves or two with its longbow.
each when sold at a city marketplace. Keeping the birds Lance. Melee Weapon Attack: +6 to hit, reach 10 ft., one tar-
alive is difficult, as they will only eat special mice that get. Hit: 9 (1d10 + 4) piercing damage.
can be found in these mountains, and even then, not all
survive the trip. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar-
get. Hit: 11 (2d6 + 4) bludgeoning damage.
• There are bandits in the northern part of the canyons, but
they are afraid of the centaurs and steer clear. Composite bow. Ranged Weapon Attack: +4 to hit, range
• If asked about landmarks or curious sites, they will say 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
that there is a cave with a fortunate well in it (Area C
on the map). But they warn the PCs that an ammut, a
dangerous and cursed creature has taken up residence in
the cave.

2
• A desert giant lives in the mountains a few miles away. He The burbling fountain still serves fresh, uncommonly clear
is a hermit and is rarely seen. He is old, but has not yet water. The water is ice cold and delicious, and heals 1 hp of
begun to turn to stone from old age. injury to anyone who drinks from it.
• There are other desert centaurs on the outskirts of the
mountains. They warn the PCs to keep their distance The well is also the solution to the riddle on the torn page –
from the nomads. “Desert’s Precious Reward.” At the bottom of the fountain is
an metal plaque with additional hints (see Handout B) that
ask the PCs to “Sight the great cube and ring its great bell.”
Hunting the Falcons
A DC 20 Arcana or Nature check recalls that the rare brass- C – The Great Cube
feathered falcons are worth 500 gp alive, and 100 gp dead An enormous, 40’ x 40’ smooth, rock-like cube is here on
(for their metallic feathers). However, capturing these birds is the canyon floor. It is utterly mysterious. A DC 16 Arcana
difficult, as they roost on steep cliffs. A DC 20 Perception check concludes that its origin looks magical, and that the
check finds a nesting area. A DC 20 Athletics check allows cube is likely is made from a material that seems wholly
a PC to climb to the nest and capture a bird! Killing a bird unique, or from another plane of existence.
generally requires a missile weapon, spell, or other clever plan.
Treat the swift birds as having 1 Hit Point and AC 20, as their A DC 12 Athletics check will allow a PC to climb the cube.
feathers keep them well-protected. On the top of the cube are two metal railings, along with a
faint inscription (see Handout C):
B – The Sorcerer’s Cave
An sun-scorched, once-ornate wooden door lays smashed on Only from heaven is knowledge gained.
the ground outside a cave carved into the canyon. This cave
was once a hideout of one of the unnamed wizards that once
fought in this canyon.

As the PCs approach, they’ll hear shouts and screams for help Ammut
from inside the cave. However, seconds later, the sounds stop. Large monstrosity, neutral evil
A DC 15 Perception check will only hear fleshy chewing
noises from within. A foul, decaying smell emanates from the Armor Class 13 Speed 30 ft.
Hit Points 75 (10d10+20) 10 ft (burrow)
darkened cave.
STR DEX CON INT WIS CHA
The cave layout is simple. A long hall leads into a single, spa- 18 (+4) 12 (+1) 15 (+2) 9 (-1) 10 (+0) 7 (-2)
cious open room. An natural stone fountain, decorated with
Skills Perception +3, Survival +3
large fish and dolphins, is the centerpiece of the room. The Senses darkvision 60’, passive Perception 11
room’s furnishings are long gone, though some worn mosaics Languages Ammut Challenge 3 (700 XP)
on the wall are still visible. They depict rare fruit trees.
Roar. All creatures within 20’ must make a DC 15 Con save
or be deafened for 1d10 rounds. The ammut may not attack
The cave has become home of an ammut, an enormous crea- the turn it roars.
ture that is rumored to devour the damned. The creature is a
bizarre combination of crocodile, lioness, and hippopotamus, Sensitive to Light. The first round the ammut is hit with
bright light in its cave, it suffers disadvantage.
though it awkwardly walks upright. The Ammut has gorged
itself on greedy bandits that walk into its lair; several bodies Actions
of bandits are torn apart near the well. One is especially fresh.
Multiattack. The ammut makes two attacks, a claw and a bite.

The ammut only gains sustenance from evil-doers, though it Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
despises most life. It will attack non-Good characters first. Hit: 12 (2d8 + 4) bludgeoning damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.


If the PCs search three bandit bodies, they find a small bag Hit: 8 (1d8 + 4) piercing damage. On a roll of 20, however,
with 150 gp worth of brass feathers, a shortbow, two curved the ammut’s jaw unhinges and the target is begun to be swal-
shortswords, and a silver ring worth 35 gp. A DC 18 Percep- lowed whole. The target is at disadvantage to hit; after 1d4
rounds, the victim is devoured.
tion check finds a hidden button in one of the mosaic tiles.
Inside is a small compartment containing an Eversmoking
Bottle and a bright-blue Cloak of Protection +1.

3
Indeed, an invisible, silken rope dangles just over the center
of the great cube. If a PC reaches up and feels around, they Khuwaylid, the Desert Giant
will be able to grasp it. Optionally, the DM may allow sincere Huge giant, neutral
prayer from a cleric, druid, or paladin, to cause the rope to Armor Class 17 Speed 40 ft.
become visible as well, or an especially tall PC to brush his Hit Points 126 (11d12+55)
head against it! As soon as the rope is held, it becomes visible,
seemingly stretching far into the clouds. Tugging on the rope STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 10 (+0)
will produce a deafening, though perfectly pitched, ringing
that echoes throughout the canyon. Saving Throws Dex+5, Con+8, Wis+4
Skills Athletics +12, Perception +4
Senses darkvision 60’, passive Perception 14
The Giant of the Canyon Languages Common, Giant Challenge 7 (2,900 XP)
Minutes after the bell is rung, the PCs will hear thunderous
footsteps coming their way. Around a bend in the canyon Sand Camouflage. The giant has advantage on Dexterity
(Stealth) checks made to hide in desert or rocky terrain.
comes a massive desert giant. Dark-skinned and wearing col-
orful striped pants and a worn cape, the giant approaches the Great Horn. The giant’s horn summons a Roc in 1d10 rounds.
cube with curiosity and caution.
Actions

When he sees the PCs, he will call out to them and demand Multiattack. The giant makes two spear attacks.
their names. On the odd chance he can’t see them because
they are too well-hidden, he will circle the cube for several Heirloom Spear. Melee Weapon Attack: +9 to hit, reach 15
ft., one target. Hit: 16 (3d8 + 6) piercing damage.
minutes, scout the area nearby, then return to his hidden
mountain home. Spear Throw. Ranged Weapon Attack: +9 to hit, reach
120/240 ft., one target. Hit: (3d12 + 6) piercing damage. If
the target is a creature, it must succeed on a DC 17 Strength
Once he sees the PCs, he will loudly name himself as “KHU- saving throw or be knocked prone.
WAYLID THE MOUNTAIN OF MOUNTAINS, KEEPER
OF THE ROCS OF ETERNITY” and then scan the skies for
his great rocs.

If the PCs attempt conversation, the giant will be pleased to


exchange pleasantries with other beings. He will bow gra- If the PCs attack the giant, he will defend himself, first blow-
ciously and tell them that he sworn to move the great cube ing his great horn which will accelerate the arrival of his rocs.
to a new location, upon the ringing of the bell. However, he
warns them that they must procure food for his rocs, already The PCs have a few options to feed the rocs. It’s doubtful
on the way, else they will eat the PCs before moving the cube. they are carrying enough food to feed the birds, although
if they brought horses or camels, two of them will do. The
carcass of the ammut will make a hardy (though disgusting)
meal for Khulwaylid’s rocs, as will the bodies of at least three
bandits (or centaurs, if the PCs defeated them); Good PCs
may find this option abhorrent. If the PCs somehow kill
Khuwaylid, the rocs will come and devour his corpse before
lifting the cube into the air.)

If the PCs have no substantial food for the great birds, Khu-
waylid again warns them that they have but a half-hour to
find food, lest the rocs come and devour them. PCs skilled
at tracking, or making a DC 15 Survival check may find
evidence of nearby jackals, bandits, or giant scorpions (the
rocs’ favorite!) that can be used for food. See the appendix for
statistics for these creatures.

Regardless, within thirty minutes, as Khuwaylid foretold,


two great red-brown rocs swoop from the sky at frightening

4
speed, their loud screeches echoing across the canyon walls glass spell so that the sunlight shines brightly into the room.
and drowning out all other sounds. The birds greedily devour Cushioned couches and chairs are set around the room, as
any food nearby, and then grab the great cube with their tal- if still ready to host regal guests. Searching the room reveals
ons and lift it into air. The rocs flap their wings mightily, bare- nothing out of the ordinary.
ly able to move the massive cube, but succeed in maneuvering
it a few hundred yards away. 3– Dining Hall. An expensive, laurel table sits in the middle
of this room, big enough to seat a dozen or so guests. The
In the indentation in the ground, where the cube sat, are table is set with red clay plates and fine silverware (worth
stone-carved stairs winding down deep into the earth! The 150 gp if taken). Two doors lead from the room. The one
stairs descend into three stories under the canyon floor. The to the south is locked (DC 14 lockpicking check to unlock
tunnel is wide enough for two men, and stretches northward it), while the one to the east is unlocked and leads towards
for almost a mile. The cleanly-cut tunnel is dark, cool... a wel- the gardens.
come respite from the hot desert sun.
4 – Uzrah’s Lounge. The door to this room is locked (DC 14
lockpicking check to unlock it). The PCs will be astounded
The Hidden Castellum to see that this room is filled with dozens of floating pil-
The tunnel ends in an upwards staircase and then a great gold- lows, each large enough to comfortably sit one or two people.
en door, carved with prayers and images of suns and moons. Uzrah used this room to entertain his guests after dinner.
While the door has an elaborate locking mechanism built into Each pillow is enchanted to be the most comfortable resting
it (a DC 25 lockpicking feat), it is currently unlocked and place someone could imagine; PCs who climb on to a pillow
can be pushed open. The door exits from a small and square (DC 10 Athletics check) will find themselves refreshed and
sandstone building into a hidden canyon located to the north pleased with themselves. It’s possible to steal a smaller pillow,
of the Great Cube. This is the hidden castellum of Uzrah, a though it will be difficult to carry as it will resist being con-
small estate the sorcerer used to study his ancient tomes and tained in a bag or pack (DMs should apply Disadvantage to
perform new enchantments. The castellum is also home to his a handful of checks in the future to those who carry a pillow
legendary Third Hall. with them).
The castellum is comprised of three large structures and the In the corner of the room is a small cabinet, which features
walled hall itself: three faucet-like pipes emerging from it. Glassware is located
underneath the cabinet. The first faucet, which depicts a fruit
1 – The Gate of Lions. The monstrous double-doors to the above it, pours forth delicious mango and fresh juice to those
Third Hall is made of the same unique material as the Great who place a glass underneath it. The second faucet, which
Cube. Cold and ceramic-like to the touch, the doors depict depicts a raincloud, provides chilled water. The third faucet,
two pouncing lionesses attacking each other in portrait. The which depicts a lion, pours forth Uzrah’s own Euphoric Brew.
doors are magically locked and cannot be damaged or opened Drinking it adds +1d4 to Str and Cha for one hour. Howev-
through any physical or magical attack. A DC 15 Investiga- er, after the hour is up, the PCs must make a Con save or be-
tion check reveals that each lion has a hollow divot where its come drowsy and fall asleep (but can be awakened normally).
eye should be.
5 – Room of Wonderful Shoes. This room is inexplicably
To unlock these doors, the PCs need to acquire two Scapolite filled with dozens of shoes, each placed on their own shelf on
Eye gems from the castellum. Only once both gemstones are the wall. The shoe variety is immense, in all styles, for men
placed in the lioness’ eyes will the doors to the famous hall be and women, elves and tritons, and even, what appears to be,
unlocked. shoes of a desert giant (Khuwaylid’s shoes, no doubt!).

Uzrah’s Manse The backstory for this room is that Uzrah loved to collect
This building served as Uzrah’s living place and quarters when shoes. He would trade a visit to his magical garden in ex-
he stayed in the valley. change for his visitors’ shoes (he gave them a fine pair of his
own making in exchange).
2 – Entrance Hall. The painted wooden doors are worn and
in disrepair. They are unlocked, and PCs can easily enter the Each pair of fine shoes is worth 2d10 x 10gp. Among the
entrance hall. Despite its age, the hall is still beautiful, with shoes is a mismatched green-blue pair which function as
its floor mosaics still colorful and intact. The hall’s ceiling is Boots of Speed. Additionally, PCs can find Boots of Elvenkind
its most remarkable feature – the ceiling is enchanted with a among the shoe collection.

5
6 – Uzrah’s Magical Garden. The open-aired room is filled
with hundreds of beautiful, lush plans, fruit trees, vines, and Water Elementals of the Fountain (x3)
marble statues of famous heroes. Calming, stringed music Small elemental, neutral
plays gently through the garden.
Armor Class 13 Speed 30 ft.
Hit Points 39 (6d6+18) 30 ft (swim)
A large, fountain is the centerpiece of the room, although it
appears to have broken over the years, as no water emerges STR DEX CON INT WIS CHA
from its three great lion heads. A golden water jug sits on 15 (+2) 14 (+2) 17 (+5) 3 (-4) 10 (+0) 8 (-1)

the walls of the fountain (valued at 250 gp, but see below for Damage Resistance Acid; Bludgeoning, Piercing, and Slash-
more on the jug’s unusual history); however, it appears to be ing from non-magical attacks
glued tightly to the fountain, and no physical feat can release Damage Immunities Poison
Condition Immunities Exhaustion, Grappled, Paralyzed, Pet-
it. A hidden stone on the back of the fountain (DC 12 Per- rified, Poisoned, Prone, Restrained, Unconscious
ception check) can be removed, revealing an intricate set of Senses Darkvision 60’, passive Perception 10
crystalline gears. One of the gears is cracked and broken, and Languages Understands Aquan, but can’t speak
Challenge 1/2 (100 XP)
needs to be replaced for the fountain to work again.
Water Form. The elemental can enter a creature’s space and
If the PCs look for the source of the music, they will find it stop there. It can move through a space as narrow as 1” wide.
emanating from a fine rug and set of pillows that sits atop a
Susceptible to Cold. If the elemental takes cold damage, it
pedestal in the southern corner of the garden. On the rug is partially freezes; its speed is reduced by 20’ until the end of
a statue of a beautiful, veiled woman, holding a stringed ka- its next turn.
manjah instrument. The music will stop suddenly as the PCs
Actions
approach.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-
If the PCs investigate further, they will hear a voice asking get. Hit: 6 (1d8 + 2) bludgeoning damage. If the target has
them why they have entered this place after so many years. been hit by another minor water elemental’s slam attack this
round, it must succeed on a DC 11 Strength saving throw or
The statue is but an illusion, cast to hide a tasked artist genie, be pushed 5 feet in a direction of this elemental’s choice.
HVOVI, a creature that Uzrah brought to his garden long
ago, and enslaved to play her music forevermore.

Hvovi is emotionally wounded from being left here to play Hvovi also tells the PC that while she can return to her water
for centuries. She is terribly lonely, but also afraid of strangers jug at any time, it is forbidden to be removed from the gar-
that might mean her harm. She can be persuaded to talk to den unless it is filled with magical water from the fountain.
the PCs, though her knowledge of the castellum is limited.
She’ll tell the PCs that she was captured by a clever merchant “Alas,” the genie says, “the fountain broke a century ago.”
hundreds of years ago, when she was tricked to inhabit a gold-
en water jug. When the merchant met his death years later, If the PCs show her the broken mechanisms of the fountain,
she went forgotten, until she was discovered by Uzrah. He she tells them that she only knows that Uzrah had a work-
released her in this garden, but forced her to stay and play for shop somewhere in this building, and that maybe they can
his guests forever. recover a new crystalline gear.

If the fountain is restored, magical water is brought forth


once again. However, the fountain is also home to three wa-
ter elementals, which Uzrah used to perform water tricks for
his guests. Angry at being imprisoned for so long in a broken
fountain, they will attack anyone who comes near.

If Hvovi’s water jug is filled again with magical water, it will


be able to be removed from the garden, allowing the genie to
be free from this place. If the PCs made an especially good
impression, she may agree to travel with them.

6
7 – Uzrah’s Quarters. This room is home to a oversized can-
opy bed, covered in gold and silver pillows. A fine wooden
wardrobe is positioned against the wall. Copper Automaton
Medium elemental, neutral
The wardrobe is locked and trapped. A DC 15 lockpicking
Armor Class 15 Speed 20 ft.
attempt will open the cabinet’s doors, but detecting the magi- Hit Points 52 (7d8+21)
cal gas trap on it requires a DC 18 Arcana check. A Dispel
Magic or second DC 18 Arcana check will disarm the trap. STR DEX CON INT WIS CHA
If the trap is set off, a loud shriek and puff of green gas will 15 (+2) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 7 (-2)

emerge from the wardrobe’s lock. Any PC within three feet Damage Resistance Bludgeoning, Piercing, and Slashing from
of the cabinet must make an Wisdom saving throw, else their non-magical attacks
hands turn bright green (an effect Uzrah used to more easily Damage Immunities Poison
Condition Immunities Exhaustion, Frightened, Petrified,
find would-be burglars). Additionally, a cursed PC who rolls Poisoned
a ‘1’ on any melee weapon attack roll will instead his an ad- Senses Darkvision 60’, passive Perception 10
jacent ally! Languages Understands Common, but can’t speak
Challenge 2 (450 XP)

Inside the wardrobe are several sets of fine dress robes, a Wand Internal Heat. On a successful hit, the automaton’s fists or
of Magic Missiles, and a Bag of Golden Almonds (acts like a Bag weapons glow with molten heat. They do +1d6 burning dam-
of Beans). Also inside the wardrobe is a beautiful yellow gem- age the following round, before returning to normal.
stone – one of the Scapolite Eyes needed to unlock the door Actions
to Uzrah’s Third Hall.
Multiattack. The automaton makes two attacks, one with its
sword, one with its fist.
8 – Uzrah’s Workshop. Uzrah’s workshop is a wood-panelled
room filled with tables, cabinets, and chests. Glass baubles, Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
strange iron tools, and stone cubes are messily strewn about Hit: 5 (1d6 + 2) bludgeoning damage.
the room. A few books that show diagrams of bizarre con-
Magic Sword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
traptions, are open on the tables, along with scattered, half- one target. Hit: 5 (1d8 + 3) slashing damage.
finished journals.

In the corner of the room is a man-sized, copper automaton.


It is dressed in crude chainmail and carries a heavy, curved head turns towards them, as if it is evaluating them.
sword. The PCs will notice, as they enter the room, the thing’s The automaton will fully come to life if the contents of the
room are disturbed in any way and attempt to slay the in-
truders.

If defeated, the curved sword of the automaton is revealed


to be a longsword +1. Additionally, if the PCs go through
its wreckage, they will find a crystal gear that can be used to
repair the fountain the the gardens.

The journals of Uzrah are worth 500 gp to collectors. Most


interestingly, several of them refer to the sorcerer’s great love
of his garden genie, Hvovi, and also his prized, immortal
camel, FLATFOOT, which he loved to show off. The remain-
ing of the contents of the room are curiosities, but worthless.

A secret door is hidden in the southern wall of the workshop,


and can be discovered if the room is searched with a DC
15 Perception check. A DC 14 Investigation check will
reveal how to open the door (a seemingly-jammed drawer in
one of the tables has a knob that turns and clicks the door
open).

7
9 – Uzrah’s Closet of Desires. This room filled with a dozen
painted portraits of Hvovi, the genie from the garden. One of
painting show what appears to be Uzrah himself, bravely de- Hourglass Serpent
fending Hvovi from marauding centaurs; another shows him Huge beast, neutral evil
dramatically standing atop the Great Cube, Hvovi wrapped in
Armor Class 12 Speed 30 ft.
his arms and looking utterly smitten. Another sketch shows Hit Points 60 (8d12+8) 20 ft (burrow)
Flatfoot, Uzrah’s prized magical camel (see Handouts E).
STR DEX CON INT WIS CHA
A scroll rack is mounted in the rear of the secret room. Inside 19 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)
are three scrolls, including Gust, Shape Water, and Alarm. Skills Perception +2
Senses Blindsight 10’, passive Perception 12
Challenge 2 (450 XP)
Uzrah’s Storehouse
Uzrah’s storehouse was designed to give his guests a peak of Sand Camouflage. The serpent has advantage on Dexterity
his treasures, and the cleverness with which he kept them (Stealth) checks made to hide in desert or rocky terrain.
guarded.
Serpent’s Mind. The serpent is immune to being Charmed
or Frightened.
10 – The Serpented Hourglass. The ornate wooden doors
to this large storage building are locked, and require a DC Actions
15 lockpicking attempt to enter. When the PCs enter, they Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one crea-
behold a wonder of a sight. The entire floor of this large stor- ture. Hit: (2d6 + 4) piercing damage.
age room is fine sand, swirling about and moving like a great
Breath of Sandstorms. The serpent exhales a cloud of dust and
ocean.
sand in a 60-foot cone. Each creature in that area must make a
DC 15 Dexterity saving throw, taking 7 (2d6) Slashing dam-
In the middle of the room is a pedestal upon which is a mas- age on a failed save, or half as much damage on a successful
sive, 10’ hourglass. No sand is visible in the hourglass. In- one. Recharge 5-6.
stead, a mahogany and brass chest sits in the lower half of the
hourglass. A sleeping, horned serpent rests in the upper part
of the hourglass.

Crossing the room to the pedestal is a difficult feat. PCs must


make two DC 16 Athletics checks to avoid being pulled Servant Skeletons (x10)
under by the sandy waves, taking 1d3 bludgeoning damage. Medium undead, lawful evil
Additionally, the PC must then make a DC 15 Strength
saving throw or be pulled entirely under the sand, taking Armor Class 13 / 15* Speed 30 ft.
Hit Points 13 (2d8+4)
1d6 damage before emerging, coughing and sputtering.
STR DEX CON INT WIS CHA
The hourglass looks entirely sealed, although careful examina- 10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
tion and a DC 12 Investigation check reveals that the glass
Vulnerabilities Bludgeoning
top of the hourglass can be lifted. Stealthy PCs may be able Damage Immunities Poison
to cross the room lift the top, and strike at the serpent inside Condition Immunities Exhaustion, Poisoned
before it awakens! Senses Darkvision 60’, passive Perception 9
Challenge 1/4 (50 XP)

* Fossilized. Two of the skeletons are especially old and fossil-


ized. They have AC 15.

Actions

Bony claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one


target. Hit: (1d4 + 2) piercing damage.

8
When the serpent awakens, either due to the disturbance of The efreet is a semi-sentient illusion, placed here by VARAZ-
the hourglass, or another loud noise, it will stare creepily at DAT THE GARNET, the evil efreet who slew Uzrah cen-
the PCs, but is otherwise unable to escape the hourglass. turies ago. The impersonation is placed here to gloat and to
describe, in exaggerated detail, how Uzrah dared to challenge
Smashing the hourglass requires a single hit of 10 damage or Varazdat, was struck down before he could draw Sandburn,
more (which will immediately awaken the serpent!). Clever his legendary sword, begged for his life, and then was slain in
PCs may think of other ways to open the hourglass, such as a most hideous fashion. The illusionary efreet is unable to talk
quietly cutting through it, or melting part of it away so that beyond this subject matter, and will begin to repeat himself if
one PC can get in and open the chest before the snake awak- he runs out material to discuss.
ens. DMs should encourage PCs to use their wits here.
If the illusion is disturbed in anyway, it will disappear, but
The chest itself is unlocked and contains a Cube of Force. reappear a few minutes later. Although the illusion is harm-
less, if the PCs throw strong insults towards Varazdat, the illu-
The Servants’ Quarters sionary djinni will step off of his throw and walk through the
This building is less grand and decorated versus the others northern wall. He will re-enter the room a few minutes later
in the castellum. The connected rooms in this structure were and then angrily inform the PCs that Varazdat the Garnet has
once the quarters of Uzrah’s servants. However, after Uzrah been directly informed of their insolence, and that they will
died, the efreet who killed him was not done with his ven- soon hear from him in-person.
geance. He rewarded a powerful necromancer to turn all those
loyal to Uzrah into the undead. It is entirely up to the DM whether or not the impersonat-
ing illusion actually communicated to the real Varazdat. In a
11 – The Common Room. As the PCs enter this room, they continuing campaign, they may have just earned a powerful
will smell something rank and decaying. The once fine fur- nemesis who will seek revenge at a later date!
niture is toppled and broken, the rugs torn and sullied with
dark, unknown stains. 14 – Nasnas’ Lair. This room is strewn with rubble, the ceil-
ing partially collapsed. It has become the lair of two nasnas,
12 – The Hanging Servants. This room is filled with nothing strange grayskinned humanoids with one arm, one leg, half a
but the hanging bodies of ten skeletons. They are covered in face, half a torso, and one wing! Once unaging servants of one
tatters of fine, though simple clothing, and each hangs from of the sorcerers who fought in the Canyon of Brass Feathers,
the rafters of the room with rough, hemp rope. These were they fled here years ago and made their home in the ruins.
Uzrah’s servants who attempted to end their own lives after A DC 10 Perception check will spot that one of the nasnas
they learned of his fall. wears a necklace with the second Scapolite Eye gem on it.

A DC 20 Perception check will cause a PC to see a skel- Only capable of speaking via high-pitched hoots, the creatures
eton twitch unnaturally; perhaps a hand, or leg makes an odd viciously attack any PCs who enter their lair. Scattered in the
movement just in the corner of his eye. messy room is a sack of brass feathers (worth 150 gp, a pile
of cheap bandit scimitars, a jewelled dagger +1 with a silver-
If the PCs damage or overly disturb the skeletons, they will coated blade, inscribed with “Peeruz’ Honor” on the blade.
come to life, cut themselves down (by detaching their heads!)
and attack the living. Otherwise, the PCs can maneuver their 15 – Uzrah’s Barn. The wide, wooden door to this room is
way throught the room to get to the eastern door. well-secured, and covered in scratches, from years of the nas-
nas attempting to break into the room. The PCs will find a
13 – The Carrion Throne. This dim chamber is lit with symbol over the door which matches an entry from their torn
strangely colored lights, which glitter and swirl around the page that they acquired at the beginning of the adventure,
room. As the PCs enter, a large spotlight magically appears which reads:
from the ceiling and illuminates a massive, bloodstone throne.
On the stone appears a giant, angry-looking efreet. Speak only to my two loves and gain entry.

“Who dares enter the halls of Uzrah the Hunchback, the ac- To open the door, the PCs must call out the names of Uzrah’s
cursed and nugatory worm-dog, filthy would-be-conqueror, two loves, the genie Hvavi and his camel Flatfoot. Upon say-
and thrall of insigificance?” his voice booms. ing the names, the great wooden doors creak open.

9
The spacious barn smells of fresh straw. Magical sunlight
streams through the roof, and illusionary windows give the Flatfoot the Immortal Camel
impression that the barn is located in a lush field. A trough of Large beast, neutral good
fresh water is near the illusionary window, and seems to refill
Armor Class 10 Speed 60 ft.
itself with new water every hour. Hit Points 26 (4d10+4)

Happily sleeping in the middle of the hay is Flatfoot himself, STR DEX CON INT WIS CHA
Uzrah’s immortal camel, fleet of foot, good-tempered, and 16 (+3) 10 (+0) 14 (+2) 7 (-2) 10 (+0) 7 (-2)
wicked smart. A DC 15 Animal Handling check will make Senses passive Perception 10
fast friends with the beast. Challenge 1/4 (50 XP)

Immortal. Flatfoot does not age. He can sustain himself on a


The Third Hall of Uzrah quarter of the foot and water that camels normally need.
Once the PCs have located both Scapolite Eye gems, they can
place them into the eye sockets of the lionesses on the door Common Sense. Flatfoot can sense the presence of danger be-
fore his senses would normally allow it. His sense alerts him
to the Third Hall. With a sound of a thousand trumpets, the to danger from ambushes and traps, giving him advantage on
doors magically open, and the hall lights up to welcome the any rolls to spot them.
entrants.
Actions

16 – The Third Hall. The great hall is but a single room, Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
brilliantly decorated with mosaics that show Uzrah’s first and Hit: (1d4) bludgeoning damage.
second conquests.

The grandiose southwestern wall is covered in a sweeping


battle scene. A DC 10 History check reveals that the artwork
shows Uzrah fighting off the Horde of a Thousand Bandits, a
legendary battle that happened centuries ago, and saved one Nasnas (x2)
of the great cities of Zakhara. Medium humanoid, lawful evil

Armor Class 14 (hide armor) Speed 20 ft.


The northwestern wall shows Uzrah leading an batallion of Hit Points 27 (5d8+5) 5 ft (fly)
sword-wielding copper automatons. A DC 12 History check
reveals that the artwork depicts Uzrah’s great siege on the City STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 13 (+1) 7 (-2) 10 (+0) 7 (-2)
of Spined Skulls, a necropolis that appeared in the desert and
threatened disease and death on the neighboring tribes. Damage Resistance. Bludgeoning, Piercing, and Slashing
from non-magical attacks
Skills Survival +2
Down a great columned hall sits a bronze and glass throne, set Senses Darkvision 60’, passive Perception 10
into the wall, and surrounded by a fresco that shows Uzrah Languages Understands Common, but can’t speak
climbing a ladder into the clouds... but to the PC’s astonish- Challenge 1 (200 XP)
ment, they also see a withered corpse sitting upon the throne,
Chilling Hoot. In combat, the nasna’s hoots and screams can
a silver crown upon his head, and a sword through his chest. A cause a chilling fear in all opponents within a 10 ft. radius.
bloody banner is draped over the thrown, unreadable without Those hearing a nasnas’s hooting screams must make a DC 10
unfurling it. Wisdom saving throw or be frightened for 1d4+1 rounds (suf-
fering disadvantage on ability checks and attack rolls while the
nasna is within sight, and be unable to move closer towards it).
Upon examination, the banner reads (see Handout D):
Actions
Here fell the Great Dog Uzrah.
Rusty Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) slashing damage.
Indeed, it is Uzrah’s slain corpse, left here by the efreet Varaz-
dat the Garnet as a warning to would-be conquerers. Howev-
er, even Uzrah did not escape the last curse of his killer. If the
PCs speak the words on the banner, or touch his corpse or the
crown upon his head, his dead eyes turn into burning coal,

10
and he will stir and mindlessly attack the intruders.

If the PCs have not already defeated the skeletal ser- Uzrah (The Fallen)
vants from the servants’ quarters, they will cut them- Medium undead, chaotic evil
selves down and race to his aid, arriving in 3d4 rounds.
(If the PCs did defeat them, and the DM wants to Armor Class 13 Speed 30 ft.
Hit Points 36 (8d8)
add a challenge in the final encounter, he can rule that
some additional, buried servants came to life and run STR DEX CON INT WIS CHA
to Uzrah’s aid). 16 (+3) 17 (+3) 10 (+0) 11 (-0) 10 (+0) 8 (-1)

Damage Resistance necrotic


If defeated, Uzrah will fall to his knees. With a hoarse Damage Immunities poison
“gods... bless... you...” he will turn to ash and blow Condition Immunities charmed, exhausted, poisoned
away, leaving only his crown and the sword that slew Senses Darkvision 60’, passive Perception 10
Challenge 2 (450 XP)
him behind.
Defiant. Uzrah has advantage on saves against turning.
The Flamespitter Sword is efreeti-crafted and is always
Actions
hot to the touch. It is a lesser type of flame tongue
sword, but dealing only an additional 1d4 fire damage Sandburn, Death Sword. Melee Weapon Attack: +3 to hit,
to any target it hits. reach 5 ft., one creature. Hit: (2d8 + 3) necrotic damage. If
the victim is a creature other than an undead, it must succeed
on a DC 12 Constitution saving throw or be paralyzed for 1
Uzrah’s Crown is one of the hunchback’s great artifacts, minute. The target can repeat the saving throw at the end of
and the true treasure of the Third Hall. When worn each of its turns, ending the effect on itself on a success
it bestows immunity to diseases, advantage on Persua-
Repulsive Stare (Recharge 5-6). Uzra’s baleful stare affects any
sion checks, and finally, the ability to cast Feather Fall subjects of his choosing, within sight, within 30 ft. Each vic-
and Silence once per day. tim must succeed on a DC 12 Wisdom saving throw. On a
failed save, the victim is pushed 30 feet away from him.

Concluding the Adventure


With Uzrah the Fallen defeated, the PCs are free to
claim the hidden castellum as their own! shout out and let me know how it went. Post a note on 1sho-
tadventures.com or tweet @SageThalcos on Twitter.
If the PCs think to study the fresco behind the
wall of the throne, they will see a familiar mountain Change Log
in the image, Mount Basorah, upon which looks to be v1.0 - Original release.
a small shrine. A PC making a DC 15 History check v1.2-3 - Minor edits.
will realize that they have found a clue that might lead v1.1 - Added bookmarks, disclaimer, formatting updates.
to Uzrah’s Fifth Hall!

For completing the adventure, the PCs receive bonus


XP:
• Finding the Third Hall and defeating poor Uzrah
(and living to tell the tale) is a feat worth 200 XP.
• Freeing Hvovi from the garden is worth 200 XP.
• Bringing any of Uzrah’s historical artifacts back to
civilization is worth 100 XP.

About 1ShotAdventures
For more free one shot adventures, please visit 1sho-
tadventures.com. If you enjoyed this adventure, or ran
it for a group, all the author asks is that you give a

11
Canyon Bandits (x2d8) Giant Scorpion
Medium humanoid, chaotic neutral Large beast, unaligned

Armor Class 12 (leather) Speed 30 ft. Armor Class 15 Speed 40 ft.


Hit Points 11 (2d8+2) Hit Points 52 (7d10+14)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 15 (+2) 13 (+1) 15 (+2) 1 (-5) 9 (-1 ) 3 (-4)

Senses passive Perception 10 Senses blindsight 60’, passive Perception 9


Languages Common Challenge 1/8 (25 XP) Challenge 3 (700 XP)

Actions Actions

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one Multiattack. The scorpion makes three attacks: two with its
target. Hit: (1d6 + 1) slashing damage. claws and one with its sting.

Light Crossbow. Ranged Weapon Attack: +3 to hit, reach Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
80/320 ft., one target. Hit: (1d8 + 1) piercing damage. Hit: (1d8+2) bludgeoning damage. The target is grappled (es-
cape DC 12, one target per claw).

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one crea-


ture. Hit: (1d10+2) piercing damage plus (4d10) poison
damage. The target must make a DC 12 Con save, taking 22
(4d10) poison damage on a failed save, half on a successful one

Rocs of Massive Wonder (x2) Jackals (x2d10)


Gargantuan monstrosity, unaligned Small beast, unaligned

Armor Class 12 Speed 20 ft. Armor Class 12 Speed 40 ft.


Hit Points 248 (16d20+80) 120 ft. (fly) Hit Points 3 (1d6)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
28 (+9) 10 (+0) 20 (+5) 3 (-4) 10 (+0 ) 9 (-1) 8 (-1) 15 (+2) 11 (+0) 3 (-4) 12 (+1 ) 6 (-2)

Saving Throws Dex +4, Con +9, Wis +4, Cha +3 Skills Perception +3
Skills Perception +4 Senses passive Perception 13
Senses passive Perception 14 Challenge 0 (10 XP)
Challenge 11 (7,200 XP)
Keen Hearing and Smell. The jackal has advantage on Wis-
Keen Sight. The roc has advantage on Wisdom (Perception) dom (Perception) checks that rely on hearing or smell.
checks that rely on sightl.
Pack Tactics. The jackal has advantage on an attack roll
Actions against a creature if at least one of the jackal’s allies is within 5
ft. of the creature and the ally isn’t incapacitated.
Multiattack. The roc makes two attacks: one with its beak and
one with its talons. Actions

Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one tar- Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
get. Hit: (4d8 + 9) piercing damage. Hit: (1d4 - 1) piercing damage.

Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one tar-
get. Hit: (4d6 + 9) slashing damage. The target is grappled (es-
cape DC 19) Until this grapple ends, the target is restrained,
and the roc can’t use its talons on another target

12
The Hidden Castellum of Uzrah

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4
7
9 14

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13
Guest at the Third Great Hall
I have just begun a delightful voyage to Uzrah’s third great hall. The
great conqueror of our age is a courteous and well-mannered host,
humble in all things. He has sworn me to secrecy as to the location of
this place, and I am unsure as to its exact whereabouts.

We journeyed with his honor guard through a canyon inhabited by


stunning bronze-feathered birds. From there, Uzrah’s guard blindfolded
me as we went deep into the earth. When I begged the captain to give
me a hint, he only laughed and said “Start at the Desert’s Precious
Reward, my friend!”

A great bell rang and soon we were in his castellum. He gave me a


fantastic tour of his hidden riches, some protected by the ocean of the
desert itself! His pillow room was miraculous, and his homemade brew
tasted of mangos and cherries.
Day Two
Uzrah was called away on this morn-
ing, but I begged him to show me his
prized and legendary mount.

“Speak only to my two loves and gain


entry!” Uzrah told me as he left.

It was as he said!

And soon I looked upon the handsome

Handout A -- The torn page, given to PCs at the start of the


adventure
14
Handout B - Plaque located in the cave fountain

Handout C - Inscription on the top of the Great Cube


15
Handout D - Uzrah’s Banner

Bonus Handout - Map of the Genies’ Anvil and the Moun-


tains of Forgotten Dreams
16
Handouts E -- Artwork found in
Uzrah’s secret Closet of Desires,
depicting Hvovi and Flatfoot his
camel.

17

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