Third Hall Uzrah 5E
Third Hall Uzrah 5E
Connors
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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.
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•	 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.
                                                                                                                                            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 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.
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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.
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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.
                                                                                                                                               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.
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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.
Actions
                                                                                                                                       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)
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.
                                                                                                                                        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)
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Canyon Bandits (x2d8)                                              Giant Scorpion
Medium humanoid, chaotic neutral                                   Large beast, unaligned
 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)
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).
 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
            2
                                                10
                                  12
            3       5
                                           13
                6                11
                        8
        4
                    7
                        9   14
                                      15
                1
16
                                                     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.
It was as he said!
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