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Race Against Doom - 5e Adventure Book

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0% found this document useful (0 votes)
551 views12 pages

Race Against Doom - 5e Adventure Book

Uploaded by

talanjones2000
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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AWAITING COVER

Adventure Overview Adventure Background


R CE G AIC K P UV D Q O is a fast-paced, epic XGTKIPNCQHVS
adventure that can be incorporated into an on- Thousands of years ago, celestials and fiends
going campaign, or be played as a stand-alone fought in perpetual holy war, leaving both sides
one-shot. It is designed for a party of level 9-12 at a stalemate. In a moment of fate, a powerful
characters, and optimized for 11th level. celestial slew one of the archdukes of Hell
A weapon of the angels - a magical blade and claimed the devil's weapon, a fearsome
called The Sovereign Glaive - is falling to earth, glaive. Legend holds that she took it in her
like a comet scorching down from the heavens. hand, and unleashed its devastating power
A pair of warring kingdoms race to be the first to single-handedly decimated scores of hell’s
to retrieve the weapon for their own glory - the army. Its blazing light earned it the name The
once nobles, who cling to the shadow of their Sovereign Glaive.
former greatness, and ambitious usurpers - the Henceforth, the celestial stood guard over
Kallosi. the great portal in the Astral plane known as
The party is recruited by the Queen of the Ahur's Eye - the gateway between the celestial
Astorian Kingdom to recover The Sovereign and infernal realms. With The Sovereign Glaive
Glaive. Doing so requires them to race against in hand, no fiend would dare challenge her. And
time, defeat rivals from the Kallosi army, and so, no fiend has entered the celestial planes in
ultimately square off an evil far greater - as they the many years since. Until now.
discover that the kingdoms are not the only
ones pursuing the legendary weapon! CTFKP NQHVGW F
The devils of hell patiently plotted their re-
venge. Recently, they mobilized an overwhelm-
ing assault at Ahur's Eye, slaying the celestial
guardian. Rather than let The Sovereign Glaive
fall back into fiendish hands, the guardian

DWPIGQKCB
presents:

QSVPUOGWTF
RIECGAUOKPVDQ
For more information on this adventure, the Greenwold, and
the rest of the Dungeon in a Box campaign, check out our site:

CQR T KI VtrtsDWPIGQKCBL
Writer: Jameson McD aniel. Editors: Chad Skiles & D a vid Crennen. Lead
D e signer: D a vid Crennen. Cover art by Sjo erd P r ovoost.

Dungeon In A Box is not affiliated, endorsed, or sponsored by Wiz-


ards of the Coast® or Hasbro®. Dungeons & Dragons®, and D&D®
are registered trademarks of Wizards of the Coast®.

2
flung the weapon away. Like a blazing comet,
it streaked across the Astral plane - ultimately Reading the Entries
crossing over into the Material plane. This adventure references the three
primary 5e sourcebooks–monster entries
CTGPUNFKQWHVB are found in the MM, spells and rules for
The desolate lands of the Barrens were a players are in the BHP and game rules &
monster-overrun waste land, until the arrival treasure are found in the GMD .
of the paladin queens. These mighty warriors • Monsters are listed in bold.
founded a peaceful realm in the Barrens known • sl epS are listed in italics.
as Astor. Astor has expanded, but over time,
• srabediS like this, provide optional rules
its peace has wavered. Bound by strict moral
and supplemental adventure information.
codes, the current queen - Lady Adriana - rigid-
ly cling to a path dictated by tradition, unwilling
to change her ways with changing times. Unrest
grows as the queen refuses to listen to those By chance, The Sovereign Glaive streaks to-
with differing points of view. ward the Barrens. Queen Adriana clings to the
A would-be usurper has arisen from the hope that it will grant her the power she needs
loosely affiliated Kallos Provinces on the edges to restore order... if Mors doesn't reach it first.
of the realm. "General" Ivan Mors, a ruthless
warlord, sees a chance to wrest control from VHQMUPN
the faltering hand of a failed leader. His trained The party members can share one plot hook, or
warriors pillage and sow discord throughout have their own separate ones. Options include:
Astor, threatening to plunge the realm into true being a former solider in Queen Adriana's As-
anarchy. torian army, and thus owing her favor; being a
sworn enemy to the Kallosi and Commander

The Sovereign Glaive On a success, you attune to the weapon and


Weapon (Glaive), legendary (requires gain the following abilities:
attunement) • You gain a +3 bonus to attack and damage rolls
made with this magic weapon.
Once a creature has attuned to this weapon,
• Your Strength and Charisma scores become 18
no other creature may attune to it until the
unless they are already 18 or higher.
previous owner is killed. A creature may
attempt to attune to the glaive using their • Good-aligned characters deal an extra 3d8
action. To do so, they must make a DC 25 radiant damage on a hit.
Wisdom saving throw. For each failure, the • Evil-aligned characters deal an extra 3d8
artifact unleashes tremendously destructive necrotic damage on a hit.
magic on the land. • Neutral-aligned characters deal an extra 3d8
• The first failure sends a wave that blackens the force damage on a hit.
nearby land within a mile radius. It kills all plant • While attuned to the weapon, you gain the
life, and nothing else can grow there again. This benefits of the ‘Inspiring Leader’ feat.
does not damage any creature in its radius.
• If you fail one death saving throw, you die.
• On subsequent failed attempts, the radius is Good-aligned characters who die from this
multiplied by 10 miles, creating the same effect. effect become a solar Evil-aligned characters
• After a creature fails three times, they may who die from this effect become a pit—iend .
choose to then automatically attune to the Neutral-aligned characters who die from this
weapon. For the next ten days, they suffer effect must choose one of these two paths.
from a long-term madness (DMG, pg. 260).

3
Mors; or receiving a prophetic vision of The stop at nothing to end the suffering of her peo-
Sovereign Glaive falling. ple. She can explain the following to the party:
In any case, before the events of the adven- • Even as they speak, a legendary weapon called
ture, the party will have noted an unnatural The Sovereign Glaive is falling toward Bellehar.
eclipse that temporarily bathed the world in a Her sages expect it to land before dawn comes.
dark-purple wash. The appearance of a streak- • The queen can relate the legend of the glaive
ing, purple comet in the sky followed. At first, given in the oundgreBacktv A (pg. 2). In
it appeared small, but grows visibly larger and a dream, she believes she saw the death of the
nearer. As it does, ominous signs have appeared celestial guardian by devils. She viewed this as
a sign that she is destined to attain the glaive.
around them, such as birds singing haunting
tunes during the night, animals acting more • Her sages have estimated the glaive will land
feral, and humanoids staring up at the sky in a somewhere in Kallosi-occupied territory - a
terrible stroke of misfortune.
trance-like state.
• She has been warring with the Kallos invaders
for nearly a decade, in an effort to prevent
CN GATKX them from overtaking her kingdom by force.
If her enemies obtain the glaive, she fears it
will presage the end of her kingdom. Likewise,
When the party arrives in the Astor Kingdom, she believes that recovering the artifact for the
read or paraphrase the following aloud: kingdom of Astor could tip the scales in the war,
After long travel through harsh lands, you and allow them to finally repel the invaders.
find yourselves in the tense welcoming chamber • She intends to use the threat of using the
of Queen’s Keep, in the heart of the Astorian weapon as a means to negotiate a ceasefire.
Kingdom. A blazing comet seems to point you She hopes the need to actually wield it does
straight to the keep's doorstep. not arise. A DC 17 Wisdom (Insight) check
You are welcomed into the echoing stone indicates that the Queen is not being entirely
forthcoming when she shares that.
court of the large keep, lit by flickering torches,
where a handful of aging knights watch two • She implores the party to exercise great
armored warriors clash fiercely in trial combat. caution. The glaive is said to possess great
power that is dangerous for any but the chosen
As you look on, one of the warriors disarms
to unleash. They must not attune to it - but
the other, flings them to the ground, and pum- bring it to her forthwith.
mels a mailed fist into their helmet until they
go limp. Queen Adriana knows she could not lead
Straightening up, the warrior removes her an entire army to the glaive in time, nor could
helmet, allowing her graying, but still golden they defeat the best of the Kallosi infantry in
locks to fall around her shoulders. She greets prolonged combat. However, she believes they
you with a short bow of respect. can stall them long enough to buy time for a
"I am Queen Adriana. You are true heroes for small unit to race toward the legendary glaive.
answering my call. We have much to discuss." She asks that the party take up this quest:
As she gives her helmet to a retainer, a young to recover The Sovereign Glaive before Mors
girl of twelve appears in an adjoining doorway, and his army can. To do so, they must ride by
calling for her mother. The Queen kneels down horse to the edge of the Starless Mire, where
next to her daughter and whispers a few words they must then cross a vast lake known as the
to her before a steward ushers the young girl Abyssal Sump. On the opposite shore, will need
away. to keep their eyes to the skies, shadowing the
With her daughter gone, the Queen turns her streaking comet's trajectory so that they can
attention to you. be the first to reach it once it lands.
Queen Adriana is willing to drain the rem-
Queen Adriana (chaotic good human nants of the royal coffers to pay the heroes 800
thgink ) is a bold and decisive ruler who will gp each, and to gift them with a chest filled

4
with her rarest spell scrolls. This is the best
her treasury has to offer after funding such a Map General Features
long war - payable on their safe return. The following features apply to the night
She provides them each with a horse, a map patrol encounter.
of the area, and a string of pearls, two of which Field. The encounter takes place in an
are pearls of power (DMG pg. 184). open forest field, roughly 100 ft. x 60 ft.
When the party is ready to depart, Queen Forest. The field is surrounded by thick
Adriana advances their plan. She leads scores of forest which provides half-cover.
Astorian soldiers in a charge out from her keep Path. A winding path continues through
and marches straight for the border. She will the dense trees, continuing on toward the
fight with all her might to buy the party time, Abyssal Sump.
hoping her adversaries will be diverted from
the glaive's path. Now the fate of her kingdom
lies in the party’s hands!
On a failed check, the remaining soldier re-
QNHMGFKWOIVT C GNKIVPT fuses to talk and welcomes death. They can not
Your horses grunt as you proceed mile after mile be bought or persuaded to help the characters.
toward the vast swamp known as the Starless Among the patrol’s possessions are 56 gp, 3
Mire. It is nightfall before you reach it, and the potions of greater healing (DMG pg. 188), and a
darkness is lit an eerie purple by the blazing potion of water breathing (DMG pg. 188).
amaranthine fireball in the sky that grows larger
by the minute. CNSWORHMGFKIUADT
With a WHISS!, an arrow zips past your ear, It is late at night when you draw near the dark
barely missing you! Tracing it back to the source shores of the great lake known as the Abyssal
you see six figures clad in black, riding towards Sump. The comet in the sky is brighter than a
you with weapons drawn! "The glaive for Mors," full moon - illuminating a small fishing hamlet
they shout! that sits on its banks. Surprisingly, the few hum-
These are warriors sent by General Mors to ble houses completely overgrow, entangled by
claim the glaive. They consist of an nisa , thick coils of by kelp that stretches out from the
a egam , a diur , a tseirp , and a naretv - all water's edge. The only sound is that of several
on horseback - riding at full speed toward the fishing boats slapping lazily against the dock.
characters. Use the rules for mounted combat The coming of the glaive has unsettled the
if the party stays mounted (PHB pg. 198). Use natural order, stirring up natural and magical
the Skinny Minis included in this box for the creatures. Everyone in the hamlet here was
Kallosi forces. snapped up by a dozene i p l e k d l i w (pg. 7), rare
The fighters engage, while the spellcasters aquatic horse creatures that ordinarily do not
hang back to harry the party. If four or more surface, much less hunt humanoids.
members fall in battle their morale breaks and A DC 16 Wisdom (Nature) check reveals
they attempt to surrender. If questioned, a DC odd prints similar to hoof prints around the
14 Charisma (Intimidation) check reveals the abandoned homes. Other areas look like the
following information: tide flooded sections of the village. A DC 12
• This patrol does not know where The Sovereign Intelligence (Nature) check reveals that the
Glaive is set to land. They were instructed kelp overgrowing the buildings is mundane,
to patrol this area and prevent anyone from and presents no further threat to the village.
crossing through the swamp. S er Boka (lawful good turtlefolk thgink )
• General Mors has instructed his army to hold off emerges from the cellar of a home where he
Adriana’s forces, while he and some of his best and few other scared villagers were hiding. The
soldiers race toward the glaive. elderly turtle is a knight of Astor who served

5
the Queen's mother and grandmother both. He If a character investigates the water, a DC 12
took up a station here on the edge of the war Intelligence (Nature) check recognizes that The
over a decade ago, witnessing the kingdom Sovereign Glaive's imminent arrival is driving
give way to the Kallosi rebels. During his time, usually peaceful creatures into a frenzy.
he has secretly grown to pity the rebels, who The party has no trouble rowing across.
seek a better life than Astor has been able to the lake, however once they come within sight
give them. He has the following info to share of the opposite shore- read or paraphrase the
with the party: following:
• Ser Boka has been helping Astor and Kallosi The rhythmic splash of the oars and the
people alike, even after the Kallos occupation. bright glow from the sky reflecting off the lake
He's hoping for an opportunity to lead innocent nearly lulls you into a state of calm - but not for
villagers away from here. long. Without warning, the water erupts like a
• The waters have been strange since the comet geyser next to you rocking the boat! A moment
in the sky appeared. More angry and erratic. later, your small vessel capsizes - dumping you
• A few hours ago, after nightfall, something into the water. As you bob to the surface, splin-
sounded like it was emerging from the lake. tered wood and boat wreckage surrounds you
Boka led the villagers to shelter. He didn't see - as you and your companions are left treading
what happened. water!
• The lake is nearly 10 miles long, but only a Use the Lake Map included in this box for
mile wide where it passes the hamlet. It is an this encounter. The characters begin in the
average of 60 ft. deep. center section of the lake map, marked with
the ruined ship debris. Each time a character
The rowboat can hold six Medium creatures begins their turn in the water, they must suc-
and their gear. The party will need to leave ceed at a DC 10 Strength (Athletics) check to
their mounts behind, as they will not fit on a remain above water. Anyone wearing heavy
boats. armor makes this check with disadvantage. On
Boka warns them about crossing the lake a failure, the character sinks 10 ft. They will
- saying that the comet has led to strange oc- continue to sink deeper each round until they
currences in the lake - but will do as the party succeed on the check. On a success they may
commands. If the party gives him leave to do swim their move speed toward the surface.
so, Ser Boka will take the mounts and lead the Fourseiplek dliw (see pg. 7), were respon-
villagers back to the Queen's Keep on them. sible for the wreck. The kelpies first try to

Lair Actions • Strips of kelp constrict around two random


characters heads and necks. The attack is +6
The lake stirs with other threats. On initia-
to hit, and deals 3d4+3 bludgeoning damage.
tive count 20 (losing initiative ties), one of On a hit, the target is blinded until the end of
the following lair actions occurs, decided their next turn.
randomly or chosen by the GM.
• A vortex of unpredictable currents caused
• A large tentacle of algae, under the control of by all of the surrounding chaos targets every
the kelpies strikes at a character. The target character in the water. Each character must
must succeed on a DC 15 Dexterity saving succeed on a DC 15 Strength saving throw
throw or take 4d6 bludgeoning damage. If or be pushed 15 ft. in a random direction.
the save is failed by 5 or more, they are also To decide, roll 1d10. On an even result, the
grappled by the tentacle. The tentacle has +8 to character is pushed closer to shore. On an odd
and rolls with advantage on checks to maintain result, they are pushed further from the shore.
the grapple. Dealing 20 points of damage to
the tentacle (AC 12) also causes it to release its
grasp.

6
K WN F G R
Medium Fey, Chaotic

Chaleng 4 (1,100 XP) Strength saving throw (DC 14) or else


become grappled. The kelpie will drag
Armo Clas 14
a grappled creature to the bottom of a
ointsHP 67 (9d10+18) body of water to drown them.
de pS 40 ft., Swim 40 ft

RT S EXD NO C
AEVKQPU
16 (+3) 18 (+4) 15 (+2) Multiattack. The wild kelpie makes two
NTI ISW HAC hooves attacks.
Hooves. Melee Weapon Attack: +7 to hit,
11 (+0) 17 (+3) 16 (+3)
reach 5 ft., one target. Hit: (2d6 + 4)
bludgeoning damage.
esitancDmgR bludgeoning
Fey Charm. The wild kelpie targets one
from non-magical attacks humanoid it can see within 30 feet.
DamgeIunits cold If the target can see the wild kelpie,
onditImuesC charmed, it must succeed on a DC 14 Wisdom
poisoned saving throw or be magically charmed.
Sensª passive Perception 14 A charmed creature feels compelled to
swim to the wild kelpie. A wild kelpie
Langues Sylvan can have no more than one humanoid
charmed at a time. If the saving throw
T CKVU is successful, the creature is immune to
the wild kelpie’s fey charm for the next
Sticky Skin. Any melee contact with a wild 24 hours.
kelpie will cause the attacker to make a

lure their victims with their Fey Charm ability, QVGNCKXHTFIER


attacking anyone who is unaffected before You leave the Sump behind you as you continue
dragging the party members under the deep on foot, doing all you can to ignore any fatigue.
lake to drown. Mile after mile passes - your path illuminated by
After two kelpies are defeated, two more the glaive which streaks through the sky above
spawn - to a maximum of eight total that can you, a bright streak of light overhead. Cresting
appear in this manner. If six or more of the kel- a hill, you find at the location of the farmhouse
pies are defeated, they will prioritize survival where the legendary blade will soon land. The
and flee from the party to the bottom of the light of dawn begins to warm the horizon, out-
lake. They do not follow the party out of the shone by the blazing light that draws near.
water. A kelpie pearl can be recovered from Genral Mors and his men lay in wait for
each defeated kelpie, valued at 100 gp each. the party at the farmhouse here. If the party
Once on the opposite shore it's clear the is on alert, they notice Mors emerge from a
party is near to their destination - if they press nearby barn, with three soldiers (vsetran ).
on with haste, they will reach the farmlands Otherwise, they are surprised by an ambush.
just before the glaive lands - only to find Mors Use half of the farm map included in your box,
has beaten them there.

7
along with Mors and any of his surviving allies
- are all knocked prone.
A Battlefield Changed The General and his soldiers will fight to the
While the rest of the encounter continues death, hoping to clear away the last obstacle be-
following after the glaive has landed, the tween themselves and the glaive. Unbeknown
following lair actions happen on initiative to him and the party, a much greater threat has
count 20 (ties lose), decided randomly or descended the crater and awaits them.
chosen by the GM. They affect every crea- If a player character moves toward the cra-
ture in the encounter, excluding Uradach ter before Mors and his soldiers are defeated,
(see evBatlforhGi ). refer to theevialG eht rof elt aB section.
• Raining Fire. Each creature must succeed If he is made aware of the fiend’s presence,
on a DC 11 Dexterity saving throw or take Commander Mors will order a retreat, leaving
2d6 fire damage. They take no damage on a the party alone to face Uradach.
successful save.
• Choking Smoke. Each creature must succeed on
a DC 13 Constitution saving throw or become
incapacitated until the end of their next turn,
overcome by a coughing fit.
Wondrous Add-On
• Aftershock. Each creature must succeed on
If you purchased the XL Pit Fiend
a DC 14 Strength saving throw or fall prone,
as a tremor passes over the land. Skinny Mini, it can be used in the final
encounter with Uradach. When the
Pit Fiend is reduced to 75 hit points
or fewer, it lets out a frenzied cry and
concealing the side displaying the crater for transforms, growing to a titanic size. A
now. black iron crown and armor conjures to
General Mors taunts the party throughout its body with fiery crackles of energy.
combat, claiming that the Queen is too weak to While in this form, its AC is reduced
wield the glaive, and that destiny has chosen by 2, its reach extends by 5 ft. for all
him. At the end of three rounds of combat, the attacks, and it deals an additional die
glaive arrives, driving into the farmland with of weapon damage on all of its attacks.
a thunderous blast. Read or paraphrase the If defeated, the party can claim the
following aloud: adamant crown (see below) as loot.
With the scream of torn air, you witness Queen Adriana will accept the adamant
the violent arrival of The Sovereign Glaive. A crown as a substitute for The Sovereign
thunderous boom, a mighty rumble akin to an Glaive, if the party does not give her the
earthquake throws you from your feet. Clods weapon.
of earth begins to rain down around you and
a thick cloud of smoke and dust curls up from
the impact crater.
General Mors struggles to his feet. He looks The Adamant Crown
toward the crater, then flashes a snarling smile (wondrous item, very rare)
toward you. “May the victor go the spoils,” he When attuned to this crown, its wearer
says, readying his magic greatsword and pre- gains the following benefits:
paring a charge! • Resistance to fire damage
• Advantage on Wisdom and Charisma
Unfold the battlemap to show the crater
saving throws
side. Every creature - the player characters,
• It includes the effects of a periapt of
wound closure (DMG, pg. 184)

8
OCQTPMUGXIF
Medium humanoid (Human), lawful evil

Chalengª 9 (5,000 XP) AEVKQPU


ªArmoClas 19 (+1 plate)
Mulitattack. Mors makes three attacks
ointsªHP 135 (15d10 + 45) with his greatsword, Talon.
Spedª 30 ft. Talon +1. Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 13 (2d6+5)
RT S DEX NO C magical slashing damage. Additionally,
18 (+4) 14 (+2) 16 (+3) it applies the effects from a sword of
wounding (DMG, pg. 207).
INT WIS CHA Leadership (Recharges after a Short
14 (+1) 16 (+3) 14 (+2) or Long Rest). For 1 minute, Mors can
utter a special command or warning
whenever a nonhostile creature that
vingSa WIS +7, CON +7 swoThr it can see within 30 feet of him makes
Sens
passive Perception 15 an attack roll or a saving throw. The
Skils
History (+4), Athletics (+8), creature can add a d4 to its roll provided
Intimidation (+6) it can hear and understand their
Commander. This effect ends if Mors is
segau n L Common, Dwarven, Orc
incapacitated.
T CKVU Second Wind (1/short rest). Commander
Mors regains 1d10+15 HP as a bonus
Fearless. Commander Mors has advantage on action.
saving throws against fear or charm effects.

I CFNQTVGKXHD B
You peer down into the crater, and behold a V AHGTOC
terrifying sight. Amidst the hissing smoke stands
a tall, hulking being with crimson skin. It ema- If the party is defeated by Uradach, the
nates an unmistakable presence of evil, and it world is plunged into darkness as lightning and
unfurls its wings in victory as it turns toward thunder crackle from dark clouds that form.
you. It holds The Sovereign Glaive in its grasp. With all mortal threats dispatched, Uradach
“Too late,” its petrifying voice booms, as it raises rejoins his hellish army to wage a new war on
the weapon high, "Hell claims The Sovereign the divine planes with the The Sovereign Glaive
Glaive again!" in-hand.
The creature is a les r pit fiend called If the party defeats Uradach, the fiend falls
Uradach(see pg 11). It stands at the bottom of to one knee, spitting up blood and swearing
the 40 ft. deep crater. that they will, one day, welcome them all to
Uradach relishes battle and seeks to cut hell. With a final screech, Uradach disappears
down the party with the glaive. The fiend has leaving nothing but the glaive in its wake. Now
succeeded in attuning to the glaive when the the party must bare the burden of choice: what
encounter begins and fights to the death. do they do with the glaive?

9
CNKOVGX newly-formed council of Astorians and Kallosi
If a character attempts to attune the glaive, that function as equals.
refer to its effect on pg. 3. In doing so, they The queen will only agree to do this if the
risk decimating the land, which will halt the party refuses to giver her the glaive. Ser Boka
rebuilding of the same Astorian kingdom they offers to take the glaive and swears never to
saved by defeating Mors and Uradach. wield it or attune to it, but to watch over it in
Queen Adriana regards the party as traitors and keep it hidden away so long as he lives.
for keeping it themselves, and will pursue re- Whatever they choose to do with the glaive,
venge against them in the future. the party is cheered on by the assembled on-
lookers; their heroics have earned them the
QVGKRWTP goodwill of all the people.
If the party returns The Soverign Glaive to the Additionally, regardless of their choice,
Queen's Keep, read the following aloud: Adriana is bound by her oath to reward the
Adriana receives you in her circular throne party for their efforts - 800 gp each and a chest
chambers. She looks battered by war, as do the containing the following spell scrolls (and any
soldiers and knights that fill the room. Astonish- material components needed to cast them
ment fills their faces as they look upon the glaive again, if learned):
in your possession. • A scroll of instant summons
"Gods," Adriana mutters. "You've done it." • A scroll of aura of life
The Queen has a chest filled with the prom-
• A scroll of telepathic bond
ised treasures brought out to you. Then extends
her hand, ready to take the glaive. • Two scrolls of dispel magic (6th-level)
"With this I shall destroy Astoria' enemies,
and renew our righteous rule!" she cries. If they side with Ser Boka, he honors his
Before cheers and applause can be issued, promise - adopting a hermit's lifestyle to guard
a low voice rises from the entrance. Ser Boka the glaive. The Queen is open about the fact that
stands there. "My Queen," he says. Soft mur- she thinks they have made a mistake. Even still,
muring follows as everyone turns to regard the she is willing to maintain an uneasy alliance
turtlefolk Knight. "That weapon will bring peace with them.
only through tides of blood. End this war. Leave If they side with Queen Adriana, Ser Boka
the weapon be, and negotiate with the Kallosi casts a solemn look at the party and quietly
rebels in good faith." departs the keep. Queen Adriana will continue
the war - killing any Kallosi who stand in her
It is up to the party to decide who to entrust way until her reign is no longer questioned.
with The Sovereign Glaive. Both the Queen and Weeks into the prolonged war, news reaches
Ser Boka will argue their case with the party. the party that Queen Adriana has died. She was
The queen demands that the party honor unable to resist The Sovereign Glaive's tempta-
their promise to return it to her. She insists that tion, and attempted to attune with the weapon,
fate chose her to wield it, and that it is a sign which failed. As a result, she released a defiling
from the gods that she should crush the Kallosi shockwave onto her own lands. She perished
and restore the faded power of her line. during the act, leaving her young daughter to
Ser Boka argues that the Queen should inherit the crown of a broken kingdom.
compromise with the Kallosi. Now that Ivan Whoever ends up in possession of The
Mors is dead, they may be willing to agree Sovereign Glaive is transported to the celestial
to a peace accord. However, Ser Boka knows realm when they die, where they wield the
that they will not agree to peace without a glaive as a powerful new guardian, standing
concessions from the Queen to step down from guard over at the gateway in Ahur's Eye.
the throne, and jointly rule as a member of a

10
T U EC Æ
F LGUTPKVF
Large fiend (devil), Lawful

Chaleng 17 (18,000 XP) next 24 hours.


ArmoClas 17 (Natural Armor) Magic Resistance. Uradach has advantage
on saving throws against spells and
ointsHP 258 (16d10 + 168) other magical effects.
Sped 30 ft., fly 60 ft. Magic Weapons. Uradach's weapon
attacks are magical.
RT S DEX NO C Innate Spellcasting. Uradach's
22 (+6) 13 (+1) 24 (+7) spellcasting ability is Charisma (spell
save DC 21). The lesser pit fiend can
INT WIS CHA innately cast the following spells,
16 (+3) 15 (+2) 24 (+7) requiring no material components:
At will: detect magic, scorching ray
swovingThrSa DEX +7, CON +13, (6th-level)
WIS +8
esitancDmgR cold; AEVKQPU
bludgeoning, piercing, and
slashing from nonmagical Multiattack. Uradach makes three attacks,
only one of which can be with The
attacks that aren't silvered
Sovereign Glaive.
DamgeIunits fire, poison Sovereign Glaive +3. Melee Weapon
abiltesunr DmgV radiant Attack: +15 to hit, reach 15 ft., one
onditImuesC poisoned target. Hit: 16 (1d10 + 10) bludgeoning
damage plus 15 (3d8) necrotic damage.
Sens truesight 120 ft., passive Bite. Melee Weapon Attack: +12 to hit,
Perception 14 reach 5 ft., one target. Hit: 22 (2d6 +
Langues Common, Infernal 7) piercing damage. The target must
succeed on a DC 19 Constitution saving
T CKVU throw or become poisoned. While
poisoned in this way, the target can't
Fear Aura. Any creature hostile to regain hit points, and it takes 7 (2d6)
Uradach that starts its turn within poison damage at the start of each of its
20 feet must make a DC 21 Wisdom turns. The poisoned target can repeat
saving throw, unless the lesser pit fiend the saving throw at the end of each of
is incapacitated. On a failed save, the its turns, ending the effect on itself on a
creature is frightened until the start of success.
its next turn. If a creature's saving throw Tail. Melee Weapon Attack: +12 to hit,
is successful, the creature is immune to reach 10 ft., one target. Hit: 17 (2d8 + 7)
the lesser pit fiend's Fear Aura for the bludgeoning damage.

Higher or Lower Level?


If this adventure is being played by a party of player characters of higher or lower experience
level, refer to the difficulty adjustment guide available at our website. In the case of any non-
combat encounters, these need not be altered.

11
Race Against Prepare to take your table
into this wondrous one-shot!
Doom

eaponclimgdrywtR

• Your party is tasked with recovering a mighty glaive that is falling


from heaven before evil forces claim it first. Their actions will
decide the fate of two kingdoms, and their choices will impact the
entire realm.
• This epic Wondrous One-shot is intended to be played as a stand-
alone adventure, compatible with 5e.
• Use the adventure maps for the cursed lake and ruined farmhouse
to run the adventure presented in this one-shot!

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